No More Room in Hell 2 Raven Rock — Map Guide & Walkthrough

Raven Rock walkthrough: the Armageddon 1.0 map's objective chain — bunker entry codes, the director, power, bio-scanners, and the train extraction.

Last Updated: August 14, 2026

No More Room in Hell 2 Raven Rock — Map Guide & Walkthrough (1.0)

Raven Rock is the sixth and newest Objective map in No More Room in Hell 2, added with the Armageddon 1.0 launch on August 11, 2026. It's also the biggest structural departure in the game: you spawn above ground outside a sealed military bunker in mountainous southern Pennsylvania, then spend most of the run underground — investigating what happened to the emergency operations personnel, restoring the facility, and extracting the facility director by train. It's objective-dense, corridor-heavy, and the new benchmark for what a hard NMRIH2 run looks like.

The Raven Rock bunker loading screen — the run starts above ground, but almost all of it happens below.
The Raven Rock bunker loading screen — the run starts above ground, but almost all of it happens below.

Here's what you'll learn:

  • The complete Raven Rock objective chain, in order
  • How to get through the surface gate and the main blast door
  • Where the code rooms, power, and ventilation objectives take you
  • The command center, bio-scanner, and server phases
  • The detonator circuit and train extraction — and how to survive them

What Is Raven Rock?

Per the official Road to 1.0: Release Date & Raven Rock blog, Raven Rock is "set on the outskirts of the mountainous southern Pennsylvania" — "an underground military bunker, determined to investigate the fates of emergency operations personnel." The intro voiceover sets the scene: the surface is overrun, the bunker's command center sent its last distress signal, and a contact named Whitaker should be inside. Your job: get in, find out what happened, and get the facility director out alive.

The map reuses the franchise's objective toolkit in new ways — code entry, Bio-Scanners, power restoration, vent clearing — but chains them together with far less downtime than any earlier map. It's also worth noting the map's recommended route is brutal on noise: see the zombies guide for why firing unsuppressed in tight corridors pulls Runners into your squad.

The Surface: Getting Into the Bunker

The run starts in daylight woodland with the bunker entrance ahead. The first beats are about opening the facility:

  1. Find the code book / gate code near the entrance area and enter it at the West Gate keypad ("Enter Raven Rock. But which one? Which one? West gate").
  2. Follow the tunnel system — the entry tunnels converge on the main blast door.
  3. The blast door is locked down ("The bunker's locked down... there's got to be a way to get that blast door open"), which kicks off the first power objective: turn on the breakers / battle power so the door can cycle.
The surface is bait

The above-ground section is short but dangerous: electrified puddles, breakers, and wandering groups can bleed you before you ever see the bunker. Treat the surface like a fast loot-and-move phase — don't fight for every room up here.

Code Rooms & the Director

Once inside the upper bunker levels, the objective shifts to locating coded doors — small rooms and buildings marked with codes like "2B", "1C", "1D", "2A". Players in early runs reported the order doesn't matter: you just have to hit them all to open the next section. Keep the compass open and route between them efficiently, because this phase also introduces the map's signature threat: hallway zombies that wake as you move.

After the code rooms, the run pivots to its stated goal: "Prioritize the director." You'll get a voice brief warning that intel is limited ("No floor plan, no live telemetry. We think there were thousands of people in there. There may be hostiles"), which sets up the bunker's mid-section — descend deeper, keep moving, and don't assume cleared rooms stay clear.

Restore Power & Ventilation

The bunker's infrastructure is dead, and the objective chain explicitly wants it back:

  • Reactivate elevator power — breakers and generator restarts on a timer while you're exposed.
  • Restart the ventilation system — you're routed through the command area; ventilation passages are obstructed by zombie bodies stuck in the fans, and you must break the bodies out of the vents to clear airflow.
  • Expect "flipping breakers" mini-phases (terminal codes like the "4B, 2A, 3B, 4A" sequences seen in early runs) that require holding a position while a teammate works.

Per the Armageddon notes, objective scenarios now scale with remaining player count — these hold-beats get measurably worse if half the squad is dead. Assign a guard to anyone on a breaker.

Command Center: Bio-Scanners & Servers

The central command room is where Raven Rock shows off its Bio-Scanner phase. The in-run dialogue is explicit: "In the central command, there'll be a code that can end the alert. To retrieve it, reboot the servers and keep the bio-scanners clear while you do."

So: reboot the servers on a timer while zombies keep coming, and defend the Bio-Scanners — if they're compromised, the alert continues. Once the alert code is retrieved and the alert disabled, the CRC confirms you're nearly done: "The alert is disabled. Good work, CRC. Stay with me. We leave together, so we need this train ready to do that."

Expansion Tunnel & the Train Escape

The finale is the most elaborate extraction chain in the game:

  1. Input the expansion tunnel access code (a terminal code — early runs recorded "Delta / 722063") to open the expansion tunnels.
  2. Reach the tracks: "The gate is shut. We nearly had it filled with explosives, but we were interrupted. You just need to bring the detonator circuit online and trigger. Find the power room."
  3. In the power room: wire the detonator circuit (wiring minigame + fuse), restore power to it, and arm the detonator.
  4. Detonate to blow the gate — then clear the debris off the track ("We do not roll on a compromised track").
  5. Radio checks, then wait for the train and extract.

Raven Rock teaser art from the official Road to 1.0 dev blog.
Raven Rock teaser art from the official Road to 1.0 dev blog.

Don't jump the detonation

The explosion window spawns a Prime runner and a fresh wave. Clear the immediate area, trigger from distance, and only then move to the debris — players who charge in while the smoke is still up get grabbed on the track.

Raven Rock Tips & Squad Roles

  • Noise discipline wins the map. Unsuppressed gunfire in the bunker's corridors summons Runners from rooms you already cleared. If you're not the designated shooter, melee (see the weapons guide for the melee damage math) and save ammo for the finale.
  • Assign roles: 1–2 breakers (power/vent objectives), 1–2 guards (bio-scanner phase), 1 medic, and a point man who knows the code rooms. The map punishes all-eight-guns-blazing.
  • Bring utility: a radio for the extraction hold, meds, and Phalanx Pills — infection is a real risk in the tight underground spaces (see the infection guide for treatment rules).
  • Rehearse in Solo Mode first. The solo mode guide is the zero-risk way to learn the code rooms and the train route before risking a leveled Responder.
  • Equip a Rescue Beacon if you're bringing a kitted Responder on Hard/Nightmare — the Rescue Beacon guide covers when it saves the character.

Is Raven Rock Hard?

Early player reaction places it with Power Plant at the top of the game's difficulty curve — "Raven Rock is quickly becoming one of my favorite maps, right next to powerplant" was a common launch-week Steam review sentiment, usually paired with a warning about the long objective chain. It's not the longest map (Lewiston still holds that crown as the fastest clear), but it is the most objective-dense: every phase stacks a new system on top of the last, and the train extraction is a wipe-prone finale. Bring a full squad, respect the bio-scanner phase, and treat the first few runs as learning runs.

Frequently Asked Questions

How do I beat Raven Rock in No More Room in Hell 2?

Follow the chain in order: surface gate code → main blast door → code rooms → reach the director → restore power and ventilation → command center servers/bio-scanners → expansion tunnel → detonator circuit → clear debris → train extraction. Use noise discipline and split roles.

What are the Raven Rock objectives in order?

Enter the West Gate with the code book, open the main blast door (power), hit the code rooms, locate the director, restore elevator power and ventilation, reboot servers while keeping bio-scanners clear, input the expansion tunnel code, wire and arm the detonator, blow the gate, clear the track, and extract by train.

How do I extract on Raven Rock?

By train. After the alert is disabled, bring the detonator circuit online in the power room, arm and trigger it, clear the debris from the track, finish radio checks, and board the train when it arrives.

Who is the director on Raven Rock?

The facility director of the bunker — the CRC's stated objective is to get the director out. The intro also names Whitaker as a contact who should be inside; treat the director phase as the map's midpoint turning point.

Is Raven Rock hard?

Yes — it's the most objective-dense map in the game and one of the two hardest along with Power Plant. The tight underground corridors, bio-scanner phases, and the train finale make it a squad-coordination test, especially on Hard and Nightmare.

Last updated: August 14, 2026.

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