No More Room in Hell 2: Raven Rock Objectives Guide
Get into the bunker, navigate the door-label puzzle, find Director Mal Whitaker, and extract on the train. Not a helicopter. Here are the exact steps and the mistakes that wipe squads.
Goal: Get into the bunker, navigate the numbered-door maze, find Director Mal Whitaker, and extract on the train without the squad splitting and dying in corridors. Raven Rock is not another Power Plant. You start outside a military bunker, then drop into tight interiors. The mission is: investigate the facility, restore enough control to reach the director, then leave on the rail line.
1Before You Touch a Main Objective
- 1Press C (PC) or check compass on console.
Red is the current main objective, yellow is subtasks. Turn "always show objectives" on in settings so you are not C-spamming in the dark.
- 2Do not rush the first red marker. Loot the surface POIs first.
Interior Raven Rock is ammo-hungry and has almost no room to kite.
- 3One player stays rear during long interacts.
Keypads, power, talking to the director. If everyone crowds the panel, a walker eats the interactor.
- 4Stay as one group after the bunker doors.
Split loot runs are how this map wipes.
2Get Through the Gates
Surface gates are code-locked, not just kicked. Codes are run-specific.
- 1Split only long enough to check West, East, and Southwest gates.
- 2One player reads the code out loud the second they find it.
Write it in chat. Codes are run-specific, your run will differ from any example.
- 3Meet at the gate you actually opened.
Do not send one person ahead to scout into the first tunnel.
3Interior Door Puzzle (The Main Sticking Point)
Deeper doors are not a single shared PIN. Players keep missing this: look on the frame or above the door. You will see a grid label like 1D, 2C, 2E. Those labels tell you which button or cell to hit on the nearby panel, not a 6-digit number you invent.
- 1Clear the room first.
Then one person on the panel, everyone else covering the doorway you came from.
- 2Call the label: "1D then 2C."
- 3If it fails, you hit the wrong cell, not "the code changed."
Recheck the plaque above the door.
- 4After a door opens, do not sprint.
New rooms dump walkers into the choke you just created.
4Mid-Bunker Chain: Power to Director
- 1Activate the power station when the compass flips to it.
No power means later doors and comms stay dead.
- 2Listen for the radio: Director Mal Whitaker (DT).
He is the extract target, not optional flavor.
- 3He reports from the expansion tunnel on the rail line.
That is your late-game heading, not back to the surface heli pad.
- 4You will get a second code family in the deep wing.
Treat it as "find the code name, read the digits, punch them." Your instance may differ from any example.
5Extract: It Is a Train, Not a Chopper
- 1Once Whitaker or the rail objective completes, follow the red marker down the expansion tunnel.
- 2Board together.
Late loot in the tunnel is how people miss the train.
- 3Infection: extract cures you.
If you are ticking and have no Phalanx or gene therapy, stop hunting crates and get on the train.
Quick Decisions
| Situation | Do this |
|---|---|
| Found a gate code | Call it, group at that gate, enter together |
| Door has 1D / 2C style tag | Use the tag on the panel. Do not invent a PIN. |
| Objective room overrun | Break contact, circle, come back |
| 3 or fewer alive, infection rising | Take an early hatch if one is up. Do not force the director. |
| Critical supply crate | Carry it only if the squad can cover you. They are scarce on this map. |
Common Mistakes to Avoid
- Sending one player into the first tunnel to check. That is how you lose a player before the bunker.
- Fighting every walker in a hallway. Infinite spawn. You need ammo for the rail.
- Looking at the keypad instead of above the door. The label is on the frame, not the pad.
- Expecting a helicopter. Broadway and Raven Rock both end on a train extract.
- Hoarding Critical Supplies then dying in a 90-degree corridor. No fallback room means dead with the crate.
- Interacting on a panel with nobody watching your back. One walker ends the interact.