No More Room in Hell 2 — Objectives & Minigames

No More Room in Hell 2 builds its objectives out of small interactive minigames — wiring conduits, swapping fuses, picking locks, tuning a radio to call for extraction. This page is the complete reference for every objective mechanic and how to survive each one.

Objective Minigames Overview

The golden rule: objectives, key locations and extraction zones randomize every run. Don't memorize a fixed route — follow the active objective.

  • Compass: PC press C; console press R1 / RB. Red arrow/ring = current main objective; yellow = a sub-objective.
  • Under permadeath, finishing objectives is what earns you the extraction that saves your Responder — so learning these minigames is core survival, not busywork.

Wires (Connect the Conduits)

Restoring power usually means a wires minigame: match the wire sequence to bring a conduit back online.

  • The conduit is often locked behind a fence gate — you'll need the lockpicking minigame or to shoot the lock open first.
  • After wiring, flip the transformer switch to power the area.
  • You're vulnerable while wiring — it takes both hands and your attention. Bring a teammate to cover you; lone wiring in a horde is how Runs end.

Fuse Box (Replace the Fuse)

Some rooms need a fuse box reset:

  • Find the pullout fuse (usually in a maintenance room nearby).
  • Insert it into the fuse box and flip the switch to restore power.
  • Survivors often use the radio to talk evac through these steps, so a fuse reset and a radio call frequently go together.

Lockpicking (Gates & Secure Doors)

Lockpicking opens fence gates and electronic secure doors (keycard readers).

  • It's a timing/skill minigame — rush it and you'll alert zombies or waste time.
  • Secure doors often guard the supplies or the path you need, so a clean pick keeps the squad moving instead of smashing through.

Radio (Call for Extraction)

The radio minigame is how you call the evacuation chopper:

  • Grab the Radio Callbook, then interact with the radio on the stand.
  • Tune to the evacuation helicopter's frequency. The frequency changes every run — there is no single fixed number, so don't follow a friend's screenshot; use the in-run prompt.
  • Once tuned, the chopper is called and the extraction sequence begins.

Wire Cutters & Generator

Two more environment minigames show up on objective maps:

  • Wire Cutters: cut a perimeter chain-link gate to reach the motor pool / substation.
  • Generator / Substation: find 2 industrial fuses, insert them into the empty slots, then start the generator. Starting the generator is loud — it triggers a noise event that draws a big horde. Reload, heal and set a kill-zone before you pull the switch.

Speakers (Distract the Horde)

The speakers soundboard (e.g. the gym stage) plays music that attracts a large zombie crowd — used to buy time for the extraction.

  • It's a deliberate distraction: the horde converges on the noise, clearing (or trapping) other routes.
  • Prepare before you start it — once the music's on, the crowd is committed.

Extracting: Helicopter vs Early Hatch

When objectives are done (or the run's going bad), you extract one of two ways:

MethodTriggerKeeps character?XP?
HelicopterComplete all main objectives → evac calledYesYes (full account/character XP)
Early Hatch≤3 players alive triggers a unique radio call; green marker appearsYesNo — counts as a failed mission

Under permadeath, preserving your character is the priority. If the squad is down to three or fewer and the helicopter looks unreachable, the early hatch (drop through the metal hatch) keeps your Responder alive even though it scores as a failure with no XP. In a doomed run, a living character beats a glorious wipe.

New to runs? Start with the Beginner Guide for the core loop and permadeath, then All Maps for extraction routes per location.