Responder ManualNMRiH2 · Unofficial

Database · 7 entries

No More Room in Hell 2 Enemies

Use the seven-record enemy index to distinguish stored enemy type, threat class, and threat profile without inventing spawn or damage statistics.

7 entries

Construction Workers

Construction Workers are categorized as armored zombie. Wear hardhats that must be knocked away before reliable head damage lands. Use the threat class to compare them with other infected types.

Firefighters

Firefighters are categorized as armored explosive zombie. Carry helmets and oxygen tanks that can rupture and explode when damaged. Use the threat class to compare them with other infected types.

Prime Zombies

Prime Zombies are categorized as empowered zombie. Recently fed undead with glowing red eyes, higher durability, and stronger attacks. Use the threat class to compare them with other infected types.

Riot Police

Riot Police are categorized as heavy armored zombie. Use body armor and occasional riot shields that resist both melee and firearm damage. Use the threat class to compare them with other infected types.

Runners

Runners are categorized as fast zombie. Sprint after Responders and become more common around gunfire and high-danger zones. Use the threat class to compare them with other infected types.

Shamblers

Shamblers are categorized as special infectious zombie. Scream to draw reinforcements and leave an infection-heavy gas cloud after death. Use the threat class to compare them with other infected types.

Walkers

Walkers are categorized as standard zombie. Slow baseline undead that become dangerous when several converge at once. Use the threat class to compare them with other infected types.

Read the No More Room in Hell 2 enemy index

The published collection contains Walkers, Shamblers, Runners, Prime Zombies, Construction Workers, Firefighters, and Riot Police. The table exposes the names and the two configured comparison fields, enemy type and threat class. Search also uses the descriptive threat profile held by each record. These categories help locate the relevant detail page; they are not a live count of enemies in a particular run.

Filter categories without assuming encounter rules

Choose a type or threat-class value to narrow the seven rows, or search a name, alias, or declared attribute. Selecting records for comparison places only their configured fields side by side. The interface does not infer spawn location, health, damage, frequency, weakness, or recommended weapon from a category label, because those claims are not present as supported fields in this collection.

Open the detail for its recorded threat profile

Each detail route keeps the entity name, summary, enemy type, threat class, threat profile, game version, and update date where supplied. Missing values remain explicit. That separation matters when a familiar label tempts a broader conclusion: this manual reports the captured description and does not turn genre expectations or player memory into a source-backed fact.

Check enemy data against the release boundary

The seven records come from the captured structured database, with the official Armageddon feed used to establish the current release context rather than undocumented enemy balance. If a later hotfix changes behavior, the affected record needs a new dated source before this index should summarize the change. Until then, use the page to identify records and fields, not to predict a live encounter.

Move from the index to a bounded decision

Start here when the question is which enemy record contains a named classification or profile. Use Guides when the question is a broader mode, teamwork, health, or troubleshooting decision. Use Maps when the unknown is the current objective chain. Keeping those intents separate prevents the enemy database from being padded with tactics or route claims that belong to another sourced page family.

Treat unavailable fields as an evidence gap

A blank or unlisted field does not mean zero, never, or impossible. It means this site does not hold a supported value for that record. Readers can still compare the published categorical fields and follow the source, but the manual will not manufacture a number to make rows appear complete. That rule applies equally to every enemy in this index.

Compare the seven threat classes as stored

The current records divide into one Baseline, one Fast, three Armored, and two Special threat-class entries. Enemy type then provides a more specific label for each row, including Standard zombie, Fast zombie, Armored zombie, Heavy armored zombie, Armored explosive zombie, Empowered zombie, and Special infectious zombie. These labels are local categorical fields, not a difficulty scale or encounter forecast.

Read profiles without merging distinct records

Each threat profile belongs to one named entity. The index keeps that description attached to its row so armor, speed, explosive, empowered, infectious, and baseline wording is not blended into a generic enemy paragraph. Comparing fields can expose differences in the captured descriptions, but it cannot establish undocumented health totals, attack values, spawn rates, or a complete counter strategy.

Continue from enemy data to related guides

All seven records declare the melee-combat and co-op-teamwork guides as related routes. Those pages carry the broader decision context and their own source limits. The enemy hub remains the place to identify a record and its stored classification; it does not copy guide advice into every row or present a relation as evidence that one team response is guaranteed to work.