The plant
Lore · Naramo Nuclear Plant · East Noobia · 1963
The world
Section titled “The world”“Naramo takes place in East Noobia, a country in the fictional world of Tellus. The year is 1963, and East Noobia’s military dictatorship is desperately fighting off the West Noobians and Bloxian democrats who wish to colonize and capture East Noobia for its resources. The war is locked in a bitter stalemate, and the attack on the power plant is NOT canon in lore.” —
MH:Nations_and_Countries
That last clause matters. The plant, its staff, its security forces and the wider war are canon; the raid and the meltdown are a what-if. NARAMO TCG plays the what-if.
The plant is the Noobic Stratocracy’s “jewel of the North” (MH:Personal_Security_Detachment). “The Department of Energy is the government entity that oversees and controls power plants such as the Naramo Nuclear Plant… incredibly important for providing power and energy to fuel the government’s war effort.” (MH:Department_of_Energy). A menu quote: “I am John Naramo and this is my favorite Power Plant in Noobia.”
Three roles
Section titled “Three roles”| Role | Description (in-game) |
|---|---|
| Department of Energy | “Upkeep the plant and control the reactor” |
| Plant Defense (SECFOR and the Stratocracy military) | “Protect the plant from hostile forces.” |
| External / Hostiles | “Attack and sabotage the power plant” |
A shift lasts 15 minutes under one Shift Manager; the DOE completes a Power Order roughly every 90 seconds; the shift tier decides the end-of-shift XP.
“The facility can mainly be divided up into Zones A, B, D and Administrative Complex. There is no Zone C, as it was recently hidden by the 2NIA.” — MH:Locations
| Zone | Rooms |
|---|---|
| Zone A — Main Hall | Main Entrance (parking, general spawners), Exit (civilians scanned for weapons), Logistics Exit, Garden (faction recruitment), the RO/PM/LO spawn with “Mr. Tutorial” |
| Zone B — Maintenance | The Atrium (“the Bridge”); Reactor Hall (refuelling crane; rods “bouncing” during a meltdown); Control Room (four stations, two exits; SM and PD present; policy board; a whiteboard reading “If I was any more tired, I’d be comatose!”; a “shifts since last incident” counter); Turbine Hall (two turbines); Feedwater (two pumps); Coolant (pumps Alpha and Beta, off at server start); Generators (three EDGs and the Power Bus Panel); “Maintenance Access 2-MA-24” |
| Zone D — Research | The 2NIA section (red-lit, one-way glass), the Prison / Holding Area (Guard Post, Surveillance Room, cells), Offices, “Coming Soon”. Z-card, or at least A at the crossroads |
| Administrative Complex | 1F: metal detectors, the Compliance & Productivity room (CCTV, 35 cameras; PSD spawn), Gift Shop, reception, Meeting Room Apollo. 2F: Corporate spawn, seven cubicles. 3F: executive suite, Meeting Room Artemis, the Plant Director’s office. Outside: twelve parking spots, a protest zone, the policy board, a NoobTubers restaurant and a Visitor Center |
Exterior
Section titled “Exterior”- Checkpoint (CHP) — radio tower and comms box, four transformers, M40 recoilless rifles.
- Auxiliary Gate (AUX) — a PM note: “I’ve managed to hold the gate but this old piece of junk will open if one thing explodes! P.S hr needs to replace the gate ASAP!” C4 opens it in about eight seconds.
- City — the civilian spawn at Robin Square, City Hall, the NMP self-surrender Police Box, a NoobTubers bar, the resupply factory, the Police Station, the Metro with the City Bunker; the Phase 1 raid capture point.
- Staff Bunker — past the Cargo Train and the NNPP Logistics Bypass; seven rooms, two blast doors.
- Port (three capture points), the Minefield, the East and West military bases, the WN Camp with its Command Tent, external transformers, the comms tower, the subway.
- The Load Fail Room: “IF YOU ARE STUCK HERE, RESET”.
How the TCG uses the plant
Section titled “How the TCG uses the plant”Facilities are the plant’s rooms: Control Room, Reactor Hall, Coolant Pumps Alpha & Beta, Emergency Diesel Generators — all Neutral, because the plant belongs to whoever holds it. The Reactor Hall’s “Posts (2)” are the two operators at the refueller; the Control Room’s SKALA panel is the HACK counter track; “Zone C” is where the Classified tier lives.
INFERRED (TCG): the Cargo Train belt at the start of every crate opening, and the “Issued by NAMS” stamp on staff-granted cards. Both borrow names from the wiki; the scenes are the TCG’s own.
See also: reactor systems, keycards, procedures and events, the glossary.