Normal Map gives black render on half the surfaces White walls, added a Normal Map.
Here is the file with the Normal Map:
https://drive.google.com/file/d/1lM8D70NWvQbNrYpkS4LUn7HvoDohJmcu/view?usp=sharing
Tried:

recalculate normals
invert GREEN channel
image is set as NON-COLOR
the object is FLAT SHADING

These are chunks from the viewport in Cycles:




This is in Eevee viewport:

And this is a render:

And this is a render with the RED channel inverted:

And this is the viewport in Cycles without NM:

And this is the face orientation:

I activated backface culling, so there's no way any of the faces shown are backflipped.
Aaaand... this is the shader:

Nothing fancy really- I really don't know where else to bang my head now.
I don't seem to be able to use Normal Maps in Blender, though I perfectly know how they work, and worked with them for many years, I always meet some kind of problem in Blender.
What is the secret?
Edit: under suggestion, tried to plug some vector nodes in the shader:
You need a Normal Map Node between the Image Texture and Principled Shader.

Now beware that this Strength parameter is in units at the scene scale, so most likely by default this is going to try to make it appear such that the highest point is jutted out by an entire meter.  It has to do this without affecting the geometry so it is likely to also give you some visual artifacts (such as pure black cracks) right out of the box.
I usually set it to .3 or lower before I even enter rendered view, and then adjust by eye.