7 Days Suites
Tier 5 · hotel_03 · 7 Days to Die
7 Days Suites is a Tier 5 hotel in Navezgane's desert at X 1732, Z -1945 (about 900 m south-east of Trader Bob), worth running in the late game but the busiest clear in our Tier 5 list (98 sleeper volumes), with the loot room on an upper level about 7 blocks above the street.
Game stage: Late game. Tier 5 is the highest POI difficulty, and traders only offer Tier 5 quests after you have worked up through the lower tiers; Infested runs of Tier 5 buildings come later still, as Tier 6 quests.
What do you need here?
Where is 7 Days Suites?
Navezgane · fixed world-file placement
X 1732 · Y 61 · Z -1945X is east/west; Z is north/south; Y is height. This is the prefab placement, not an exact doorway. Random/custom worlds use different coordinates.
A town hotel: in random worlds it spawns in commercial districts.
7 Days Suites is part of a tight cluster of tall buildings with Two Bit Tower and Vanity Tower. In Navezgane it sits in the desert biome, about 2.6 km southeast of the map centre and about 900 m southeast of Trader Bob, the closest trader. Nearest other Tier 5 POIs: Two Bit Tower (~160 m northwest), Vanity Tower (~170 m northeast).

Where is the loot room in 7 Days Suites?
The loot room is on an upper level, about 7 blocks above ground level. From the quest start marker, facing the hotel, it is about 43 blocks ahead and 27 to the left.
- The Tier 5 hardened chest is at local (78, 12, 42), with a large ammo pile, a weapons bag, a medical pile and a book pile within about five blocks.
- There is also a gun safe near ground level in the middle of the building, a picture safe about 3 blocks up, and a blue munitions box about 17 blocks up.
- The two Restore Power markers are higher still, about 12 and 17 blocks above ground.
Derived from the V3.2 prefab files: container and marker offsets compared with the building footprint and the quest start marker. It is a position, not a tested route — the data does not show walls, doors or stairs, so close on the map is not always a short walk. See every container coordinate ↓
7 Days Suites quest types
- Clear
- Kill the sleepers across the building. The prefab defines 98 sleeper volumes (spawn zones, not a zombie count) — the most among the 24 Tier 5 records on GameVerity.
- Fetch
- From the quest start marker, the supply crate marker is 19 blocks straight ahead, about 4 blocks above ground level (local (71, 9, 78)).
- Restore Power
- 2 power objective markers, measured from the quest start marker: 70 blocks ahead and 4 to the right, about 17 blocks above ground level (local (37, 22, 39)); 57 blocks straight ahead, about 12 blocks above ground level (local (45, 17, 49)).
- Infested
- The harder version of Clear, offered as a Tier 6 quest: the V3.2 quest file sets 1.5× the normal spawns and a bigger reward. Same building, same loot room.
What to bring
- Your strongest weapon with spare ammo — Tier 5 is the highest POI difficulty in the game.
- Armour plus healing (first aid, bandages, splints) and food and water for a long clear.
- Lockpicks: the V3.2 block file marks the Tier 5 hardened chest as a locked safe (10,000 hit points if you try to break it instead).
- Free inventory space, or a plan to make a second trip for the haul.
General Tier 5 preparation, not a tested loadout for this building.
7 Days Suites loot containers
94 matching block cells across 48 block types in the V3.2 snapshot. Multi-cell props and random helpers are included; this is not a unique-container count or item-drop table.
Container coordinates
Pick a category and a block type, then narrow by height. These are prefab-local positions, not a floor plan or a recommended route.
Tool Box Random Loot Helper Red
2 of 2 matching cells shown · local Y 17–22
cntToolBoxRandomLootHelperRedSelect a numbered coordinate or a dot to highlight it. Point numbers stay the same when filtering Y.
Coordinates are (X, Y, Z) offsets in the unrotated prefab, not world coordinates or floor numbers. Y separates heights; stacked dots may overlap. The plot does not show walls, stairs or a safe route.
A + marks stacked coordinates. Tapping close dots offers a choice; the numbered list always selects one exact point.
Full container inventory and coordinates (48 block types)
Gun Safe · 1 cell
cntGunSafe
Local X/Y/Z: (59, 6, 58)
Hardened Chest Secure Tier 5 · 1 cell
cntHardenedChestSecureT5
Local X/Y/Z: (78, 12, 42)
Munitions Box Blue · 1 cell
cntMunitionsBoxBlue
Local X/Y/Z: (57, 22, 56)
Painting Picture Safe Loot Helper · 1 cell
cntPaintingPictureSafeRandomLootHelper
Local X/Y/Z: (67, 8, 50)
Ammo Pile Small · 6 cells
cntAmmoPileSmall
Local X/Y/Z: (73, 7, 61) · (65, 12, 43) · (58, 12, 49) · (26, 12, 51) · (62, 17, 37) · (29, 23, 52)
Ammo Pile Large · 1 cell
cntAmmoPileLarge
Local X/Y/Z: (78, 13, 43)
Ammo Pile Medium · 1 cell
cntAmmoPileMedium
Local X/Y/Z: (46, 12, 36)
Weapons Bag Large · 3 cells
cntWeaponsBagLarge
Local X/Y/Z: (61, 6, 58) · (77, 12, 42) · (52, 27, 48)
Medic Loot Pile ACorner · 5 cells
cntMedicLootPileACorner
Local X/Y/Z: (62, 6, 63) · (62, 12, 46) · (25, 13, 43) · (51, 17, 38) · (61, 23, 53)
Medic Loot Pile B · 1 cell
cntMedicLootPileB
Local X/Y/Z: (77, 12, 46)
Water Cooler Full Side Centered · 6 cells
cntWaterCoolerFullSideCentered
Local X/Y/Z: (52, 2, 88) · (74, 6, 58) · (33, 7, 55) · (72, 12, 53) · (67, 17, 51) · (47, 22, 51)
Food Pile Small · 4 cells
cntFoodPileSmall
Local X/Y/Z: (62, 7, 70) · (43, 8, 40) · (32, 9, 48) · (26, 18, 62)
Fridge Stainless Steel Loot Helper · 4 cells
cntFridgeStainlessSteelRandomLootHelper
Local X/Y/Z: (42, 7, 44) · (43, 7, 44) · (66, 12, 40) · (62, 27, 51)
Food Pile Small Corner · 3 cells
cntFoodPileSmallCorner
Local X/Y/Z: (71, 4, 79) · (60, 17, 55) · (62, 28, 53)
Cooler Loot Helper · 2 cells
cntCoolerRandomLootHelper
Local X/Y/Z: (40, 3, 95) · (58, 3, 97)
Retro Fridge Loot Helper · 1 cell
cntRetroFridgeRandomLootHelper
Local X/Y/Z: (67, 6, 71)
Soda Fountain · 1 cell
cntSodaFountain
Local X/Y/Z: (32, 8, 53)
Vending Machine Snacks Loot Helper · 1 cell
cntVendingMachineSnacksRandomLootHelper
Local X/Y/Z: (71, 6, 78)
Shipping Crate Lab Equipment · 2 cells
cntShippingCrateLabEquipment
Local X/Y/Z: (51, 22, 47) · (59, 33, 44)
Shipping Crate Shamway · 2 cells
cntShippingCrateShamway
Local X/Y/Z: (41, 7, 47) · (57, 22, 52)
Shipping Crate Working Stiffs · 2 cells
cntShippingCrateWorkingStiffs
Local X/Y/Z: (45, 4, 73) · (41, 12, 49)
Shipping Crate Bookstore · 1 cell
cntShippingCrateBookstore
Local X/Y/Z: (66, 18, 44)
Shipping Crate Mo Power Electronics · 1 cell
cntShippingCrateMoPowerElectronics
Local X/Y/Z: (46, 20, 42)
Shipping Crate Savage Country · 1 cell
cntShippingCrateSavageCountry
Local X/Y/Z: (64, 17, 42)
Shipping Crate Shotgun Messiah · 1 cell
cntShippingCrateShotgunMessiah
Local X/Y/Z: (57, 33, 48)
Tool Box Random Loot Helper Red · 2 cells
cntToolBoxRandomLootHelperRed
Local X/Y/Z: (44, 17, 48) · (38, 22, 35)
Rolling Tool Box Random Loot Helper Red · 1 cell
cntRollingToolBoxRandomLootHelperRed
Local X/Y/Z: (66, 4, 94)
Workbench Busted Loot Helper · 1 cell
cntWorkbenchBustedRandomLootHelper
Local X/Y/Z: (44, 17, 42)
Book Pile 03 Air Loot Helper · 3 cells
cntBookPile03AirRandomLootHelper
Local X/Y/Z: (68, 12, 44) · (59, 13, 40) · (70, 27, 47)
Book Shelf Single Bottom Loot Helper · 3 cells
cntBookShelfSingleBottomRandomLootHelper
Local X/Y/Z: (73, 17, 36) · (64, 17, 38) · (64, 17, 40)
Book Pile 03 · 2 cells
cntBookPile03
Local X/Y/Z: (52, 13, 57) · (74, 17, 42)
Book Pile 11 · 2 cells
cntBookPile11
Local X/Y/Z: (76, 12, 38) · (41, 17, 52)
Book Shelf Single Cap Bottom Loot Helper · 2 cells
cntBookShelfSingleCapBottomRandomLootHelper
Local X/Y/Z: (41, 8, 55) · (67, 17, 40)
Book Pile 02 · 1 cell
cntBookPile02
Local X/Y/Z: (36, 18, 55)
Book Pile 08 · 1 cell
cntBookPile08
Local X/Y/Z: (56, 17, 58)
Book Pile 12 · 1 cell
cntBookPile12
Local X/Y/Z: (49, 12, 36)
Book Shelf Single Bottom Full 01 · 1 cell
cntBookShelfSingleBottomFull01
Local X/Y/Z: (48, 7, 41)
Book Shelf Single Cap Top Loot Helper · 1 cell
cntBookShelfSingleCapTopRandomLootHelper
Local X/Y/Z: (68, 6, 44)
Book Shelf Single Top Loot Helper · 1 cell
cntBookShelfSingleTopRandomLootHelper
Local X/Y/Z: (73, 18, 35)
Clothes Shelf Stack Loot Helper · 7 cells
cntClothesShelfStackRandomLootHelper
Local X/Y/Z: (71, 6, 67) · (74, 7, 73) · (78, 17, 47) · (78, 18, 46) · (41, 22, 44) · (42, 22, 44) · (43, 22, 44)
Luggage Big Loot Helper · 3 cells
cntLuggageBigRandomLootHelper
Local X/Y/Z: (66, 6, 37) · (35, 17, 37) · (27, 17, 57)
Clothes Rack Wall Loot Helper · 2 cells
cntClothesRackWallRandomLootHelper
Local X/Y/Z: (73, 18, 38) · (73, 18, 39)
Clothes Shelf Half Loot Helper · 2 cells
cntClothesShelfHalfRandomLootHelper
Local X/Y/Z: (73, 17, 37) · (73, 17, 39)
Bags Loot Helper · 1 cell
cntBagsRandomLootHelper
Local X/Y/Z: (55, 12, 58)
Clothes Rack Rectangle Loot Helper · 1 cell
cntClothesRackRectangleRandomLootHelper
Local X/Y/Z: (70, 17, 40)
Clothes Rack Round Loot Helper · 1 cell
cntClothesRackRoundRandomLootHelper
Local X/Y/Z: (71, 17, 38)
Luggage Medium Loot Helper · 1 cell
cntLuggageMediumRandomLootHelper
Local X/Y/Z: (62, 6, 38)
Luggage Pile B Loot Helper · 1 cell
cntLuggagePileBRandomLootHelper
Local X/Y/Z: (61, 6, 33)
Quest targets & fetch containers
Quest tags: Clear, Fetch, Restore Power, Infested.
Local Y 9 · one indexed height
Local coordinates
1 of 1 XML marker shown · V3.2.0
- #1X 71 · Y 9 · Z 78
These are offsets inside the unrotated prefab, not world coordinates or floor numbers. Use the active in-game quest indicator to identify your target.
What is missing from this view?
The XML index does not list every possible supplies location or tell you which target is active. The V3.2.0 source snapshot is unchanged; this display is not a new gameplay verification.
The separate loot-container scan excludes quest-random helper blocks (cntQuestRandomLootHelper). Their locations are not plotted here. We have not reconciled all candidate quest containers with these XML markers or verified how the active target is selected in-game.
Entrance, room landmarks and a tested path to the supplies are still unverified. Use this as a source reference, not a room-by-room walkthrough.
All objective and challenge markers (14 types)
Feather quest marker · 3
(40, 22, 37) · (45, 27, 39) · (42, 27, 49)
Indexed quest-resource marker; it does not promise an item drop.
Fetch quest containers · 1
(71, 9, 78)
Indexed fetch-object offsets in the prefab; this is not a loot table.
Quest rally point · 1
(82, 4, 93)
Indexed rally point used by the prefab quest flow.
Restore-power objective · 2
(37, 22, 39) · (45, 17, 49)
Indexed restore-power objective offset in the prefab.
Wood quest marker · 4
(68, 12, 67) · (71, 12, 67) · (68, 12, 72) · (71, 12, 72)
Indexed quest-resource marker; it does not promise an item drop.
Wood-tree quest marker · 1
(83, 5, 4)
Indexed quest-resource marker; it does not promise an item drop.
Challenge marker: cars · 1
(73, 4, 93)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: gore · 6
(72, 12, 41) · (70, 12, 43) · (75, 12, 44) · (72, 12, 46) · (68, 12, 47) · (66, 17, 48)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: leather · 3
(71, 27, 37) · (71, 27, 40) · (68, 27, 43)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: mechanical parts · 1
(66, 4, 94)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: pallets · 2
(71, 4, 83) · (72, 4, 91)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: polymers · 9
(66, 4, 84) · (69, 4, 87) · (70, 4, 87) · (71, 4, 87) · (80, 4, 88) · (66, 4, 89) · (69, 4, 89) · (70, 4, 89) · (77, 4, 97)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: sinks · 4
(73, 5, 87) · (74, 5, 87) · (74, 5, 89) · (77, 5, 90)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: steel · 1
(71, 6, 78)
Indexed challenge target marker; it is not a guaranteed loot source.
Difficulty, size & sleepers
Tier 5; 100 × 35 × 100 blocks. The prefab defines 98 sleeper volumes, including 76 loot-marked volumes. A volume is a spawn region, not one zombie or one loot container.
Configured hostile groups
- Configured sleeper volumes: 98 volumes · Prefab-wide configuration
What this record does not verify
Room-by-room routes, floor screenshots, safe entry instructions and clear times still need an in-game run. Live enemies and loot rolls depend on game state. We do not label this source record as a completed walkthrough.

7 Days Suites FAQ
Where is the loot room in 7 Days Suites?
On an upper level, about 7 blocks above ground level — roughly 43 blocks in and 27 to the left from the quest start marker. The Tier 5 hardened chest has an ammo pile, weapons bag and medical pile beside it. Derived from prefab data, not a tested route.
Where is 7 Days Suites in 7 Days to Die?
In Navezgane: X 1732, Y 61, Z -1945, in the desert about 900 m south-east of Trader Bob, just south of Two Bit Tower and Vanity Tower. In random worlds it spawns in town commercial districts.
What tier is 7 Days Suites?
Tier 5, the highest POI difficulty in 7 Days to Die V3.2 (from the prefab's DifficultyTier). Quest tags: Clear, Fetch, Restore Power, Infested. Traders offer the Infested version as a Tier 6 quest.
How big is 7 Days Suites?
7 Days Suites is 100 × 35 × 100 blocks (width × height × depth), the largest footprint class on GameVerity, with 98 sleeper volumes. About 5 blocks of that height are below ground level.
Sources & verification
GameVerity checked the XML metadata and binary prefab snapshot from public dedicated-server depot 294422, manifest 1633674551820196085. Source manifest: 2026-08-28. Container recheck: 2026-11-02.
Snapshot hashes (SHA-256)
- blocksSha256
- 036e5088c9e5006d6f2141bca88e0db47170c77151727915288aead68665067a
- ttsSha256
- 0b3e7449f8fc356021dcdcfb349f41a9cfaf532a524bf87cd0f6187fdfc4cf43
- xmlSha256
- cc0048a920e7c9a90fa51c195ec406f9553e7dda8886c5084f01eb3fed34de2c
Version & correction history
— Page added from the V3.2.0 prefab, block, quest and Navezgane world files. Loot-room, quest and location notes are derived from those files; no in-game run is claimed.
V3.2.0 baseline: core prefab facts checked 2026-11-02. No earlier-version comparison is claimed.
View the version record →