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Dr. Karen Higashi Residence

Tier 5 · house_modern_31 · 7 Days to Die

Verified for V3.2.0· source-file facts only

What do you need here?

Where is Dr. Karen Higashi Residence?

Navezgane · fixed world-file placement

X -991 · Y 92 · Z 451

X 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.

Rural-tagged prefab.

Residence or pharmaceutical tower?

This is the rural house_modern_31 prefab, not Higashi Pharmaceutical (skyscraper_03). Use the residence record when the quest names Dr. Karen; the tower has a different location and container layout.

Find your quest target

Fetch quest containers: 1 XML marker · Restore-power objective: 1 XML marker. These counts are not a complete list of possible supplies locations. Select the task to view source offsets; follow your active in-game quest indicator if it differs.

Need supplies instead? Choose a container category below. Quest targets and ordinary loot use separate records; neither guarantees an item drop.

Dr. Karen Higashi Residence loot containers

71 matching block cells across 40 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.

Local coordinates are not map coordinates—read the guide ↓

Footlocker Army Green Loot Helper

1 of 1 matching cell shown · local Y 3–3

cntFootlockerArmyGreenRandomLootHelper

Select 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 (40 block types)
Footlocker Army Green Loot Helper · 1 cell

cntFootlockerArmyGreenRandomLootHelper

Local X/Y/Z: (32, 3, 47)

Hardened Chest Secure Tier 5 · 1 cell

cntHardenedChestSecureT5

Local X/Y/Z: (45, 2, 28)

Ammo Pile Small · 2 cells

cntAmmoPileSmall

Local X/Y/Z: (35, 3, 39) · (23, 8, 22)

Ammo Pile Large · 1 cell

cntAmmoPileLarge

Local X/Y/Z: (46, 2, 17)

Gun Rack Large Guns 01 · 2 cells

cntGunRackLargeGuns01

Local X/Y/Z: (15, 4, 15) · (50, 4, 32)

Weapons Bag Large · 1 cell

cntWeaponsBagLarge

Local X/Y/Z: (46, 2, 19)

Medic Loot Pile ACorner · 3 cells

cntMedicLootPileACorner

Local X/Y/Z: (41, 4, 36) · (13, 11, 42) · (34, 26, 27)

Mortician Drawer Loot Helper · 2 cells

cntMorticianDrawerLootHelper

Local X/Y/Z: (49, 4, 37) · (49, 4, 39)

Medic Loot Pile A · 1 cell

cntMedicLootPileA

Local X/Y/Z: (27, 4, 22)

Medic Loot Pile B · 1 cell

cntMedicLootPileB

Local X/Y/Z: (47, 3, 21)

Store Shelf Single Bottom Pharma Goods 01 · 1 cell

cntStoreShelfSingleBottomPharmaGoods01

Local X/Y/Z: (28, 4, 18)

Store Shelf Single Bottom Pharma Loot Helper · 1 cell

cntStoreShelfSingleBottomPharmaRandomLootHelper

Local X/Y/Z: (23, 10, 14)

Water Cooler Full Side Centered · 6 cells

cntWaterCoolerFullSideCentered

Local X/Y/Z: (16, 3, 13) · (20, 3, 23) · (25, 3, 43) · (14, 3, 50) · (15, 8, 28) · (29, 8, 49)

Food Pile Small Corner · 2 cells

cntFoodPileSmallCorner

Local X/Y/Z: (14, 4, 28) · (15, 10, 29)

Food Pile Medium · 1 cell

cntFoodPileMedium

Local X/Y/Z: (14, 4, 16)

Freezer Beverages Standalone Loot Helper · 1 cell

cntFreezerBeveragesStandaloneRandomLootHelper

Local X/Y/Z: (15, 3, 31)

Freezer Groceries Left Loot Helper · 1 cell

cntFreezerGroceriesLeftRandomLootHelper

Local X/Y/Z: (15, 3, 33)

Freezer Groceries Right Loot Helper · 1 cell

cntFreezerGroceriesRightRandomLootHelper

Local X/Y/Z: (15, 3, 32)

Fridge Stainless Steel Loot Helper · 1 cell

cntFridgeStainlessSteelRandomLootHelper

Local X/Y/Z: (33, 16, 28)

Soda Fountain · 1 cell

cntSodaFountain

Local X/Y/Z: (15, 4, 29)

Vending Machine 2 Loot Helper · 1 cell

cntVendingMachine2RandomLootHelper

Local X/Y/Z: (19, 8, 49)

Shipping Crate Bookstore · 1 cell

cntShippingCrateBookstore

Local X/Y/Z: (15, 10, 17)

Shipping Crate Shamway · 1 cell

cntShippingCrateShamway

Local X/Y/Z: (10, 6, 16)

Shipping Crate Shotgun Messiah · 1 cell

cntShippingCrateShotgunMessiah

Local X/Y/Z: (38, 9, 12)

Utility Store Crates Loot Helper · 5 cells

cntUtilityStoreCratesRandomLootHelper

Local X/Y/Z: (47, 2, 19) · (46, 2, 20) · (47, 2, 21) · (47, 2, 23) · (49, 3, 17)

Rolling Tool Box Random Loot Helper Red · 2 cells

cntRollingToolBoxRandomLootHelperRed

Local X/Y/Z: (25, 11, 27) · (4, 16, 42)

Tool Box Random Loot Helper Red · 2 cells

cntToolBoxRandomLootHelperRed

Local X/Y/Z: (35, 11, 37) · (15, 21, 45)

Tool Box Offset Random Loot Helper Blue · 1 cell

cntToolBoxOffsetRandomLootHelperBlue

Local X/Y/Z: (25, 7, 13)

Book Shelf Single Top Loot Helper · 4 cells

cntBookShelfSingleTopRandomLootHelper

Local X/Y/Z: (27, 4, 41) · (18, 4, 44) · (26, 10, 17) · (24, 17, 28)

Book Pile 03 Air Loot Helper · 3 cells

cntBookPile03AirRandomLootHelper

Local X/Y/Z: (41, 16, 29) · (27, 22, 21) · (26, 22, 31)

Book Shelf Single Bottom Loot Helper · 3 cells

cntBookShelfSingleBottomRandomLootHelper

Local X/Y/Z: (27, 3, 41) · (19, 3, 44) · (26, 9, 18)

Book Shelf Single Bottom Full 02 · 2 cells

cntBookShelfSingleBottomFull02

Local X/Y/Z: (26, 9, 17) · (23, 16, 28)

Bookcase Good Loot Helper · 2 cells

cntBookcaseGoodRandomLootHelper

Local X/Y/Z: (24, 5, 48) · (24, 5, 49)

Book Pile Random Loot Helper 2 · 1 cell

cntBookPileRandomLootHelper2

Local X/Y/Z: (24, 9, 48)

Book Pile Random Loot Helper 3 · 1 cell

cntBookPileRandomLootHelper3

Local X/Y/Z: (22, 8, 39)

Book Shelf Single Cap Top Loot Helper · 1 cell

cntBookShelfSingleCapTopRandomLootHelper

Local X/Y/Z: (25, 9, 43)

Book Shelf Single Top Full 01 · 1 cell

cntBookShelfSingleTopFull01

Local X/Y/Z: (26, 10, 18)

Book Shelf Single Top Full 02 · 1 cell

cntBookShelfSingleTopFull02

Local X/Y/Z: (33, 12, 24)

Clothes Shelf Stack Loot Helper · 6 cells

cntClothesShelfStackRandomLootHelper

Local X/Y/Z: (36, 3, 42) · (36, 3, 43) · (10, 3, 44) · (10, 3, 45) · (15, 8, 49) · (14, 9, 49)

Bags Loot Helper · 1 cell

cntBagsRandomLootHelper

Local X/Y/Z: (46, 20, 28)

Quest targets & fetch containers

Quest tags: Clear, Fetch, Restore Power, Infested.

Local Y 15 · one indexed height

Local coordinates

1 of 1 XML marker shown · V3.2.0

  1. #1X 47 · Y 15 · Z 32

These are offsets inside the unrotated prefab, not world coordinates or floor numbers. Use the active in-game quest indicator to identify your target.

Wood quest marker: source offsets, not a floor plan or world map+Z 59X 0, Z 0+X 59#1: X 47, Y 15, Z 321
X/Z view of source markers only: no walls, stairs, compass direction or route. Different heights can overlap; filter local Y to separate them.
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.

This residence has one indexed Fetch marker at X 46, Y 4, Z 38 in our V3.2.0 snapshot. That is a building-local source offset, not a confirmed satchel location for your current quest.

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.

How to read these targets / troubleshoot a mismatch ↓
All objective and challenge markers (14 types)

Feather quest marker · 1

(13, 22, 38)

Indexed quest-resource marker; it does not promise an item drop.

Fetch quest containers · 1

(46, 4, 38)

Indexed fetch-object offsets in the prefab; this is not a loot table.

Quest rally point · 1

(54, 16, 20)

Indexed rally point used by the prefab quest flow.

Restore-power objective · 1

(30, 3, 11)

Indexed restore-power objective offset in the prefab.

Wood quest marker · 1

(47, 15, 32)

Indexed quest-resource marker; it does not promise an item drop.

Wood-tree quest marker · 2

(49, 16, 56) · (55, 16, 56)

Indexed quest-resource marker; it does not promise an item drop.

Challenge marker: cars · 1

(14, 16, 11)

Indexed challenge target marker; it is not a guaranteed loot source.

Challenge marker: gore · 3

(32, 11, 33) · (44, 4, 38) · (34, 3, 40)

Indexed challenge target marker; it is not a guaranteed loot source.

Challenge marker: leather · 1

(32, 14, 56)

Indexed challenge target marker; it is not a guaranteed loot source.

Challenge marker: mechanical parts · 1

(47, 3, 35)

Indexed challenge target marker; it is not a guaranteed loot source.

Challenge marker: pallets · 1

(45, 2, 30)

Indexed challenge target marker; it is not a guaranteed loot source.

Challenge marker: polymers · 2

(46, 3, 46) · (55, 16, 51)

Indexed challenge target marker; it is not a guaranteed loot source.

Challenge marker: sinks · 1

(48, 4, 49)

Indexed challenge target marker; it is not a guaranteed loot source.

Challenge marker: steel · 1

(19, 8, 49)

Indexed challenge target marker; it is not a guaranteed loot source.

Search this POI’s quest targets →

How to use these coordinates

Find the building with its world location. Use the diagrams to compare targets inside the building—not to navigate there.

World location · top of this page
The Navezgane position identifies this building’s placement. It is not its doorway. These numbers do not locate the same building in a random or custom world.
Local X / Y / Z · diagrams below
These are offsets in the unrotated building file. X and Z place a point on the diagram; Y separates heights. Y 4 does not mean floor 4. The top of the diagram is +Z, not a verified compass direction in your world.

Do not simply add a local target to the world position: placement and rotation need a validated conversion. This page does not perform that conversion.

I cannot find the target—what should I check?
  1. Check the exact building name and your game version. Similar names can refer to different buildings.
  2. Choose Fetch or Restore Power to match your task. A medicine or weapons container is not automatically a quest target.
  3. Choose a local Y height to separate stacked points. Numbered points refer to this diagram, not a recommended visit order.
  4. Use your active in-game quest indicator to identify the active target. If it still differs, report the building, version, task and a screenshot through Source & corrections.

Walls, stairs, entry routes and safe paths are not mapped here. Room-by-room guidance still needs an in-game check.

Difficulty, size & sleepers

Tier 5; 60 × 35 × 60 blocks. The prefab defines 82 sleeper volumes, including 62 loot-marked volumes. A volume is a spawn region, not one zombie or one loot container.

Configured hostile groups
  • Configured sleeper volumes: 82 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.

Dr. Karen Higashi Residence V3.2 source prefab preview
Source prefab preview, not a route capture.

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: 2026-09-05.

Snapshot hashes (SHA-256)
blocksSha256
3a38e78d2521871c45337eed51c7176b02768babf6ab735ea1e42713da505c19
ttsSha256
bece37bee57c5bfa07be3e61ded4b80a18c0328bd33b379cd6aa0067a2d6f7d8
xmlSha256
53b870895c6b13209441aa73829258fe323093856829f8d75be7b0c387ec2e49

Version & correction history

— Added quick location and quest answers, with direct links to related resources. The V3.2 source snapshot and gameplay verification status are unchanged.

— Brought quest controls and coordinates forward on mobile. Detailed coverage notes remain available below the diagram; source data is unchanged.

— Clarified that XML quest markers are not an exhaustive supplies-location list. Quest-random helper blocks are excluded from the ordinary loot scan. Source coordinates and gameplay verification status are unchanged.

— Added world/local coordinate guidance and task troubleshooting. Container category links now stay in this building. The V3.2 source snapshot is unchanged; in-game routes remain unverified.

— Added selectable quest-target diagrams, height filters and shareable target views from the existing V3.2 source offsets. This is a display improvement, not a newly verified walkthrough or game patch.

— Container inventory regenerated with corrected block-ID/name pairing, complete category coverage and full coordinates. This corrects our extraction; it is not a game patch.

V3.2.0 baseline: core prefab facts checked 2026-09-05. No earlier-version comparison is claimed.

View the version record →

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