Grover High
Tier 5 · school_03 · 7 Days to Die
Grover High is a Tier 5 school in Navezgane's desert at X 1733, Z -1529 (830 m east of Trader Bob), worth a late-game run for its ground-level loot room in the middle of the building.
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 Grover High?
Navezgane · fixed world-file placement
X 1733 · Y 71 · Z -1529X 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 countryside school: in random worlds it spawns in rural areas rather than city blocks.
Grover High is a low, wide school building — only 21 blocks tall. In Navezgane it sits in the desert biome, about 2.3 km southeast of the map centre and about 830 m east of Trader Bob, the closest trader. Nearest other Tier 5 POIs: Two Bit Tower (~320 m south), Vanity Tower (~330 m southeast).

Where is the loot room in Grover High?
The loot room is at ground level in the middle of the building. From the quest start marker, facing the school, it is about 44 blocks ahead and 7 to the left.
- The Tier 5 hardened chest is at local (58, 2, 44).
- A large ammo pile, a weapons bag and a medical pile are beside it, and a row of four bookshelves stands about seven blocks away — a useful landmark.
- The Fetch crate and the Restore Power marker are close together on the left side, about 20 blocks in and 39 to the left, next to three footlockers.
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 ↓
Grover High quest types
- Clear
- Kill the sleepers across the building. The prefab defines 47 sleeper volumes (spawn zones, not a zombie count) — the 20th-highest count among the 24 Tier 5 records on GameVerity.
- Fetch
- From the quest start marker, the supply crate marker is 20 blocks ahead and 39 to the left, about 2 blocks above ground level (local (88, 3, 70)).
- Restore Power
- From the quest start marker, the power objective marker is 17 blocks ahead and 39 to the left, at ground level (local (87, 2, 73)).
- 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.
Grover High loot containers
72 matching block cells across 33 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.
Ammo Pile Large
2 of 2 matching cells shown · local Y 3–3
cntAmmoPileLargeSelect 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 (33 block types)
Footlocker Brown Loot Helper · 2 cells
cntFootlockerBrownRandomLootHelper
Local X/Y/Z: (88, 2, 67) · (81, 2, 71)
Footlocker Army Green Loot Helper · 1 cell
cntFootlockerArmyGreenRandomLootHelper
Local X/Y/Z: (91, 2, 61)
Hardened Chest Secure Tier 5 · 1 cell
cntHardenedChestSecureT5
Local X/Y/Z: (58, 2, 44)
Ammo Pile Large · 2 cells
cntAmmoPileLarge
Local X/Y/Z: (58, 3, 43) · (84, 3, 70)
Ammo Pile Small · 2 cells
cntAmmoPileSmall
Local X/Y/Z: (45, 3, 66) · (73, 13, 50)
Weapons Bag Large · 1 cell
cntWeaponsBagLarge
Local X/Y/Z: (59, 2, 44)
Weapons Bag Small · 1 cell
cntWeaponsBagSmall
Local X/Y/Z: (43, 10, 59)
Medic Loot Pile ACorner · 1 cell
cntMedicLootPileACorner
Local X/Y/Z: (59, 7, 38)
Medic Loot Pile B · 1 cell
cntMedicLootPileB
Local X/Y/Z: (56, 3, 43)
Pill Case Loot Helper · 1 cell
cntPillCaseRandomLootHelper
Local X/Y/Z: (43, 3, 74)
Cooler Loot Helper · 2 cells
cntCoolerRandomLootHelper
Local X/Y/Z: (88, 2, 62) · (78, 2, 69)
Vending Machine 2 Loot Helper · 2 cells
cntVendingMachine2RandomLootHelper
Local X/Y/Z: (59, 2, 73) · (69, 7, 50)
Vending Machine Snacks Loot Helper · 2 cells
cntVendingMachineSnacksRandomLootHelper
Local X/Y/Z: (58, 2, 73) · (68, 7, 50)
Food Pile Large · 1 cell
cntFoodPileLarge
Local X/Y/Z: (36, 3, 81)
Freezer Beverages Standalone Loot Helper · 1 cell
cntFreezerBeveragesStandaloneRandomLootHelper
Local X/Y/Z: (35, 2, 74)
Freezer Groceries Left Loot Helper · 1 cell
cntFreezerGroceriesLeftRandomLootHelper
Local X/Y/Z: (39, 2, 80)
Freezer Groceries Right Loot Helper · 1 cell
cntFreezerGroceriesRightRandomLootHelper
Local X/Y/Z: (39, 2, 81)
Fridge Stainless Steel Loot Helper · 1 cell
cntFridgeStainlessSteelRandomLootHelper
Local X/Y/Z: (69, 2, 39)
Water Cooler Full Side Centered · 1 cell
cntWaterCoolerFullSideCentered
Local X/Y/Z: (72, 2, 34)
Shipping Crate Construction Supplies · 1 cell
cntShippingCrateConstructionSupplies
Local X/Y/Z: (88, 2, 70)
Shipping Crate Shamway · 1 cell
cntShippingCrateShamway
Local X/Y/Z: (37, 3, 81)
Tool Box Random Loot Helper Red · 1 cell
cntToolBoxRandomLootHelperRed
Local X/Y/Z: (73, 12, 51)
Book Shelf Single Bottom Loot Helper · 14 cells
cntBookShelfSingleBottomRandomLootHelper
Local X/Y/Z: (35, 2, 47) · (36, 2, 47) · (37, 2, 47) · (38, 2, 47) · (39, 2, 47) · (40, 2, 47) · (45, 2, 47) · (46, 2, 47) · (47, 2, 47) · (48, 2, 47) · (49, 2, 47) · (50, 2, 47) · (51, 2, 47) · (52, 2, 47)
Book Shelf Double Bottom Loot Helper · 10 cells
cntBookShelfDoubleBottomRandomLootHelper
Local X/Y/Z: (36, 2, 49) · (38, 2, 49) · (47, 2, 49) · (49, 2, 49) · (51, 2, 49) · (36, 2, 50) · (38, 2, 50) · (47, 2, 50) · (49, 2, 50) · (51, 2, 50)
Book Shelf Double Top Loot Helper · 10 cells
cntBookShelfDoubleTopRandomLootHelper
Local X/Y/Z: (36, 3, 49) · (38, 3, 49) · (47, 3, 49) · (49, 3, 49) · (51, 3, 49) · (36, 3, 50) · (38, 3, 50) · (47, 3, 50) · (49, 3, 50) · (51, 3, 50)
Book Pile Random Loot Helper 2 · 2 cells
cntBookPileRandomLootHelper2
Local X/Y/Z: (42, 3, 47) · (43, 3, 49)
Book Shelf Single Top Loot Helper · 2 cells
cntBookShelfSingleTopRandomLootHelper
Local X/Y/Z: (51, 3, 47) · (52, 3, 47)
Bags Loot Helper · 1 cell
cntBagsRandomLootHelper
Local X/Y/Z: (34, 3, 65)
Duffle 01 · 1 cell
cntDuffle01
Local X/Y/Z: (82, 2, 69)
Luggage Big Loot Helper · 1 cell
cntLuggageBigRandomLootHelper
Local X/Y/Z: (91, 2, 63)
Luggage Medium Loot Helper · 1 cell
cntLuggageMediumRandomLootHelper
Local X/Y/Z: (77, 2, 71)
Luggage Pile A Loot Helper · 1 cell
cntLuggagePileARandomLootHelper
Local X/Y/Z: (89, 2, 65)
Luggage Pile B Loot Helper · 1 cell
cntLuggagePileBRandomLootHelper
Local X/Y/Z: (91, 2, 71)
Quest targets & fetch containers
Quest tags: Clear, Fetch, Restore Power, Infested.
Local Y 3 · one indexed height
Local coordinates
1 of 1 XML marker shown · V3.2.0
- #1X 88 · Y 3 · Z 70
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 (12 types)
Feather quest marker · 1
(60, 7, 28)
Indexed quest-resource marker; it does not promise an item drop.
Fetch quest containers · 1
(88, 3, 70)
Indexed fetch-object offsets in the prefab; this is not a loot table.
Quest rally point · 1
(47, 1, 87)
Indexed rally point used by the prefab quest flow.
Restore-power objective · 1
(87, 2, 73)
Indexed restore-power objective offset in the prefab.
Wood quest marker · 6
(88, 1, 6) · (88, 1, 7) · (88, 1, 8) · (88, 1, 9) · (88, 1, 10) · (88, 1, 11)
Indexed quest-resource marker; it does not promise an item drop.
Wood-tree quest marker · 2
(98, 1, 36) · (98, 1, 43)
Indexed quest-resource marker; it does not promise an item drop.
Challenge marker: gore · 1
(70, 7, 53)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: mechanical parts · 1
(85, 2, 71)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: pallets · 1
(77, 2, 72)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: polymers · 4
(83, 2, 66) · (83, 2, 68) · (91, 2, 71) · (84, 2, 72)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: sinks · 2
(90, 3, 67) · (82, 2, 71)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: steel · 2
(68, 7, 50) · (69, 7, 50)
Indexed challenge target marker; it is not a guaranteed loot source.
Difficulty, size & sleepers
Tier 5; 100 × 21 × 100 blocks. The prefab defines 47 sleeper volumes, including 13 loot-marked volumes. A volume is a spawn region, not one zombie or one loot container.
Configured hostile groups
- Configured sleeper volumes: 47 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.

Grover High FAQ
Where is the loot room in Grover High?
At ground level in the middle of the school, about 44 blocks in and 7 to the left from the quest start marker, next to a row of bookshelves. 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 Grover High in 7 Days to Die?
In Navezgane: X 1733, Y 71, Z -1529, in the desert about 830 m east of Trader Bob, a few hundred metres north of Two Bit Tower and Vanity Tower. In random worlds it spawns in rural areas.
What tier is Grover High?
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 Grover High?
Grover High is 100 × 21 × 100 blocks (width × height × depth), the largest footprint class on GameVerity, with 47 sleeper volumes. Almost all of it is above ground.
Is Grover High the same as Navezgane High School?
No. Grover High is school_03 (Tier 5). Navezgane High School is a separate Tier 4 record with its own location and loot layout.
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
- 51bf70718d410a60af5131450e3cc8ca68235f120d115f905f147a1e781d3827
- ttsSha256
- c1a7e489bbf7d2032d4ccebe741b98dd0f1831b81716f4d87d06e615fffdc8a9
- xmlSha256
- 5aa9538bded41a865f32924c3f01768d91bfaa9abb203d0eeca642b1fe6364d1
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 →