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Haven Hotel

Tier 5 · hotel_02 · 7 Days to Die

Verified for V3.2.0· source-file facts only

Haven Hotel is a Tier 5 hotel in Navezgane's snow biome at X -1569, Z 2069 (about 700 m north-west of Trader Hugh), worth running in the late game if you can handle a crowded clear — 95 sleeper volumes — with the loot room in the basement.

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 Haven Hotel?

Navezgane · fixed world-file placement

X -1569 · Y 203 · Z 2069

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.

A town hotel: in random worlds it spawns in commercial districts.

Haven Hotel stands high up — its Navezgane placement is at Y 203, far above most POIs. In Navezgane it sits in the snow biome, about 2.6 km northwest of the map centre and about 700 m northwest of Trader Hugh, the closest trader. Nearest other Tier 5 POIs: Minotaur Theater (~1.1 km east), Navezgane Athletics Complex (~1.4 km east).

Where is the loot room in Haven Hotel?

The loot room is in the basement, about 4 blocks below ground level, across the building from the quest start. From the quest start marker, facing the hotel, it is about 43 blocks ahead and 16 to the right.

  • The Tier 5 hardened chest is at local (36, 4, 67), with a large ammo pile and a medical pile beside it.
  • An army munitions box is about 16 blocks from the chest on the same basement level; a second one is about 4 blocks above ground on the quest-start side.
  • The Fetch crate and the Restore Power marker are both off to the right of the start, near ground level.

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 ↓

Haven Hotel quest types

Clear
Kill the sleepers across the building. The prefab defines 95 sleeper volumes (spawn zones, not a zombie count) — the 2nd-highest count among the 24 Tier 5 records on GameVerity.
Fetch
From the quest start marker, the supply crate marker is 3 blocks back and 36 to the right, about 2 blocks below ground level (local (82, 6, 85)).
Restore Power
From the quest start marker, the power objective marker is 9 blocks back and 48 to the right, at ground level (local (89, 8, 97)).
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).
  • Warm clothing or cold-resistance gear: the hotel is in the snow biome.
  • 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.

Haven Hotel loot containers

81 matching block cells across 41 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.

Clothes Shelf Stack Loot Helper

3 of 3 matching cells shown · local Y 12–13

cntClothesShelfStackRandomLootHelper

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 (41 block types)
Munitions Box Army · 2 cells

cntMunitionsBoxArmy

Local X/Y/Z: (32, 4, 51) · (83, 12, 69)

Hardened Chest Secure Tier 5 · 1 cell

cntHardenedChestSecureT5

Local X/Y/Z: (36, 4, 67)

Ammo Pile Small · 6 cells

cntAmmoPileSmall

Local X/Y/Z: (58, 4, 83) · (24, 5, 46) · (5, 8, 40) · (22, 11, 77) · (45, 17, 60) · (58, 19, 58)

Ammo Pile Large · 1 cell

cntAmmoPileLarge

Local X/Y/Z: (37, 4, 66)

Ammo Pile Medium · 1 cell

cntAmmoPileMedium

Local X/Y/Z: (91, 9, 92)

Mortician Drawer Loot Helper · 6 cells

cntMorticianDrawerLootHelper

Local X/Y/Z: (74, 11, 42) · (75, 11, 42) · (74, 12, 42) · (75, 12, 42) · (46, 13, 63) · (47, 13, 63)

Medic Loot Pile ACorner · 5 cells

cntMedicLootPileACorner

Local X/Y/Z: (35, 4, 58) · (31, 13, 56) · (36, 17, 41) · (73, 18, 56) · (75, 22, 44)

Medic Loot Pile A · 2 cells

cntMedicLootPileA

Local X/Y/Z: (65, 12, 58) · (92, 12, 59)

Medic Loot Pile B · 2 cells

cntMedicLootPileB

Local X/Y/Z: (49, 4, 83) · (36, 5, 66)

Food Pile Small Corner · 4 cells

cntFoodPileSmallCorner

Local X/Y/Z: (55, 4, 74) · (43, 6, 52) · (41, 12, 63) · (51, 32, 46)

Retro Fridge Loot Helper · 3 cells

cntRetroFridgeRandomLootHelper

Local X/Y/Z: (65, 11, 50) · (29, 12, 69) · (60, 27, 48)

Food Pile Small · 2 cells

cntFoodPileSmall

Local X/Y/Z: (30, 13, 46) · (60, 28, 44)

Vending Machine Snacks Loot Helper · 2 cells

cntVendingMachineSnacksRandomLootHelper

Local X/Y/Z: (54, 4, 58) · (35, 12, 63)

Water Cooler Full Side Centered · 2 cells

cntWaterCoolerFullSideCentered

Local X/Y/Z: (47, 4, 55) · (66, 4, 84)

Food Pile Small Corner Helper · 1 cell

cntFoodPileSmallCornerRandomHelper

Local X/Y/Z: (56, 17, 75)

Freezer Beverages Left Loot Helper · 1 cell

cntFreezerBeveragesLeftRandomLootHelper

Local X/Y/Z: (70, 8, 97)

Freezer Beverages Middle Loot Helper · 1 cell

cntFreezerBeveragesMiddleRandomLootHelper

Local X/Y/Z: (71, 8, 97)

Freezer Beverages Right Loot Helper · 1 cell

cntFreezerBeveragesRightRandomLootHelper

Local X/Y/Z: (72, 8, 97)

Fridge Stainless Steel Loot Helper · 1 cell

cntFridgeStainlessSteelRandomLootHelper

Local X/Y/Z: (73, 8, 97)

Soda Fountain · 1 cell

cntSodaFountain

Local X/Y/Z: (70, 9, 93)

Vending Machine 2 Loot Helper · 1 cell

cntVendingMachine2RandomLootHelper

Local X/Y/Z: (54, 4, 57)

Shipping Crate Lab Equipment · 4 cells

cntShippingCrateLabEquipment

Local X/Y/Z: (46, 11, 43) · (57, 12, 59) · (75, 17, 45) · (27, 22, 51)

Shipping Crate Mo Power Electronics · 2 cells

cntShippingCrateMoPowerElectronics

Local X/Y/Z: (74, 4, 54) · (28, 27, 45)

Shipping Crate Shamway · 1 cell

cntShippingCrateShamway

Local X/Y/Z: (28, 13, 43)

Shipping Crate Shotgun Messiah · 1 cell

cntShippingCrateShotgunMessiah

Local X/Y/Z: (81, 8, 92)

Rolling Tool Box Random Loot Helper Red · 2 cells

cntRollingToolBoxRandomLootHelperRed

Local X/Y/Z: (76, 3, 66) · (73, 4, 54)

Tool Box Offset Random Loot Helper Green · 1 cell

cntToolBoxOffsetRandomLootHelperGreen

Local X/Y/Z: (88, 8, 96)

Book Shelf Single Bottom Loot Helper · 3 cells

cntBookShelfSingleBottomRandomLootHelper

Local X/Y/Z: (55, 22, 42) · (55, 22, 43) · (55, 22, 45)

Book Shelf Single Cap Bottom Loot Helper · 3 cells

cntBookShelfSingleCapBottomRandomLootHelper

Local X/Y/Z: (53, 4, 63) · (56, 4, 67) · (55, 18, 52)

Book Pile 03 Air Loot Helper · 2 cells

cntBookPile03AirRandomLootHelper

Local X/Y/Z: (50, 13, 55) · (51, 22, 39)

Book Pile 08 · 2 cells

cntBookPile08

Local X/Y/Z: (90, 12, 59) · (37, 22, 55)

Book Shelf Single Top Loot Helper · 2 cells

cntBookShelfSingleTopRandomLootHelper

Local X/Y/Z: (55, 23, 44) · (55, 23, 46)

Book Pile 02 · 1 cell

cntBookPile02

Local X/Y/Z: (62, 12, 44)

Book Pile Random Loot Helper 3 · 1 cell

cntBookPileRandomLootHelper3

Local X/Y/Z: (42, 18, 47)

Book Shelf Single Cap Top Loot Helper · 1 cell

cntBookShelfSingleCapTopRandomLootHelper

Local X/Y/Z: (55, 19, 52)

Clothes Shelf Stack Loot Helper · 3 cells

cntClothesShelfStackRandomLootHelper

Local X/Y/Z: (52, 12, 60) · (51, 13, 60) · (53, 13, 60)

Luggage Medium Loot Helper · 2 cells

cntLuggageMediumRandomLootHelper

Local X/Y/Z: (42, 17, 45) · (36, 22, 53)

Clothes Rack Rectangle Loot Helper · 1 cell

cntClothesRackRectangleRandomLootHelper

Local X/Y/Z: (53, 12, 64)

Clothes Rack Round Loot Helper · 1 cell

cntClothesRackRoundRandomLootHelper

Local X/Y/Z: (51, 12, 61)

Clothes Shelf Half Loot Helper · 1 cell

cntClothesShelfHalfRandomLootHelper

Local X/Y/Z: (50, 12, 65)

Duffle 01 · 1 cell

cntDuffle01

Local X/Y/Z: (48, 1, 68)

Quest targets & fetch containers

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

Local Y 6 · one indexed height

Local coordinates

1 of 1 XML marker shown · V3.2.0

  1. #1X 82 · Y 6 · Z 85

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

Fetch quest containers: source offsets, not a floor plan or world map+Z 99X 0, Z 0+X 99#1: X 82, Y 6, Z 851
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.

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 · 1

(70, 27, 48)

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

Fetch quest containers · 1

(82, 6, 85)

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

Quest rally point · 1

(78, 11, 49)

Indexed rally point used by the prefab quest flow.

Restore-power objective · 1

(89, 8, 97)

Indexed restore-power objective offset in the prefab.

Wood quest marker · 6

(67, 10, 85) · (67, 10, 87) · (67, 10, 89) · (67, 10, 91) · (67, 10, 93) · (67, 10, 95)

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

Wood-tree quest marker · 1

(96, 8, 73)

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

Challenge marker: cars · 1

(92, 8, 4)

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

Challenge marker: gore · 3

(90, 6, 82) · (87, 6, 83) · (85, 6, 84)

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

Challenge marker: leather · 2

(69, 12, 42) · (69, 22, 42)

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

Challenge marker: mechanical parts · 1

(88, 8, 96)

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

Challenge marker: pallets · 1

(91, 8, 92)

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

Challenge marker: polymers · 2

(90, 12, 56) · (89, 11, 59)

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

Challenge marker: sinks · 1

(90, 9, 97)

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

Challenge marker: steel · 1

(83, 12, 69)

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

Search this POI’s quest targets →

Difficulty, size & sleepers

Tier 5; 100 × 36 × 100 blocks. The prefab defines 95 sleeper volumes, including 75 loot-marked volumes. A volume is a spawn region, not one zombie or one loot container.

Configured hostile groups
  • Configured sleeper volumes: 95 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.

Haven Hotel V3.2 source prefab preview
Source prefab preview, not a route capture.

Haven Hotel FAQ

Where is the loot room in Haven Hotel?

In the basement, about 4 blocks below ground level — roughly 43 blocks in and 16 to the right from the quest start marker. The Tier 5 hardened chest has an ammo pile and medical pile beside it. Derived from prefab data, not a tested route.

Where is Haven Hotel in 7 Days to Die?

In Navezgane: X -1569, Y 203, Z 2069, in the snow biome about 700 m north-west of Trader Hugh. In random worlds it spawns in town commercial districts.

What tier is Haven Hotel?

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 Haven Hotel?

Haven Hotel is 100 × 36 × 100 blocks (width × height × depth), the largest footprint class on GameVerity, with 95 sleeper volumes. About 8 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
c6f15d3fefb4006622fe4ea7ce942d92f63f902353020ea385d36053bbedd51f
ttsSha256
fa12c282f9a7c9108533615c228f56aba080137bf90ef326ac4fa5f4e61df7bd
xmlSha256
1fa3067e55b64b37547f5c0818ad910259784d0c28a840978b63ff852f89fd31

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 →

POIs near Haven Hotel