The Last Sunset Nursing Home
Tier 5 · nursing_home_01 · 7 Days to Die
The Last Sunset Nursing Home is a Tier 5 POI in Navezgane's wasteland at X -2084, Z -1540 (about 550 m south-west of Trader Joel), worth running in the late game for a basement loot room close to the quest start, with three more Tier 5 POIs within 450 m.
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 The Last Sunset Nursing Home?
Navezgane · fixed world-file placement
X -2084 · Y 77 · Z -1540X 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 building: in random worlds it spawns in commercial districts.
The nursing home is one of a cluster of Tier 5 buildings in the south-west of the map. In Navezgane it sits in the wasteland biome, about 2.5 km southwest of the map centre and about 550 m southwest of Trader Joel, the closest trader. Nearest other Tier 5 POIs: Higashi Pharmaceutical (~400 m southeast), Ostrich Hotel (~420 m south).

Where is the loot room in The Last Sunset Nursing Home?
The loot room is in the basement, about 5 blocks below ground level, and close to where the quest starts. From the quest start marker, facing the building, it is about 15 blocks ahead and 24 to the right.
- The Tier 5 hardened chest is at local (27, 2, 35), with a large ammo pile, a small ammo pile, a weapons bag and a medical pile within about six blocks.
- The three possible Fetch crates are deep in the building on the ground and upper levels, 44–50 blocks from the start.
- Close to the start on the map is not the same as a short walk: the prefab data gives positions, not the path through the building.
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 ↓
The Last Sunset Nursing Home quest types
- Clear
- Kill the sleepers across the building. The prefab defines 84 sleeper volumes (spawn zones, not a zombie count) — the 6th-highest count among the 24 Tier 5 records on GameVerity.
- Fetch
- 3 possible supply-crate markers: 49 blocks straight ahead, about 8 blocks above ground level (local (67, 15, 38)); 50 blocks ahead and 7 to the left, at ground level (local (73, 8, 46)); 44 blocks ahead and 6 to the left, about 10 blocks above ground level (local (67, 17, 48)) — all measured from the quest start marker.
- 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.
- No Restore Power
- This prefab has no Restore Power quest tag in V3.2, so traders will not send you here for one.
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.
The Last Sunset Nursing Home loot containers
79 matching block cells across 42 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
2 of 2 matching cells shown · local Y 3–4
cntClothesShelfStackRandomLootHelperSelect 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 (42 block types)
Footlocker Brown Loot Helper · 2 cells
cntFootlockerBrownRandomLootHelper
Local X/Y/Z: (26, 13, 30) · (57, 13, 52)
Footlocker Army Green Loot Helper · 1 cell
cntFootlockerArmyGreenRandomLootHelper
Local X/Y/Z: (62, 8, 37)
Hardened Chest Secure Tier 5 · 1 cell
cntHardenedChestSecureT5
Local X/Y/Z: (27, 2, 35)
Ammo Pile Small · 3 cells
cntAmmoPileSmall
Local X/Y/Z: (33, 2, 33) · (42, 8, 29) · (66, 18, 34)
Ammo Pile Large · 1 cell
cntAmmoPileLarge
Local X/Y/Z: (27, 2, 32)
Weapons Bag Large · 1 cell
cntWeaponsBagLarge
Local X/Y/Z: (26, 3, 35)
Weapons Bag Small · 1 cell
cntWeaponsBagSmall
Local X/Y/Z: (69, 8, 47)
Medic Loot Pile A · 3 cells
cntMedicLootPileA
Local X/Y/Z: (75, 8, 45) · (54, 13, 29) · (28, 13, 44)
Store Shelf Single Bottom Pharma Loot Helper · 3 cells
cntStoreShelfSingleBottomPharmaRandomLootHelper
Local X/Y/Z: (52, 8, 50) · (52, 9, 51) · (52, 9, 53)
Pill Case Loot Helper · 2 cells
cntPillCaseRandomLootHelper
Local X/Y/Z: (52, 9, 48) · (60, 14, 35)
Medic Loot Pile B · 1 cell
cntMedicLootPileB
Local X/Y/Z: (26, 3, 33)
Mortician Drawer Loot Helper · 1 cell
cntMorticianDrawerLootHelper
Local X/Y/Z: (53, 3, 31)
Store Shelf Single Bottom Pharma Goods 01 · 1 cell
cntStoreShelfSingleBottomPharmaGoods01
Local X/Y/Z: (51, 9, 42)
Store Shelf Single Bottom Pharma Goods 02 · 1 cell
cntStoreShelfSingleBottomPharmaGoods02
Local X/Y/Z: (61, 14, 37)
Water Cooler Full Side Centered · 4 cells
cntWaterCoolerFullSideCentered
Local X/Y/Z: (51, 8, 29) · (30, 8, 37) · (56, 13, 34) · (31, 13, 43)
Food Pile Small · 2 cells
cntFoodPileSmall
Local X/Y/Z: (56, 8, 54) · (33, 9, 48)
Food Pile Small Corner Helper · 2 cells
cntFoodPileSmallCornerRandomHelper
Local X/Y/Z: (14, 8, 85) · (21, 13, 45)
Cooler Loot Helper · 1 cell
cntCoolerRandomLootHelper
Local X/Y/Z: (65, 18, 35)
Food Pile Small Helper · 1 cell
cntFoodPileSmallRandomHelper
Local X/Y/Z: (39, 22, 43)
Fridge Stainless Steel Loot Helper · 1 cell
cntFridgeStainlessSteelRandomLootHelper
Local X/Y/Z: (54, 8, 50)
Mini Beverage Cooler Loot Helper · 1 cell
cntMiniBeverageCoolerRandomLootHelper
Local X/Y/Z: (30, 9, 31)
Vending Machine 2 Loot Helper · 1 cell
cntVendingMachine2RandomLootHelper
Local X/Y/Z: (37, 13, 45)
Vending Machine Snacks Loot Helper · 1 cell
cntVendingMachineSnacksRandomLootHelper
Local X/Y/Z: (54, 8, 54)
Shipping Crate Shamway · 1 cell
cntShippingCrateShamway
Local X/Y/Z: (27, 4, 47)
Rolling Tool Box Random Loot Helper Red · 1 cell
cntRollingToolBoxRandomLootHelperRed
Local X/Y/Z: (43, 2, 38)
Tool Box Offset Random Loot Helper Green · 1 cell
cntToolBoxOffsetRandomLootHelperGreen
Local X/Y/Z: (43, 2, 49)
Tool Box Random Loot Helper Red · 1 cell
cntToolBoxRandomLootHelperRed
Local X/Y/Z: (37, 2, 36)
Bookcase Good Loot Helper · 8 cells
cntBookcaseGoodRandomLootHelper
Local X/Y/Z: (51, 3, 42) · (40, 8, 54) · (24, 13, 32) · (51, 13, 40) · (51, 13, 42) · (65, 13, 44) · (54, 13, 52) · (54, 13, 53)
Book Shelf Single Bottom Loot Helper · 6 cells
cntBookShelfSingleBottomRandomLootHelper
Local X/Y/Z: (40, 8, 45) · (47, 8, 45) · (47, 13, 30) · (47, 13, 34) · (23, 13, 41) · (43, 13, 43)
Book Shelf Single Top Loot Helper · 5 cells
cntBookShelfSingleTopRandomLootHelper
Local X/Y/Z: (57, 8, 33) · (47, 9, 45) · (47, 14, 30) · (47, 14, 33) · (23, 14, 41)
Bookcase Poor Loot Helper · 4 cells
cntBookcasePoorRandomLootHelper
Local X/Y/Z: (51, 3, 41) · (30, 13, 31) · (25, 13, 32) · (30, 13, 32)
Book Pile 03 Air Loot Helper · 2 cells
cntBookPile03AirRandomLootHelper
Local X/Y/Z: (55, 13, 51) · (54, 14, 37)
Book Shelf Single Cap Bottom Loot Helper · 2 cells
cntBookShelfSingleCapBottomRandomLootHelper
Local X/Y/Z: (54, 8, 39) · (24, 14, 37)
Book Shelf Single Cap Top Loot Helper · 2 cells
cntBookShelfSingleCapTopRandomLootHelper
Local X/Y/Z: (40, 9, 28) · (39, 14, 31)
Book Pile 01 · 1 cell
cntBookPile01
Local X/Y/Z: (32, 14, 29)
Book Shelf Single Bottom Full 01 · 1 cell
cntBookShelfSingleBottomFull01
Local X/Y/Z: (47, 13, 32)
Book Shelf Single Bottom Full 02 · 1 cell
cntBookShelfSingleBottomFull02
Local X/Y/Z: (47, 13, 29)
Book Shelf Single Top Full 01 · 1 cell
cntBookShelfSingleTopFull01
Local X/Y/Z: (47, 14, 31)
Book Shelf Single Top Full 02 · 1 cell
cntBookShelfSingleTopFull02
Local X/Y/Z: (47, 14, 34)
Clothes Shelf Stack Loot Helper · 2 cells
cntClothesShelfStackRandomLootHelper
Local X/Y/Z: (50, 3, 32) · (50, 4, 31)
Luggage Medium Loot Helper · 2 cells
cntLuggageMediumRandomLootHelper
Local X/Y/Z: (43, 8, 28) · (55, 13, 45)
Bags Loot Helper · 1 cell
cntBagsRandomLootHelper
Local X/Y/Z: (48, 8, 40)
Quest targets & fetch containers
Quest tags: Clear, Fetch, Infested.
Local coordinates
3 of 3 XML markers shown · V3.2.0
- #1X 67 · Y 15 · Z 38
- #2X 73 · Y 8 · Z 46
- #3X 67 · Y 17 · Z 48
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 (13 types)
Feather quest marker · 1
(53, 18, 49)
Indexed quest-resource marker; it does not promise an item drop.
Fetch quest containers · 3
(67, 15, 38) · (73, 8, 46) · (67, 17, 48)
Indexed fetch-object offsets in the prefab; this is not a loot table.
Quest rally point · 1
(25, 7, 63)
Indexed rally point used by the prefab quest flow.
Wood quest marker · 4
(93, 7, 89) · (93, 7, 92) · (92, 7, 93) · (88, 7, 94)
Indexed quest-resource marker; it does not promise an item drop.
Wood-tree quest marker · 1
(96, 7, 96)
Indexed quest-resource marker; it does not promise an item drop.
Challenge marker: cars · 1
(43, 8, 18)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: gore · 1
(74, 8, 34)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: leather · 1
(31, 8, 68)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: mechanical parts · 1
(52, 13, 50)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: pallets · 1
(43, 2, 51)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: polymers · 1
(94, 7, 48)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: sinks · 12
(70, 8, 34) · (70, 13, 34) · (76, 13, 35) · (70, 8, 39) · (73, 20, 39) · (73, 20, 41) · (76, 8, 43) · (76, 13, 43) · (76, 8, 44) · (76, 13, 44) · (70, 13, 46) · (68, 9, 47)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: steel · 1
(54, 8, 54)
Indexed challenge target marker; it is not a guaranteed loot source.
Difficulty, size & sleepers
Tier 5; 100 × 28 × 100 blocks. The prefab defines 84 sleeper volumes, including 60 loot-marked volumes. A volume is a spawn region, not one zombie or one loot container.
Configured hostile groups
- Configured sleeper volumes: 84 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.

The Last Sunset Nursing Home FAQ
Where is the loot room in the Last Sunset Nursing Home?
In the basement, about 5 blocks below ground level, only about 15 blocks in and 24 to the right from the quest start marker. The Tier 5 hardened chest has ammo, a weapons bag and a medical pile beside it. Derived from prefab data, not a tested route.
Where is the nursing home in 7 Days to Die?
In Navezgane: X -2084, Y 77, Z -1540, in the wasteland about 550 m south-west of Trader Joel, near Higashi Pharmaceutical, Ostrich Hotel and Navezgane County Jail. In random worlds it spawns in town commercial districts.
What tier is the Last Sunset Nursing Home?
Tier 5, the highest POI difficulty in 7 Days to Die V3.2 (from the prefab's DifficultyTier). Quest tags: Clear, Fetch, Infested. Traders offer the Infested version as a Tier 6 quest.
How big is the Last Sunset Nursing Home?
The Last Sunset Nursing Home is 100 × 28 × 100 blocks (width × height × depth), the largest footprint class on GameVerity, with 84 sleeper volumes. About 7 blocks of that height are below ground level.
Can you get a Restore Power quest at the nursing home?
No. In V3.2 this prefab is tagged for Clear, Fetch and Infested only.
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
- 471f89f9fe868d1ac30c65cdc352d7604db391aa28a6b87f21c20dea07797c71
- ttsSha256
- 474043f9d83b214fa975b762fe47ce30c3796509770ed77780757f334cbfc66d
- xmlSha256
- 331bee1510330da102b87d333fa06e6aa1c718593c57dd36ecd80347c26841c6
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 →