Two Bit Tower
Tier 5 · apartments_06 · 7 Days to Die
What do you need here?
Where is Two Bit Tower?
Navezgane · fixed world-file placement
X 1620 · Y 61 · Z -1833X 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.
Residential / Downtown zoning; City and town township placement. Allowed townships: city, town.

Two Bit Tower loot containers
86 matching block cells across 25 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.
Bookcase Poor Loot Helper
16 of 16 matching cells shown · local Y 14–34
cntBookcasePoorRandomLootHelperSelect 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 (25 block types)
Footlocker Brown Loot Helper · 1 cell
cntFootlockerBrownRandomLootHelper
Local X/Y/Z: (34, 14, 52)
Hardened Chest Secure Tier 5 · 1 cell
cntHardenedChestSecureT5
Local X/Y/Z: (50, 54, 28)
Picture Safe Loot Helper · 1 cell
cntPictureSafeRandomLootHelper
Local X/Y/Z: (67, 21, 31)
Ammo Pile Small · 6 cells
cntAmmoPileSmall
Local X/Y/Z: (62, 4, 26) · (50, 8, 55) · (64, 25, 29) · (49, 35, 42) · (51, 35, 51) · (33, 40, 50)
Weapons Bag Small · 3 cells
cntWeaponsBagSmall
Local X/Y/Z: (50, 7, 31) · (49, 24, 55) · (64, 46, 43)
Gun Rack Small Armor · 1 cell
cntGunRackSmallArmor
Local X/Y/Z: (51, 8, 58)
Weapons Bag Large · 1 cell
cntWeaponsBagLarge
Local X/Y/Z: (49, 54, 27)
Medic Loot Pile A · 6 cells
cntMedicLootPileA
Local X/Y/Z: (40, 20, 42) · (51, 25, 42) · (70, 30, 49) · (35, 34, 54) · (45, 40, 39) · (49, 77, 32)
Medic Loot Pile B · 2 cells
cntMedicLootPileB
Local X/Y/Z: (63, 15, 41) · (51, 55, 28)
Medic Loot Pile ACorner · 1 cell
cntMedicLootPileACorner
Local X/Y/Z: (57, 29, 25)
Fridge Stainless Steel Loot Helper · 13 cells
cntFridgeStainlessSteelRandomLootHelper
Local X/Y/Z: (37, 14, 38) · (63, 14, 38) · (39, 14, 42) · (40, 19, 45) · (60, 19, 45) · (51, 19, 55) · (37, 24, 38) · (63, 24, 38) · (39, 24, 42) · (61, 24, 42) · (37, 34, 38) · (39, 34, 42) · (47, 39, 42)
Vending Machine 2 Loot Helper · 4 cells
cntVendingMachine2RandomLootHelper
Local X/Y/Z: (47, 7, 26) · (57, 29, 38) · (57, 36, 32) · (38, 39, 35)
Cooler Loot Helper · 3 cells
cntCoolerRandomLootHelper
Local X/Y/Z: (55, 19, 47) · (57, 24, 30) · (70, 24, 49)
Water Cooler Full · 2 cells
cntWaterCoolerFull
Local X/Y/Z: (53, 7, 57) · (58, 29, 45)
Food Pile Small Helper · 1 cell
cntFoodPileSmallRandomHelper
Local X/Y/Z: (45, 15, 44)
Freezer Beverages Standalone Loot Helper · 1 cell
cntFreezerBeveragesStandaloneRandomLootHelper
Local X/Y/Z: (47, 39, 39)
Utility Store Crates Loot Helper · 3 cells
cntUtilityStoreCratesRandomLootHelper
Local X/Y/Z: (53, 33, 41) · (63, 33, 48) · (49, 41, 42)
Tool Box Random Loot Helper Red · 2 cells
cntToolBoxRandomLootHelperRed
Local X/Y/Z: (48, 9, 43) · (29, 9, 50)
Bookcase Poor Loot Helper · 16 cells
cntBookcasePoorRandomLootHelper
Local X/Y/Z: (71, 14, 31) · (39, 14, 32) · (43, 14, 49) · (43, 15, 49) · (39, 19, 31) · (61, 19, 31) · (33, 19, 35) · (34, 19, 35) · (33, 19, 47) · (34, 19, 47) · (40, 19, 53) · (63, 19, 53) · (43, 24, 49) · (63, 24, 53) · (39, 34, 31) · (31, 34, 45)
Book Pile Random Loot Helper 2 · 2 cells
cntBookPileRandomLootHelper2
Local X/Y/Z: (40, 15, 52) · (45, 25, 53)
Bookcase Good Loot Helper · 1 cell
cntBookcaseGoodRandomLootHelper
Local X/Y/Z: (40, 25, 51)
Bags Loot Helper · 8 cells
cntBagsRandomLootHelper
Local X/Y/Z: (51, 13, 52) · (45, 19, 39) · (34, 26, 31) · (37, 29, 29) · (45, 31, 39) · (54, 33, 45) · (51, 36, 47) · (51, 49, 31)
Luggage Medium Loot Helper · 4 cells
cntLuggageMediumRandomLootHelper
Local X/Y/Z: (42, 19, 47) · (55, 27, 28) · (45, 37, 30) · (55, 37, 31)
Luggage Pile B Loot Helper · 2 cells
cntLuggagePileBRandomLootHelper
Local X/Y/Z: (52, 19, 39) · (40, 24, 37)
Luggage Big Loot Helper · 1 cell
cntLuggageBigRandomLootHelper
Local X/Y/Z: (7, 10, 40)
Quest targets & fetch containers
Quest tags: Clear, Fetch, Restore Power, Infested.
Local coordinates
2 of 2 XML markers shown · V3.2.0
- #1X 64 · Y 40 · Z 34
- #2X 50 · Y 41 · Z 42
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 · 1
(56, 54, 25)
Indexed quest-resource marker; it does not promise an item drop.
Fetch quest containers · 2
(64, 40, 34) · (50, 41, 42)
Indexed fetch-object offsets in the prefab; this is not a loot table.
Quest rally point · 1
(42, 10, 73)
Indexed rally point used by the prefab quest flow.
Restore-power objective · 1
(52, 8, 42)
Indexed restore-power objective offset in the prefab.
Wood quest marker · 3
(73, 13, 50) · (66, 13, 54) · (67, 13, 54)
Indexed quest-resource marker; it does not promise an item drop.
Wood-tree quest marker · 1
(93, 11, 93)
Indexed quest-resource marker; it does not promise an item drop.
Challenge marker: cars · 1
(50, 10, 13)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: gore · 1
(54, 19, 50)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: leather · 4
(71, 19, 35) · (68, 19, 39) · (68, 19, 40) · (68, 19, 41)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: mechanical parts · 3
(67, 29, 38) · (67, 29, 40) · (68, 24, 44)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: pallets · 2
(71, 36, 44) · (66, 29, 49)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: polymers · 1
(73, 12, 63)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: sinks · 3
(71, 8, 36) · (68, 19, 49) · (68, 24, 49)
Indexed challenge target marker; it is not a guaranteed loot source.
Challenge marker: steel · 1
(57, 29, 38)
Indexed challenge target marker; it is not a guaranteed loot source.
Difficulty, size & sleepers
Tier 5; 100 × 82 × 100 blocks. The prefab defines 56 sleeper volumes, including 8 loot-marked volumes. A volume is a spawn region, not one zombie or one loot container.
Configured hostile groups
- Configured sleeper volumes: 56 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.

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
- 995857a5e56675b09927b5272ae5f8e9601e36fe01f50f2247d2aabca8a436ed
- ttsSha256
- fa24058984eff3e8d3d18eed2dd3f6c4c34d9a82679e78cdaa0c9dc17f4daf7b
- xmlSha256
- d5a9f7acaa89598ea00be81a205d75504d3d3b17b3f8da39c9d50149ad379784
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 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 →