Skip to content

Two Bit Tower

Tier 5 · apartments_06 · 7 Days to Die

Verified for V3.2.0· source-file facts only

What do you need here?

Where is Two Bit Tower?

Navezgane · fixed world-file placement

X 1620 · Y 61 · Z -1833

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.

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.

Medic Loot Pile A

6 of 6 matching cells shown · local Y 20–77

cntMedicLootPileA

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 (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

  1. #1X 64 · Y 40 · Z 34
  2. #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.

Fetch quest containers: source offsets, not a floor plan or world map+Z 99X 0, Z 0+X 99#1: X 64, Y 40, Z 341#2: X 50, Y 41, Z 422
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

(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.

Search this POI’s quest targets →

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.

Two Bit Tower 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
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 →

Related POIs