Skip to content

U.S. Army Post #7

Tier 5 · base_military_01 · 7 Days to Die

Verified for V3.2.0· source-file facts only

What do you need here?

Where is U.S. Army Post #7?

Navezgane · fixed world-file placement

X -1409 · Y 63 · Z -1480

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.

Industrial zoning; Wilderness township placement. Allowed townships: wilderness.

Which military POI is this?

This record is base_military_01. Installation Blue Ridge uses army_camp_07, and Red Mesa uses installation_red_mesa. Similar military loot does not make their locations or quest targets interchangeable.

Why can’t I find Army Post 7 at the old coordinates?

The older Wiki entry associates army_barracks_01 with 415 E, 1598 S. That is not the placement recorded here for base_military_01. Do not combine that older building reference with this V3.2.0 record.

  • Playing Navezgane? Our V3.2.0 world-file snapshot places this building at X -1409, Y 63, Z -1480. This is a building placement, not a verified entrance or a route through it.
  • Playing a random or custom world? These fixed coordinates do not apply. Check your world’s POI data for base_military_01; this page does not search your seed or locate the building in your save.
Open Army Post #7 in the Navezgane locator

The older entry is a third-party reference, not evidence for the current placement. Our source snapshot and its limitations are listed under Sources & verification.

Find your quest target

Fetch quest containers: 2 XML markers · Restore-power objective: 1 XML marker. These counts are not a complete list of possible supplies locations. Select the task to view source offsets; follow your active in-game quest indicator if it differs.

Need supplies instead? Choose a container category below. Quest targets and ordinary loot use separate records; neither guarantees an item drop.

U.S. Army Post #7 loot containers

87 matching block cells across 38 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.

Local coordinates are not map coordinates—read the guide ↓

Weapons Bag Large

2 of 2 matching cells shown · local Y 8–31

cntWeaponsBagLarge

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 (38 block types)
Footlocker Army Green Loot Helper · 6 cells

cntFootlockerArmyGreenRandomLootHelper

Local X/Y/Z: (76, 13, 30) · (83, 13, 32) · (76, 13, 46) · (80, 13, 48) · (73, 13, 50) · (80, 13, 63)

Footlocker Green Loot Helper · 1 cell

cntFootlockerGreenRandomLootHelper

Local X/Y/Z: (76, 13, 61)

Hardened Chest Secure Tier 5 · 1 cell

cntHardenedChestSecureT5

Local X/Y/Z: (26, 8, 64)

Picture Safe Loot Helper · 1 cell

cntPictureSafeRandomLootHelper

Local X/Y/Z: (37, 10, 45)

Ammo Pile Small · 3 cells

cntAmmoPileSmall

Local X/Y/Z: (54, 3, 63) · (41, 14, 31) · (46, 26, 61)

Ammo Pile Large · 1 cell

cntAmmoPileLarge

Local X/Y/Z: (25, 9, 65)

Ammo Pile Medium · 1 cell

cntAmmoPileMedium

Local X/Y/Z: (50, 9, 45)

Weapons Bag Large · 2 cells

cntWeaponsBagLarge

Local X/Y/Z: (26, 8, 66) · (39, 31, 61)

Weapons Bag Small · 1 cell

cntWeaponsBagSmall

Local X/Y/Z: (34, 14, 25)

Pill Case Loot Helper · 3 cells

cntPillCaseRandomLootHelper

Local X/Y/Z: (46, 9, 48) · (39, 14, 32) · (43, 18, 28)

Medic Loot Pile B · 2 cells

cntMedicLootPileB

Local X/Y/Z: (48, 9, 45) · (25, 10, 64)

Medic Loot Pile ACorner · 1 cell

cntMedicLootPileACorner

Local X/Y/Z: (37, 27, 58)

Cooler Loot Helper · 3 cells

cntCoolerRandomLootHelper

Local X/Y/Z: (11, 2, 41) · (12, 13, 90) · (39, 31, 59)

Water Cooler Full Side Centered · 3 cells

cntWaterCoolerFullSideCentered

Local X/Y/Z: (28, 2, 67) · (32, 8, 50) · (38, 17, 25)

Vending Machine 2 Loot Helper · 2 cells

cntVendingMachine2RandomLootHelper

Local X/Y/Z: (41, 8, 69) · (41, 14, 64)

Vending Machine Snacks Loot Helper · 2 cells

cntVendingMachineSnacksRandomLootHelper

Local X/Y/Z: (42, 8, 69) · (41, 14, 65)

Food Pile Large · 1 cell

cntFoodPileLarge

Local X/Y/Z: (27, 3, 50)

Freezer Groceries Left Loot Helper · 1 cell

cntFreezerGroceriesLeftRandomLootHelper

Local X/Y/Z: (44, 2, 50)

Freezer Groceries Right Loot Helper · 1 cell

cntFreezerGroceriesRightRandomLootHelper

Local X/Y/Z: (44, 2, 49)

Mini Beverage Cooler Loot Helper · 1 cell

cntMiniBeverageCoolerRandomLootHelper

Local X/Y/Z: (27, 2, 53)

Water Cooler Full · 1 cell

cntWaterCoolerFull

Local X/Y/Z: (34, 13, 5)

Shipping Crate Construction Supplies · 5 cells

cntShippingCrateConstructionSupplies

Local X/Y/Z: (28, 2, 40) · (44, 8, 50) · (49, 9, 45) · (57, 9, 53) · (29, 9, 72)

Shipping Crate Shotgun Messiah · 4 cells

cntShippingCrateShotgunMessiah

Local X/Y/Z: (25, 8, 64) · (25, 8, 65) · (25, 8, 66) · (25, 9, 64)

Shipping Crate Car Parts · 2 cells

cntShippingCrateCarParts

Local X/Y/Z: (82, 15, 88) · (82, 17, 74)

Shipping Crate Shamway · 1 cell

cntShippingCrateShamway

Local X/Y/Z: (25, 3, 48)

Rolling Tool Box Random Loot Helper Green · 2 cells

cntRollingToolBoxRandomLootHelperGreen

Local X/Y/Z: (56, 2, 57) · (53, 13, 88)

Tool Box Random Loot Helper Green · 2 cells

cntToolBoxRandomLootHelperGreen

Local X/Y/Z: (46, 9, 51) · (64, 13, 94)

Rolling Tool Box Random Loot Helper Red · 1 cell

cntRollingToolBoxRandomLootHelperRed

Local X/Y/Z: (82, 14, 82)

Tool Box Random Loot Helper Red · 1 cell

cntToolBoxRandomLootHelperRed

Local X/Y/Z: (83, 14, 80)

Workbench Busted Loot Helper · 1 cell

cntWorkbenchBustedRandomLootHelper

Local X/Y/Z: (58, 2, 57)

Bookcase Poor Loot Helper · 15 cells

cntBookcasePoorRandomLootHelper

Local X/Y/Z: (49, 2, 71) · (52, 2, 71) · (46, 2, 73) · (49, 2, 73) · (52, 2, 73) · (49, 3, 71) · (52, 3, 71) · (46, 3, 73) · (49, 3, 73) · (52, 3, 73) · (6, 13, 43) · (6, 13, 44) · (6, 13, 45) · (34, 20, 59) · (34, 20, 61)

Bookcase Good Loot Helper · 5 cells

cntBookcaseGoodRandomLootHelper

Local X/Y/Z: (9, 2, 42) · (30, 2, 72) · (30, 2, 73) · (30, 2, 74) · (34, 20, 60)

Book Pile 02 · 2 cells

cntBookPile02

Local X/Y/Z: (47, 3, 69) · (7, 14, 54)

Book Pile 01 · 1 cell

cntBookPile01

Local X/Y/Z: (35, 18, 32)

Book Pile Random Loot Helper 2 · 1 cell

cntBookPileRandomLootHelper2

Local X/Y/Z: (11, 3, 40)

Book Shelf Single Bottom Loot Helper · 1 cell

cntBookShelfSingleBottomRandomLootHelper

Local X/Y/Z: (37, 8, 45)

Bags Loot Helper · 4 cells

cntBagsRandomLootHelper

Local X/Y/Z: (12, 6, 43) · (87, 13, 74) · (82, 17, 88) · (83, 19, 81)

Luggage Medium Loot Helper · 1 cell

cntLuggageMediumRandomLootHelper

Local X/Y/Z: (15, 16, 91)

Quest targets & fetch containers

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

Local coordinates

2 of 2 XML markers shown · V3.2.0

  1. #1X 56 · Y 4 · Z 72
  2. #2X 51 · Y 10 · Z 74

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 56, Y 4, Z 721#2: X 51, Y 10, Z 742
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.

How to read these targets / troubleshoot a mismatch ↓
All objective and challenge markers (13 types)

Fetch quest containers · 2

(56, 4, 72) · (51, 10, 74)

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

Quest rally point · 1

(61, 13, 20)

Indexed rally point used by the prefab quest flow.

Restore-power objective · 1

(54, 2, 51)

Indexed restore-power objective offset in the prefab.

Wood quest marker · 7

(55, 14, 68) · (55, 14, 69) · (55, 14, 70) · (55, 14, 71) · (53, 14, 72) · (54, 14, 72) · (55, 14, 72)

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

Wood-tree quest marker · 1

(99, 13, 99)

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

Challenge marker: cars · 1

(82, 14, 85)

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

Challenge marker: gore · 1

(83, 13, 44)

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

Challenge marker: leather · 4

(25, 2, 54) · (29, 2, 54) · (29, 2, 58) · (25, 2, 59)

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

Challenge marker: mechanical parts · 2

(82, 14, 82) · (86, 14, 86)

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

Challenge marker: pallets · 1

(54, 2, 63)

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

Challenge marker: polymers · 3

(83, 15, 88) · (85, 14, 88) · (87, 14, 88)

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

Challenge marker: sinks · 2

(90, 13, 80) · (89, 14, 81)

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

Challenge marker: steel · 2

(41, 8, 69) · (42, 8, 69)

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

Search this POI’s quest targets →

How to use these coordinates

Find the building with its world location. Use the diagrams to compare targets inside the building—not to navigate there.

World location · top of this page
The Navezgane position identifies this building’s placement. It is not its doorway. These numbers do not locate the same building in a random or custom world.
Local X / Y / Z · diagrams below
These are offsets in the unrotated building file. X and Z place a point on the diagram; Y separates heights. Y 4 does not mean floor 4. The top of the diagram is +Z, not a verified compass direction in your world.

Do not simply add a local target to the world position: placement and rotation need a validated conversion. This page does not perform that conversion.

I cannot find the target—what should I check?
  1. Check the exact building name and your game version. Similar names can refer to different buildings.
  2. Choose Fetch or Restore Power to match your task. A medicine or weapons container is not automatically a quest target.
  3. Choose a local Y height to separate stacked points. Numbered points refer to this diagram, not a recommended visit order.
  4. Use your active in-game quest indicator to identify the active target. If it still differs, report the building, version, task and a screenshot through Source & corrections.

Walls, stairs, entry routes and safe paths are not mapped here. Room-by-room guidance still needs an in-game check.

Difficulty, size & sleepers

Tier 5; 100 × 49 × 100 blocks. The prefab defines 49 sleeper volumes, including 14 loot-marked volumes. A volume is a spawn region, not one zombie or one loot container.

Configured hostile groups
  • Configured sleeper volumes: 49 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.

U.S. Army Post #7 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
ce1db2b2a3e37442515d38e4e2a8c957242620520b9b3742d455968e60522c81
ttsSha256
ebcaa07cc1d78ca2f6d3b671a40b7f03f9319de7b4858ebe98535eb00a0f8777
xmlSha256
b01141622c8e77f428a550fea88bc05cfa7239321f9ce3368e5f35f3a1dda830

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.

— Explained the older Army Post 7 name/coordinate reference and how to choose between Navezgane and random-world location information. Source coordinates are unchanged; this is not a new gameplay check.

— 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 world/local coordinate guidance and task troubleshooting. Container category links now stay in this building. The V3.2 source snapshot is unchanged; in-game routes remain unverified.

— 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