The Fields is a brutal, atmospheric Roblox survival horror game where you’re dropped into an infected quarantine zone and told one simple thing: survive. There’s a generator at your base, zombies in the dark, your sanity slowly draining, and a world full of tools, NPCs, and secrets that decide whether you make it to the final day or die screaming in the grass.
Also Read: The Fields Locations Guide
This beginner’s guide walks you through everything you need for your first few runs:
The Fields Beginner’s Guide
For more in-depth knowledge to this game, do check out our Roblox The Fields Wiki.
Use this as a “zero to competent” starting guide for anyone opening The Fields for the first time.
What Is The Fields?
The Fields is a Roblox survival horror experience focused on:
- Exploration: a large open map with multiple locations, NPCs, and secrets
- Resource management: scavenging tools, crafting materials, and ammo
- Base defense: keeping your generator running and your base lit at night
- Sanity & survival: staying sane, alive, and prepared through multiple nights
You start near a small Base with a generator and workbench, then gradually push out into the world to gather resources, complete NPC quests, craft better weapons, and survive increasingly dangerous nights.
The core loop:
Day: explore, loot, craft, upgrade
Night: defend the base, keep lights on, don’t lose your mind
Basic Controls & UI
The Fields uses standard Roblox PC controls, with a clean, minimalist HUD.
Default PC Controls
| Action | Key / Input |
|---|---|
| Move | W / A / S / D |
| Interact (use / pick up) | E |
| Attack / swing / shoot | Mouse 1 (LMB) |
| Item hotbar slots | 1, 2, 3, 4… |
Core HUD elements
- Health: your life. If it hits zero, your run is over.
- Sanity: drains in the dark or under certain conditions; low sanity causes debuffs and can unlock “Lost” / “Lapsing into Madness” states.
- Time of day: tracked precisely if you have a Watch equipped.
- Compass / directions: shown at top of HUD when you equip a Compass.
Core Systems: Days, Nights, Generator & Sanity
Day–Night Cycle
The entire game is built around the clock:
- Daytime is your window to explore, loot, trade, and complete quests.
- Nighttime is where zombies and infected enemies roam aggressively, sanity loss kicks in, and the game turns from quiet tension to full horror.
Night starts at 8 PM and ends at 7 AM.
If you’re outside in darkness during the night and your base isn’t powered, your sanity starts to tank, leading to nasty debuffs and badges like Madness / Lost.
Generator & Power
At your Base you have a Generator:
- You start the game with two gasoline cans right away.
- You can insert gas into the generator early, but don’t turn it on until night. Save fuel for when you actually need the light.
Why it matters:
- When the generator is on, your base is lit and safer.
- Without light, your sanity drops at night, causing debuffs and, eventually, “Lost” status.
- Zombies can attack and turn off your generator. If it goes out, you want to sprint to it and flip it back on before the debuffs stack.
There’s also a special enemy called the Gas Drinker who appears to drink from your generator’s fuel. Killing him with ranged weapons unlocks the Unhealthy Addiction / Cruel badge.
Your First Run: Step-by-Step Beginner Route
1. Spawn & Intro
When you start a new run:
- You see a short intro explaining the world and the outbreak.
- You wake up in a field near your Base.
Follow the on-screen prompt that points you to the generator, highlighted in orange.
2. Secure the Base (Day 1)
On Day 1, don’t rush out into the wilderness. Instead:
- Fuel the generator, but leave it off
- Insert your two starting gas cans into the generator.
- Don’t turn it on yet; you’ll need it when night falls.
- Loot the Base thoroughly
Inside your Base you’ll find:- Workbench (crafting table) – upgrade this as early as you can.
- Scattered materials like Rags, Nails, Planks, Wood Scrap, Metal Scrap, Electrical Tape.
- Early equipment like the Compass (on stacked pallets).
- Drag everything to the Workbench area
- Treat the workbench room as your main storage hub.
- You’ll use these materials later for weapons, traps, and workbench upgrades.
- Talk to the Merchant (Trader)
- During the day, a Trader/Merchant appears in a small shack near your base.
- You can sell junk (extra scrap, materials) for Reputation, then use that to buy tools like:
- Survivor’s Backpack (extra carry slots)
- Ammo, crafting supplies, and eventually firearms like revolvers and shotguns
Early goal: unlock the Prepared / Survivalist style setup: Compass, Watch, Tactical Flashlight, and Backpack. There’s even a badge called Prepared for equipping Compass, Flashlight, Watch, and Backpack together.
3. First Exploration Targets (Still Day 1)
Once your Base is looted and you’ve visited the Merchant, start with the safest & most rewarding nearby locations.
Radio Station (West of Base)
The Radio Station is one of the most important early spots:
- Located west of your Base.
- Almost always contains:
- Multiple Walkie-Talkies (for team communication in co-op)
- A Watch (critical for tracking time)
- Sometimes weapons
Walkies let you and your friends coordinate, but even solo, the Watch is huge. Knowing exactly when 8 PM is coming can be the difference between calmly heading home and getting caught outside in madness territory.
Construction Site
Another early hotspot is the Construction Site, which contains:
- Tactical Flashlight (first floor) – massive help at night.
- Wiring (first floor) – needed for the Hunter’s Trial quest.
- Other crafting materials (nails, planks, scrap).
Other key early-game locations
From the items & badges pages, we also know about:
- Hunter’s Cabin – where you’ll meet the Hunter for an important questline; also near bear traps.
- Hangar / Storage Hangar – where you can find the Survivor’s Backpack and later use the HEMCOR key for the Ritual Blade.
- Barn – spawns enemies like Brutes and sometimes a Heavy Duty Toolbox.
- Giant Tree – tied to sanity / madness events and the Treebound badge.
For Day 1, don’t overextend. Hit Radio Station and Construction Site if time allows, then head back before dark.
Night 1: How to Not Die Immediately
When the clock ticks toward 8 PM:
- Return to Base early
- Don’t cut it close. Try to be home by around 6–7 PM game time.
- Turn on the Generator at Dusk
- Flip the generator on as the sun sets.
- Make sure your base lights up; if the generator shuts off, you’ll need to sprint back and restart it.
- Prepare for a zombie attack
- Nights bring waves of infected enemies around your base.
- Early on, you’ll mostly be using melee weapons like crafted planks and basic guns if you’re lucky.
- Stay inside the lit area
- Being outside in the dark causes sanity loss.
- Let zombies come to you; don’t go wandering off into pitch black unless you know what you’re doing.
- Watch for special events
- The Gas Drinker can appear to drink your generator’s gas; shooting him down grants a badge and keeps your fuel safe.
- Later nights can spawn Spores, Spitters, and Raiders, each tied to specific badges and strategies.
Once you make it through your first night, you’ll unlock the Survivor badge and officially get over the first big hump.
Items, Crafting & Workbench Progression
Items in The Fields fall into three broad categories: Equipment, Crafting Items, and Ammo/Weapons.
Equipment Items (Must-Have Tools)
Some of the most important equipment pieces:
- Compass – found on pallets in your Base; shows directions at the top of your HUD.
- Walkie-Talkie – found at the Radio Station; lets you talk to teammates who also have one.
- Watch – found near a corpse outside the Radio Station; lets you track time.
- Tactical Flashlight – found at the Construction Site; chest-mountable light, huge for night survival.
- Survivor’s Backpack – found in the Hangar or bought from Merchant; gives +3 carry capacity.
- Bear Traps – found near the Hunter’s Cabin or as quest rewards; place them to immobilize enemies (but you can also step on them yourself, unlocking Bearly Survived…).
These items not only make life easier, they tie into badges like Prepared (Compass + Flashlight + Watch + Backpack) and Radio Enthusiast (using the radio every day).
Crafting Items & Workbench Upgrades
Your Workbench is the heart of progression. Many items go straight into:
- Crafting weapons (spiked planks, axes, Molotovs, etc.)
- Upgrading the workbench to higher levels
- Repairing gear
Key crafting materials and their uses:
- Rags – craft Bandages, Molotovs, Torches.
- Nails + Plank – craft Spiked / Sharpened Spiked Planks, strong early melee weapons.
- Wood Scrap & Metal Scrap – used in many recipes and upgrades; also sellable to Merchant.
- Electrical Tape – used for crafting and securing weapon builds like the Axe.
- Wiring – found at Construction Site; used for the Hunter’s Trial quest.
- Wood Glue – used to repair weapons.
- Blighted Poppy, Blightcap, Empty Vial – used to craft Blighted Solution / Blighted Salve, important for Hunter’s quests and “Chemist” style badges.
- Heavy Duty Toolbox – used to upgrade your Workbench to Level 4, unlocking top-tier recipes.
- Axe Head – combine with Plank + Electrical Tape for a proper Axe.
As you upgrade the workbench, you’ll unlock more advanced recipes, eventually enabling:
- Explosive bear traps
- Shotgun & revolver ammo crafting / repairs
- Blighted Solution (which boosts damage but frays sanity)
There’s even a badge (The Craftsman) for maxing out your workbench.
Key NPCs & Questlines
The Merchant (Trader)
- Found in a small shack near your Base during the day.
- Uses Reputation instead of cash; you gain rep by selling items.
- Sells:
- Equipment (Backpack, etc.)
- Ammo
- Firearms, including Revolver (Six Shooter badge) and Magnum (Big Iron badge via Suspicious Key).
There’s also a Generosity badge for reaching 5000 reputation with him, so dumping extra scrap here isn’t wasted.
The Hunter & Hunter’s Trials
At the Hunter’s Cabin, you’ll meet the Hunter and unlock a big questline:
- Bring him Wiring from the Construction Site to progress his trial.
- Later steps involve Blightcap and Blighted Salve.
- Rewards include:
- Blowtorch (for upgrading Workbench to Level 3)
- Heavy Duty Toolbox (for Level 4 upgrades)
- Access to the cabin with a Rusted Key
- Shotguns and shells tied to badges like Scattershot
Finishing his questline unlocks the A Favor / The Hunter badge and gives you some of the strongest gear paths in the game.
HEMCOR Key & Ritual Blade
Hidden in the world are two key parts:
- Key Part One – Construction Site
- Key Part Two – Radio Station
Combine them to form the HEMCOR Key, then:
- Use it on the black crate in the Storage Hangar to get the Ritual Blade.
- Equipping it gives the Blightborne badge/title.
Also Read: All Items in The Fields – Full Item List, Locations, Prices & Best Uses (Roblox)
Enemies, Sanity & Special Events
You’ll encounter a range of enemies and special events as you survive more nights.
Common Enemies
Some notable enemy types and where they show up:
- Zombies / Infected: basic attackers, especially around your base at night.
- Brute: tougher enemy, found at the Barn, Security Checkpoint Alpha, boarded warehouse, and near a shack by the Hunter’s Cabin and Giant Tree.
- Spore: appears at night; killing one unlocks People of Spore.
- Spitter: acid-throwing enemy; killing one unlocks Acidic Surprise.
- Shrieker: screams at you; letting it scream unlocks Deafening Screech.
Traps & Environmental Hazards
- Bear Traps can spawn near the Hunter’s Cabin. Step on one to unlock Bearly Survived, or die to an Explosive Bear Trap for Experimental Measures.
- Molotovs can backfire; dying to your own burns unlocks Backfire / Barbecue.
Sanity & The Giant Tree
Sanity is a subtle but huge mechanic:
- Staying outside during the night without light causes sanity loss and the Lost debuff.
- With Lost or Lapsing into Madness, going to the Giant Tree and typing the phrase: “From earth to rot, from breath to death, I open myself to you.” unlocks the Treebound badge. Only one player per run can get it.
Sanity ties directly into late-game secrets and endings, so beginners should learn to respect the dark: stay lit, stay inside, and don’t let madness creep in too early.
Suggested Beginner Priorities (Checklist Style)
You can turn this into a quick checklist section on your site:
Run 1–3 goals
- Learn Base layout and how the generator works
- Fuel generator but only use it at night
- Loot Base, grab Compass, craft first weapons
- Visit Merchant, sell scraps, buy Backpack if possible
- Hit Radio Station for Walkies + Watch
- Hit Construction Site for Flashlight + Wiring
- Survive at least one full night with the generator on
Run 4–10 goals
- Start Hunter’s questline (bring Wiring, collect Blightcap, etc.)
- Upgrade Workbench to Level 3, then Level 4
- Craft better melee (Spiked Planks, Axe)
- Start playing with sanity mechanics (but don’t purposely throw runs)
- Collect both HEMCOR key parts and unlock the Ritual Blade
Common Beginner Mistakes to Avoid
- Turning the generator on too early
You’ll burn fuel before night even hits. Save it for when darkness actually starts. - Staying out too late
Getting stuck far from Base at 8 PM with no Watch and no flashlight is how most early runs die. - Ignoring the Workbench
Your power spikes are locked behind upgrades; don’t hoard materials forever. - Sleeping on the Radio Station
The Watch and Walkies are huge quality-of-life boosts for both solo and co-op. - Stepping on your own traps
Bear Traps don’t care who you are. Place them smartly and remember where they are.
Hi, I’m Haider Ali, author and co-founder of TigerJek.com and Wiki.TigerJek.com. I’ve been deep into Roblox and mobile games for years, and I personally test every strategy, build, and method I cover. I like taking complicated mechanics and turning them into clear, simple guidance that helps players improve faster and enjoy the game more.




