The Fields Locations Guide

Surviving The Fields is as much about awareness as it is about combat. Every structure, landmark, and forgotten ruin across this desolate landscape holds resources, clues, and pathways that determine whether you make it through the night—or vanish into the fog like so many before you. This Locations Guide is designed to give players a complete understanding of the map’s most important areas, including their loot pools, hazards, key items, NPC interactions, and progression routes. Whether you’re hunting for rare tools, pursuing questlines, optimizing early-game efficiency, or preparing for high-risk runs, knowing where to go—and what to expect when you get there—will shape your entire experience.

In the pages ahead, we break down every named location, how each one connects to The Fields’ hidden systems, and the safest or most efficient ways to navigate them. Use this guide as your companion in uncovering the map’s secrets, mastering its routes, and turning a treacherous world into one you can control.

All Locations in The Fields

Warehouse (base)

  • Role: your safe base and craft hub — contains a workbench and important always-spawned items (notably the Compass). The Generator is always marked on the map (golden G). Useful quality-of-life objects (radio, alarm) appear here too. Use the compass to navigate back if fog or chaos starts.

Construction Site (NE of Warehouse)

  • Always-spawn items (important): Key Part One, Pipe Wrench, Tactical Flashlight.
  • Rarer spawn: Heavy-Duty Toolbox.
  • Notes: Key Part One combines with Key Part Two (found elsewhere) to craft the HEMCOR key used for a black HEMCOR crate in the Hangar. To reach the flashlight, you must move to the upper floor and jump to a lower room guarded by two zombies.

Merchant (NW of Warehouse)

  • NPC that buys/sells items for Reputation. Good place to offload salvage or get items you’re missing.

Church (N of Warehouse)

  • Possible loot: Crowbar, crafting materials. Expect zombies inside. Crowbar opens boarded areas (see Boarded-Up Warehouse).

Bunker (NW, west of Church)

  • Contains notes and crafting materials. One zombie spawns nearby when you approach — quieter than other danger zones but still hostile.

Radio Station (W of Warehouse)

  • Always-spawn: Walkie-talkies, Key Part Two (under the table). Outside you can find a Pipe Wrench near a dead body. The Key Part Two partners with Key Part One (Construction Site) to form the HEMCOR key.

Security Checkpoint Alpha (SW of Warehouse)

  • Spawns: crafting materials, walkie-talkies, a white HEMCOR crate (requires a specific key — obtained from the Hunter’s second quest). White HEMCOR crate often contains medkits (3–4 bandages). Beware: Brutes can spawn from the ground here (heightened danger).

Storage Hangar (SW of Warehouse, slightly to the south)

  • Normal crafting loot and a small chance for a backpack spawn. Black HEMCOR crate is located here and requires the HEMCOR key (Key Part One + Key Part Two). Black crate contains Ritual Blade (valuable item). Expect one zombie inside.

Barn and Field of Maize (SW of Warehouse)

  • Lots of crafting materials. Upper floor is accessible but may be blocked by a Brute spawn — clear the Brute or time entry carefully.

Boarded-Up Warehouse (SE of Warehouse)

  • Building is sealed with boards; requires Crowbar to enter. Inside: crafting materials and rarer spawns such as Blowtorch, Bear Traps, Blighted Poppy, Blightcaps. Brutes and Zombies can appear within. Good mid-to-late-game loot.

Hunter’s Cabin (E of Warehouse)

  • Contains the Hunter NPC outside; interact for quests and trades. Completing Hunter quests can reward a Rusted Key (used to open the cabin), and inside you may find a shotgun and ammo. Nearby edge-shack areas may have pre-placed bear traps (useful defensively) — but there are also placed traps you must avoid.

Giant Tree (SE of Warehouse)

  • Ominous landmark. Possible Blighted Poppy spawns and is tied to the “Treebound” badge under certain conditions. Approach carefully; lore / badge mechanics may require specific actions.

Keys, crates, and progression items (how they tie together)

  • Key Part One — Construction Site. Key Part Two — Radio Station (under table). Combine to make the HEMCOR key → opens black HEMCOR crate in Storage Hangar (contains Ritual Blade).
  • White HEMCOR crate — found at Security Checkpoint Alpha; requires a special key awarded by the Hunter’s second quest; often contains medkits.
  • Crowbar — spawns in Church; required to open Boarded-Up Warehouse.

Enemies & hazards — what to watch for

  • Zombies: frequent in indoor locations (Church, Hangar, Boarded Warehouse, Construction Site lower rooms).
  • Brutes: dangerous, burrow/spawn behavior around Security Checkpoint Alpha and some indoor areas (blocks access to upper floors or doors). Treat Brute areas with caution and clear sightlines.

Route & farming recommendations (fast runs)

  1. Early loop (low risk): Warehouse → Radio Station (grab Key Part Two + walkie) → Construction Site (Key Part One + flashlight) → back to Warehouse. This nets the parts toward the HEMCOR key and gives a compass to aid navigation.
  2. Mid-game loop (with Crowbar): Add Church (crowbar), Boarded-Up Warehouse (blowtorch / bear traps), and Hangar (if you have HEMCOR key) — prioritize clearing Brute spawns or avoid them by timing.
  3. Quest-run (Hunter focus): Do Hunter → secure Rusted Key → open his cabin → collect shotgun/ammo → fetch white HEMCOR crate key from Hunter quest to access medkits at Security Checkpoint Alpha.

Crafting & item combos (practical)

  • HEMCOR key = Key Part One (Construction Site) + Key Part Two (Radio Station). Use it on black HEMCOR crate in Hangar → Ritual Blade.
  • Crowbar opens boarded entrances (Boarded-Up Warehouse) where rarer items spawn (Blowtorch, Bear Traps).

Badges & achievements (notable)

  • “The Treebound” — tied to actions around the Giant Tree (conditions exist to trigger it — check the wiki or in-game hints).

Tips & best practices

  • Always grab the Compass (Warehouse). It’s a massive QoL save when the fog or panic sets in.
  • Prioritize key parts early (Construction Site + Radio Station) because they unlock the high-value Hangar crate.
  • Use Hunter quests strategically — they reward keys and items that unlock medkits and safe loot.
  • Don’t rush Brute areas without group support or pre-placed bear traps. Brutes can block access to high-value upper floors.

Quick FAQ

Q: Where is the Blowtorch?
A: Usually found in the Boarded-Up Warehouse (rare spawn), but some guides suggest additional quest-tied methods.

Q: How do I open the black crate in the Hangar?
A: Collect Key Part One (Construction Site) and Key Part Two (Radio Station) → combine into HEMCOR key → open black HEMCOR crate in Hangar (contains Ritual Blade).

Q: Is the Merchant the same as Hunter?
A: No — Merchant is a trading NPC (buys/sells for reputation); Hunter is a quest NPC near Hunter’s Cabin.

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