Skip to main content

Plunder House Locations: Verified Heist Targets, Entrances and Routes

Identify Plunder's heist targets — break-in houses, the 7-Eleven, banks and the dog world's supermarket, lair, gym and rooftop — with entrances, loot spots and hazards.

Plunder's confirmed heist targets sit in two connected areas. In the human world, you spawn in the zone zero area, where the current break-in house is flagged for you, with a 7-Eleven convenience store and a bank nearby. Past the elevator, the dog world holds a supermarket, a bank (with two very different entrances), the dogs' lair, a gym with a boxing ring, and the base rooftop where a teleport spot returns you to the human world.

One honest limit up front: no verified source names, counts, or maps the individual target houses — houses are only ever described generically as the break-in objective. That matters less than it sounds, because the game flags the house you need to hit right after you spawn, so recognition beats a house list. The building names below come from the creators' own descriptions, since no official map labels are verified. And while a player comment on the game's intro page says "currently there is only one map," gameplay videos show two areas joined by an elevator and a rooftop teleport — the dog world may simply count as part of the same map, or reflect a different version.

Houses — the default break-in target

The first run starts the same way every time: grab the pistol and bat at the zone zero spawn, then head to the house the game flags — "we need to break into a house and steal some loot." The people inside are the ones who will chase you.

Once in, occupants attack, but a walkthrough creator calls them "just a nuisance" — beat them down and search the bodies for syringes, medkits, and armor. Inside, prioritize items worth the most coins (a coffee machine qualified) and skip anything marked as trash. When you're done, going to the exit is how you leave with the loot. If this is your first session, the Plunder beginner guide covers the full loop.

7-Eleven — the densest loot store on the human side

The creator behind the fullest walkthrough beelines here for a reason: "I'm going to go after the uh 7-Eleven cuz that has like the most loot." Dogs and bulldogs wait inside — aim for the head to put them down, and expect to take some gunfire during the run.

Loot fast, ideally before teammates or other players crowd in. One run pulled a computer tower, RAM ("worth a lot of money"), a better weapon, and a Bloxy Cola, with bullets stashed behind the back door — worth checking on your way through. Toilets were skipped as "a waste of time." The key exit pressure: once your bag is good, "big fellas" come after you, so plan to extract rather than push your luck.

The human-side bank

The same walkthrough recommends the bank alongside the 7-Eleven — "the bank will give you guys a lot of money as well" — while warning there are "a lot of bots" inside. In that run the cabinets turned up nothing and only some food, so treat the payout as coming from the bots and whatever you can find, not a guaranteed haul. It isn't specified whether this is the same bank that stands in the dog world, so don't assume the two are one building.

Into the dog world

Taking the elevator transports you to the dog world, where a beginner's chest sits right at the entry with a pistol and ammo, a baseball bat, and a healing syringe. Dogs guard the entrance (four in one run) — clear them before pushing in. The geography from there is simple: the bank stands directly in front of the supermarket, the lair hides deeper in, and the gym and rooftop sit at the far end of the base. Dog threats behave very differently from human-side bots, so the Plunder dogs guide is worth reading before a deep run.

Dog supermarket — rich trash cans, ambush risk

The supermarket looks like a routine clear, but three threats showed up in one visit: a dog inside pulls a gun and shoots, a huge shield-and-baton Shiba gives chase (its big shield slows its movement, so you can outrun or shoot it), and a massive Shiba ambushes from behind while you loot.

The payoff is the trash cans. One session found a graphics card in a supermarket trash can, and later visits turned up a laptop worth about 15k, headphones, a music disc, and a dog food box — a store-upgrade item. That's a single player's haul, not a fixed loot table.

Dog-world bank — two very different entrances

This is the one confirmed building with a real route choice:

  • Main entrance. Two armed hoodies guard the door and three more wait inside — five total in one run, described as "pretty easy" to clear. The lobby holds a safe with three code slots, cracked in just over five seconds in that run, containing a graphics card. Ransacking the rest of the bank found little else. Note that the bank's roof is reachable — an escaping Shiba demonstrated it.
  • Second entrance. Found after "wandering around the bank for a while... I've been here several times before and never noticed it." Two enemies wait just inside (transcribed as "two SH3s" — likely Shibas, though the exact type is uncertain), then a hallway "full of intense security lasers" that demands careful movement — even the skilled player filming lost 50% health crossing it. Two sniper Shibas cover the far end. The reward for the gauntlet: a fancy four-code-slot safe holding a gold bar, plus a music disc in a trash can.

In short: the main door is the quiet money route; the second entrance is the high-risk route to the better safe.

Dogs' lair — crowded rooms, dangerous second floor

The lair is a house deeper in the dog world, past the exit elevator. Its rooms are "very crowded," which makes a gun the practical tool — "I have to use my gun to shoot from a distance for safety." The second floor is the trap: two shield-bearing Shibas wait up there, and the player who went up with only 10 bullets and switched to a melee club nearly died for it. The route-planning rule is simple — bring enough ammo before you climb.

Gym, boxing ring, and the base rooftop

Deep in the dogs' base stands "the huge building... a gym for the dogs," with a boxing ring to its left. Inside the ring waits the Boxing King, who killed the player outright — and death is the costliest hazard in the game: "when you die, you lose all the items on your person and in your backpack," forcing a full gear rebuy. Treat the ring as a commit-or-avoid boss room, entered only when you accept that risk.

The rooftop is the last uncleared area, patrolled by the strongest dog in the world — one dressed like you. It hits hard: with broken armor, two of its bullets cost 40% health, though a faster fire rate won the fight in the observed run. Winning spawns a reward safe (its contents were transcribed as an "Invad machine") and, more importantly for route planning, a teleport spot back to the human world.

Loot areas observed

Everything below is what gameplay footage actually showed at each spot — one or two sessions, not a fixed per-location loot table:

LocationLoot observedWhere inside
HousesSyringes, medkits, armor (from downed bodies), coffee machineOn occupants and interior items; skip trash
7-ElevenRAM, computer tower, a better weapon, Bloxy Cola, bulletsShelves, plus bullets behind the back door; skip toilets
Human-side bankLittle of note (empty cabinets, some food) in one runCabinets
Dog supermarketGraphics card, laptop (~15k), headphones, music disc, dog food boxTrash cans
Dog-world bankGraphics card (three-slot lobby safe), gold bar (four-slot deep safe), music disc (trash can)Lobby safe, safe past the laser hallway, trash cans
Base rooftopReward-safe item (transcribed "Invad machine")Safe that appears after defeating the strongest dog

For what any of these items are worth before you sell, see Plunder loot value, and the Plunder valuables list explains which finds justify bag space.

Enemy pressure by location

Threat level is what should steer your route, and it varies sharply by building:

  • Houses: melee occupants who chase you — a nuisance, not a killer.
  • 7-Eleven: dogs and bulldogs inside, plus incoming gunfire; headshots end them fastest.
  • Human-side bank: many bots; expect to fall back on your bat when ammo runs dry.
  • Dog supermarket: gun-wielding dog, a slow shield Shiba, and a rear ambush while looting.
  • Dog-world bank: five hoodies on the main route; two enemies, a laser hallway, and two snipers on the second route.
  • Dogs' lair: crowded ground floor; two shield-bearing Shibas upstairs.
  • Gym boxing ring: the Boxing King — a lethal boss.
  • Rooftop: the strongest dog, with a two-bullet 40%-health hit observed on broken armor.

The multiplier on all of this is the death penalty above: lose everything carried and rebuy from scratch.

Planning a route: when to go deep and when to leave

A working early loop, as played: break into the flagged house, hit the 7-Eleven while it's uncontested, rob the bank, then head to the exit the moment pressure rises — heavy loot is what draws the "big fellas." One such run extracted with items worth 1,500 dollars in coins; a deeper dog-world run's items later sold for 2,400 in profit. Those are single-run numbers, not payout rates.

For the dog world, the observed pattern was: clear the entrance dogs, loot the supermarket and its trash cans, choose your bank entrance by risk tolerance, and only push to the lair, gym, and rooftop with full ammo and armor. Bail outside to heal whenever health drops, then re-enter — every deep-run death there came from pressing on low on bullets or health. A better gun matters more than a better melee weapon in the crowded lair, so check Plunder weapons before committing to the deep base.

On exits, you have three confirmed connections: the exit point in the human world, the elevators between worlds, and the rooftop teleport that unlocks the fastest way home after the strongest dog falls. The Plunder escape guide covers extraction rules in full. For getting into any of these buildings without alerting everyone inside, the Plunder stealth guide is the dedicated reference.

Finally, treat everything above as current to the sessions it was observed in. Enemy placement, loot spawns, and even the map itself have room to change after updates — check the updates page and a fresh run's flags before trusting any single detail blindly.