30 Floors Up Locations Guide: Apartment, Hallways and Rooftop
What you do in each part of the 30 Floors Up building: barricading your apartment, crossing zombie-filled hallways, scavenging food and using rooftop shelter.
Quick answer
In the 30 Floors Up building, the parts the game names directly are your apartment, the hallways and the rooftop, and food and water are scavenged around the rest of the building. You barricade the apartment and store water there, cross the zombie-filled hallways as quietly as you can, gather supplies from the rest of the building, and use a rooftop shelter as a place to rest and plan.

The areas at a glance
| Area | What you do there |
|---|---|
| Your apartment | Barricade it to keep the hallway zombies out and store water there |
| The hallways | Move through the building, staying quiet because zombies fill them |
| The rest of the building | Scavenge food; canned food can be eaten with a spoon |
| The rooftop | Build a rooftop shelter to have a place to rest and plan |
Each row is a different kind of space with a different job. The apartment is the one you hold, the hallways are the ones you cross, the rest of the building is where your supplies come from, and the rooftop is where a shelter gives you somewhere to stop.
Your apartment: the base you defend
The apartment is your home base. You barricade it to keep the hallway zombies out. You store water there so you have a supply on hand.
The barricade is the line between your stockpile and the corridor. If you are deciding what to do when you get back from a run, storing water in the apartment and checking the barricade are the actions that make the next trip out possible. The guide to barricading your apartment covers the defense side, and water storage covers the supply side.
The hallways: the space you cross
The hallways are the part of the building that is full of zombies. You move through them to get around, and the rule that shapes every trip is noise: zombies are drawn to noise, and running makes noise. Staying quiet is not a mood — it is the difference between a corridor you pass through and a corridor that notices you.
A second constraint sits on top of that. Being hungry, thirsty or hurt can stop you from running. That matters because running is the fast option in the first place, so those states take away your ability to move through the hallways quickly. The practical reading for a locations question is that the hallways are transit, not a place to settle in: you go through them to reach your apartment and the food around the building, and you keep them quiet while you do.
For the sneaking side of that, see the stealth guide and the hallway zombies guide.
The rest of the building: where supplies come from
Beyond the apartment and the corridors, the building is the place you scavenge. Food is found around the building, you eat it to stay alive, and canned food can be eaten with a spoon — a small but concrete detail, because a can only counts as food once you can open and eat it. Water works the same way in reverse: you find it out in the building, but it belongs stored in your apartment so you have a supply on hand.
The game presents the building as a whole — food is scavenged "around the building" — rather than listing individual floors and rooms, so this guide stays with the spaces that are actually named. What the material does establish is the shape of the activity: you leave the apartment, cross the hallways, gather food and water around the building, and bring it back. The scavenging guide, food guide and canned food guide go deeper on that loop.
The rooftop: a shelter for rest and planning
The rooftop is described through what you build on it. Players can build rooftop shelters, and the tips describe the rooftop shelter as a place to rest and plan. That makes it the one area in this guide whose job is not gathering or defending but pausing: somewhere to recover and to work out what the next stretch of the run looks like.
The in-game steps to reach the roof are not part of that account, so treat the rooftop as a build and a purpose rather than a route you can walk from this page. The rooftop shelter guide covers the shelter itself.
How the areas fit together over 100 days
30 Floors Up is set in an apartment building 30 floors above a zombie apocalypse. You are stranded on the 30th floor and need to survive 100 days, with the game framing the long run as a choice: wait for rescue, or risk everything for a way out.
The areas in this guide map onto that loop. Your apartment is what you protect and store water in; the hallways are the risk you accept every time you leave it; scavenging around the building is how the apartment gets its water supply refilled; and the rooftop shelter is where rest and planning happen between trips. The activities the game lists — building rooftop shelters, crafting escape plans, discovering new routes, helping neighbors and uncovering secrets — extend that beyond simple survival: escape plans and new routes belong to the risk-a-way-out side of the choice, while holding and supplying the apartment with water is what waiting for rescue looks like in practice.
If you are still deciding which side of that choice to lean toward, the escape guide and wait for rescue guide cover the options, and the 100 day survival guide ties the daily loop together.
Related Guides
Exploration Outside Your Apartment
Leave the apartment for rooftop shelters, escape plans, new routes, neighbors and secrets while moving quietly past zombies.
Rooftop Shelter: What It Is For
Build a rooftop shelter as a place to rest and plan, and see how it fits alongside your apartment barricade.
What Barricading Your Apartment Does
See what an apartment barricade actually keeps out, how it fits the survival loop, and when to re-check it.
Getting Through Hallway Zombies Safely
Cross zombie-filled hallways by moving quietly instead of running, and treat your barricaded apartment as the safe return point.
