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A Long Flight Abandoned Locations: Sites, Routes and Loot

The abandoned places in A Long Flight: every site type spotted so far, how to reach each by plane and the loot it holds — kerosene, water, medicine, tools.

Quick answer

A Long Flight scatters abandoned places across its desert world — buildings, houses, gas stations, a hangar, a small airport, rusty cars and broken-down planes. Fly along a road following the radar, land next to a structure, stop the engine, clear the zombies guarding it, then loot fast, because the zombies respawn over time.

  • Gas stations: kerosene canisters (plane fuel), water bottles and food or stamina items
  • Buildings and houses: medicine, bandages, a weapon, a med kit, pilot rations, flashlights, drinks, food and soda, an EFT key and a ticket
  • Hangars and workshop buildings: a pump, spare wheels, a tool box, kerosene, auto oil and an aircraft battery
  • Loot what you can and move on — zombies respawn, some containers sit behind locks and not every find pays out

A Long Flight's official description tells you to search abandoned locations for useful supplies — and landing at these forgotten desert places is how you restock. Kerosene, water and food all turn up in their loot.

What abandoned places exist

The world is a desert crossed by roads, and the forgotten places line those roads. Fly along them and you will come across standalone buildings and houses, gas stations, a hangar, a small airport, rusty cars and broken-down planes. The sites turn up one after another as you follow a road, and you can run into the small airport mid-flight just by keeping to the road and the radar.

A rusted, broken-down plane lying in the A Long Flight desert

How to reach a site and loot it

Every abandoned site works the same way: you find it from the air and clear it on foot.

Checklist

  • Fly along a road and follow the radar

    Abandoned buildings, houses and gas stations line the desert roads; following the road by radar is how you run into them.

  • Land as close to the structure as you safely can

    Landing quality matters — a rough landing can tear a wing off and force repairs on site while zombies respawn around you.

  • Stop the engine before you walk in

    The routine at each stop: land, shut the engine down, then go in on foot.

  • Kill the zombies guarding the site

    Abandoned places are guarded, and the area needs to be clear before you can loot in peace.

  • Loot quickly and take off

    Zombies respawn over time, sometimes while you are still at the site, so a quick in-and-out beats lingering.

If a hard landing does knock your plane apart, the parts can be reattached on the spot — carry each one back to its blueprint spot and press [F] to reinstall it — but a clean approach spares you that repair job with respawning zombies around you. How to take off and fly covers the landing itself, and the navigation guide covers following roads and the radar over long distances.

What supplies each place holds

Abandoned location types and their loot

Place
Gas stations
What you can find
Kerosene canisters — a fuel your plane can use — plus water bottles and food and stamina items
Good to know
Amounts vary by station; one had three canisters. Drink or eat on the spot, or stow it all in the cargo room.
Place
Buildings and houses
What you can find
Medicine, bandages, a weapon, a med kit, pilot rations, flashlights, drinks that restore thirst, food and soda, an EFT key and a ticket
Good to know
Every building stocks something different, and consumables restore thirst or hunger when used.
Place
Hangars and workshop buildings
What you can find
A pump, spare wheels, a tool box, kerosene, auto oil and an aircraft battery
Good to know
Mechanical parts worth hauling back in case the plane needs them.

Anything you swallow works on the spot; everything else goes into the plane's cargo room for later. Kerosene canisters travel the same way until you need to refuel — the scavenging guide explains what to load at each stop, and the longest flight guide helps you decide what to carry and what to leave behind.

Zombies, locked containers and empty finds

Zombies come back. Killing the guards once does not clear a site permanently — new ones walk in over time, sometimes mid-loot. Treat every stop as a quick in-and-out, and if a repair keeps you grounded at a site, expect round two.

Not everything is accessible. Fridges and cabinets may simply refuse to open, and some loot sits behind a lock — one soda stash sat under a lock and stayed there. Don't build a loot run around locked containers.

Some finds are empty. At least one rusty car checked on a stop held nothing useful at all. Look a site over fast, take what pays, and fly on.

A fresh plane at a broken-down plane site

At one site with a broken-down plane, a separate, completely new plane stood parked — fueled, in better shape than the plane its finder arrived in, and good for at least 10 km by its finder's own estimate. Don't count on a fresh plane waiting at every wreck — but it is a real reason to walk over and inspect one instead of flying past.

Flying solo, you can also unscrew and remove the rear seats, rear wheels and rear doors, freeing up space for loot.

For the wider exploration loop — routes, what else is out there and where the real dangers are — see the locations guide, the scavenging guide and the dangerous locations page. If you are still assembling your first aircraft, the first flight walkthrough walks through the basics.