Project Zomboid

Project Zomboid

Pherdnut Mar 27, 2020 @ 12:52pm
Favorite safehouse spots?
Just curious what spots other people like. Here's a few of my faves for Apoc/week-later games. Not sure any but the most remote locations would be good for higher-difficulty games but I have tried a lot of them out in 6-weeks-later. My usual lower-difficulty strategy is to start a stockpiling base with farming, water barrels, etc and then move to a more remote location with supplies for winter when I don't do something stupid and/or very unlucky and die before I even make it through August.


Muldraugh - Doctor's Office/Apartment

https://map.projectzomboid.com/#0.5374374352964152,0.3105783550620194,406.0615594357927

* Stays fairly quiet after car/fire massacre
* Butt-tons of med supplies
* Not huge/easy to patrol
* Great storage
* Easily blockaded stairway with an upstairs window that can drop a rope through the roof to the 1st floor (so less vulnerable to random zombie rope-snatching)
* Big wall barriers nearby, further reducing traffic
* Close to the largest houses in Muldraugh (great for general looting + a couple generator spawn points), some of which (southwest corner) are decent backups if the office is burnt down


West Point - Downtown Apartments Above Food Market

https://map.projectzomboid.com/#0.737065755203901,0.26279081120561093,406.0615594357927

* High effort/may-die-trying-but-awesome: Lots of traffic + big local population to either sneak by or burn/car crush. Probably only worth it in lower difficulties. Trying to do anything in WP other than flee WP with a non-super-stealth character has been suicide for me.
* With stairwell doors providing good visual cover, you can blockade in the hardware store and grocery where zombies will never see you enter/exit. Wedge a car between the dumpster and the wall out back and enter/exit via rope with the car as your airlock.
* Rooftop access built-in from a window in one of the apartments. Great place for a generator shed, water-collection, farming.
* Easy bridge-building to other building 2nd floor areas.
* Amazing loot: near a hardware store, two groceries, a pharmacy, a post-office (books), a bookstore, lots of kitchens/apartments, tons of parking lots, etc.
* It's stuffed with zombies but the big office next store full of desks is a great source of wood/carpentry-training


Riverside - Southern Gated Community


https://map.projectzomboid.com/#0.5511954887960407,0.10331250476579767,281.987194052634

* In my personal favorite starting town. Lots of everything once you know where to look for it.
* Surprisingly quiet. Probably the safest in-town safehouse area in the game, depending on difficulty (but not a bad starter in 6 months later if you can get to it without drawing a horde)
* Winter-friendly: Two of the houses have fireplaces and in driving-through-town-viable difficulties, water/fishing runs are easily made to the river up North.
* Gated - Very few points for zombies to wander in through. Farming/water-barrels out back are almost as safe as they would be on a roof.
* Very close to town but also foraging/trapping in the wooded area (also gated) to the right. Plenty of trees for wood to the South
* Not as immediately close for loot as West Point but still close to a grocery store, hardware store, tons of restaurants, a clothing store with mannequins that can spawn really nice gear (like fireman outfit or military backpacks), a high school with lockers/books, some sort of lake-side community center with lockers and lots of books
* Exceptional house looting nearby and lots of nice rare car spawn points.


Rosewood - Apartments above bookstore

* Similar to West Point but not quite as rich or hard to access. Easy blockade of hallway leading to stairs and avoid attention to blockade with ropes out front or back. Easy to add backup blockades upstairs in the hall. Town with an entire fire station is a good place to start for armor, I suspect, but haven't tried it since 41.

https://map.projectzomboid.com/#0.33511410459370705,0.2794152425458466,338.38463286316056



Winter/End-Game Locations

3 Houses + Cabin North of West Point (at bend in river)

https://map.projectzomboid.com/#0.6624349845299233,0.21400409334705486,94.43694073800594

* My personal favorite when well-supplied.
* Very quiet - all difficulties
* Water, foraging, trapping and fishing right out the back door.
* Fireplaces and a wood-burning stove you can move from the cabin.
* Lake/river are barriers to random zombie traffic and very quiet to begin with.
* Downsides: It's pretty remote so supply runs can be a bit of an expedition.


Riverside Gated Community location (already linked above)

* Good starting point, but also super viable for end-game at lower difficulty.


McCoy Logging

https://map.projectzomboid.com/#0.5443029439762239,0.28028861405064803,65.58120884583747

* Dead quiet. Minimal patrols required in lesser difficulties. Not a bad place to start a temp/secondary base at in an early Muldraugh game and then slowly build up.
* Tons of warehouse supplies and car potential.
* Massive rooftops for protected water collection and farming, but no built-in-access IIRC so high carpentry may be needed to build stairs.
* Downside is that it can be a lot to secure against rando wandering zeds and fishing isn't super-close.


Lake/Farm-house N of Riverside

https://map.projectzomboid.com/#0.42629060637263383,0.052049499549770915,163.18703359527424

* Lacks the built-in heating but otherwise has all the perks of the N-of-WP houses with (advantage) plenty of local farm/farmhouse looting. Probably too many zombies in the area in 6-mos. later though.

Far northeast tourist trap/rest-stop

https://map.projectzomboid.com/#0.39960867113217824,0.037850028637709324,195.82444031432905

* Another better-at-lower-difficulty area but a good one to visit for looting in 6-months-later.
* Nearby bar is a great fishing/water-boiling base.
* Plenty of loot/storage built-in the 1st and second floor with lots of layered barriers to the upstairs apartment area.
* Very close to the Knox County's smallest gas station.


Northwest Community

https://map.projectzomboid.com/#0.28084047841628684,0.10629966836422126,281.98719405263387

* Should be quiet in easier diffs. Looked almost feasible in 6 months later but lots of wandering zombies moving in the same direction (maybe a gunshot). I was surprised by the number of zombies that kept coming out of the woods.
* Looting: several houses, a diner, rest-stop shop with gas, a hunting/gun shop and fishing/camping store for looting/keeping that generator running.
* Tons of camping areas deeper into the woods via dirt road not too far away (I haven't checked these out yet).
* Downsides - needs barrels for water, medium drive for fishing, no stoves/fireplaces.


I know there's a well-water farm, but I haven't tried it yet. River/lake proximity is more ideal, IMO, since you also get fishing. There really should be more houses with running water via well. It's not that unusual in rural areas.
Last edited by Pherdnut; Mar 27, 2020 @ 12:54pm
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Showing 1-3 of 3 comments
martindirt Mar 27, 2020 @ 1:25pm 
In the forest, out of any town.
Must have:
* Trees nearby
* Forage area all around my base (food source)
* Water in screen range (water & fish source)

Westpoint:
Above Grocery / Tool store

Riverside
School (library? or wtf next to river)
Almost any house in gated community
Police station

Rural town
Any residental building. Besties are the ones near the lake.

I dont really prefer Muldra or Rosewood.

Im used to like to live Valley Station, Dixie TP, or even Marchridge, but that was long time ago, in V39 times.

And if you can protect, County Club (Golf club?) is also a good spot.
Pherdnut Mar 27, 2020 @ 1:31pm 
Country club did look interesting but I just assumed respawn would be pretty crazy given the number of zombies there.
[BRE] Vauquelin Mar 27, 2020 @ 4:44pm 
the mall, super challenging but fun
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Date Posted: Mar 27, 2020 @ 12:52pm
Posts: 3