Project Zomboid B42 Irvington: Loot Fast, Leave Faster If you’re searching **project zomboid b42 irvington**, you probably want the same thing I did: get into the new town, grab the good stuff, and get back out before the street turns into a conga line of bites. Irvington is part of Build 42’s expanded map (alongside places like Echo Creek and Brandenburg), and it rewards planning more than bravado. The safe play is: stage a midpoint safehouse, do a daylight recon lap, mark your exits, then run short loot loops you can repeat. [Jump to Quick-Start](#quick-start). ### Quick-Start 1.  **Confirm your branch and your goal.** - If you’re on B42 **unstable**, plan for changes and bugs. - Decide what “success” looks like for this run: meds? tools? guns? a base? (Pick one.) 2.  **Get mobility before ambition.** If you don’t have a working car + spare fuel, Irvington turns into a walking simulator with teeth. 3.  **Stage a safehouse, don’t “one-shot” it.** Many players treat the Irvington area as something you approach from a midpoint (one popular example is a spot near Ekron between Irvington and Brandenburg). 4.  **Do one recon lap in daylight.** Your job is not loot. Your job is: - Mark **2 exits**, **1 fallback house**, and **1 “hard stop” point** where you turn around. 5.  **Run a 10–20 minute loot loop.** Fill the trunk, leave, sort later. Repeat tomorrow. #### First Raid Loadout (the “I want to come back alive” kit) ```text Irvington raid kit (solo) - Primary weapon + backup (durable > fancy) - Bandages + disinfectant + painkillers - Water + calories you can eat while walking - 1 spare tool for doors (crowbar / axe / hammer+screwdriver) - Sheets/rope for emergency window covers and safehouse setup - 2 empty bags (or one big one) for “keep going” loot - Car: spare gas, basic repair parts, and a clear seat for loot ``` ### Getting to Irvington: the raid-zone mindset Irvington isn’t scary because it’s “impossible.” It’s scary because it’s *new*, and new towns punish your normal autopilot. Here’s the approach that keeps you alive: - **Edges first, center later.** Start on the outskirts, learn the road shape, then push inward. - **Make your own “spawn town.”** Your staging safehouse is where you sleep, sort, cook, and heal. Irvington is where you *visit*. - **Bail early on a trigger, not a vibe.** Pick a rule like: “If I get a laceration, if my weapon hits yellow, or if the horde count exceeds X, I leave.” #### Entry options cheat sheet | Entry style | Why it works | Risk | Prep needed | | --- | --- | --- | --- | | Midpoint safehouse → short drives | Fast resets; reduces panic decisions | Medium | Car + fuel + a defendable building | | Outskirts base (near town edge) | Great for repeated raids; less travel time | Medium–High | Building materials + perimeter clear | | Direct downtown “loot sprint” | Big payoff if you know POIs | High | High stamina, high confidence, clean escape route | ### Loot priorities: make the trip pay for itself Your first few Irvington loops should be about *compounding*. The goal is to come out with tools that make the next raid safer and faster. **Tier 1: “Keeps me alive tomorrow”** -  Medical (bandages/disinfectant/painkillers) -  A better weapon situation (durable melee, not just “whatever was in the kitchen”) -  Water containers + shelf-stable food -  Bags (so you can loot without juggling) **Tier 2: “Makes the base real”** -  Tools for doors/windows + carpentry basics -  Nails, sheets, rope, and anything that upgrades your safehouse -  Generator-related items (if you’re playing that long game) **Tier 3: “Nice to have, but don’t die for it”** - Extra guns/ammo you can’t safely transport yet - Decorative junk you’ll regret carrying when you’re winded #### Trunk-first loot card (print this, actually) | If you find… | Keep? | Why | Stop condition | | --- | --- | --- | --- | |  Meds + disinfectant | Yes | Saves runs | Leave once you have a full “bleed kit” | |  One durable melee | Yes | Low risk, high uptime | Leave if weapon durability drops too low | |  Bags/backpacks | Yes | Loot multiplier | Leave if you’re over-encumbered + tired | |  Food/water containers | Yes | Stabilizes days 2–3 | Leave if you’re getting drowsy | |  Heavy “project loot” | Maybe | Only if run is clean | Leave if you’ve drawn attention | ### Base picks: three patterns that work around Irvington You’ll see a lot of “look at my perfect base” posts, and half of them are basically victory laps after 30 days of clearing. For the rest of us, here are the base patterns that actually help *early*. #### Pattern A: The midpoint safehouse (best for first contact) Pick something defendable on the route and build it up just enough: - Curtains/sheets on every window - A designated “crash room” (sleep, heal, stash) - A simple perimeter clear (so you can arrive in panic and still survive) This is the logic behind community-styled midpoint spots (like the Ekron-between-Irvington-and-Brandenburg idea): you’re creating a “checkpoint” so every Irvington trip doesn’t start with a full commute and a full stress bar. #### Pattern B: Outskirts perimeter base (best for repeat raiding) If you’ve done 2–3 recon laps and you know where the roads breathe, an outskirts base lets you raid inward and fall back fast. Key rule: **control roads, not blocks.** You don’t need to own every building. You need to own your escape routes. #### Pattern C: Mobile base (best when you don’t trust your save yet) Build 42 unstable is… unstable. If you’re worried about updates, MP changes, or mod compatibility, keep the “base” lightweight: - Car trunk as your warehouse - One fallback safehouse with minimal investment - Short goals you can finish in a session ### Mapping workflow: stop getting lost, stop over-committing Your mapping habit should be boring. Boring is how you survive. 1. **Recon lap:** mark roads, barriers, and 2 exits. 2. **POI tagging:** when you find something worth returning to, tag it immediately. 3. **Loop planning:** draw a loop that ends at your vehicle, not “somewhere around town.” If you want an external map for planning, stick to pzfans for map links: - pzfans B42 map: `https://pzfans.com/en/B42/` If you want a coordinate workflow, tools like the “Where Am I” mod describe a copy/paste jump-link format for pzfans: ```text PZFans jump link format (example shown in the mod description) https://pzfans.com/en/B42/?goto=1021,1447 ``` ### Co-op / MP Irvington raids: keep it clean With B42 MP back on unstable, Irvington becomes *more fun* and *more fragile* at the same time. Practical rules that keep a group run from turning into a forum post: - **Run fewer mods than you want.** Start clean. Add one thing at a time. - **Do staged objectives.** “Recon and tag the exits” is a mission. “Clear the city” is a lifestyle. - **Standardize the trunk.** One person handles meds. One handles tools. One handles food. Everyone agrees where loot gets dumped. - **Agree on bail-out calls.** If anyone says “leave,” you leave. No debate in the street. ### FAQ #### Is Irvington worth the trip early? Yes—*if* you treat it like a raid zone and leave early. If you treat it like a starter town, it’ll eat your stamina and your patience. #### Should I base inside Irvington right away? Not unless you’ve already done recon laps and have a clear perimeter plan. An outskirts or midpoint base is the safer “first month” move. #### What’s the one mistake that gets people killed there? Staying “just five more minutes” when the run already paid off. Decide your stop conditions in advance and follow them. #### How do I avoid spoilers while still using a map? Use the map for roads and exits, not “perfect loot routes.” Zoom in only when you’re already committed to the area. ### The Irvington vibe, in one analogy Irvington in B42 feels like the new wing of a familiar mall: you *know* there’s good stuff in there, you *know* you’ll spend longer than you planned, and if you go in without a list you’ll walk out with a bag of nonsense and a bleeding arm. **Action Steps Recap:** Stage a midpoint safehouse, recon Irvington at dawn, mark exits/POIs, then run short trunk-first loot loops and leave on your stop trigger. ## Section 7: Patch-History (Collapsible) <details> <summary>Patch history that changes Irvington planning</summary> | Date | Change Note | Impact on early-game priorities | | --- | --- | --- | | 2024-12-17 | Build 42 Unstable becomes publicly playable | Prioritize backups and short-term goals; assume balance/layout tweaks over time | | 2025-01-02 | Community finds a B42 Irvington POI flyer with a “Map” button | Lean into in-world mapping: tag POIs during recon instead of forcing full clears | | 2025-06-19 | “Where Am I” tool mod posted (supports pzfans jump links) | Faster navigation means safer loops; you can plan exits and safehouses precisely | | 2025-12-11 | Unstable 42 MP Released | Co-op becomes viable again, but you should tighten mod discipline and use staged objectives | | 2025-12-18 | Unstable 42.13.1 hotfix | Re-check stability notes before committing to a long-term Irvington base | | 2025-12-23 | pzfans adds an Irvington map entry in its update log | External route planning becomes easier; keep spoilers under control with zoom discipline | </details> Project Zomboid B42: Irvington Midpoint safehouse → daylight recon → short loot loops. 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