Project Zomboid Riverside POI & Base Guide (Build 42.19)
Vanilla Knox Country town · Build 42.19 · map pins with B42 viewer links · checklist (not an embedded map)
?goto=x,y. Approximate world tiles are listed as grid × 10 at ground level (Z 0) for debug teleport cross-checks.
630, 5666300, 5660 · Z 0Coordinate system
- Grid — integer pins used by this site and
/en/B42/?goto=x,y(example:644, 545). - Approx world X/Y —
grid × 10(example:6440, 5450). Useful for debug menu / teleport cross-checks; fine-tune inside the 10×10 block. - Z — pins are ground-level references (Z 0) unless noted. School upper floors and motel storeys need in-game floor checks.
- Room / note — nearby room role from the map (not a full building outline).
Open the town overview: B42 map · commercial strip B42 map · town center B42 map · school B42 map · storage units
Town overview
Riverside sits on the Ohio River edge of Knox Country: a compact commercial strip for food and clothing, river access for fishing, a police block west of the strip, Gigamart east of downtown, and industrial / storage infrastructure further south-west. The school complex is south of the strip (not at the old downtown grid that many outdated lists still use).
Compared with denser starts, Riverside often gives a gentler early loop if you control streets and vehicle access — but zombie pressure is still sandbox-dependent. For first-hour priorities see the beginner checklist and longer-term fortification notes in the Riverside bases 101 guide.
Base candidates (conditional)
These are layout-oriented candidates, not ranked “safest in Riverside” scores. Suitability depends on sandbox population multipliers, fence gaps, vehicle access, noise, water routes, and how much of the town you clear (wall building guide). Words like “secure”, “secluded”, or “plentiful” only describe map layout — always re-check fences, doors, and spawn settings in your save.
Storage center · grid 553, 606
Large self-storage footprint with unit doors you can clear one by one. Useful early staging for crates and possible generator containers under loot settings. Travel time to main-town shops is real — secure a vehicle and a fuel loop before treating this as a long-term HQ.
Motel / hotel strip · grid 635, 525
Many small rooms, wardrobes, and furniture to dismantle for carpentry XP and materials. Exposed street frontage makes it a weak long-term shell until windows and approaches are sealed. Northern bar / service rooms can supply alcohol for molotovs when you can afford the noise risk.
Gated residential pocket · grid 677, 532
Partial perimeter fencing and house storage make a workable mid-game shell if you close every gap and road entry. Fireplaces (where present) help cooking without power; generator spawns are still random container rolls, not a fixed gated-community guarantee.
Riverside bar · grid 596, 542
Compact commercial building slightly off the main strip with storage rooms and nearby food shops. Good short-term staging after you clear the block; still a single structure with limited parking unless you claim the street.
West wreck / office yard · grid 580, 542
Vehicle-oriented yard west of the bar for mechanics practice and parts scavenging. Perimeter fences help only if gaps and gates are closed; treat “full fence” claims as layout goals, not automatic immunity.
Country Club campus · grid 575, 644
Huge multi-room campus with open grounds — excellent late-game shell if you can spare the clear time and fortify multiple entrances. “Relatively safe because secluded” is not version-proof: low traffic roads still stream zombies under high population settings.
POI pin list 32
Categories match common room roles where available. Container rolls, alarms, and zombie counts are not guaranteed. Older “loot for generator / sledgehammer / guns / medic” lists are retained only as high-value container zones — not guaranteed drops.
No pins match this filter.
Town reference 2
Base candidate pins 6
| Name | Grid | Approx world | Room / note | Actions |
|---|---|---|---|---|
| Storage center | 553, 606 |
5530, 6060 |
Storage-unit cluster | Map |
| Motel / hotel strip | 635, 525 |
6350, 5250 |
Multi-storey motel rooms | Map |
| Gated residential pocket | 677, 532 |
6770, 5320 |
Residential rooms · partial perimeter fencing | Map |
| Riverside bar | 596, 542 |
5960, 5420 |
Bar / bar storage | Map |
| West wreck / office yard | 580, 542 |
5800, 5420 |
Office at pin · vehicle yard layout nearby | Map |
| Country Club campus | 575, 644 |
5750, 6440 |
Hall / gym / ballroom | Map |
Police & security 2
Police rooms cluster around grid 608, 526 (world ~6080, 5260). Firearm containers can roll in
police storage and lockers under loot settings — not a guaranteed armory clear.
School & services 5
The school main mass is around world 6421–6467, 5420–5476 (grid ~644, 545).
Older lists that used 634, 534 / 634, 545 pointed at tool-store / residential streets, not classrooms.
| Name | Grid | Approx world | Room / note | Actions |
|---|---|---|---|---|
| Elementary / secondary school | 644, 545 |
6440, 5450 |
School halls / classrooms | Map |
| School library | 643, 545 |
6430, 5450 |
Library · skill books possible under loot settings | Map |
| VHS / movie rental | 620, 534 |
6200, 5340 |
Movie rental | Map |
| Bookstore | 643, 526 |
6430, 5260 |
Bookstore · strip shops | Map |
| Post office | 631, 525 |
6310, 5250 |
Post office | Map |
Fuel & food 6
Gas pumps and station rooms are map objects; fuel availability depends on pumps, power, and siphon rules — not a free full tank at the pin.
| Name | Grid | Approx world | Room / note | Actions |
|---|---|---|---|---|
| Fossoil / town gas | 606, 530 |
6060, 5300 |
Gas station · pumps + station rooms | Map |
| West gas store (near factory) | 542, 587 |
5420, 5870 |
Gas store / storage | Map |
| Gigamart | 650, 535 |
6500, 5350 |
Gigamart / grocery storage | Map |
| Fishing shop | 591, 524 |
5910, 5240 |
Fishing storage · river access nearby | Map |
| Spiffo’s | 612, 530 |
6120, 5300 |
Spiffo dining | Map |
| Liquor store | 619, 537 |
6190, 5370 |
Liquor store | Map |
Industry & tools 5
Warehouse, factory, storage-unit, and tool-store rooms are the usual places to look for heavy tools and generators under Apocalypse-style loot settings. See also sledgehammer locations and generator find / use / repair.
| Name | Grid | Approx world | Room / note | Actions |
|---|---|---|---|---|
| Factory warehouse | 561, 596 |
5610, 5960 |
Warehouse · multi-level · high-value tool containers | Map |
| Factory floor | 557, 590 |
5570, 5900 |
Factory | Map |
| Auto repair / mechanic | 543, 596 |
5430, 5960 |
Mechanic | Map |
| Storage units (tools / generators) | 553, 606 |
5530, 6060 |
Storage units · generator rolls possible, not guaranteed | Map |
| Tool store (downtown) | 636, 532 |
6360, 5320 |
Tool store | Map |
Medical & retail 6
| Name | Grid | Approx world | Room / note | Actions |
|---|---|---|---|---|
| Pharmacy | 647, 526 |
6470, 5260 |
Pharmacy / pharmacy storage | Map |
| School clinic room | 645, 545 |
6450, 5450 |
Clinic inside school complex | Map |
| Clothes store (east strip) | 650, 526 |
6500, 5260 |
Clothes store | Map |
| Clothes store (mid strip) | 640, 526 |
6400, 5260 |
Clothes store · café adjacent | Map |
| Clothes store (west strip) | 625, 526 |
6250, 5260 |
Clothes store · furniture store next door | Map |
| Bank | 650, 530 |
6500, 5300 |
Bank / bank storage | Map |
High-value container zones (not guarantees)
| Goal | Better container zones in Riverside | Example pins |
|---|---|---|
| Firearms / police gear | Police storage, police lockers, prison-adjacent storage | 608, 526 |
| Sledgehammer / heavy tools | Warehouse, factory, tool store, some storage-unit crates | 561, 596 · 557, 590 · 636, 532 · 553, 606 |
| Generators | Storage units, industrial warehouse, some garage crates — also residential garages as a broad search, not a fixed spawn | 553, 606 · 561, 596 |
| Medical supplies | Pharmacy / pharmacy storage, school clinic | 647, 526 · 645, 545 |
| Skill books / media | Bookstore, school library, movie rental | 643, 526 · 643, 545 · 620, 534 |