Project Zomboid Riverside POI & Base Guide (Build 42.19)

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)

POI & base checklist — use Map buttons for the live viewer This page lists pins and layout notes; it does not embed zoom or pan. Use the green Map buttons to open the site B42 viewer at each pin (Riverside commercial strip, viewer guide). Grid values work with ?goto=x,y. Approximate world tiles are listed as grid × 10 at ground level (Z 0) for debug teleport cross-checks.
What you will find in Riverside River-front fishing access, a commercial strip with Gigamart and clothing stores, a police block with storage cells, a large elementary/secondary school south of downtown, western storage units plus factory/warehouse, and the Country Club campus to the south-west. Fixed buildings stay put; generators, sledgehammers, firearms, and medical gear depend on sandbox loot settings — never guaranteed at a pin.
RegionRiverside (vanilla Knox Country)
Town overview pin630, 566
Approx world (overview)6300, 5660 · Z 0
Pins on this page31 unique grids · 32 table rows
BuildBuild 42.19

Coordinate system

Grid pins vs approximate world tiles
  • Grid — integer pins used by this site and /en/B42/?goto=x,y (example: 644, 545).
  • Approx world X/Ygrid × 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 The school complex is south of the strip (not at the old downtown grid that many outdated lists still use).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

Approx world 5530, 6060 · many storage-unit rooms · factory / gas / mechanic within a short drive · Map

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

Approx world 6350, 5250 · multi-storey motel rooms · near strip shops · Map

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

Approx world 6770, 5320 · living rooms / bedrooms / garage-style rooms · east of town · Map

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

Approx world 5960, 5420 · bar and bar storage · grocery nearby · Map

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

Approx world 5800, 5420 · office rooms at pin; wrecked-vehicle layout nearby · next to bar · Map

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

Approx world 5750, 6440 · large hall / gym / ballroom / locker / bar rooms · south-west of town · Map

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

Name Grid Approx world Room / note Actions
Town overview center 630, 566 6300, 5660 Region overview pin (not a building) Map
Commercial strip / office block 645, 531 6450, 5310 Toy store / office rooms · strip orientation pin Map

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.

Name Grid Approx world Room / note Actions
Police station / offices 608, 526 6080, 5260 Police office / storage / cells Map
Police block north approach 608, 525 6080, 5250 Street approach to police complex · same building cluster Map

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)

Loot expectations Room notes mark building roles and common container sets; they are not drop tables. Generators, sledgehammers, rare gear, and medical kits can appear in matching containers under the right sandbox loot settings, but no pin on this page is a guaranteed spawn. For respawn rules see loot respawn settings.
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