Project Zomboid West Point POI & Base Guide (Build 42.19)
Build 42.19 · Vanilla West Point · Map pins + B42 deep links · Base candidates · Not an embedded interactive map
?goto=x,y; approximate in-game world tiles are listed as grid × 10 at ground level (Z 0) unless noted.
1158, 69111581, 6916 · ground levelCoordinate system
- Map pin (grid) — integer coordinates for this site and
/en/B42/?goto=x,y(example:1206, 679). - Approx world X/Y —
grid × 10(example:12060, 6790). Use as a rough in-game location; fine-tune once you arrive. - Floor (Z) — pins are ground-level reference only unless noted. Motels, schools, and multi-storey downtown buildings still need floor-by-floor checks in-game.
- Building type — what the lot is for (gun store, police storage, cafeteria). Labels mark common container roles; they are not drop tables.
Open the town overview: B42 map · town center B42 map · Twiggy's B42 map · gun store B42 map · police
Town overview
West Point sits on the northern river road east of Riverside and west of Valley Station approaches: a compact commercial downtown, a school campus to the west, dense residential blocks, and an industrial / storage strip on the south-east edge. It is a high-value loot town under default settings — and a high-traffic one. Treat every “quiet base” claim as layout-dependent, not a fixed population score.
Fuel pumps, fish, tools, and firearms are probability and setting dependent. Gas pumps have finite map fuel by default; after the power shutoff you also need a working generator at the station (or a can-and-siphon loop). Only the sandbox option for infinite fuel stations makes pumps unlimited. For first-hour priorities see the beginner checklist, fortification notes in the carpentry guide, and the fishing guide for lake / river food that is seasonal and skill-gated rather than free.
Base candidates (conditional)
These are layout-oriented candidates, not ranked “safest in West Point” scores. Suitability depends on sandbox population multipliers, fence gaps, vehicle access, noise, water routes, distance to loot, and how much of the town you clear. Words like “secure” or “ideal” only describe map layout — always re-check fences, stairs, doors, and spawn settings in your save.
Lake house cluster · grid 1014, 663
Several lakeside houses and garages (roughly grids 1009–1016, 662–668) with woodland foraging nearby and a small fishing shed farther south-east at
1018, 676.
Lake and river water still need boiling or purification for safe drinking; rain collectors and sink plumbing require
carpentry / plumbing setup, not free clean water on day one.
Fish abundance is skill-, season-, and bait-dependent — not a guaranteed winter stockpile.
Back roads can loop toward western gas / commercial pins without driving the densest downtown streets, but zombie density still follows your sandbox multipliers.
Twiggy's Bar & gun store · grids 1206, 679 / 1208, 678
Twiggy's sits next to a dedicated gun store block (around grids 1206–1209, 675–679).
Older guides that listed the gun shop at 1206, 375 used a bad Y coordinate — that point is far outside West Point.
Motel rooms, Gigamart, and construction / hotel-style spawns sit nearby; expect heavy early traffic under default population.
Firearm containers can roll weapons and ammo under loot settings — not a guaranteed armory clear.
Downtown general / tool strip · grids 1182, 690 / 1197, 690
Older lists labeled grid 1183, 691 as a “Hardware Store.” In Build 42.19 the same strip is a general store, tool store, and nearby antique shop — useful for tools and misc retail, not a dedicated hardware warehouse guarantee.
Multi-storey access can help after you clear stairs and barricade, but destroying stairs only slows zombies that cannot path another way; it is not absolute isolation.
A gas station sits on the same downtown approach (~1182, 686) with finite pump fuel unless infinite gas is enabled.
School campus · grid 1135, 677
Large campus with classrooms, library, cafeteria kitchen, gym, and school storage. Good early book and food container density under loot settings — still rolls, not fixed tables. Blind corners and multi-room interiors favor ambushes; clear methodically and use exterior sightlines. Nearby two-storey houses and garages can supply hammers and saws as common residential rolls, not as guaranteed tool spawns on every lot.
Storage unit yard · grid 1214, 702
Many fenced storage units (about grids 1212–1214, 698–703) with high container variety and partial perimeter fencing on the map.
Fence lines still have gates and gaps; treat this as a fortification project plus unit-by-unit clears, not a ready-made fortress.
Factory rooms sit just south (~1213, 707) for industrial loot routes.
Police station · grid 1189, 693
Civic police block with offices, storage, and lockers. Firearm and gear containers can appear under loot settings — never a guaranteed full armory.
Furniture store rooms sit slightly east (~1192–1193, 693–694) on the same civic strip.
High value and high noise risk: plan entry, noise control, and an exit vehicle before you open every locker.
POI pin list 28
Categories group pins by building role. Container rolls, alarms, and zombie counts are not guaranteed.
No pins match this filter.
Town reference 2
Base candidate pins 8
| Name | Grid | Approx world | Building / note | Actions |
|---|---|---|---|---|
| Lake house cluster | 1014, 663 |
10140, 6630 |
Residential · lake west of town | Map |
| Lake fishing storage / shed | 1018, 676 |
10180, 6760 |
Fishing storage shed · south-east of lake houses | Map |
| Twiggy's Bar | 1206, 679 |
12060, 6790 |
Twiggy's bar / bar storage | Map |
| Gun store (beside Twiggy's) | 1208, 678 |
12080, 6780 |
Gun store / storage · ignore outdated pin 1206, 375 | Map |
| General store (was “hardware” on old lists) | 1182, 690 |
11820, 6900 |
General store · antique shop nearby | Map |
| Tool store | 1197, 690 |
11970, 6900 |
Tool store · downtown tool retail | Map |
| School campus | 1135, 677 |
11350, 6770 |
Classrooms / library / gym | Map |
| Storage unit yard | 1214, 702 |
12140, 7020 |
Storage units · partial fence layout | Map |
Police & civic 4
The police block clusters around grid 1189, 693 (world ~11890, 6930). Firearm containers can appear in police storage and lockers under loot settings — not a guaranteed armory clear.
| Name | Grid | Approx world | Building / note | Actions |
|---|---|---|---|---|
| Police station / offices | 1189, 693 |
11890, 6930 |
Police offices / lockers | Map |
| Police storage | 1190, 693 |
11900, 6930 |
Police storage | Map |
| Furniture store (civic strip) | 1192, 693 |
11920, 6930 |
Furniture store / storage | Map |
| Bank | 1189, 690 |
11890, 6900 |
Bank / bank storage | Map |
School & services 4
The school campus sits around world 11300–11380, 6760–6790 (grid ~1130–1137, 676–679), west of downtown.
| Name | Grid | Approx world | Building / note | Actions |
|---|---|---|---|---|
| School campus center | 1135, 677 |
11350, 6770 |
Classroom cluster | Map |
| School library | 1135, 676 |
11350, 6760 |
Library · skill books possible under loot settings | Map |
| School cafeteria | 1136, 679 |
11360, 6790 |
Cafeteria / kitchen | Map |
| School gym / storage | 1137, 677 |
11370, 6770 |
Gym / school gym storage | Map |
Fuel & auto 5
Gas pumps and station rooms are map objects; fuel availability depends on remaining pump stock, power, and siphon rules — not a free full tank at the pin. After the power outage, stations need external power (typically a generator) to use electric pumps. Infinite fuel only applies if the matching sandbox option is enabled.
| Name | Grid | Approx world | Building / note | Actions |
|---|---|---|---|---|
| Downtown gas store | 1182, 686 |
11820, 6860 |
Gas store / storage · finite pumps by default | Map |
| South gas store | 1207, 712 |
12070, 7120 |
Gas store · industrial south edge | Map |
| Fossoil / fuel complex | 1206, 714 |
12060, 7140 |
Fossoil complex · same south fuel strip | Map |
| Mechanic (downtown) | 1189, 680 |
11890, 6800 |
Mechanic garage | Map |
| Mechanic (east) | 1226, 692 |
12260, 6920 |
Mechanic garage · east of storage / factory | Map |
Retail & food 5
| Name | Grid | Approx world | Building / note | Actions |
|---|---|---|---|---|
| Gigamart | 1202, 685 |
12020, 6850 |
Gigamart / kitchen | Map |
| Motel rooms | 1202, 691 |
12020, 6910 |
Motel rooms | Map |
| Spiffo kitchen | 1198, 680 |
11980, 6800 |
Spiffo kitchen | Map |
| Pharmacy | 1192, 679 |
11920, 6790 |
Pharmacy / storage | Map |
| Factory / warehouse edge | 1213, 707 |
12130, 7070 |
Factory · near storage yard · burger shop nearby | Map |
High-value container zones (not guarantees)
| Goal | Better container zones in West Point | Example pins |
|---|---|---|
| Firearms / ammo | Gun store / storage, police storage, police lockers | 1208, 678 · 1189, 693 |
| Tools / building supplies | Tool store, general store, residential garage storage, storage units | 1197, 690 · 1182, 690 · 1214, 702 |
| Food / bulk retail | Gigamart, school cafeteria kitchen, Spiffo kitchen, motel fridges | 1202, 685 · 1136, 679 · 1198, 680 |
| Medical supplies | Pharmacy / pharmacy storage | 1192, 679 |
| Skill books / media | School library, bookstore / media retail on the downtown strip | 1135, 676 · 1189, 688 |
| Fuel / auto parts | Gas stores / pumps, Fossoil, mechanic garages — finite fuel by default | 1182, 686 · 1206, 714 · 1189, 680 |
| Industrial crates | Factory, large storage-unit yards | 1213, 707 · 1214, 702 |