Project Zomboid/Maps and Bases

Project Zomboid Irvington Map Guide (Build 42.20.4): Speedway, Scrapyard and Safe Routes

Guide chapters12 chapters

Irvington sits far to the south-west and is one of Build 42’s new towns. Its famous speedway, scrapyard, vehicle-heavy spaces and broad set of urban services make it a natural destination for players who already have transport. The mistake is treating it like a compact starter town: Irvington is better handled as several districts connected by a vehicle plan.

Quick answer

  • Current B42 map center reference: roughly 2729, 13797.

  • The speedway and scrapyard make vehicles central to Irvington planning, but the dense town still needs a safe outer staging point.

  • Do not chain police, gun-range, warehouse and retail targets into one trip—split them into planned district raids.

At a glance

Swipe horizontally to view all columns.

District/targetStrengthRisk

Outer/rural edge

Fallback base and clean parking

Longer travel

Speedway

Unique landmark, vehicles and open space

Large exposed approaches

Scrapyard

Vehicle parts and salvage opportunities

Cluttered lanes and visibility

Police/fire/security

Security and utility containers

Urban pressure and noise

Warehouses/storage

Tools, bulk storage

Heavy carrying

Gun-range / weapon targets

Firearm-related opportunities

Temptation to create noise

Plan Irvington around a vehicle, not a backpack

The city is large enough that vehicle reliability changes the whole experience. Before committing to the core, secure fuel, check tires/battery/engine and keep a cargo solution for scrapyard or warehouse runs. Your car is not only transport—it is the link between districts and your fallback bed.

Speedway: landmark first, loot target second

The speedway is one of Irvington’s signature locations and an excellent orientation point. Its open approaches make movement readable, but open space does not equal safety. Use it to anchor your map, then decide whether the trip is for vehicles, exploration or a separate loot objective rather than wandering the whole complex tired.

Scrapyard and industrial trips

Vehicle-heavy lots and industrial/storage areas reward players who know what parts or tools they need. Go in with a list. Randomly dismantling cars until nightfall is a poor plan if your main vehicle is parked on the wrong side of the lot. Keep the exit car accessible and do heavy hauling once.

Security and weapon-adjacent targets

Police/fire/security locations and weapon-related sites can be useful, but loot remains setting-dependent. More importantly, guns can solve one problem while creating a much larger sound problem. Treat these locations as planned operations with a cleared approach and an already-known escape lane.

Where to base

Rural/outer housing offers the lowest daily pressure and works well if you have a car. Outer residential areas balance access and safety. Commercial-edge safehouses shorten raids but force more street clearing. Living deep in the urban core is convenient only if you can maintain that pressure every day.

Troubleshooting and common mistakes

Swipe horizontally to view all columns.

ProblemFix

Scrapyard run ends with me trapped on foot

Park the escape vehicle where it cannot be boxed in and dismantle only what the trip needs.

I keep running out of fuel between districts

Treat fuel as a pre-raid requirement and cache a backup can at the staging base.

Weapon run wakes the whole area

Stop treating guns as quiet loot-run tools; disengage after loud use and reset the district.

FAQ

Is Irvington a new Build 42 town?

Yes. It is one of the three major towns added with the Build 42 western/south-west expansion.

What is Irvington best known for?

Its speedway is the standout landmark, while vehicle/scrapyard and broad urban services shape the survival loop.

Is Irvington beginner-friendly?

It is more comfortable once you already understand vehicles, route exits and high-density urban fights.