🛒 Shopping For Trouble | 🧟 Echo Creek Gun Mall Run
🧟 Rosewood: Cleared and Checked Off
Rosewood is officially finished. Main street is swept, neighborhoods are quiet, and every “one more house” excuse has been answered. The town that used to feel like a wall is now just a pin on the map.
🐔 Ovo Farms: The Heart of the Run
Ovo is home base for real now—space, storage, pens, and a loot pile that keeps growing. We still have five chicken pens intact, but we already did the ugly part earlier: culling ~200 chickens so the framerate doesn’t collapse later. Not fun, but necessary.
🧰 Gear Status: No More Caveman Phase
We’re past boards-and-stones. Fights are choices now.
🪓 Crowbars are the backbone.
🔧 Pipe wrenches for heavy work.
🔪 Knives when we want speed and clean kills.
🎒 Enough backups to tailor loadouts to the mission instead of gambling.
🔌 Power Problem: Generators Without the Knowledge
We’ve got generators… but they’re useless until we find ONE of these:
📖 How to Operate Generators magazine
📘 Electricity Vol. 2 (to push Electrical toward the requirement)
⛽ Until then, fuel is finite. We can’t power gas stations, so every long drive is a logistics tax. This chapter is about loot, but also about building routes that don’t bleed us dry.
🗺️ Why We’re Going Backward
Most runs push forward forever. We’re going back to Echo Creek on purpose—because the Gun Mall is a force multiplier for what comes next.
🏬 Echo Creek Gun Mall: Shopping For Trouble
This is not a quick in-and-out. We’re clearing it properly.
🚗 Control the approach first (parking lots kill runs).
🧱 Pull small groups and keep the fight predictable.
🛍 Clear the interior methodically—aisles, back rooms, bathrooms, everything.
📦 Loot with a purpose: guns, ammo, magazines, attachments, and anything that turns future sieges into controlled demolitions.
🔫 What We Want From the Mall
🎯 Crowd-control tools (shotguns + ammo)
🎯 Precision options for perimeter clearing
🎯 Bulk ammo so we’re not rationing trigger pulls
🎯 Spares and accessories so one broken weapon doesn’t stall the plan
🧠 Raid Rules (So We Don’t Throw the Run Away)
🛑 No sprinting “just because.” Stamina is life.
🧯 If panic spikes or endurance dips, we reset outside and re-pull.
🚪 Every door gets treated like it’s trapped with a zombie on the other side.
🧱 We secure one safe pocket inside the mall (or nearby building) before we start heavy looting.
🚚 Haul Plan: Getting the Goods Home
🛒 We’re not leaving with “whatever fits.” We’re leaving with organized value.
📦 First pass: ammo, magazines, and anything rare.
🔫 Second pass: best-condition firearms and duplicates worth repairing.
🧰 Third pass: tools, bags, and weight-saving loot that helps future supply ops.
⛽ And if we get lucky and find the generator magazine or Electricity Vol. 2 on the way? That’s an instant upgrade to the entire campaign.
⚠️ Why This Chapter Is Dangerous
The Gun Mall is the kind of place that makes you greedy. Big building, big noise, big fatigue. If we mess up, we don’t just lose the loot—we risk losing weeks of momentum. So this is a “slow is smooth, smooth is fast” chapter: clear, secure, haul, repeat.
🏛 Next Up: Rosewood Prison (The Siege Goal)
After the Gun Mall is stripped, it’s prison time.
🧱 Roll in prepared, not brave.
🧭 Clear it systematically.
🏰 Fortify it as a mega-base / trophy win for the mid-game.
🗺 The Full Route (The Long March)
Echo Creek → Rosewood → March Ridge → Muldraugh → Valley Station → West Point → Fallas Lake → Riverside → Brandenburg → Ekron → Irvington → Louisville
3️⃣ March Ridge – compact, claustrophobic, ambush city.
4️⃣ Muldraugh – industry, highways, tools, nonstop trouble.
5️⃣ Valley Station – key connector stop for long-range logistics.
6️⃣ West Point – heavier counts, better loot, higher pressure.
🌊 Fallas Lake to Riverside
7️⃣ Fallas Lake – fallback base potential with fishing and breathing room.
8️⃣ Riverside – strong loot and neighborhoods worth fighting for.
🌉 Brandenburg, Ekron, Irvington
9️⃣ Brandenburg – rural anchor connecting routes.
🔟 Ekron – small town, sharp danger, fast looting.
1️⃣1️⃣ Irvington – westward capstone before the endgame push.
🏙 Endgame: Louisville & Airport
After Irvington, we cross the entire map and finally take on Louisville and its airport—the final exam. Everything we build before that is just scaffolding for surviving the city.
🎯 Series Goals
🏚 Build a fortified base in every town: Echo Creek, Rosewood, March Ridge, Muldraugh, Valley Station, West Point, Fallas Lake, Riverside, Brandenburg, Ekron, Irvington, and Louisville
🏛 Clear Rosewood Prison (immediate goal after the Gun Mall)
🧠 Max every skill to 10
🌾 Turn Ovo Farms into the heart of a multi-town survival network that can stand up to Louisville’s hordes
👍 Support the Run
If you’re into long, map-spanning Project Zomboid campaigns, drop a like, share your best Gun Mall or prison tactics, and subscribe.
#ProjectZomboid #ShoppingForTrouble #EchoCreek #GunMall #OvoFarms
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