ENRU

Shelter map

Shelters are recovery, respawn and planning points. They are not farms — infected do not despawn outside just because you are inside.

SAFE

La Mesa Shelter

Industrial district entry point. Good initial spawn for players who want close-range loot routes and covered access to the eastern industrial parks. Moderate infected density outside.

SAFE

Port Yard

Coastal shelter with access to water-side routes and vehicle salvage areas. Useful for groups planning marine movement or vehicle recovery operations.

SAFE

Desert Motel

Highway shelter with long, exposed sight lines. Good for players who want to see threats coming, but risky to leave due to open ground around the perimeter.

SAFE

Farm Yard

Quiet northern shelter with access to rural supply routes. Lower infected density but fewer loot points nearby. Best for players who prefer cautious, extended runs.

SAFE

Sawmill

Remote shelter in the northern woods. Good group starting position with space for staging. Limited immediate loot, but safe staging for long-range expeditions.

SAFE

Route 68 Checkpoint

Central road control point. High traffic area — both players and infected pass through regularly. Good for those who want access to multiple regions in one session.

How safe zones work

Clear rules that apply to all shelters. Understanding them prevents costly mistakes.

Inside protection

While inside a shelter's perimeter, infected will not target you. This allows safe healing, inventory management and planning.

Outside persistence

Zombies outside the shelter are not deleted when someone enters safety. The horde you attracted remains where it is.

Safe logout

Intended for ending a session, not escaping combat. Logging out to avoid a fight you started is not protected behaviour.

Trading and rest

Shelters are the safest places to trade, regroup and treat injuries. But the route between shelters still belongs to whoever controls it.