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Escape Huss Valley Wiki
Delivery planning

Valley Dispatch Delivery Checklist

Add, check, remove and reset player-named delivery items with completed, remaining, total, progress and next-stop results. The list stays in this browser and does not claim a verified map.

Why a checklist

Escape Huss Valley is a delivery run with a chase attached

The game's own earlier public description — preserved on its Medal game page — sets the job: “Deliver the mail. Stay alive. Don't get HUSSED.” You are a mail carrier working the houses of Huss Valley while roaming figures hunt you, which means every run is really two plans in one: the order of your stops, and the movement you use between them.

The official description adds the fixed anchor points: Huss Town Square with its Huss Shop, and the Sprint (LeftShift) / ShiftLock (LeftCTRL) keys you will use on every leg. What no source publishes is the house list or the map layout. That gap is the reason this tool exists — it turns the route half of the game into something you control, instead of repeating a route someone else invented.

Browser-local planning tool

Valley Dispatch Checklist

Add labels for delivery stops you observe in your own run. This checklist starts empty because no complete public house list or fixed fastest route is available.

Loading your local list…

Under the hood

How the checklist math works

The tool is deliberately simple arithmetic so that it never lies about the game.

Counts

Total is the number of labels you added. Completed counts ticks. Remaining is total minus completed — the number you are playing against on any given run.

Progress

Progress is completed divided by total, shown as a percentage. It answers “is this route nearly done?” at a glance after a chase forces you back a few streets.

Next stop

The first unticked label in your order. After a run goes wrong, this single readout is what gets you back into the loop without re-planning from zero.

Worked example

Suppose your first server shows six deliverable houses on the streets around Huss Town Square. You add them in the order you plan to run them:

  • Town Square shop door (buy or window-shop first)
  • Two cottages on the left lane
  • The long house at the valley end
  • Two houses on the return lane

The checklist counts 6 total, 0 completed, and shows 0% progress with the Town Square stop as your next target. After you tick the first three, the same list reads 3 completed, 3 remaining, 50% progress, and the long house at the valley end becomes the next stop. Nothing about those numbers comes from a database — every label and tick is yours, which is exactly why it stays correct after rejoining or after an update reshuffles the map.

Treat the six-stop example as arithmetic, not as a map claim. No public source publishes the number of houses in Huss Valley.

Interpreting a run

What a good checklist changes

Read your own results the way the game actually plays.

If you keep getting caught mid-list

The problem is probably route length, not route order. The fan wiki's sprint guide is blunt — “wasted sprint creates bad chases” — and the same logic applies to stops: a list you cannot finish before the pressure builds is a list that is too long. Cut it to the stops you reliably reach, then expand.

If progress stalls at the same stop

A repeated failure point usually marks a dangerous street rather than a bad label. The map guide's evidence rule says to call an area an encounter zone only after repeat sightings — your checklist history is exactly that kind of evidence.

FAQ

Delivery checklist questions

Does the delivery checklist include every house?

No. Add only stops you observe in your own game session.

Where is my list saved?

The checklist is stored locally in this browser and is not uploaded by the tool.

Does the checklist calculate the fastest route?

No. Current public sources do not provide verified distances or a complete map.

What should I name each stop?

Use the landmark the game actually shows you, in the fewest words that still make sense a week later — “shop side cottage”, not “house 1”. The map guide's rule of anchoring routes to named landmarks is what keeps a saved list usable after you rejoin.

Does the checklist help against the enemies?

Indirectly. The mail-route loop is deliver-while-escaping, so a shorter, better-ordered list means less time exposed on the streets. The tool plans the route side; the controls and sprint habits handle the chase side.

Why not publish a universal fastest route instead?

No verified map, house list, or distances exist in any checked source, so a universal route would be invented. A route you build from your own server is the only kind that can be honest.

Related pages

Pair the tool with the loop

The checklist covers the route; these pages cover everything the route runs through.

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