1 x 1 (1)

Inventory Size

Handcuffs (0)

Handcuffs that can be unlocked using this key.

1 blueprints
Salvage
How item spawns work

Each dot is a fixed loot point. The map is split into a grid of regions, and every region has its own respawn timer (Items.Respawn_Time, configured by the server). When the timer fires, the region tops up its loot up to a fraction of its points (Items.Spawn_Chance, usually 10–50%), so most points stay empty between refreshes.

Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.

Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.

Handcuffs Key Where to find this Item
100%
California 2 map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Tap to open full map
Police Low Tools 16.7 %
Police Low 0.9 %
Police High 0.4 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn Tables
Spawn Id Spawn Name Drop Chance Map Points Pool Size
4450 CA Police Low Tools 16.67 % 3
4354 CA Police Low 0.90 % 17
4323 CA Police High 0.39 % 26
CA_Handcuffs_Key.dat
GUID 17bd06737a1f4742864e708755036120
Type Arrest_End
Rarity Uncommon
Useable Arrest_End
ID 6030

Size_X 1
Size_Y 1
Size_Z 0.3

Recover 1195

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "72cc2bb386714968bde623f143e73aad" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

InventoryAudio core.masterbundle:Sounds/Inventory/Keys.asset