1 x 1 (1)
Inventory Size
128
Strength
Keys (0)
Keys that can unlock these handcuffs.
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
Where to find this Item
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4450 | CA Police Low Tools | 66.67 % | — | 3 |
| 4354 | CA Police Low | 3.60 % | — | 17 |
| 4323 | CA Police High | 1.57 % | — | 26 |
GUID 75b4448c90d64715b73f27b8d48474c8
Type Arrest_Start
Rarity Uncommon
Useable Arrest_Start
ID 6029
Size_X 1
Size_Y 1
Size_Z 0.25
Strength 128
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]
InventoryAudio core.masterbundle:Sounds/Inventory/Keys.asset