5 x 2 (10)

Inventory Size

Primary

Hand Slot

Semi, Safety

Firemodes

675m

Range

0.83 RPS

Firerate

1%

Durability Loss per Shot

Sight, Tactical, Grip

Hooks

-10%

Movement Speed

-4 to 4 (100%)

Recoil X

4 to 5 (100%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 124 71 62 62
Zombie 390 225 180 180
Animal 151 89 53 -
Structure Damage
Low Caliber
Damage
Barricade 205
Structure 100
Vehicle 200
Resource 200
Object 200

Magazines (3)

Magazines that can be attached to this weapon

2 blueprints
Repair
0%
+
7 x
+
5 x
+
=
100%
Salvage
=
5 x
4 x
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.

Tacit 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
Mesadyne High Guns 11.0 %
Mesadyne High 0.6 %
No spawns on map.
Mesadyne High Zombie 1.1 %
No zombie drops.
Ernest #2 (With a gun)
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
4488 CA Mesadyne High Guns 10.96 % 16
4491 CA Mesadyne High Zombie 1.05 % 65
4486 CA Mesadyne High 0.61 % 69
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Weapons IV
Run by CA Ernest #2 (With a gun)
Locked behind progression in Victor: Mesadyne / Zone Trekker. Show exact unlock rules (3 paths)
Each path below is one dialogue branch written by the map's creator, gated to a particular quest state. The shop opens through whichever path's conditions your save currently matches; you only need one path satisfied. Each chip summarises how far along you must be in the quest it names ("not started yet", "partway through", or "finished").
Path 1 Quest: Victor: Mesadyne — milestone 1 of 4 reached + Quest: Zone Trekker — milestone 5 of 6 not yet
Path 2 Quest: Victor: Mesadyne — milestone 1 of 4 not yet + Quest: Zone Trekker — milestone 5 of 6 reached
Path 3 Quest: Victor: Mesadyne — milestone 1 of 4 reached + Quest: Zone Trekker — milestone 5 of 6 reached
You give
Tacit ×1
You get
420 Exp
CA_Tacit.dat
GUID dd923a30a81548c2bd5e7a128eb600f1
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 4062

Instantiated_Item_Name_Override CA_Fissure
EquipableModelParent SpineHook
InspectAudioDef Items/Weapons/Guns/Sniper_Rifles/CA_Tacit/Inspect.ogg

ReloadAudioClip Items/Weapons/Guns/Rifles/CA_Akula/Reload.ogg

Size_X 5
Size_Y 2

Barrel 4067
Sight 4715
Magazine 4063

Hook_Sight
Hook_Tactical
Hook_Grip

Ammo_Min 1
Ammo_Max 5

Semi
Safety

Attachment_Calibers 3
// Grip
Attachment_Caliber_0 4003
// Scopes
Attachment_Caliber_1 4009
// Electronic Sights
Attachment_Caliber_2 4010

Caliber 4062

Magazine_Calibers 1
Magazine_Caliber_0 4062

Range 675
Bullet_Gravity_Multiplier 4
Ballistic_Travel 15

Firerate 50
Unplace 0
Replace 0
Action Bolt

Equipable_Movement_Speed_Multiplier 0.9
Aim_In_Duration 0.45

Player_Damage 89
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.4

Zombie_Damage 300
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.75
Zombie_Skull_Multiplier 1.3

Animal_Damage 89
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.7

Barricade_Damage 205
Structure_Damage 100
Object_Damage 200
Vehicle_Damage 200
Resource_Damage 200

Durability 1

Spread_Angle_Degrees 21.801
Spread_Aim 0.001

Recoil_Min_X -4
Recoil_Min_Y 4
Recoil_Max_X 4
Recoil_Max_Y 5

Recover_X 1
Recover_Y 1

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.07
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.05

Muzzle 0
Shell 4075

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 7
			}
			{
				ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
				Amount 5
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 4" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]