6 x 2 (12)

Inventory Size

Primary

Hand Slot

Semi, Safety

Firemodes

750m

Range

0.83 RPS

Firerate

0.35%

Durability Loss per Shot

Sight, Tactical

Hooks

-8%

Movement Speed

-1 to 1 (100%)

Recoil X

5 to 6 (100%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 115 71 53 53
Zombie 375 187 150 150
Animal 133 62 44 -
Structure Damage
Low Caliber
Damage
Barricade 60
Structure 60
Vehicle 100
Resource 200
Object 200

Magazines (1)

Magazines that can be attached to this weapon

2 blueprints
Repair
0%
+
7 x
+
4 x
+
=
100%
Salvage
=
5 x
3 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.

Esfalka 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
Cache PMC Guns 4.1 %
Cache PMC Low 0.1 %
Cache PMC High 0.1 %
No spawns on map.
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
4463 CA Cache PMC Guns 4.09 % 11
4462 CA Cache PMC Low 0.10 % 54
4461 CA Cache PMC High 0.08 % 59
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
1,200 Exp
You get
Esfalka ×1
Weapons III
Run by CA Ernest #2 (With a gun)
Locked behind progression in quest Zone Trekker. The shop opens at 3 different stages of that quest with slightly different dialogue lines, but the offers are the same.
You give
Esfalka ×1
You get
360 Exp
CA_Esfalka.dat
GUID 88b398e6ed234f2eb8ccc4d936e5ebb4
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 4097

EjectAfterHammerDelay 1
RechamberAfterShotDelay 0.01

// Rig
Instantiated_Item_Name_Override CA_Sniper_0
EquipableModelParent SpineHook

// Audio
EquipAudioClip Items/Weapons/Guns/Sniper_Rifles/CA_Raven/Equip.ogg
InspectAudioDef Items/Weapons/Guns/Sniper_Rifles/CA_Raven/Inspect.ogg
HammerAudioClip Items/Weapons/Guns/Sniper_Rifles/CA_Snowfox/Hammer.ogg
ReloadAudioClip Items/Weapons/Guns/Sniper_Rifles/CA_Snowfox/Reload.ogg

Size_X 6
Size_Y 2

Sight 4099
Magazine 4096

Hook_Sight
Hook_Tactical

Ammo_Min 3
Ammo_Max 10

Semi
Safety

Range 750
Bullet_Gravity_Multiplier 3
Ballistic_Travel 15

Firerate 50
Action Bolt
Unplace 0
Replace 0

Equipable_Movement_Speed_Multiplier 0.92
Aim_In_Duration 0.35

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

Magazine_Calibers 1
Magazine_Caliber_0 4097

Player_Damage 89
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.3

Zombie_Damage 250
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.75
Zombie_Skull_Multiplier 1.5

Animal_Damage 89
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.5

Barricade_Damage 60
Structure_Damage 60
Vehicle_Damage 100
Resource_Damage 200
Object_Damage 200

Durability 0.35

Spread_Angle_Degrees 19.29005
Spread_Aim 0.001

Recoil_Min_X -1
Recoil_Min_Y 5
Recoil_Max_X 1
Recoil_Max_Y 6

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 -0.1

Muzzle 4052
Shell 4076

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 7
			}
			{
				ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
				Amount 4
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]