2 x 2 (4)

Inventory Size

Secondary

Hand Slot

Semi, Auto, Safety

Firemodes

180m

Range

10.42 RPS

Firerate

0.2%

Durability Loss per Shot

Sight, Tactical, Barrel

Hooks

0%

Movement Speed

-1.5 to 1.5 (20%)

Recoil X

2 to 2.5 (40%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 27 20 15 15
Zombie 128 99 79 79
Animal 33 24 18 -
Structure Damage
Low Caliber
Damage
Barricade 12
Structure 12
Vehicle 25
Resource 15
Object 15

Magazines (3)

Magazines that can be attached to this weapon

Barrels (3)

Barrels that can be attached to this weapon

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

Havoc 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 Low Guns 27.5 %
Mesadyne High Guns 6.0 %
Mesadyne Low 2.0 %
Mesadyne High 0.3 %
No spawns on map.
Mesadyne Low Zombie 1.7 %
Mesadyne High Zombie 0.6 %
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
4485 CA Mesadyne Low Guns 27.47 % 12
4488 CA Mesadyne High Guns 6.02 % 16
4483 CA Mesadyne Low 2.03 % 64
4490 CA Mesadyne Low Zombie 1.72 % 57
4491 CA Mesadyne High Zombie 0.58 % 65
4486 CA Mesadyne High 0.34 % 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
900 Exp
You get
Havoc ×1
You give
Havoc ×1
You get
270 Exp
CA_Havoc.dat
GUID a1a6c21c2b3d4c23a95c8d7f8e28bfc8
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 4416

Instantiated_Item_Name_Override CA_Pistol
ShootAudioClip Items/Weapons/Guns/Handguns/Semi_Automatic/CA_Talon/Shoot.ogg
InspectAudioDef Items/Weapons/Guns/Handguns/Semi_Automatic/CA_Emperor/Inspect.ogg
ReloadAudioClip Items/Weapons/Guns/Handguns/Semi_Automatic/CA_Talon/Reload.ogg
HammerAudioClip Items/Weapons/Guns/Handguns/Semi_Automatic/CA_Talon/Hammer.ogg


Size_X 2
Size_Y 2

Magazine 4118

Hook_Barrel
Hook_Tactical
Hook_Sight

Ammo_Min 5
Ammo_Max 17


Semi
Auto
Bursts 3
Safety

Unplace 0
Replace 0

Attachment_Calibers 4
Attachment_Caliber_0 4002
Attachment_Caliber_1 4003
Attachment_Caliber_2 4004
Attachment_Caliber_3 4005

Magazine_Calibers 1
Magazine_Caliber_0 4119

Damage_Falloff_Multiplier 0.85 
Damage_Falloff_Range 0.0571 
Damage_Falloff_Max_Range 0

Range 180
Firerate 4
Action Trigger

Player_Damage 25
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 99
Zombie_Leg_Multiplier 0.8
Zombie_Arm_Multiplier 0.8
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.3

Animal_Damage 30
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 12
Structure_Damage 12
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15

Durability 0.2

Spread_Angle_Degrees 9.648
Spread_Aim 0.04

Recoil_Min_X -1.5
Recoil_Min_Y 2
Recoil_Max_X 1.5
Recoil_Max_Y 2.5

Recover_X 0.2
Recover_Y 0.4

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.01
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.005

Muzzle 4050
Shell 4047

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 3
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 2" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 2" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]