5 x 2 (10)

Inventory Size

Primary

Hand Slot

Semi, Safety

Firemodes

550m

Range

3.47 RPS

Firerate

0.6%

Durability Loss per Shot

Sight, Grip, Barrel

Hooks

0%

Movement Speed

0 to 3 (10%)

Recoil X

3 to 4 (50%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 48 32 20 20
Zombie 148 59 29 29
Animal 80 32 24 -
Structure Damage
Low Caliber
Damage
Barricade 40
Structure 40
Vehicle 80
Resource 80
Object 80

Magazines (4)

Magazines that can be attached to this weapon

Barrels (3)

Barrels that can be attached to this weapon

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

Sokol 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 11.0 %
Cache PMC Low 0.3 %
Cache PMC High 0.2 %
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 11.01 % 11
4462 CA Cache PMC Low 0.26 % 54
4461 CA Cache PMC High 0.20 % 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 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
900 Exp
You get
Sokol ×1
You give
Sokol ×1
You get
270 Exp
CA_Sokol.dat
GUID 186c96b5fa724b9e8897d9b8aff18aa5
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 6391

Instantiated_Item_Name_Override CA_Palmov
EquipableModelParent SpineHook
InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Lionfish/Inspect.ogg
HammerAudioClip Items/Weapons/Guns/Rifles/CA_Akula/Hammer.ogg

Size_X 5
Size_Y 2
Use_Auto_Icon_Measurements true

Magazine 0e7adb3ca28540418b96edcb21cdf93f

Hook_Sight
Hook_Barrel
Hook_Grip

Ammo_Min 6
Ammo_Max 10

Semi
Safety

Attachment_Calibers 4
// Mercenary Barrel
Attachment_Caliber_0 4006
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010

Magazine_Calibers 1
Magazine_Caliber_0 4076

Range 550
Bullet_Gravity_Multiplier 1.5
Ballistic_Travel 12

Firerate 12
Action Trigger
Unplace 0
Replace 0

Player_Damage 40
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.5

Animal_Damage 40
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 2

Barricade_Damage 40
Structure_Damage 40
Vehicle_Damage 80
Resource_Damage 80
Object_Damage 80

Durability 0.6

Spread_Angle_Degrees 16.7
Spread_Aim 0.01

Recoil_Min_X -3
Recoil_Min_Y 3
Recoil_Max_X 0
Recoil_Max_Y 4

Recover_X 0.1
Recover_Y 0.5

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.05
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.05

Muzzle 4050
Shell 4151

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 2" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]