2 x 2 (4)

Inventory Size

+25%

Armor

+25%

Explosion Armor

0%

Movement Speed

Similar Clothing (5)

There might be more than those listed here.

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

Mercenary Helmet 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
Mercenaries Cloths High 39.4 %
Special Cloths 29.1 %
Mesadyne Cloth 28.7 %
PMC High Cloth 17.9 %
Mercenaries High 5.1 %
PMC High 5.1 %
Mesadyne Low 2.8 %
Mesadyne High 2.6 %
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
4365 CA Mercenaries Cloths High 39.44 % 7
4394 CA Special Cloths 29.12 % 6
4569 CA Mesadyne Cloth 28.74 % 5
4358 CA PMC High Cloth 17.86 % 6
4367 CA Mercenaries High 5.05 % 40
4308 CA PMC High 5.05 % 41
4483 CA Mesadyne Low 2.83 % 64
4486 CA Mesadyne High 2.56 % 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.).

Armor I
Run by CA Ernest #2 (With a gun)
You give
Mercenary Helmet ×1
You get
120 Exp
CA_Helmet_Merc.dat
GUID 5adf72c306084e3fbd78c6ccfdbd1d95
Type Hat
Rarity Rare
Useable Clothing
ID 4080

Size_X 2
Size_Y 2

Beard

Armor 0.75

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad" // Metal Scrap
			"1d033cfaf3be4da79dbb172d6d112424 x 2" // Ballistic Fiber
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems "72cc2bb386714968bde623f143e73aad x 3" // Metal Scrap
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ebe755533bdd42d1871c3ac66b89530f" // Apparel
		InputItems
		[
			{
				ID this
				Critical true
			}
			{
				ID "f1034659a8db4f78a59b422884f316e2" // Chemicals
				Critical true
			}
		]
		OutputItems "4f8b0f96dc794054a0afa8a7dc5e9ac7" // Military Helmet
		StateTransfer true
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]