1 x 2 (2)

Inventory Size

1

Amount

4

Blueprints

4 blueprints
Supply
+
4 x
+
=
Supply
+
5 x
+
=
Supply
+
2 x
+
2 x
+
=
Supply
+
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.

Empty Syringe 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
Research High Supply 20.5 %
Medic Rare 15.1 %
Research High Stash 4.2 %
Research High 3.3 %
Medic 1.3 %
No spawns on map.
No zombie drops.
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
4287 CA Research High Supply 20.49 % 15
4265 CA Medic Rare 15.09 % 8
4563 CA Research High Stash 4.20 % 38
4284 CA Research High 3.27 % 57
4243 CA Medic 1.29 % 19
CA_Syringe_0.dat
GUID 93dc5c12f7b947de9843ba9d4cad6a92
Type Supply
Rarity Common
ID 6267

Size_X 1
Size_Y 2

InventoryAudio Sounds/Inventory/Liquid_Metal.wav