How a loot spot works
- A spot's items lie on the ground, each as its own model. Come within 2.5 m and look at an item: it gets a white outline and a prompt appears.
- Your inventory key opens the spot in the window, under "Nearby". By default it's I; in F2 you can pick Tab or J instead.
- A spot holds 0, 1 or 2 items, never two of the same.
- You can't search a spot through a wall.
- You can't put anything into a loot spot: it isn't storage. "Drop" puts the item on the ground next to you.
What lies where
| Place | Empty | Usually | Guns |
|---|---|---|---|
| Houses | 50% | melee weapons, gear (matches, firewood, map, watch, tent), clothes, the Knapsack, a little food and medicine | a pistol in about 1 of 11 spots, a shotgun in 1 of 18 |
| Grocery stores | 80% | one item: food or a drink | none |
| Clothing stores | 80% | one piece of civilian clothing | none |
| Industrial | 50% | vehicle parts and tools (every 4th spot), barbed wire, firewood, matches | rare: a shotgun or a pistol |
| Hospitals | 30% | medicine only | none |
| Police | 30% | pistols, MPX, M590, vests and helmets, handcuffs, lockpicks, flashlights and lasers | about 1 in 6 spots |
| Military | 25% | assault rifles, SMGs, C4 charges, armor, attachments, backpacks up to the Tactical, army food | about 1 in 4 |
| Heavy military (large bases) | 15% | top-tier guns, the L96A1, heavy vests and helmets, suppressors, mines | about 1 in 3 |
| Red room | never | top-tier guns and machine guns, big backpacks up to the Mammoth, heavy armor, the hazmat suit, rarely the M107 | every other spot |
| Underwater wrecks | 25% | fins, wetsuit, scuba gear, medicine | AK-47, rarely others |
| Labs | 21% | medicine | rare |
What exactly turns up in each place and how often — tap a place:
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How often the item turns up in one loot spot, one event or on one zombie.
Specific guns and where to find them are in weapons, backpacks in backpacks, armor in armor.
The red room is behind a door with a card reader; a red keycard opens it. Doors with a breaker panel open with a breaker switch. The red keycard turns up in heavy military spots, rarely in red rooms and labs (no more than three in loot spots on the map), and in helicopter crashes. The breaker switch is about 1 in 200 house spots, 1 in 70 police spots, 1 in 30 military and heavy military spots, and also in events.
Red keycardOpens a door with a red card reader for 3 minutes, then the door locks again. Swipe: the loot key at the reader. One card lasts two openings, it breaks on the second.0.5 kg
Breaker switchGoes into the panel of a breaker door: the door stays open for 5 minutes for everyone, then locks again. Insert: the loot key at the panel. One breaker, one opening.2 kgSpecial crates
- Medical crates in hospitals, red and white with a cross. Every 4 hours (±20 minutes, each crate on its own timer) they get a full set: medkits 4–5, blood bags 4–6, bandages, heat packs, morphine and antibiotics 4–5 each, painkillers 5, up to 4 anti-rad, and sometimes a radioprotector and an army medkit.
- Siren crate. Every 45 minutes it wails with a siren you can hear about 700 m away, and refills. 4 times out of 5 it holds a gun with ammo (almost always an assault rifle), otherwise a heavy vest or helmet, sometimes with an extra box of ammo.
When loot comes back
- Each spot refills on its own timer: 4 hours ±30 minutes. If the spot was opened, the timer runs from the first opening.
- The more people on the server, the faster spots refill, except houses and red rooms: up to 10 players 4 hours, 20 players 2 hours, 30 players 1 hour 20 minutes, 40 or more 1 hour.
- Red rooms and radiation areas refill every 3 hours.
- When the timer runs out, leftovers are cleared and the spot refills, but never in front of you: while a player is within 100 m, it waits. If it has waited more than an hour, only someone standing right in the spot holds it up.
- A server restart doesn't reset loot: the timers keep running.
- Every gun in loot comes with its ammo: from a third of a magazine to two magazines.
Map-wide limits
Some items are capped across the whole map, counting only what lies in loot spots:
| Item | At most |
|---|---|
| M249, PKM, Mk 48 | 3 each |
| M107, M82A1 | 2 each |
| C4 charge | 4 |
| Landmines, tripwires | 6 each |
| Medkit | 8 |
| Army medkit | 4 |
| Mammoth backpack | 2 |
| Sleeping bag | 6 |
| Red keycard | 3 |
| Engine | 15 |
Items held by players, in tents and in vehicles don't count, and events drop loot by their own tables.
Loot from zombies
- A dead zombie is searched like a body: walk up to it and press the mouse wheel (menu) or your inventory key. You can't see what it carries from outside.
- About two zombies in three carry something: food, drinks, medicine, ammo, small items, sometimes a backpack or clothing.
- A gun is a separate roll that depends on the zombie type:
| Zombie | Gun on the body | Which |
|---|---|---|
| Civilians | 1 in 8 | pistol, sometimes a shotgun |
| Workers | 1 in 13 | pistol, shotgun |
| Mechanics | 1 in 30 | pistol |
| Medics | none | none |
| Police | 1 in 3 | pistol, SMG, assault rifle |
| Military | almost every other one | pistol, SMG, assault rifle, rarely a sniper rifle |
What each type of zombie can carry:
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How often the item turns up in one loot spot, one event or on one zombie.
Special zombies have their own loot, including big backpacks and armor. Zombie types are covered in zombies.
Bodies and items on the ground
| What | How long it stays |
|---|---|
| A dropped item or bag on the ground | 30 minutes |
| A player's body with all their items | 2 hours |
| A zombie's body | 1 hour |
| Event wreckage | 1 hour |
- When the time is up, the item or body disappears, but never in front of you: only when nobody is nearby.
- The map holds at most 400 bags and bodies. Past that, the oldest go early.
- A player's body holds everything from their inventory plus the worn backpack, body armor, helmet and parachute. Clothes stay on the body; you can take them through the body's menu.
- Someone who lived less than a minute leaves no body: their items are lost.
- At a body you can find out the cause of death: the time and the weapon.
- A server restart clears everything lying on the ground, bodies included.