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Wiki/Gear

Where to find loot

The kinds of loot spots and what they usually hold, how and when loot comes back, how long items and bodies stay, what zombies carry.

4 hfor a loot spot to refill
2items per spot at most
50%of house spots are empty
2 ha player's body stays

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

PlaceEmptyUsuallyGuns
Houses50%melee weapons, gear (matches, firewood, map, watch, tent), clothes, the Knapsack, a little food and medicinea pistol in about 1 of 11 spots, a shotgun in 1 of 18
Grocery stores80%one item: food or a drinknone
Clothing stores80%one piece of civilian clothingnone
Industrial50%vehicle parts and tools (every 4th spot), barbed wire, firewood, matchesrare: a shotgun or a pistol
Hospitals30%medicine onlynone
Police30%pistols, MPX, M590, vests and helmets, handcuffs, lockpicks, flashlights and lasersabout 1 in 6 spots
Military25%assault rifles, SMGs, C4 charges, armor, attachments, backpacks up to the Tactical, army foodabout 1 in 4
Heavy military (large bases)15%top-tier guns, the L96A1, heavy vests and helmets, suppressors, minesabout 1 in 3
Red roomnevertop-tier guns and machine guns, big backpacks up to the Mammoth, heavy armor, the hazmat suit, rarely the M107every other spot
Underwater wrecks25%fins, wetsuit, scuba gear, medicineAK-47, rarely others
Labs21%medicinerare

What exactly turns up in each place and how often — tap a place:

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.

Special 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:

ItemAt most
M249, PKM, Mk 483 each
M107, M82A12 each
C4 charge4
Landmines, tripwires6 each
Medkit8
Army medkit4
Mammoth backpack2
Sleeping bag6
Red keycard3
Engine15

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:
ZombieGun on the bodyWhich
Civilians1 in 8pistol, sometimes a shotgun
Workers1 in 13pistol, shotgun
Mechanics1 in 30pistol
Medicsnonenone
Police1 in 3pistol, SMG, assault rifle
Militaryalmost every other onepistol, SMG, assault rifle, rarely a sniper rifle

What each type of zombie can carry:

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

WhatHow long it stays
A dropped item or bag on the ground30 minutes
A player's body with all their items2 hours
A zombie's body1 hour
Event wreckage1 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.
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