2×2 (4)

Inventory size

2

Blueprints

Unbox — rolls 1 random item from the 3-item pool "Open the case."
1 random item
Each item's individual draw chance is shown on its icon below.
The Unbox button appears in this supply's inventory selection panel, next to Equip and Drop.
Loot pool (3 items)
View spawn table

Unbox the case to roll 1 random item from this pool. Each item shows its individual draw chance below.

Unturned Skeleton Forward Grip icon 33.33 %
Unturned Skeleton Horizontal Grip icon 33.33 %
Unturned Skeleton Vertical Grip icon 33.33 %
2 blueprints
Gear
4 x
=
Gear
=
4 x
Skeleton Grip Attachment Case 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.
Whitney Military Special 9.1 %
Mesadyne Mega 8.5 %
Whitney Military Mega 8.5 %
Mesadyne Special 7.8 %
Whitney Military Low 2.4 %
Whitney Military High 2.2 %
Mesadyne High 1.8 %
Mesadyne Low 1.3 %
No spawns on map.
Whitney Military High Zombie 2.3 %
Mesadyne Low Zombie 2.3 %
Mesadyne High Zombie 1.9 %
Whitney Military Low Zombie 1.4 %
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 (12)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4477 CA Whitney Military Special 9.12 % 18
4526 CA Mesadyne Mega 8.47 % 27
4527 CA Whitney Military Mega 8.47 % 27
4489 CA Mesadyne Special 7.77 % 19
4471 CA Whitney Military Low 2.40 % 43
4478 CA Whitney Military High Zombie 2.28 % 43
4490 CA Mesadyne Low Zombie 2.27 % 42
4472 CA Whitney Military High 2.18 % 38
4491 CA Mesadyne High Zombie 1.94 % 50
4486 CA Mesadyne High 1.82 % 45
4481 CA Whitney Military Low Zombie 1.38 % 36
4483 CA Mesadyne Low 1.26 % 49
How loot works in Unturned Sections that apply to this supply are open by default
Map spawn points
Each dot is a fixed loot point. The map is split into a grid of regions; each region tops up its loot on a server-set timer (Items.Respawn_Time) up to a fraction of its points (Items.Spawn_Chance, usually 10–50%). When a point fills, the table rolls a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column is the combined odds — 100% means the item is the sole candidate, not that the point will always be filled.
Zombie kill drops
Zombies on certain map regions can drop items when killed. Drop chance is the per-roll weight from that zombie's loot table. Boss / Mega / Flanker variants run higher-tier tables.
Resource harvesting
Trees, rocks, metal nodes, and forageable bushes drop items when harvested with a tool. Trees yield Log + Stick per hit; rocks / nodes / forage roll a spawn table once per harvest. Forage bushes are single-use until the server resets them.
Object destruction & droppers
Some world objects drop items when destroyed (rubble loot — fixed roll count from a spawn table) or when interacted with. Dropper objects (printers, cash registers, etc.) dispense one item per use with a cooldown; some require power.
NPC vendors
Shopkeepers offer fixed lists of items they sell to you and items they buy from you. Costs use either skill experience (default) or an in-game currency item. Some offers gate behind quest progress, skillsets, or reputation.
Cases (Unbox / Open)
Supply / barricade items with an Unbox-style action that triggers a blueprint. The blueprint's Item_Random reward rolls a configured number of items from a spawn table — your case shows its action name and roll count on its own page.
Horde beacons
Place a beacon and a wave of zombies attacks. Defeating the wave drops loot at the beacon location, with rewards scaling roughly by √players in the area when participant scaling is on.
Fishing rods
Cast a rod into water and reel in. Each successful catch rolls one random item from the rod's catch pool and grants skill XP. Higher-tier rods can have different pools and faster bite times.
Consumable rewards
Event consumables (Birthday Cake, Lottery Scratchers, Easter Egg, etc.) roll between min and max items from a spawn table when used, on top of any normal food / water / health effects.
Hunted animals
Killing an animal either rolls items from its Reward_ID spawn pool (Reward_Min-Reward_Max rolls) or, when no reward pool is set, drops a fixed 2-4 of Meat and 2-4 of Pelt. Hunting skill influences XP, not loot.
Vehicle wrecks
When a vehicle is destroyed (explosion, decay, water), its Drops_Table_ID spawn pool rolls Drops_Min-Drops_Max items at the wreck location. Most vehicles default to vanilla table 962 with 3-7 rolls; mods can override.
Airdrops
Random in-game events that drop a crate of high-tier loot at a marked airdrop location. Crates spawn on server-side timers and are independent of regular item spawn points.
CA_Case_Skeleton.dat
GUID 5cc8a5522fe24e80a456745679cf89f6
Type Supply
Rarity Rare
ID 6249

Size_X 2
Size_Y 2

Blueprints 2
Blueprint_0_Type Supply
Blueprint_0_Supplies 1 
Blueprint_0_Supply_0_ID 6249
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Supply_0_Critical True
Blueprint_0_Products 1
Blueprint_0_Product 6252
Blueprint_0_Rewards 1
Blueprint_0_Reward_0_Type Item_Random 
Blueprint_0_Reward_0_ID 4516
Blueprint_0_Reward_0_Amount 1
Blueprint_0_Build 4038

Blueprint_1_Type Gear
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 6249
Blueprint_1_Supply_0_Amount 4
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 6812
Blueprint_1_Output_0_Amount 1
Blueprint_1_Build 27

Actions 2
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Unbox
Action_0_Tooltip Open the case.

Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 1
Action_1_Text Compress
Action_1_Tooltip Condense into a denser unit.