World

This page contains information about the items that can be found throughout the world. This contains:

Medkit
The Medkit is an interactable healing item that can be found on the map. Interacting with a medkit instantly stops bleeding and heals 100 health after x seconds. As with all interactable world items, Medkits have two charges and cannot be interacted with by the same player twice. Three medkits spawn at every Resupply point.

Ammunition Boxes and Sleeves
Ammunition Boxes and--more rarely--special ammo boxes can be found throughout the map. Special ammo boxes will resupply bolts, harpoons, Nitro & Dolch ammo, and custom ammo, while all other ammunition can be resupplied with the regular ammo boxes. As with all interactable world items, ammo boxes and sleeves have two charges and cannot be used by the same player twice. One special and three normal ammunition boxes spawn at every Resupply Point. Ammunition can also be found in ammo sleeves. They will only resupply one specific regular ammo type and resupply fewer bullets than ammunition boxes.

The exact number of bullets that a box or sleeve will resupply depends on your reserve ammo of that type. For example, resupplying your Lebel at an ammo box will yield 1-2 bullets, unless your sidearm is an Uppercut, which will increase yield by 2-3.

Notably, the ammo boxes that Scrapbeak drops resupply twice the number of bullets that a regular ammo box would, and can resupply special ammo; they are functionally an Ammo Box. Compact ammo is a red package Medium ammo is a bright blue package Long ammo is a yellow package Shotgun ammo is a green package

Toolbox
The toolbox is a World item that provides Consumables or replenishes Tool charges. Up to one or two may be found in each compound, and one is guaranteed at each Resupply Point. As with all interactable world items, toolboxes have two charges and cannot be used by the same player twice.

Looting a toolbox will randomly grant a single consumable or replentish a tool charge (such as trip mines and First Aid Kits). Packmule doubles the number of consumables or tool charges that can be received. Resupplyiing at toolboxes can guarantee that looting a Hunter's body will reward Hunt Dollars.

The following consumables can be looted from toolboxes:
 * Dynamite Stick
 * Waxed Dynamite Stick
 * Sticky Bomb
 * Dynamite Bundle
 * Frag Bomb
 * Chaos Bomb
 * Hellfire Bomb
 * Flash Bomb
 * Poison Bomb
 * Weak Antidote Shot
 * Hive Bomb
 * Weak Stamina Shot

Lootable Items
As with all interactable world items, lootable items have two charges and cannot be used by the same player twice.


 * Coin Purse
 * Awards < 25 1000_dollars_icon.png


 * Blood Bond Coin Purse
 * Awards < 3 blood_bonds.png


 * Trait Charms
 * Interacting with the charm will grant your hunter the displayed Trait


 * Blueprints
 * Unlocks the next available unlock in the tree for the currently equipped tool, consumable, or weapon.


 * Meatheads
 * Meatheads have a 50%(?) chance to drop a Trait Charm when they are killed.


 * Envelopes/Posters
 * Awards 1000 Hunter XP
 * Awards 500 Bloodline XP
 * Awards 3-6 Upgrade Points

If the player fails to extract their Hunter, any money looted from cash registers, bodies, or coin purses is lost.

Throwable Lanterns


Lanterns can be found throughout the map. Hunters can pick them up, but they are dropped on the ground when switching to other equipment. Lanterns are turned on automatically when they are picked up; they produce light and can be used to improve visibility in dark areas. They can also be turned off and thrown, dealing blunt damage but not breaking where they land.

When thrown, lanterns spread fire in a small area, similar to the effect of a Fire Bomb. The flames will last for 25 seconds and can set fire to Hunters-downed or living-oil slicks, destroy barrels, or break nearby lamps. Unlike lamps, they cannot be shot (unless they are mid-air) or otherwise destroyed in any way besides by throwing them while they are turned on.


 * Salveskin decreases burn damage and speed of the burning status effect, both while alive and while downed.
 * Pitcher increases throwing range for all items using the aim helper.

Static Lamps
Static Lamps can be found hanging on walls and lampposts or on the floor/furniture. Interacting with them turns them on or off. Shooting or meleeing them while they are on sets the surrounding area on fire. Shooting or meleeing them while they are off spills a small amount of oil which can be ignited by any kind of fuse or other flammable object.

Bear Traps
A large trap which cannot be jumped over. Triggering the trap causes 40 damage, inflicts heavy bleeding, and makes a loud metallic clanking noise. Hunters with the Poacher trait can disable the trap quietly, and those with Vigilant can see it through walls within the radius of the trait. Meleeing a bear trap that has been set will spring it, causing no damage. Bear traps can be used as a melee weapon as well, though their stamina consumption is immense.

Barrels


Red and yellow barrels will be set ablaze and explode after a short duration when shot. Shooting them with incendiary or explosive rounds or otherwise throwing a fusee or other flammable tool/consumable/throwable lantern will instantly destroy them. A hunter that is on fire can trigger the explosion if they get too close, as can grunts with torches, ignited Immolators, and the Butcher. Alert Trip Mines will set them off instantly when triggered (though not the green poison barrels).

Yellow barrels instantly deal 25 fire damage and inflict intense burning to any Hunter in the explosion's radius. Intense flames burn in the surrounding area for one minute. Red barrels, on the other hand, deal enough explosive damage to kill a Hunter outright if they are too close to the barrel.

Most damage sources will destroy green barrels, which release a large cloud of poison gas that lasts for 5(?) minutes and a hive swarm which will target nearby hunters that are making noise. Concertina trip mines placed next to poison barrels will trigger them.


 * Salveskin reduces burn damage and slows burning.
 * Bulwark reduces explosive damage.
 * The Weak Antidote Shot and the Antidote Shot negate the damage and poison effects inflicted by poison barrels' clouds (but not the hive swarm).

Axe
The Axe is a strong and viable rending melee weapon that can be found in compounds and sometimes at Resupply Points. Its heavy and light melee attacks deal exceptional damage and are a strong option against most AI and bosses.


 * Tomahawk allows Hunters to throw world Axes.

Sledgehammer
The Sledgehammer is another strong and viable blunt melee weapon that can be found in compounds and sometimes at Resupply Points. It deals slightly less damage than the axe but is still a strong weapon against Immolators and deals extra damage to the Spider. Its stamina consumption is comparably poor.


 * Tomahawk allows Hunters to throw sledgehammers.

Pitchfork
Among the selection of fearsome farming equipment available to Hunters in the Bayou, the Pitchfork excels at stabbing enemies to death. The Pitchfork deals Piercing damage with its heavy melee attack, and is thus a strong choice against Scrapbeak.


 * Tomahawk allows Hunters to throw pitchforks.

Shovel
The Shovel, another fearsome farming implement, causes rending damage with its light attack and is therefore a strong candidate for clearing concertina. Its heavy attack causes blunt damage and has the added advantage of making the best melee sound in the game.


 * Tomahawk allows Hunters to throw shovels.

Cash Register
Cash registers are interactable items that spawn randomly in various places on the map which yield hunt dollars when looted. As with all interactable world items, cash registers have two charges and cannot be used by the same player twice. As with looting hunters, the possible dividends are: $50, $75, $100, $150, $200, $500 or $1000, with the chance for a higher value decreasing exponentially.

If the player fails to extract their Hunter, any money looted from cash registers, bodies, or coin purses is lost.

Golden Cash Register
Golden Cash Registers, an extremely rare variant of the cash register, will always award 50 Blood Bonds. If the player fails to extract their Hunter, any Blood Bonds looted from golden cash registers or coin purses is lost.

Piano
The piano can distract AI and play, by default, four different songs.

Track 1: Track 2: Track 3: Track 4:

Gramophone
The gramophone can distract AI and play, by default, two different songs.

Track 1: Track 2:

Crows
Crows perch on the ground, buildings, and fences. They are one of the louder sound traps - if you scare them, they will fly away cawing loudly, which can be heard from a good distance away. It is also worth noting that they fly in the direction opposite to you, which can either give away the direction of your movement or be used to throw off other hunters.

Crows can be scared by proximity and sound sources like gunshots, bullet impacts (even from silenced weapons), explosions, objects landing near them (decoys, knives). The distance at which they are scared depends on how fast you are moving - running scares them from a greater distance than walking, and walking a greater distance than crouching. Additionally, Beastface reduces that distance.

They can be killed relative quietly with lanterns, any variant of the Fire Bomb, poison bolts, or Poison Bombs, but the quietest solution is always to avoid them.

Ducks
Teams of ducks float in the Bayou's ponds and waterways. Triggering them with noise will cause them to fly away quacking loudly, which can be heard from a good distance away. It is also worth noting that they fly in the direction opposite to you, which can either give away the direction of your movement or be used to throw off other hunters.

Ducks can be scared by proximity and sound sources like gunshots, bullet impacts (even from silenced weapons), explosions, objects landing near them (decoys, knives). The distance at which they are scared depends on how fast you are moving - running scares them from a greater distance than walking, and walking a greater distance than crouching. Additionally, Beastface reduces that distance.

They can be killed relative quietly with lanterns provided you hit a duck directly, any variant of the Fire Bomb, poison bolts, or Poison Bombs, but the quietest solution is always to avoid them.

Dying Horse
The dying horse is a type of sound trap that is mainly present on roads and inside compounds. Triggering them causes them to neigh loudly, which can be heard from a short distance. If a Hunter remains too close to an agitated horse, they can be kicked, which deals blunt damage.

Ducks can be scared by proximity and sound sources like gunshots, bullet impacts (even from silenced weapons), explosions, objects landing near them (decoys, knives). The distance at which they are scared depends on how fast you are moving - running scares them from a greater distance than walking, and walking a greater distance than crouching. Additionally, Beastface reduces that distance. A melee to the head can dispatch a horse before it has a chance to neigh more than once.

Other Sound Sources

 * Generator
 * Can be turned on and off, powers various lights depending on the compound.
 * Bell
 * Branch
 * Chicken coop
 * Dog kennel
 * Burning the kennels can still be heard from a good distance.
 * Cans/glass on the ground
 * Hanging chains

Doors, windows and gates

 * Barricaded door
 * Can be shot open by hitting the wooden slat either through the wall or through windows/etc. This will destroy the barricade, so the door cannot be rebarricaded.
 * Can be destroyed with several melee tool melees or two heavy melees with a world/Combat Axe or world hammer.
 * Door
 * Opening a door while crouched is quieter than while standing
 * Meleeing a door will quickly bash it open
 * Gate
 * Hatch
 * Window
 * Window blinds can be destroyed with gunshots, melee, Explosives, or explosive ammo.