World
World interactions and tracking
Cash registers, envelopes, Trait Spurs, supply sites, noise traps, and the evidence other teams leave behind.
Checked against the patch notes on .
Every object below can be found on the maps. The map filters are named after the data's own object types. A marker is a candidate or placed position, not a promise that the object is there in your match.
Money and rewards
- Cash registers pay Hunt Dollars. Golden registers pay 50 Blood Bonds, but a normal register marker isn't a guaranteed golden one. The extracted cash-register table runs from 50 to 1,000 Hunt Dollars, as odds once a register pays out, not odds of finding one. (Golden Cash Register)
- Purses hold small amounts: the community wiki lists 2–25 dollars. Most possible purse spots sit inside generic loot systems in the map data, so the map shows candidates and not an exact purse map. (Cash Purse)
- Hunter XP envelopes give 1,000 Hunter XP, which is different from Bloodline XP. Upgrade Points envelopes give 3–6 points. Fixed envelope spots and random wall-envelope spots are separate map filters, and an envelope marker doesn't tell you which reward it holds.
- Trait Spurs give a trait. Ordinary spurs fade 90 seconds after the first interaction. They can appear at trait spawns, Scout Towers, themed supply sites and large monsters.
Supply and scouting
- Resupply carts and wagons hold ammunition, healing and tools, with contents and use limits that differ.
- Scout Towers hold a guaranteed Scouting Map. There are five candidate tower sites per map, which doesn't mean five towers are active in every match.
- Themed supply sites: medical, postal, clockmaker, military and firefighter. The October 6 notes tie firefighter supplies to the Inferno condition and a Flame Rifle.
- Burned convoys and caravans have no separate layer in the map data. I don't relabel generic supply markers as caravans.
Noise traps
| Object | What it does |
|---|---|
| Glass, cans, chains, branches, fences | Make noise when you move through them. Lightfoot and Catalyst quiet some of these, not all. |
| Bells, pianos, gramophones, windchimes | Loud on purpose or when bumped. They can distract monsters or cover your movement, and they also announce you. |
| Doors, shutters, windows | An opened door stays open, which tells others someone passed. Metal doors and breakable wooden doors behave differently. |
| Ladders, crank lifts, crank gates | Traversal noise plus a predictable line of sight: classic ambush spots. |
| Barrels | Explosive, fire and poison barrels are different hazards. I match the actual type rather than treating every barrel as dynamite. |
| Cage lanterns | Breakable and flammable, next to animal cages. The noise and fire can give your route away. |
Reading the evidence
Used props reveal where another team has been: opened or torn envelopes, broken barrels, dead animals, feathers, used ammo packs, broken fences, and spent Trait Spurs. They're clues about past activity, not proof that someone is still nearby.
Found equipment
Lanterns, Water Bottles, Powder Kegs and world melee weapons are found on the map. They're separate from the equipment you buy, and the map lists their spawn points.