The Mystery Box
The Mystery Box is a weapon chest that rolls a random weapon (or tactical equipment) from almost the whole arsenal. It is the only way to get most weapons, including the box’s two wonder weapons.
Using the box
- Hold F in front of the box: 950 points.
- The lid opens and weapons cycle for 4.2 seconds.
- The rolled weapon floats above the box for 12 seconds: hold F to take it. Only the player who paid can take it; once time runs out, it sinks back and the points are lost.
The weapon you take is added to your weapons if you have a free slot, otherwise it replaces the weapon in your hands. Tactical equipment replaces yours, at full charge.
With two weapons (three with Mule), bring out the one you want to get rid of before taking the box weapon. Many players lose an upgraded weapon out of habit.
What the box can give
The box never offers a weapon you already own (nor the one you left at the Forge of Ys), wall weapons, the knife, the Gatling, or the buildable weapons (Dahut’s Trident, St. Marcel’s Crozier).
| Category | Weapons |
|---|---|
| Pistols | Luger P08, Beretta 93R, Glock 18, Desert Eagle, Colt Python, Mauser C96 |
| SMGs | Sten Mk II, Uzi, KRISS Vector, P90, MP7A1, MAC-10 |
| Assault rifles | M4A1, AK-47, FAMAS F1, Steyr AUG A1, G36C, HK416, Galil ARM, SCAR-H |
| Tactical rifles | FN FAL, G3A3, SVT-40 |
| Shotguns | KSG, AA-12, Winchester M1897 “Trench Gun” |
| LMGs | MG 42, M249 SAW, RPK, PKM, BAR M1918A2 |
| Snipers | M40A5, Barrett M82A1, Dragunov SVD |
| Launchers and specials | RPG-7, M79, Tactical crossbow |
| Wonder weapons | Disintegrator Mk I, Storm Breath |
| Tactical equipment | Korrigan, Chasm (if you don’t have it already) |
When all of these are still available, each ordinary weapon and each piece of tactical equipment has roughly a 2.5% chance to come out. The strongest weapons are rarer:
| Weapon | Approximate chance per roll |
|---|---|
| Tactical crossbow | 2.3% |
| Disintegrator Mk I, Barrett M82A1, RPG-7, M79 | 2% |
| Storm Breath | 0.8% (about 1 roll in 130) |
Each weapon you own leaves the list and slightly raises the odds of the others.
Only one copy of each wonder weapon can be in play: if a teammate carries the Disintegrator (or it is floating above a box, or sitting in the Forge of Ys), nobody else can roll it. See Wonder weapons and special weapons.
Morgane’s Teddy: the box moves
From the box’s 5th use at the same spot, each roll has a 14% chance to bring out Morgane’s Teddy, an old stuffed toy, instead of a weapon:
- your 950 points are refunded;
- the box flies off and reappears elsewhere after 8 seconds, preferably in a zone that is already open;
- the use counter starts over at the new spot.
The starting box is picked at random among a few spots near the start (on Ker-Ys: the Quay, Church Street or Saint-Gwénolé Chapel; on Nec Mergitur: Châtelet or the Châtelet Corridors). Each map has 8 spots in all: see Ker-Ys and Nec Mergitur.
The Fire Sale
During a Fire Sale (30 seconds):
- the box costs 10 points;
- a temporary box appears at every other spot on the map, also at 10 points;
- the Teddy never comes out; a box that was leaving comes straight back (at a new spot);
- at the end, temporary boxes finish the roll in progress, then vanish.
It is the best time to hunt for a wonder weapon: roll several times in a row, at several boxes if they are close. Let the weapons you don’t want go rather than replacing a good one.
Gumballs that affect the box
- Blessed Crate: the next weapon taken from the box comes out already upgraded at the Forge of Ys.
- Mended Teddy: the next time the Teddy comes out, the roll is redone and the box stays.
- New Deal: rerolls the weapon the box is offering you, for free (3 uses).
- Peddler: a weapon from the box, without the box.
Tips
- Use the box mostly from round 8–10, once your first purchases (doors, Power, key perks) are done: 950 points is still a gamble.
- An LMG or a wonder weapon changes a match; a pistol or a bolt-action rifle from the box, less so. Don’t hesitate to leave a weapon you don’t like.
- With Mule, keep a “throwaway” slot to try box weapons without risking your best ones.
- In a squad, as long as a player carries one of the box’s wonder weapons, it no longer comes out for anyone: their teammates can still roll the other one.
Checked against the game on November 7, 2026