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"Hold F for Mystery Box [Cost: 950]" ― Interaction Prompt

The Mystery Box is a utility that presents the player with a random weapon with each use, which the player can opt to take or leave.

Each use of the Mystery Box will cost the player 950 points.

It takes the form of a long rectangular wooden crate, resting atop several cinder blocks and giving off a yellow glow. There are two mysterious question marks imprinted on the lid atop the box that fade in and out.

Use[]

Upon use, the Mystery Box will deduct its price from the player's points and the lid will open, flooding the room with yellow light.

A musical jingle is played as available weapons are visibly cycled and randomized as they slowly ascend from the box. This cycling process takes five seconds until the climax of the jingle is reached and the final chosen weapon is displayed.

Once the Mystery Box has selected the weapon, it will slowly sink back down and the player who activated the box will be given the option to take the chosen weapon by interacting with the Mystery Box again. It takes the weapon 10 seconds to fully descend back into the box, after which the lid be shut and the player can no longer take the chosen weapon. If the player chooses to take the weapon, the Mystery Box will then close immediately.

If the player is presented with a Joker card instead of a weapon, the glow of the box will turn red as demonic laughter is heard. The lid will be promptly shut as the Joker card fades away and the Mystery Box will be teleported to another location. If the Mystery Box lands on the Joker, the player's 950 points are refunded once the Mystery Box is moved.

When the lid closes, either after the player taking the weapon or waiting for it to close on its own, the Mystery Box will reset, taking 1.5 seconds before it can be opened again.

Locations[]

The Mystery Box can first be found at one of the initial spawn spots. However, the Mystery Box can move to another location when the Joker card appears.

Potential Mystery Box spawn locations are indicated by a pile of crates and cinder blocks with a Joker card on top.

Graduation[]

  • In the power room, next to the power switch (initial spawn).
  • In the upstairs classroom area, at the top of the stairs.
  • In the bathroom area, in the corridor that connects to the power room.
  • In the lower library area, next to the stairs.
  • In the nurse's office starting area, in the vending machine room.

Research[]

  • In the chemistry lab (potential initial spawn).
  • In the specimen room, in the small room (potential initial spawn).
  • In the bio lab room, behind the whiteboard (potential initial spawn).
  • In the bottom area of the test chamber, inside a storage room.
  • In the elevator lobby area, near the counter.
  • In the starting area, under the stairs.

Available Weapons[]

With each opening, the Mystery Box will generate a random weapon from its pool of available weapons.

The pool contains a multitude of exclusive weapons that can only be acquired through the Mystery Box. The Mystery Box weapons are generally more powerful than those that can be directly purchased as wall weapons.

Each weapon has an equal chance of appearing in the box. However, the box will always exclude weapons that the activating player already has in their inventory.

List of Mystery Box Weapons[]

The following is a list of weapons are included in the Mystery Box pool. These weapons can only be acquired through the Mystery Box.

Weapon Class
Desert Eagle Handgun
Glock 17 Handgun
S&W 500 Handgun
TEC-9 Handgun
FAMAE SAF Submachine Gun
Honey Badger Submachine Gun
MAC-10 Submachine Gun
P90 Submachine Gun
PM-9 Submachine Gun
AK-47 Assault Rifle
ASM Val Assault Rifle
AUG A3 Assault Rifle
F2000 Assault Rifle
HK416 Assault Rifle
M16A4 Assault Rifle
Masada Assault Rifle
SL9SD Assault Rifle
Benelli M4 Shotgun
"Less Lethal" CQB Shotgun
M26 MASS Shotgun
Super-Shorty Shotgun
TS12 Shotgun
USAS-12 Shotgun
AWP Sniper
Barrett .50cal Sniper
Dragunov SVU Sniper
G3A3 Battle Rifle
Kentucky Long Rifle Battle Rifle
MCX-SPEAR Battle Rifle
DP-27 Light Machine Gun
M249 SAW Light Machine Gun
RPD Light Machine Gun
SCAR-HAMR Light Machine Gun
Carl-Gustaf M2 Launcher
Crossbow Launcher
MGL-LTL Anti-Riot Launcher
Milkor MGL Mk 1 Launcher
Nail Gun Launcher
Ray Gun Wonder Weapon
Frostbite Wonder Weapon

The following is a list of weapons that are included in weapon expansions. These weapons will appear in the Mystery Box pool if the player owns their respective weapon pack.

Weapon Class Source
Glock 37 GAP Handgun Glock Expansion
Glock 47 MOS Handgun Glock Expansion
KPOS G2 Submachine Gun Glock Expansion
AKS-74U Submachine Gun AK Expansion
AK-12 Assault Rifle AK Expansion
RPK-74 Light Machine Gun AK Expansion
R0635 Submachine Gun M16 Expansion
M4 SOPMOD II Assault Rifle M16 Expansion
MSSR Sniper M16 Expansion

Mechanics[]

The Mystery Box operates with several mechanics under the hood that is not noticeable by the player.

Weapon Cycling[]

The weapon cycling of the Mystery Box works like a deck of cards. Each available weapon, including the Ray Gun but excluding other Wonder Weapons, has a card in the deck for equal odds. Each use of the Mystery Box opens a fresh deck of cards.

When activated, the each card is checked against the player's existing inventory. Any weapons that the player already own are removed from the deck.

To prevent the unwanted outcome of rolling the same few weapons in session, the box will also exclude the last 6 weapons that a player has rolled. Recently rolled weapons are tracked separately for each individual player. The recently rolled lists includes weapons regardless of if the player ultimately took them or not.

The deck is then thoroughly shuffled by repeatedly swapping positions of random cards to achieve a random order. The Mystery Box then cuts the deck of cards for a final layer of randomness.

The weapon cycling is achieved by dealing each card one by one from the top of the deck. The Mystery Box does this 10 times as the weapon rises from the box, with the final 10th card as the chosen weapon.

Wonder Weapon Rolls[]

Wonder Weapons, excluding the Ray Gun, only have a percentage chance of appearing in the Mystery Box as part of special Wonder Weapon rolls. Just visually, Wonder Weapon rolls are not distinguishable from normal Mystery Box openings. However, they are the only way to obtain Wonder Weapons.

When the deck of cards is created, the Mystery Box has a chance for a modified Wonder Weapon roll, depending on the current round.

Current Round Chance for Wonder Weapon Roll
0–5 0%
6–10 15%
11+ 20%

When the box decides to have a Wonder Weapon roll, the shuffled deck will be cut to only include the 24 weapons on the top. A Weapon Weapon will then be shuffled in. This leaves a deck of 25 weapons, one of which will be a Wonder Weapon. To obtain the Wonder Weapon, the box must still land on the Wonder Weapon after shuffling and cycling through the modified deck as normal.

If any player in-game already has a Wonder Weapon, then the Mystery Box will stop providing Wonder Weapon rolls. Wonder Weapons will appear in the box again once the existing Wonder Weapon is lost, for example through the player replacing it or dying with it.

For example, if the Mystery Box is rolled on Round 15 and no one currently has a Wonder Weapon, there is a 20% chance for a Wonder Weapon roll each time the Mystery Box is activated. When this happens, there is a 1/25 or 4% chance of landing on the Wonder Weapon. In this case, there is a 0.8% chance overall of landing on a Wonder Weapon each time the Mystery Box is opened, assuming it is not intercepted by the Joker at the end.

The Ray Gun is an exception, as it is treated as a normal weapon rather than a Wonder Weapon. The Ray Gun is not dependent on getting Wonder Weapon rolls and will appear in the box the same as any other weapon. Conversely, any Ray Guns currently in play, held by the player or other players, will not prevent a Wonder Weapon roll.

Joker Card[]

Before the final weapon is presented, the Mystery Box rolls for a chance to present the Joker card instead.

The chance of obtaining the Joker card depends on the number of times the Mystery Box has been used since it was last moved.

Previous Box Uses Chance to Obtain Joker
0–3 0%
4–7 15%
8–11 30%
12+ 50%

For the starting Mystery Box at the initial spawn location, there is a special rule that limits how long the box can stay. If the Mystery Box has not moved this game, any rolls after the 8th opening are guaranteed to give the Joker.

Should the Joker be chosen, red light will fill the room and laughing will be heard. The Mystery Box will disappear, moving to a new spot randomly chosen between the other potential box locations. Once the box moves, the player will be refunded the points spent on the triggering roll.

Gallery[]

Trivia[]

  • The Mystery Box is the only utility with a randomized outcome.
    • However, the Mystery Box is also the only utility that may refund the player's initial payment.
  • Because of the way the Mystery Box randomizes weapons, any rising weapons seen during the initial cycle can no longer be chosen as the final weapon.
    • For example, if the player spots the Ray Gun as the box is still cycling through weapons, they can know that there is a 0% chance that the Ray Gun will be selected.
  • The Joker card is the equivalent to the Teddy Bear from Call of Duty Zombies.
    • The Joker card is a reference to how the Mystery Box is coded as a deck of cards.

Update History[]

MAC-10 Update v1.0
Buckshot Update v2.0
  • TS12 added to the pool.
Buckshot Update v1.0
  • Super-Shorty added to the pool.
  • Bad Luck Protection Recent Weapons: 4 -> 6
G3A3 Update v1.0
  • G3A3 added to the pool.
  • Added bad luck protection that prevents recent weapons from being pulled again.
FAMAE SAF Update v1.0
Independence Update v1.0
ASM Val Update v1.0
  • ASM Val added to the pool.
  • Added particle effects.
  • Added new sound effects.
  • Updated animation code.
S&W 500 Update v1.0
Honey Badger Update v1.0
Law Enforcement Update v1.0
Milkor MGL Update v1.0
MCX-SPEAR Update v1.0
PM-9 Update v1.0
  • PM-9 added to the pool.
  • Cleaned up box code.
  • Bug Fix: Fixed an extremely rare bug involving the Pack-a-Punch machine that allowed for multiple Wonder Weapons in the game.
Nail Gun Update v1.0
  • Nail Gun added to the pool.
  • Adjusted Wonder Weapon roll logic.
AK Expansion Update v1.0
  • Bug Fix: Fixed the missing Mystery Box sound effect.
M26 MASS Update v1.0
Frostbite Update v1.0
  • Implemented system for Wonder Weapons.
  • Frostbite added to the Wonder Weapons pool.
  • Bug Fix: Fixed a rare bug that occurs when the player disconnects at the right time.
Crossbow Update v1.0
Carl-Gustaf M2 Update v1.0
DP-27 Update v1.0
KEDR-B Update v1.0
  • Bug Fix: Fixed a rare bug where interaction gets stuck on the Mystery Box.
Masada Update v1.0
  • AS Val removed the pool.
  • MP5 removed from the pool.
  • TMP removed from the pool.
  • UMP45 removed from the pool.
Benelli M4 Update v1.0
  • B93 Raffica removed from the pool.
  • M14 removed from the pool.
  • SKS removed from the pool.
  • Ranger removed from the pool.
Bug Fixes Update v1.0
  • Bug Fix: Fixed a glitch where the box can give the AUG A3 when the player already has a PaP AUG A3.
Pack-a-Punch Update v1.0
  • Bug Fix: Fixed a bug that caused the box to persist through games, causing multiple boxes to be on the map.
Barrett .50cal Update v1.0
RPD Update v1.0
  • RPD added to the pool.
AWP Update v1.0
  • AWP added to the pool.
AUG A3 Update v1.0
Ray Gun Update v1.0
TEC-9 Update v1.0


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