Looting Help

Major problem here. I am making a looting system. I may have to re-write it if this doesn’t help. I am totally stumped on this one. I got the player to kill the enemy and instantiate the pouch, however, I don’t know how to get it to destroy!!! I’ve tried GameObject.Find();, but that doesn’t work because I have multiple objects. I also don’t want to make individual prefabs, and also GameObject.Find(); cant find inactive objects. How dumb is that?!

Here is the collection piece:

#pragma strict

var minExp : float;
var maxExp : float;
var minGold : float;
var maxGold : float;
var hud : GameObject;
private var gold : int;
private var exp : int;
var expGui : GameObject;
var goldGui : GameObject;

function Start () {

	exp = Random.Range(minExp, maxExp);
	gold = Random.Range(minGold, maxGold);

	hud = GameObject.Find("Loot Pouch");
	expGui = GameObject.Find("exp");
	goldGui = GameObject.Find("gold");
}

function OnTriggerStay (col : Collider) {

	if(col.gameObject.tag == "Player" && Input.GetKeyDown(KeyCode.E)) {
		hud.active = true;
		expGui.guiText.text = "EXP: " + exp;
		goldGui.guiText.text = "GOLD: " + gold;
	}
}

Here is the take:

#pragma strict

var lootHud : GameObject;

function Start () {

	lootHud = GameObject.Find("Loot Pouch Hud");
}

function OnMouseEnter () {

	guiText.color = Color.red;
}

function OnMouseExit () {

	guiText.color = Color.blue;
}

function OnMouseDown () {

	lootHud.active = false;
}

Okay, so I got the loot HUD to show up by using guiText.enabled and guiTexture.enabled, but how do I delete a specific prefab? Because I want when you click ‘take’, the loot pouch destroys itself, however the pouch is instantiated so how can I tell which one to destroy?