The rule on the inventory screen
The base inventory text states the penalty directly: get caught and you lose all you carry but your safe pocket. Guns sit in slots 1 and 2. Throwables sit on G. Both count as carried.
| Situation | Result |
|---|---|
| Still in the backpack, weapon slots, or throwable slot | Lost if you are caught |
| Safe pocket | One stack of anything except a weapon |
| Already moved into the base stash with STORE ALL | Kept |
| Sold at HUSH SUPPLY | Kept as credits |
There is no second protected container in the material gathered for this game. Do not plan around a secure case from a different HUSH title.
What to put in the pocket
The pocket is one stack and it cannot be a weapon. A bunker code is the strongest documented candidate, because one session sold that item for 150 credits. A medkit stack is the next concrete choice when you still need healing more than the paper.
Putting the code in the pocket means every other carried item is exposed. That is the trade. Do it when the street is already loud and the exit is not certain. Leave the pocket on a medkit when you still expect to extract and the code is safer in a quiet backpack.
When to stop looting
The worth number on the HUD is the signal. Two medkits at the 60-credit session price already read as 120. A single bunker code is a larger single line. Either one is enough to turn toward a green marker if you do not have a gun and a clear building between you and the exit.
Dying or getting caught before STORE ALL does not touch the previous run's stash. The next run starts from that stash plus the pocket, not from the backpack you lost.
People and monsters both end the carry
A sound hunter, a catch during a gunfight, or another player can all take the carried set. Quiet play reduces the monster case. It does not stop a player in the same room. If someone is camping the extraction post, the pocket decision matters more than one extra dresser.
