Survival

What you keep if you are caught

A catch deletes the carried backpack, guns, and throwables. The safe pocket keeps one non-weapon stack.

What you keep if you are caught

A catch deletes the carried backpack, guns, and throwables. The safe pocket keeps one non-weapon stack.

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.

FAQ

Frequently Asked Questions

What do I lose if a monster catches me?

You lose what you carried on that run, including backpack loot, guns in slots 1 and 2, and throwables on G. The safe pocket keeps one stack that is not a weapon. Loot already stored in your base stash stays there.

Is HUSH: They can hear. (BETA) the same game as HUSH Zombie Extraction?

No. They can hear. (BETA) is the open-world sound-hunting game by theInstigators on Roblox place 133927229860262. HUSH Zombie Extraction is a different experience by Blue Code Studios. Loadouts, maps, and codes do not carry between them.

Are there working promo codes?

No shared promo code is listed. Bunker codes are a different system: a note or item you find during a run, used on a keypad or sold after you extract. Do not type another player's sequence.

How do I leave with the haul?

Open the paper map with M, go to a green WAY OUT, press E to call extraction, board the EVAC, and type EXTRACT at the cargo terminal before the doors shut. One recorded call lasted about 72 seconds after the post lamp turned red.

How do the monsters find me?

They hunt by sound. A loudness meter sits at the bottom left of the HUD. In one recorded run, crouching indoors read 33 dB, walking outside read 52 dB, and driving read 81 dB. Gunshots are louder than those movement readings.