What one run is
HUSH: They can hear. (BETA) puts you in a town taken over by monsters. You come up from the sewers, search for valuables, and leave before they hear you. Houses, shops, the hospital, and the army camp are the loot places named by the developer. The only shop left turns a successful haul into guns, gear, gold guns, and diamonds.
A clean first run is four moves: leave the sewers quietly, fill part of the backpack, call an EVAC at a green WAY OUT, then store and sell at HUSH SUPPLY. Getting caught drops everything you carried except the safe pocket. Other people in town are not always friendly.
Before you move
Learn these keys before the first house. WASD moves, Shift runs, C crouches, and C while running slides. E uses objects. Tab opens the backpack. M holds up the paper map. F toggles the flashlight and N toggles night vision. Slots 1, 2, and 3 select weapons. Click fires, right-click aims, R reloads, and Q holsters.
The base inventory rule is specific: guns go in slots 1 and 2, throwables go on G. The backpack in a standard run has 20 slots and shows a worth total.
Stay under the meter
The loudness meter is on the bottom left, in decibels. One recorded run read 33 dB while crouched indoors, 52 dB while walking outside, and 81 dB while driving. In that same run, fog drowned out 1 dB and being indoors applied -8 dB. Crouch near buildings, close doors behind you, and do not sprint next to a monster. Treat those numbers as a scale from one beta session, not a permanent patch table.
What to pick up
Red toolboxes open with E. Some are empty. The game can say "Toolbox: Nothing is here" or "Toolbox Empty". That is a normal result. Crash carts offer TAKE ALL with R. Supply crates have turned up a weapon, shotgun ammo, a silencer, and a revolver in recorded searches. Loose pickups also sit on floors and around structures, including a pump shotgun and chemicals near a large tower in one run.
Watch the slot counter. A full pack is a reason to leave, not a reason to push deeper. Two medkits once showed as backpack 1/20 slots worth 120, which matches a 60-credit medkit price seen in that session's sell tab.
Call the exit
- Press M and find a green WAY OUT. NORTH GATE and THE FARM TRACK are exits used in recorded runs. A beginner video also names Old Town Metro, the Helipad, and Rail Tunnel. Use the markers on your own map. The list is not closed.
- Go to that exit's roadside post.
- Press E for Call Extraction. The lamp turns red and a countdown starts. One run's window was about 72 seconds.
- When the EVAC truck stops, get into the cargo terminal and type EXTRACT.
- One successful leave ended on a YOU MADE IT OUT screen and a +1 SKILL POINT toast.
Stay by the post once the lamp is red. The game tells you to get inside before the doors shut.
Bank it
At base, STORE ALL moves the carried haul into the stash. Open SHOP from the main menu. HUSH SUPPLY has BUY, GEAR, SELL, JOBS, and ROBUX. Selling reads the stash, not the backpack you are still wearing. Use SELL 1, SELL ALL, or SELL ALL JUNK.
Session sell prices, which can move in beta:
| Item | Credits each |
|---|---|
| Bunker Code | 150 |
| Medkit | 60 |
| Bandage | 15 |
| Energy Bar | 15 |
| Chemicals | 14 |
| Cloth Rags | 2 |
| Light Ammo | 1 |
The main menu also shows STASH, SKILLS, CRAFTING, ROBUX, and THE MOTHER. CRAFTING and THE MOTHER are real menu labels. No recipe list or mother-fight steps were confirmed, so this guide does not invent them.
If the run fails
A wipe keeps the safe pocket and anything already stored. Make the next loadout quieter before you drop in again. Cars shorten the walk, but 81 dB is a loud way to travel. Hotwire only when the exit path is already chosen.
