The richest loot in HUSH [Zombie Extraction], Blue Code Studios’ open-beta zombie extraction shooter on Roblox, sits behind locked doors in Stillwater. It pays most when you carry it out on Nightmare. One solo night raid shows the full picture. It takes in the town’s police station, pharmacy, Town Hall, and gun store, opens four locked rooms with four different keys, and ends at the Highway Roadblock with $199,698 in loot value after 20 minutes and 5 seconds in town.
Quick answer: HUSH’s best loot comes from key-locked rooms like the Police Armory, Mayor’s Office Safe, and Gun Store. Nightmare adds 60 percent of total value in cash, and an Outbreak event adds another 10 percent.
Nightmare difficulty and Outbreak bonuses in HUSH
HUSH doesn’t sort its best finds into named rarity tiers on the results screen. It measures a raid in dollars. The extraction summary lists the loot value first, then stacks percentage bonuses on top, and those bonuses depend on the difficulty and any event running in that raid. The run below was set to Nightmare, at night, in clear weather, with the Outbreak event active.
| Modifier | Effect | Payout |
|---|---|---|
| Nightmare | Hardest of Normal, Hard, Nightmare | +60% of total value, in cash |
| Outbreak | More infected, slightly better loot | +10% of total value, in cash |
| The Long Watch | Stay in Stillwater 20+ minutes | Challenge completion |
On this raid the Outbreak bonus alone came to $19,915, and the run earned 103 XP plus skill increases. The trade-off is plain. Outbreak packs the streets with more infected, and Nightmare is the tier where dying hurts most. Anything outside your secure case is gone if you don’t make it out.
Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →HUSH keys and the locked rooms they open
Stillwater’s best containers sit behind locks, and each lock needs its own key, found during raids. When a key works, the game confirms it on screen with an “Unlocked” label for that room.
| Key | Opens | Location | Loot inside |
|---|---|---|---|
| Police Armory Key | Police Armory cage | Stillwater Police Department | Weapon crates, rifles, attachments |
| Pharmacy Back Room Key | Pharmacy Back Room | Pharmacy | Medicine cabinets, pills, bandages |
| Mayor’s Safe Key | Mayor’s Office Safe | Town Hall | Gold coins, jewelry |
| Gun Store Key | Display cases, storage crates | Guns & Ammo | Weapon Crate, attachments |
Rooms without locks still matter. Office desks and filing cabinets, a school safe, and hardware-store registers all turned up valuables in the same raid. The keyed rooms are where the weapons and gold cluster, though.
Where high-value loot turns up in Stillwater
Stillwater High School and the school horde
Some raids trigger an event called “The School Horde Is Awake,” which packs a large crowd of infected into the Stillwater High School auditorium. The game gives two choices: clear them all or flee. A single Demo Charge, a thrown explosive with a short fuse and a wide lethal radius, dropped into the crowded auditorium doorway killed almost the whole horde at once. A few survivors were left for melee.

The bodies and duffel bags in the auditorium seats are worth searching after the blast. Past them, the school’s classrooms and office hold desks, lockers, and a safe.

Stillwater Police Department and Miller Hardware
The police station sits west of the school, past a row of suburban backyards. Its lobby is held by police infected, so you have to fight before you can loot.

With the Police Armory Key, the armory cage opens to several weapon crates holding rifles and attachments. Rifles that turned up during the raid include the AVB-62 and M-16, along with a rifle suppressor.

The rest of the station is open loot. Desks, filing cabinets, and dispatch consoles are all searchable, and an office safe can be opened with the interact prompt.

Miller Hardware is just across the street. Its shelves, cash registers, and back storage crates gave up a gold chain, one of the compact, high-value items that lift a raid’s total without taking up much space. Infected also come in through the back alley here, so the storeroom isn’t a quiet spot.

Pharmacy, supply drop, Town Hall, and Guns & Ammo
The Pharmacy’s locked back room is the place to restock on pills and bandages from several medicine cabinets. Midway through the raid, a “Supply Drop Inbound” alert marked a military crate landing near a residential home. It was guarded by infected under a red smoke beacon and held attachments and medkits.
Town Hall and Guns & Ammo sit next to each other on Main Street. The Mayor’s Safe Key opens the safe in the Town Hall office for gold coins and jewelry. Next door, the Gun Store Key opens display cases and heavy crates, including the portable Weapon Crate. Other valuables seen during the raid include a gold watch and a jewelry box.
The HUSH Weapon Crate stash container
The Weapon Crate is a gray and yellow steel case with foam lining and two latches. Its cells hold only guns. It takes up space in your backpack grid during a raid, but once it reaches your stash it becomes permanent storage for firearms back in the lobby. That’s why it’s worth carrying out, and why a full backpack near the end of a run is usually a sorting problem. The gun store visit ended with the inventory reshuffled to fit the most valuable weapons, crates, and cash.
Infection timer and Stillwater extraction points
A bite starts an infection countdown that begins at 3:59. Each Antiviral adds three minutes. If the timer hits zero before you extract, your character turns. Bleeding, which shows up after zombie hits, needs a bandage. In practice, infection puts a hard limit on how long a looting run can last.
This Stillwater raid offered three extracts, each with its own condition:
- Highway Roadblock: always open; stand in the zone until the countdown finishes.
- Gas Station Pickup: needs a car battery and a fuel can.
- Storm Drain: only usable without a backpack.
Other Stillwater raids list different exits, such as the Hospital Helipad, which needs a signal flare lit on the pad, and the Smuggler’s Boat, which costs $2,000. For a loot-heavy run, Storm Drain is out because it doesn’t allow a backpack, so Highway Roadblock is the simplest way home. Late in a raid, an evacuation siren sounds and tells everyone still in town to head for an extract.
You’ll know it worked when the extraction bar fills and the summary screen reads “EXTRACTED,” shows which exit you used, and lists your loot value with each cash bonus added. On this run, that screen showed nearly $200,000 in value, which shows how much the HUSH payout depends on picking up keys along the way and choosing to take on Nightmare.






