On Roblox, Blue Code Studios’ HUSH [Zombie Extraction] is a co-op PvE extraction shooter, and Nightmare is its toughest setting. A solo Nightmare trip through The Hollow, the underground facility map, demonstrates what to expect at that level. In roughly 32 minutes, the run includes two boss kills, a Containment Card vault opening, three generator startups, an infection during the raid, and an extraction carrying $232,737 in looted cash. The quarantined town of Stillwater uses those same Nightmare rules, but has different bosses, exits and payouts.
Quick answer: Nightmare pays an extra 60% of your loot value in cash plus +3 EP, but only on a green “EXTRACTED” screen. A death pays nothing and costs everything outside your secure case.
What Nightmare mode changes in HUSH
You pick the difficulty in the lobby before you deploy, and each tier gets a single line of description in the menu.
| Difficulty | Menu line | What it means |
|---|---|---|
| Normal | The town as it is | Baseline infected and loot |
| Hard | More, faster infected | Denser, quicker swarms |
| Nightmare | Night only, fast bites | Permanent dark, faster infection, bosses |
Nightmare does not bring in any new systems. Everything that already exists gets harsher. Noise, weight, gear durability and infection all punish you more, hordes grow, armored looters walk around, and some bosses only appear on this tier. The Nightmare raid card spells out the core numbers.
- +125% infected compared with the base map
- +50% chance of high-tier loot
- Night only, pitch dark for the whole raid
- Extraction bonus of 60% of loot value, paid in cash, plus +3 EP
- Extra looter-extract rep goes only to traders at Lvl 4 or higher with under 150 rep
Dying still follows the standard penalty: you lose everything brought into the raid apart from your secure case. A “KILLED IN ACTION” screen also means no Nightmare bonus.
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Add to Google Preferences →The Hollow on Nightmare: a full raid, sector by sector
The Hollow consists of five underground areas: the Deep Mine, Site Security, the Old Mine, The Eaves and Cold Storage. This run used NIGHTMARE / NIGHT / CLEAR and had the Loud Night modifier enabled. The loadout paired an AVK-02 assault rifle with a demo charge and P17 sidearm, along with a Containment Card rated Tier 5, “Black”. On The Hollow, Loud Night makes quiet footsteps audible from 50% farther away, but gives the raid a 10% loot bonus. The HUD’s crossed-out microphone icon indicates that the increased audio sensitivity is in effect.

Deep Mine: Generator 2, The Mayor and the vault
The raid starts in the Deep Mine’s dormitories. The rooms and hallways there are full of containers, and the game outlines each lootable crate and corpse in yellow. A short way in, Generator 2 sits in a utility section. Starting any generator is loud, and the noise pulls in hordes of regular infected and special variants.

Further in, there is a locked containment door that only opens when you swipe the Containment Card.

The Mayor waits in the corridors near Cell 05, also called The Quiet Room. He arrives inside a swarm, and the AVK-02 needed sustained fire to bring him down. The HUD objectives here include “Enter the Quiet Room (Cell 05)” and “Put down The Mayor”. The run completed both.

The same card also opens a reinforced vault room. Its safe held a Master Stock and a Gold Bar, both high-value endgame items you can barter or sell.

Site Security: The Chief, a Security Card and Generator 1
Site Security is built around a circular command room. Its blast doors are where the run held off several waves of infected. The Chief runs this sector, and killing him drops police-grade weapons, attachments and key equipment.

Right after that fight, a bite started the infection countdown, shown as “INFECTED: 3:59 UNTIL YOU TURN”. An antiviral injector cleared it before the timer ran out.

A Security Card opens the armory and office rooms, where toolboxes and weapon crates hold suppressors and gun parts. Generator 1 sits in its own chamber in this sector. Next to it, the hospital barracks are packed with sleep study patients lying in beds, and their medicine cabinets and duffel bags restock your medical supplies.

Old Mine, The Eaves and the way out
The hallways toward the Old Mine pass through an octagonal power conduit room with infected patrolling it. They also pass a door that needs a Lab Access Card, and a large circular atrium with a fountain in the middle, where a big horde gathers.

The Old Mine’s rocky caverns have a third generator, and its startup noise sets off another defensive fight. Close by, a yellow truck and some duffel bags gave up a Breaker Key. From there, catwalks run above Cold Storage and along the rail tracks through The Eaves, and keycards open locked director and administrative offices. The route ends back across the atrium at Sinkhole Switchback, where you stand in the yellow extraction square until the timer runs out.
Other loot from the run included Antiviral Capsules, an AR-15 Receiver, an AK-15 Receiver, a Wristband: Subject 09, a Town Seal Pin and a Visitor Pass.
Nightmare bosses in HUSH
HUSH has five bosses. Four of them have been fought on Nightmare across the two maps.
| Boss | Map | Where | Notable drops |
|---|---|---|---|
| The Mayor | The Hollow | Deep Mine, near Cell 05 | Comes with a swarm |
| The Chief | The Hollow | Site Security | Police gear, attachments, keys |
| Sergeant Hale | Stillwater | Military Checkpoint | Combat Helmet + Lamp, armor, ammo |
| The Surgeon | Stillwater | Stillwater General | Task target for Doc |
Sergeant Hale and The Surgeon only spawn on Nightmare. Hale stays at the Military Checkpoint all night with a shotgun and heavy armor, guarded by armed and armored infected. The way in runs through the northern woods and along the Quarantine Zone perimeter fence. The guard building is a trap, because once the swarm shows up there is no way out of it. Pulling Hale into the woods near the military gate is a better place to fight him, and the outpost’s weapon crates and military boxes are worth clearing afterward.
Roaming infected packs surround the ambulances in the parking lot near Stillwater General Hospital, where The Surgeon can be found. Close encounters inside the wards carry a particularly high risk of bites. Killing him is not enough to finish the task; you also need to leave the raid with red blood bags. Look for the bags in the hospital’s medical cabinets and the supply crate on the rooftop helipad.
Nightmare task rewards
You turn in tasks from the Tasks menu in the lobby, and each one also unlocks a matching title.
| Task | Objective | Rewards |
|---|---|---|
| LAST VISIT | The Hollow mission chain | $20,000, +6 REP The Eleven III |
| STAND DOWN, SERGEANT | Put down Sergeant Hale | $40,000, +20 Gunner rep, 30x 7.62x39mm AP |
| SECOND OPINION | Kill The Surgeon, hand over red blood bags | $30,000, +5 Doc rep, First Aid Kit |
| ECHO COMPANY | Extract via Military Gate, kill armored looters at night | $45,000, +5 Gunner rep, Military Armor Rig |
The ECHO COMPANY objective is to deal with armored looters at the Military Gate rather than hunt a boss. On The Hollow, the HUD also records a separate task step: turn in a Custody Receipt located during the raid.
Extraction points on The Hollow and Stillwater
Open the map with M to see every exit and its requirements. Since those requirements may differ between raids, follow the information displayed on your map when you spawn.
| Map | Extract | Requirement |
|---|---|---|
| The Hollow | Sinkhole Switchback | Always open |
| The Hollow | Director’s Escape Tunnel | Black Keycard |
| The Hollow | Vent Riser Ladder | Drop your bag |
| The Hollow | Ship Cage | Fuel can, call the ship |
| The Hollow | Reefer Truck | Fuel can, start the reefer |
| The Hollow | Ross’s Raft | Pay Ross $2,500 |
| Stillwater | Highway Roadblock | Always open |
| Stillwater | Gas Station Pickup | Car battery + fuel can |
| Stillwater | Storm Drain | No backpack |
| Stillwater | Smuggler’s Boat | Crowbar + padlock key, or $2,000 |
| Stillwater | Military Gate | Military key card |
| Stillwater | Hospital Helipad | Light a flare (some raids) |
Between police cruisers, Highway Roadblock requires you to remain within its zone while a countdown runs for roughly 8 to 10 seconds. Storm Drain bars entry if you have a backpack, making it impractical for most large Nightmare hauls despite some tasks requiring you to extract there. Toward the end of a Stillwater raid, an evacuation siren sounds with around five minutes remaining before the town is sealed; anyone left inside when that happens cannot escape.
What a Nightmare extraction pays
Four successful Nightmare runs show how the bonus stacks up. Each one used a different approach.
| Run | Loot / raid value | Nightmare bonus | Extra bonus |
|---|---|---|---|
| The Hollow, Loud Night | $232,737 | +$139,642 | +$23,273 (Loud Night) |
| Stillwater residential | $101,982 | +$61,189 | None |
| Stillwater, Looters Are Out | $168,572 | +$66,115 | +$16,857 (10%) |
| Stillwater, Hale kill | $150,875 | Nightmare Survived | None |
On every successful run, the Nightmare bonus was the largest single addition, and modifier or event bonuses stack on top of it. The Hollow run also gave +3 EP and then paid out the LAST VISIT task in the lobby. The quiet residential run finished with 59 kills in 23:05, the looter-event run lasted 20:28, and the Hale run logged 47 kills and +894 XP. On Stillwater, the green “EXTRACTED” screen includes the “NIGHTMARE SURVIVED” bonus.
Infection, injuries, suppressor wear and weight
A bite starts a yellow warning banner and a countdown of about four minutes, and your vision blurs while it runs. When the timer hits zero, your character turns and dies. Antiviral Capsules or an injector cure the infection or reset the timer. Bites come easily in tight rooms, so a second dose in the same raid is common, sometimes with only seconds left on the clock.
| Status | Effect | Fix |
|---|---|---|
| Infection | ~4-minute countdown, blurred vision | Antiviral Capsules or injector |
| Fracture | Much slower movement | Splint |
| Bleeding | Steady health drain | Bandage |
| Low HP | Little room for error | Bandages, Painkillers |
Brutes can take you from full health to 1 HP in a single hit. On a map where running away is often the only way to survive, a broken leg is close to a death sentence.
Suppressors wear out over the course of a raid. In a long fight, one can fail after about four minutes, and the game warns you with “Suppressor worn out! Your shots are loud again. A workbench can repair it.” The noise meter in the bottom-left of the HUD shows how much attention you are drawing. Carry weight has escalating penalties.
- “Overweight! you walk slower.” Movement speed drops.
- “Overweight! you can’t sprint.” Sprinting is disabled entirely.
- “No space in your pockets, rig or backpack.” Nothing can be picked up until you drop something.
Right-clicking a weapon detaches its scopes, lights, angled grips and suppressors one at a time. Those parts fit in rig slots, so you can leave the heavy guns behind and keep the ability to sprint.
Stillwater on Nightmare: quiet looting and where the money is
Compared with The Hollow’s generator battles, Nightmare in Stillwater is far quieter. Toggle the flashlight off with T, and zombies remain passive unless you walk directly into them. A helmet lamp reveals your position from a great distance, while leg guards or boots weigh you down and reduce stamina regeneration speed. Lower the music and ambience, but leave sound effects high, to hear footsteps, groans and banging doors more clearly.
| Slot | Quiet kit | Budget swap |
|---|---|---|
| Sidearm | P17 Pistol (9x19mm) | P17 Pistol |
| Melee | Fire Axe | Any axe (Scrapper) |
| Armor | Assault Armor | Soft Vest |
| Bag | Military Rucksack | Hiking Backpack |
| Hearing | Active Headset | Shooting Muffs |
| Secure pouch | Antivirals, Bandages, Painkillers, Splints | Same |
The northern residential street has five houses packed with medicine cabinets and bedroom furniture. Backyards are safer than the open roads, where hordes spawn. Infected have to break down a closed wooden door before they can get through it, and vaulting chain-link or wooden fences resets their pathing. When a doorway is blocked, smashing a window with your melee weapon gives you another way out. The prompts you see most are “VAULT OVER”, “SMASH WINDOW”, “SEARCH”, “OPEN” and “CLOSE”. “DOORWAY BLOCKED” and “SOMETHING IS BLOCKING THIS WINDOW” mean that exit is not available.
| Item | Type | Where it turns up |
|---|---|---|
| Tariff Case (2.1 kg) | Valuable | Bedroom chests |
| Diamond Ring, Emerald Ring | Valuables | Dressers, drawers |
| Gold Coin, gold watches, jewelry | Valuables | Wardrobes, jewelry boxes |
| Antivirals, Splints, Medkits | Medical | Medicine cabinets |
| Caffeine Cola | Stamina | Kitchens |
| BM-62 Carry Handle | Attachment | Highway Roadblock crate |
| AVK-42 Rifle (7.62x39mm) | Rifle | Checkpoint looters, supply drop |
| CB-5 Short Carbine (5.56x45mm) | Carbine | Brute remains, supply drop |
| Bolt-Action Hunting Rifle (.308 Win) | Rifle (“HUNTER”) | Highway Roadblock crate |
| Military Armor Rig | Class 4, 20 slots | Looters, supply drop |
| Combat Helmet + Lamp | Helmet | Sergeant Hale |
Although the Tariff Case is listed at $192,186, it sells for roughly $300,000. Rings and cases bring in good returns whether you sell them at the Blackmarket or cash them in after extraction. Of all containers, the red-beacon supply crate offers the most value in one place. Possible contents include multiple AVK-42s and CB-5s, Military Armor Rigs with 100/100 durability, suppressors and receivers like the VB-9. Sorting the contents may take over two minutes, leaving you exposed in the open the entire time.
Nightmare modifiers and mid-raid events
Some Nightmare raids roll an extra condition that changes how far light and sound carry.
| Modifier | Effect | Upside |
|---|---|---|
| POWER IS OUT | All street and building lamps off | Rare night looters roam |
| LOUD NIGHT (Stillwater) | Night noise up 40% | 10% cash bonus |
| LOUD NIGHT (The Hollow) | Quiet steps heard 50% further | 10% loot bonus |
Timed events in Stillwater are announced with banners. LOOTERS ARE OUT means armed humans have taken positions; take their gear out with you to earn cash worth 10% of its loot value. SUPPLY DROP INBOUND and LANDED signal a crate coming down under a vertical red beacon, and the whistle as it falls can draw other players. THE SCHOOL HORDE IS AWAKE sends a huge wave out of the high school. The infected form a long trail behind you along the main road. Continue backing away and fire in bursts, stopping when the back of the line begins to thin.
Blackmarket restock, leaderboards and beta limits
Halloween decorations currently appear on the main menu. At the Blackmarket, a “MARKET RESTOCK LIVE” banner advertises three crates in a limited-time rotation. The Mail menu delivers a Field Case costing $160,000 to your stash. Each crate shows its rarity odds and weapon skin chances; the R-15 is available in Hazard, Ember or Static finishes.
| Crate | Opens with |
|---|---|
| Field Case | STANDARD KEY or $333,000 |
| Tacet Case | STANDARD KEY or $333,000 |
| Vault Case | VAULT KEY or $333,000 |
The Blackmarket sells the Violet Flare Shell, which calls in a cargo helicopter to lower a 6 by 6 crate for you to open. It works only on open ground and can be used once per raid. Weekly leaderboard standings are kept separately for Normal, Hard and Nightmare. HUSH is still in open beta, so Nightmare bonus amounts and extraction rules could change. A raid supports up to 12 survivors, with no squad larger than three. PvE is currently available; PvPvE is planned. To register Nightmare loot on any map, keep it in your bag through extraction until the screen turns green.




