Gaming

HUSH Zombie Extraction Roblox Nightmare Mode: How a Full Raid Pays Out

Two bosses, a Containment Card vault and a $232,737 haul on The Hollow, plus Stillwater's Nightmare rules, exits and payouts.

Two bosses, a Containment Card vault and a $232,737 haul on The Hollow, plus Stillwater’s Nightmare rules, exits and payouts.

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.

DifficultyMenu lineWhat it means
NormalThe town as it isBaseline infected and loot
HardMore, faster infectedDenser, quicker swarms
NightmareNight only, fast bitesPermanent 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.


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.

Deployment & Deep Mine00:19Deployment & Deep Mine
The Loud Night notice appears at deployment into the Deep Mine, so every step carries further for the rest of the raid. Shown at 00:19 in VendoPlus’s video. Image: Blue Code Studios

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.

Dormitory Search01:19Dormitory Search
Searching dormitory containers opens the inventory next to nearby loot, where you choose what earns a slot. Shown at 01:19 in VendoPlus’s video. Image: Blue Code Studios

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

Containment Door Access03:05Containment Door Access
A swipe prompt for the Containment Card on a locked door in the Deep Mine. Shown at 03:05 in VendoPlus’s video. Image: Blue Code Studios

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.

Boss Encounter: The Mayor03:54Boss Encounter: The Mayor
The corridor fight near Cell 05, where The Mayor comes in with a swarm around him. Shown at 03:54 in VendoPlus’s video. Image: Blue Code Studios

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.

Looting Vault Safe05:29Looting Vault Safe
The card-locked vault safe holds a Master Stock and gold, which is why the Containment Card is worth carrying in. Shown at 05:29 in VendoPlus’s video. Image: Blue Code Studios

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.

Boss Encounter: The Chief09:21Boss Encounter: The Chief
The Chief's body drops police gear and attachments once he is down in Site Security. Shown at 09:21 in VendoPlus’s video. Image: Blue Code Studios

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.

Infection Cured10:25Infection Cured
With an antiviral injector in the hotbar, a bite becomes a short delay instead of the end of the run. Shown at 10:25 in VendoPlus’s video. Image: Blue Code Studios

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.

Medical Ward Engagement13:42Medical Ward Engagement
The patient ward in Site Security, where infected rise from the beds as you search for medicine. Shown at 13:42 in VendoPlus’s video. Image: Blue Code Studios

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.

Central Power Junction17:19Central Power Junction
The octagonal power junction links the facility to the Old Mine, with infected patrolling inside. Shown at 17:19 in VendoPlus’s video. Image: Blue Code Studios

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.

BossMapWhereNotable drops
The MayorThe HollowDeep Mine, near Cell 05Comes with a swarm
The ChiefThe HollowSite SecurityPolice gear, attachments, keys
Sergeant HaleStillwaterMilitary CheckpointCombat Helmet + Lamp, armor, ammo
The SurgeonStillwaterStillwater GeneralTask 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.

TaskObjectiveRewards
LAST VISITThe Hollow mission chain$20,000, +6 REP The Eleven III
STAND DOWN, SERGEANTPut down Sergeant Hale$40,000, +20 Gunner rep, 30x 7.62x39mm AP
SECOND OPINIONKill The Surgeon, hand over red blood bags$30,000, +5 Doc rep, First Aid Kit
ECHO COMPANYExtract 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.

MapExtractRequirement
The HollowSinkhole SwitchbackAlways open
The HollowDirector’s Escape TunnelBlack Keycard
The HollowVent Riser LadderDrop your bag
The HollowShip CageFuel can, call the ship
The HollowReefer TruckFuel can, start the reefer
The HollowRoss’s RaftPay Ross $2,500
StillwaterHighway RoadblockAlways open
StillwaterGas Station PickupCar battery + fuel can
StillwaterStorm DrainNo backpack
StillwaterSmuggler’s BoatCrowbar + padlock key, or $2,000
StillwaterMilitary GateMilitary key card
StillwaterHospital HelipadLight 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.

RunLoot / raid valueNightmare bonusExtra bonus
The Hollow, Loud Night$232,737+$139,642+$23,273 (Loud Night)
Stillwater residential$101,982+$61,189None
Stillwater, Looters Are Out$168,572+$66,115+$16,857 (10%)
Stillwater, Hale kill$150,875Nightmare SurvivedNone

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.

StatusEffectFix
Infection~4-minute countdown, blurred visionAntiviral Capsules or injector
FractureMuch slower movementSplint
BleedingSteady health drainBandage
Low HPLittle room for errorBandages, 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.

SlotQuiet kitBudget swap
SidearmP17 Pistol (9x19mm)P17 Pistol
MeleeFire AxeAny axe (Scrapper)
ArmorAssault ArmorSoft Vest
BagMilitary RucksackHiking Backpack
HearingActive HeadsetShooting Muffs
Secure pouchAntivirals, Bandages, Painkillers, SplintsSame

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.

ItemTypeWhere it turns up
Tariff Case (2.1 kg)ValuableBedroom chests
Diamond Ring, Emerald RingValuablesDressers, drawers
Gold Coin, gold watches, jewelryValuablesWardrobes, jewelry boxes
Antivirals, Splints, MedkitsMedicalMedicine cabinets
Caffeine ColaStaminaKitchens
BM-62 Carry HandleAttachmentHighway Roadblock crate
AVK-42 Rifle (7.62x39mm)RifleCheckpoint looters, supply drop
CB-5 Short Carbine (5.56x45mm)CarbineBrute remains, supply drop
Bolt-Action Hunting Rifle (.308 Win)Rifle (“HUNTER”)Highway Roadblock crate
Military Armor RigClass 4, 20 slotsLooters, supply drop
Combat Helmet + LampHelmetSergeant 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.

ModifierEffectUpside
POWER IS OUTAll street and building lamps offRare night looters roam
LOUD NIGHT (Stillwater)Night noise up 40%10% cash bonus
LOUD NIGHT (The Hollow)Quiet steps heard 50% further10% 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.

CrateOpens with
Field CaseSTANDARD KEY or $333,000
Tacet CaseSTANDARD KEY or $333,000
Vault CaseVAULT 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.