HUSH They can hear shop loot: Selling Hauls and Store Items
HUSH They can hear shop loot revolves around banking raid hauls in your base stash and converting them into credits at HUSH SUPPLY. The shop lets you liquidate items like bunker codes or chemicals to purchase guns, gear, gold guns, and diamonds.

HUSH They can hear shop loot revolves around banking raid hauls in your base stash and converting them into credits at HUSH SUPPLY. The shop lets you liquidate items like bunker codes or chemicals to purchase guns, gear, gold guns, and diamonds.
How Selling Works at HUSH SUPPLY
Converting items into currency requires completing an extraction and returning to base safely. Once you arrive at the hideout, interact with the inventory screen and use the STORE ALL button. This action transfers everything carried in your backpack directly into the base stash.
HUSH SUPPLY operates strictly out of your base stash rather than your active raid pack. When you open the store interface and switch to the SELL tab, the vendor reads your banked inventory. You can clear items individually or in batches using three distinct commands: SELL 1, SELL ALL, or SELL ALL JUNK. Every confirmed transaction adds credits to your account balance, which you can immediately allocate toward base upgrades or supply runs.
Confirmed Item Values at HUSH SUPPLY
The SELL tab accepts materials, medical gear, consumables, ammunition, and valuable intel retrieved from containers across the map. Sale values remain fixed across individual item types:
| Item | Item Type | Credit Payout |
|---|---|---|
| Bunker Code | Valuables | 150 credits |
| Medkit | Medical Supplies | 60 credits |
| Bandage | Medical Supplies | 15 credits |
| Energy Bar | Consumables | 15 credits |
| Chemicals | Crafting Materials | 14 credits |
| Cloth Rags | Crafting Materials | 2 credits |
| Light Ammo | Ammunition | 1 credit |
High-tier valuables yield the highest returns. A single Bunker Code converts into 150 credits, making it the most profitable standalone pickup observed during trading sessions. Basic crafting items like Cloth Rags and loose Light Ammo provide smaller amounts, functioning primarily as filler to sell in bulk via the SELL ALL JUNK feature.
Shop Catalog and Purchasing Options
The base vendor acts as the single commercial hub left in the quarantined town. Rather than relying entirely on random container spawns in houses, shops, the hospital, or the army camp, you can spend accumulated credits directly on equipment across four designated categories:
- Standard Firearms: The store supplies baseline weapons to replace firearms dropped in previous raids.
- Survival Gear: Field tools and protective equipment designed to assist navigation and looting runs.
- Gold Guns: Specialized luxury firearms available for high-tier credit investments.
- Diamonds: High-tier store assets purchased directly through merchant credits.
Acquiring gear through the shop bypasses the need to scavenge weapon containers under threat from noise-hunting entities, providing a reliable loadout reset between runs.
Item Management for Selling and Stashing
Managing inventory space between raids requires balancing direct trade income against immediate survival utility.
| Item Category | Best Situation to Sell | What You Trade Away |
|---|---|---|
| Valuables (Bunker Codes) | Immediately after banking at base stash | Stash storage capacity until traded for 150 credits |
| Medical Supplies (Medkits and Bandages) | When holding surplus healing items above personal raid requirements | In-field physical healing buffers in exchange for 15 to 60 credits |
| Raw Materials (Chemicals and Cloth Rags) | When clearing out low-tier clutter using the SELL ALL JUNK option | Future crafting supplies in exchange for 2 to 14 credits per unit |
Because item worth calculates directly inside the backpack interface during an active raid, prioritizing high-value objects over loose junk keeps each extraction trip profitable.
Stashing Mechanics and Death Penalties
Loot only translates to shop currency if you successfully carry it through an active evacuation gate. If you get caught by monsters before reaching an exit terminal, you forfeit everything held inside your backpack, primary weapon slots, secondary weapon slots, and throwable utility keys.
The safe pocket serves as the single persistent container during a failed run, preserving a single stack of any item type except firearms. Any goods already deposited into the base stash via the STORE ALL action remain permanent and safe from death penalties. Players seeking higher pack limits can expand default capacity from 20 slots to 30 slots by acquiring the Big Backpack pass, allowing for larger trade hauls per extraction run.
