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HUSH: They Can Hear Best Loot Locations and How to Pick Where to Search

HUSH: They Can Hear has four lootable destination types — houses, shops, the hospital and the army camp. Learn how to read the in-game map's BEST LOOT and WAY OUT legend, what containers to search, and how to get your haul out and sold.

Quick answer

Four kinds of places are lootable in the monster-held town: houses, shops, the hospital and the army camp. The in-game map (press M) rates the spots for you — its legend marks red BEST LOOT zones, yellow BETTER LOOT zones and green WAY OUT exits.

  • Houses, shops, the hospital and the army camp are the developer-named loot destinations.
  • Map legend: red = BEST LOOT, yellow = BETTER LOOT, green = WAY OUT, plus a red dot that shows where you are.
  • Get caught and you lose everything you carried, so pick every target with its nearest exit in mind.

Every run in HUSH: They Can Hear follows the same shape: sneak into the monster-held town, grab what you can, and get out before the sound-hunting monsters — or the people inside — take it off you. Here is where you can loot, and how to choose between the spots the map shows.

Where you can loot in the town

The developer names four kinds of lootable destinations: houses, shops, the hospital and the army camp. The intended loop is the same for all of them — sneak in, loot, and get out before they hear you.

Press M to raise your held paper map. Named places such as RADIO HILL, PRECINCT 9, MERCY HILL, SUNSHINE FARM and THE FARM TRACK are printed on it, and NORTH GATE is marked as an exit. The names tell you where you are; the legend tells you which places are worth raiding:

Map markWhat it means
Red — BEST LOOTThe spots the game rates as the best loot
Yellow — BETTER LOOTGood loot, a step below red
Green — WAY OUTAn exit — get inside before the doors shut
Red YOU dotYour position on the map

That red-and-yellow rating is the game's own answer to where the best loot sits, so build each run around it rather than guessing from building size. Map controls, for reference: the mouse wheel zooms, holding the left button moves the map, holding the right button brings it up close, and M puts it away.

How to pick where to search on a run

  1. Open the map with M and find the red YOU dot.
  2. Choose a red BEST LOOT zone, or a yellow BETTER LOOT zone if one sits closer to you or to an exit.
  3. Before you commit, note the nearest green WAY OUT. Getting caught costs everything you carry, so the distance back to an exit is part of a target's real price.
  4. Loot containers along the way — red toolboxes open with E (some read “TOOLBOX: Nothing is here”), and crash carts have a TAKE ALL R prompt. Any container can be empty, so judge a building by several containers, not one.
  5. Leave once your 20-slot backpack fills or the town gets too loud: head for the green exit and get inside before the doors shut.

One risk applies everywhere on the map: people. The official description warns that “Some people aren’t as friendly”, and other players and NPCs can attack, kill you and take your loot anywhere in town — the danger is not tied to one named site.

What looting actually looks like

Containers are what you search: a red toolbox opens with E and can come up empty, while a crash cart offers TAKE ALL with R. Everything goes into a 20-slot backpack that tracks your haul's worth — in one run, a stack of two Medkits showed as “BACKPACK 1/20 slots | worth 120”. The loot items guide covers the mechanics in depth.

Getting the haul out and sold

Green WAY OUT marks lead to extraction, and the doors there shut, so a run only ends well if you arrive in time. In one demonstrated run, the player opened the map, picked THE FARM TRACK exit near SUNSHINE FARM, drove to the roadside extraction post and left with the haul. A helicopter extraction has also been shown — that surviving run granted a skill point. The escape guide covers exits in more detail.

Cars shrink the distance between a loot zone and an exit. A blue pickup needs a hotwire mini-game — press SPACE when the rotating pointer reaches the green sector — while a van shows a BREAK IN prompt and may even have keys inside. One warning from the same footage: jumping out of a still-moving vehicle costs HP. The hotwiring guide breaks down both methods.

The payoff lands at the only shop left in town: hauls sell for guns, gear, gold guns and diamonds. The shop location page covers the rest.

What ends a run

  • Caught — you lose everything you carried. That stake sits behind every choice above; what happens when you get caught explains the consequences.
  • Monsters — they hunt by sound, so staying quiet matters on the way in and out. The tips and tricks guide covers staying unheard.
  • People — other players and NPCs can attack, kill and loot you. One player who died with a pack full of food and no weapon called the people, not the monsters, the real danger.

New to the loop entirely? The beginner guide and tips and tricks fill in everything before and after the raid itself.