STILLWATER FIELD GUIDE

HUSH equipment and inventory: build a usable kit

A good kit is one you can operate and afford to lose. Here are the inventory controls, starter purchase and prepare–loot–stash workflow visible in the reviewed gameplay.

Know the space you actually have

In one reviewed setup, Rifleman Rig has a 4 × 3 grid and Hiking Backpack has 4 × 5. The visible Secure Pouch has 3 × 3. Check the grid on the particular item you equip.

Observed containerGridCells
Rifleman Rig4 × 312
Hiking Backpack4 × 520
Secure Pouch in the reviewed setup3 × 39
HUSH inventory with separate equipment slots and grid storage
VendoPlus gameplay, 3:04; observed 2026-10-16. Watch the source video.

Buying and equipping are separate actions

  1. In the lobby, open Character and find the purchased item in your stash.
  2. Drag a backpack into the Bag equipment slot and a rig into its correct slot.
  3. Move your weapon, compatible ammunition and medical items into the kit you will carry.
  4. Check the equipped slots and available grid before deploying. If the client says “It can’t go inside itself,” move the container to the equipment slot instead of into its own storage.

One starter option visible at Gunner

An October 15 Gunner level 4 screen lists a $6,500 Starter Kit containing a P17 Pistol, 9 × 19 mm FMJ ammunition and a Bayonet. Limited stock and restock timers are visible, so read the current offer before spending.

The ammunition panel has caliber filters and separate per-hit values for different weapons. Match the box to the weapon’s actual caliber and compatibility. A number shown for one weapon is not a universal damage value.

A source-bound equipment run

In the October 15 equipment run, the creator buys supplies, equips a bag, travels to Checkpoint, searches weapon containers, and later returns to the stash with guns. It is a useful example of an acquisition route, rather than a promise of guaranteed drops.

Press M before committing to the route. A backpack full of weapons needs an exit whose requirements fit the loadout; Storm Drain’s no-backpack condition can make another exit more suitable.

Police armory: a sample route, not a guaranteed jackpot

The October13 police-armory video shows weapon crates, a safe and lockers inside the Police building’s barred room. Reviewed samples include lights, sights, suppressors, jewelry, gold coins, a pager, melee weapons, bags and rigs. Contents differ between the sampled containers.

When asked where the police keys came from, the uploader replied that they bought them from Scrapper. Check the trader’s current key stock and the lock’s own label before buying. The video title describes Nightmare and 20 openings; these sampled frames do not establish drop probabilities.

The uploader preferred Airfield loot in their end card and suggested Armory, Command HQ, Checkpoint and Crash Site in a reply. Treat this as their route recommendation, not a measured return-per-hour comparison.

Grid actions visible in the UI

ActionVisible input hint
Rotate an itemR while dragging
Open item optionsRight-click
Move an itemCtrl + click
Equip or useDouble-click
Close inventoryTab

What to carry and what to leave

  • A quiet melee option fits the developer’s sound-based survival rule.
  • Take medical supplies that match the conditions you need to handle.
  • Keep a flare or reserve boat cash when your chosen exit needs it.
  • Leave valuables in your stash when you do not need them on the raid. Secure-case contents are the explicit death-protection exception.
  • Compare grid space and compatible ammunition before taking an expensive weapon. This guide does not assign unsupported weapon tiers.

Sources