Pickup is not payment
Items show a coin number while you hold them. Narrated runs treat that number as a sorting tool: take the higher numbers and leave trash. The number is not shown being added to your balance on pickup. Payment that was actually demonstrated is a sale after extract. One player looted a graphics card and went straight back to the human world to sell it. Another video says you get coins for evacuating, then still shows "sell all of our stuff." Plan on the sale.
Narrators say dollars, coins, and cash. No second currency is documented. This wiki treats them as the same spendable cash. The Cash page holds that limit.
No run compares the number on the item with the number the shop pays. The shop sets the final figure. Nothing documented changes a price by condition or by which map you are on.
Figures from single runs
| What | Figure | Limit |
|---|---|---|
| Laptop at the supermarket | 15,000 | One run, called really lucky. |
| Gold bar | Nearly 4,000 | One run, also inside the deep bank safe. |
| RAM | "Worth a lot of money" | No number stated. Seen at the 7-Eleven. |
| Extracted first-run items | About 1,500 | Tallied after leaving. |
| First dog-world sale | 2,400 profit | Sold to a cat. |
| One shop upgrade | 1,000 cash plus materials | Plus a wait. |
A full catalog with find spots is on Valuables.
Where to search
| Source | How it opens | What runs found |
|---|---|---|
| Starter or beginner chest | Search | Pistol, ammo, bat, syringe |
| Crates and treasure boxes | Search | Weapons, bullets, syringes, RAM |
| Trash cans | Search | Graphics card, music disc, dog food box, RAM |
| Cabinets | Search | Sometimes only food |
| Toilets | Search | Skipped as a waste of time |
| Safes | Crack first | Graphics card, gold bar, toy machine |
| Corpses | Search after they stop moving | Medkits, armor, gear |
A small bank safe used three code slots and opened in just over five seconds. A deeper safe used four slots. No drop-or-replace control is documented, so leave low-value objects on the shelf instead of filling a slot to decide later.
Some items are materials, not sale fodder. Store level 3 needs a graphics card and two music discs. Another upgrade needs a graphics card and a phone. A toy machine and a dog food box feed an earlier upgrade. If you still need those recipes, a graphics card can be worth more un-sold. Recipes are on Upgrades.
Carrying
The limit that ends a sweep is backpack slots. Players search until the bag is full, then leave. One shop backpack opened four more slots. A separate storage-space option sits under the shop upgrade in the menu. The starter slot count is not published, and it is not shown whether unsold items persist between sessions.
Leaving with the bag
- Reach an exit while alive. Zone zero has an Exit marker. The dog world has elevators, including one near the lair. The base roof has a teleport after the strongest dog.
- How an elevator or teleport is activated, and whether a chasing dog can follow, is not shown. Start the walk while chasers are behind you.
- Sell in the human world.
- If you die on the way, the bag and the guns on your character are gone.
Shield chasers are the slow exception. Everyone else closes a straight chase. Heavy loot has drawn "big fellas" right after a RAM stick and a better weapon. That is the cue to leave, not to open one more house.
