Keyless · Auto-detectv1.6.0

Examination — Silent Aim, ESP, Radar & Gun Mods Script for Roblox

Silent aim that bends the gun's own shot, ESP for every infected and RIF soldier, enemy dots on the minimap, and a full set of gun and player mods. No key, auto-detected by the loader.

2,419Total runs
6Runs · 24h
4PlaceIds
KeylessNo key required
Run this scriptloadstring(game:HttpGet("https://overhub.dev/loader.lua"))()
Examination

What this script does

Examination is a co-op horror shooter: your squad pushes through the facility while infected and RIF soldiers come at you from the dark. This script gives you the information and the gun you wish you had — and it was built by reading how the game actually handles a shot, not by guessing.

Silent aim

Every gun in Examination aims with one value: the direction under your mouse. The gun tells the server "I fired this way", casts the bullet itself along that same direction, and then reports what it hit, including the bullet's velocity. Because the velocity is sent along with the hit, the server can check that a hit really came from the shot before it.

So silent aim here changes the aim itself, just before the gun reads it. The gun then fires its own shot at your target, casts its own ray there and reports its own hit. The shot, the ray and the hit always agree, because the game computed all three from the same aim. In testing, every redirected shot landed on the head and was accepted as a headshot.

It is armed every frame while a gun is out, because the game reads your aim inside the click itself. It never swings your body toward targets between shots, and your look direction that other players see stays your real one.

Aimbot, silent aim and the triggerbot all skip enemies that are currently invulnerable (bosses mid phase change have a force field and the server refuses every hit on them), so you are not wasting ammo on something that cannot take damage.

Gun mods

Your gun sends its whole settings table to the server with every shot. So the mods are applied to the copy your gun reads, and an untouched copy is what goes to the server. The server only ever sees stock settings.

  • No recoil / no spread — exactly on target, every shot.
  • Full auto — turns any gun automatic. The gun locks in its fire mode when it first loads, so the script switches that setting directly; no key press needed.
  • Instant equip — draw and fire immediately.
  • Auto reload — reloads with your own Reload key the moment your magazine is empty.
  • Auto refill — stand at an ammo box with your reserve running low and it uses the box's Refill for you. Ammo boxes show on the objective ESP, and the banner shows the magazine and reserve the server has for you.
  • ADS zoom, tracer colour and gun chams for looks.

Being honest about two things. There is no infinite ammo: the server counts every round per gun and only lets a hit do damage while its own magazine has rounds, so a magazine that "never runs out" on your screen stops doing damage after one real magazine. Reloads and ammo boxes are the only real refills, which is why the script automates those instead. And there is no rapid fire. We tested it — the server only accepts hits at the gun's normal fire rate, so faster shots do no extra damage and just get refused. It was removed rather than shipped as a placebo.

ESP and radar

ESP covers infected, RIF soldiers and (optionally) players, with boxes, names, health, distance and tracers. Objective ESP points at the things you actually go looking for: radar objectives, Manhattan items, the NVG parts, Antonio's quest items, quest markers and the carry-quest patient.

The radar puts enemy dots straight onto the game's own minimap, using the minimap's own maths, so they line up with everything else on it.

No Slowdowns

Removes every movement penalty the game reads straight off your character: bile, medkit, riot shield, a specific enemy's slow effect and carrying the carry-quest patient (including its full movement lock during pickup/drop). Every one of these is a penalty-only value in the game's own code - it can reduce your speed, never boost it past normal - so this can never move you faster than you already could.

Fly

The game ships a complete, working staff-fly for every player -- it just sits behind a local attribute with no check on who sets it. Turning it on gives you full WASD + Space/Shift flight at an adjustable speed, using the game's own movement rig. Confirmed live: clean start, real flight, clean stop, nothing left behind when you turn it off.

Be aware of what this is: the attribute is explicitly named for admin use, and a normal player should never legitimately have it set. We have no way to know whether the server treats that differently from everything else in this script. Use it deliberately.

Fast Reload

Reloads 2.3x faster, from two buff attributes the game's own reload code already reads: the squad reload-speed multiplier (clamped 1-2, same family Speed Boost already uses for movement) at its max, and a medkit reload buff that normally only lasts a few seconds after using a med kit, held on permanently by a client-only timestamp. Neither touches movement speed. Confirmed live: reloads are visibly and measurably faster with it on. It also cancels out the two reload penalties the carry quest and a specific enemy slow apply, so nothing quietly undercuts the boost.

Instant Prompt

Every hold-to-interact - ammo box Refill, class equip stations, dog tags, quest pickups, carry quest, doors, the gacha prompt - is a stock Roblox ProximityPrompt. The ring you watch fill is a purely local tween over HoldDuration seconds; nothing in the shipped code times the gap between starting and finishing a hold on the server. Instant Prompt drops every prompt's HoldDuration to effectively nothing the moment it exists, so every hold finishes as soon as you press the key. Confirmed live across 180+ prompts on the map, and it restores every one exactly when you turn it off.

Landmines

Every landmine on the map shows on the objective ESP in its own colour (separate from the objective colour), even from far outside render distance - the game never sends us a trigger radius or any damage numbers to read, so this is awareness, not a bypass. The one real answer we found reading the game's own code: guns treat landmines as a valid target, so the intended way past one is to shoot it from range instead of walking up to it.

Soft Landing (Player tab) - no fall damage. Fall damage is never reported by your client and no immunity flag exists for it, so we can't intercept the hit directly - but your character's own fall speed is client-trusted (a local velocity push held its normal arc for almost 3 seconds with no server correction), the same way Speed Boost and Noclip already write to your movement in this script. Soft Landing caps how fast you're falling while airborne, and it works: confirmed live, no fall damage taken with it on.

Night Stalker (Yuri's simulation)

The Night Stalker is earned in Yuri's simulation, which is its own place: 200 infected kills in one life against a timer, a milestone boss every so often and D-Zero at the end. The script loads there too, and the Night Stalker tab changes with where you are.

In the lobby it marks Yuri and the simulation pad (the glowing spot beside the Regalia pistol in Yuri's room) on the objective ESP, with a teleport to either.

Inside the simulation:

  • Run chips - KILLS, the next milestone boss and how many kills away it is, and the current limiter, read straight from the run's own updates. A note pops when a boss arrives, when your controls flip and when paranoia moves you.
  • No Control Inversion - the 100-kill limiter flips WASD for five seconds at a time. We read the game's own handler: it is a client-side input swap, nothing more, so the script simply never lets that handler see the message. Every other message (fades, barriers) still reaches it untouched.
  • No Blackouts - skips the black screen and snap sound when paranoia moves you (the move itself is the server's) and the fades between areas.
  • Simulation ESP - pickups, unstable zones and Yuri with name and distance. First pass: objects are matched by name, so expect this to get sharper.
  • Auto Retry - answers Yes to Yuri's retry prompt the moment it shows, the same message the prompt's own button sends.
  • Teleports - nearest Time, Heal or Forcefield pickup, nearest ammo box, or Yuri. Glide at a chosen speed or jump instantly.
  • Auto D-Zero Backstab - when D-Zero vents, kneels, goes down or starts an execution, the script steps you right behind it and presses your Bash: the backstab window, landed for you. It takes six.
  • Boss Hunt - goes after the milestone bosses in order (Mikhail, Classless, Classless Executioner, Viral Leader) with silent aim, only firing with a clear line to the head.
  • Auto Pickups - moves you onto the simulation's own pickups when you need them: Ammo when your magazine runs low, Heal and Forcefield by health, and Time pickups in range. The Ammo pickup is the real infinite ammo here - a 15 second infinite magazine the server itself grants.

The movement and reload limiters are the same penalty attributes No Slowdowns and Fast Reload already remove. The bash cooldown is the server's, so nothing here touches it.

World and quests

The World tab teleports you to 21 named spots across Sectors 1, 2 and 3 - glide at a set speed or jump instantly - and can clear the generator doors, the Arabic dud and the lobby radios from your own screen.

The Quests tab runs the errands for you: every run stands you at the item, presses its own prompt and brings you back.

  • Collect All Documents, Yuri's NVG Parts (then straight to Yuri), Manhattan's Radiation Items (only your own) and the lobby flashlight.
  • Auto Dog Tags, Auto Axe and Auto Sledgehammer - picked up off the floor or a downed Slasher whenever you don't have one.
  • Badge trips - Underequipped, Unfortunate, NECROTIC-CONTROL and SECTOR-SWEEP. Each tooltip says what the badge really needs; Underequipped, for one, also wants a solo private server, no class and no deaths.
  • Tachyon's Quest - hunts the kill list in order with silent aim, from spots with a clear line to the target, dodging Chimera's lethal moves and fighting Gilbert from cover.
  • Get Infected - three ways to catch the infection on purpose.

Character, visuals and combat extras

  • Character - fake death, fake injured, your own idle/walk/run animations, over 100 of the game's animations to play, a custom nametag and local morphs into Chimera, Gilbert, SIN and more. Only you see these.
  • Visuals - third person, a custom FOV that still lets sights zoom, no fog, X-ray, highlight chams, a night-vision filter and the terror and radiation overlays removed.
  • Combat - a Chimera dodger, hitbox expander, instant shotgun reload, the silencer (your own shot sound) and a bullet visualizer coloured by whether the server accepted the hit.

Phones

On a phone the menu fits the screen and a column of round buttons opens it and toggles Silent Aim, Aimbot, Triggerbot and Fly in one tap. Silent aim follows the game's own phone aiming, the aimbot locks on while you aim or fire, and fly steers with the thumbstick.

Player mods

  • Infinite stamina — pick the method: Game Flag switches on the game's own infinite-stamina mode (no drain at all, slides included), Refill tops stamina back up every frame.
  • Infinite NVG battery — the battery is only tracked on your own client, so it never runs out.
  • Fullbright — uses the game's own built-in fullbright, and puts your lighting back exactly when you turn it off.
  • No-blood vision / no screen effects — hides the blood, bile, poison, shock and exhaustion overlays.
  • Speed boost (up to 2x) through the game's own movement formula, **no slowdowns from bile, medkits or a riot shield, enable jump, noclip** and no stagger.
  • Elephant's Foot immunity — your own client is what reports that you looked at it; the script switches that off.
  • Auto QTE — answers quick-time events through the game's own input path.
  • Staff alert and leave on staff — checks the group ranks and the game's own tester list.

Everything saves automatically. Right Shift opens and closes the menu, and the mouse is free while it's open.

How to use

  1. Paste the snippet. Open a supported Roblox executor and paste:
    loadstring(game:HttpGet("https://overhub.dev/loader.lua"))()
  2. Execute. The loader detects Examination from game.PlaceId, fetches the script from the overhub.dev API, then runs it. You’ll see a small “Loaded Examination ✓” status panel confirm the script attached.

Keyless script

This script currently runs without a key. Some overhub.dev scripts are key-gated; those require a paid premium key from the Premium page.

The full script is never embedded in the loader. The API seals each payload in transit and serves it straight to your executor.