Saving an integer on scene reload?

I have a money script and a health script. When my health runs out, I don’t want my money to FULLY run out, I just want the player to lose SOME of it. These are my scripts:

Money:
using UnityEngine;
using System.Collections;

public class MoneyAdd : MonoBehaviour {
	int add_amount;
	public GameObject Money_Item;
	int remove_amount;

	// Use this for initialization
	void Start () {
		add_amount = Random.Range (0,1000);
		remove_amount = Random.Range (0, 5000);
	}
	
	// Update is called once per frame
	void Update () {
	
	}

	void OnTriggerEnter (Collider other) {
				if (other.tag == "Player") {
						Money.PlayerMoney += add_amount;
						GameObject.Destroy (Money_Item);
		}
	}
}

Health:
using UnityEngine;
using System.Collections;

public class health : MonoBehaviour {
	public static int PlayerHealth;

	// Use this for initialization
	void Start () {
		PlayerHealth = 100;
		}

	
	// Update is called once per frame
	void Update () {
		guiText.text = PlayerHealth.ToString ();
		if (PlayerHealth > 100) {
			PlayerHealth = 100;
		}
		if (PlayerHealth < 0) {
			PlayerHealth = 0;
				}
		if (Input.GetButtonDown ("Fire")) {
			if (armor.playerarmor <= 0) {
			PlayerHealth -= 5;
			}
		}
		if (PlayerHealth <= 0) {
						Application.LoadLevel ("scene1");
				}
	}
}

I want the Money.PlayerMoney to be carried on (and then be subtracted by remove_amount). Money.PlayerMoney is in a script called (as you may be able to guess) Money. Here is that:

using UnityEngine;
using System.Collections;

public class Money : MonoBehaviour {
	public static int PlayerMoney;

	// Use this for initialization
	void Start () {
		PlayerMoney = 0;
	
	}
	
	// Update is called once per frame
	void Update () {
	}
}

Short and sweet. Then I have MoneyHandler. Here is that:

using UnityEngine;
using System.Collections;

public class MoneyHandler : MonoBehaviour {

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
				if (Money.PlayerMoney > 999999999) {
			Money.PlayerMoney = 999999999;
				}
		if (Money.PlayerMoney < 0) {
						Money.PlayerMoney = 0;
				}
		}


	void OnGUI () {
				guiText.text = "$" + Money.PlayerMoney.ToString ();
		}
}

Now, can anyone help? I don’t even mind using PlayerPrefs!

Of course, but the object can have any number of fields, properties, methods, functions, etc - - such as an int

PlayerPref.SetInt/GetInt is well documented - have you looked at it?