Last Stop Items β What to Sell or Keep
Looting is your economy, and every pickup asks the same question: sell it or keep it? Here's every loot category with a verdict, the reasoning behind it, and the rules that fund your arsenal without sinking a run.
Reviewed 2026-09-13 Β· Inspect (Y) in-game beats any list
Loot categories & verdicts
| Category | Verdict | Why |
|---|---|---|
| Fuel cans & coal | β keep | Run-critical. A stranded bus is a death sentence β grab fuel at every stop even when the tank looks fine, and hold one can as an untouchable emergency reserve. |
| Food | β keep | The other quiet run-killer. Keep enough for the night stretches plus one emergency item; hunger drains faster with some classes (Ninja). |
| Medicine, bandages & medkits | β keep | Healing between stops is what makes chip damage survivable β especially solo, where no Medic is coming. Hoard them for the boss checkpoints. |
| Ammunition | β keep | Ammo is finite and boss walls punish half-empty magazines. Entering Anubis or Dracula at low ammo is the classic self-inflicted loss. |
| Guns (dupes and low tiers) | β sell dupes | One reliable gun per slot is enough β sell duplicate and outclassed guns aggressively. The one exception is permanent: keep the Revolver. |
| Crafting / workbench materials | β inspect first | Some 'junk' is workbench material for the Crafter badges (25 / 150 / 500 crafted items). Inspect (Y) before selling anything that looks worthless. |
| Silver Bars | β store of value | Tradeable savings, and the Blackmarketer spawns with them plus a selling-profit bonus (10β20%). Treat bars like a savings account, not loot. |
| Quest & ending items (e.g. the cure potion) | β never sell | Ending routes are collection checklists β the cure potion can't be bought and only surfaces as rare loot (community consensus: Hospital and Military Base). Selling it is the classic Cure Fred heartbreak. |
| Low-rarity junk | β sell aggressively | Low-rarity pickups fill inventory without paying for themselves β sell them at the next terminal. Early cash compounds into the gun that survives the mid-journey. |
| High-rarity gear (rare / epic / legendary) | β hold for late-game | Community consensus: high-rarity items gain value deeper into the journey β skip selling them early and cash them at later, pricier stops. |
Specific cash prices are deliberately omitted: sell values scale with condition and rarity, and no per-item price list is currently verifiable across sources. This page gives the framework β the in-game Inspect view gives the number.
The four value rules
| Rule | Detail |
|---|---|
| Inspect (Y) everything | Condition changes value, and a few 'junk' items are quest or craft materials. Inspect is free; regret isn't. |
| Fuel and food over shiny weapons | Runs die from empty tanks and empty stomachs more often than from weak guns β prioritize logistics loot every stop. |
| Sell to a plan, not a pile | Cash early buys the weapons that survive Phase 2; the Rich Person badge (sell $25,000 worth) rewards disciplined selling, not hoarding. |
| Economy classes compound | The Blackmarketer's 10β20% selling bonus applies to every sale for the whole run β it quietly out-earns one lucky loot drop. |
Where the money goes
Selling isn't the goal β spending is. Cash converts to the weapons that survive the mid-journey walls (weapons guide has the keep-or-sell verdicts for guns specifically) and, one meta-level up, Tickets from runs and codes convert into classes. If your runs die to poverty rather than zombies, the Blackmarketer's compounding sell bonus is the fix.