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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

CategoryVerdictWhy
Fuel cans & coal● keepRun-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● keepThe other quiet run-killer. Keep enough for the night stretches plus one emergency item; hunger drains faster with some classes (Ninja).
Medicine, bandages & medkits● keepHealing between stops is what makes chip damage survivable β€” especially solo, where no Medic is coming. Hoard them for the boss checkpoints.
Ammunition● keepAmmo 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)● sell dupesOne reliable gun per slot is enough β€” sell duplicate and outclassed guns aggressively. The one exception is permanent: keep the Revolver.
Crafting / workbench materials● inspect firstSome 'junk' is workbench material for the Crafter badges (25 / 150 / 500 crafted items). Inspect (Y) before selling anything that looks worthless.
Silver Bars● store of valueTradeable savings, and the Blackmarketer spawns with them plus a selling-profit bonus (10–20%). Treat bars like a savings account, not loot.
Quest & ending items (e.g. the cure potion)● never sellEnding 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● sell aggressivelyLow-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)● hold for late-gameCommunity 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

RuleDetail
Inspect (Y) everythingCondition changes value, and a few 'junk' items are quest or craft materials. Inspect is free; regret isn't.
Fuel and food over shiny weaponsRuns 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 pileCash early buys the weapons that survive Phase 2; the Rich Person badge (sell $25,000 worth) rewards disciplined selling, not hoarding.
Economy classes compoundThe Blackmarketer's 10–20% 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.

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