Antewise

Lethal Company Scrap Guide — All 70 Items by Value and Weight

Updated 27 Oct 2026 Source Data parsed from lethalcompany.wiki.gg (Bestiary and scrap tables) and cached in src/data/ By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

Seventy items, five numbers each

The scrap table holds 70 items. Every row carries a minimum, an average and a maximum value, a weight, and two flags — conductive and two-handed. Add the average column up and you get 3,290 credits, a mean of 47.0 per item and a median of 44. That is the entire economy of a run, and it fits in one file.

Everything below is read from src/data/lethalcompany-scrap.json, which was parsed from the scrap tables on lethalcompany.wiki.gg. If an item is not in that file it is not on this page, and nothing on this page is a guess.

The shape of the table

Five totals set up every decision that follows:

  • 70 items, average value 47.0, median 44.
  • 24 items weigh 0 lbs — 34% of the table costs you nothing to carry.
  • 16 items are two-handed — 23% of the table occupies both hands.
  • 23 items are conductive — 33% of the table is a lightning risk in a storm.
  • 905 lbs is the combined weight of every item in the file.
  • 34 items average under 40 credits; only 7 average over 80.

That last pair is the important one. Half the table is filler. Your run is decided by whether you can identify the seven items that are not.

Value per pound, the only ranking that matters

Weight is the binding constraint: hands and stamina, not credits. Divide average value by weight and the table sorts itself.

ItemAvg valueWeightCredits per lb
Toilet Paper735 lbs14.60
Easter Egg373 lbs12.33
Hairdryer797 lbs11.29
Old Phone555 lbs11.00
Coffee Mug455 lbs9.00
Red Soda537 lbs7.57
Egg11919 lbs6.26
Magnifying Glass5111 lbs4.64
Apparatus8031 lbs2.58
Gold Bar15577 lbs2.01
Cash Register11984 lbs1.42
Big Bolt2519 lbs1.32
Gift Box1919 lbs1.00
Yield Sign2742 lbs0.64
Tattered Metal Sheet1526 lbs0.58
Player Body511 lbs0.45

The spread is 32 to 1. Toilet Paper moves 14.60 credits per pound; Player Body moves 0.45. Those two items weigh 5 lbs and 11 lbs respectively — one is the best carrier in the game, the other is a corpse marker.

Notice where the big numbers land. The three highest average values in the file are Gold Bar (155), Cash Register (119) and Egg (119). Two of those three are heavy, and one of them — the Cash Register — is the heaviest item in the game at 84 lbs for a 1.42 ratio. The biggest number on the screen is almost always the worst trade per pound.

The 24 weightless items

Twenty-four rows list 0 lbs. They are worth 929 credits combined, an average of 38.7 each, and they cost you no stamina at all. Seven of them average 60 or more:

ItemAvg valueRangeTwo-handed
Zed Dog990 to 199No
Beehive9540 to 149Yes
Perfume Bottle7548 to 103No
Teeth7160 to 83No
Laser Pointer6532 to 99No
Airhorn6152 to 71No
Clown Horn6152 to 71No

Zed Dog is the single best item in the file by raw economics: 99 credits, 0 lbs, one hand. Its range runs 0 to 199, which is the widest spread of any item and the reason it is worth grabbing on sight — the average is 99 but the roll is a coin flip.

Beehive is the trap in that list. It pays 95 credits at 0 lbs and it is two-handed, which means the item itself costs you both hands and the Circuit Bees that come with it rate 90% in the bestiary. Take it when the hive is close to the ship; skip it when it is not.

The rest of the weightless group is quiet money: Bone 10, Ear 7, Foot 13, Hand 7, Tongue 9, Dust Pan 21, Whoopie Cushion 21, Plastic Cup 23, Pill Bottle 27, Toothpaste 31, Garbage Lid 31, Remote 33, Toy Cube 33, Plastic Fish 34, Kitchen Knife 35, Rubber Ducky 51. None is worth a detour. All of them are worth a hand if you are already walking past.

The 16 two-handed items

Two hands means no flashlight, no shovel, no second item. That hidden cost never appears in the value column, which is why crews underrate it.

The full list, with weight and average value: Apparatus (31 lbs, 80), Beehive (0 lbs, 95), Bottles (19 lbs, 49), Cash Register (84 lbs, 119), Chemical Jug (32 lbs, 57), Control Pad (16 lbs, 49), Egg (19 lbs, 119), Fancy Lamp (21 lbs, 93), Garbage Lid (0 lbs, 31), Large Axle (16 lbs, 45), Panting (31 lbs, 91), Player Body (11 lbs, 5), Ribcage (0 lbs, 16), Soccer Ball (19 lbs, 57), Toilet Paper (5 lbs, 73), V-type Engine (16 lbs, 37).

Three of those are worth planning around. Egg is 119 credits at 19 lbs — the best two-handed value in the file and a legitimate reason to give up your hands. Fancy Lamp is 93 at 21 lbs. Toilet Paper is 73 at 5 lbs, the highest ratio in the table, and the only item where the two-handed cost is nearly free because the weight is so low.

The ones to avoid: Cash Register at 84 lbs and 1.42 per lb, and Player Body at 11 lbs and 5 credits. Player Body is not loot; treat it as a marker of where someone died.

The 23 conductive items

Twenty-three rows are flagged conductive, and 18 of those also have weight above zero. Conductivity matters in a storm: metal scrap on your back is a lightning risk while you are crossing open ground. The forecast is in the weather guide, but the practical rule is short — on a storm day, prioritise the 24 weightless non-conductive items and leave the conductive heavy scrap for a clear day.

Some conductive items are too good to skip anyway. Gold Bar (155), Fancy Lamp (93), Robot Toy (71), Wedding Ring (65) and Brass Bell (63) all carry the flag. None of them is heavy enough to change a storm decision on its own except the Gold Bar at 77 lbs.

The range problem: average is a lie

Every row has three values, and the gap between minimum and maximum is large enough to change a decision mid-run. The clearest example is the Egg:

“Egg” — min 40, avg 119, max 199.

That is a 5x spread on a single item. You do not know what an Egg is worth until you sell it. The same is true of Zed Dog (0 to 199), Beehive (40 to 149), Rubber Ducky (2 to 99) and Red Soda (18 to 89).

The consequence is that you cannot plan a haul to the credit. You plan it to the average, then keep a buffer, because a room of five Eggs at minimum rolls is 200 credits, not 595. The quota guide covers how to build that buffer into a day.

The room-clearing order

The table supports a fixed order that does not change between moons:

  1. Weightless, one-handed, 60+ — Zed Dog, Perfume Bottle, Teeth, Laser Pointer, Airhorn, Clown Horn. Free money, no cost.
  2. High ratio, one-handed — Easter Egg, Hairdryer, Old Phone, Coffee Mug, Red Soda, Magnifying Glass. Fill slots without slowing down.
  3. Weightless, low value — Bone, Ear, Foot, Hand, Tongue, Dust Pan, Remote. Take them last, on the way out.
  4. Two-handed value if hands are free — Egg, Fancy Lamp, Toilet Paper. Only when nothing is chasing you.
  5. Heavy items only near the exit — Gold Bar, Cash Register, Apparatus, Panting. Never on the way in.
  6. Skip the bottom of the table — Player Body, Tattered Metal Sheet, Yield Sign, Gift Box, Big Bolt.

That order front-loads the dense value and leaves the slow items for the last twenty metres. A diver who has to sprint mid-room is already carrying the right things.

The one scrap item that fights back

Every other row in this table is an object. The Bee Hive is an object with an owner.

It is a special scrap item, home to Circuit Bees. Approach the hive, or grab an occupied one, and the bees chase the closest employee — regardless of who is holding the hive. Killing the carrier does not stop them; the aggro is on proximity, not on possession.

Where it spawns: the Bee Hive’s spawn chance is identical to that moon’s Circuit Bee spawn chance.

MoonSpawn chance
March36.27%
Assurance21.5%
Vow18.65%
Artifice15.63%
Experimentation14.86%
Adamance10.53%

How to read that table: March is not “a moon with bees”, it is a moon where more than a third of runs have a hive available. If your route plan is value-per-pound, March’s hive is the highest-probability single item in this guide.

Once it reaches the ship it sells like any other scrap, which is the whole tension: the item is worth carrying and the act of carrying it summons the only entity in this list that has a grudge.

Frequently asked questions

How much is all the scrap worth?

The 70 average values total 3,290 credits. That is a theoretical number — no run collects all 70 — but it gives you the scale: a good haul of 10 items is roughly 470 credits at average rolls.

How many items are weightless?

Twenty-four of 70, or 34%. They total 929 credits at average values, and only one of them (Beehive) is two-handed.

Which item has the widest value range?

Zed Dog, 0 to 199, with an average of 99. Rubber Ducky is next at 2 to 99, then Red Soda at 18 to 89.

Should I take a two-handed item over two one-handed items?

Only if the ratio wins. Egg (119 at 19 lbs) beats two 19 lb one-handers at typical values, but Toilet Paper (73 at 5 lbs) is the case where two-handed is almost free.

How many items are conductive?

Twenty-three, of which 18 also weigh something. Gold Bar at 77 lbs is the heaviest conductive item and the one that most changes a storm-day plan.

More Lethal Company guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.