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.
| Item | Avg value | Weight | Credits per lb |
|---|---|---|---|
| Toilet Paper | 73 | 5 lbs | 14.60 |
| Easter Egg | 37 | 3 lbs | 12.33 |
| Hairdryer | 79 | 7 lbs | 11.29 |
| Old Phone | 55 | 5 lbs | 11.00 |
| Coffee Mug | 45 | 5 lbs | 9.00 |
| Red Soda | 53 | 7 lbs | 7.57 |
| Egg | 119 | 19 lbs | 6.26 |
| Magnifying Glass | 51 | 11 lbs | 4.64 |
| Apparatus | 80 | 31 lbs | 2.58 |
| Gold Bar | 155 | 77 lbs | 2.01 |
| Cash Register | 119 | 84 lbs | 1.42 |
| Big Bolt | 25 | 19 lbs | 1.32 |
| Gift Box | 19 | 19 lbs | 1.00 |
| Yield Sign | 27 | 42 lbs | 0.64 |
| Tattered Metal Sheet | 15 | 26 lbs | 0.58 |
| Player Body | 5 | 11 lbs | 0.45 |
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:
| Item | Avg value | Range | Two-handed |
|---|---|---|---|
| Zed Dog | 99 | 0 to 199 | No |
| Beehive | 95 | 40 to 149 | Yes |
| Perfume Bottle | 75 | 48 to 103 | No |
| Teeth | 71 | 60 to 83 | No |
| Laser Pointer | 65 | 32 to 99 | No |
| Airhorn | 61 | 52 to 71 | No |
| Clown Horn | 61 | 52 to 71 | No |
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:
- Weightless, one-handed, 60+ — Zed Dog, Perfume Bottle, Teeth, Laser Pointer, Airhorn, Clown Horn. Free money, no cost.
- High ratio, one-handed — Easter Egg, Hairdryer, Old Phone, Coffee Mug, Red Soda, Magnifying Glass. Fill slots without slowing down.
- Weightless, low value — Bone, Ear, Foot, Hand, Tongue, Dust Pan, Remote. Take them last, on the way out.
- Two-handed value if hands are free — Egg, Fancy Lamp, Toilet Paper. Only when nothing is chasing you.
- Heavy items only near the exit — Gold Bar, Cash Register, Apparatus, Panting. Never on the way in.
- 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.
| Moon | Spawn chance |
|---|---|
| March | 36.27% |
| Assurance | 21.5% |
| Vow | 18.65% |
| Artifice | 15.63% |
| Experimentation | 14.86% |
| Adamance | 10.53% |
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.
Related guides
- Scrap database — all 70 rows with min, average and max.
- Best scrap tier list — the same data arranged into tiers.
- How to carry heavy scrap — trip maths for the 77 and 84 lb items.
- How to sell scrap — turning the table into credits.
- Quota guide — sizing a haul to the day’s target.