S tier
sell-valueBunker CodeHighest single price in the recorded HUSH SUPPLY session, at 150 credits. The same item can open a bunker keypad. Prices are session observations.
Player decision Sell it after a clean extract if you are still learning the town. Use it only at the matching door, after you have read the note.
A tier
sell-valueMedkit60 credits each in the same session. A two-medkit stack once displayed a backpack worth of 120, which matches that unit price.
Player decision Keep one stack if you are still in town. Extra stacks are a strong sale once you have extracted.
B tier
sell-valueBandage15 credits each in the recorded sell tab. Also a smaller heal.
Player decision Carry a few. Do not fill the 20 slots with them when a bunker code or medkit is available.
sell-valueEnergy Bar15 credits each in the recorded sell tab, and it restores resources.
Player decision Eat one if the run is long. Sell the surplus. Same credit band as a bandage in that session.
sell-valueChemicals14 credits each in the recorded sell tab. Close to bandages, so it sits in the same band rather than a fake gap.
Player decision Worth taking when slots remain. Drop them before light ammo and rags if the pack is full.
C tier
sell-valueCloth Rags2 credits each in the recorded sell tab. SELL ALL JUNK is the button aimed at this kind of filler.
Player decision Do not spend a late-run slot on rags if a medkit or code is still on the route.
D tier
sell-valueLight Ammo1 credit each in the recorded sell tab. Useful only as ammunition for a gun you are keeping.
Player decision Keep a stack that matches your gun. Sell or leave the rest.
