Antewise

Lethal Company Indoor Monsters — 16 Facility Entities Rated

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.

Sixteen rows, one number that matters

Sixteen of the 25 bestiary rows are tagged Indoor, and eleven of them carry a numeric Sigurd rating. Sort those eleven and the middle value is 70% — five times the outdoor median of 2%. The facility is not where you go to find scrap. It is where the scrap is guarded.

This page works only from src/data/lethalcompany-monsters.json. Every percentage, power value and HP entry below is copied from that file, which was parsed from the Bestiary tables on lethalcompany.wiki.gg. Where the file has no number, this page says “no number” instead of guessing one.

All 16 indoor entities

EntityHazardScientific nameNotes from the row
Jester90%INSANEUS THINGUSPower 3, HP Invincible, 2 hitboxes, max 1
Thumper90%Pistris-saevusNo HP or stun value listed
Coil-head80%Vir colligerusNo HP or stun value listed
Bracken70%Rapax-foliumPower 3, stunnable, HP 5, 2 hitboxes, max 1
Butler70%N/ANo HP or stun value listed
Snare Flea30%Dolus-scolopendraNo HP or stun value listed
Bunker Spider20%Mutinum-ficedulaNo HP or stun value listed
Spore Lizard5%Lacerta-glomerorumNo HP or stun value listed
Hoarding Bug0%Linepithema-crassusNo HP or stun value listed
Hygrodere0%HygrodereNo HP or stun value listed
Maneater1000%Periplaneta clamorusJoke value, not a usable figure
BarberN/AN/ANo numeric rating
NutcrackerN/AN/APower 1, stunnable, HP 5, 1 hitbox, max 10
Ghost Girl??????No numeric rating
Mask Hornets??????No numeric rating
Masked??????No numeric rating

Five rows have no number at all, one has a joke number, and eleven have something you can plan around. That is the honest shape of the data.

What a 70% median actually costs you

A median of 70% means the typical indoor encounter is not a nuisance you swat aside. It means half of the rated indoor roster sits at Bracken level or above.

Put the bands side by side and the design intent is obvious:

  • 70% and above: 6 entities — Jester, Thumper, Coil-head, Bracken, Butler, Maneater.
  • 20% to 50%: 2 entities — Snare Flea at 30%, Bunker Spider at 20%.
  • 5% and below: 3 entities — Spore Lizard 5%, Hoarding Bug 0%, Hygrodere 0%.
  • No usable number: 5 entities — Barber, Nutcracker, Ghost Girl, Mask Hornets, Masked.

Six of sixteen is the top band. Compare that to the surface, where only two of nine rows reach 70%. The facility concentrates the danger by a factor of roughly two, in a space with a fraction of the escape routes.

The only two indoor rows you can plan a fight with

Twenty-two of twenty-five bestiary rows have an empty HP field. Indoors, exactly two rows have both a HP value and a stun flag:

EntityPowerStunnableHPHitboxesMaxHazard
Bracken3Yes52170%
Nutcracker1Yes5110N/A

Both list 5 HP. The difference is the hitbox count and the spawn cap: the Bracken spreads those 5 HP across 2 hitboxes and caps at 1, while the Nutcracker concentrates them in 1 hitbox and can spawn up to 10 times.

That inverted profile matters. A Nutcracker is the easiest single kill indoors and the most likely to be standing between you and the exit in numbers. A Bracken is a harder single target that will never arrive as a pair.

Everything else indoors is undocumented. The Jester’s row says “Invincible” and closes the argument. The Thumper, Coil-head and Butler rows are simply blank, which is not the same as killable and certainly not the same as unkillable — it means no threshold is recorded, so no plan should assume one.

The low band is not automatically safe

Four indoor rows sit at 30% or below, and crews routinely walk past them as if the number meant harmless. It does not. It means the entity is not rated as a lethal spawn-band threat, which is a statement about the danger model, not a guarantee about your run.

Treat the low band as a budget: those are the encounters you can afford to spend time on, so they are where you loot. The 70%+ band is where you spend nothing and keep moving. The Hoarding Bug guide and Spore Lizard guide cover the two low-band entities you will actually meet near scrap piles.

Corridor maths: weight is an indoor problem

The facility kills people who cannot move, and the scrap table is full of things that stop you moving. Sixteen of the 70 scrap items are two-handed, and the heavy end is brutal:

ItemAvg valueWeightCredits per lb
Cash Register11984 lbs1.42
Gold Bar15577 lbs2.01
Yield Sign2742 lbs0.64
Chemical Jug5732 lbs1.78
Apparatus8031 lbs2.58
Panting9131 lbs2.94

Now put a 70% entity in the same corridor. A diver holding a 31 lb Apparatus and a two-handed grip cannot fight, cannot hold a light, and cannot outrun a chase that starts eight metres away. The Cash Register weighs 84 lbs and pays 119 credits — 1.42 credits per pound, the second-worst ratio in the file after the Player Body.

That is the indoor trap in one line: the biggest payday in the room is also the reason you do not leave the room.

By contrast, the four best carriers in the table are all light or weightless:

  • Toilet Paper — 73 credits, 5 lbs, 14.60 per lb (two-handed, which is its only cost).
  • Easter Egg — 37 credits, 3 lbs, 12.33 per lb.
  • Hairdryer — 79 credits, 7 lbs, 11.29 per lb.
  • Old Phone — 55 credits, 5 lbs, 11.00 per lb.

Four light items carry 244 credits and still leave you able to sprint. One Cash Register carries 119 and ends your run if anything with a 70% rating rounds the corner.

The interior loop that survives a 70% median

The data supports one loop and it is not complicated.

  1. Enter light. Drop heavy scrap at the door before you go deep. You are not losing it, you are staging it.
  2. Loot the low band first. Spore Lizard and Hoarding Bug territory is where the density is; it is also where the resistance is lowest.
  3. Bank at 70%. The moment a Bracken, Butler, Coil-head, Thumper or Jester is confirmed, the run becomes an exit run. Six entities is a short list to memorise.
  4. Haul the heavy items last, with two people. A Cash Register needs a carrier and a lookout, not a hero.
  5. Never stage heavy scrap in a dead end. Exit distance is the only stat that matters once a 90% row is on the floor with you.

The survival guide covers the stamina side of that loop, and the how to carry heavy scrap page does the trip maths.

Reading the blanks correctly

Five indoor rows have no usable hazard number: Barber, Nutcracker, Ghost Girl, Mask Hornets and Masked. Two of those five — Nutcracker and Masked — have behaviour that punishes assumptions, and one of them, the Nutcracker, has a spawn cap of 10 that no other entity in the file matches.

The rule for a blank row is simple: assume the encounter is at least as bad as the 70% band, and behave accordingly. You lose nothing by retreating from an N/A row. You lose the run by treating it as a 0%.

The enemy guide has the full 25-row sort if you want to see where the indoor list sits against the surface.

Entities added after this table

The table above comes from a bestiary snapshot taken before Version 70. Two entities now exist that are not in it, and one of them is indoor.

Cadaver

The Cadaver — Cadaver Growth in the bestiary — is the hardest indoor hazard to rate because it does not chase you. It grows.

How it infects: stand inside the spore cloud for 7 seconds solo, or 4 seconds in multiplayer. The infection does not kill immediately; from the moment you catch it you have roughly 27 seconds solo or 11 seconds in multiplayer before it resolves.

How it resolves: into a Cadaver Bloom, a hostile entity in the same family as the Masked. So the cost of standing in the wrong patch of flowers is not damage — it is a new enemy, wearing your crewmate.

How to stop it: the Weed Killer cures an infection if sprayed at the face of the infected employee, or at the growth itself. It also kills the growth, but slower than the growth spreads — the wiki’s own warning is that it regrows faster than you can fight it. Spraying is a treatment, not a cure for the room.

Why it is not in the table: its Sigurd rating is a 100% joke entry written in character, not a hazard number. There is no clean figure to sort it by, which is exactly the problem this page exists to flag.

Frequently asked questions

How many indoor entities have a real hazard number?

Eleven of sixteen. Four read N/A or ???, and the Maneater's 1000% is a joke entry that should not be used for planning.

Is the indoor median really 70%?

Yes. Sort the eleven numeric indoor ratings — 0, 0, 5, 20, 30, 70, 70, 80, 90, 90, 1000 — and the middle value is 70%. The outdoor median over its seven numeric rows is 2%.

Can any indoor entity be killed reliably?

Only two rows document an HP value: Bracken and Nutcracker, both at 5. Everything else has an empty HP field, so no kill threshold is recorded.

What should I drop first when a high-hazard entity appears?

Whatever weighs most relative to its value. Cash Register at 84 lbs for 119 credits and Yield Sign at 42 lbs for 27 credits are the two worst trades indoors.

Why does the Nutcracker have no hazard rating but a max of 10?

The row documents its combat stats but not a danger band. Max 10 is still the highest spawn cap in the file, so the missing rating should not be read as safety.

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.