Antewise

Lethal Company Solo Guide — Two Hands Against a 70% Median

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.

One diver, two hands, and a 70% median

Solo Lethal Company is the same game with the safety net removed. The numbers that matter simplify to three: you have two hands, the indoor median entity rating is 70%, and the best carrier in the scrap table returns 14.60 credits per pound while the worst returns 0.45. Everything else is detail.

This page reads only from src/data/lethalcompany-scrap.json (70 items) and src/data/lethalcompany-monsters.json (25 entities), both parsed from lethalcompany.wiki.gg. There are no estimates below.

What solo actually costs you

A four-player crew splits weight across eight hands. A solo diver gets two. That difference shows up in the achievable haul:

  • 8 to 10 items is a realistic solo run at the table’s 47.0 average = 376 to 470 credits.
  • Zero weight items are free: 24 of 70 weigh 0 lbs, and they are the solo diver’s best friend.
  • 16 items are two-handed, which for a solo diver means no light, no fight, no sprint with a free hand.
  • 6 of 16 indoor entities rate 70%+, and there is nobody to open the door behind you.

The solo goal is not a big haul. It is a repeatable haul: eight good items, banked, twice, beats one run with a Cash Register that never made it out.

The solo carry list

These are the eight items that a single diver can move at speed and still profit from.

ItemAvg valueWeightCredits per lbHands
Toilet Paper735 lbs14.60Two
Easter Egg373 lbs12.33One
Hairdryer797 lbs11.29One
Old Phone555 lbs11.00One
Coffee Mug455 lbs9.00One
Red Soda537 lbs7.57One
Egg11919 lbs6.26Two
Magnifying Glass5111 lbs4.64One

Six of the eight are one-handed, which matters more solo than in a crew: the free hand is your flashlight, your shovel and your second item slot all at once.

The two-handed entries need a decision. Egg at 119 credits is the best two-handed value in the file and worth the trade in a quiet facility. Toilet Paper has the best ratio in the game at 14.60, and at 5 lbs the weight penalty is almost nothing — the cost is purely the free hand.

What to leave on the floor, solo

Heavy scrap is a crew problem that a solo diver should not adopt.

ItemAvg valueWeightCredits per lbSolo verdict
Cash Register11984 lbs1.42Never
Gold Bar15577 lbs2.01Only within sight of the ship
Yield Sign2742 lbs0.64Never
Chemical Jug5732 lbs1.78Never
Apparatus8031 lbs2.58Only near the exit
Panting9131 lbs2.94Only near the exit

Seven items in the table weigh 30 lbs or more. Together they average 84 credits each — respectable numbers attached to a category of item that a solo diver cannot run with. The Cash Register alone is 84 lbs: one item, 4.2 times the weight of the entire four-item light haul (20 lbs, 244 credits).

The rule that follows is simple: if it weighs more than 20 lbs, a solo diver only picks it up on the last room. Anything heavier than 30 lbs needs the exit already in view.

The four entities that end solo runs

Crews survive high-hazard entities by having a second body. Solo, the same rows become run-enders.

EntityHazardPowerHPMaxWhat it means solo
Jester90%3Invincible1No fight exists
Thumper90%———No documented kill threshold
Coil-head80%———Retreat on sight
NutcrackerN/A1510Killable once, not ten times
Bracken70%351Killable, but it escalates when watched

The Jester is the clean case. HP reads Invincible, power is 3, and its log entry says “You cant hide from it, just evacuate.” Solo, there is no version of that encounter you win. You leave.

The Nutcracker is the trap. It looks killable — 5 HP, one hitbox — and it is, once. But its max spawn is 10, the highest in the file, so “kill it” is not a strategy a solo diver can repeat in a corridor.

The Bracken is the one genuine solo fight: 5 HP across 2 hitboxes, max 1, so you will never face two. But its log warns that it “ups their hostility when cornered or simply watched for a long time”, which means the fight has to be one clean engagement, not a staredown.

The depth budget

Solo runs fail at the far end of the facility, not the near end. Set a depth budget per item and stick to it:

  1. First two rooms: take anything above 4 credits per lb. Magnifying Glass, Egg, Coffee Mug are all in range.
  2. Third room: raise the bar to 7 credits per lb. Red Soda, Old Phone, Hairdryer, Easter Egg.
  3. Fourth room: 10 credits per lb or nothing. Toilet Paper, Easter Egg, Hairdryer.
  4. Past any 70%+ confirmation: zero. The run is over; the haul is whatever is in your hands.
  5. Turn back at six items, not eight. Six items at 47 average is 282 credits — a banked run.

The reasoning is arithmetic rather than superstition. Each room deeper adds distance you must re-cover at your current weight, and your weight only goes up. The expected value of the next item falls faster than the risk rises, which is why the ratio threshold climbs with depth.

Dropping under pressure

When something high-band closes, you have about one decision’s worth of time. Make it mechanical:

  1. Drop two-handed heavies first — Cash Register (84 lbs), Chemical Jug (32), Apparatus (31), Panting (31).
  2. Keep one-handed light value — Hairdryer, Old Phone, Coffee Mug, Easter Egg.
  3. Never stop to pick something up while being chased. Nothing in the table is worth a second pass.
  4. Keep the weightless layer. 24 items at 0 lbs cannot be the reason you are slow.

That order means a diver who drops one heavy item recovers most of their speed without losing the dense value. It is the same principle the how to carry heavy scrap page works through in detail.

What solo changes about the bestiary

Nothing in the monster table is different when you play alone — the same 25 rows, the same 18 ratings, the same 70% indoor median. What changes is your tolerance.

Solo, the top band is 8 entities at 70%+ across the whole bestiary (6 indoor, 2 outdoor). Crews can sometimes absorb one of those. A solo diver cannot absorb any of them, because there is nobody to distract, revive or open the far door. So the practical solo rule is: treat 70% as 100%, and route accordingly.

The enemy guide has the full sorted table if you want to check a specific row, and the Bracken guide is the only fight page that matters much for a solo run.

Frequently asked questions

How many credits can a solo run make?

About 376 to 470 for 8 to 10 items at the 47.0 average. At the 44 median it is 352 to 440. A solo run built from the top of the ratio column can beat that with fewer items.

Is Toilet Paper worth taking solo?

It is the best ratio in the file at 14.60 credits per lb, and it weighs only 5 lbs. The cost is both hands, so take it when the route out is short and the facility is quiet.

Should a solo diver ever fight the Bracken?

It is the only 70%+ entity with a documented kill: 5 HP, 2 hitboxes, max 1. But it escalates when watched, so the fight has to be immediate or not at all.

What is the worst solo item?

Cash Register: 84 lbs, two-handed, 1.42 credits per lb. It removes your light, your speed and your fight in one pickup.

Do weightless items matter more solo?

Yes. 24 of 70 items weigh nothing, and solo you cannot afford to spend weight on anything that does not pay. Zed Dog at 99 credits for 0 lbs is the clearest example.

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.