Antewise

Lethal Company Survival Guide — Weight, Exits and the Walk Back

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.

Survival is a weight equation with a monster attached

Lethal Company does not have a health bar worth planning around. It has a carry weight, and the scrap table quantifies it: 7 items weigh 30 lbs or more, 16 of 70 are two-handed, and the facility you are walking out of has a 70% indoor median hazard rating. Survival is what happens when those three numbers are on your side.

Every figure here comes from src/data/lethalcompany-scrap.json and src/data/lethalcompany-monsters.json, both parsed from lethalcompany.wiki.gg. No invented percentages, no fake stat blocks.

The three weight tiers

The table splits cleanly, and the split is the whole survival model:

TierItemsWeightBest exampleVerdict
Weightless240 lbsZed Dog, 99 creditsFree — always take
Light311 to 19 lbsToilet Paper, 73 creditsTake, stays mobile
Mid820 to 29 lbsGold Bar, 155 creditsOne at a time
Heavy730 lbs and upCash Register, 119 creditsExit-adjacent only

Twenty-four plus thirty-one is 55 of 70 items that a diver can carry without becoming a liability. That is the survival budget: the other 15 items are the ones that get crews killed, and they are not hidden — they are the rows with big numbers in the weight column.

The heavy seven

Everything that weighs 30 lbs or more, with what it pays for the trouble:

ItemAvg valueWeightCredits per lb
Cash Register11984 lbs1.42
Gold Bar15577 lbs2.01
Yield Sign2742 lbs0.64
Chemical Jug5732 lbs1.78
Apparatus8031 lbs2.58
Heart6131 lbs1.97
Panting9131 lbs2.94

Seven items, 328 lbs combined, 590 credits combined. That is 1.80 credits per pound across the entire heavy tier — versus 10 to 14 for the light tier. You are paying five to eight times more survival risk per credit for the privilege of carrying these.

None of them is worthless. The Gold Bar at 155 is the highest average in the file. But every one of them is a last-room item, and two of them are genuinely bad: Yield Sign at 0.64 per lb and Cash Register at 1.42 with a two-handed flag.

The drop order

When something closes and you need speed back, do not deliberate. Drop in this order:

  1. Cash Register — 84 lbs, 119 credits, two-handed. The single worst thing to be holding in a chase.
  2. Gold Bar — 77 lbs, 155 credits. Painful, but 77 lbs is 3.85 times the weight of the whole light haul.
  3. Yield Sign — 42 lbs for 27 credits. This should never have been picked up.
  4. Chemical Jug / Apparatus / Panting / Heart — 31 to 32 lbs each, all two-handed except the Heart.
  5. Mid tier — Bottles 19, Egg 19, Cash-lite items. Keep the Egg if you can; 6.26 per lb is the best of the 19 lb group.
  6. Never drop — the 24 weightless items. They cost nothing, so they are never the reason you are slow.

Two heavies is the practical ceiling. Dropping one 77 lb item recovers more speed than dropping every light item you own, which is why the first decision is always about the biggest number in the weight column.

The 70% rule

Survival is not only about leaving. It is about knowing when the walk stops being optional.

Eight entities in the bestiary rate 70% or higher: Maneater (1000%, a joke entry), Jester 90%, Thumper 90%, Circuit Bees 90%, Coil-head 80%, Baboon Hawk 75%, Bracken 70%, Butler 70%. Six of those eight are indoor, against a 16-entity indoor roster. That is a 37.5% chance that any given indoor row is in the top band.

The practical rule: a confirmed 70%+ entity converts the run into an exit run, immediately and without debate. You do not finish the room, you do not grab the last item, you do not check the corridor behind you. Eight rows is a short enough list to memorise, and six of them live where you are looting.

Two are absolute. The Jester’s HP field reads “Invincible”, so no amount of gear changes the outcome; its own log says “You cant hide from it, just evacuate.” The Thumper at 90% has no documented HP value at all, which means no kill threshold exists to plan around.

Banking in two trips

The safest haul is not the biggest one. It is the one that gets sold.

Compare two plans for the same 20 items:

  • One trip: 20 items at 47 average = 940 credits, carried in one load. A typical mixed load of that size includes several 19 lb items, so you are slow for the entire return.
  • Two trips: 10 items each = 470 credits per trip. The first trip is banked before the second begins, so a wipe on trip two costs half, not everything.

Two trips also let you sell in between, which means the quota is already reduced when you go back out. The quota guide works through how to size each trip against the target.

The 470-credit trip is the unit to plan around. It is ten items at the table average, or eight if you bias toward the ratio column, and it is light enough to move at speed.

Storms and the 23 conductive items

Twenty-three scrap rows carry the conductive flag, and 18 of those also weigh something. A storm turns metal scrap into a liability on the walk back, which is exactly the moment you are slowest and most exposed.

The survival answer is ordering, not avoidance:

  1. Before the storm hits, move conductive scrap to the ship. Gold Bar, Fancy Lamp, Robot Toy, Wedding Ring, Brass Bell are all conductive and all worth having.
  2. During the storm, carry the non-conductive light tier. 24 weightless items are mostly non-conductive, and Easter Egg, Hairdryer, Coffee Mug and Old Phone are all non-conductive too.
  3. Leave the conductive heavy tier for a clear day. Cash Register and Apparatus are the two that hurt most to abandon, and both are exactly what you do not want in the open during a storm.

The weather guide covers reading the forecast before the door opens.

What survival is not

Survival is not fighting. Only 3 of 25 bestiary rows have an HP value at all — Bracken and Nutcracker at 5, Jester at “Invincible” — so for 22 entities there is no documented kill threshold to plan a fight around. A guide that tells you to duel a Coil-head is guessing.

Survival is also not speed for its own sake. The table’s best carrier is 14.60 credits per pound and the worst is 0.45, a 32-fold gap, and the fastest way to convert that gap into credits is to carry the light tier twice rather than the heavy tier once.

The how to carry heavy scrap page does the trip maths in more detail, and the how to find the exit page covers the navigation half of getting home.

Frequently asked questions

What is the heaviest item in Lethal Company?

Cash Register at 84 lbs, averaging 119 credits — 1.42 credits per pound, and two-handed. Gold Bar is second at 77 lbs and 155 credits.

How many items should I carry at once?

Enough that your total stays under 20 lbs if you want to move at speed. The four best light items — Toilet Paper, Easter Egg, Hairdryer, Old Phone — total 244 credits at 20 lbs.

Should I ever drop scrap to escape?

Yes, and in a fixed order: Cash Register, Gold Bar, Yield Sign, then the 31 lb two-handed group. Never drop the 24 weightless items, because weight is the only reason you are slow.

Is it worth carrying 84 lbs of scrap if the ship is close?

Only if the route is already clear and nobody is chasing. At 1.42 credits per pound the Cash Register is the second-worst ratio among real loot.

Do I need to kill anything to survive?

No. 22 of 25 rows have no documented HP, and the indoor median hazard is 70%. Avoidance is the supported strategy; the [enemy guide](/lethalcompany/enemy-guide/) has the full table.

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.