SubCargo How to Beat Larry the Blood Worm
Survive SubCargo's apex predator with correct stats, weapons, and crew positioning.
Larry is the community nickname for the Blood Worm, SubCargo’s primary hostile creature in current alpha early access by DeltaCore Studio. Inspired by Barotrauma’s pressure to keep the hull intact, Larry punishes crews who ignore exterior damage while looting or fiddling with ballast. He swims open water, sometimes surfaces near routes, bites players for heavy damage, and grinds submarine hull integrity until the reactor floods. This guide lists verified stats, weapon math, and co-op tactics so your delivery run survives contact—not just your diver’s corpse.
Larry stats you should memorize
According to developer-facing community references (Rentix, lead developer), Larry’s alpha profile looks like this:
| Stat | Value |
|---|---|
| Player bite damage | 10–20 per hit |
| Swim speed | 30–45 studs |
| Hull damage | 10–30 every 1–3 seconds while attached |
| Health | 300 HP |
Time-to-kill benchmarks:
- Roughly 24 shots from .50 caliber weapons to drop 300 HP, depending on hit registration and alpha patch tweaks.
- About 1–2 mortar shells for lethal burst if splash connects cleanly.
Larry is currently the greatest and only major enemy in many alpha builds—treat every encounter as a boss event, not background noise. After killing a player, Larry may continue eating the corpse; recover bodies fast or accept respawn delays that leave the sub understaffed.
Cross-check weapon rankings on the Tier List before betting a delivery on under-tier guns.
How Larry behaves in ocean veins
Larry patrols between structures and transit lanes, not only at POI centers. Divers in Diving and Structures report surfacing silhouettes near labs; pilots on cargo routes see fin wakes crossing the bow. He can swim on the surface, which surprises crews watching only sonar depth.
Hull attachment is the crisis state. While Larry chews exterior tiles, engineers still need ballast control—panic dives without pump coordination snap the sub into terrain. Pilots should hold steady headings so gunners lead targets instead of shooting friendly hull tiles.
Audio cues and camera shakes vary by sub; assign a dedicated spotter even if you lack fancy exterior cams—voice callouts beat silent death.
Weapons and roles
Gunner owns primary DPS:
- .50 cal turrets or handhelds: reliable chip damage across the ~24-shot window; burst in controlled pairs to avoid overheating alpha weapons.
- Mortars: spike damage for 1–2 shell kills; best when Larry pauses on hull or crosses in front of the bow arc. Friendly fire on decks hurts—coordinate firing lanes.
Engineer maintains power to weapons and ballast stability per Ballast and Systems. Brownouts mid-fight strand gunners with dead turrets while hull damage ticks continue.
Flex repair stands on Hull Repairs duty: welder ready for breaches Larry opens, extinguisher for fires sparked by stray mortars, mop if interior spray follows hairline cracks.
Pilot avoids rash ascents that beach the sub on ceiling rock or drop it into Larry’s preferred depth bands. Sometimes slow reverse creates clean shots down the spine.
Fight phases and callouts
Phase 1 — Detection: “Larry visual, port bow, closing fast.” Spotter identifies vector; gunner pre-swings turret.
Phase 2 — Intercept: Open fire before attachment if possible. Every second of free swim is hull HP saved.
Phase 3 — Hull attach: Engineer holds depth; gunner focuses weak-point models if visible, otherwise center mass. Flex welds inside breaches even while exterior chewing continues—water kills reactors faster than Larry DPS alone.
Phase 4 — Kill confirm: Cease mortar if divers outside; loot corpses quickly; pilot inches away from blood cloud that may attract repeat aggro in alpha.
Survival when under-geared
Under-armed subs still deliver freight by avoidance:
- Route through shallow veins when learning controls in Controls.
- Skip optional structure detours if Larry was sighted recently.
- Run silent—some crews report fewer surface visits when throttle spikes stop.
- Dock early, repair all hull tiles, rebuy ammo before retrying the same vein.
If Larry kills half the crew, abandon cargo timers and retreat to dock. Alpha insurance is cash in hand, not heroics.
Diving crew precautions
Never leave the airlock unattended while Larry patrols nearby. Recall divers instantly on “Larry hull” calls—exterior players die in the 10–20 damage band quickly and cannot welder interior floods. Oxygen timers and headlight discipline from Diving and Structures matter less than immediate recall when the worm turns toward the sub.
After the fight
Mandatory post-fight checklist:
- Repair every hull gap to 100%—welder timing is ~11 seconds per wall from empty in current tuning.
- Drain flooded rooms; verify reactor dry.
- Rebalance ballast neutral after weight changes.
- Restock ammo and medical supplies at dock shops tied to Cargo Delivery routes.
- Read Updates if Larry felt overtuned—alpha patches shift HP and spawn rates.
Long-term meta
Larry knowledge separates casual alpha lobbies from consistent earners. Invest payout cash into weapons the Tier List marks strong for worm DPS, train gunner leading at 30–45 stud closure speeds, and drill callouts until reactions are boring. SubCargo remains early access; stats here reflect current community developer notes—retest after major patches.
Pair this guide with Getting Started for crew formation and Official Links to report spawn bugs or desynced damage if numbers feel wrong in live servers.
Frequently Asked Questions
Quick answers for SubCargo crews in Roblox alpha.
Who is Larry in SubCargo?
Larry is the player nickname for the Blood Worm, the primary hostile creature in alpha—he bites players, damages hulls over time, and has about 300 HP.
How much hull damage does Larry deal?
While attached, Larry inflicts roughly 10–30 hull damage every 1–3 seconds, which can sink an unrepaired sub faster than most crews expect.
How many .50 cal shots kill Larry?
Plan for about 24 .50 caliber hits to burn through 300 HP, though alpha registration and weapon tier can shift that count slightly.
Can mortars kill Larry quickly?
Yes—expect roughly one to two well-placed mortar shells if splash damage connects, but watch friendly fire on your own decks and divers.
What should engineers do during a Larry attack?
Hold ballast steady, keep reactor power on turrets, and coordinate with repair players using Hull Repairs while gunners apply damage from the Tier List weapons.