Lethal Company Guide — Complete Strategy & Tips

Complete Lethal Company guide covering builds, strategies, progression tips, and everything you need to master the game.

Lethal Company is Zeekerss' cooperative horror game where employees of 'The Company' land on abandoned moons to collect scrap and meet profit quotas — or face termination. The game's tension comes from balancing greed (collecting more valuable scrap) against survival (increasingly dangerous creatures and environments). With procedurally generated interiors, 15+ unique monster types with distinct AI behaviors, and a darkly humorous corporate dystopia setting, Lethal Company became a massive streaming sensation.

This guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.

Core Mechanics

quota system

Every 3 days, you must meet a scrap quota that increases each cycle. Sell scrap at The Company store or save valuable items for higher quotas. The quota starts low (130 credits) but ramps up quickly. Missing quota means game over — everyone dies.

moon selection

Different moons have varying difficulty, weather, and loot quality. Experimentation and Assurance are easiest with low loot. March has the best loot-to-danger ratio. Titan has the most valuable scrap but the most dangerous creatures. Moon selection is the most impactful team decision.

scrap collection

Scrap items have random values and spawn inside the facility. Grab items, bring them to the ship before the ship leaves at midnight. Some items require two players to carry. The deeper into the facility, the better the loot but the more dangerous the creatures.

creature AI

Each creature has unique behavior patterns. Bracken (tall dark figure) kills if you stare too long OR turn your back. Coil-Heads freeze when observed but rush when you look away. Thumpers charge in straight lines. Learning each creature's AI is essential for survival.

ship upgrades

Spend credits on ship upgrades: Teleporter (teleports a player back to ship), Inverse Teleporter (sends a player to a random location inside), Flashlight, Walkie-Talkie, and more. The Teleporter is the most valuable upgrade for saving trapped players.

Builds Overview

BuildTierPlaystyleKey Stats
ScoutAEnter first, call out dangers, map the facility layout for the team.Awareness > Speed > Communication
Loot GoblinSGrab everything valuable, know when to leave, accept occasional death as cost of business.Speed > Greed management > Escape routes
Radar OperatorAWatch radar, call out creature movement, open doors for teammates, teleport endangered players.Communication > Terminal commands > Timing
Bait RunnerBDraw creature aggro, lead them away from the team, survive if possible.Creature AI knowledge > Speed > Sacrifice willingness
Ship ManagerBSort scrap, calculate quota needs, optimize selling strategy.Value assessment > Organization > Quota math

Scout (A-Tier): First player into the facility, mapping rooms and identifying creature locations. Scouts call out hazards via walkie-talkie before the team enters. High risk, high information value. Flashlight and Pro-Flashlight are essential.

Loot Goblin (S-Tier): Prioritizes grabbing the highest-value scrap regardless of danger. Knows item values and prioritizes gold bars, apparatus, and high-value electronics. The player most likely to die but also most likely to meet quota.

Radar Operator (A-Tier): Stays on the ship monitoring the radar and communicating creature positions via walkie-talkie. Can open/close facility doors remotely, flash lights to signal warnings, and trigger the Teleporter to save players. The safest role.

Bait Runner (B-Tier): Deliberately draws creature attention while teammates loot. Understanding creature AI is essential — kiting a Thumper away while others grab scrap nearby. High skill ceiling, frequent deaths.

Ship Manager (B-Tier): Organizes scrap in the ship, manages inventory, and ensures high-value items are stored safely. Manages the sell process at The Company and decides what to keep vs sell. Less glamorous but essential for meeting quotas.

For full build breakdowns with gear and stat priorities, see our Lethal Company builds guide.

Equipment Guide

EquipmentWhy It MattersBest For
ShovelA melee weapon that damages creatures.All roles — primary defense
Zap GunStuns creatures continuously while you hold the trigger, but drains battery and you can't move while using it.Team play — crowd control
Stun GrenadeThrowable that stuns all creatures in the blast radius for several seconds.Emergency escape, Bait Runner
Extension LadderNot a weapon but allows access to fire escapes and upper entrances of facilities.Scout — alternative entry/exit
JetpackAllows short flight for reaching elevated positions and crossing gaps.Scout — map traversal

Shovel: A melee weapon that damages creatures. Two-three hits kill small creatures like Snare Fleas and Hoarding Bugs. Less effective against larger threats. The primary combat tool and essential for every expedition.

Zap Gun: Stuns creatures continuously while you hold the trigger, but drains battery and you can't move while using it. A teammate must kill the stunned creature. Essential for Coil-Heads (the only way to deal with them besides avoidance).

Stun Grenade: Throwable that stuns all creatures in the blast radius for several seconds. Limited supply but invaluable for escaping dire situations. Save them for emergencies rather than using on easy encounters.

Extension Ladder: Not a weapon but allows access to fire escapes and upper entrances of facilities. Creates alternative entry/exit points. Can be placed and left for quick escapes. A utility item that saves lives.

Jetpack: Allows short flight for reaching elevated positions and crossing gaps. Limited fuel and dangerous if you fly too high (fall damage). Mostly used for getting onto facility roofs or crossing terrain obstacles.

Location Progression

LocationLevel RangeKey Rewards
ExperimentationStarting moonSafe learning environment, basic scrap for early quota
AssuranceEarly gameModerate scrap value, manageable creature encounters
VowMid-gameHigher value scrap, diverse creature encounters
MarchMid-late gameBest loot-to-danger ratio, large facility, consistent quota farming
TitanEndgameHighest value scrap, most dangerous challenges

Experimentation: The easiest moon with minimal creatures and low-value scrap. Perfect for learning facility layouts and creature behaviors. The small facility size means quick runs with low risk.

Assurance: Slightly harder than Experimentation with more creature variety. Still forgiving for new players. Good for the second day when quota is still low.

Vow: A forested moon with outdoor creatures and a moderate facility. Good balance of risk and reward. The outdoor path to the facility has its own hazards.

March: The community consensus 'best' moon — high loot value with manageable danger. The facility is large with many rooms and good scrap distribution. Most experienced groups default to March for quota farming.

Titan: The hardest moon with the most dangerous creatures and worst weather. Also has the most valuable scrap. Blizzard weather reduces visibility to near-zero. Only attempt with a full team of experienced players.

Tips That Actually Matter

  1. Sell at exactly the quota amount to keep extra scrap for the next cycle. Overselling wastes potential future quota credits.
  2. The Inverse Teleporter sends a random player inside the facility — useful for reaching areas behind locked doors or rescuing trapped scrap. Keep one purchased.
  3. Bracken (tall dark figure) kills if you stare at it too long OR completely ignore it. The counter: look at it briefly, look away, repeat. Maintain awareness without sustained eye contact.
  4. Coil-Heads freeze when any player looks at them but rush when unobserved. Never look away from a Coil-Head. Back away while maintaining eye contact.
  5. March has the best loot-to-danger ratio. Once your team is comfortable, run March repeatedly for consistent quota farming.
  6. The ship leaves at midnight regardless of who's inside. Set a timer for 11:30 PM and start heading back. Don't get greedy in the last minutes.
  7. Walkie-talkies are essential for coordination. The radar operator should constantly update the team on creature movements visible on the monitor.
  8. Learn the sell value of each scrap type. Gold bars (150+), apparatus (80), and large electronics are worth grabbing. Don't risk your life for a $10 candy bar.
  9. Fire exits (reachable with Extension Ladders or jumping) provide alternate escape routes when the main entrance is blocked by creatures.
  10. If a teammate dies, their body and all carried scrap drop at the death location. You can retrieve the scrap but it's often not worth the risk.

Common Mistakes to Avoid

  • Staying in the facility past 11 PM — the ship leaves at midnight and the walk back takes time. Leave by 11:30 PM at the latest.
  • Selling all scrap at once — keep a reserve for the next quota. Quota increases each cycle, so having a head start prevents panic runs.
  • Looking away from a Coil-Head — they're instantly lethal when unobserved. Maintain eye contact and slowly back toward the exit.
  • Not buying the Teleporter — it's the most important ship upgrade. Teleporting a player back to the ship saves lives when they're trapped or about to die.
  • Going to Titan without a full experienced team — Titan's creatures are extremely dangerous and the weather makes navigation near-impossible. Master easier moons first.

Frequently Asked Questions

How many players can play Lethal Company?

Up to 4 players in online co-op. The game is balanced for 4 players but can be played with fewer (at increased difficulty). More players means more scrap capacity but also more mouths to feed the quota.

What happens when you die in Lethal Company?

Dead players spectate until the round ends (midnight). If the team survives and returns to orbit, dead players respawn next round. If everyone dies, you lose all carried scrap and it counts against your quota timer.

What does the Radar Operator do?

Stays on the ship, watches the terminal radar showing player and creature positions, opens/closes facility doors remotely, communicates via walkie-talkie, and can activate the Teleporter to save players. The most strategically important role.

Is Lethal Company getting more content?

Yes, the developer (Zeekerss) continues adding new moons, creatures, and items in regular updates. The game is in Early Access with a roadmap for additional content. The modding community also adds significant content.

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