Antewise

Lethal Company Guides — Monsters, Scrap and Hitting the Quota

Lethal Company guides built around the real monster and scrap data: all 25 entities with hazard ratings, all 70 scrap items with value and weight, and how to survive the quota.

Where the numbers come from. The monster and scrap tables are built from the game wiki's own data, not from memory. The guides are judgements about that data: where a page needs an exact figure, we mark it and check it before we call it fact.

Start here

Lethal Company is a co-op horror salvage game: hit the scrap quota and get back to the ship. Most crews die for one of three reasons: losing the exit, greed, or splitting too far apart. Read the beginner and survival guides first, then the monster and scrap databases.

All Lethal Company guides

Start here Beginner guide

Landing, meeting the quota, and getting back to the ship alive on your first day.

Loot Scrap guide

All 70 scrap items: value, weight, and what to carry versus leave when your hands are full.

Meta Quota guide

How the quota works, how to sell scrap, and how to plan a day that clears the target.

Enemies Monster guide

All 25 entities: hazard ratings, indoor vs outdoor, and how to answer each threat.

Survival Survival guide

Stamina, exits and not dying — the core skill of keeping the crew alive.

Enemies Indoor monsters guide

The 16 facility entities: how they hunt and the corridor habits that keep you safe.

Enemies Outdoor monsters guide

The 9 surface entities: day versus night, and how to cross the moon safely.

Gear Store guide

What the store sells and how to spend credits between days on the right tools.

Gear Equipment guide

Flashlights, shovels and stun tools — when each earns its slot and how battery changes a dive.

World Map guide

Reading a moon, planning a route in and out, and using the terminal to stay oriented.

Co-op Co-op guide

Working as a crew: splitting roles, sharing the haul, and retreating together.

Solo Solo guide

Diving alone: lower risk, honest loot, and the discipline a solo diver cannot skip.

Mistakes Common mistakes

What ends divers early: getting lost, greed, and splitting the crew.

Edges Tips and tricks

Low-effort habits that pay: exit awareness, value-per-weight looting, using the databases as memory.

Tier list Best scrap tier list

Which scrap is worth carrying, ranked by value per weight from the real 70-item scrap table.

Tier list Moons tier list

Every moon ranked by risk versus return, and when the travel cost is not worth paying.

Tier list Best equipment tier list

What to buy first, what to skip, and the buying order for a crew with limited credits.

Enemies How to beat Bracken

The stalker that advances when you look away: hold eye contact, back out, leave.

Enemies How to beat Coil-head

It only moves when nobody is watching. Assign a watcher and walk the crew past it.

Enemies How to beat Eyeless Dog

It is blind and hunts by sound. Stop running, stop talking, walk away.

Enemies How to beat Forest Keeper

The giant on wooded moons. Route around the trees, never cut through them.

Enemies How to beat Thumper

It charges in straight lines. Clear the lane, use corners, let it hit a wall.

Enemies How to beat Jester

It follows you, then winds up. The cranking sound is your order to leave.

Enemies How to beat Hoarding Bugs

They guard a pile of scrap. Kill first, loot second, and take the egg.

Enemies How to beat Spore Lizard

Harmless until provoked. Walk wide, never swing, and leave if it sprays.

Enemies How to beat Snare Fleas

They drop from the ceiling onto your head. Look up at every doorway.

Enemies How to beat Bunker Spider

The webs slow you and it moves fast in them. See the web, go around.

Enemies How to beat Nutcracker

It spots you and shoots at range. Break the line of sight, use real cover.

Enemies How to beat Hygrodere

Slow slime that kills on contact. Close doors, never back into a dead end.

Enemies How to beat Mask Hornets

The hive pays well. Take it last, on the way out, with your route clear.

Enemies How to beat Circuit Bees

Taking the beehive wakes them. Grab it last and walk straight to the ship.

Enemies How to beat Earth Leviathan

It surfaces under you. When the ground shakes, keep moving toward a door.

Enemies How to beat Masked

Mimics that look like your crew, cannot be scanned, and follow you outside.

Enemies How to beat Butler

Sweeps the floor until someone is alone, then pulls a knife. Killing it releases hornets.

Enemies How to beat Barber

Hops on a beat that speeds up as the day gets later. Listen, step sideways, leave early.

Enemies How to beat Ghost Girl

Only the player she haunts can see her. If she appears to you, walk out.

Enemies How to beat Baboon Hawks

They only attack when they outnumber you. Count the troop before you split up.

Enemies How to beat the Maneater

Babies cry for 17 seconds, then grow for good. Calm it, or leave the facility.

Enemies How to beat Old Bird

It only lands on players who are standing. Crouch, and watch the smoke trail.

Enemies How to beat Tulip Snakes

They latch on and fly you around. Five at once means you lose control of the landing.

Enemies How to beat Manticoils

Harmless four-winged birds. Killing them is pointless, but a flock can distract an Old Bird.

Enemies How to beat Roaming Locusts

Harmless swarms that scatter when you run through them. Watch out for the terminal typo.

Gear Best weapons

The Shovel costs 30 credits and fails against five entities. What to buy, and what scrap hits back.

Gear Best loadout

Carrier, fighter, scout and ship operator. Plus what to buy with your first 100 and next 300 credits.

Gear Best solo loadout

One shovel, one light, and the entities that end a solo run with no counter at all.

Planning Best moons for beginners

Experimentation, then Assurance, then Vow. A five-day plan and the moons that punish new crews.

Planning Best value scrap early

Ranked by credits per pound, not price. Why a 73-credit roll of toilet paper beats a heavy sign.

Moons Experimentation moon guide

The starter map. Manticoils, locusts, and an Old Bird rate of 2.22 percent. Where to drill your habits.

Moons Assurance moon guide

The second free moon. Baboon Hawks first appear at 10.31 percent, and stealing starts here.

Moons Vow moon guide

The Maneater moon. A 13.98 percent spawn rate and a 17-second crying clock that never resets.

Moons Offense moon guide

Manticoils at 100 percent and hawks at 28.44. Turrets and landmines are the real threat.

Moons March moon guide

The last free moon. Mild spawns, long open surface, and weather that decides whether you go.

Moons Rend moon guide

Masked, Ghost Girl and Butler. Nothing you can buy solves this moon. Call names instead.

Moons Dine moon guide

The Butler moon at 16.35 percent. Killing one releases a hornet swarm. Barber speeds up at night.

Moons Titan moon guide

The moon people pay for too early. Old Bird outside, Masked inside, and no gear answer to either.

Moons Artifice moon guide

Old Bird at 45 percent and the highest Masked rate in the game. Hostile in both zones at once.

Moons Embrion moon guide

Old Bird at 86.96 percent. Carry no weapons. The crouch key is the entire answer.

Moons Adamance moon guide

The Baboon Hawk capital at 55.32 percent. They attack when you are outnumbered, and they steal.

Mechanics Terminal commands

Every keyword: MOONS, ROUTE, BUY, SCAN, SWITCH, FLASH, PING and EJECT. Plus the shortcuts it accepts.

Mechanics Weather guide

Fog, rain, storms, flooding and eclipsed. None of them raise scrap value, so read the forecast first.

Mechanics Turrets and landmines

Turrets shut down for only 4.5 seconds. Landmines chain-detonate. How to cross both.

Mechanics How to survive at night

Barber hop intervals halve by 11pm. Set the turnaround before you land, not after dark.

Mechanics Carrying heavy scrap

A 155-credit bar at 77 pounds can be worse than three light items. Trip maths, not price.

Mechanics Scanner and bestiary

What the scanner records, how INFO works, and the two entities that never register at all.

Gear Belt Bag: 45 credits, 15 slots

Fifteen utility items at a flat 16 lbs, and only items worth 0 credits fit. What it actually stores.

Ship Ship upgrades: all four priced

Teleporter 375, Inverse 425, Signal 255, Loud Horn 100. What each does and the order worth buying.

Ship Company Cruiser: 370 credits

The only way to drive two-handed scrap home. What it carries, how it breaks, when to skip it.

Mechanics Company Ranks: all 5 tiers

Intern to Boss: 50, 100, 200 and 500 XP. Why poor grades demote you and what the 1,500 fix changed.

Monsters Kidnapper Fox: 7 HP

It needs 17 Vain Shrouds to exist, and its nest grows without limit unless your crew stares it down.

Mechanics Cut content: Lasso Man and more

A red rope entity still in the code, a moon with no map, and the one developer behind both.

Gear Zap Gun: is 400 credits worth it?

It stuns, it does not kill. A reusable stun grenade at thirteen times the price.

Gear Jetpack: the 700-credit trap

Falling is fatal and flight makes falling easy. When it earns its price, and when it kills you.

Gear Radar Booster guide

A map mark plus two terminal tricks: FLASH stuns monsters, PING guides a crewmate.

Gear Stun Grenade guide

Thirty credits for a window instead of a kill. Throw it past the entity, not at it.

Planning First day checklist

One light each at 15 credits, one shovel for the group at 30, and land on Experimentation.

Planning How to recover from a bad run

Behind on quota? Sell first, fly cheap, go light. Why the expensive moon is the worst answer.

Gear Shovel guide

Thirty credits and the cheapest kill in the game. The five entities it cannot touch are the five that end runs.

Gear Flashlight guide

Fifteen credits with a low charge. The battery, not the beam, is what decides how long you stay inside.

Gear Pro-Flashlight guide

Twenty-five credits for a larger battery. When that ten-credit difference pays for itself, and when a spare beats it.

Gear Walkie-Talkie guide

Twelve credits, map-wide, large charge. The cheapest item in the store and the one solo players should skip.

Gear Lockpicker guide

Opens locked doors in 30 seconds. The half-minute standing still is the real price, not the 20 credits.

Gear TZP-Inhalant guide

One hundred and twenty credits for speed and stamina, with a squeaky voice attached. A late buy, not a fifth light.

Gear Boombox guide

Sixty credits for music that counts as a sound source. The one bait use, and why carrying it inside is a mistake.

Gear Spray paint guide

Fifty credits for a persistent mark. The direct answer to the thing that kills more crews than any monster.

Gear Extension ladder guide

Sixty credits for a horizontal climbable ladder. The vertical half of a facility crews never search.

Planning How to make money fast

Credits per pound, not per item. Why four light items beat one 77-pound gold bar every day.

Planning How to sell scrap

Scrap is worth nothing until it is sold, and the quota is checked against a daily cycle. Sell every trip.

Planning How to clear the quota fast

The last-day sprint: sell everything, land cheap, run short trips, and stop chasing one big item.

Co-op How to play with 2 players

No scout, no guard, nobody on the ship. Which crew roles survive at two, and the rules that change.

Co-op How to play with 3 players

All three inside, or one on the ship. Two setups, what each costs, and the split that gets people killed.

Survival What to do when a teammate dies

Get out, take stock, then decide whether today is still winnable. The first minute sets the rest of the day.

Survival How to escape a chase

Straight lines toward the exit, never corner yourself, drop what slows you. The ship is where chases end.

Mechanics How to not get lost

The one-wall rule, counting turns, marking junctions and a turnaround time. Losing the exit is the real killer.

Mechanics How to find the exit

The way out is rarely the way in. Find the fire exit first, use it as the rally point, and keep your turnaround.

Ship Ship player guide

Monitors, map, radar and terminal. The crew inside cannot see the building from above, and that view is the whole job.

Tier list Best moons for scrap

Sellable scrap per trip, not per facility. Why the boring free moon out-earns the expensive one every day.

Mechanics Stamina guide

Stamina buys running, weight taxes it, and the crew moves at the speed of its most loaded member.

Planning How to prepare for a hard moon

Read the weather, buy for the moon, agree the exit and the turnaround before anyone confirms the route.

Planning What to do after the quota is cleared

The money is banked and only the equipment is at risk. One more short trip, or stop and stay safe.

Mechanics How to manage your inventory

Reserve the slots that are not scrap, drop the worst value-per-weight item first, and never drop the light.

Mechanics Sound and stealth guide

Sound hunters and sight hunters need opposite answers. The two-question check for anything you cannot name.

Guide Lethal Company mods that do not break the lobby

Real Thunderstore download counts, which mods are libraries, and the client-side versus host-only rule that decides whether a lobby loads.

Guide Lethal Company settings for FPS and feel

Graphics options that return frames, the keybinds players actually remap, voice chat and sensitivity. The short list that matters.

Reference tables

Every entity and scrap item in Lethal Company, filterable tables. The monster table shows scientific name, hazard rating and indoor/outdoor location. The scrap table shows value range, weight and conductive/two-handed flags.

Data notes

The tables above are built from the game wiki's own bestiary and scrap pages. Cut content listed under the wiki's "Unused/Removed" section is excluded. Where a figure matters, we mark it and check it before publishing it as fact.

Found something wrong? Tell us. Corrections are the fastest way this hub improves.

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.