Antewise

Lethal Company First Day Checklist

Updated 22 Oct 2026 Source Store prices taken from the game's own item list; moon spawn weights from published per-moon tables. By

Day one decides whether your crew spends the rest of the cycle recovering or building.

The mistake almost every new crew makes is buying too much. The second mistake is landing on a moon that punishes them for it.

Buy this, nothing else

One flashlight each, 15 credits. A dark corridor is where every indoor entity gets its opening. This is the purchase that matters most.

One shovel for the group, 30 credits. Not one each. On day one the shovel is for Hoarding Bugs and Bunker Spiders, and one person carrying it is enough.

That is 45 to 90 credits depending on crew size. If you have credits left, save them — the quota is the real goal, and credits spent on gear are credits not spent on it.

Do not buy the Zap Gun. It costs 400 and stuns rather than kills. Do not buy the Jetpack at 700. Both are for crews whose quota problem is already solved.

Land on Experimentation

It is the starter moon for a reason. The outdoor entity mix is the weakest in the game, with Old Bird at 2.22 percent — the lowest figure for that entity anywhere.

That matters because the walk from the ship to the facility door is the part of a run that kills new crews. On Experimentation that walk is nearly free, so you get to practise the facility instead of the surface.

How to split the crew

Three players: two looters and one ship. The operator watches the radar, reads the clock and runs the terminal. Their call to come back is not a suggestion.

Four players: two looters, one scout, one ship. The scout goes in light and ahead, with no scrap in hand, and reports what is on the route. That report is what lets the looters move without stopping to look.

Do not send all four inside. A ship with nobody on the terminal cannot buy, cannot check SCAN, and cannot tell you where the last person went.

How the day should go

Land, agree a turnaround time, and split into two looters and one ship operator. The operator watches the radar and the clock, and their call to come back is not a suggestion.

Loot the near rooms properly rather than sprinting to the far end. Experimentation’s layout is readable, and a crew that learns it on day one has a route for every later run.

Take light scrap. Early quotas are cleared by volume of small items, not by one heavy score, and a sign weighing 42 pounds is a bad first-day lesson.

What a good day one looks like

Everyone comes back. The quota has moved. Nobody had to be talked out of a corridor.

That is the standard. A day one where you cleared more scrap but lost a diver is a worse day one, because the next run starts with three people and less gear.

After day one: the quota-stage order

Day one is flashlights and one shovel, then save the rest. From day two onward, stop buying by impulse and buy by which quota you are on:

  • Early quotas (1–2): finish outfitting every diver with light and a walkie-talkie, then a lockpicker and pro-flashlight. No weapons beyond one shovel.
  • Mid quotas (3–4): stun grenades and radar boosters — the items that save a run that runs long.
  • Late quotas (5+): teleporter first, then zap gun, jetpack last.

That is the short form of the buy order guide. Before each shop trip, check the quota calculator so you spend against the days remaining, not against what looks useful.

Frequently asked questions

What should you buy on day one in Lethal Company?

One flashlight per person at 15 credits each, and one shovel for the group at 30. That is the whole list. Everything else can wait.

Which moon should you land on first?

Experimentation. It has the weakest outdoor entity mix in the game, with Old Bird at only 2.22 percent, so the walk from the ship to the door is nearly free.

How much scrap do you need on day one?

Enough to make progress on the quota without taking risks. The first day is for learning the loop, not for maximising the haul.

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.