Antewise

Radar Booster in Lethal Company

Updated 22 Oct 2026 Source Price from the game's own item list; FLASH and PING behaviour from the terminal's documented command list. By

The Radar Booster is the best-value utility item in the store, because most crews buy it for the map marker and never use the two things that make it worth 60 credits.

What you probably bought it for

A Radar Booster places a marker that shows on the map and the ship’s monitor.

Drop one at the facility entrance and you have solved the single most common failure in this game: not finding your way back out. Drop more along the route and you have breadcrumbs through a layout that did not make sense the first time.

That alone justifies the price on a large facility.

What else it does

Two terminal commands work on a booster you have placed by name:

FLASH [booster name] makes the booster flash and stuns monsters near it.

PING [booster name] makes it play a noise.

Those turn a 60-credit map marker into an emergency button. If a crewmate is cornered somewhere you cannot reach, the person on the ship can flash the nearest booster and give them a window to run through.

This is why the booster belongs to the ship operator’s toolkit rather than to whoever is walking.

How to use it well

Name them as you place them. The commands need the booster’s name, and “the one near the door” is not a name.

Place them on the way in, at decision points. Junctions, the entrance, and anywhere the route forks. Not in the middle of a straight corridor.

Drop one at the exit first. Before anything else, mark the way out. Everything after that is refinement.

Leave the flashing to the ship. The person being chased does not have time to type. The person on the monitor does.

A placement order that works

Four boosters, placed in this order, cover a facility properly:

  1. The entrance. Before you go anywhere. This one is not optional — it is the difference between leaving and being lost.
  2. The first fork. Where the route gives you a choice. Mark the way you came from.
  3. The deepest fork you reach. This is the one that saves you at the point where you are most tired and least oriented.
  4. Any junction on the way back that looked different in the dark. Routes look different coming out than going in.

More than four is usually wasted. Fewer than two means you are relying on memory in a building designed to confuse it.

When to skip it

Skip it on Experimentation early on. The facility is small enough to read, and 60 credits matters when the quota is low.

Skip it if nobody stays on the ship. Both commands are run at the terminal, so a crew that empties the ship every run is buying half an item.

Frequently asked questions

What does a Radar Booster do?

It places a marker you can see on the map and on the monitor. The terminal can also command it to flash, which stuns monsters, or ping, which plays a noise.

How do you make a Radar Booster flash?

Type FLASH followed by the booster's name at the terminal. PING works the same way and plays a noise instead.

Is 60 credits worth it?

Yes, on large facilities and moons where the crew splits. On small ones it is a purchase you do not need on day one.

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.