Antewise

Turrets and Landmines in Lethal Company

Updated 22 Oct 2026 Source Turret deactivation timing and landmine trigger rules taken from the community wiki's hazard pages. By

Turrets and landmines are the two things in this game that kill you without an entity being involved.

Both are hazards rather than enemies. Neither chases you, neither responds to noise, and neither cares that you were carrying a good haul. Both are answered by procedure rather than by a shovel.

Turrets: 4.5 seconds, then cooldown

A turret can be deactivated from the ship’s terminal. The important detail is how briefly that lasts.

Deactivation lasts 4.5 seconds. When the timer runs out, the turret comes back on, and there is then a cooldown during which it cannot be turned off again.

That changes how you use it. Turning off a turret is not “clearing a room” — it is opening a short crossing window for one person who is already moving.

The practical sequence is:

  1. The ship operator turns the turret off.
  2. The person crossing moves immediately rather than preparing first.
  3. Nobody treats the room as safe afterwards.

Once the turret comes back on, it enters detection mode, so it is looking for you the moment it reactivates. A crew that strolls through at second three gets shot at second five.

Landmines: triggers and chains

A landmine detonates when you step on it, step off it, teleport off it, or hit it with a shovel or similar weapon.

Two details make them worse than they look:

Dropping scrap on one can set it off. This is inconsistent rather than guaranteed, but it means putting a heavy item down without looking is a real risk.

They chain-detonate. Landmines within a radius of a detonating mine can also be set off, which produces large chain reactions in a cluster. One mistake in a minefield is not one explosion.

The blast kills or injures employees and entities alike, so there is a version of this that works in your favour — but it is not reliable enough to plan around.

How to disarm landmines

Landmines can be disarmed temporarily from the ship’s terminal by keying in their special codes.

This is the same mechanism as remote door codes: the code is found in the facility, and typing it into the terminal acts on the equipment remotely. It is temporary, so treat it as a crossing window rather than a cleared route.

The crew habit that makes this work is reading codes out loud when someone finds one. A code seen by one person and not transmitted is a code nobody uses.

How to cross both

Sweep ahead, not down. Your instinct is to scan the floor for scrap. On a hazard moon, scan the floor for the thing that ends the run first, then look for items.

Walk the route you came in on. Ground you have already crossed is ground you know is clear. New routes are where mines live.

Let the ship operator work the terminal. Whoever is on the ship should be turning turrets off and keying codes, because the person walking does not have time to do both.

Do not hit a mine with a shovel. It is a trigger, not a defusal.

Regroup before a hazard cluster. Deciding how to cross a minefield as a group is fast; discovering it one person at a time is not.

Frequently asked questions

Can you turn off turrets in Lethal Company?

Yes, from the ship's terminal, but only for 4.5 seconds. After that there is a cooldown during which the turret cannot be shut down again.

Can landmines be disarmed?

Yes. They can be disarmed temporarily from the ship's terminal by keying in their special codes.

What triggers a landmine?

Stepping on it, stepping off it, teleporting off it, or hitting it with a shovel. Dropping scrap on one can also set it off, though not consistently.

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.