Antewise

Walkie-Talkie in Lethal Company

Updated 22 Oct 2026 Source Store price and function description taken from the game's item list. By

The Walkie-Talkie costs 12 credits, works across the whole map, and the store lists its battery as large.

Nothing else in the store gives that much for that little.

Why it is the best value in the store

Every other cheap item solves a problem for one person. A Shovel helps whoever holds it. A Flashlight lights one route.

The Walkie-Talkie solves the problem that kills crews: not knowing what the rest of the group is doing. It turns four players wandering a facility into one group that can coordinate, and it costs less than a Stun Grenade.

The information it carries is the valuable part. “Coil-head in the hallway,” “door is locked,” “I have the exit,” “come back now” — all of those are worth more than any item you could carry for 12 credits.

What it does and does not do

The store description is precise: map-wide communication, uses battery charge, has a large charge.

Distance is therefore not your problem. The problems are the practical ones:

  • It only works if people talk. A crew that buys four and says nothing has bought four useless items.
  • It only works if people listen. A player deep in a room with noise around them may not hear a warning that was given.
  • It does not replace the ship terminal. The player on the ship monitors has a job that the Walkie-Talkie supports rather than replaces.

When it is useless

Playing solo, skip it. There is nobody on the other end, and 12 credits is a meaningful slice of an early quota.

Also skip it when your crew never splits. If the group moves as one unit through every room, then everyone already knows what everyone else is doing, and the money is better spent on a Shovel.

How crews actually use it

The pattern that works is short, specific calls.

Name the threat and the place. “Bracken, left hallway” tells your crew something they can act on. “Something is here” tells them nothing and costs the same airtime.

The second useful call is the return signal. A player who is loaded with scrap and heading back should say so, because the rest of the crew needs to know whether they are covering that walk or joining it.

The third is the one that saves runs: the call to leave. One person deciding the trip is over and saying it clearly is worth more than any amount of extra loot.

Battery, in context

It uses charge, but the store lists the charge as large while the Flashlight is listed as low. In practice that means the Walkie-Talkie outlasts the thing you actually worry about.

If you are going to run out of something on a long trip, it will be your light, not your radio. Plan for the light.

Buying order

For a new crew on a tight quota: one Shovel, one Flashlight per pair, then Walkie-Talkies for everyone.

The radios come after the basics because a crew that cannot see or defend itself has nothing worth coordinating. Once those are covered, 12 credits per head is the cheapest upgrade available.

The player on the ship is the biggest beneficiary

One crew member usually stays on the ship to work the monitors and the terminal. That player can see things nobody inside the facility can see.

Without a radio, that information is useless, because there is no way to get it to the people it applies to. With one, the ship player becomes the crew’s early warning system: calling out movement on the cameras, reading the map, and telling a loaded teammate which door to aim for.

So the radio is not really an item for the two players inside. It is an item that makes the player outside worth having there.

Frequently asked questions

Is the Walkie-Talkie worth buying in Lethal Company?

For a crew, yes, and it is the best value in the store at 12 credits. Playing alone, it has nobody to talk to.

Does the Walkie-Talkie work across the whole map?

The store lists it as allowing map-wide communication, so distance is not the limit.

Does it run out of battery?

It uses battery charge, but the store lists it as having a large charge compared with the Flashlight's low 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.