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Lethal Company Beginner Guide — Your First Shifts, Terminal and Free Moons

Lethal Company Beginner Guide — Your First Shifts, Terminal and Free Moons

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Spend the starting 60 credits on light and walkie-talkies, land on Experimentation or Assurance, keep one player at the terminal, carry scrap out in the afternoon instead of at night, and sell everything you need on the deadline day, when the Company pays 100%. Skip eclipsed and flooded moons until the crew knows the basics.

Summary

A new Lethal Company crew has three working days to sell 130 credits of scrap, starts with 60 credits, and loses every piece of scrap on the ship if the whole crew dies. Most early wipes come from a handful of avoidable decisions, not from bad luck. This guide covers what to buy first and at what price, the terminal commands a ship operator actually uses, the three easy free moons, how the facility and weather work, when the ship leaves, and the early monsters and mistakes that end runs.

Who This Is For: Players starting Lethal Company with friends or solo who want to survive the first quotas Beginner-friendly

Key Points

Key Points

1

The first quota is always 130. You get three days on moons, then sell at the Company Building, which pays 30%, 53% and 77% before the deadline and 100% on it.

2

You start with 60 credits. A flashlight costs 15, a walkie-talkie 10, a pro-flashlight 28 and a shovel 30.

3

Experimentation, Assurance and Vow are the easy free moons. Experimentation is the quietest; Vow pays best of the three but has Brackens and Forest Keepers.

4

One player on the terminal can watch the map, open secure doors and disable turrets and landmines for a few seconds. That role prevents more deaths than any item.

5

The ship leaves at midnight with or without you. If the whole crew dies or is left behind, all scrap on the ship is lost, though credits and purchases stay.

Your first Lethal Company shifts will probably end with somebody screaming in a dark corridor. That part is fine. What separates crews that reach the third quota from crews that are fired on the first is a short list of habits: buying the right cheap gear, keeping one person on the ship, leaving the facility before night and selling on the right day.

Numbers below come from the community wiki and match the current version, v80 ("The Blooming Update", April 2026). Moon, item and monster names stay in English, as they appear in the game.

Your first shifts: what to do

Decision What to do Why
First purchase Walkie-talkies (10 each) and a flashlight (15) Light and communication decide whether you find scrap and get back. Both fit in the starting 60 credits
First moon 41-Experimentation, then 220-Assurance Free, small Factory interiors and the lowest hazard ratings in the game
Crew roles One player stays at the terminal Only the ship can see the map, open secure doors and switch off turrets and landmines
Timing Have the scrap out by mid-afternoon; never go in alone at night Outdoor monsters appear late in the day and spawns rise toward midnight
Selling Sell on the deadline day The Company pays 100% then, against 30%, 53% and 77% earlier
Weather Skip eclipsed and flooded moons Eclipse starts the day at night-level danger; floods cut off the way back

How a quota cycle works

The Company sets a profit quota: the total value of scrap you must sell before the deadline. Miss it and the entire crew is fired, which ends the run.

  • The first quota is always 130. Each later quota rises by more than the one before, so the early ones are the easy ones.
  • A cycle is three working days plus a selling day. You land on a moon on each of the three days, then on the day with 0 days left you must be at 71-Gordion, the Company Building.
  • Gordion does not use up a day. Time does not pass there, so you can land, shop and leave at any point in the cycle.
  • The Company's buying rate climbs toward the deadline. It pays 30% with three days left, 53% with two, 77% with one and 100% on the deadline day. Selling above the quota also earns an overtime bonus.

For a first quota of 130, one decent day on Experimentation (the wiki's average is about 301 per visit with full collection) already covers it. Use the other two days to learn the ship and the moons, not to take risks.

Unsold scrap stays on the ship and counts toward the next quota, but a full crew wipe deletes every piece of it. The Quota Guide covers how much to sell, the overtime bonus and which moons pay at larger quotas.

Your first purchases

You start a new contract with 60 credits. Orders are typed at the terminal and arrive by dropship. If you order while in orbit, the dropship waits until you land, so buying before you pull the lever saves time. Once the dropship lands, it leaves again after 30 seconds, so someone has to be there to unload it.

Item Price What it does for a new crew
Walkie-talkie 10 Lets the inside crew talk to the operator. Must be switched on; switching it on and talking can draw nearby monsters
Flashlight 15 Cheap light, about 140 seconds of battery. Recharge on the ship
Pro-flashlight 28 Brighter, longer-lasting light for whoever goes deepest. v80 slightly reduced night vision, so lights matter more
Shovel 30 The basic weapon. Two or three hits kill a Snare Flea or Hoarding Bug, four a Thumper. Conductive in storms
Stun grenade 30 Stuns most creatures for 5 seconds. Pair it with a shovel
Survival Kit 138 Four flashlights, four walkie-talkies and two shovels: 22 credits cheaper than buying them one by one
Teleporter 375 Ship upgrade that pulls the crewmate on the monitor back to the ship, alive or dead. The first big purchase

Spending the starting 60 credits by crew size

This is the table most beginner guides skip. The cheapest way to make a small crew safe is not a weapon but enough walkie-talkies for everyone, operator included.

Crew Buy with 60 credits Cost Reasoning
Solo Pro-flashlight + shovel 58 No operator to talk to, so spend on light and a weapon
2 players 2 walkie-talkies + pro-flashlight 48 One inside with the light, one at the terminal
3 players 3 walkie-talkies + 2 flashlights 60 Both inside players get a light; the operator talks to them
4 players 4 walkie-talkies + 1 flashlight 55 Everyone can hear the operator. Buy the Survival Kit after the first sale

v80 added a utility slot for most store-bought tools (the shovel is the exception), so a flashlight or walkie-talkie no longer has to take one of your four regular slots.

The terminal commands that matter

The terminal is on the ship. Most commands can be shortened, and an item can be ordered by its first three letters. Confirm with C and cancel with D.

Command What it does When you use it
MOONS Lists the moons and today's weather on each Every morning, before choosing where to go
Moon name (e.g. ASSURANCE) Routes the autopilot there after you confirm Then pull the lever to land
STORE Lists equipment, upgrades and this quota's decor Before landing, so the order is waiting
BUY item / item name Orders it; add a number for several (BUY 4 SHOVELS) Same; FLA for flashlight, PRO for pro-flashlight
VIEW MONITOR Shows the radar map on the terminal screen The operator's main view: crewmates, monsters, doors, hazards
SWITCH name Switches the map to a specific crewmate Following whoever is in trouble
Two-character code (e.g. E9) Opens or closes a secure door, or disables a turret or landmine for a few seconds Codes are printed on the map next to each door and hazard
SCAN Counts the scrap left on the moon and its rough value; in orbit, the scrap on the ship Deciding whether another trip inside is worth it
INFO moon / BESTIARY Moon details; creature files you have scanned Learning what a monster does before you meet it again

Two caveats. A turret is only disabled for about 4.5 seconds, so the operator types the code just as the crewmate is about to pass, not early. And a landmine can be disarmed while someone is standing on it, which is why you should freeze, not step off, if you hear the click. PING, FLASH and TRANSMIT need a Radar booster (60) or the Signal Translator (255), which come later.

The free moons for beginners

Six moons cost nothing to route to. The three listed as Easy in the terminal are where a new crew should start; Offense, March and Adamance are free too but rated Intermediate. The averages below are the wiki's estimate per visit assuming you collect all regular scrap, so read them as a comparison, not a promise.

Moon Hazard rating Scrap items Wiki avg. per visit Interior What to know
41-Experimentation D 8-11 301 Factory (about 99%) The ship starts here. Smallest interior; fire exit up the metal stairs left of the main entrance. Bunker Spiders and Snare Fleas are the usual threats inside
220-Assurance C 13-15 575 Factory (87%), Mineshaft (12%) Small outdoor area with both entrances near the ship. Snare Fleas, Hoarding Bugs and Bunker Spiders inside; bring a shovel
56-Vow C 12-14 622 Factory (61%), Mineshaft (39%) Forest moon. Brackens and Maneaters inside, Forest Keepers and Feiopars outside. The metal bridge collapses under too many people

  1. 1

    Day 1 of your first quota: Experimentation

    Learn the walk from the ship to the main entrance, use the scanner (right mouse button) to find scrap, and practise talking to the operator. One normal day covers the 130 quota.

  2. 2

    Days 2-3: Assurance

    More scrap on a still-small map. Its fire exit is reached by a fixed ladder on the scaffolding and a jump onto a pipe; the pipes also lead safely to the main entrance.

  3. 3

    Later quotas: Vow, then the Intermediate moons

    Vow pays the most of the easy moons but is the first place most crews meet a Bracken. Cross the metal bridge one or two at a time, or use the dam with the fire exit at its foot.

Inside the facility

Every moon has a building interior, generated fresh each landing: a Factory, a Mansion or a Mineshaft. The basics are the same in all three.

  • Main entrance. The scanner marks it as a point of interest. It leads into a fixed starting room; in the Mineshaft that room has an elevator down to the rest of the map.
  • Fire exit. Most moons have one, at a fixed spot outside, but it leads into a random room inside. It can save a long walk, but you enter facing the door, which is dangerous if a Coil-Head is behind you.
  • Vents. Indoor monsters spawn from vents. A vent rumbles louder and louder before something comes out, and vents show as red lines on the operator's map.
  • Secure doors and the breaker box. Factory secure doors can be opened from the terminal while they have power. Switching off the breaker box or removing the Apparatus leaves them stuck open.
  • Apparatus. Found only in Factory interiors, always sold for 80. Pulling it out opens the secure doors and cuts all power for good, has a 70% chance to raise monster spawns and wakes every Old Bird on the moon. Take it as the last item of the day, never the first.
  • Steam leaks. In Factories and Mineshaft corridors, a leak fills an area with steam that blocks your view. Find the valve with the jet of steam and pull it to fix it.
  • Mineshaft bonus. A Mineshaft always gets six extra scrap spawns above the moon's limit, because of their greater risk.

Weather and what it means

Weather is shown next to each moon in the MOONS list and changes daily. It never changes the amount or value of scrap; it only adds danger. A clear free moon is often a better day than a paid moon in bad weather.

Weather What happens Beginner verdict
Clear No extra hazard Go
Rainy Quicksand patches outside; you sink in seconds. Walk back out the way you came the moment you hear the mud sound Fine with care; do not jump off the ship while it lands
Stormy Conductive items carried outside (shovels, metal scrap) attract lightning. Drop a buzzing item and step away Fine; carry one conductive item at a time
Foggy Visibility outside drops to a few metres Fine on a moon you already know
Flooded Water rises through the day, slows you and can drown you. Experimentation's ship area is under water by mid-afternoon Avoid at first
Eclipsed Outdoor monsters are active from the start, and indoor spawns begin at night level Avoid until the crew is experienced

A meteor shower is a separate random event that can start on any moon. A warning appears on your HUD; meteors are slow, so watch the sky and move out of the way.

When the ship leaves

The ship lands at 8:00 a.m. and a full day lasts about 11 minutes 40 seconds of real time. It leaves automatically at midnight, whether everyone is aboard or not. Players outside the ship get a warning at about 10:12 p.m.

The ship can also leave early: a living player can pull the lever to take off, and dead players can vote to leave, which gives the living a one-hour warning. Anyone not aboard when the doors close is counted as missing, which is the same as dead.

If everyone dies or is left behind, the ship departs on its own and all scrap stored on the ship is lost. Credits, equipment, ship upgrades and decorations are kept. On top of that, each death costs 8% of your credits, and each body not brought back costs another 12%.

Monster danger rises through the day. On the easy moons, outdoor monsters start appearing from mid to late afternoon, and indoor spawns also climb as the deadline gets closer, so day three is harder than day one. The wiki's rule of thumb is to have scrap back at the ship by around 3 p.m. on easy moons. At night, never let one player stay inside alone: a lone player has nobody to hit a Snare Flea off their head or carry their body home.

The early killers in one line each

These are the monsters and hazards new crews meet first on the easy moons. Full tactics are in the Monster Guide.

Indoors
Snare Flea Hangs on the ceiling and drops onto your head; a crewmate hitting it with a shovel is the usual rescue. Look up in doorways. Bunker Spider Ignores you while spinning webs; touching or breaking a web makes it hunt you, and webs slow you down. Hoarding Bug Collects scrap into a nest. Taking from the nest or hitting it makes it aggressive; two or three shovel hits kill it. Bracken Sneaks up from behind. Look at it briefly to make it retreat, but do not stare, or it attacks. Hygrodere A slow slime that follows the nearest player and cannot be killed. Just do not get caught inside it. Thumper Deaf and very fast in straight lines; break line of sight around corners. Four shovel hits kill it. Coil-Head Only moves when nobody is looking at it. Keep eyes on it and back away. Jester When it starts winding up with music, everyone must leave the building before it pops.
Outdoors and hazards
Eyeless Dog Hunts by sound. Crouch, stop talking and do not drop items near it. Earth Leviathan A rumble and black particles come first. Drop heavy items and sprint out of the area. Forest Keeper Hunts by sight and eats you whole, so the body cannot be recovered. Stay low and use cover. Turret Each bullet deals 50 damage. Ask the operator to disable it just as you pass. Landmine Explodes when you step off it. If you hear the click, stand still and let the operator disarm it.

Common mistakes

  1. Everyone going inside. Without an operator nobody can see the map, open doors or switch off a turret.
  2. Buying a weapon before walkie-talkies. A shovel does not help if nobody hears your call for help. Walkie-talkies cost 10.
  3. Selling early. Scrap sold with three days left fetches 30% of its value.
  4. Staying inside until the warning. The 10:12 p.m. warning is too late on most moons; you still have to carry scrap past outdoor monsters.
  5. Landing on an eclipsed or flooded moon "just to try". Wiping loses every piece of scrap on the ship, not just that day's haul.
  6. Pulling the Apparatus first. Power goes out, doors stop working and spawns can rise for the rest of the day.
  7. Carrying a shovel in a storm. It is conductive. Keep metal items to one per person outside.
  8. Leaving bodies behind. The extra 12% per body adds up fast; carry them or save for the Teleporter.

Where to go next

Once the crew survives a few quotas, read the Quota Guide for selling, route costs and which moons pay at larger quotas, and the Monster Guide for every creature in detail. There is also a Moons and Equipment Guide, and our Honest Review if you are still deciding whether the game suits your group.

★Honest Take — the learning curve is the fun, mostly

Lethal Company teaches almost nothing on its own. There is no tutorial for the terminal codes, the buying rate or why the ship just left without you, and a new crew will lose a run or two to things it was never told. That is the honest weakness. The strength is that every rule is simple once you know it, and each one you learn visibly keeps the crew alive longer: an operator with walkie-talkies, scrap out before night, selling on the last day. Play the first quotas on the easy free moons, expect to laugh at a few disasters, and treat each wipe as a lesson rather than bad luck.

FAQ

FAQ

Light and communication. You start with 60 credits: a flashlight costs 15, a pro-flashlight 28 and a walkie-talkie 10. For a crew of four, four walkie-talkies and one flashlight (55) is a good opening. Buy a shovel (30) or the Survival Kit (138: four flashlights, four walkie-talkies, two shovels) after your first sale.
41-Experimentation first. The ship starts in orbit around it, it has the lowest hazard rating, the smallest interior and is almost always a Factory. Move to 220-Assurance once you know the routine, and to 56-Vow when the crew can deal with Brackens and Forest Keepers. All three are free.
At midnight in-game, automatically, whether or not everyone is aboard. Anyone not on the ship counts as missing, which is the same as dead. A warning appears at about 10:12 p.m. for players outside the ship. A living player can also take off early with the lever.
All scrap stored on the ship is lost. Credits, equipment, ship upgrades and decorations are kept. Each death also costs 8% of your credits, plus another 12% for every body not brought back to the ship.
Stays on the ship and uses the terminal: VIEW MONITOR to see the map, SWITCH to follow a crewmate, the two-character codes on the map to open secure doors or disable turrets and landmines briefly, SCAN to count remaining scrap, and STORE or BUY to order gear. With walkie-talkies, the operator can warn the crew about monsters on the map.
On the deadline day, when the Company pays 100%. With three days left it pays 30%, with two 53% and with one 77%. Landing at the Company Building does not use up a day, but selling early throws away most of the value.

Our editorial policy is honest, no-spin reviews. We separate facts from opinion and back every rating with reasoning. View Editorial Policy

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