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Lethal Company Moons and Store Guide — Every Moon Ranked, Every Item Priced

Lethal Company Moons and Store Guide — Every Moon Ranked, Every Item Priced

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Farm Assurance and Vow early, Adamance once you carry Weed Killer and Offense once you have an extension ladder. When the quota outgrows the free moons, pay for Rend or Titan and stay all three days, and move to Dine for very large quotas. Skip Embrion, and treat Artifice as a challenge rather than a money moon. In the store, buy walkie-talkies, lights, a shovel and the Teleporter (375) first; the Jetpack (900) and Cruiser (370) come much later.

Summary

Lethal Company has eleven moons you can land on: six free and five paid, from 150 to 1,500 credits. They differ in risk, interior, scrap and how early outdoor monsters appear. Only a handful of the store's tools and upgrades are worth buying early. This guide puts every moon and store item in one table each, then covers which moon to farm at each quota stage, which paid moons are worth the fee, what to pack per moon and the buy order for one, two and four players.

Who This Is For: Lethal Company crews choosing moons and deciding what to buy as quotas grow Intermediate

Key Points

Key Points

1

Six moons are free: Experimentation, Assurance, Vow, Offense, March and Adamance. Embrion (150), Rend (550), Dine (600), Titan (700) and Artifice (1,500) cost credits to route to.

2

Per the wiki's averages, Dine yields the most scrap per visit (2,773), then Artifice (1,811), Titan (1,547) and Rend (1,228). Offense (802) is the best free moon.

3

Current prices: walkie-talkie 10, flashlight 15, pro-flashlight 28, shovel 30, extension ladder 60, radar booster 60, TZP-Inhalant 80, Teleporter 375, Jetpack 900.

4

v80 changed the moons: March has no flooding, Adamance has up to 35 spike traps and Cadaver Growths, Artifice can hold up to 60 landmines.

5

Embrion is not worth its fee: Old Birds dominate outside and its average equals Adamance, a free moon.

Two choices decide most Lethal Company runs before anyone opens a door: which moon the autopilot flies to, and what the crew bought at the terminal. Pick a moon that cannot cover the quota, or pay for one the crew cannot survive, and the run is over regardless of how well people play inside.

This guide covers both in one place. Every number comes from the community wiki's moon, store and item pages and matches the current version, v80 ("The Blooming Update", April 2026), which reworked March, changed Adamance and Artifice and lowered some prices. Moon, item and monster names stay in English, as they appear in the game.

The short version

Question Answer Why
First moons Experimentation, then Assurance Free, small, almost always a Factory; the lowest risk levels in the game
Best free moon for money Offense (with an extension ladder) or Vow Offense averages 802 per visit; Vow 622 with an easy fire exit
First paid moon Rend (550) or Titan (700), staying all three days The route fee is paid once per stay, so it shrinks per day
Best moon overall for money Dine (600) Average 2,773 per visit, more than any other moon
Moons to skip Embrion; Artifice unless you want the challenge Embrion averages the same as free Adamance; Artifice returns about Titan's money per day for twice the fee
First purchases Walkie-talkies (10), flashlight (15) or pro-flashlight (28), shovel (30) Light and communication decide whether the crew finds scrap and gets back
First big purchase Teleporter (375) Every body left on a moon costs an extra 12% of your credits

Every moon at a glance

The terminal sorts moons into Easy, Intermediate and Hard, and gives each a risk level from D to S++. The average below is the wiki's estimate of scrap value per visit if you collect all regular scrap; it leaves out the Apparatus, bee hives and weapons dropped by monsters. Use it to compare moons, not as a promise.

Moon Route cost Tier / risk Wiki avg. per visit Likely interior Notable hazards Verdict
41-Experimentation 0 Easy / D 301 Factory (99%) Bunker Spiders and Snare Fleas inside; outdoor monsters come out late Learning moon; too little scrap after the first quota
220-Assurance 0 Easy / C 575 Factory (87%) Snare Fleas, Hoarding Bugs; Earth Leviathans and Eyeless Dogs outside Safe default for early quotas
56-Vow 0 Easy / C 622 Factory (61%), Mineshaft (39%) Brackens and Maneaters inside; Forest Keepers and Feiopars outside; fragile bridge Best easy moon once the crew handles a Bracken
21-Offense 0 Intermediate / B 802 Mineshaft (82%) Thumpers, highest Coil-Head odds; Eyeless Dogs and Baboon Hawks; awkward fire exit Best free money; bring an extension ladder
61-March 0 Intermediate / B 567 Factory (100%) Swamp exterior since v80; Thumpers, Gunkfish, Brackens; Forest Keepers Below average; go for its bee hives, not its scrap
20-Adamance 0 Intermediate / B 639 Factory (84%) Cadaver Growths inside; up to 35 spike traps; Baboon Hawks; breakable bridges Good with Weed Killer; harder since v80
5-Embrion 150 Hard / S 639 Factory (85%) Old Birds make up 87% of outdoor spawns; outdoor power 70 Skip
85-Rend 550 Hard / A 1,228 Mansion (mostly) Blizzard; Nutcrackers and Jesters; Eyeless Dogs and Forest Keepers; no turrets First paid step up
7-Dine 600 Hard / S 2,773 Mansion (mostly) 200-249 cheap items; Butlers and Cadaver Growths; Forest Keepers 76% of outdoor spawns Highest yield; needs haulers
8-Titan 700 Hard / S+ 1,547 Factory (64%), Mineshaft (24%) Largest interior (2.2x); up to 35 turrets; Jesters, Nutcrackers, Brackens Steady paid moon with a short walk outside
68-Artifice 1,500 Hard / S++ 1,811 Mineshaft (50%), Mansion (35%) Every indoor monster type; Old Birds outside; up to 60 landmines Challenge moon, not a quota moon

Embrion and Artifice are not listed in the MOONS catalogue. Embrion's name appears in the Old Bird's bestiary entry once you scan one; Artifice's is written on the wall of the locked cottage on Adamance ("68-ART"). 44-Liquidation exists only in the game files and cannot be played. 71-Gordion, the Company Building, is free and is where you sell.

Two numbers in that table are easy to misread. Dine's average comes from volume: an average item there is worth about 12 credits, against 50 to 58 on Titan, Rend and Artifice. And Titan's average is high, but its interior is so large that its scrap density is close to an easy moon's, so a crew rarely clears it.

When each moon turns dangerous, and what to pack

This is the part most moon lists skip. Outdoor monsters do not appear at the same time everywhere, and each moon has its own trap counts. The time column tells you when to have the scrap out; the last column is what we would add to the usual lights and walkie-talkies.

Moon Outdoor spawns begin Avg. turrets / landmines / spike traps Pack this
Experimentation About 6-8 p.m. 2 / 2 / 0 Nothing special; the raised area by the entrance is safe from floods
Assurance About 3 p.m. 4 / 3 / 0 A shovel for Snare Fleas and Hoarding Bugs
Vow About 2 p.m. 2 / 4 / 0 Extension ladder to climb out of the ditch; cross the metal bridge one at a time
Offense About 3 p.m. 3 / 5 / 2 Extension ladder for the fire exit; shovels for Thumpers
March About 2-3 p.m. 6 / 6 / 3 Spray Paint or a radar booster to find your way in the large Factory
Adamance About 11 a.m.-1 p.m. 3 / 6 / 9 Weed Killer for Cadaver Growths; lockpicker or key for the cottage
Embrion About 11 a.m.-1 p.m. 3 / 5 / 8 Jetpack or Company Cruiser if you go at all
Rend About 1 p.m. 0 / 1 / 3 Stun grenades for Forest Keepers and Eyeless Dogs; follow the lamps
Dine About 1-3 p.m. 3 / 8 / 3 Weed Killer; radar booster (its flash makes a Forest Keeper drop the player it holds)
Titan About 1-3 p.m. 12 / 9 / 1 An operator for turrets; Loud Horn or radar booster for Eyeless Dogs at the stairs
Artifice About 11 a.m.-1 p.m. 3 / 10 / 3 Company Cruiser and Weed Killer, or Jetpacks; Teleporter

The times come from the wiki's spawn curves and Time page. Titan's own page advises being off the stairs by about 3 p.m., because Eyeless Dogs climb them. Weather adds to all of this but never changes the amount or value of scrap; the Beginner Guide explains each weather type.

Every store item and whether to buy it early

Type STORE at the terminal to see the list; items can be ordered by their first three letters. Items are sometimes discounted, and decorations rotate each quota. Prices below are the regular ones.

Item Price Weight What it does Buy early?
Walkie-talkie 10 0 lb Talk to the operator; battery about 13 min 40 s. Switching it on and talking draws nearby monsters Yes, one per player
Flashlight 15 0 lb Basic light, about 140 seconds of battery Yes
Pro-flashlight 28 5 lb Brighter and wider, about 300 seconds of battery Yes, for whoever goes deepest
Shovel 30 14 lb Main weapon: 2-3 hits for a Snare Flea or Hoarding Bug, 4 for a Thumper. Conductive Yes, after the first sale
Stun grenade 30 5 lb 5-second base stun, longer on Hygroderes and Coil-Heads, barely affects Brackens Yes, one or two
Lockpicker 20 11 lb Opens a locked door in 30 seconds and can be reused; not secure doors Cheap; useful in Mineshafts
Weed Killer 20 0 lb Kills Cadaver Growths and Vain Shrouds, cures Cadaver infection, repairs the Cruiser Yes, before Adamance or Dine
Belt bag 45 16 lb Holds 15 store tools in one slot; no scrap Mid run
Spray Paint 50 0 lb Marks routes and dead ends; 25 seconds of paint Optional
Extension ladder 60 0 lb Reaches 9 m and folds away after 18 seconds. Conductive Yes, before Offense
Radar booster 60 19 lb Extra map point; PING plays a sound, FLASH stuns many monsters. Conductive Second purchase for crews with an operator
Boombox 60 16 lb Music that distracts monsters for a while No
TZP-Inhalant 80 0 lb Cuts stamina drain and adds a little speed; 22 seconds of use Situational, for heavy hauls
Survival Kit 138 - 4 flashlights, 4 walkie-talkies, 2 shovels; 22 cheaper than separately Yes, for a crew of four
Company Cruiser 370 - A truck that carries the crew and unlimited scrap; replacement is free Late; core of the Artifice route
Zap gun 400 11 lb Holds a monster in place while you keep the beam on target; about 60 seconds of charge Late, if ever
Jetpack 900 52.5 lb Flight; explodes on hard impacts, long flights or too much height. Conductive Late

v80 added a utility slot that takes most store-bought tools, but not the shovel, so a light or walkie-talkie no longer costs one of your four regular slots. The Cruiser shows as 400 on some clients but is charged at 370.

Ship upgrades

Upgrade Price What it does Verdict
Teleporter 375 Pulls the player shown on the ship monitor back to the ship, alive or dead; they drop everything. 10-second recharge The first big purchase for any crew of two or more
Inverse Teleporter 425 Sends everyone on the pad to random spots inside the facility, empty-handed; 3.5-minute cooldown A luxury for four-player crews on big moons
Loud Horn 100 A horn every player hears, indoors or out Cheap and useful: a recall signal, and it pulls Eyeless Dogs to the front of the ship
Signal Translator 255 TRANSMIT sends a text of up to 9 characters to everyone Optional; walkie-talkies do most of this

The Teleporter cannot recover a body taken by a Forest Keeper, an Earth Leviathan, quicksand or the Company Monster. The Inverse Teleporter can drop people in front of turrets, on landmines or in locked rooms, and it has no way back out.

Which moon to farm at each quota stage

A quota cycle gives you three working days. Divide the quota by three for your daily target, then pick the cheapest moon whose average clears it with margin, because the averages assume you find everything. The Quota Guide covers selling and route costs per day in detail.

  1. 1

    First quota (130): Experimentation, then Assurance

    One normal day covers it. Use the other two days to learn the terminal and the walk to the entrance.

  2. 2

    Small quotas: Assurance, Vow, Adamance

    All free. Assurance is the safest; Vow pays a little more but brings Brackens and Forest Keepers. Adamance pays similar money, but since v80 it has a guaranteed Cadaver Growth spawn and many more spike traps, so take Weed Killer.

  3. 3

    Mid quotas: Offense

    The best free average at 802, but usually a Mineshaft with Thumpers and Coil-Heads, and its fire exit needs an extension ladder or a jump onto the pipes. Start saving for a route and the Teleporter here.

  4. 4

    Large quotas: Rend or Titan for all three days

    Spread over a three-day stay, Rend returns about 1,045 per day after its fee and Titan about 1,314. Rend's Mansion is smaller; Titan's walk outside is shorter. Do not route to Gordion mid-stay: coming back counts as a new route and costs the fee again.

  5. 5

    Very large quotas: Dine

    About 2,573 per day after the fee over three days. The scrap is mostly light body parts worth a few credits each, so the work is carrying, not searching.

March deserves a note. Since v80 it is a smaller swamp map with no flooded weather, but its average (567) is below Assurance. It has the highest Circuit Bee chance of any moon, so a crew that can carry bee hives home early in the day can make it pay.

The paid moons: worth the fee or not

Worth it
7-Dine (600) The highest average by far. Forest Keepers dominate outside and Butlers and Cadaver Growths inside, so bring Weed Killer and do not split up. Kill Butlers at the end of the day for their knives. 85-Rend (550) The gentlest paid moon: no turrets, few traps, a Mansion most of the time. The danger is the blizzard outside and Nutcrackers and Jesters inside. Follow the lamps; the cottage halfway is a refuge. 8-Titan (700) The entrance is at the top of a staircase right next to the ship, so the walk is short, but the interior is the largest in the game and averages 12 turrets. You will rarely clear it; drop scrap off the platform to the ground below.
Only for the challenge
68-Artifice (1,500) The S++ moon. About the same money per day as Titan after the fee, with Old Birds outside, every indoor monster type and up to 60 landmines. The wiki's standard route uses the Company Cruiser and Weed Killer.
Skip
5-Embrion (150) Cheap, but Old Birds make up almost all outdoor spawns and the scrap is mostly low value. Its average equals free Adamance. The wiki's own advice is to go to Assurance instead.

No moon was added in v80. The update changed existing moons instead: March was rebuilt, Adamance gained Cadaver Growths and far more spike traps, Artifice's landmine cap rose from 35 to 60 and it can now be foggy, and Dine went back to being mostly a Mansion.

Interiors in one paragraph each

Factory. The common layout, with secure doors the operator can open, steam leaks and the only place the Apparatus spawns. Pulling the Apparatus wakes every Old Bird on the moon, so on Embrion and Titan take it last.

Mansion. Usual on Rend and Dine. No secure doors, no steam leaks and no Apparatus, but more open rooms, more household scrap and bookshelves that can block a doorway outright. Without the Apparatus, there is nothing here that wakes the Old Birds.

Mineshaft. Usual on Offense and often on Vow and Artifice. The main entrance leads to an elevator down to the rest of the map, while the fire exit drops you straight into the mines. Locked doors are more common than in other interiors and cave entrances may need a key, which is why a lockpicker is worth carrying. It always gets six extra scrap spawns to make up for the risk.

Buy order for one, two and four players

These follow the opening purchases in the Beginner Guide. The main difference is what a solo player can skip: with nobody on the ship, the walkie-talkie, the radar booster and the Teleporter do nothing for you.

Stage Solo 2 players 4 players
Starting 60 credits Pro-flashlight + shovel (58) 2 walkie-talkies + pro-flashlight (48) 4 walkie-talkies + flashlight (55)
After the first sale Stun grenade, lockpicker Shovel, flashlight, stun grenade Survival Kit (138), then pro-flashlights for the scouts
Before Intermediate moons Extension ladder, Weed Killer, TZP-Inhalant Extension ladder, Weed Killer, radar booster Radar booster, extension ladder, Weed Killer
First big purchase Save for a paid route instead Teleporter (375) Teleporter (375)
Paid moons Belt bag, more stun grenades Loud Horn, belt bag Loud Horn, Inverse Teleporter, belt bag
Late Jetpack Jetpack or Company Cruiser Company Cruiser and Jetpacks for Artifice

Decorations: mostly skip them

Decorations rotate in the store each quota and are permanent once bought. Their only practical effect is a small luck value that nudges the next quota increase lower; the effect counts from the quota after the one in which they were placed. The largest are the Disco Ball (150 credits, 0.06 luck) and the Television (130, 0.02). The Signal Translator has negative luck. None of this is worth credits the crew needs for lights, a route or the Teleporter, and both the Disco Ball and the Jack O' Lantern attract Eyeless Dogs.

Common mistakes

  1. Paying for a moon and leaving after one day. The fee is per trip; one day on Titan pays 700 for one day of scrap.
  2. Routing to Gordion in the middle of a paid stay. Going back to the paid moon costs the fee again. Shop from orbit instead; orders wait for you to land.
  3. Judging Dine by its average. It is 2,773 because there are over 200 items. A crew that does not carry steadily gets far less.
  4. Treating Titan as safe because the walk is short. The danger is inside: the largest interior, an average of 12 turrets and Jesters and Nutcrackers as the most common monsters.
  5. Landing on Adamance without Weed Killer. Since v80 the wiki lists a guaranteed Cadaver Growth spawn there, and Weed Killer costs 20.
  6. Buying the Jetpack before the Teleporter. The Jetpack is 900 and easy to crash; the Teleporter is 375 and saves bodies, which saves credits.
  7. Buying a Teleporter for a solo run. Somebody has to press the button on the ship.
  8. Trusting old price lists. Many guides still list a 12-credit walkie-talkie, a 60-credit pro-flashlight or a 700-credit Jetpack. Current prices are 10, 28 and 900.

The monsters on each moon are covered in the Monster Guide, selling and route costs in the Quota Guide, and your first shifts in the Beginner Guide. If your group is still deciding whether to play, read the Honest Review.

★Honest Take — fewer moons matter than the list suggests

Eleven moons sounds like a lot of choice, but in practice a crew uses about five: Assurance and Vow while the quota is small, Offense in the middle, then Rend or Titan and finally Dine. Embrion is a trap at any price, Artifice is for crews who want a harder game rather than more money, and March is mostly a detour. That is the honest weakness: the moon list is wider than it is deep. The store is similar. The cheap tools (walkie-talkies, lights, a shovel, Weed Killer) and one expensive one, the Teleporter, do most of the work, and the flashy purchases matter only once the basics are second nature. The strength is that every moon still feels distinct, and v80 made the free ones more interesting to learn.

FAQ

FAQ

For money, Dine: the community wiki's average is 2,773 per visit, far above any other moon, and its route costs 600. Its scrap is 200 to 249 mostly cheap body parts, so you need people hauling. Rend (550) and Titan (700) are the steadier paid moons; Offense is the best free one at 802 on average.
41-Experimentation, 220-Assurance and 56-Vow (rated Easy) and 21-Offense, 61-March and 20-Adamance (rated Intermediate). 71-Gordion, the Company Building, is also free. Every Hard moon costs credits: 5-Embrion 150, 85-Rend 550, 7-Dine 600, 8-Titan 700 and 68-Artifice 1,500.
Only as a challenge. Its average of 1,811 per visit sounds high, but spread over a three-day stay the fee leaves about 1,311 per day, the same as Titan for twice the price. Artifice has the top S++ risk level, Old Birds outside and up to 60 landmines inside since v80.
375 credits. It pulls whoever the ship monitor is showing back to the ship, alive or dead, but they drop everything they hold. It cannot recover bodies taken by a Forest Keeper, an Earth Leviathan, quicksand or the Company Monster. The Inverse Teleporter costs 425 and only sends people into the facility.
Not until a crew is comfortable on the paid moons. It costs 900, weighs 52.5 lb and is conductive, and it explodes if you hit a wall at speed or fly too high or too long. It earns its price on Artifice, Embrion and Titan, where it skips Old Birds or long stairs.
Yes. Experimentation, Assurance, March, Adamance and Embrion are usually a Factory (84 to 100% of the time); Offense is usually a Mineshaft; Rend and Dine are usually a Mansion. Titan is mostly a Factory, and Artifice is often a Mineshaft and sometimes a Mansion. The odds are listed on each moon's wiki page.

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