Picking a moon is where the run begins
In Lethal Company the moon you choose reshapes difficulty, profit and the gear you need. Bottom line: early on, take safe, factory-layout free moons, then move to paid moons for big payouts once your kit is ready. Weather never changes how much scrap exists or its value, but it wrecks visibility and movement, making the quota harder to hit.
Routing to a paid moon costs company credits up front. Show up under-equipped and fail, and you lose both the routing fee and the scrap—a classic "red ledger" run. Before you go, confirm you have an escape plan (teleporter) and proper vision gear.
Free versus paid moons
| Moon | Cost | Interior | Difficulty & traits |
|---|---|---|---|
| Experimentation | Free | Factory | Low danger. Ideal first practice |
| Assurance / Vow | Free | Factory | Low to mid. Vow rains often |
| Offense / March | Free | Factory | Mid difficulty, larger maps. Fog and flooding |
| Adamance | Free | Mineshaft | Mid difficulty. Easy to get lost |
| Rend / Dine | Paid (550/600) | Mansion | High danger, high profit. Blizzard and eclipse |
| Titan | Paid (700) | Factory | Largest map, hardest. Dangerous outdoors too |
| Artifice | Paid (1500) | Mansion | Top profit but brutal. Demands all-round skill |
Titan's biggest risk is its sheer size—it is huge, easy to get lost in, and you run out of time before scrap. Outdoor monsters and indoor volume both bite, so do not force it open before your crew and gear are ready. Artifice sits above even that; tackle it only once you know the answers to most threats.
Playing each interior layout
Each moon tends toward a specific interior, and each layout rewards a different search approach.
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1
Factory rewards corridor awareness
Most free moons use it. Branching, lookalike halls make you lose your bearings, so share positions hard with the radar booster and walkie-talkie.
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2
Mansion means doors and locks
Common on Rend, Dine and Artifice. Locked doors are everywhere, and without a key or lockpicker you get stalled.
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3
Mineshaft is all vertical
Appears on Adamance and others. Elevators and drop sections abound, so extension ladders and fall planning pay off.
Where each store item shines
Terminal store gear transforms once you understand each role. Prices are in company credits and can drop during sales.
The lockpicker (20) skyrockets in value on mansion moons. Pricey scrap often hides behind locked doors, and once placed it auto-unlocks in roughly 30 seconds. Tucking one or two into a Rend, Dine or Artifice run widens what you can reach.
Read alongside the other guides
For monster handling per moon, see our Monster Guide, and for quota-minded routing efficiency see the Quota Strategy. Reading both sharpens how you pick moons.
★Honest take: treat gear as insurance and it clicks
Honestly, Lethal Company's gear makes the most sense framed as insurance rather than firepower. The teleporter prevents wipes, the walkie-talkie and radar booster cut accidents, and the extension ladder dodges dead ends—unglamorous tools, yet exactly what makes paid-moon profit real. The jetpack's thrill is tempting, but locking in gear that keeps you alive is, frankly, what actually earns the most.