A basic, fairly loose guide for employees of all levels.
Contents
The gameplay loop of Lethal Company is simple. Just get in, get some loot, get out, and sell it to the giant hairy tentacle monster.
As you reach higher and higher quotas you will inevitably fall short and get fired. Loss is part of the game. So is death. Don’t get too attached to your toys and throw a fit about a bad run.
At this time lobbies will prevent anybody from joining if you disconnect, so don’t get salty over a missed jump and DC. It really causes a headache for everyone else on the team. That being said, if you are remaking a lobby (host has to quit and disband the group to reset player count), don’t be afraid to shoot a friend invite to piece together a solid team. Making new friends that you can reliably group with is part of the fun in these kinds of games.
On a new quota, you won’t have much to go off of. with only 60 credits to spend, you can spend it on walkies and flashlights, but that’s not really recommended. Just save it through to your second quota before you get a kit.
Saving money on your first quota may seem dumb from a tactical point of view, but I find it great for both experienced and new players.
New players won’t have to manage the klunkiness of managing a simple flashlight’s battery, and they’ll probably learn the hard way to stop sprinting through unexplored areas. Veterans get the fun of wandering through areas where they have limited options for fighting, as well as the paranoia that comes with running around a dark facility close to death. The extremely low stakes here mean that you can kinda screw around early and die in really stupid ways while still having fun.
Experimentation, Assurance, and Vow are the three early moons that you’ll spend most of your time on.
Experimentation has the lowest amount of loot, and usually only spawns a couple of threats. The easy access to the fire escape makes exploration easy (Although it’s spawned adjacent to the main entrance more times than I can count). Threats both inside and out are paultry.
Assurance has the most loot out of the early moons, and is pretty mid in terms of difficulty. Dogs reliably spawn behind the ship, making it lovably dangerous staying outside. There are more threats inside than on Experimentation, but the lack of Brackens make indoors and outside actually easier than Vow. Overall this is probably the most reliable and fun moon to go to; with the higher loot pool allowing you to get more profit from less exploration than on Experimentation and Vow.
Vow is by far the hardest of the first three moons. Outside is stupidly dangerous at night. Inside has a high Bracken spawn rate. The fire exit isn’t a reliable entry point in large part because it can get patrolled at night depending on your spawns. The lower loot pool means that you’ll need to spend more time searching than the relatively easier Assurance to get the same profit. It may be tempting to go for bees, since they spawn a lot here, but that usually ends with a couple corpses and a hive in the ship within 5 minutes of landing.
Offence and March are the two Intermediate moons that most people will challenge themselves on.
Offence needs a ladder to access the fire exit (unless you do the parkour trick), and reliably has dogs spawn behind the ship; making it dangerous for a stay crew at night. It has a pretty high spawn rate for Coil Heads, so you need to be able to reverse your way to an exit if things go pear shaped. The loot pool is basically the same, if not a bit under Assurance. Making this just an increase in difficulty.
March just sucks. Multiple fire exits can make it confusing to make your way back to the ship. All entrances can be patrolled, including the ship depending on your nighttime spawns. It’s even more dangerous than Offence, but with basically the same loot pool, and Brackens, and Forest Keepers. It’s honestly just a challenge map for a well set up team. Did I mention that Baboon Hawks can swing by and kipe your loot from outside of the entrance too? Because they can.
There are two super hard moons and one pretty mid moon.
Titan is the mid moon. It’s not hard. It’s mid. March is honestly more challenging. The stupidly high loot pool and individual item value make it incredibly easy to turn a fat profit with little exploration. Since you drop right in front of the entrance stairwell, running loot back into the ship is a breeze. The facility is so expansive that it’s basically impossible to get fire exit (which is the easiest to access across any map) to spawn next to the main entrance. “BuT WhAt AbOuT ThE SuPeR HiGh SpAwN RaTe?” – Doesn’t matter. The map is often so expansive that it’s hard for mobs to even find you. And since everything can spawn here, it’s often just a mess of different mobs of varying difficulty, which don’t combo off each other well. And seeing as you won’t be going too far in anyways – Jester is basically a non-issue. Just by the way it’s designed Titan is inherently easier than even March to turn a 4 digit profit on.
The two other Hard moons are actually stupidly difficult. With Rend’s interior being much more dangerous than Dine’s; But Dine’s outdoor area being much more dangerous than Rend’s
Rend is in my opinion the single most difficult moon right now. It has the lowest loot pool of the three hard moons, meaning you’ll be spending a lot more time inside delving deeper into the facility. This is a pretty major problem considering the highest spawns are Coil Heads, Jesters, and Brackens. In that order. It’s a shorter walk back to the ship than Dine, but the Dogs and Forest Keepers can make it dangerous for a loot runner and ship crew. Seeing as how much the person on console will be needing to communicate directions and monster locations, this is basically hell for everyone involved.
Dine has a bit larger loot pool than Rend, with a longer walk back to ship. It technically has a higher indoor spawn total than Rend, but the addition of Thumpers and massive decrease in Bracken and Coil Head spawns make that hellish combo less likely. It’s more dangerous on paper, but not in practice.
Similarly, the long trek back combined with the variety of interior mobs that need to be communicated makes the exterior pretty dangerous for loot runners and the stay crew. The awkward angle you come back to the ship through, as well as the reliable Forest Keeper patrols are pretty awful. Jesters, Bunker Spiders, and Snare Fleas are the most common spawns here, so they don’t combo that well indoors. If Jester pops then just take the loot back. The walk is long enough that it’ll be done by the time you get back.
As I mentioned previously, you kinda need to be able to Tow Mater your way through a facility sometimes on a more difficult moon.Here’s some things you should focus on learning while starting out.
Just know where you are and the general way you need to go. Thankfully, most of the early maps seem to spawn in one general direction. Some are a straight line, with some L shaped or whatever. Just keep in mind where you are relative to the entrance, or where you are relative to a maze area- and where that area is relative to an exit. This’ll make things a lot easier in the long run, and allow you to adapt to a variety of situations. Moonwalking a corpse up and down 2 flights of stairs and through a maze while being hunted down by a pair of Coil heads is an achievement I am very proud of.
Gamers don’t look up; but Employees need to. Snare Fleas are a * and a half early on, especially with the floor focused gameplay loop. Get used to bobbing your head up while moving, and not going too fast.
Check behind you a lot. You never know what’s trying to sneak up on you.
If you get used to all of these things you won’t even need a flashlight to navigate a facility in moderate safety. You can get some good practice in on new quotas, and that’s a big reason I recommend going in empty handed for new players.
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