Lethal Company

Lethal Company

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The Employee's Bestiary
By i bought 60 p250 sand dunes
How to avoid, counter, and kill all monsters in the game-- written simply and professionally, with perfect-accuracy information.
   
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Intro
Welcome!
This guide is a bestiary meant to tell you how to deal with every monster in the game with much more accurate information compared to other guides. I've read lots of other similar guides, but they don't quite satisfy me and never really helped me.

Rather than sorting by where the monster is found, I've elected to sort my guide by threat level. I feel like this gives a better sense of instinct when dealing with monsters while under pressure, so you already know when it's best to just cut your losses and leave the moon.

After playing the game for quite some time with my friends, I've figured out some strategies that are seemingly sparsely mentioned here. I hope this info ends up helping you!

For more in-depth information, try reading up the wiki on Fandom[lethal-company.fandom.com]. Most information from here is parroted from there.
Harmless (1/4)
These two entities are all completely harmless and are nothing more than red herrings to confuse new players, since right-clicking them marks them as red.

Manticoil


DESCRIPTION
Double-winged birds found commonly on the earlier moons, either foraging on the ground or soaring through the air.

BEHAVIOR
Will fly off if you get close. No dangerous behaviors.

STRATEGY
Ignore.

Roaming Locusts
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DESCRIPTION
A flying species of grasshopper.

BEHAVIOR
Flies in a spherical formation. No dangerous behaviors.

STRATEGY
Ignore.
Dangerous (2/4)
These next entities are dangerous and potentially lethal, but either require direct input from the player to become harmful or are such a minor threat it's practically nonexistent. However, they may grow more dangerous in the presence of other hazards...

Comedy/Tragedy


DESCRIPTION
Drama masks encountered as scrap.

BEHAVIOR
No anomalous properties until the mask is worn.

STRATEGY
It is a common misconception that simply holding the mask can potentially turn you into a Masked-- this is untrue. Only holding LMB to wear it can; every 5 seconds, there's a 2/3 chance you will be turned into a Masked. Simply resist the temptation and the mask isn't any more dangerous than other scrap.

Spore Lizard


DESCRIPTION
Big-mouthed lizards with a purple orb on their tail.

BEHAVIOR
Roams the facility, remaining docile and not attacking players. They will attempt to intimidate players if nearby. If cornered or attacked, they will spray a cloud of pink fumes, which harmlessly blinds you. If all else fails, they will bite, dealing low damage.

STRATEGY
Spore Lizards are harmless as long as you ignore them. Do not corner or attack them, and they won't hurt you. Keep in mind they cannot be killed, but there's no point in trying to anyway, as it specifically stays out of your way. If anything, they're more of a boon, since they can be spawned in place of a more dangerous entity, and you'd never know.
Conclusion: Thank the Spore Lizards at a safe distance.

Hygrodere



DESCRIPTION
Blue-green slimes.
BEHAVIOR
Hygroderes slowly move through the facility, attempting to chase players slower than paint drying.

STRATEGY
Although not much of a threat on their own, Hygroderes can quickly become a deadly obstacle in the presence of greater threats. Remember you can trap them behind doors, or if all else fails, attempt to jump over them. Rails can be used to circumvent them, but this requires finesse. Otherwise, just avoid them.

Circuit Bees


DESCRIPTION
Electrically-charged bees circling a hive.

BEHAVIOR
Circles their hive, aggressively chasing down any disturbers.

STRATEGY
What to do with Circuit Bees is up to you and your team. If you don't care for the credits you may earn, leaving the bees alone is a perfectly reasonable idea. They'll only chase you down if you get too close.
However, if you're scraping by and are struggling to meet quota, you can attempt to steal the hive. Just remember that this is best left saved for the final hours of your day, as attempting to steal it too early can easily result in an unprepared team's graves. Get someone to distract the bees, then someone else to steal the hive; close the doors as soon as possible, and leave before they reopen.

Hoarding Bug


DESCRIPTION
Large, bipedal insects that hoard scrap.

BEHAVIOR
Hoards scrap and becomes hostile if it is stolen.

STRATEGY
Although they still aren't capable of killing a prepared player, their scrap-hoarding may come at odds with your own. Generally, just leave them alone, but if they take scrap you really need, come prepared with a shovel-- or just book it out of the facility.


Hazardous (3/4)
The entities in this section are no joke-- they can and will kill you. However, they are either easy to counter or at least easy to circumvent, so keep your cool and plan.

Baboon Hawks


DESCRIPTION
Chimera-like primates that possess wings and a beak. Note their big red eyes.

BEHAVIOR
Baboon Hawks will attack players by themselves or groups in equal or lesser numbers than them. They will continue to follow and harass groups of players.

STRATEGY
Baboon Hawks are dangerous and aggressive, but are intimidated by being out-numbered. Stick close to your team, and stare down the Baboon Hawk if it seems to get too brave.
Note that Baboon Hawks will also hoard scrap like Hoarding Bugs. Keep scrap out of their reach before they can take it, as stealing it back will anger them.
It is a common misconception that making loud noises will scare Baboon Hawks; this does not affect whether they will attack, only numbers and staring will. However, Baboon Hawks are also easy to kill as long as you have backup nearby to keep them scared.
Lastly, Baboon Hawks can fight Eyeless Dogs, providing a much-needed distraction.
Generally, avoid them as you enter/exit the facility.

Snare Fleas


DESCRIPTION
Centipede-like insect that hangs from ceilings.

BEHAVIOR
Hangs from ceilings in wait of their prey. Drops down and attempts to coil around their prey's head.

STRATEGY
To counter Snare Fleas can be summed up in a simple phrase; always, ALWAYS look up.
If a Snare Flea is on your coworker's head, bash it with a shovel to get it to release. Leaving the facility will also remove it, if you can remember where to go.

Thumper


DESCRIPTION
Bipedal monster with a shark-like head.

BEHAVIOR
Roams the facility looking for players, then charges at them at mach speed.

STRATEGY
Thumpers may seem intimidating at first, but keep cool and remember that Thumpers lack hearing and, although have great vision, cannot see to their sides. Don't cross their vision and they can't hurt you.
If a Thumper is charging at you, remember that they have very poor turning speed; you can easily sidestep a charging Thumper, given you aren't in the middle of a hall. If all else fails, Thumpers are low enough to jump over. Time it well, and you can easily dodge them.
Thumpers require 4 shovel hits to kill, but conversely kill you in 4 hits. It is worth attempting to kill them, but always have backup on standby, either to distract them or collect your loot should you fail.

Bunker Spider


DESCRIPTION
Large tan arachnids.

BEHAVIOR
Lies in wait for their webs to be disturbed, at which point they hunt their prey.

STRATEGY
Bunker Spiders are dangerous if you unexpectedly encounter one, but aren't quite as aggressive as Thumpers. They are slow-- a brisk walking pace can outrun them-- but persistent. Their true danger comes from the webs they spin around the facility. If disturbed, the Bunker Spider will instantly be alerted and immediately hunt whoever broke it. Touching the webs will slow you, but this can be avoided by using a shovel instead.
Bunker Spiders require 4 shovel hits to kill, but they are much less of an immediate threat than Thumpers.

Nutcracker


DESCRIPTION
Large toy soldiers, resembling nutcracker figurines.

BEHAVIOR
Marches along their patrol, stopping to scan for intruders with their hidden eye. Shoots and pursues any targets it sees while scanning.

STRATEGY
Nutcrackers are harmless until they detect you. While marching around, they can't see nor hear you, and will not become aggressive. However, exercise caution, as while they're scanning while their eye is open, any motion will grab their attention, causing them to fire at you and pursue you, camping you behind doors and walls.
Any motion will make them aggressive, including looking around. Stay completely still as they scan. If all else fails, book it, as they take a moment to fire, and then must reload. Even if they do hit you, creating distance greatly increases the chance you'll survive the shot, as shotgun damage falls off over range.
Killing a Nutcracker will award you their shotgun. They take 5 shovel swings to kill.
Generally not recommended to fight unless you are prepared and experienced.

Earth Leviathan


DESCRIPTION
Large worms that dwell underground.

BEHAVIOR
Roams underground, looking for above-surface prey. Announces their attack well in advance.

STRATEGY
Earth Leviathans start spawning at night, making return trips after avoiding other entities even tougher. Their attack is telegraphed by a low, deep growling, as well as an earthly rumbling sound and rubble. As soon as you notice it, drop any heavy items you're carrying and RUN. You may lose that item, but if you die, you would anyway, as Leviathans eat their prey whole.
They are particularly dangerous if encountered alongside Eyeless Dogs since running conflicts with being quiet. With proper positioning and perfect timing, though, the Leviathan can be used as a weapon against Eyeless Dogs, as well as Forest Keepers.

Forest Keepers


DESCRIPTION
Titanic bipedial monsters with a large mouth.

BEHAVIOR
Curious, but deadly roamers that eat brightly-colored humans on sight.

STRATEGY
Forest Keepers, despite what you'd think, are deaf, like Thumpers. However, they have great eyesight, and are extremely fast. Once they spot a player, they will chase them down until line of sight is broken. If you spot a Forest Keeper, alert your allies and keep out of its sight. If spotted, break line of sight as soon as possible, as they have poor attention spans.
If all else fails and you are grabbed, you can be saved with an exceptionally well-timed teleport or a stun grenade/zap gun.
Avoid at all costs.

Eyeless Dogs


DESCRIPTION
Maroon canines with large mouths.

BEHAVIOR
Blind, and relies on sound to hunt. Any noise will attract their attention. Sometimes enters the ship.

STRATEGY
Eyeless Dogs are extremely dangerous, even to experienced players, and can easily kill entire teams. Their only saving grace is their blindness, letting keen players survive against them and even manipulate them to their advantage.
The main danger of Eyeless Dogs is their unique ability to enter the ship. They will occasionally wander inside, making the cameraman's job much harder. Stay quiet, hide in the corner, and pray it either goes away or something else distracts it. Otherwise, close the door well in advance of it to prevent it from coming inside, but be careful; the door can only stay closed for so long.
Eyeless Dogs can be killed, but they are very durable. It's better to avoid them entirely. They spawn late at night, so by the time they spawn, it's better to just leave than face them down.
Remember that ALL noise attracts them, player or not. It's possible to lure them away from the ship with careful planning.

Lethal (4/4)
These entities are the most dangerous encountered on the moons of Lethal Company. They will kill you. Your only hope is to run, pray, and plan.

Jester


DESCRIPTION
A jack-in-the-box with olive, naked legs and a single arm.

BEHAVIOR
Harmlessly wanders the facility-- until it decides to wind up, at which point players have 42 seconds to leave the facility before it attacks.

STRATEGY
Jesters present a clear and immediate danger to any expedition, but as long as you don't let yourself get lost, it just requires good memorization of the facility. Once you hear that very clear "Pop Goes the Weasel" melody, you need to immediately exit the facility. Once the jester is finished winding, it becomes clairvoyant about your location; you can run, but you can't hide.
The Jester will remain aggressive until ALL players have left the facility.

Bracken


DESCRIPTION
Crimson-red bipedal cloaked in shadow, with peering white eyes.

BEHAVIOR
Sneaks around in the shadows, stalking their prey.

STRATEGY
Brackens are relatively simple; if you know one is in the facility, frequently check behind you. Never stare too long, or it'll grow angry and aggressively attack you.
It is possible to kill a Bracken with 3 shovel hits, but this is highly discouraged, as failing to kill it will result in the Bracken being permanently aggressive.

Ghost Girl


DESCRIPTION
Young child with a balding hairline a red dress.

BEHAVIOR
Selects a target to haunt, revealing herself only to her, before playing a deadly game of hide-and-seek with them.

STRATEGY
The Ghost Girl is complicated-- too complicated to explain simply. I recommend reading her wiki article[lethal-company.fandom.com] for a full description of how she works.
In short, if you see her, she's decided to haunt you. Immediately head back to the ship and never look behind you. Once you arrive at the ship, DO NOT TURN AROUND. She will appear at the doorway, and at that point, your fate is all but sealed. Stare at a corner, the cameras, the terminal, anything-- just don't look at the door.
If you die, she will haunt someone else, and the cycle will continue, so it's important you do not die to her.
If all else fails, and she's decided to chase you, just run. Keep running. Don't stop until you're absolutely sure she's stopped. Then repeat this strategy.

Coilhead


DESCRIPTION
Armless humanoid statue with a large spring for a neck.

BEHAVIOR
Rapidly chases prey, but cannot move while being watched.

STRATEGY
Coilheads are simple; look at them, and they can't move. Look away, and they'll charge you.
These can easily shut down an entire expedition with just their presence. Doors can't stop them, and they can't be killed; only stunned temporarily. This, in addition to other entities frequently spawning soon after or before they do, can make a risk-reward ratio too great to entertain.

Masked


DESCRIPTION
A former employee wearing a Comedy or Tragedy mask.

BEHAVIOR
Imitates player behavior to attempt to lure prey.

STRATEGY
Masked can easily be the most dangerous entity in the game, as they can create lots of confusion between an inexperienced team as well as being one of only two entities that can leave the facility.
They are extremely dangerous and can even convert your coworkers into a Masked as well. If someone encounters a mask by themselves, assume them lost and don't hesitate to leave; it's not worth the risk.
They will imitate players to startling accuracy, even spinning rapidly to request a teleport. If you see a player doing so with no immediate danger, it's likely they've been converted.
Although killed with 4 shovel swings, making them one of only two entities at this hazard level to be killable, it's highly discouraged in favor of just leaving outright due to the danger their mere presence creates.