Lethal Companyhas a host of items a player can choose to purchase, some of which are much more useful than others. It can be especially hard to intuit what’s useful given that different monsters and maps present different types of challenges; what works against one problem may be useless against another.

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This list helps outline some of the best items in the game, including what they actually do and where their limitations may be.

The Titan staircases in Lethal Company.

Allows for Playing Tunes

The Boombox is an item that the Lethal Company community often talks about in vagueries. People will mention how it can be used to attract monsters and distract them for long periods of time, but there isn’t much discussion about the specifics of how this works. What’s more definitively known is that the box can be used to draw away Eyeless Dogs (who hunt via sound) and to distract Hygroderes (the ooze monsters), with the oozes drawn to the music and liking to sit atop it, “dancing,” while the music plays.

The Boombox can also apparently draw other monsters to it, causing them to stand nearby or even try to attack the item, distracted, but there isn’t much information on how this works (and it couldn’t be replicated in testing). If some of these details can be proven and the specifics brought to light, this item might eventually be worthy of a higher spot on this list. For now, it’s at least a novelty with some known practical uses. A few of the tunes are also good, or at least fun, for the crew to listen to as they await their inevitable deaths.

A Boombox in Lethal Company on a wet floor.

9Extension Ladder

A Cool Traversal Tool That Often Goes Unneeded

The Extension Ladder is a fun item, letting you place the device down, causing it to extend and then fall forward, creating a bridge or letting you climb a decently long distance. It can also be used to trigger Landmines from a distance or even block Turrets. However, its practical uses are limited. It’s a bit pricey for what it is at 60, and automatically retracts after a time, meaning it can’t be permanently relied on to safely cross a gap or block a Turret (although it lasts long enough to buy you time).

Many groups are likely to enjoy the ladder for a bit and then abandon its use. There are some moons where it can allow you to engage in some interesting traversal on the surface that may make travel faster or safer, but a player will almost never view this item as an essential. One moon that has some interesting places to use the Extension Ladder is the end-game moon Artifice, one of the game’ssecret moons.

An extended Extension Ladder from Lethal Company.

One of Few Options if You Actually Need to Kill

Lethal Company has a number of lethal weapons, including Stop Signs, Kitchen Knives, and the Double-Barrel. However, only the Shovel is easily and consistently obtainable. While the Kitchen Knife and Double-Barrel are more lethal, they also require fighting dangerous entities to get and cannot be purchased.

The Shovel is what most teams will be using to fight, especially in the beginning. While empowering, a team is likely to also soon find out that fighting usually isn’t the answer in Lethal Company; monsters are very dangerous, and even a successful fight will often leave somebody dead. The Shovel is most valuable when a crew acts like a unit; multiple attackers make it much more likely everyone survives (although significant injuries are still likely without a way to stun).

The Shovel in Lethal Company laying on the ground.

It’s really the Zap Gun that lets this weapon shine, as discussed later.

Rarely Carried for Long, But Better Than the Lockpicker

Keys cannot be purchased from the Ship terminal. Instead, they are found as relatively common loot in moon interiors. Keys open locked doors instantly and many groups will find they have an abundance of them in just a few trips.

Keys are lightweight and only rarely needed; interiors don’t typically have many locked doors and even more rarely have doors you actually need to open to access valuable loot. Oftentimes, you can get a key, if one is needed, in that same interior. They’re useful to carry around in case they’re needed and then to just abandon if your inventory fills up; they’re almost never essential and are common enough that it isn’t a loss.

A Key from Lethal Company laying on the floor.

The item youcanbuy to open doors, the Lockpicker, is much worse. While reusable, it’s heavy. It also costs money, so you’ll be more reluctant to abandon it. Furthermore, it takes a significant amount of time to open locks. Keys are abundant, weigh 0 lb, and open doors instantly. Don’t waste your resources lugging around a Lockpicker.

6Radar-booster

A Heavy Multi-purpose Tool With a Variety of Functions

Radar-boosters are interesting devices that can be placed down and then used as targets for the Ship camera, allowing an area to be monitored. They have two commands you can activate from the Ship terminal: “PING [Booster’s Assigned Name]” and “FLASH [Booster’s Assigned Name]”.

PING causes a booster to loudly say “Hello!” This can be used to attract the attention of players (potentially sending a signal if you agree to only use it in certain circumstances) or to attract the attention of enemies that rely on sound, namely Eyeless Dogs.

FLASH is the more obviously useful of the two commands. It causes a flash of light, somewhat like a Stun Grenade going off. This blinds players and briefly stuns a number of enemies (just note that it can also turn currently passive monsters aggressive). Two of the more useful effects of this stun are resetting Jesters' speed and interrupting Forest Keepers and Masked in the middle of killing an Employee.

Excellent for Killing With Your Buddies

On its own, the Zap Gun cannot deal damage against a target. However, it can stun most enemies in the game for multiple seconds at a time. When used with one or more crewmates nearby, one person can use the gun while everyone else attacks the target with shovels (just ensure the target isn’t invincible, like Jesters are). This is a deadly combination, allowing a crew to kill most threats while taking no damage if done correctly. The weapon can be shot for a fairly long time and locks down many of the game’s most dangerous threats.

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Beyond fighting, the gun’s stun also has other limited uses. For example,its shock resets a Jester’s speed(don’t shoot boxed Jesters, or they will start to wind). While a temporary solution, this can make some situations that would otherwise be literally impossible to escape a bit more manageable. Forest Keepers also drop Employees when stunned. Overall, this is a weapon that really emphasizes Lethal Company isbest played in co-op.

A Speedy Way to Travel (or Die in the Process)

Many players try the Jetpack once, die, and then never use it again. It costs 900, is relatively heavy, and is difficult to control. If you go too high with it or use it too long at once, it can just randomly explode. With all that said, it’s actually an essential part of some end-game strategies. Furthermore, it’sfun, letting you move in ways that are otherwise impossible.

If you master the use of the Jetpack, you’ll find you’re able to travel very far, very quickly. This is all while avoiding almost all exterior monsters; they won’t be able to reach you. If you take the time to research this item’s use and maybe mod your game so you can practice with it many times in a row, this item can easily start to pay for itself in just a few runs. Not only can you avoid monsters while traveling fast, you can also access a number of Fire Exits on moons that are normally difficult or impossible to enter from.

3TZP-Inhalant

Quick to Run Out, but Lifesaving

The TZP-Inhalant is probably best known for the way it warps a player’s Push-to-Talk voice, making it sound like they’ve huffed helium. However, it also gives a temporary buff when used, reducing the stamina cost of running and jumping. It can be huffed for up to 22 seconds, split however you decide. The buff will last about 150% to 300% the amount of time you inhaled, depending on how long you inhaled.

The longer you huff at once, the stronger the buff of TZP (roughly eight seconds is the range to aim for). However, the drug can also cause a debuff beyond the temporary voice change, with a long huff causing visual impairment, worsened controls, and just overall making navigation temporarily harder. Despite the downsides, those changes probably won’t be a major concern if the drug helps you outrun Forest Keepers or reach a ship that’s about to leave. Like the buff, the debuffs are temporary, although they last a bit longer than the buff.

2Pro-Flashlight

The Best Way to See in the Dark

Despite what many players believe (and what some guides suggest), Lethal Company’s levels are usually relatively easy to navigate without a light sourcewith some practice. The real value of a light is being able to spot dangers and valuables up ahead, making sure you’re able to avoid trouble and that you don’t miss a source of profit. There are also some weather conditions where a light is sure to be appreciated, namely blizzards and fog.

The standard Flashlight in Lethal Company is bad; it only lasts about two minutes and isn’t very bright, meaning you can’t consistently use it while also sacrificing an item slot. The Pro-flashlight, however, lasts five minutes and produces a bigger, brighter beam of light. While perhaps a “convenience” item, this bright light undeniably makes travel easier and is still cheap enough at 25 that you can justify abandoning it if you fill up your inventory with too many valuables.

For some additional context, many situations thatseemto require a light can be solved by spamming the Scan button, highlighting surfaces and better emphasizing holes. However, the scanning radius is admittedly small (and constantly pulsing it can be annoying). Likeany good horror game, you’ll rarelyregrethaving a flashlight, even if you later abandon it.

1Spray Paint

Create Your Own Signage

Two of the biggest time wasters in Lethal Company are getting lost and searching an area another player has already cleared. Efficient use of Spray Paint helps prevent both of these issues. By marking a door with an “X” or some other agreed-upon symbol, you can signal to others that everything beyond has been searched. Meanwhile, as you travel, paint arrows pointing either to an exit, or to another arrow, creating an easy-to-find and navigate path out.

Paint is a simple way to make sure people are unlikely to get lost and are searching as much of a space as possible in the day’s limited time. You just need to make sure the crew is actually using it in the agreed-upon way to prevent confusion. This simple, cheap tool can help you maximize profits on the hardest moons, and is likely to routinely save both life and time.

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