Last updated: May 10, 2026. This guide covers every purchasable item in Lethal Company with exact credit costs, practical use cases, team loadout strategies, and which items are worth your hard-earned scrap money.

The Shop System

The Company Store is accessible from the ship terminal. Type store to view available items. Each day at 6:00 AM, the shop refreshes its inventory. Items are delivered to the ship’s storage immediately upon purchase.

Store Interface Reference

CommandFunction
storeList all available items
buy [item name]Purchase an item
store [page number]Browse additional pages

Items are not always available — the shop rotates its stock daily. If an item you want is not in stock, check again the next day.


Complete Item Database

Essential Tools

1. Flashlight (15 Credits)

The most basic light source. Essential for navigating dark facility interiors.

AttributeValue
Cost15 credits
Hands1
Battery Life~5 minutes continuous use
RangeShort-Medium
FloodlightNo
RechargeableYes (ship charger)

Verdict: Buy one immediately if the ship does not have a free one. The battery is short but recharges quickly. Carry a backup.

2. Pro-Flashlight (25 Credits)

An upgraded flashlight with a wider beam and longer battery life.

AttributeValue
Cost25 credits
Hands1
Battery Life~10 minutes continuous use
RangeMedium-Long
FloodlightYes (wide beam)
RechargeableYes (ship charger)

Verdict: The Pro-Flashlight is one of the best value items in the game. For only 10 more credits than the basic flashlight, you get double battery life and better visibility. Prioritize buying 2-3 for the team.

3. Walkie-Talkie (12 Credits)

Handheld communication device. Allows voice chat across the entire moon.

AttributeValue
Cost12 credits
Hands1
RangeUnlimited (full moon)
Battery LifeVery long
RechargeableYes

Verdict: The single most important item in the game. Every single player must have a walkie-talkie. At 12 credits each, there is no excuse to go without. Dead players can still hear walkie transmissions, making it useful even after death.

Pro Tip: Use walkie-talkies to communicate monster locations without alerting sound-based enemies. Speak quietly into your microphone — walkie transmissions are quieter than voice chat proximity.

Melee Weapons

4. Shovel (30 Credits)

The standard melee weapon. Can kill most monsters with enough hits.

AttributeValue
Cost30 credits
Hands1
Damage1 HP per hit
Hit SpeedModerate
RangeShort
DurabilityInfinite

Verdict: Essential purchase. The shovel is your primary defense against Snare Fleas, Hoarding Bugs, Thumpers, and Brackens. Every team should have at least 2 shovels. It also doubles as a tool to push items and knock things down.

MonsterHits to Kill
Snare Flea1
Hoarding Bug2
Thumper3
Nutcracker4
Bracken5
Eyeless Dog5
Forest Keeper8

5. Stop Sign (30 Credits)

A larger, slower melee weapon with the same damage profile as the shovel.

AttributeValue
Cost30 credits
Hands1
Damage1 HP per hit
Hit SpeedSlow
RangeMedium
DurabilityInfinite

Verdict: Identical cost to the shovel but slower. The shovel is objectively better due to its faster swing speed. Only buy the Stop Sign if the shovel is out of stock.

Ranged Tools

6. Zap Gun (400 Credits)

A ranged weapon that fires an electric tether. Stuns monsters on contact.

AttributeValue
Cost400 credits
Hands2
AmmoInfinite (cooldown-based)
RangeMedium
Stun Duration~3 seconds
DamageNone
Cooldown~2 seconds

Verdict: Powerful but expensive. The Zap Gun can stun-lock a single monster indefinitely, making it excellent for saving teammates. However, at 400 credits, it costs more than most new players should spend. Buy it only for late-game Titan runs.

Best Use Cases:

  • Stunning a Bracken mid-neck-snap to save a teammate
  • Holding a Coil-Head in place while the team escapes
  • Stunning an Eyeless Dog that is blocking the ship door

7. Stun Grenade (30 Credits)

A throwable explosive that emits a bright flash and loud bang, stunning all monsters in range.

AttributeValue
Cost30 credits
Hands1
Effect Radius~15 meters
Stun Duration~5 seconds
DamageNone
ConsumableYes (single use)

Verdict: Excellent value. At 30 credits per grenade, these are cheap lifesavers. Carry one per person on harder moons. The stun affects ALL monsters in range, including invincible ones like the Jester and Coil-Head.

Best Use Cases:

  • Escaping a Jester after it winds up
  • Saving a teammate being chased by a Thumper
  • Running past a cluster of Eyeless Dogs
  • Setting up an easy kill on a Nutcracker

Utility Items

8. Radar Booster (60 Credits)

A deployable device that shows up on the ship’s radar. Can be pinged from the terminal.

AttributeValue
Cost60 credits
Hands1
Battery LifeInfinite
RangeUnlimited (radar visibility)
PingableYes
ReusableYes (retrievable)

Verdict: Highly underrated. Radar Boosters serve multiple strategic purposes:

Use CaseHow It Works
LandmarkPlace at facility entrance so the ship operator can guide you
Eyeless Dog BaitDrop it and ping it from terminal — dogs investigate the sound
Dead Player GuideDead players can watch the radar and ping boosters to guide alive players
Loot MarkerMark the location of high-value scrap you need to return for

9. Boombox (60 Credits)

A portable music player. Plays a selection of songs that can be heard by all players and monsters.

AttributeValue
Cost60 credits
Hands2
Battery Life~15 minutes
RangeVery loud (attracts monsters globally)
Tracks6 songs
ReusableYes

Verdict: A situational tool that is both useful and dangerous. The Boombox is the best Eyeless Dog lure in the game — drop it somewhere and turn it on, then all dogs on the map will investigate the sound. However, it also attracts other monsters. Use with caution.

Strategic Uses:

ScenarioAction
Eyeless Dogs near shipDrop Boombox away from ship, lure dogs away
Need quiet lootingDo NOT use — it attracts everything
Trolling teammatesFun but costly

10. TZP-Inhalant (120 Credits)

A consumable inhalant that increases player move speed and stamina regeneration for a limited time.

AttributeValue
Cost120 credits
Hands1
Effect Duration~15 seconds
Speed Boost+50% move speed
Stamina RegenGreatly increased
ConsumableYes (single use)

Verdict: Overpriced for what it does. The speed boost lasts only 15 seconds, which is barely enough for one escape. Only buy this for specific high-risk situations, like a Titan run where you need to sprint from the main entrance to the ship with valuable scrap.

11. Lockpicker (20 Credits)

A device that can open locked doors without a key.

AttributeValue
Cost20 credits
Hands1
Uses1 (single door)
Time to Open~5 seconds
Skill CheckYes (timing-based mini-game)

Verdict: Excellent value on mansion moons. Mansion interiors have many locked doors, and finding the key wastes valuable time. Buy 2-3 for a Rend, Dine, or Titan run. Note that failing the skill check wastes the lockpicker.

Pro Tip: Time your click to match the moving indicator in the center zone. Practice makes perfect.

12. Extension Ladder (60 Credits)

A deployable ladder that extends upward, allowing access to elevated areas.

AttributeValue
Cost60 credits
Hands2
Length~10 meters
ReusableYes (can be picked up)
Deploy Time~3 seconds

Verdict: Niche utility. The ladder is useful on moons with elevated terrain (Vow, Assurance) where it can create shortcuts. However, it takes two hands to carry, making it impractical during scrap runs. Buy only for specific cheese strategies.

13. Spray Paint (50 Credits)

A can of paint that marks surfaces. Comes in various colors.

AttributeValue
Cost50 credits
Hands1
Capacity~50 sprays
ReusableYes (until empty)

Verdict: Useful for marking paths in mansion interiors. Spray arrows on walls to navigate confusing layouts. The cost is reasonable for teams that struggle with navigation.

High-End Equipment

14. Jetpack (700 Credits)

A wearable jetpack that allows flight. Provides immense mobility but is extremely dangerous.

AttributeValue
Cost700 credits
HandsBack slot
FuelLimited (~10 seconds of flight)
SpeedFast
HeightVery high
Explosion RiskHigh

Verdict: The most controversial item in the game. The Jetpack is incredibly fun and can be useful, but it has a significant chance of exploding when landing or taking damage. If it explodes, the player dies and the Jetpack is destroyed (700 credits gone forever).

Risk FactorProbability
Explosion on hard landing~30% (estimated)
Explosion when hit by monster~50% (estimated)
Explosion when struck by lightning (stormy)~90%

Who should buy it: Experienced players with credits to spare who want to speed up outdoor traversal on Titan.

Who should NOT buy it: Beginners, anyone on a tight budget, anyone who cannot afford to lose 700 credits.

15. Inverse Teleporter (375 Credits)

A ship upgrade installed on the wall next to the main door. When activated, it teleports a player to a random location inside the facility.

AttributeValue
Cost375 credits
HandsN/A (ship upgrade)
CooldownNone (per player per day)
DestinationRandom interior location
Damage on Arrival~20 HP (fall damage)
One-WayYes (must exit normally)

Verdict: A game-changing upgrade for experienced teams. The Inverse Teleporter bypasses the dangerous outdoor areas and drops you directly inside the facility. This is especially valuable on Titan, where the outdoor area is swarming with Eyeless Dogs.

MoonInverse Teleporter Value
ExperimentationNot worth it
AssuranceNot worth it
VowSituational
OffenseLow value
MarchMedium value
RendHigh value
DineHigh value
TitanEssential

Pro Tip: Drop all scrap at the ship before using the Inverse Teleporter. You will take fall damage on arrival, so bring a flashlight and heal up before looting.

Consumables and Ammunition

16. Shotgun Shells (50 Credits per 2)

Ammunition for the shotgun dropped by Nutcrackers. Can also be purchased from the store.

AttributeValue
Cost50 credits (per 2 shells)
Hands1
Damage per Shot~3 HP (most monsters)
RangeMedium

Verdict: Only buy these if you already have a shotgun from a Nutcracker kill. The shotgun deals massive damage but is loud and attracts monsters.


Optimal Equipment Loadouts

Budget Starter Loadout (First Quota)

For a team of 4, budget 100 credits total:

PlayerItemsCost
Player 1Walkie-Talkie, Shovel42
Player 2Walkie-Talkie, Pro-Flashlight37
Player 3Walkie-Talkie12
Player 4Walkie-Talkie12
Total103

Standard Loadout (Mid-Game, Quota 200-500)

PlayerItemsCost
Player 1 (Hauler)Walkie, Pro-Flash, Shovel67
Player 2 (Scout)Walkie, Pro-Flash, Stun Grenade67
Player 3 (Support)Walkie, Pro-Flash, Shovel67
Player 4 (Ship Operator)Walkie12
Shared2x Radar Booster120
Total373

Titan Endgame Loadout (Quota 700+)

PlayerItemsCost
Player 1 (Hauler)Walkie, Pro-Flash, Shovel, Stun Grenade97
Player 2 (Scout)Walkie, Pro-Flash, Shovel, Stun Grenade97
Player 3 (Support)Walkie, Pro-Flash, Zap Gun437
Player 4 (Ship Operator)Walkie, 2x Radar Booster132
SharedInverse Teleporter, 2x Lockpicker415
Total1,178

Items That Are Traps

Not every item is worth buying. Here are items that seem useful but often waste credits:

ItemCostWhy It Is a Trap
Jetpack700Explodes randomly. Great entertainment, terrible investment.
TZP-Inhalant12015 seconds of speed for 120 credits. Not cost-effective.
Extension Ladder60Two-handed, heavy, niche utility. Rarely worth the slot.
Boombox60Attracts ALL monsters, not just dogs. Can end runs.
Spray Paint50Only useful if you get lost constantly. Learn layouts instead.

Equipment Combos

Some items work synergistically:

ComboItemsEffect
The Stun LockZap Gun + Stun GrenadePerma-stun any monster while team kills it
The LureBoombox + Radar BoosterLure Eyeless Dogs away, track them on radar
The Escape PackageTZP-Inhalant + Stun GrenadeStun nearby monsters, then sprint past
The Scout KitPro-Flashlight + Walkie + Radar BoosterMap interior, mark key locations

Team Loadout Strategy

Equipment Distribution Priority

PriorityItemReason
1Walkie-Talkie (all players)Communication is life
2Pro-Flashlight (3 players)Vision is essential
3Shovel (2 players)Defense against common threats
4Stun Grenade (2 players)Emergency escape
5Radar Booster (2)Navigation and safety
6Inverse TeleporterEndgame moons
7Zap GunLate-game monster control

Day-to-Day Spending Rules

RuleExplanation
Never spend more than 30% of your quotaYou need the rest to survive
Buy walkies before anything else12 credits each, game-changing
One shovel per two playersSufficient for early game
Recharge equipment between tripsEspecially flashlights
Return unused Radar BoostersThey are reusable, do not leave them

Conclusion

Smart equipment purchasing is a core skill in Lethal Company. Walkie-talkies and flashlights are essential for every player on every run. Shovels provide critical defense against common monsters. As your quota grows, add specialized tools like the Inverse Teleporter, Radar Boosters, and Zap Guns to handle harder moons.

Avoid the trap items — the Jetpack, TZP-Inhalant, and Extension Ladder are rarely worth their cost. Prioritize items that give your team survivability over items that give you convenience.

A well-equipped team with 200 credits of gear is far more effective than a poorly equipped team with 1,000 credits of gear. Buy smart, survive longer, and meet those quotas.