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
| Command | Function |
|---|---|
store | List 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.
| Attribute | Value |
|---|---|
| Cost | 15 credits |
| Hands | 1 |
| Battery Life | ~5 minutes continuous use |
| Range | Short-Medium |
| Floodlight | No |
| Rechargeable | Yes (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.
| Attribute | Value |
|---|---|
| Cost | 25 credits |
| Hands | 1 |
| Battery Life | ~10 minutes continuous use |
| Range | Medium-Long |
| Floodlight | Yes (wide beam) |
| Rechargeable | Yes (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.
| Attribute | Value |
|---|---|
| Cost | 12 credits |
| Hands | 1 |
| Range | Unlimited (full moon) |
| Battery Life | Very long |
| Rechargeable | Yes |
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.
| Attribute | Value |
|---|---|
| Cost | 30 credits |
| Hands | 1 |
| Damage | 1 HP per hit |
| Hit Speed | Moderate |
| Range | Short |
| Durability | Infinite |
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.
| Monster | Hits to Kill |
|---|---|
| Snare Flea | 1 |
| Hoarding Bug | 2 |
| Thumper | 3 |
| Nutcracker | 4 |
| Bracken | 5 |
| Eyeless Dog | 5 |
| Forest Keeper | 8 |
5. Stop Sign (30 Credits)
A larger, slower melee weapon with the same damage profile as the shovel.
| Attribute | Value |
|---|---|
| Cost | 30 credits |
| Hands | 1 |
| Damage | 1 HP per hit |
| Hit Speed | Slow |
| Range | Medium |
| Durability | Infinite |
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.
| Attribute | Value |
|---|---|
| Cost | 400 credits |
| Hands | 2 |
| Ammo | Infinite (cooldown-based) |
| Range | Medium |
| Stun Duration | ~3 seconds |
| Damage | None |
| 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.
| Attribute | Value |
|---|---|
| Cost | 30 credits |
| Hands | 1 |
| Effect Radius | ~15 meters |
| Stun Duration | ~5 seconds |
| Damage | None |
| Consumable | Yes (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.
| Attribute | Value |
|---|---|
| Cost | 60 credits |
| Hands | 1 |
| Battery Life | Infinite |
| Range | Unlimited (radar visibility) |
| Pingable | Yes |
| Reusable | Yes (retrievable) |
Verdict: Highly underrated. Radar Boosters serve multiple strategic purposes:
| Use Case | How It Works |
|---|---|
| Landmark | Place at facility entrance so the ship operator can guide you |
| Eyeless Dog Bait | Drop it and ping it from terminal — dogs investigate the sound |
| Dead Player Guide | Dead players can watch the radar and ping boosters to guide alive players |
| Loot Marker | Mark 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.
| Attribute | Value |
|---|---|
| Cost | 60 credits |
| Hands | 2 |
| Battery Life | ~15 minutes |
| Range | Very loud (attracts monsters globally) |
| Tracks | 6 songs |
| Reusable | Yes |
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:
| Scenario | Action |
|---|---|
| Eyeless Dogs near ship | Drop Boombox away from ship, lure dogs away |
| Need quiet looting | Do NOT use — it attracts everything |
| Trolling teammates | Fun but costly |
10. TZP-Inhalant (120 Credits)
A consumable inhalant that increases player move speed and stamina regeneration for a limited time.
| Attribute | Value |
|---|---|
| Cost | 120 credits |
| Hands | 1 |
| Effect Duration | ~15 seconds |
| Speed Boost | +50% move speed |
| Stamina Regen | Greatly increased |
| Consumable | Yes (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.
| Attribute | Value |
|---|---|
| Cost | 20 credits |
| Hands | 1 |
| Uses | 1 (single door) |
| Time to Open | ~5 seconds |
| Skill Check | Yes (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.
| Attribute | Value |
|---|---|
| Cost | 60 credits |
| Hands | 2 |
| Length | ~10 meters |
| Reusable | Yes (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.
| Attribute | Value |
|---|---|
| Cost | 50 credits |
| Hands | 1 |
| Capacity | ~50 sprays |
| Reusable | Yes (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.
| Attribute | Value |
|---|---|
| Cost | 700 credits |
| Hands | Back slot |
| Fuel | Limited (~10 seconds of flight) |
| Speed | Fast |
| Height | Very high |
| Explosion Risk | High |
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 Factor | Probability |
|---|---|
| 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.
| Attribute | Value |
|---|---|
| Cost | 375 credits |
| Hands | N/A (ship upgrade) |
| Cooldown | None (per player per day) |
| Destination | Random interior location |
| Damage on Arrival | ~20 HP (fall damage) |
| One-Way | Yes (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.
| Moon | Inverse Teleporter Value |
|---|---|
| Experimentation | Not worth it |
| Assurance | Not worth it |
| Vow | Situational |
| Offense | Low value |
| March | Medium value |
| Rend | High value |
| Dine | High value |
| Titan | Essential |
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.
| Attribute | Value |
|---|---|
| Cost | 50 credits (per 2 shells) |
| Hands | 1 |
| Damage per Shot | ~3 HP (most monsters) |
| Range | Medium |
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:
| Player | Items | Cost |
|---|---|---|
| Player 1 | Walkie-Talkie, Shovel | 42 |
| Player 2 | Walkie-Talkie, Pro-Flashlight | 37 |
| Player 3 | Walkie-Talkie | 12 |
| Player 4 | Walkie-Talkie | 12 |
| Total | 103 |
Standard Loadout (Mid-Game, Quota 200-500)
| Player | Items | Cost |
|---|---|---|
| Player 1 (Hauler) | Walkie, Pro-Flash, Shovel | 67 |
| Player 2 (Scout) | Walkie, Pro-Flash, Stun Grenade | 67 |
| Player 3 (Support) | Walkie, Pro-Flash, Shovel | 67 |
| Player 4 (Ship Operator) | Walkie | 12 |
| Shared | 2x Radar Booster | 120 |
| Total | 373 |
Titan Endgame Loadout (Quota 700+)
| Player | Items | Cost |
|---|---|---|
| Player 1 (Hauler) | Walkie, Pro-Flash, Shovel, Stun Grenade | 97 |
| Player 2 (Scout) | Walkie, Pro-Flash, Shovel, Stun Grenade | 97 |
| Player 3 (Support) | Walkie, Pro-Flash, Zap Gun | 437 |
| Player 4 (Ship Operator) | Walkie, 2x Radar Booster | 132 |
| Shared | Inverse Teleporter, 2x Lockpicker | 415 |
| Total | 1,178 |
Items That Are Traps
Not every item is worth buying. Here are items that seem useful but often waste credits:
| Item | Cost | Why It Is a Trap |
|---|---|---|
| Jetpack | 700 | Explodes randomly. Great entertainment, terrible investment. |
| TZP-Inhalant | 120 | 15 seconds of speed for 120 credits. Not cost-effective. |
| Extension Ladder | 60 | Two-handed, heavy, niche utility. Rarely worth the slot. |
| Boombox | 60 | Attracts ALL monsters, not just dogs. Can end runs. |
| Spray Paint | 50 | Only useful if you get lost constantly. Learn layouts instead. |
Equipment Combos
Some items work synergistically:
| Combo | Items | Effect |
|---|---|---|
| The Stun Lock | Zap Gun + Stun Grenade | Perma-stun any monster while team kills it |
| The Lure | Boombox + Radar Booster | Lure Eyeless Dogs away, track them on radar |
| The Escape Package | TZP-Inhalant + Stun Grenade | Stun nearby monsters, then sprint past |
| The Scout Kit | Pro-Flashlight + Walkie + Radar Booster | Map interior, mark key locations |
Team Loadout Strategy
Equipment Distribution Priority
| Priority | Item | Reason |
|---|---|---|
| 1 | Walkie-Talkie (all players) | Communication is life |
| 2 | Pro-Flashlight (3 players) | Vision is essential |
| 3 | Shovel (2 players) | Defense against common threats |
| 4 | Stun Grenade (2 players) | Emergency escape |
| 5 | Radar Booster (2) | Navigation and safety |
| 6 | Inverse Teleporter | Endgame moons |
| 7 | Zap Gun | Late-game monster control |
Day-to-Day Spending Rules
| Rule | Explanation |
|---|---|
| Never spend more than 30% of your quota | You need the rest to survive |
| Buy walkies before anything else | 12 credits each, game-changing |
| One shovel per two players | Sufficient for early game |
| Recharge equipment between trips | Especially flashlights |
| Return unused Radar Boosters | They 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.
Related Guides
- Lethal Company Advanced Strategies Guide
- Lethal Company Beginner Guide: Survive Your First Quota
- Lethal Company Co-op Team Roles Guide
- Lethal Company Monster Bestiary: Every Entity Explained
- Lethal Company Moons Guide: Complete Moon Rankings
- Lethal Company Scrap and Loot Guide: Complete Item Database
- Lethal Company Terminal Commands Guide
