Last updated: June 30, 2026. This guide covers all eight moons in Lethal Company, ranked from easiest to hardest, with detailed statistics, map layout tips, and optimal looting strategies for each one.

The ship’s airlock hisses open. Three hours left on the quota clock. You peek outside and Titan’s fog swallows the beam of your flashlight whole. Somewhere in the grey, a Nutcracker’s footsteps echo off steel. Your crew of four is whispering over walkie-talkies, but nobody wants to say it out loud: do we push in, or burn 700 credits and fly home empty?

That thirty-second decision is what Lethal Company is really about. The moon you pick shapes everything — how much loot you will find, which monsters you will face, whether your team makes it back alive. Pick wrong and you do not just lose a run. You lose gear, morale, and sometimes the whole campaign.

This guide breaks down every moon, what actually makes them hard, and how to stop picking the wrong one.

What Players Get Wrong About Moon Selection

Most wipes do not happen because a Bracken got lucky. They happen because the crew chose a moon that outmatched them.

Going to Rend with quota under 500. Rend costs 550 credits. That is more than some early quotas. New crews see the high loot numbers and think “more scrap = better.” But Rend’s snow cuts visibility to nothing, Forest Keepers patrol the open ground, and mansion layouts confuse players who barely know factory loops. You spend twenty minutes inside, get chased out with one gold bar, and realize you paid 550 credits to earn 200.

Ignoring weather completely. Clear weather and eclipsed weather on the same moon are two completely different experiences. Eclipsed Experimentation is still manageable. Eclipsed Titan is a meat grinder. Stormy weather makes outdoor travel a lottery — Eyeless Dogs spawn in packs and lightning can kill you before you see them. Flooded turns any mansion into a maze where you cannot hear footsteps over the water. Players who check the moon but not the forecast are playing roulette.

Thinking expensive moons are always better. Dine has incredible loot on paper. But Dine also has more vertical outdoor terrain, bigger mansion seeds, and a higher chance of getting lost. If your crew spends fifteen minutes finding the fire exit, that is fifteen minutes of monster spawns you are not looting. Sometimes a fast, clean run on Offense nets more profit per minute than a sloppy run on Dine.

Bringing the wrong gear for the moon. Pro-flashlights are almost mandatory on Rend because of snow. Shovels matter more on Titan where Bracken and Thumper density is higher. Radar Boosters are fantastic on March and Dine where mansion corridors look identical. Players who buy random equipment and hope it works end up missing the tools that would have saved them.

How to Actually Pick a Moon: A Simple Framework

Instead of guessing, run through these three questions in order.

What is your quota? This is your budget. If quota is 130, you do not need Titan. You need Experimentation, fast loops, and zero risk. If quota is 900, you need a moon that can drop at least 1,000 credits in scrap, which rules out the free factory moons.

How many crew members are alive and geared? A four-player squad with walkie-talkies and flashlights can handle March or Rend. A two-player squad with one flashlight and no comms should probably stick to Vow. If you are down players, downgrade the moon. Solo players can clear Assurance reliably, but Titan solo is a stunt, not a strategy.

What is the weather? Check the terminal. Clear or foggy is fine on most moons. Stormy means skip anything above Offense unless your crew is experienced. Eclipsed means stick to Experimentation or Assurance unless you are intentionally chasing a challenge. Flooded on a mansion moon is brutal — water slows movement, masks audio, and makes staircases death traps.

If the answer to any of these questions conflicts with your plan, change the plan. Quota 700 with stormy weather on Rend? Go to March instead, or skip the day. There is no shame in a zero-profit day. There is shame in a minus-gear day.

The Counter-Intuitive Truth: “Worse” Moons Can Earn More

Here is the thing nobody wants to admit: Assurance is often more profitable than Rend.

It sounds wrong. Rend drops gold bars and painting sets worth hundreds. Assurance drops bottles and keys worth pocket change. But run the math. An average Assurance run takes eight minutes, costs zero credits, and earns 400 credits. That is 50 credits per minute with near-perfect survival.

An average Rend run takes twenty minutes, costs 550 credits, and earns 1,200 credits. That is 32 credits per minute, and your survival rate is maybe 60 percent. Factor in the occasional total loss — dead crew, dropped gear, wasted day — and Assurance wins on consistency.

This is why speedrunners and high-level crews farm Offense and Vow even with quotas in the 600s. They know that two fast, safe runs on a mid-tier moon beats one slow, risky run on a hard moon. Profit per minute matters more than loot per trip. The best moon is the one you survive and complete quickly.

Moon Difficulty Rankings

Tier 1: Beginner Moons (Free Travel)

1. Experimentation (41-Experimentation)

The tutorial moon. Flat outdoor terrain. Short run from ship to main entrance. The facility is a small factory loop with six to ten rooms.

Monster spawns are forgiving. You will see Snare Fleas, Hoarding Bugs, Hygroderes, and Spore Lizards. Thumpers and Bracken can show up but are rare. Coil-Head almost never appears at low quotas.

Strategy: Run fast, loot everything, leave early. The fire exit sits to the right of the main entrance area. Since travel is free, there is no reason to push deep if you hear something dangerous. Make two or three short trips instead of one long one. Experimentation teaches you audio cues and movement without punishing mistakes.

2. Assurance (21-Assurance)

A step up with real hazards. The outdoor area has a narrow wooden bridge, a ravine you can fall into, and a fire exit on a raised ledge that requires a jump. Forest Keepers and Eyeless Dogs can camp the bridge, making outdoor travel predictable in the worst way.

Inside, the factory gets vertical. Catwalks, stairs, multi-level rooms, and some floor pits. The apparatus room usually sits on the lower level.

Strategy: Send one player to watch the bridge from the ship while two loot inside. Place a Radar Booster at the fire exit so you can orient yourself when escaping. Do not fight Hoarding Bugs near the ravine — one stagger and you are over the edge. Assurance is the best moon for learning terrain awareness without mansion complexity.

Tier 2: Intermediate Moons (Free to Low Cost)

3. Vow (56-Vow)

This is where the game changes. A massive ravine splits the map in half. The main entrance is on one side, the fire exit on the other. Crossing requires jumping narrow rock platforms, and falling means death or a very long walk around.

Forest Keepers spawn here more consistently than on the free moons. Bracken and Thumper spawn rates go up. The indoor facility is larger with more branch paths.

Strategy: Memorize the ravine crossings. One player should scout the outdoor area before the crew commits to crossing. If a Forest Keeper spawns, use trees and rocks as cover — they break line of sight. Inside, stick together. The facility is big enough to get lost in but not so big that splitting the crew is worth it.

4. Offense (5-Offense)

The first moon that costs credits to visit — 50 per trip. The outdoor area is relatively flat, but the indoor factory generates complex room layouts with more dead ends and trap rooms. Breakable glass floors appear here. Step wrong and you drop into a lower level surrounded by monsters.

Monster density jumps. Bracken, Thumper, and Coil-Head are all common. Hoarding Bugs are aggressive and plentiful. Nutcrackers can spawn and drop shotgun shells if you kill them.

Strategy: Coordination is mandatory. Send a scout ahead to check rooms before the hauler enters. Keep walkie-talkies charged. The 50-credit cost is low enough that a bad run does not bankrupt you, but the monster density punishes sloppy play. Offense is the proving ground for mansion moons — if you cannot handle Offense, you are not ready for March.

Tier 3: Hard Moons (Expensive Travel)

5. March (20-March)

March costs 150 credits and shifts the facility type from factory to mansion. Mansions are sprawling, multi-story buildings with fifteen to twenty-five rooms, branching corridors, and enough loot to make your pockets heavy. They are also easy to get lost in, and long corridors give monsters sightlines they do not have in factories.

Nutcrackers patrol hallways with shotguns. Ghost Girls can appear and haunt individual players. Jesters are deadly in confined mansion corridors. Bracken spawn rates are very high.

Strategy: Your first priority inside a mansion is finding the fire exit. Before you loot a single room, map the path from main entrance to fire exit. That route is your lifeline. Bring a lockpicker to open locked doors faster. Use walkie-talkies to call positions so nobody gets separated in the maze. March is where teams learn that communication is a mechanic, not a suggestion.

6. Rend (85-Rend)

Snow everywhere. 550 credits per trip. Reduced outdoor visibility from constant snowfall. Ice patches make movement slippery. The mansion interior is the same type as March but the snow outside means you spend more time exposed and less time sure of your surroundings.

Monster spawns are elevated across the board. Expect multiple dangerous entities active at once. Eyeless Dog packs are common near the ship. Forest Keepers patrol the open snow.

Strategy: Bring Pro-Flashlights. The default flashlight does not cut through Rend’s darkness. Do not go to Rend unless your quota demands it — the 550-credit entry fee means you need at least 800 credits in loot just to break even. Run a full-team coordinated push: two loot, one ship guard, one scout. Get in, get out, do not explore for fun.

7. Dine (7-Dine)

Very similar to Rend but costs 600 credits. The outdoor terrain has more hills and verticality, which sounds like a minor difference until a Forest Keeper crests a hill you did not know was there. Mansion generation on Dine tends toward larger, more complex layouts with extra locked doors.

Strategy: Same core approach as Rend, but with extra caution outdoors. Place Radar Boosters at outdoor junctions so you can track movement around hills. Assign a dedicated ship operator to manage the door and monitor radar. Dine is only worth it when quota is 700-plus and your team has the gear to survive. Otherwise, you are paying premium prices for premium danger with no guarantee of premium loot.

Tier 4: Endgame Moon

8. Titan (8-Titan)

The hardest, most lucrative, most unforgiving moon. 700 credits per trip. Laboratory layout — a mansion variant with a distinct aesthetic and more open central areas. Monster density is at maximum. If it can spawn, it probably will.

Bracken is almost guaranteed. Multiple Coil-Heads and Thumpers are normal. Nutcrackers, Jesters, Ghost Girls, Eyeless Dogs, Forest Keepers, Snare Fleas, Hoarding Bugs, and Hygroderes all show up regularly. The ship is close to the main entrance, but the fire exit is far, which means escaping through the back is a long outdoor sprint through hell.

Strategy: Only go to Titan when:

  • Quota is over 800 credits
  • Everyone has Pro-Flashlights, walkie-talkies, shovels or stun grenades
  • You have a dedicated ship operator watching radar and managing the door
  • Every player knows mansion and laboratory layouts well enough to navigate in the dark

The optimal Titan technique uses an Inverse Teleporter ship upgrade. For 375 credits, it sends a player to a random indoor location, skipping the outdoor gauntlet entirely. Use it to get inside fast, loot aggressively, then exit through the main entrance. Even with perfect execution, Titan runs fail. That is the point.

Weather Breakdown by Moon

Weather is not cosmetic. It is a difficulty multiplier.

  • Clear: Baseline. No modifiers. Safe on any moon.
  • Foggy: Reduces outdoor visibility. Annoying on free moons, dangerous on hard moons where you need to spot dogs and keepers early. Manageable everywhere except Titan.
  • Flooded: Water covers low areas and slows movement. Masks footstep audio. On mansion moons, flooded staircases become death traps. Hard on Vow and above. Skip on Titan and Rend unless you are desperate.
  • Stormy: Eyeless Dogs spawn in higher numbers. Lightning can one-shot players outdoors. Very dangerous on Offense and above. Extreme on Rend, Dine, and Titan.
  • Eclipsed: Maximum outdoor monster spawns. Almost every dangerous outdoor entity is active. Hard even on Experimentation and Assurance. Extreme on March. Do not touch Rend, Dine, or Titan in eclipsed weather unless you are doing a challenge run.
  • Dusty: Reduces visibility slightly. Only appears on early moons. Manageable.

Rule of thumb: If the weather is stormy or eclipsed and the moon costs more than 50 credits to visit, skip the day. The extra risk is not worth the potential reward unless you are intentionally pushing limits.

Travel Cost and Expected Returns

Here is the honest math most guides skip.

  • Experimentation: Free. Earns 200-400 per run. Best for quotas under 250.
  • Assurance: Free. Earns 250-500 per run. Best for quotas under 300.
  • Vow: Free. Earns 300-600 per run. Best for quotas 250-450.
  • Offense: 50 credits. Earns 400-800 per run. Best for quotas 300-550.
  • March: 150 credits. Earns 600-1,200 per run. Best for quotas 450-700.
  • Rend: 550 credits. Earns 800-1,800 per run. Best for quotas 600-900.
  • Dine: 600 credits. Earns 900-2,000 per run. Best for quotas 700-plus.
  • Titan: 700 credits. Earns 1,500-3,500 per run. Best for quotas 800-plus.

Those are averages. Your actual earnings depend on survival rate, run speed, and weather. A crew that dies on Rend every other trip is not earning 1,300 credits per run. They are earning zero on half their runs and losing gear. Match the moon to your consistency, not your ambition.

FAQ

What is the easiest moon for beginners? Experimentation. Free travel, flat terrain, small facility, low monster count. It is where you learn the game without the game punishing you for learning.

Should I skip a day if the weather is bad? Almost always yes. Eclipsed and stormy weather multiply danger far more than they multiply loot. On expensive moons, bad weather turns a profitable run into a gear-loss disaster. Skipping costs nothing. Dying costs everything.

Is Titan ever worth the 700 credit travel cost? Only at endgame. Quota above 800, full gear, experienced crew, and preferably an Inverse Teleporter. Titan is designed to be the final challenge. It is not a moneymaker — it is a test. Pass it and you hit quota. Fail it and you restart from March.