Last updated: May 10, 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.

Moon Overview

Lethal Company features eight procedurally generated moons, each with unique difficulty, layout, loot potential, and environmental hazards. Choosing the right moon for your team’s skill level and quota needs is the single most important decision you make each day.

Moon Quick Reference Table

MoonDesignationTravel CostDifficultyFacility TypeBest For
Experimentation41-ExperimentationFreeEasyFactoryBeginners, early quota
Assurance21-AssuranceFreeEasy-MediumFactoryBeginners, early quota
Vow56-VowFreeMediumFactoryMid-game quota
Offense5-Offense50Medium-HardFactoryMid-game, fire exit speed
March20-March150HardMansionExperienced teams
Rend85-Rend550HardMansionLate-game, high loot
Dine7-Dine600HardMansionLate-game, high loot
Titan8-Titan700Very HardMansion/LaboratoryMaximum loot, experienced

Moon Difficulty Rankings

Tier 1: Beginner Moons (Free Travel)

1. Experimentation (41-Experimentation)

Overview: The entry-level moon and the safest place in the game. Experimentation has relatively flat outdoor terrain with short distances between the ship, main entrance, and fire exit. Monster spawns are low, and the indoor facility is small.

StatisticValue
Travel Cost0 (Free)
Difficulty Rating1/10
Map SizeSmall
Indoor Facility TypeFactory
Number of Entrances2 (Main + Fire Exit)
Average Loot per Run200-400 credits
Risk LevelVery Low
Weather ToleranceGood (all weathers manageable)

Monster Spawns:

MonsterSpawn ChanceNotes
Snare FleaCommonCheck ceilings
Hoarding BugCommonAvoid eye contact
HygrodereCommonSlow, easy to avoid
ThumperUncommonListen for footsteps
BrackenUncommonCan spawn, rare for this moon
Spore LizardCommonHarmless
Coil-HeadRareUsually only at higher quotas

Map Layout Tips:

  • The ship faces the main entrance directly. The fire exit is to the right side of the map.
  • Outdoor terrain is mostly flat with some small hills and rocks.
  • The facility interior is compact — one main hallway loop with 6-10 rooms branching off.
  • The apparatus room is typically near the center or end of the main corridor.
  • Minimal dead-end rooms; easy to navigate even without a map.

Strategy: Experimentation is the best moon for absolute beginners and speed-runners. Because travel is free and risk is low, you can make multiple trips in a day. The optimal strategy is to grab everything quickly, make return trips often, and never push deep into the facility if you hear dangerous monsters. There is no reason to risk death on Experimentation — just make another trip.

2. Assurance (21-Assurance)

Overview: Assurance is a step up from Experimentation with a slightly larger map and more dangerous layout. The outdoor terrain includes a bridge and a ravine that players can fall into. The fire exit is in an awkward position that requires climbing.

StatisticValue
Travel Cost0 (Free)
Difficulty Rating3/10
Map SizeSmall-Medium
Indoor Facility TypeFactory
Number of Entrances2 (Main + Fire Exit)
Average Loot per Run250-500 credits
Risk LevelLow-Medium

Unique Hazards:

  • The Bridge: A narrow wooden bridge connects two sections of the map. Forest Keepers or Eyeless Dogs can camp this chokepoint.
  • The Ravine: Players can fall off edges and take fall damage. Watch your step when running from monsters.
  • The Cliff: The fire exit is on a raised ledge. You need to jump up to reach it, which can be awkward during escapes.

Map Layout Tips:

  • The main entrance is in a valley-like area.
  • The fire exit is on a cliff to the left of the main entrance area.
  • Indoor facility has more vertical elements — stairs, catwalks, and multi-level rooms.
  • The apparatus room is often on the lower level.
  • Some rooms have pits in the floor — watch your step.

Strategy: Assurance is the best “next step” after Experimentation. The loot is slightly better, but the risk from terrain hazards is real. Stick to one or two team members looting while one watches from the ship. The bridge makes outdoor travel predictable, which also means monsters can predict you. Consider placing a Radar Booster at the fire exit as a landmark.

Tier 2: Intermediate Moons (Free to Low Cost)

3. Vow (56-Vow)

Overview: Vow is a significant difficulty jump. The outdoor map features a massive central ravine that divides the map in two. Jumping across the ravine is risky but sometimes necessary. The indoor facility is larger and has more dangerous monster spawns.

StatisticValue
Travel Cost0 (Free)
Difficulty Rating5/10
Map SizeMedium
Indoor Facility TypeFactory
Number of Entrances2 (Main + Fire Exit)
Average Loot per Run300-600 credits
Risk LevelMedium

Unique Hazards:

  • The Giant Ravine: A massive chasm splits the map. Crossing requires jumping across narrow platforms.
  • Vertical Terrain: Lots of hills, cliffs, and uneven ground.
  • Deep Water: Some areas have deep water that slows movement.

Monster Spawns (Notable): Vow has a higher chance of spawning Forest Keepers — the giant monsters that can grab and eat players. This is often the first moon where new players encounter them.

MonsterSpawn ChanceNotes
Forest KeeperUncommonCan patrol near the ravine
BrackenCommonHigher spawn rate
ThumperCommonTight spaces make them dangerous
Coil-HeadUncommonWatch corners
Snare FleaCommonCheck ceilings

Map Layout Tips:

  • Main entrance is on one side of the ravine, fire exit on the other.
  • The indoor facility is larger and has more branch paths.
  • The ravine crossing points are narrow. Practice the jump timing.
  • Trees and rocks provide cover from Forest Keepers.

Strategy: Vow requires awareness of the outdoor terrain. Do not run blindly — you might fall into the ravine. The fire exit is essential for efficient looting. Assign one player to memorize the ravine crossings. If a Forest Keeper spawns, stay behind trees and move between cover points. The indoor facility has better loot than Experimentation or Assurance, but the outdoor danger makes each trip more costly.

4. Offense (5-Offense)

Overview: Offense costs 50 credits to travel to and introduces more punishing indoor layouts. The outdoor map is relatively flat, but the indoor facility has complex room generation with more dead ends and trap rooms.

StatisticValue
Travel Cost50 credits
Difficulty Rating6/10
Map SizeMedium-Large
Indoor Facility TypeFactory (complex layouts)
Number of Entrances2 (Main + Fire Exit)
Average Loot per Run400-800 credits
Risk LevelMedium-High

Monster Spawns: Offense has a more diverse monster pool with higher spawn rates for mid-tier threats.

MonsterSpawn ChanceNotes
BrackenCommonVery active on this moon
ThumperCommonTight corridors make them lethal
Coil-HeadCommonMultiple can spawn
Hoarding BugVery CommonAggressive on Offense
Snare FleaCommonCeiling check required
NutcrackerUncommonCan drop shotgun shells

Map Layout Tips:

  • The main entrance and fire exit are on opposite sides of the outdoor area.
  • Indoor facility has complex room generation — expect more dead ends.
  • The apparatus room is often deep in the facility.
  • Some rooms have breakable glass floors — watch your step.

Strategy: Offense demands team coordination. The 50-credit cost means you need to extract at least that much value, which is usually easy, but the higher monster density means more deaths. Send a scout ahead to check for monsters before committing the hauler deep into the facility. Keep walkie-talkies charged and maintain constant communication.

Tier 3: Hard Moons (Expensive Travel)

5. March (20-March)

Overview: March costs 150 credits to travel to and marks the transition to hard-mode moons. The facility type shifts from factory to mansion, which features a sprawling, multi-story layout with more rooms and more loot. March also has weather-affected outdoor sections.

StatisticValue
Travel Cost150 credits
Difficulty Rating7/10
Map SizeLarge
Indoor Facility TypeMansion (sprawling)
Number of Entrances2 (Main + Fire Exit)
Average Loot per Run600-1200 credits
Risk LevelHigh

Mansion vs. Factory: Mansion layouts differ significantly from factories:

FeatureFactoryMansion
Room Count8-1515-25+
Floors1-22-3
CorridorsLinear loopsBranching, confusing
Loot DensityLowerHigher
NavigationEasierEasy to get lost
Monster SightlinesShortLong corridors

Notable Monsters on March:

  • Nutcracker: Common. Patrols mansion hallways carrying a shotgun.
  • Ghost Girl: Can appear. She haunts one player and appears only to them.
  • Jester: Common. The confined mansion corridors make Jester encounters deadly.
  • Bracken: Very common.

Strategy: March requires understanding mansion layouts. The key to surviving a mansion is mapping the path from main entrance to fire exit. Find the fire exit quickly — it is your escape route if monsters cut off the main entrance. Bring a lockpicker (20 credits) to open locked doors for faster navigation. Use walkie-talkies to coordinate positions so the team does not get separated in the maze-like interior.

6. Rend (85-Rend)

Overview: Rend is a snowy moon covered in ice and snow, reducing outdoor visibility. At 550 credits per trip, it is a significant investment that requires a high-value payout to be worth it. The loot potential is excellent, but so is the danger.

StatisticValue
Travel Cost550 credits
Difficulty Rating8/10
Map SizeLarge
Indoor Facility TypeMansion (snow-covered)
Number of Entrances2 (Main + Fire Exit)
Average Loot per Run800-1800 credits
Risk LevelVery High

Unique Environmental Hazards:

HazardEffect
Snow StormHeavy snow reduces visibility to near-zero
Ice PatchesSlippery surfaces, reduced mobility
Freezing TemperatureVisual only (no gameplay effect)
Snow MoundsCan hide drops and terrain changes

Monster Spawns (Elevated): Rend has the highest monster spawn rates among hard moons after Titan. Expect multiple dangerous entities simultaneously.

Strategy: Rend demands premium equipment. Bring Pro-Flashlights for the snow and mansion darkness. The travel cost is steep so do not go to Rend unless your quota requires it. The optimal strategy is a full-team coordinated push: two players loot while one guards the ship and one scouts. Sell everything valuable immediately. Do not linger on Rend — get in, get loot, get out.

7. Dine (7-Dine)

Overview: Dine is very similar to Rend in difficulty and layout but costs 600 credits to travel to. The outdoor terrain features more hills and the mansion interior generation can be even more labyrinthine.

StatisticValue
Travel Cost600 credits
Difficulty Rating8.5/10
Map SizeLarge
Indoor Facility TypeMansion
Number of Entrances2 (Main + Fire Exit)
Average Loot per Run900-2000 credits
Risk LevelVery High

Key Difference from Rend: Dine’s outdoor map has more verticality, with hills that can hide approaching monsters. The mansion seed generation on Dine tends to produce larger, more complex layouts with more locked doors.

Strategy: Same core approach as Rend but with extra caution on outdoor traversal. Place Radar Boosters at key junctions. Assign a dedicated ship operator to manage the door and monitor radar for approaching threats. Dine is only worthwhile when your quota is 700+ and you have good equipment.

Tier 4: Endgame Moon

8. Titan (8-Titan)

Overview: Titan is the hardest, most dangerous, and most lucrative moon in Lethal Company. At 700 credits per trip, it has the highest travel cost but the highest loot potential. The facility type is a unique laboratory layout (similar to mansion but with a distinct aesthetic). Monster spawns are at maximum density.

StatisticValue
Travel Cost700 credits
Difficulty Rating10/10
Map SizeVery Large
Indoor Facility TypeLaboratory (mansion variant)
Number of Entrances2 (Main + Fire Exit)
Average Loot per Run1500-3500 credits
Risk LevelExtreme

Monster Spawns on Titan:

MonsterSpawn ChanceNotes
BrackenGuaranteedAlmost always present
Coil-HeadVery CommonOften multiple
ThumperVery CommonTight corridors
NutcrackerCommonShotgun threat
JesterCommonConfined spaces = deadly
Ghost GirlUncommonCan end a run
Eyeless DogVery CommonPacks near ship
Forest KeeperUncommonCan trap outdoor routes
Snare FleaVery CommonCheck EVERY ceiling
Hoarding BugVery CommonTerritorial
HygrodereCommonCan block corridors

Map Layout Tips:

  • The main entrance is close to the ship — a short sprint.
  • The fire exit is farther away, on the opposite side of the facility.
  • The laboratory layout has more open central areas with rooms branching off.
  • Multiple floors with staircases and catwalks.
  • The apparatus room is usually on the lowest level.

Strategy: Titan is the endgame challenge. Only go here when:

  1. Your quota is over 800 credits
  2. Your team has full equipment (Pro-Flashlights, walkie-talkies, shovels, stun grenades)
  3. You have a dedicated ship operator
  4. Everyone knows the mansion/lab layouts well

The optimal Titan run uses an Inverse Teleporter (375 credits, ship upgrade). The Inverse Teleporter sends a player to a random indoor location, bypassing the outdoor danger. Use it to get inside quickly, loot aggressively, then use the main entrance to return.

Weather Conditions and Moon Selection

Weather dramatically affects difficulty. Some moons handle weather better than others.

WeatherExperimentationAssuranceVowOffenseMarchRendDineTitan
ClearSafeSafeSafeSafeSafeSafeSafeSafe
FoggySafeSafeMediumMediumHardHardHardHard
FloodedMediumMediumHardHardHardVery HardVery HardExtreme
StormyMediumMediumHardHardVery HardExtremeExtremeExtreme
EclipsedHardHardVery HardVery HardExtremeExtremeExtremeExtreme
DustySafeMediumHardMediumHardN/AN/AN/A

Rule of thumb: Avoid eclipsed and stormy weather on any moon above Vow unless you are an experienced team. Flooded on Titan or Rend is a skip.

Travel Cost Efficiency

Not all expensive moons are worth it every time. Calculate your expected return:

MoonCostMinimum Viable LootExpected LootProfit Margin
Experimentation00300300
Assurance00400400
Vow00500500
Offense50100600550
March150300900750
Rend5508001300750
Dine6009001500900
Titan700100025001800

When to switch moons:

  • Quota 130-250: Stick to Experimentation and Assurance
  • Quota 250-450: Add Vow and Offense
  • Quota 450-700: Add March, occasionally Rend
  • Quota 700+: Titan becomes viable, Rend and Dine for backup days

Conclusion

Moon selection is the foundation of every successful Lethal Company run. Match the moon to your team’s skill level, equipment, and quota needs. Never pay for a moon you cannot extract value from, and never underestimate how much weather can increase difficulty.

The progression path is clear: master Experimentation, learn the factory layouts on Assurance and Vow, then graduate to mansion moons once you understand monster behavior and team coordination. Titan awaits those ready for the ultimate challenge.