Welcome to Lethal Company: Items – The Definitive Guide! In this guide, we will be covering all the essential information you need to know about items in Lethal Company. From weapons to armor, we’ve got you covered. All the pictures used in this guide are from the official Wiki, which was a great resource in creating this guide. Don’t forget to check out the Wiki for more detailed information on items. If you feel like we missed something or need further explanation, please let us know. And keep an eye out for our upcoming guides on Entities – the Definitive Guide. Let’s jump right in!
Flashlight
Weight: 0 lb
Market Value Price: 15 credits
Sell Value: 0 credits
The Flashlight serves as a cheap and semi-reliable way to navigate darker areas of the map. While it’s not as strong as the Pro-Flashlight, it can still be quite helpful. In certain rooms where visibility is nearly impossible without illumination, having a Flashlight is highly recommended. Keep in mind that it requires power to function.
Here are the controls for using the Flashlight:
[LMB]: Turns the flashlight on/off
Battery Life: 5 minutes
Weight: 5 lb
Market Value Price: 25 credits
Sell Value: 0 credits
The Pro-flashlight offers several advantages over the regular Flashlight:
Brighter Light: It has a wider cone of light, making it easier to see in dark areas.
Longer Range: The Pro-flashlight can illuminate objects at a greater distance.
Extended Battery Life: With over double the battery capacity, it lasts up to 300 seconds (5 minutes) compared to the Flashlight’s roughly 140 seconds (about 2.3 minutes).
Weight: However, it does weigh 5 pounds, so keep that in mind when managing your inventory.
Controls:
[LMB]: Turns the flashlight on/off
A couple of additional notes:
Even if you switch to another item in your inventory while the Pro-flashlight is on, it will still emit a beam of light in front of you. This allows you to carry items while maintaining visibility in dark areas.
Walkie Talkie
Battery Life: 13 minutes and 40 seconds
Weight: 0 lb
Market Value Price: 12 credits
Sell Value: 0 credits
Controls:
[Q]: Turns the walkie-talkie on/off.
[LMB]: Holding down the left mouse button captures your voice, transmitting it to other players with their walkie-talkies turned on.
[Z]: Zooms your view while holding the walkie-talkie.
Notes:
Monsters are attracted to the sound of the device turning on or off and when speaking into it.
However, monsters won’t be attracted to sounds made on the other end of the call.
The battery slowly drains while the device is turned on.
Having an active Walkie-Talkie in hand while texting will broadcast the message to other players with active Walkie-Talkies.
It can be used virtually anywhere on the map, even when there are players both inside and outside the facilities.
Shovel, Stop Sign & Yield Sign
Cooldown: ~1 Second
Weight: 14 lb
Damage: 10 (against employees)
Conductive: Yes
Two-Handed: No
Market Value Price: 30 credits
Sell Value: 0 credits
Usage:
The Shovel dispatches entities through blunt force.
Some creatures are immune to damage dealt by the shovel, just like other weapons.
Consider using the Shovel alongside a co-worker wielding a Zap Gun or Stun grenade to prevent entities from attacking you while you swing.
Entities with their own variable “Shovel HP” can take damage from the shovel, as well as the Stop Sign and Yield Sign.
Characteristics:
Weight: 21 lb (v49 and earlier) / 24 lb (v50 Beta)
Conductive: Yes
Two-Handed: No
Market Value Price:
Minimum Value: 20 credits
Maximum Value: 52 credits
The Stop Sign functions similarly to the Shovel:
You can swing it down to attack certain creatures or harm teammates.
However, its increased weight and the fact that it’s scrap make it less useful than the Shovel.
If you already have a Shovel, consider exchanging the Stop Sign for it when the opportunity arises.
Weight: 42 lb (v49 and earlier) / 24 lb (v50 Beta)
Conductive: Yes
Minimum Value: 18 credits
Maximum Value: 36 credits
It’s just like the Shovel & Stop Sign with minor changes (Design, Weight & Price)
Lockpicker
Characteristics:
Cooldown: 30 seconds during use
Weight: 16 lb
Market Value Price: 20 credits
Sell Value: 0 credits
Functionality:
The Lockpicker allows employees to open any locked door they encounter.
Unlike a regular key, the Lockpicker does not get consumed upon use. You can use it an infinite number of times.
After using the Lockpicker, it remains attached to the door where it was used. Once the lock is picked, it drops to the ground and can be picked up again.
Controls:
[LMB]: Opens a locked door.
The Lockpicker does not work on security doors.
Stun Grenade
Detonates after 3 seconds when the striker lever is pulled, stunning most entities for a short moment.
If not thrown, it deals 20 damage to the employee holding it at the point of detonation.
Characteristics:
Weight: 4 lb
Conductive: No
Market Value Price: 30 credits
Detonation and Stun Duration:
Entities caught in the blast are stunned for a duration based on their individual stun multiplier.
The base stun duration is 5 seconds.
Controls:
[LMB] removes the striker lever, starting the detonation timer.
[LMB] after removing the striker lever tosses the grenade.
Exceptions:
Some entities, such as Ghost Girl, Circuit Bees, and Earth Leviathan, cannot be stunned.
an employee pulls the striker lever shortly before being grabbed by a Forest Keeper, the explosion still releases the employee but won’t stun the Forest Keeper.
Boombox
Distracts Enemies: When placed near monsters, they will run over and stand next to it (although some monsters may attack it). This distraction provides players with an opportunity to escape.
Characteristics:
Battery Life: 5 minutes and 47 seconds
Weight: 16 lb
Market Value Price: 60 credits
Controls:
[LMB]: Turns the Boombox on/off.
TZP-Inhalant
Decreases Stamina Consumption: When used, it reduces the stamina consumed during running and jumping.
Small Speed Boost: It also grants a slight speed boost.
Characteristics:
Weight: 0 lb
Market Value Price: 120 credits
Inhalation Strength and Risk:
The strength of the buff depends on how long you inhale the item.
Longer inhalation provides a stronger buff but also disorients your vision.
It’s a high-risk, high-reward item.
Usage Notes:
The inhalant has a limited duration and lasts for a total of 22 seconds of use.
Normally, sprinting lasts around 9-10 seconds before running out of stamina. With the inhalant, it can potentially extend to 24-25 seconds.
After using the inhalant for approximately 5 seconds, your voice becomes high-pitched to other players.
Buff and Debuff Details:
Light Usage:
Inhale Time: 4 seconds
Buff Duration: 6 seconds
Debuff Duration: 12 seconds
Buffs: Increased Movement Speed, Improved Stamina Efficiency
Debuffs: High-Pitched Voice, Minor Visual Impairment
Heavy Usage:
Inhale Time: 8 seconds
Buff Duration: 24 seconds
Debuff Duration: 36 seconds
Buffs: Increased Movement Speed, Improved Stamina Efficiency
Debuffs: High-Pitched Voice, Visual Impairment, Minor Slippery Controls
Overdose:
Inhale Time: 12 seconds
Buff Duration: 36 seconds
Debuff Duration: 42 seconds
Buffs: Increased Movement Speed, Improved Stamina Efficiency
Debuffs: High-Pitched Voice, Heavy Visual/Auditory Impairment, Slippery Controls, Screen Distortion
Controls:
[LMB]: Holding the left mouse button allows continuous inhalation as desired.
Zap Gun
Stuns Entities: When used properly, it immobilizes hostiles and allies alike.
Characteristics:
Battery Life: Varies
Weight: 11 lb
Market Value Price: 400 credits
Scanning for Targets:
Hold down the left mouse button ([LMB]) with the Zap Gun equipped to begin scanning the area in front of you.
If the Zap Gun detects a hostile or an ally, a constant beam of electricity shoots from the gun to the target, preventing movement and attacks.
Stun Duration:
The stun duration depends on how long you keep the current flowing.
To prolong the stun, pull against the electricity current by looking left or right.
Once the electricity beam disconnects, the Zap Gun enters a 5-second cooldown state before it can be used again (indicated by smoke).
The Zap Gun lasts approximately 60 seconds if fully used.
It cannot kill anything on its own, so it’s advised to be accompanied by fellow employees equipped with shovels.
Note that the Zap Gun does not work on every monster.
Jetpack
Flight: The Jetpack enables the player to fly through the air at high speeds.
Characteristics:
Battery Life: 50 seconds
Weight: 52.5 lb
Market Value Price: 700 credits
Controls:
Hold down the left mouse button ([LMB]) to accelerate and allow flight.
Directional inputs (W, S, A, D) control pitch and yaw.
Strategy:
Used correctly, the Jetpack is a great tool for traversing long distances quickly and safely.
Be cautious: Slamming into walls at high speeds can heavily damage the player or even cause the Jetpack to explode.
Loot Transportation Strategies:
If you have only one Jetpack:
Transport all one-handed scrap first using the Jetpack.
Then transport all two-handed scrap without it.
If you have multiple Jetpacks:
Transport one two-handed scrap item without any other items to minimize carry weight.
Use a Jetpack to fly to the building.
Consider any remaining Jetpacks on the ship:
If there are still Jetpacks on the ship, drop your Jetpack and return.
If there aren’t, transport all one-handed items (including any Jetpacks) to the ship and then return to the front entrance. (or fire exit)
Notes:
You can fly underwater as easily as in the air.
Underwater, the electricity will NOT harm you.
Lightning can strike the player even while airborne, so exercise caution during storms.
Extension Ladder
When placed on the ground (using [LMB]), the Extension Ladder extends upward.
Once it reaches its maximum height or hits a ceiling, it falls forward and stops when it collides with a wall, the ground, or an object.
It’s helpful for crossing gaps that are impossible to jump or for climbing walls.
Characteristics:
Weight: 0 lb
Market Value Price: 60 credits
Notes:
Remember to drop the ladder using [LMB] to open it. Simply pressing [G] will only drop the item without activating it.
If a player stands below the ladder as it falls, it can be lethal.
Controls:
[LMB]: Drops the ladder on the ground, initiating the extension process.
Radar-Booster
Acts like an additional camera point.
Creates an audible ping of its location when pinged from the ship.
Characteristics:
Cooldown (Flash/Ping): Approximately 2.5 seconds
Battery Life: Infinite
Weight: 19 lb
Market Value Price: 60 credits
Ping:
From the Terminal, typing PING [Radar-booster’s name] will make the chosen booster say “Hello!”
This functions like any other player-triggered sound and can be used to lure Eyeless Dogs or other entities.
Added in update 45, typing FLASH [Radar-booster’s name] will make the booster emit a bright light.
The flash temporarily stuns most creatures and blinds any players looking at it.
The Radar-booster becomes a somewhat less effective “stun weapon” compared to Zap guns and Stun grenades.
Strategy:
Keeping a Radar-booster at the Ship entrance helps locate the ship through its “Ping” feature.
Use the flash strategically for survival and escape.
Controls:
In-Person Controls:
[LMB]: Drop the Radar-booster on the ground to activate it.
Terminal Controls/Commands:
PING [Radar-booster’s name]: Initiates the ping.
FLASH [Radar-booster’s name]: Triggers the flash.
Spray Paint
Sprays paint onto objects and some entities.
Can be used for fun, artistic expression, or practical navigation.
Characteristics:
Life: 25 Seconds
Weight: 0 lb
Market Value Price: 50 credits
Usage:
The Spray Paint can be purchased from the store for 50 credits.
It allows you to mark dead ends, create directional signs, and prevent getting lost.
The spray lasts for approximately 25 seconds of use.
After it runs out, you’ll need to purchase a new can from the store.
Colors:
Red
Purple
Green
Yellow
Application:
The paint works on most surfaces with very few restrictions.
You can spray it both on the interior and exterior of the ship, as well as in the first room of a facility (since that room remains consistent).
Recommended Markings:
Use the Spray Paint to create:
Arrows or half arrows pointing back toward an exit (or up/down for staircases) to prevent getting lost in labyrinthine areas.
“X” or “Ø” symbols to indicate dead ends or fully looted paths.
A dot or short line as substitutes for symbols to ration paint while maintaining clarity.
Communicate these markings effectively with your team.
Scrap
The following information is taken from the Wiki [lethal-company.fandom.com]
If you’re interested in getting pictures to see what the different things are please click on the Wiki [lethal-company.fandom.com]
Airhorn:
Minimum Value: 52
Maximum Value: 71
Weight: 0
Apparatus:
Minimum Value: 80
Maximum Value: 80
Weight: 31
Bee Hive:
Minimum Value: 40
Maximum Value: 150
Weight: 0
Big Bolt:
Minimum Value: 20
Maximum Value: 32
Weight: 19
Bottles:
Minimum Value: 44
Maximum Value: 56
Weight: 19
Brass Bell:
Minimum Value: 40
Maximum Value: 80
Weight: 24
Candy:
Minimum Value: 6
Maximum Value: 36
Weight: 11
Cash Register:
Minimum Value: 80
Maximum Value: 160
Weight: 84
Chemical Jug:
Minimum Value: 32
Maximum Value: 84
Weight: 32
Clown Horn:
Minimum Value: 52
Maximum Value: 72
Weight: 0
Coffee Mug:
Minimum Value: 24
Maximum Value: 67
Weight: 5
Comedy:
Minimum Value: 28
Maximum Value: 52
Weight: 11
Tragedy:
Minimum Value: 28
Maximum Value: 52
Weight: 11
Cookie Mold Pan:
Minimum Value: 12
Maximum Value: 40
Weight: 16
DIY-Flashbang
Minimum Value: 10
Maximum Value: 28
Weight: 5
Double-barrel Shotgun:
Minimum Value: 45
Maximum Value: 45
Weight: 16
Dust Pan:
Minimum Value: 12
Maximum Value: 32
Weight: 0
Easter Egg:
Minimum Value: 22
Maximum Value: 52
Weight: 3
Egg Beater:
Minimum Value: 12
Maximum Value: 44
Weight: 11
Fancy Lamp:
Minimum Value: 60
Maximum Value: 128
Weight: 21
Flask:
Minimum Value: 16
Maximum Value: 44
Weight: 19
Gift Box:
Minimum Value: 12
Maximum Value: 28
Weight: 19
Gold Bar:
Minimum Value: 102
Maximum Value: 210
Weight: 77
Golden Cup:
Minimum Value: 40
Maximum Value: 80
Weight: 16
Hair Brush:
Minimum Value: 8
Maximum Value: 36
Weight: 11
Hairdryer:
Minimum Value: 60
Maximum Value: 100
Weight: 7
Jar of Pickles:
Minimum Value: 32
Maximum Value: 60
Weight: 16
Large Axle:
Minimum Value: 36
Maximum Value: 56
Weight: 16
Laser Points:
Minimum Value: 32
Maximum Value: 100
Weight: 0
Magic 7 Ball:
Minimum Value: 36
Maximum Value: 72
Weight: 16
Magnifying Glass:
Minimum Value: 44
Maximum Value: 60
Weight: 11
Old Phone:
Minimum Value: 48
Maximum Value: 64
Weight: 5
Painting:
Minimum Value: 60
Maximum Value: 124
Weight: 32
Perfume Bottle:
Minimum Value: 48
Maximum Value: 104
Weight: 0
Pill Bottle:
Minimum Value: 16
Maximum Value: 40
Weight: 0
Plastic Fish:
Minimum Value: 28
Maximum Value: 40
Weight: 0
Employee Body:
Minimum Value: 5
Maximum Value: 5
Weight: 11
Red Soda:
Minimum Value: 18
Maximum Value: 90
Weight: 7
Remote:
Minimum Value: 20
Maximum Value: 48
Weight: 0
Ring:
Minimum Value: 52
Maximum Value: 79
Weight: 16
Robot Toy:
Minimum Value: 56
Maximum Value: 88
Weight: 21
Rubber Ducky
Minimum Value: 2
Maximum Value: 100
Weight: 0
Steering Wheel:
Minimum Value: 16
Maximum Value: 32
Weight: 16
Stop Sign:
Minimum Value: 20
Maximum Value: 52
Weight: 24
Yield Sign:
Minimum Value: 18
Maximum Value: 36
Weight: 42
Tattered Metal Sheet:
Minimum Value: 10
Maximum Value: 22
Weight: 26
Tea Kettle:
Minimum Value: 32
Maximum Value: 56
Weight: 21
Teeth:
Minimum Value: 60
Maximum Value: 84
Weight: 0
Toothpaste:
Minimum Value: 14
Maximum Value: 48
Weight: 0
Toy Cube:
Minimum Value: 24
Maximum Value: 44
Weight: 0
V-Type Engine
Minimum Value: 20
Maximum Value: 56
Weight: 16
Whoopie-Cushion:
Minimum Value: 6
Maximum Value: 36
Weight: 0
And that wraps up our share on Lethal Company: Items — The Definitive Guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Big Fat Chunky Phoque [Melon] and 2 collaborators, who deserves all the credit. Happy gaming!