Why Experimentation is the right starting moon
Experimentation is free, the layout is small, and the monster pool is the most beginner-friendly in the game. You should be able to clear quota on Experimentation alone for the first 2–3 quotas without touching the more dangerous moons.
Day one. Don't buy anything before launch — keep the credits for fuel later. Walk in with the default flashlight and shovel, that's enough.
Phase 1 — Pre-drop
- Solo: flashlight + shovel. That's it.
- 2 players: add walkies on both, one player carries the shovel for monster defense.
- 3+ players: assign one "scrap runner" who never engages monsters and one "guard" who carries the shovel and walks at the back.
Phase 2 — Inside the facility
The facility is randomized but small. Run a quick lap — no scrap, no engagement — to find:
- The apparatus (the high-value scrap on a glowing pillar).
- The two main scrap clusters (usually near intersections).
- The alternate exit, if there is one. This becomes your escape route under hunt pressure.
Snare Flea on the ceiling at your 11 o'clock — look up, then back away. They drop on the head and the only counter is another player smacking them off. Solo, you do NOT want one on you.
Monster decision tree
| You see | You hear | What to do | | --- | --- | --- | | Bracken (head poking around a corner) | Nothing — they're silent | Glance, walk away, do not stare | | Snare Flea on ceiling | Soft skittering | Look down, back out of the room | | Thumper around a corner | Loud running, then a roar | Sprint around the next corner — they can't turn fast | | Coil-Head | Static + brief mechanical noise | Keep your camera on it, walk backwards to safety | | Hoarding Bug guarding scrap | Buzzing | Skip the scrap unless you have a shovel ready |
Phase 3 — Quota run
The clock is your real enemy. The minute the sun starts dropping:
- Drop low-value scrap so you can sprint with the rest.
- Pull the apparatus last if you have one — the power-out attracts monsters.
- Outside, run a curved path back to the ship. Eyeless Dogs hunt by sound — sprinting in a straight line at full speed gets you killed. Crouch-walking is slower but safer.
Sun's dropping. You have one apparatus and three pickle jars. Drop the jars, take the apparatus, sprint diagonally to the ship. Do not stop for the loot you dropped.
What Sidekick AI changes about solo runs
Solo Lethal Company is brutal because there's no one to call out monsters, no one to grab your body, and no one to fill the silence. Having Sidekick in the headset:
- Calls monsters from screen cues so you don't have to stare at every corner.
- Warns when you're carrying enough scrap weight that a Thumper will outrun you.
- Reminds you about the clock without you needing to alt-tab to check it.
Summary
Experimentation is the right place to learn Lethal Company because the monsters are fewer and the layout is small. Survive long enough to memorize the monster cues and you'll move on to harder moons with a real toolkit. Solo or with a crew, Sidekick AI is the second pair of eyes that turns a panic spiral into a coached run.