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The Company

    In General 
The titular company the Player Characters work for. A massive MegaCorp specializing in the retrieval and commercial auctioning of antiques found in decrepit facilities set up on dangerous planets.
  • Bad Boss: The Company sends workers to dangerous places to collect scrap, issues little to no equipment to the workers and has them PAY for better equipment. They also prioritize the ship's integrity over the workers' lives and outright kill those who don't meet the quota by expelling them into deep space.
  • Blatant Lies: Company materials lie to you frequently. In addition to the bit below about your "company issued phones":
    Company Briefing Clipboard: "While your lengthy contract period may be luxurious, it is not a vacation."
  • No OSHA Compliance: Subverted. The actual company building is fairly safe and structurally sound, with actual railings on the ledges, but the ship and hazmat suits supplied to the workers are clearly unsafe.
    • The ship has no airlock (only a single hydraulic door keeping out the vacuum of space) and doesn't come by default with half the facilities you would logically need to lodge human workers full-time (such as a toilet and shower). The ship also lacks manual controls and the only method for workers with a malfunctioning autopilot to regain control of the ship is to call a service number with their "company provided cell phone" (which doesn't exist). Also, while it can't harm the player in-game, the equipment charging station is a very unsafe-looking, unshielded electrical coil.
    • The hazmat suits, meanwhile, are held together with leather straps, aren't watertight (you can drown in them), and actually contain hazardous radiological sources- a pair of them in the helmet are used to power the scanning device. A disclaimer on the tutorial clipboard in the ship states that the company is required to ''inform'' the workers about this latter hazard due to health regulations.
  • Stupid Evil: When a team of workers fails to meet quota, they are summarily vented into space, along with all of the company equipment and scrap present in the ship at the time.
  • We Have Reserves: The Company treats their employees like disposable and easily replaceable Red Shirts.
  • You Have Outlived Your Usefulness: Fail to meet the quota in the allotted days? Out into the vast darkness of space you go!

    Workers 
https://static.tvtropes.org/pmwiki/pub/images/lethalcompanyvictim.png

The Player Characters. Poor, hapless wage slaves who joined the Company in hopes of making ends meet, with little knowledge of the sheer horror they have just gotten themselves into.


  • Action Survivor: Company employees are scavengers, not fighters, meaning that surviving a day on a hostile moon means a lot more running, hiding and sneaking around than actually fighting the local wildlife. Any weapons they can equip themselves with are more incidental than standard issue, like shovels bought as a bludgeon rather than as an actual spade, valuable signposts which make for something handy to swing in an emergency, and double-barreled shotguns just as prized for their value as well as their killing power, provided there are shells to spare. Other weapons they can buy are flash grenades or zap guns, which stun enemies for a quick escape rather than killing them.
  • All Webbed Up: Their fate if they are killed by Bunker Spiders - their corpses will be wrapped in webbing and guarded by the spiders, and cannot be picked up by their teammates. Only the Teleporter can bring them to the ship.
  • And Then John Was a Zombie: If they're attacked and killed by a Masked, they'll turn into another Masked that will hunt down their former allies.
  • Batman Gambit: A smart employee can lure vicious enemies onto landmines to save the rest of their team. Especially worth doing with Masked, getting rid of two potential threats for the price of one.
  • Better to Die than Be Killed: Actively helpful if you've been cornered by a Masked and have no way out - they have to kill you themselves to turn you into another Masked, and dying by other means (such as a pit, landmine, turret or other monster) denies them the chance.
  • Blinded by the Light: Stun grenades will briefly incapacitate enemies, but it will also temporarily whiten the player's screen for a few seconds, so it's recommended you know where to run before triggering it.
  • Bloodless Carnage: Downplayed. While they are shown to be bleeding when stepping on a landmine, their bodies surprisingly stays in one piece. Otherwise, any other damage inflicted by monsters will cause workers to bleed profusely before the final hit that can kill them.
  • Bridal Carry: Workers carry teammates corpses this way.
  • Butt-Monkey: Effectively slaves for a company that forces them into debt to even stay alive, and can die in all sorts of ways during their scrap-hauling missions for the sake of making quota. They can't catch a break.
  • Cruel and Unusual Death: Some of their potential demises are brutal and just border on Black Comedy. Getting their limbs and head removed near-instantaneously by Coil-Heads, being Eaten Alive by multiple species, getting their head blown up by the Ghost Girl...
  • Death By Falling: There's plenty of deadly drops in most facilities, which are thankfully blocked off by guard rails - but jumping over them and/or across gaps is required to traverse some areas, with this being the result if you can see where to land or blow the timing.
  • The Dog Bites Back: Organized or wily workers can use the few real weapons available, up to and including a Nutcracker's shotgun, to turn the tables on the monstrosities out for their blood.
  • Doomed Protagonist: By virtue of the gameplay. Workers can avoid getting eaten, shot to death, falling down a bottomless pit, having their necks broken by ungodly abominations, or pissing off the Company Monster, but they will inevitably be saddled with a quota they can't meet, earning them a one-way ticket to the vacuum of space.
  • Eaten Alive: Happens if they are caught by Eyeless Dogs, Thumpers, Forest Keepers, or Earth Leviathans. The latter two will actually consume the body whole, along with any items the worker had on them at the time. Their bodies can also be assimilated by Hygroderes, leaving only their items and clothing behind.
  • Emote Command: Workers can emote with two actions: one silently points in the direction they’re facing, typically meant to communicate with co-workers whenever everyone needs to be quiet. The second command is simply a goofy little dance.
  • Endearingly Dorky: Workers can use the dancing emote in the most unfitting situations.
  • "Everybody Dies" Ending: Can be the end result of a mission where all players die or else fail to return to a leaving ship in time, and the run ends this way if they fail to meet their quota in the allotted time.
  • Featureless Protagonist: Anonymous workers with no defining or differentiating characteristics and identical hazmat suits.
  • Forgot I Couldn't Swim: Workers that enter deep water sink to the bottom immediately, moving as they would on land with the caveat of drowning if they run out of oxygen.
  • Giving Someone the Pointer Finger: One of their main emotes, which can be useful for silent communication.
  • Hazmat Suit: They all wear these. A couple of purchases for the ship can spruce their uniforms up from the standard orange suit for green and yellow radiation suits instead, with an extraordinarily expensive option being a baby blue hazmat suit with yellow dot decals that look like pajamas.
  • High-Voltage Death: On Stormy moons, lightning strikes will kill them instantly. There's also a downplayed example with the Circuit Bees, whose electric stings are painful but not immediately lethal.
  • I Just Shot Marvin in the Face: This can happen if a shotgun's safety is off while it's being carried by another worker or even left on the ground.
  • Impaled with Extreme Prejudice: Baboon Hawks can stab workers to death with their tusks.
  • Interface Screw:
    • The screen flashes red whenever the player loses health, and dying causes the words "Life Support: Offline" to appear on the screen before their POV is switched to that of a still-living teammate.
    • Witnessing a teammate's death or finding a corpse will darken and blur the screen while an eerie ambiance starts playing, emulating a fight-or-flight response.
    • Activating a stun grenade briefly fills the screen with a bright white flash that temporarily blinds players and monsters alike for a few seconds.
    • The gimmick of the Snare Flea, who will wrap itself around a worker's face, blinding them and muffling any sounds they make or hear.
  • Land Mine Goes "Click!": Happens when a worker steps on a landmine - stepping off causes them to detonate, invariably killing that worker. If someone on the ship is watching you, they can remotely deactivate the landmine, or even manually detonate it with an upgrade.
  • Left for Dead: Anyone who’s not on the ship when it’s taking off will be left behind, counting as a death for gameplay purposes. Dead players can vote to have a ship leave early, and the ship automatically leaves once the in-game clock reaches midnight - live players can also fall off the ship if they're on the outer portions and not paying attention.
  • Light 'em Up: Stun Grenades blind enemies and workers alike with a bright flash, which players can use to escape threats. The Radar Booster's "flash" function provides a slightly less effective version that can be used an infinite number of times as long as someone's on the terminal to activate it.
  • The Many Deaths of You: And how. From being attacked and/or eaten by monsters and falling to their deaths, to being shot by turrets, walking on landmines, drowning, or falling into quicksand... all so they can make quota and not be Thrown Out the Airlock by the company.
  • Mission Control: One of the most effective strategies is to have a worker stay at the ship with a walkie-talkie in hand and guide the scavenging group via the monitor. The monitor can temporarily deactivate turrets and landmines (or detonate them with upgrades), open and close hydraulic doors, message them to warn of nearby threats, activate the radar booster's flash to stun monsters, and use the Teleporter to save the rest of the crew from death (or more frequently recover the corpses).
  • Multiple Gunshot Death: Workers in the trajectory of a Turret when it starts firing will be subjected to this.
  • Never Found the Body: If a player dies by falling into quicksand or gets Eaten Alive by a Forest Keeper or Earth Leviathan, their body will become unrecoverable. This is hinted at by looking at the monitor; as long as you see the blue dot representing the player, the body can be recoverable via the teleporter (even if they fell to their death or was taken by a Bracken or Bunker Spider), but otherwise, this will cost the team by the end of the day.
  • Nobody Poops: Their spaceship lacks any form of toilet - you can purchase one from the store, but it's purely ornamental and can only be flushed.
  • No-Respect Guy: The employee who acts as the Mission Control. They can deactivate turrets, control certain doors (and potentially lock enemies into rooms), and warn teammates about upcoming threats, but will almost always be referred as the "laziest employee" in the end-of-day report.
  • Off with His Head!: Workers killed by Coil-Heads will leave headless corpses with a metal spring lodged in their neck. The Ghost Girl will also decapitate her victim when she's done stalking them.
  • Quicksand Sucks: Patches of quicksand can occur on rainy moons, and it's fairly easy for careless players to sink and suffocate.
  • Red Shirt: The Company's scrap haulers are completely expendable and replaceable assets.
  • Shovel Strike: One of the few means of offense available to a worker to defend against the horrors lurking within the abandoned facilities.
  • Sole Survivor: At least one player must make it back to the ship alive and leave a moon in order to successfully keep all the collected scrap - and circumstances can easily lead to only one of them making it.
  • Spacesuits Are SCUBA Gear: Their "space suit" consists of an orange Hazmat Suit, a black oxygen mask with exposed tubes, and tanks strapped to their backs with what appears to be duct tape. And they're not even effective SCUBA gear: workers can still drown in them.
  • Static Stun Gun: Workers can use a Zap Gun to stun enemies, either to escape them or pin them down for teammates to kill with other weapons.
  • Steel Eardrums: Averted. Firing the Nutcracker's gun causes a temporary period of hearing loss and tinnitus.
  • Swallowed Whole: A potential fate if they are in the bullseye of an Earth Leviathan.
  • Surprisingly Sudden Death: Several possible deaths can occur ridiculously quick. Coil-Heads and Brackens can Neck Snap workers with ease, with only the former even being potentially whole; they can be Swallowed Whole by an Earth Leviathan in mere seconds (first-time players may think it's an unexpected earthquake); or they can simply notice that land mine they stepped on way too late.
  • Teleportation: The ship can be equipped with a teleporter, which can teleport workers or their corpses back to the ship, though this leaves behind any inventory that live workers were carrying. The "Inverse Teleporter" can teleport workers to a random location in the facility. Including right on top of a landmine.
  • They Killed Kenny Again: Dead workers are revived at the end of each day cycle, and starting a new game after being thrown into space by the company presents players with a fresh set of workers ready to meet quota again.
  • Thrown Out the Airlock: The fate of all teams that fail to meet their quotas is to have the ship's single door opened remotely, sucking them into the vacuum of space.
  • Trick Bomb: Workers can find improvised as a scrap item, which work similarly to bought stun grenades but will immediately explode in their hands when armed.
  • Undignified Death: Some of the possible deaths are easily avoidable and quite ridiculous: being crushed by the delivery system or a company ladder, falling into an inescapable body of water, being bludgeoned with a shovel by their own teammates or pissing off the Company Monster by ringing its bell nonstop.
  • Video Game Cruelty Potential: Workers can clown around and hit each other with shovels and various other items or get their pals killed with reckless stunts (which can be especially common with friend groups).
    • Video Game Cruelty Punishment: ...but needlessly getting fellow workers killed will cost the team a chunk of their money, especially if they can't recover the bodies.
  • We Need a Distraction: Typically required to collect Circuit Bee Hives. One worker lures the bees away from the hive, while another one brings it to the ship. A worker can also lure an Eyeless Dog or Forest Keeper away from the ship, though they can still be rescued with a Teleporter.
  • Your Head Asplode: Their fate if they get caught by the Ghost Girl.

    Company Monster 

Other names: Tentacles, Jeb

https://static.tvtropes.org/pmwiki/pub/images/jeb_attacking_3.png
This is all you'll see of it.
A mysterious entity residing on Gordion that acts as the Company's representative, taking the scrap collected by the workers and giving them money in exchange. It is mostly passive, but can become lethally angered should its handful of Berserk Buttons be pushed.
  • Ambiguous Situation: It pays workers for their scrap, but it doesn't communicate with them outside of a few canned lines from its speaker afterwards, leaving it unclear if this thing is your boss, a shift supervisor or just a middleman who can get away with killing employees. Or, given that one intercom message and Sigurd's logs about the company building, a very plausible possibility is that the creature is trapped in the building and delivering scrap to it somehow placates it from trying to break free.
  • Ax-Crazy: Pushing its Berserk Button one too many times will cause it to snap and violently murder the nearest worker.
  • Bad Boss: At minimum, it has enough leverage to eat workers who make a ruckus around its counter and get away with it.
  • Berserk Button: Ringing the bell too many times in quick succession, or else playing a clown horn or air horn repeatedly, will cause it to lash out and mangle the nearest worker before pulling their corpse in. This can also happen if it's already in a bad mood and you ring its bell for a pile of loot that has an average value of 3 or lower. And your team is still charged for worker casualties.
  • Delayed Reaction: Sometimes it needs a few moments to respond to the bell, even when the counter is full - rush it at your peril.
  • Eldritch Abomination: It's unknown what it is beyond a... thing with giant red tentacles. According to it, "THIS WALL CANNOT CONTAIN ME".
  • Hair-Trigger Temper: If workers return to Gordion too early, the company monster may be more aggressive and more likely to attack those too close to the counter. Pestering it with useless noises or ringing the bell too much is guaranteed to piss it off.
  • Intercom Villainy: After large transactions, it normally sends a message through its intercom thanking the players for their service - on occasion, you'll get a lower-quality response that simply tells them to keep working, Sometimes you'll just get an irate "What?". And sometimes...
    "THIS WALL CANNOT CONTAIN ME"
  • The Misophonic: Its Berserk Button is too much player noise next to its counter, which can lead particularly talkative or horn-prone players to an unfortunate demise even if they hadn't intentionally antagonized it.
  • No Name Given: The fandom calls it "Jeb", but "company monster" is the closest thing to a title it has.
  • Press X to Die: Its other main purpose aside from collecting your scrap is to kill workers that make too much noise near its counter.
  • Red Is Violent: Its tentacles are red, and this monster does not mess around.
  • Tentacled Terror: A monster with giant red tentacles covered in tendrils that'll gladly use them on anyone stupid enough to disturb its peace.
  • Unseen Evil: Said tentacles are the most workers ever see of the creature.

    Sigurd 

Sigurd

One of the previous employees of the company and the source of the various logs around the moons you visit, which can be read from the ship's terminal.
  • Ambiguous Situation: In one of the logs, he notes with some alarm that he can only recall a few vague memories from his life prior working for the Company. It's deliberately unclear whether this is intentionally done by the company, standard Sanity Slippage or some other influence altogether.
  • Amnesiac Hero: Sigurd states in one of his logs that he forgot most of his life before working for The Company. As stated above, it's unknown if The Company brainwashes their employees or it's an effect of Sanity Slippage messing with his past memories.
  • Apocalyptic Log: His logs are treated this way, and it's likely that Sigurd bit the dust some time ago.
  • Bunny-Ears Lawyer: Sigurd seems... eccentric to say the least. After a statement in the initial log about maintaining a professional tone, subsequent logs include frequent digressions, use of profanities and repeated complaints about how bad one of his coworkers smells. That said, he was more than competent as an employee, providing vital information about the various hostile lifeforms workers encounter, and discovers several goings-on behind the scenes at the Company.
  • The Ghost: He's never seen in-game, and the only way the player gets to know him is through his logs.
  • Lemony Narrator: Sigurd's logs contain frequent sarcasm and foul language.
  • Meaningful Name: Sigurd can mean "guardian", and his logs can aid in the survival of its readers.
  • Mr. Exposition: His logs reveal a lot about the lore of the company, and he's also the author of the various scientific records from the bestiary, which details the creatures encountered and how to survive them.
  • Posthumous Character: Most likely, considering working for the Company doesn't always end well for anyone. Plus, his logs are dated some four centuries before the game's present date.
  • Uncertain Doom: While the logs never make it clear whether they died or not, their belief that they won't be going home leans towards the former, especially considering the dangers the workers face on the moons and from their own employer. Not helping is the log written by Desmond, his brother and coworker, which doesn't mention Sigurd in any way.

Wildlife & Other Creatures

    In General 
  • Blinded by the Light: With the exception of blind species such as the Eyeless Dog, most species can be countered with a stun grenade. Coil-Heads in particular will reboot to a passive mode afterwards.
  • Bludgeoned to Death: Most aggressive species can be taken care of with three hits from a shovel (or a stop/yield sign).
  • Expy: A small number of them take very obvious inspiration from other horror media such as The SCP Foundation and the Aliens franchise.
  • Meaningful Name: Most of the creatures have scientific names befitting their appearance and/or apparent species.
  • Monster Compendium: Typing "Bestiary" on the Terminal computer allows players to read scientific records (courtesy of Sigurd) about the creatures they have scanned.
  • More Predators Than Prey: The majority of life encountered on the moons are the predators of their ecosystem, and most of them will pursue you relentlessly, especially oonce sufficiently angered. Even decidedly unnatural beings like Jesters, Coil Heads and Masked will instinctively hunt and kill any workers that they discover.
  • My Rules Are Not Your Rules: Creatures encountered indoors cannot trigger landmines or be tracked by sentry guns, giving you all the more pressure when you’re being chased into a kill zone that won’t directly harm whatever is behind you. As a trade-off, only a couple of monsters can actually pursue workers in or out of the facility, although those that can are bound to be a nasty surprise. Creatures can be killed by landmine explosions, but require a player to activate it themselves and either give themselves up or else put together a very skilled Teleportation Rescue.
  • Swallowed Whole: Anything caught in the path of an Earth Leviathan is Eaten Alive.

Daytime

    Roaming Locusts 

Scientific Name: Anacridium-vega

Other names: Locust Bees, Flies

Sigurd's Danger Level: 0%

https://static.tvtropes.org/pmwiki/pub/images/roaminglocusts.png

A passive species of grasshopers. They can be found outdoors, moving as a group taking a spherical formation, and running through it or flashing a flashlight at them will cause them to disperse.


  • Insectoid Aliens: They resemble normal Earth grasshoppers.
  • Meaningful Name: Their scientific name is Anacridium-vega. "Anacridium" is a genus of tree locusts or bird grasshoppers, while "vega" can refer to a meadow or grassy valley.
  • Synchronized Swarming: These locusts gather together in a ball, but are otherwise harmless and will disperse if the players run through them.
  • Virtuous Bees: They're referred to as "Locust Bees" and are harmless to workers.

    Manticoils 

Scientific Name: Quadrupes-manta

Other Names: Double Wings

Sigurd's Danger Level: 0%

https://static.tvtropes.org/pmwiki/pub/images/manticoils.png

Characterized by their set of four wings, Manticoils are harmless species commonly found flying through the air, or as groups on the ground. They will disperse into the sky when approached or otherwise frightened by a player.


  • All There in the Manual: According to the bestiary, Manticoil are from the Corvidae family, making it related to crows and ravens despite being from an entire different galaxy.
  • Bizarre Alien Biology: They look like normal birds, except for their double pair of wings, that can range from 55 to 64 inches. They also lack a tail, and are stated to be corvids, despite looking more similar to canaries in color and design.
  • Deathbringer the Adorable: Their name is almost similar to Manticore, a deadly, mythical scorpion-tailed lion. Despite this fearsome-sounding name, Manticoils are adorable and harmless birds that pose zero threat to workers.
  • Disturbed Doves: Will fly off if approached by workers.
  • Meaningful Name: Their scientific name Quadrupes-manta roughly translates to "four-legged blanket", in reference to their large wings. Manta can also stand for a manta ray.
  • Noble Bird of Prey: Their bestiary entry states that they prey on insects and small rodents, but are otherwise harmless and passive when it comes to humans.
  • Video Game Cruelty Potential: Despite posing no threat, they can be killed with the shovel or a stop sign.

    Circuit Bees 

Scientific Name: Crabro-coruscus

Other Names: Red Bees

Sigurd's Danger Level: 90%

https://static.tvtropes.org/pmwiki/pub/images/lethalcompanybees.png

A species of bees that build their hives on the ground. Uniquely, they conduct electricity between members of the hive, which they use as a weapon against potential predators.


  • Bee Afraid: Electric bees that become aggressive and can lethally zap you to death if you disturb them or their hive.
  • Berserk Button: While approaching them is enough to make them hostile, they become absolutely FURIOUS if you steal their hive.
  • Bug Buzz: If you hear buzzing, it means they're nearby, so beware unless you want to get stung...
  • Hurricane of Puns: Sigurd's entry writes a lot about their "BEEhavior" and how it's "BEEst" to keep your distance thanks to their unique "aBEElity".
  • Insectoid Aliens: Red-colored bees found on various moons with the ability to generate their own electricity.
  • Meaningful Name: Their scientific name, Crabro-coruscus, roughly translates to "twinkling hornet" in Latin, referring to their electric properties.
  • Metal Slime: Wherever you see bees, there’s going to be a hive worth looting, with the caveat that you’d better be ready to run when you snatch it.
  • Pummeling the Corpse: They will keep stinging a worker long after the victim's death until someone else picks up their hive.
  • Pun: Their bestiary entry continuously uses bee-related puns.
  • Red Is Violent: They are red-colored bees, and sure enough they're not friendly.
  • Scary Stinging Swarm: They can be found gathered around their hive, and chase anyone that disturbs them or steal it, often until the victim(s) are good and dead.
  • Schmuck Bait: Bee hives are worth a ridiculous amount of money for a ridiculous amount of risk. A common situation that worker teams find themselves in is someone managing to bring the hive to the ship, turning their home base into a death trap when the bees inevitably get inside and attack any returning workers. It's a generally wiser idea to save beehives for last on expeditions—which also means dodging the outdoor predators, navigating the darkness and accounting for weather hazards while trying to flee the swarm, ideally with the rest of the team ready to jet so they aren’t killed before takeoff. Alternatively, a worker can drop the beehive on the outer railing of the ship far from the entrance, and only pick it up during takeoff once the bees get left behind.
  • Shock and Awe: They're bees with electric stings.
  • Stealth Pun: Their electrical properties mean these insects can buzz in more ways than one.
  • Stock Beehive: Their hives resemble traditional beehives, but are light grey and covered in holes. They are also worth a lot of money, possibly from the honey they produce.

    Baboon Hawks 

Scientific Name: Papio-volturius

Sigurd's Danger Level: 75%

https://static.tvtropes.org/pmwiki/pub/images/baboonhawk.png

Generally timid when alone, but more aggressive when in packs, these creatures have both primate and avian features. They hop around on their legs and ends of their wings, and will try to take objects from the workers.


  • Accidental Hero: Their on-sight beef with the Eyeless Dog enables workers to quietly sneak away while the two are busy fighting. It goes to another level when a group of Baboon Hawks gang up on an Eyeless Dog and tear it apart.
  • Animal Jingoism: Is a natural enemy of the Eyeless Dog, and vice-versa.
  • Bandit Mook: The Bestiary indicates that these things have a fondness for shiny objects and use them to mark their territory, up to stealing the writer's pickle jar at some point.
  • Cowardly Mooks: Lone Baboon Hawks are easily scared off by just running at them, making the beast backpedal anxiously away. They become braver if their numbers are equal to or larger than yours, but can still be warded off or avoided. If enough members of the pack appear to outnumber a worker or group, though, they'll surround them and peck them to death unless the workers can get clear.
  • Dirty Coward: Baboon Hawks are timid and likely to run away on their own, requiring backup in order to get aggressive.
  • Fragile Speedster: They hit for relatively low-to-moderate damage and take four hits from a shovel or signpost to kill. One is manageable, but they're almost never alone, and dealing with groups is enough of a hassle that you’re better off trying to sneak around them all or else hope Eyeless Dogs distract them.
  • Horns of Villainy: Have tusks on each side of their beak that they use to impale prey.
  • Maniac Monkeys: Zig-zagged. Lone Baboon Hawks are fearful of workers and try to stay as far away as possible, but groups that outnumber workers will become more aggressive and gang up on them.
  • Mix-and-Match Critters: Baboon Hawks have the body and posture of an ape, but the beak and wings of a humongous bird or bat.
  • Nerf: Zig-Zagged with version 50. On one hand, their damage was lowered from 30 to 20 and their health from 6 to 4, but to compensate they appear in greater numbers.
  • Nice Day, Deadly Night: They appears in small packs of 1-3 during the day, but their numbers start increasing as night falls. Since their aggressiveness depends on outnumbering their opponents, this makes a large troop at night a much greater threat.
  • Non-Indicative Name: Downplayed. Though they are referred to as "baboon hawks", their scientific name is Papio-volturius, or "baboon vulture". The "baboon" part is correct, but it's not made clear if they are scavengers.
  • Red Eyes, Take Warning: Zig-zagged. They have large red eyes, but run away from workers unless they can group up against them.
  • Set a Mook to Kill a Mook: Grouds of Baboon Hawks will try to intimidate Eyeless Dogs and even attack if they have the numbers advantage, alowing workers to slip by.
  • Stalker without a Crush: Baboon Hawks stalk workers that they plan to prey on but lack the confidence to actually attack, and will continue to until more of their kind show up, or else they are scared off or provoked.
  • Sticky Fingers: Like Hoarding Bugs, they can steal items from workers and will fight back against players trying to recover them.
  • Toothy Bird: A part-bird creature with small pointy teeth inside its beak.
  • Wings Do Nothing: According to the Bestiary, they cannot fly with their large wings due to their weight, so the wings are used for intimidation and protection against their environment instead.
  • Zerg Rush: A single Baboon Hawk or trio of Hawks can become a pack of a dozen or more as time passes on a moon from evening into night - if a large pack is allowed to assemble, they become impossible to scare off and will actively try to swarm workers.

    Tulip Snakes 

Scientific Name: Draco Tulipa

Sigurd's Danger Level: 1%

https://static.tvtropes.org/pmwiki/pub/images/letcom_tulipsnake.png

First introduced in the V50 update along with the Butlers and Old Birds, these reptilian creatures resemble Earth's flying lizards of the genus Draco, but have additional flaps around their necks that resemble flower petals. They spawn in forests at daytime, and their mating rituals involve lifting heavy, large objects into the air, with several males often latching onto the same object. Unfortunately for employees, this often causes multiple Tulip Snakes to get a bit carried away with them, dropping them from a dangerous height.


  • Difficult, but Awesome: Most newer players will find Tulip Snakes an annoyance especially since they can cause Falling Damage. Players who know how to control the jetpack, however, can control their forced flying in a similar manner, essentially turning them into a free, limited-duration jetpack.
  • Fragile Speedster: They move relatively quickly on the ground and the leap they use to latch onto employees is a rather fast "attack". They also die in one hit and a single Tulip Snake cannot damage an employee, requiring more than one in order to even lift them off the ground.
  • Head Pet: The first Tulip Snake that latches onto an employee will always be positioned on top of their head.
  • Helpful Mook: While it may initially be an annoyance to be dragged into the air by them, players can actually control their movement while being carried away, allowing one to use them as a makeshift jetpack.
  • Non-Malicious Monster: Tulip Snakes see employees as a large, heavy object to impress females with and latch onto them, with others joining in to covet the employee for themselves. This often causes them to fly in an attempt to carry away the employee, then stop, resulting in the poor employee dropping from a height and taking Falling Damage.
  • Personal Space Invader: Tulip Snakes latch onto employees, but do not deal any damage. They will however try to fly for short periods, and will lift the employee if there is more than one, which often results in Falling Damage when they all stop flying.
  • Ridiculously Cute Critter: They're small flying lizards with little vacant beady eyes. When they latch onto a workers head, they will sometimes peer down at them with a large, goofy smile. That said, make sure that no more than one latches on at once...

Nighttime/Eclipse

    Eyeless Dogs 

Scientific Name: Leo caecus

Other Names: Blind Dogs, Breathing Lions

https://static.tvtropes.org/pmwiki/pub/images/eyelessdogsrender.png

Though blind, these large canine entities possess powerful hearing and can kill players in a single hit. This, alongside the possibility of multiple spawning at once and their ability to enter the ship, makes them very dangerous.


  • Animal Jingoism: Is a natural enemy of the Baboon Hawk, and vice-versa.
  • Beware of Vicious Dog: Not that it looks that much like your average dog, but it will tear you to shreds if you're in its path.
  • Blind Mistake: As the name implies, they lack eyes and mostly rely on their hearing. This can be exploited by players by luring it away with other noise, such as the Boombox.
  • Devoured by the Horde: A pack of Baboon Hawks can tear an Eyeless Dog to shreds.
  • Eaten Alive: If they hear employees, they will charge them In a Single Bound and tear them apart, though they will at least leave a retrievable body behind. Ironically, they can be Swallowed Whole by an Earth Leviathan.
  • Expy: Both look and behave very similarly to SCP-939 from The SCP Foundation. Just like SCP-939, they're red, fleshy quadrupedal creatures with a mouth full of sharp teeth, whom can detect prey with hearing and sound due to having no eyes. The only difference is their lack of ability to mimic noises and, as their name states, look more like canines instead of lizards.
  • Eyeless Face: Not called Eyeless Dogs for nothing.
  • Hellhound: An alien version of this trope with their humongous jaws full of sharp teeth.
  • High-Voltage Death: Eyeless Dogs can suffer this if lured close enough to a metallic object on a Stormy moon.
  • In a Single Bound: They will leap massive distances towards and source of sound, enabling them to catch workers in a single leap and kill them instantly.
  • Instakill Mook: Any unlucky worker that gets caught in their mouth dies instantly.
  • Lamprey Mouth: Its main characteristic is a large jaw resembling a fly trap filled with long pointy teeth.
  • Lightning Bruiser: Eyeless Dogs are extremely fast and workers won't be able to outrun them, requiring that they either evade detection or use the environment against them.
  • Meaningful Name: Their scientific name is Leo caecus, meaning "Blind Lion" in Latin, and they have EyelessFaces and make fairly leonine roars, with a similarly lion-like tail.
  • Mix-and-Match Critters: They look like a mix between a carnivorous plant and a dog, with a big cat tail.
  • Non-Indicative Name: Aside from being growling, biting quadrupeds, Eyeless Dogs barely resemble dogs. Downplayed with their scientific name Leo caecus ("blind lion'') - they at least have a lion-like tail and make similar roars.
  • Roar Before Beating: Eyeless Dogs let out a growl upon detecting noise, and you’ll know they’ve pinpointed someone when they let out a howling screech.
  • Scary Teeth: They possess large gaping mouths filled with razor-sharp teeth.
  • Sense-Impaired Monster: Being blind, they rely on detecting noise to find prey - just walking too fast or speaking into your mic will make you a dead man walking. Their behavior also makes them vulnerable to distractions and lures, whether by a brave soul trying to redirect them away from the ship or through more expensive means like deploying a boombox or even making an order so the Company delivery probe can provide an opening.
  • Weaksauce Weakness: Whoopie cushions, of all things. Enemies can step on them just like players can, and the noise of the whoopie cushion sets the Eyeless Dog off on the source of the sound. Baiting them into a pile of whoopie cushions is a good way to neutralize them (provided the pile isn't on the ship).
  • You Will Not Evade Me: Yeah, you're not safe on the ship. Eyeless Dogs can get into it just fine, even with the door closed, and since you don't exactly have room to dodge in a tiny flying box, your death is basically guaranteed at that point.

    Forest Keepers 

Scientific Name: Satyrid-proceritas

Other Names: Forest Giants (or simply "Giants")

Sigurd's Danger Level: 50%

https://static.tvtropes.org/pmwiki/pub/images/forestkeeperrender.png

Colossal and fast tree creatures that will eat any employee they can get their hands on. They have great eyesight, but are incapable of hearing.


  • Always a Bigger Fish:
    • Leviathans are more than large enough to gulp them down, which may save a worker caught in their grasp.
    • Large and powerful as they are, Forest Keepers will usually lose a fight against an Old Bird, which can set it alight with a flamethrower or spam rockets to put dents in its health.
  • Attack of the 50-Foot Whatever: They're the second largest creatures in the game after the Earth Leviathan.
  • Bad Vibrations: Being so huge, they make a very distinctive thud with every step, which is your first warning to start sneaking if you're outside and too far from the ship.
  • Cephalothorax: Their eyes and mouth can be found in the middle of their chest.
  • Curious as a Monkey: They are stated to be curious by nature, and said curiosity involves putting anything they find interesting in their mouths, despite not needing a mouth to eat in the first place.
  • Eaten Alive: The fate of any workers grabbed by a Forest Keeper, as well as the fate of any Forest Keeper caught in the path of an Earth Leviathan.
  • Extreme Omnivore: They eat anything they can get their hands on, which especially includes workers.
  • Eyes Do Not Belong There: Played with - the multiple large and creepy eyes on their torso are just natural eyespots meant to intimidate its predators (whatever ''those'' are).
  • Faster Than They Look: Don't let their size fool you - the Forest Keepers can and will catch up to you if you're spotted.
  • Four-Fingered Hands: Forest Keepers have a pair of these.
  • Giant Equals Invincible: Downplayed. Forest Keepers can be stunned with a grenade or the Zap-Gun, but take a massive number of shovel strikes to go down, and are better off avoided otherwise.
  • Horns of Villainy: Subverted - their horns are said to be signs of age, but they are more curious beings rather than actively malevolent. Unfortunately, their curiosity includes placing anything that moves into their mouth...
  • Instakill Mook: Any unlucky worker that gets caught and shoved into their mouth will be devoured along with their loot and killed.
  • Manchild: According to their bestiary entry, they have the same curious behaviors as children of 5-6 years old, putting everything they find fascinating in their mouths... including live beings like the workers.
  • Meaningful Name: Their scientific name Satyrid-proceritas translates roughly to “a satirical prodigy” in Latin. "Satyrid" may refer to a subfamily of the Nymphalidae family of butterflies; many butterfly species have eyespot markings which are primarily defensive in nature.
    • Additionally, "Satyrid" literally means "Satyr-like" in scientific Latin, referring to satyrs, a group of forest dwelling deities in Greek mythology that are part-man and part-goat (the Forest Keeper also possesses horns like goats). "Proceritas" means "height" or "tallness", referencing the entity's massive size.
  • Nerf: Update 50 made them no longer invulnerable to damage, instead giving them a whopping 20 shovel strikes' worth of health. This was likely to make them vulnerable to the new biggest outdoor threat, the Old Bird.
  • Obliviously Evil: They put things in their mouth out of curiosity, not really noticing that they're also devouring your worker buddies and all the scrap they're hauling.
  • Sense-Impaired Monster: They are deaf, and rely on sight to navigate, requiring that workers stay out of sight to avoid it.
  • Treants: They resemble gigantic humanoid trees, and are stated to feed via photosynthesis not unlike actual plant life, though it's unknown if their skin is actually bark.
  • You Are Already Dead: If you are spotted by one and too far away from the ship or a facility entrance, better hope you have your will in order! Unless they're attacked and killed by an Old Bird, but that means you have an even worse problem on your hands.

    Earth Leviathans 

Scientific Name: Hemibdella-gigantis

Other Names: Sandworms

Sigurd's Danger Level: 2% "cause they can't hide from the ship cameras!!"

https://static.tvtropes.org/pmwiki/pub/images/lethalcompanyworm.png

Titanic worm-like creatures that roam underground, searching for prey, and surface in order to leap through the air and devour it. Though avoidable on its own, having Eyeless Dogs nearby makes running away a lot harder...


  • Accidental Hero: If the player is chased by a Forest Keeper, it's possible for the Earth Leviathan to unknowingly save them by devouring the Keeper instead.
  • Always a Bigger Fish: The Earth Leviathans are the Bigger Fish, capable of devouring other creatures in their path, including supposedly invulnerable ones like the Forest Keepers and Old Birds.
  • Attack of the 50-Foot Whatever: They're the largest creatures in the game, dwarfing entire mountains with the sheer length of their bodies.
  • Bad Vibrations: If the ground starts to shake and dust clouds up wherever you're standing, get the hell out of there.
  • Extreme Omnivore: It's not picky about prey, and reacts to any vibrations on the surface by springing out of the ground to devour the source.
  • Giant Equals Invincible: Earth Leviathans are the biggest entity in the game and they cannot be attacked or killed in any way whatsoever.
  • Helpful Mook: They can instantly remove any Old Birds they manage to swallow, including inactive ones. Unlike Forest Keepers, an inactive Old Bird doesn't move, is completely harmless, and cannot respawn due to being preset spawns, so baiting an Earth Leviathan into permanently removing them before they activate can be a viable method.
  • Instakill Mook: As with Forest Keepers, any workers swallowed by one are lost along with any loot they have on them.
  • "Instant Death" Radius: A worker's only hope of survival is to react fast enough to either warnings from a worker manning the ship radar, or else to sprint the hell out of dodge once they see the ground rumbling. If someone's caught in the center, they're good as dead.
  • Meaningful Name: Their scientific name Hemibdella-gigantis roughly translates to "giant half-leech" in Latin, and they are absolutely massive sandworms with leech-like mouths.
    • Leviathan is a Biblical term for a gigantic sea monster (mostly used for sea serpents), and these similarly-sized monsters "swim" through the earth they inhabit.
  • Mistaken for Quake: Inexperienced workers will mistake the worm's presence for a literal earthquake right up until it devoured them. For first-time players, it's easy to think there's a sudden earthquake happening... until you're suddenly dead and never saw what killed you in the first place.
  • Mole Monster: It stays most of its time underground, waiting to sense the vibrations of prey before it strikes. Earthquakes and dust rising signal its approach.
  • Nerf: Version 50 increased the minimum time they take to pop out of the ground from 0.3 seconds to 1 second, preventing cheap deaths from occurring.
  • Sand Worm: They're titanic ones that live underground and emerge to devour prey, causing earthquakes.
  • Swallowed Whole: The fate of anything caught in its path.

    Old Birds 

Other Names: Al (A16-L31), "Walking Ransom Letter"

https://static.tvtropes.org/pmwiki/pub/images/letcom_oldbird.png

First introduced in the V50 update along with the Butlers and Tulip Snakes, these are huge robots that lie eerily dormant in the morning, but activate one by one as the day passes, patrolling and searching for anything that moves. Entities and Employees caught in their searchlights are greeted with dissonant cacophonies, welcomed by salvos of rockets, pursued by rocket-boosting legs, and stomped on. Employees unfortunate enough to be grabbed will be barbecued by a point-blank flamethrower.


  • Absolute Xenophobe: Old Birds are hostile to everything that isn't another Old Bird, attacking both employees and other entities on sight.
  • Achilles' Heel: Old Birds cannot hear, and unlike Forest Keepers, their vision is much more limited down to their searchlight cone. As long as a player can keep away from the searchlight, they won't be spotted.
  • Airborne Mook: They're as of now the only hostile entities that are capable of high-altitude flight, allowing them to jetpack around at fast speeds and even perform a Dynamic Entry attack.
  • Always a Bigger Fish: Old Birds can effortlessly take down Baboon Hawks and Eyeless Dogs with a few rockets and even defeat Forest Keepers in a one-on-one fight. In turn, Old Bird themselves are no match for an Earth Leviathan, which devours them instantly if they happen to be in range.
  • Anti-Escape Mechanism: They have rocket boosters that allow them to jet long distances to close in or even fly into the air and reposition themselves, making escaping from them exceptionally difficult once they spot you unless there's a place to hide in.
  • Berserk Button: All Old Birds on the planet will immediately activate as soon as the Apparatus is taken, even at day.
  • Dynamic Entry: If they spot a target from a long distance away, they will close the gap by using their rocket boosters to leap at the target, dealing huge damage to whoever they land on.
  • Fire-Breathing Weapon: Old Birds are equipped with a flamethrower that's used to fry caught employees at point-blank range.
  • Giant Equals Invincible: Old Birds are immune to damage from players and most entities, with the only way to kill one being an Earth Leviathan. They can be stunned by Stun Grenades, however.
  • Hell Is That Noise: Once they activate and begin attacking, you'll hear the distorted sounds of a baby crying and screaming, police siren, and a loud distorted electronic voice saying "A Robot!" on repeat. This is invoked in-universe, with Sigurd calling their speakers "sound cannons", and the internal file names for these sounds are "LradBrainwashingSignal", heavily hinting that they are played to cause a psychological attack.
  • Helpful Mook: As Old Birds are indiscriminate in whoever or whatever they attack, they can get rid of Baboon Hawks, Eyeless Dogs and Forest Keepers as long as the player doesn't incur their wrath.
  • Humongous Mecha: Old Birds tower over most other creatures, being comparable in size to Forest Keepers.
  • Infinite Supplies: Their headlamp never burns out, they can shoot grenades and flames indefinitely, and their jets are said in-universe to be capable of flying between planets.
  • Killer Robot: They will mercilessly attack everything that gets within their vision, be it employee or entity, except other Old Birds. They can even make very quick work of Eyeless Dogs and Forest Keepers via their flamethrower and missiles.
  • Lightning Bruiser: They attack rapidly with a missile launcher to deal sizeable damage, can pick up and kill employees by grabbing them and torching them, are invulnerable to damage, and move surprisingly quickly for something their size, even capable of flying to reach targets out of range.
  • Macross Missile Massacre: Their rocket launcher are capable of launching missiles in rapid succession, invoking this trope.
  • Nature vs. Technology: Old Birds are very similar to Forest Keepers — giant, hostile humanoid entities that hunt by sight, while being hard/impossible to kill and sporting a grab attack that will kill an Employee if they aren't teleported away in time. Unlike the natural Forest Keepers, Old Birds are artificial machines, and will attack anything in sight including other Entities. Old Birds will also get into a fight against Forest Keepers, and will usually win thanks to their long-range, higher-damage capabilities.
  • No Range Like Point-Blank Range: Any employee who gets caught by them will get burned alive with a flamethrower at point-blank range, even giving the player a close-up view of their fate.
  • Out of the Frying Pan: The good news is that Old Birds will attack and even take down Eyeless Dogs, Forest Keepers, and Baboon Hawks, removing those threats. The bad news is that you now have an even greater danger to deal with, one that can attack at range and track you down.

Indoors

    Brackens 

Scientific Name: Rapax-folium

Other Names: Flower Men

Sigurd's Danger Level: 70%

https://static.tvtropes.org/pmwiki/pub/images/bracken.png

Humanoid creatures with what appears to be leaves growing out of their bodies. They quietly stalk employees in an attempt to snap their neck and drag away their corpses, usually to the room farthest away from the main entrance. Brief eye contact can dissuade them, but prolonged eye contact will irritate them into attacking.


  • Ambushing Enemy: Its entire gimmick. The Bracken stalks players from afar, and the only way to avoid getting your neck snapped out of the blue is to catch sight of them first - but don't stare too long!
  • Backing Away Slowly: When looked at for a brief period, they will begin to back away for a while, still keeping their eyes on you. They'll move to attack if you stare at them for too long, however.
  • Berserk Button: They have to be looked at, but not stared at. If you stare at it too long, it will become aggressive and charge the worker.
  • Dark Is Evil: They have dark coloration and blend well into unlit areas, though proper illumination reveals their skin to be beet red.
  • The Darkness Gazes Back: Since Brackens like to stay in the dark and keep their distance, it's very common to turn or round a corner in a dark corridor, only to be met with two dots of light looking right at you. If you're lucky, they'll back off and try to leave your line of sight. If you're not...
  • Dirty Coward: A Bracken's instinct is to run away if spotted, and will spend most of its time attempting to stalk its prey before striking or else hiding away unless sufficiently angered.
  • Don't Look At Me: They will run away if looked at, and staring at them for too long might anger them.
  • Expy: The Bracken borrows a lot from Legs, another horror monster created by Zeekerss. Both start off stealthy, keeping out of sight and occasionally sneaking up from behind victims for a kill, and can be repelled with just a look. Eventually, they'll get tired of stalking you and charge directly, forcing you to navigate quickly without running into any dead ends. To top it all off, they share the same design—dark and mostly concealed, save for a pair of glowing eyes.
  • Glass Cannon: They can swiftly butcher and abduct any person who lets them get too close, but they go down in a few smacks of a signpost if someone can catch them in time. They are also vulnerable to the stun gun, and two shots from the Nutcracker's gun kills it.
  • Glowing Eyes of Doom: Their most notable feature is their piercing white eyes, which are always visible even when the rest of the creature is completely obscured by darkness.
  • Instakill Mook: Any unlucky employee that gets caught by it will get killed regardless of health, thanks to Neck Snap.
  • Karmic Death: If they drag one of their victims over a landmine, the corpse will trigger it and kill the Bracken on the spot.
  • Killed Offscreen: Happens often with Brackens, since they often strike when no one is looking, and after they kill someone they'll hastily drag their body across the building and into the darkness, leaving nothing but a trail of blood and the victim's loot behind. Retrieving the corpse requires access to a teleporter or someone capable and willing to hunt the body down. Workers who aren't attentive will only notice the Bracken once they hear loot hitting the ground, along with possibly a brief gasp or scream from the victim just before the Neck Snap.
    • Hilariously, this can happen to a Bracken: they won't normally trigger a landmine, but one carrying a player body will, killing it instantly.
  • Knee Fold Fall of Defeat: Brackens that are killed fall to their knees before disappearing in a cloud of ashes.
  • Meaningful Name: Their scientific name Rapax-folium roughly translates to "predatory leaf" in Latin; the Bracken are predatory species whose bodies are covered with leaves, and "bracken" is also the name for a genus of large, coarse fern.
  • Neck Snap: How they kill their prey.
  • No Body Left Behind: Their scientific record mentions Brackens disintegrate quickly after death, making autopsy impossible.
  • Nothing Is Scarier: Unlike most creatures, very little is known about the specifics of the Brackens due to their violent behavior, and their bodies dissipating upon death means no specimen has been captured alive or dead. It's also unknown why they steal the corpses of those they kill, as they seemingly lack a need or means to consume meat.
  • Obviously Evil: A tall, dark figure with Glowing Eyes of Doom that watches you from the shadows and waits until you are distracted to snap your neck? Definitely not friendly.
  • One-Hit Kill: Making contact with a Bracken triggers its attack, causing it to snap your neck.
  • Paper Tiger: They may look and act incredibly creepy, but Brackens are sheepish enough that merely looking at them (and sometimes bluff charging them) is enough to chase them off. But spook them too badly and they'll retaliate to protect themselves.
  • Primal Stance: Once they begin following someone closely, they’ll hunch over close to eye level and practically breathe down their neck until they work up the nerve to snap their neck.
  • Plant Aliens: They display what appear to be leaves and flowers on their bodies and they are also called "Flower Men", with their bodies being a tint of red that evocative of roots such as red beets. Fittingly, they most commonly spawn on moons with dense forests, namely Vow and March. That being said, it's unknown whether they're entirely plants or not given their behavior and mysterious biology.
  • Punny Name: The term "Bracken" reads like an anagram to "break neck".
  • Red Is Violent: Their skin is a beet-red color that blends in with the dark at a distance. If you get close enough to see it, either you or the Bracken is going to have a very bad time.
  • Reduced to Dust: Brackens dissolve into ash upon dying.
  • Stalker without a Crush: Brackens can follow unaware workers for several seconds before finally killing them.
  • Stealth Hi/Bye: You typically won't hear a Bracken until they've already NeckSnapped someone and dragged them off, usually following a scream from the vicitm and the sound of dropped gear. They move so fast that you can look at their next point of entry, glance away and then notice them upon turning back, which causes them to scurry away - provided they didn't just use the opening to kill you. A worker without a flashlight might see a friend go down a dark corridor, spot the Bracken's Glowing Eyes of Doom for a second, and then both are already gone.
  • Warm-Up Boss: They're fairly common in early moons and have distinct behavioral patterns that workers can adapt to. While they're an intermediate threat on their own, they can be a nasty combination with other indoor predators and can still put a scare into experienced employees.

    Bunker Spiders 

Scientific Name: Theraphosa-ficedula

Sigurd's Danger Level: 30%

https://static.tvtropes.org/pmwiki/pub/images/lethalcompanyspider.png

Giant arachnids that are aggressive and territorial, wandering the facility and placing webs to trap prey. It will attempt to hunt down any workers that touch one of its webs.


  • All Webbed Up: Bunker Spiders will web up and claim a section of the building as their nest, waiting on a wall for someone to walk into their traps. The moment they bite someone to death, they'll get to work cocooning their prey and guard their body.
  • Ambushing Enemy: Bunker Spiders will make their web and patiently wait until someone walks into it. Walking right underneath a spider clinging on the wall might as well be a death wish.
  • Bizarre Alien Biology: They have ten legs contrary to the traditional eight legs of real-life spiders, and only have two eyes visible rather than eight.
  • Black Bead Eyes: Large ones, too.
  • Giant Spider: Human-sized, ten-legged spiders whose bestiary entry describes them as the second largest arachnids ever discovered. What's the first, then...?
  • Meaningful Name: Its scientific name is Theraphosa-ficedula, which is based on a genus of South American tarantulas known as Goliath bird-eaters (which the "ficedula" in its name refers to).
  • Mighty Glacier: They're slow enough that workers can easily outrun them, but a single bite will leave them in critical condition, and two will kill them outright. They're also fairly resistant to shovel strikes, making fighting one in direct melee a bad idea unless you have the room and stamina to backpedal between shovel swings.
  • Shown Their Work: Once killed, their legs curl up on themselves like real-life spiders.
  • Spiders Are Scary: Obviously, look at the size of those things! Their venom is also powerful enough to kill a human in two bites.
  • [Trope Name]: If Arachnophobia Mode is turned on, their models will be replaced by red text reading "SPIDER". They're still just as dangerous.
  • Turns Red: They get slightly faster when they're nearly dead.
  • Wall Crawl: Being spiders, they do this often. It's strongly recommended to back away slowly if you see one on a wall.
  • Warm-Up Boss: They often appear in early moons on intermediate difficulties have, and have a simple hunting technique workers can avoid unless they're forced into a trap by other creatures. They also won't aggro unless you get really close to them or so much as brush against their webs.

    Coil-Heads 

Scientific Name: Vir colligerus

Other Names: Spring Men, Mannequins

Sigurd's Danger Level: 80%

https://static.tvtropes.org/pmwiki/pub/images/lethalcompanycoilhead.png

Eyeless mannequins with agape mouths, no forearms and a flexible spring for a neck. Their bodies are punctured with nails that are surrounded by a reddish substance resembling blood. Coil-Heads are difficult to counter when alone, to say nothing of dealing with other hostile creatures. Though fast and deadly, they can only move and attack when not looked at by Employees.


  • Achilles' Heel: Stun grenades stagger them longer than other creatures. The bestiary speculates that bright flashes of light cause them to enter a sort of reset mode while they recover.
  • Ambiguously Human: They look like mannequins that appear to be bleeding, and are noted to be experimental Living Weapons that may be biological in nature or even former humans. Victims of a Coil-Head also lose their forearms and have their head popped off, with a spring emerging from their necks, suggestion some form of reproduction or conversion.
  • Armless Biped: They lack forearms, which doesn't keep them from having the dexterity to tear off your forearms if they catch you.
  • Bizarre Alien Biology: In spite of looking like metal mannequins covered in bolts, they're apparently biological in nature and are given a scientific name. They also emit constant radiation, can't handle bright lights and burst into flames upon being cut open or turned off.
  • Blinded by the Light: Using stun grenades is the best way to deal with them - the flash will cause them to reboot and allow workers to escape in the meanwhile.
  • Can't Move While Being Watched: Their entire gimmick, though they can still move if there is a wall between them and their target.
  • Expy: A humanoid statue that cannot move while being looked at, and a tendency to target the head when going for the kill - both are traits likely inspired by SCP-173, though unlike 173's most famous outing, Coil Heads don't rely on people blinking and will be completely helpless if two workers have eyes on them. However, they can show up in combination with other hostiles, including the Bracken (which reacts violently to being stared at).
  • Eyeless Face: They don't have eyes, and don't need them to track and follow their prey.
  • Instakill Mook: Subverted - it's possible to survive contact with a Coilhead, since it deals its damage through very quick multiple hits. A worker that turns around fast enough while being hit can survive at critical health.
  • Jump Scare: The most likely of all the monsters to pull this off, even if they don't manage to catch you.
  • Lightning Bruiser: These things are fast. Even if you keep track of one and think you outran it, turn away for even a few seconds and there's a chance it'll be right behind you, ready for the kill.
  • Living Weapon: The bestiary speculates that these things were originally built as biological weapons, with no clear distinction on how much of them is organic and how much is inorganic.
  • Murderous Mannequin: They're living hostile mannequins, with a spring for a neck making it resemble a large bobble-head.
  • Touch of Death: Turn your back on it and let it reach you, you die. If a player turns around fast enough, they can take some damage, but they'll need a lot of luck on their side.
  • The Virus: Players killed by Coil Heads appear to be partially transformed into one: their heads are replaced by springs, and their forearms disappear.

    Snare Fleas 

Scientific Name: Dolus-scolopendra

Other names: Centipedes

Sigurd's Danger Level: 30%

https://static.tvtropes.org/pmwiki/pub/images/lethalcompanysnare.png

These nasty bugs hang from ceilings and drop when a player walks near, attempting to attach to the player's head and suffocate them. Fleas will muffle the voice of the player it attaches to, making calling out for help difficult. They will only let go if damaged or when their target dies, after which they will reattach to the ceiling. They are also able to open doors, and can be killed by shovel hits or exposure to sunlight.


  • Ambushing Enemy: If they don't attack workers upfront, they can choose to cling on the ceiling instead and catch them offguard by falling on their heads.
  • Anti-Advice: The television you can buy for the ship has a company cartoon with a short segment on what to do if your co-worker is caught by a Snare Flea, insisting that before you smack the bug with a shovel you should calmly ask them if they’ve been caught by something and if they need help before actually trying to remove it.
  • Anti-Frustration Feature: If you're playing on singleplayer, Snare Fleas will let go once your health reaches critical, instead of suffocating you all the way to death. This is fortunate as you don't have anyone else to help get them off you.
  • Big Creepy-Crawlies: These are bugs the size of a dog and latch on your face until you suffocate: they definitely count.
  • Ceiling Cling: When they aren't actively attacking, they latch on to the ceiling to drop down on any unsuspecting worker that walks under them.
  • Creepy Centipedes: They are called "fleas", but are actually closer related to centipedes, and this one is humongous enough to wrap around your face until you die.
  • Face Hugger: They attack by latching onto a worker's head, and can only be removed if they are hit with a shovel or the worker manages to find an exit door.
  • Glass Cannon: If caught without another armed player nearby to remove them or far away from an exit, death is guaranteed. However, they're so fragile that simply being outside will cause them to instantly die from exposure, not to mention that it only takes a few solid hits to put them down as is.
  • Interface Screw: Anyone who gets snared by these bugs will have their vision obscured by the pulsating mouth of the thing consuming their head, slowly dealing damage to them while they’re blinded. Their voices also become muffled, obscuring any calls for help they might make if they’re too far away from anyone able to.
  • Meaningful Name: Their scientic term Dolus-scolopendra roughly translates to "trick centipede" in Latin.
  • Non-Indicative Name: While the "Snare" in their names refer to their nature to trap their victims, they are actually centipedes, not fleas.
  • Sinister Suffocation: If they latch on someone's head, they will strangle them to death if no else is here to smack them with a shovel.
  • Weakened by the Light: The bestiary notes that these things have incredibly thin exoskeleton and that their pale bodies can only stand dark and evenly warm environments. Sure enough, if a victim manages to stumble into an exit the bug will die from exposure to the elements outside. This trope is especially evident on arid and sun bleached moons like Assurance or Experimentation.

    Hoarding Bugs 

Scientific Name: Linepithema-crassus

Other Names: Loot Bugs

Sigurd's Danger Level: 0%

https://static.tvtropes.org/pmwiki/pub/images/image_2023_12_11_214451891.png

Large insects that collect whatever scrap they may find and add to a loot pile they will consider their nest. While generally passive, stealing from their pile or antagonizing them can turn them aggressive.


  • Airborne Mook: They crawl on their hind legs in their passive mode, but if provoked they will fly at the player and attack them.
  • Attention Deficit... Ooh, Shiny!: It's fairly easy to distract a bug by leaving them less valuable loot to pick up, while you take some of their scrap in the meanwhile.
  • Bandit Mook: They tend to wander indoors, seeking loot to add to their treasure pile. They're not picky about what to take, either, anything that can be picked up is fair game to them, they've even been known to steal dead bodies if given the opportunity.
  • Berserk Button: Stealing from their loot pile drives them into a frenzy, which usually results in them adding a few corpses to their pile.
  • Beware the Silly Ones: They look rather comical and somewhat ugly-cute, but if you steal from them they can and will kill you.
  • Big Creepy-Crawlies: Fat-bodied, large-eyed bugs reaching up to your hips with glowing red compound eyes capable of flight.
  • Bug Buzz: When they enter aggressive mode, they will stand up and fly to attack while buzzing angrily.
  • Cash Gate: Not fully necessary, but a common tactic for getting rid of Hoarding Bugs without a fight is to simply give them the least expensive object your group has before it works up the nerve to kill you for the most expensive one.
  • Collector of the Strange: These bugs take whatever object they find worth adding to their pile. It can go from mundane items found in the facilities, to keys and flashlights, and even player corpses.
  • Cuteness Proximity: Due to their relative passivity and relatively less intimidating appearance, they can invoke this reaction in players, and Sigurd even leaves a note in the bestiary gushing over how much "we love the stupid cuddle bugs".
  • Dragon Hoard: They have a tendency to make nests with whatever scrap they can get their hands on. Players can steal from this nest, but not without potentially lethal consequences.
  • Friendly Enemy: If their loot pile remains untouched and the workers don't actively pester them, they are rather endearing creatures. In fact, dropping loot for them to pick will make them leave contently, and they overall don't seek confrontation won't pose an active threat to the players (compared to the other monstruosities that can be find in the facilities). Even Sigurd can't help but admit they love these "stupid cuddle bugs".
  • Greed: Much like how a dragon collects hoards of valuables for themselves, Hoarding Bugs will take whatever materials they find and put them a pile of their own.
  • Imminent Danger Clue: If you approach a bug's loot pile, it will freeze and raise its front legs in the air, warning workers not to get closer and that it will attack if they dare to.
  • Insectoid Aliens: They are three feet tall insects resembling a cricket, doted with four legs, wings and big bulbous red eyes.
  • Killer Rabbit: Don't let their big eyes and fat little bodies fool you. If you have something they want, or steal their scrap, they can kill you. Especially if there is a horde of them.
  • Meaningful Name: Its scientific name, Linepithema-crassus, roughly translates to "gross thing" in Latin. "Linepithema" is also the name of a genus of small ants in the real world.
    • This term may be a reference to Marcus Licinius Crassus, "the richest man in Rome," alluding to their greedy behavior.
  • Primal Stance: Once it becomes aggressive, it will stand up and fly at the player that pissed them off, making them look taller and more intimidating.
  • Red Eyes, Take Warning: Their distinctly huge and red compound eyes are what you'll normally see in the darkness. They're timid by nature and are usually content with just staring at workers, but they’ll get livid if someone tries to steal from their pile and promptly take flight to attack the thief.
  • Ridiculously Small Wings: Their wings are smaller than their head, yet they are able to lift their entire bodies. Justified that the material of their shell and the thinness of their body fluids make them rather light in weight, which allows them to fly.
  • Sticky Fingers: If they are more upfront, they can steal items from workers to add them to their nest.
  • Video Game Caring Potential: Leaving loot for Hoarding Bugs to pick up. It's not mandatory, but it will create trust between the two parties and Hoarding Bugs will happily leave players alone with their newest collectible.
  • Wild Card: Whether they're content to stay away from the workers or attack them relies entirely on whether they happen to see something they deem is theirs or not.

    Hygrodere 

Scientific Name: Hygrodere

Other Names: Blob, Slime, Ooze

Sigurd's Danger Level: 0% "if you're faster than a snail!"

https://static.tvtropes.org/pmwiki/pub/images/lethalcompanyhydrogere.png

Large, amorphous beings resembling giant amoebas which slowly but surely chase after anything radiating heat, oxygen or sound. They move very slowly around the facility, dealing damage to players caught inside them.


  • The Assimilator: If the Hygrodere kills someone, it'll absorb their body and convert it into goop, growing bigger and leaving behind nothing but an empty suit.
  • Bizarre Alien Reproduction: The Hygrodere is made out of microscopic organisms that can multiple quickly by millions. While it's hinted to be able to split apart, it rarely does so, it instead fuses with anything that crosses paths with its mass.
  • Blob Monster: They're essentially your average slime monsters.
  • Bright Is Not Good: While the Hygrodere is just a mass of bacteria and doesn't have a conscience, it possesses bright purple and green hues, which hints at its toxicity.
  • Complete Immortality: Sigurd's log states no poison is able to kill it. The Hygrodere's mass will attach itself and multiply with another slime, and will keep growing by ingesting whatever was unfortunate enough to walk into it and regenerating for thousand of years. While it rarely splits apart, the use of the word implies it's still able to do so and the halves will be able to live by themselves.
  • Draw Aggro: A minor example. While it's a (painfully slow) mass of slime, the hygrodere is attracted by noise, and workers can use objects (such as horns or the boombox) to lure it away.
  • Eaten Alive: What it does to anyone unfortunate enough to walk onto it.
  • Hidden Depths: While it's a mass of microorganism and doesn't seem to have a conscience, it's attracted by music, and leaving a boombox in its path will result in the Hygrodere "dancing" on top of it.
  • Hollywood Acid: Being exposed to it for too long can kill a human, and their body will be ingerated by the Hygrodere. Bizarrely enough, it doesn't dissolve the metal rails it moves on and leaves the clothes of their victims behind.
  • Meaningful Name: "Hygrodere" is latin for "to get wet", befitting a Blob Monster.
  • Mega-Microbes: The Hygrodere is stated to be a giant mass of living organisms from the same group as algae and bacteria, that multiplies rapidly and assimilates with anything it comes in contact with.
  • Mighty Glacier: These massive things are invincible and about as fast as an actual glacier, but don’t be fooled by their passiveness, because brief contact with one will inflict grievous amounts of damage. Anything more than two seconds of contact will likely kill whoever wandered into them.
  • NPC Roadblock: Very sluggish but also very big and wide, if a Hygrodere is in your way you'd better find another way around it or try to jump over it if you're in a hurry. If you're running away from something, you're likely better off trying to weather the slime attack to make it to safety.
  • Slower Than a Snail: They are EXTREMELY slow, making them rather easy to avoid unless you're cornered or dealing with other creatures. If you bring a boombox and play tunes near it, it'll speed up a fair bit, but is still pathetically slow and only makes them get out of the way.
  • Touch of Death: Whatever it's made of, it's toxic, and too much exposure to it will kill any unlucky worker.
  • Zero-Effort Boss: Unless you are trapped in a dead end or chased by another monster, it's extremely easy to avoid being killed by the Hygrodere, by jumping on railings to avoid touching it or luring it away with noise.

    Thumpers 

Scientific Name: Pistris-saevus

Other Names: Halves, Crawlers

Sigurd's Danger Level: 70%

https://static.tvtropes.org/pmwiki/pub/images/snareflea.png

Two-legged, highly aggressive creatures who lack hearing, but have incredible eyesight and move extremely fast (though they struggle to maneuver around corners). Thumpers are normally found patrolling the buildings and are one of the most aggressive entities that can be encountered indoors.


  • Autocannibalism: The bestiary notes that at birth, Thumpers have useless legs that they need to eat in order to escape their egg shell.
  • Bad Vibrations: Being the largest of the indoor predators you can encounter barring a hungry Jester, their every step with their arms makes a heavy thud that’s usually followed by a roar once they spot prey. Use their heavy footsteps as your main warning to take it slow so you don't get spotted.
  • Bizarre Alien Biology: According to the Bestiary, Thumpers have generally useless legs at birth that they must auto-cannibalize to escape from their eggs, their bodies are deceptively rubbery and flexible which allows them to fit into comparatively small spaces like doorframes or vents, and they're classified as Chondrichthyes, effectively making them land-sharks. Of particular note are their heads, which has a flap of skin full of small and sharp teeth that can peel open to expose their actual, shark-like head full of larger teeth that they actually use when feeding. Moreover, they're born completely deaf and so they can lose track of their targets easily, with the caveat being that they’re utterly relentless even among fellow predators so as long as prey (RE: You) is in sight.
  • Bullfight Boss: Thumpers are capable of tremendous bursts of speed on top of their frighteningly fast normal movement, but they suck at sharp turns. Your best bet to shake a Thumper off your tail is to try to lose them in mazes or catwalks with plenty of turns while you book it for the exit, otherwise they'll be right on top of you until you lose enough stamina to lag behind and die. Additionally, if one is brave and/or foolish enough to take it head on, striking a Thumper with a melee weapon will cause it to stagger and lose the speed it needs to achieve lethality, making it easy pickings once the first blow is dealt.
  • Eaten Alive: A Thumper who has bit their target to death will gnaw on their body and shake it around for a few moments before moving on or chasing anyone who's still around.
  • Faster Than They Look: It has no legs, but don't be fooled, that thing can crawl faster than what you'd expect from it.
  • Half the Man He Used to Be: A self-imposed version: the Bestiary states Thumpers are born with legs that they need to auto-cannibalise in order to be able to get the nutrients to get out of their egg shells. They get the nickname of "Halves" due to this.
  • Land Shark: Thumpers are close relatives of sharks, despite having legs and living on land, and are portrayed as aggressive and restless predators.
  • Lightning Bruiser: It doesn't need legs to be quick, if it catches sight of a worker, it will drag itself at them at an impossible speed, almost like it teleports. However, its Bestiary log reveals it slows down turning corners, which can be used to escape it.
  • Meaningful Name: The scientific name, Pistris-saevus, translates to "Fish Savage" from Latin; Thumpers are noted to be from the Chondrichthyes family, which is composed of sharks and rays in real life. Like Thumpers, members of Chondrichthyes have cartilaginous skeletons.
    • They are called "Thumpers" because they use their front legs to stomp their prey.
  • Mix-and-Match Critters: Thumpers are the closest thing there is to land sharks (and are even a close relative), only they have arms instead of fins and their skin looks dangerously similar to human flesh.
  • More Teeth than the Osmond Family: Not only does it have a mouth nested with many pointy teeth, they also have growths around their head that are also covered in teeth.
  • Roar Before Beating: They make a lot of noise and roar pretty loudly when spotting prey, giving the loudest warning of any monster that lurks in the dark that whoever they spotted is in trouble.
  • Sense-Impaired Monster: Thumpers may be quick but they lack legs and are deaf.
  • Terrestrial Sea Life: Its scientific record confirms Thumpers to be related to aquatic sharks, however this species lives on land and have grown arms instead of fins (possibly due to evolution).

    Spore Lizards 

Scientific Name: Lacerta-glomerorum

Other names: Puffers, Spore Dogs

Sigurd's Danger Level: "I don't know probably 5% i just hate this pudgy legged little shit"

https://static.tvtropes.org/pmwiki/pub/images/sporelizard.png

Giant reptiles able to shoot spores from their mouths. They are timid and generally harmless, but will attack if it feels threatened.


  • All There in the Manual: The bestiary log reveals they are from the same family of alligators from Earth.
  • Beware My Stinger Tail: Subverted. Their tail create pink-colored fumes as a mean of self-defense, but it's not meant to be lethal to predators, only reducing their field of vision while it escapes.
  • Cartoony Tail: Have a rather realistic alligator tail, with a large purple spherical growth at the end of it.
  • Cowardly Mooks: They would rather be left alone, and is the only enemy that will willingly avoid the players, and only attack if its life feels threatened.
  • Cornered Rattlesnake: They normally avoid the workers if encountered, but if cornered they will obscure their vision with a burst of spores and bite at them.
  • Eyeless Face: They have a similar facial structure to Eyeless Dogs, having mandibles filled with teeth (although Spore Lizard have far less teeth than the former), but otherwise lacking eyes.
  • Fantastic Livestock: Spore Lizards are theorized to have been domesticated once upon a time, however the initial purpose is now obscure aside from records that show that they were eventually targeted and harvested for their spore-laced and medicinal tails.
  • Lamprey Mouth: Is doted with this, whose purpose is too shoot spores fabricated from its tail.
  • Meaningful Name: The scientific name Lacerta-glomerorum translates to "lizard groups", or "lizard of groups". Since Spore Lizards do not naturally spawn in groups, it could be referring to the spores the creature grows.
  • Mix-and-Match Critters: They’re crocodilian, but are shaped like lampreys while having a symbiotic relationship with fungus and their spores. They also make the same sounds as rattlesnakes, and their tail design is reminiscent of one.
  • Never Smile at a Crocodile: Downplayed. They're part-alligator creatures, but are timid and fearful creatures who avoid confrontation, and only attack if they feel cornered and in danger.
  • Non-Malicious Monster: They'll make all manner of unpleasant hisses and roars if they spot a player and look pretty creepy even among other creatures in the game with their bizarre bodies and lamprey-like mouth with a set of snaggleteeth that they like to show off to scare aggressors, however they'll always flee from the player, dealing rather low damage with their bites while trying to scramble away.
  • No-Sell: Their skin is resistant to shovel strikes, which is a clear sign you shouldn't be attacking it in the first place.
  • Reptiles Are Abhorrent: Downplayed. While Spore Lizards may look intimidating, they don't actively try to harm the players and will in fact prefer to run away from them. They will bite or shoot their spores, which are harmless and merely limit the players' vision only if the players get too close.
  • Scratch Damage: It can bite, but these attacks barely do any damage even to a critically-injured player.
  • Smoke Out: The purple growth at the end of their tail can produce bright pink fumes when they feel threatened and aim for a quick escape, which reduces visibility but otherwise is not toxic for humans.
  • Unique Enemy: Spore Lizards are rare sights, having a low chance to inhabit any moon (the highest chance of spawn rate is only at 12.33% on 41-Experimentation). Appreciate any moment where one appears, as that means they've taken the place of any other kind of nasty predator that would normally be chasing you if they spawned instead.

    Nutcrackers 

Nutcrackers

https://static.tvtropes.org/pmwiki/pub/images/lethalcompanynutcracker.png

As the name implies, they are large nutcracker soldier figurines that are typically on the move. When they stop to scan their surroundings, the head lifts to reveal a single eye on a stalk. They are highly sensitive to motion, attacking players within range with a shotgun and kicking those who get too near. They are invincible during their patrol state, and can only be damaged when their eye is exposed.


  • Achilles' Heel: Their eye. While it allows them to scan the area and track down players, hitting it is the only way to kill the Nutcracker.
  • Artificial Stupidity: They're not the smartest tools in the shed, and they're easy to manipulate as long as any worker is at least reasonably careful not to be in the Nutcracker's line of fire or be spotted by it, making them easy pickings for even a single player with a shovel.
  • Blown Across the Room: Get too close and Nutcrackers will quickly wind up a highly telegraphed yet vicious metal kick to whoever is in their face, sending their body flying while likely kicking them below the belt. To say nothing of what happens to you when it actually shoots you.
  • Bottomless Magazines: Nutcrackers do take a moment to reload when their shotgun is empty, but they will never run out of ammunition. However, they will always only drop two shells for players to make use of and the shotgun will contain any shells that weren't fired by the Nutcracker after reloading, meaning you can only acquire a maximum of four shells, and one shell takes up an entire inventory slot.
  • Carrying the Weakness: Nutcrackers drop their shotgun and 2-4 shells when killed. Incidentally, they themselves can be killed in one hit with a well-placed shotgun blast to their eye.
  • Cyber Cyclops: They have a rather distinctly organic eye right below their head that pops up when they detect nearby players. When the Nutcracker is killed, the eye falls into the torso and sprays out a big burst of blood.
  • Do Not Drop Your Weapon: Averted, they will keep a hold of their shotgun even after falling over dead. It doesn't make it any harder for players to take it, though.
  • Eye Scream: The key to its defeat: attacking its eye will kill the Nutcracker, not before it explodes with blood in the aftermath.
  • Go for the Eye: The Nutcracker will occasionally scan the surrounding area by revealing an eye from its head, which is its only weak spot.
  • Groin Attack: If you don't get shot by Nutcrackers, you can die by getting kicked across the room right in the family jewels, which will kill you instantly.
  • Instakill Mook: An employee that touches it when it's walking will get a heavy kick in the groin, which will one-shot regardless of health. Naturally, a close-to-mid-range blast from its shotgun will also send you straight into the death chat, although it can be survived at longer distances.
  • Item-Drop Mechanic: The only enemy in the game that drops an item when killed, and for a fairly logical reason. And considering the shotgun it drops is an incredibly powerful weapon that allows you to kill basically any damage-vulnerable enemy indoors in one shot that would normally require multiple shovel swings otherwise, it's almost always a good idea to kill a Nutcracker and take its gun if possible, though it is still risky given that you'll be on the receiving end of said shotgun if unprepared.
  • Living Motion Detector: Nutcrackers can only detect players if they move while its eye is directly looking at them, and this is explicitly spelled out in Sigurd's log on it. Once it spots someone moving, the Nutcracker will no longer lose track of them and chase the player until they die.
  • Machine Blood: They are robots, but have an eye nested inside their head, and once it dies, it explodes in a bloody carnage.
  • Punny Name: Sure, they're toy nutcrackers, but if you get too close to them, they'll show you another meaning for the word "nutcracker".
  • Short-Range Shotgun: For both the Nutcracker and players, the double-barrel does have damage falloff. But at its intended range, the shotgun is an incredibly powerful weapon that can take out anything indoors that can be killed in one shot. Needless to say, you shouldn't be in a Nutcracker's line of sight when it takes the shot.

    Jesters 

Scientific Name: Insaneus Thingus

Other Names: Music Boxes, Jack-In-The-Boxes

Sigurd's Danger Level: 90% "Get out o fthere before it goes APE!! You cant hide from it, just evacuate. i think it goes back in its box if everyone stays outside long enough"

https://static.tvtropes.org/pmwiki/pub/images/lethalcompanyjester_4.png

Mysterious and extremely dangerous entities resembling literal Jack-in-the-Box toys on legs. They look somewhat adorable at first glance due to their short size and bright colored box, but beware: these creatures are ticking time bombs. It follows around certain players and, after some time has passed, start winding itself up into a far more lethal state. Only one jester can spawn at a time.


  • Ax-Crazy: Winding up its music box is a warning: once the music is done, the Jester will know where everyone is in the building and will restlessly hunt them down to kill them.
  • Binomium ridiculus: They're given the scientific name of Insaneus Thingus. No need to explain why that is.
  • Bright Is Not Good: Its box is as colorful as you'd expect a jack-in-the-box to be, but if you see one, you better not stay here for long...
  • Creepy Asymmetry: This monster has two legs, but only a single arm, whose sole purpose is to crank up its music box for extra creep factor.
  • The Dreaded: To Sigurd, at least. He's too afraid to study or try to make sense of the Jester, which is understandable given the nature of the monster.
  • Eaten Alive: Once they catch up to a worker, Jesters will swoop their skull down to bite and lift their prey into the air and throttle them by shaking their head.
  • Gathering Steam: Once it begins the hunt, it begins gaining speed fast — as in "runs from one end of the building to the other in seconds" fast, and will continue to speed up until it catches its prey. The only solace is that players other than the victim will have a little time (as in , a few seconds) to leave the building before it runs them down too.
  • Increasingly Lethal Enemy: The Jester is initially harmless, following players around but not doing anything. After a certain amount of time passes, or if it is attacked, it starts winding itself up, and once that finishes, it becomes a lethally persistent foe that knows the positions of all players in the facility, will one-shot any player it finds, and gets faster the more time it spends in its chasing mode.
  • Instakill Mook: Any unlucky employee that gets caught in their mouth will be killed regardless of health.
  • Leitmotif: "Pop Goes The Weasel", of course. Noticeable to be the only monster to have its own theme song.
  • Lightning Bruiser: The instant the Jester becomes aggressive, it will know where any remaining workers are insisde the building, and he's impossible to outrun.
  • Nothing Is Scarier: Essentially nothing about these things is known. Even the bestiary entry says there's no scientific record to be made about it, and merely tells you to run away the second you spot one.
  • Run or Die: If it starts cranking itself up, stop what you're doing and make for an exit immediately. You don't want to be anywhere inside that facility when this particular weasel pops.
  • Scary Jack-in-the-Box: They are essentially living Jack-in-the-Boxes with a pair of legs and a single arm. They also have a face inside that box and, well, it's not exactly pretty.
  • Skull for a Head: Their true form resembles that of (or is) a giant skull mounted on a large fleshy stalk.
  • The Spook: Barring the Ghost Girl, every creature in the game is merely an incredibly dangerous animal or organism operating on its hunger and instincts, with even the Coil Heads having reasonable theories of being bioweapons gone haywire. The Jester, however, is a complete anomaly with even the bestiary just opting to warn you as bluntly as it can so you don't have to face them blind.
    "Get out of there before it goes APE!! You cant hide from it, just evacuate (…) THERE'S NO FREAKING SCIENTIFIC RECORD! good luck, you know as much as us. we just call it the jester"
  • Stalked by the Bell: While seemingly non-hostile when it gets close to you at first, encountering one of these is a sign to experienced players that you need to pack up and leave the facility as soon as they start winding themselves up. If you take too long and they aggro, they will hunt you down and swallow you alive. If players still want/need loot in spite of this, everyone still alive needs to leave the building; the Jester will unwind if it has no targets, but will start winding up again if it finds a new one.
  • Wolf in Sheep's Clothing: As this is a creature that is not immediately hostile to anyone, it can be easily assumed that it is a passive creature much like a Hoarding Bug or a Spore Lizard, this is far from true as it is actually more akin to an invulnerable ticking time bomb that'll hunt down anyone unlucky enough to be around when it goes off.
  • You Are Already Dead: After it winds up and enters its chase mode, the Jester knows every player's location inside the building, so any unlucky player who did not leave the facility in time will be caught without any means to escape it. The instant you hear "Pop Goes The Weasel" start playing, it's your cue to get the hell out of here.
  • You Will Not Evade Me: Once it aggros, it immediately knows the location of every player foolish enough to still be in the building.

    Butlers/Masked Hornets 

Sigurd's Danger Level: 70%

https://static.tvtropes.org/pmwiki/pub/images/1000002881.jpg
Click here for Masked Hornets

First introduced in the V50 update along with the Old Birds and Tulip Snakes, these large, bloated humanoid creatures are primarily found within mansion interiors. They're named after their sharp suits and their normally passive behavior to sweep the floor of whatever room they occupy with their brooms. Do not be fooled, however, as this belies their murderous intent; when a Butler is caught alone with a worker or is attacked unprovoked, they suddenly whip out a kitchen knife and chase the closest worker down with the intent to kill. Upon death, they explode into a swarm of hornets that roam the complex, behaving similarly to Circuit Bees.


  • Alone with the Psycho: One of the Butler's biggest weaknesses is the buddy system, as they normally only target workers who are seperated from the group. They won't try to kill anyone openly if there's witnesses around. The only exception is if a worker attacked one unprovoked, regardless of whether or not they're alone. In that case, all bets are off and out comes the knife.
  • Ambiguously Human: Even before you realize the creature is just a mobile hive of sentient and predatory hornets, their human disguises aren't that convincing, with their faces looking more like a blobfish that has been pulled to the surface than a recognizably human face. All of this is not even mentioning these creatures don't seem to wear protective clothing like the players do.
  • The Butler Did It: The Butler's modus operandi is based entirely around this trope: it wanders around the complex, sweeping floors and looking for lone players. When it finds a loner, it'll wait a bit, keeping up the act while looking at the player and making sure there are no witnesses before pulling out a kitchen knife and rushing towards the player, attempting to murder them.
  • Carrying the Weakness: Butlers drop their knives upon defeat, which can be wielded by the player. It takes one knife stab to kill a Butler, regardless of how much health they normally have.
  • Death by a Thousand Cuts: The knifes they drop make up for their low damage values with their quick stabbing speed, landing hits much faster than a shovel would.
  • Glass Cannon: They can ruthlessly stab a player with their knifes very quickly, killing a worker in seconds, but in single-player mode they die to 1-2 shovel swing while in their murderous state.
  • Hoist by Their Own Petard: They are instantly killed regardless of health if stabbed with a knife, the very weapons they use and drop upon defeat.
  • Not Worth Killing: Butlers are best left avoided but alive until the end of a run, as killing them releases an invulnerable hornet swarm that continuously chases down employees in the facility, pretty much ending the day's scrap run.
  • "Pop!" Goes the Human: Humanoid in this case. When killed, a Butler will expand and then pop, releasing a swarm of hornets.
  • Scare Chord: Just in case the bloody kitchen knife didn't tip you off, this plays whenever they enter their "murderer mode", ala Psycho.
  • Scary Stinging Swarm: A Butler's threat doesn't end when it's killed, as they pop into a swarm of murderous hornets that roam the facility, acting in a manner similar to Circuit Bees.
  • Underground Monkey: Functionally, the Mask Hornets are identical to Circuit bees when their mobile hive is destroyed, making the former the Indoors counterpart of the latter.
  • The Worm That Walks: When killed, their bodies expand and pop into a swarm of hornets, implying that Butlers may actually be a synchronized, sentient hornet swarm in a person-shaped suit.

Others

    The Ghost Girl 

Other Names: The Little Girl

https://static.tvtropes.org/pmwiki/pub/images/lethalcompanyghostgirl_8.png

An ethereal entity resembling a little human girl in a red polka-dot dress. She will haunt one employee at a time and be invisible to everyone else but the employee they're haunting, first appearing at a distance before eventually approaching and killing them by making their head explode. She cannot be scanned, can go indoors and outdoors and the ship doors won't be able to lock her out...


  • Ambiguous Situation: Her whole existence sparks many questions. Who is she? Why is her ghost hunting moons, and how did a girl her age get out here in the first place? Why does she want to kill employees working for the company? Is she even real, or a result of severe madness? Given madness rarely leads to those afflicted exploding, it's more likely that she's real.
  • Ax-Crazy: Assuming the ghost girl is real, she's a malevolent entity that enjoys stalking, tormenting, and toying with the workers before killing them one by one, all while giggling.
  • Barefoot Loon: She stalks the player she chooses without wearing any footwear.
  • Creepy Child: Takes the form of a pale little girl, who stalks the player of her choice and can kill them if they come in contact with her.
  • Electromagnetic Ghosts: Her presence in the loaded game can be sensed by flickering of the facility lights or the terminal's computer.
  • Enfant Terrible: The spirit of a young child who kills any adult worker that works for The Company, not without stalking and terrorizing them beforehand.
  • Evil Redhead: A malevolent spirit of a red-haired child.
  • Faux Affably Evil: Even the players that aren't haunted yet can hear her vocalize quiet "hi" or "hey". It doesn't take away the fact she's rather aggressive and will make head explode if provoked.
  • Forehead of Doom: One of her most noticeable and notable features is her large forehead.
  • Ghastly Ghost: She's a pale, redheaded little girl with a Forehead of Doom, who taunts her victims with her giggling and heavy breathing will make their head explode if she catches up to them.
  • Giggling Villain: She giggles when she has found a target, and hearing her laughs is a cue to run the hell away.
  • Hallucinations: Possibly. Only one player at a time can see the Ghost Girl, which can cause confusion among teammates. However, she will make anyone she touches explode, so it's more likely she's an actual spirit.
  • Instakill Mook: It's not impossible to evade the Ghost Girl, but if her prey is cornered and she reaches them, their head will explode.
  • Invincible Villain: Weapons don't work on her, she cannot be scanned, is able to go outdoors and even hiding inside the ship with the door locked won't stop her from trying to kill you.
  • Invisible to Normals: Only those she targets can see her, and they will usually be players who are considered the most paranoid by the game. This can lead to plenty of confusion in groups whenever someone starts losing their head out of nowhere, only for the turn of phrase to become very literal shortly afterwards.
  • Just Ignore It: The best way to avoid her coming after you is to not turn around when you hear her behind you.
  • Maybe Magic, Maybe Mundane: So far, the Ghost Girl is the only foe that is supernatural in nature and cannot be scanned (while the Masked can't be scanned either, they are real to everyone). Whether she's an actual ghost or the effect of severe delirium taking over a player is yet to be confirmed.
  • Mighty Glacier: The Ghost Girl's only weakness is that she is rather slow, so as long as you aren't cornered, stuck on a tight hallway or have other monsters to worry about, it's actually rather simple for a player to kite the Ghost Girl around.
  • No Name Given: Whilst many players nickname her "Ghost Girl" her official name remains unknown, as she cannot be scanned and doesn't appear to have a bestiary log, and no other official sources reveal her name either.
  • Nothing Is Scarier: Brackens and Coil Heads are elusive but at least there's a bit of info on them. Even Jesters, as weird and anomalous as they are, at least follow a certain rule that you can use to avoid them. The Ghost Girl though? You can't even scan or see her. She's only visible to one worker at time, so this is invoked on the other workers as well. They will simply see their friend suddenly freaking out over nothing, start running around like a madman trying to avoid a seemingly non-existent enemy, and suddenly get decapitated in front of them.
  • Red Is Violent: Has red hair, wears a red dress and if she catches a player, she will make their head explode.
  • Sadist: Her way of hunting down her victims all but outright says that she's one. She starts off stalking, tormenting, and toying with one worker at first, likely terrifying and freaking out the poor unsuspecting soul while they try to tell the others what's happening. And then after a certain amount of time, she'll just happily skip and chase after the poor employee, ultimately killing them on contact by blowing up their head, all while giggling and laughing. Once they're dead, she just repeats the entire process over and over again with the other employees, until they're dead.
  • Skip of Innocence: She can be seen skipping happily across the facilities... while she's on her way to kill the employee of her choice.
  • The Spook: Similar to Jesters, who can at least be counted as a bizarre but definitely corporeal threat, the Ghost Girl has zero helpful information tied to her and can't even be scanned in the first place. On worlds with monstrous animals, biological weapons and remnants of old security systems gone rogue, it's very telling and confusing that the Ghost Girl is the only explicitly supernatural thing seen in the game.
  • Stalker without a Crush: Like the Bracken, but contrary to him, she only targets a specific player, cannot be seen by others and she can follow her victim outside the facility, even reach them inside the ship!
  • Super-Persistent Predator: The Ghost Girl is one of two enemies that will follow her target outside, meaning simply exiting the facility won't protect you from her. She will even follow her target inside the ship, even if the door is locked.
  • Tick Tock Terror: A hint that you're being haunted is hearing the chimes of a grandfather clock.
  • Touch of Death: If she touches the player she's haunting, they instantly die via their heads exploding.
  • Undead Child: She's stated to be the ghost of a little girl. And that's about it, there is no bestiary entry about her, and only those she targets can see her.
  • Vader Breath: Hearing her heavy breathing is a sign that a player is being haunted.
  • Your Head Asplode: How she kills her prey.

    The Masked 

Other Names: Mimics, Zombies

https://static.tvtropes.org/pmwiki/pub/images/lethalcompanyjimcarrey_4.png

Workers of the Company who have been possessed by a Dramatic Mask. They can spawn like any other enemy indoors, or from a Dramatic Mask possessing a player. They attempt to imitate human players non-verbally, before attempting to move in and grab their target, regurgitating blood onto them and turning them into another Masked.

The dramatic masks come in two forms, the Tragedy Mask and the Comedy Mask. The Tragedy Mask is the more potent and dangerous of the two, as while the Comedy Mask can still be removed if the player is quick, the Tragedy Mask offers no such respite.


  • Artificial Stupidity: Downplayed. While they are intelligent and know how to mimic human behavior in order to trick their prey, they can nonetheless be easily tricked into walking on landmines, which will kill them on the spot.
  • Bludgeoned to Death: The most effective way to get rid of them. Since players themselves aren't safe from shovel strikes, The Masked are also vulnerable to them.
  • Body Horror: While the external effects are not readily apparent, the fact that a Masked projectile-vomits blood into the face of their victim while possessing them does not imply anything healthy.
  • Clingy MacGuffin: A Dramatic Mask does not relinquish its host body easily, and only teleportation or the intervention of another teammate has a chance of saving a player undergoing transformation. If given the chance to fully turn, the Dramatic Mask more or less becomes their new face, refusing to budge even if the Masked is finally put down. The Tragedy Mask is especially this — unlike the Comedy Mask, it cannot be taken off once put on, meaning that it will soon possess the wearer.
  • Death Glare: When spotting a new target from a distance, the Masked will stop dead in their tracks and stare their target down before sprinting after them. If you're in the dark and the orange silhouette in the distance is ominously just standing there looking at you and not responding to your voice, take it as your cue to get the hell out of there.
  • Demonic Possession: The Masked are workers who got possessed by the mask they are wearing. They can also be created from a player who wears a Dramatic Mask. Masked can also multiply by grabbing a player and forcing another mask on them.
  • Evil Mask: Does it need to be spelled out?
  • Evil Is Not a Toy: Unless you want to be irreversibly transformed into a hostile, blood-spewing puppet that's in dire need of a Mercy Kill, don't put on a Dramatic Mask.
  • Expy: Being a theater mask capable of possessing their victim and making them spew a slurry of dark blood, it's likely to have been inspired by SCP-035, a sentient comedy mask capable of doing much of the same but to only one victim at a time. The Masked, however, are capable of reproduction and opt for a much more predatory lifestyle, targeting entire groups of humans for prey.
  • Face Full of Alien Wing-Wong: They multiply by grabbing hold of a living worker and forcing blood vomit down their mouths, which will kill their victim and turn them into another Masked.
  • Instakill Mook: Any unlucky employee that gets caught and puked on by a Masked will not only die regardless of health, but be converted into another Masked.
  • It Can Think: The Masked are surprisingly cunning. When not engaging a target, they're seen to be crudely imitating human behaviours in an attempt to draw in potential victims, even attempting to trick Terminal operators by spinning in place as if asking for a warp so they can get on the ship. They can also open doors and escape to the outside world, something that other enemies barring the Ghost Girl are incapable of doing on their own. They've even been known to team up and use ambush tactics against players, for example (and as seen in the video), imitating panicking players to get teleported onto the ship, and even hiding behind objects to ambush players entering the ship from outside.
  • Lightning Bruiser: The Masked are extremely deadly threats, capable of sprinting and jumping to chase after their targets, take a decent amount of punishment to put down and can easily kill and possess anyone who gets within reach. As a result, taking on even a single converted Worker without firearms usually requires a carefully coordinated effort by the rest of the team. A lone Masked can be put down by a player carefully backing away with properly timed shovel/stop sign strikes, or two players with shovels/stop signs, since the grab attack can be interrupted by melee strikes or the zap gun, but two or more Masked are much more challenging to deal with.
  • Malevolent Masked Men: Dead workers that used to work for the company, wearing creepy-looking theater masks and trying to multiply themselves by tricking living workers and turning them into more Masked Mimics.
  • Mimic Species: They are currently the only enemy that can take on the appearance of players and use this to their advantage to try and trick players into getting close to them. From a distance you might mistake one as one of your buddies with their distinct hazmat suit, but getting any closer for a better look, paying close attention to their movements or keeping in good communication with your actual co-workers swiftly breaks the illusion.
  • Monster Organ Trafficking: Despite technically being living supernatural beings, the company sees them as just another salvage item that you can sell to the Company Monster.
  • Possessing a Dead Body: Anyone who becomes a Masked is for all intents and purposes dead, permanently losing control of their characters and being forced into Spectator mode as their puppeteered body runs off to attack the other members of their team.
  • Puppeteer Parasite: If they catch a player, they will puke blood on their face which will cause them to be possessed and turn into another Masked, which fill force the player into Spectator Mode and helplessly watch their character hunt down and try to kill their teammates.
  • Red Eyes, Take Warning: The eyes of a Dramatic Mask will glow red when it completes its possession of a player.
  • Schmuck Bait: Don't put on a Dramatic Mask, even if you think it might be funny. Just... don't.
  • Super-Persistent Predator: Masked will pursue their target relentlessly, even following them outdoors and back to the ship. They can even jump over railings and ledges like players can. It's better to kill them than evade them, though it should be done carefully since they will grab players on contact.
  • Uncanny Valley: One of the sure signs to tell that a Masked is not friendly. They will try to imitate player movements (emphasis on "try"), which come off as strange and unnatural.
  • The Virus: The Masked are unique in that they can increase their number by possessing others, and can also create more of itself by catching and killing players to convert them. As a result, even a single one is a deadly threat that can easily take out and recruit an entire group of players if not hunted down and killed.
  • You Are Already Dead: If you put the Tragedy Mask on, you will not be able to take it back off or even swap items. At that point in time it's over without teleportation intervention from the ship. You will not be able to prevent the mask from killing you and taking over your corpse. The Comedy Mask can at least be removed or swapped out for another item before it possesses you.
  • Zombie Puke Attack: For all intents and purposes, Masked act as zombies for the dead workers that came before you and as the husks of your crewmates. Their main means of attack, and somehow their means of reproduction, is grabbing hold of someone and pressing their face close to their target and then puking what appears to be blood down their face, eventually killing them and creating another of their kind.

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