
Summary
Crewmates are the playable characters from Lethal Company. Their main objective is to grab scrap and return it to the company building after three days, eventually the quota will get Impossibly high and will inevitably lead to them being "fired" which means getting shot into space.
Powers and Stats
Tier: At least 10-B, 9-C to 9-B with weaponry
Name: Varies
Origin: Lethal Company
Gender: Varies
Age: Varies
Classification: Crewmate, Employee
Powers and Abilities:
- Peak Human Physical Characteristics
- Stealth Mastery (Can sneak around eyeless dogs which, while blind have a keen sense of hearing. While crouching crewmates make no noise)
- Information Analysis (Their scanner has can detect certain pre-designated terrain elements such as the ship and main entrances to facilties, as well as valuable scrap and enemies. Creatures that the company has experienced previously can be scanned to unlock their bestiary logs on the ship's terminal, and it can even tell the price of most items)
- Preparation
Resistance to:
- Radiation Manipulation (Suffers no ill effects from stealing the apparatus which increases the radiation levels to 70 msv. Can exist around groups of Coil-Heads who carry around a dangerously high amount of radioactive particles)
- Extreme Temperatures (Can easily survive on Dine with no issues. Dine is described like: "Its planet orbits white dwarf, making for inhospitable, cold conditions. Constant blizzards decrease visibility". Can also walk through steam leaks with no issues except reduced vision)
All previous abilities, plus:
- Light Manipulation (With flash grenades and flashlights)
- Teleportation (With inverse teleporters and normal teleporters, which are upgrades for the ship)
- Statistics Amplification (With the TZP-inhalant the crewmates can increase their speed slightly and decreases how much stamina used by jumping and sprinting, although overuse can lead to severe negative side effects)
- Electricity Manipulation and Paralysis Inducement (With the Zap gun the crewmates can taze aggressive creatures which paralyzes them for 30-60 seconds)
- Sound Manipulation (With Boomboxes, Air horns and clown horns)
- Flight (With the ship and the Jetpack)
Attack Potency: At least Human level, Street level to Wall level with weaponry (Can harm other players and even beat certain monsters to death like Bunker Spiders, Eyeless Dogs, Thumpers and Brackens. Can utilize shotguns which can oneshot almost everything in the game even the most durable entities)
Speed: Average Human (Can outrun or keep pace with a variety of creatures)
Lifting Strength: Athletic Human (Carries other crewmates bodies and can carry 4 gold bars at once which altogether would weigh almost 140 kgs)
Striking Strength: At least Human level, Street level with weaponry
Durability: Street level (Can survive multiple hits from other crewmates and can survive a bridge collapsing)
Stamina: Average (They have a particular penchant for enduring damage, although show severely impaired ability to function when badly hurt, and have below-average stamina in terms of running capability, which becomes even worse when carrying heavy objects), higher with Inhalant
Range: Standard Melee Range; Extended Melee Range to Tens of Meters with weaponry; Tens of Meters with the scanner (The scanner can reach up to 50 meters under ideal conditions outdoors)
- Their ship: They have no control over their ship besides imputing a destination in the terminal and letting auto pilot take them there.
- Echo Scanner: When scanning for scrap it will show up as a green circle over the item, it will also show you the price of the scanned item. When scanning an entity it will show up as a red circle over it. When Scanning an entity will result in it being added to the Bestiary. When scanning for a points of interest it will show up as a blue circle with text on it. It's mostly used to find the ship and main entrance. But it can also tell you what certain things are on the ship, for example; terminal, charging station, storage, etc.
- Terminal: The terminal is one of the most important tools in Lethal Company, as it is necessary to select a destination, buy supplies, get information about in-game creatures, places, and things. It is also necessary for closing doors in the bunkers and turning off mines and turrets.
- Air Horn: Airhorn can only be found within facilities and cannot be bought. It makes an airhorn noise of varying pitch similarly to the Clown horn.
- Boombox: The Boombox is an item that can be used for distracting monsters. If placed near enemies, they will run over and stand next to it (Some monsters will attack it) for an extended period of time, giving the player an opportunity to escape. The Boombox requires power and has a battery lifetime of 5 minutes 47 seconds making it an effective baiting tool.
- Clown horn: Clown horns can only be found within facilities and cannot be bought. It makes a short clown horn noise of varying pitch similarly to the airhorn.
- Extension ladder: The extension ladder is a small box that when placed on the ground (Using LMB), will then extend a ladder upwards. Once the ladder has reached its maximum height, it will fall forward and stop whenever it collides with a wall, the ground, or object. It can be very helpful for crossing certain gaps that are impossible to jump, or climbing up vertical walls.
- Flashlight: The Flashlight is a cheap and semi-reliable way to navigate darker areas of the map. While not as strong as the Pro-Flashlight, it can still help with certain rooms being nearly impossible to go through without one. It is highly recommended that at least 1 to 2 people bring one on every mission. It requires power in order to be used.
- Pro-Flashlight: The pro-flashlight is a slightly more expensive, slightly heavier, but overall superior to the Flashlight. It has a wider cone of light, a longer range, and is much brighter. In addition, it has over double the battery capacity. While the pro-flashlight is not necessary, it can be a little more convenient than its inferior counterpart.
- Inverse Teleporter: Press the green button to activate the teleporter. It will teleport whoever is currently standing on top of the teleporter (dead or alive) into the facility. They will not be able to keep any of their held items through the teleport. It takes 200 seconds to recharge. The teleporter seems to be random meaning you can be placed directly next to Turret, Mine, and Mobs (enemies needs testing but turrets and mines was confirmed)
- Teleporter: Press the red button on the table near ship's radar to activate the teleporter. It will teleport whoever is currently being monitored by the ship's radar inside the ship. They will not be able to keep any of their held items through the teleport. It takes about ten seconds to recharge.
- Jetpack: You can hold LMB for approximately 4 seconds, release and then immediately hold LMB again, so you can fly very far away.
- Lockpicker: The Lockpicker is an item that can be purchased from the store for 20 credits. It is used to open any locked door you may come across. Unlike a Key, it does not get consumed on use and can be used an infinite amount of times.
- Walkie-talkie: The walkie-talkie is used to communicate between players over long distances. It can be very useful for information gathering and cross-map communication. It requires power and needs to be switched on to both transmit voice to other players, and receive voice.
- Shovel: The shovel is primarily used to eliminate a multitude of creatures, but is additionally capable of harming teammates. It has the lowest weight of any offensive melee weapons, making it a viable option for self-defense.
- Stop Sign: The Stop sign is primarily used to eliminate some creatures, but can also harm teammates. It can be sold at the company desk and is heavier than the Shovel, making it a less preferable melee weapon.
- Yield Sign: The yield sign is primarily used to eliminate some creatures, but can also harm teammates. It can be sold at the company desk and is heavier than the Shovel and Stop sign, making it the least preferable melee weapon.
- Zap Gun: The Zap gun is an expensive defensive weapon that shoots a constant stream of electricity to immobilises hostiles and allies alike. The Zap guns can come in handy when dealing with certain enemies. It is not advised to bring the Zap gun to easier moons as its use is limited. It is highly recommended that you go along with a teammate with a Shovel to dispatch any enemy you encounter.
- Stun Grenade: A non-lethal explosive that will stun most creatures for 5 seconds. Once the pin is removed, the grenade will detonate after 3 seconds.
- Double-barrel: The Double-barrel is a powerful weapon capable of firing shotgun shells to kill entities. Both the firearm and its ammo can only be obtained by killing Nutcrackers. When fired, the gun will emit a deafening sound to all nearby employees. The double-barrel also comes with a toggleable safety feature; at first this does not appear to serve a purpose, but after a while (seemingly at random and regardless if held, dropped, or otherwise) the gun will fire on its own, wasting precious ammo and possibly creating problems.
Intelligence: At least Above Average (Can deactivate turrets and open locked doors from the terminal on the ship. Has to hold a large amount of knowledge in order to counter and protect themselves from different entities, can also fly a jetback decently well. Due to being an astronaut they should also be somewhat intelligent)
Standard Tactics: Generally they fight with three other crew members and when they fight against stronger opponents they will get the other crew members to stun the entity while they attack with a sign or shovel
Weaknesses:
- Their electronic devices have a relatively short battery life
- Teleportation causes them to drop all their items
- Jetpacks can blow up very easily
- Metal objects attract lightning
- Both teleporters will cause the teleported person to drop all the items their carrying
- Can only carry 4 items at once
Notable Matchups
Victories:
Opila Bird (Garten of Banban) Opila Bird's Profile (The Employee had access to their shovel and pro flashlight, the battle took place in Banbans kindergarten they started 10 meters away from each other and speed was equal)
The Protaganist (Spooky's Jump Scare Mansion) Protaganist's Profile (The battle took place on opposite ends of an inert Specimen 12's lobby room. The Player had a shovel, a laser pointer, and a stun grenade, while the player had their standard equipment. Speed was equal.)
Crewmate (Among Us) Crewmate's Profile (The battle took place inside the lethal company bunkers, there were four other employee's three start in the bunker and one is inside the ship, one had a shovel, one had a Zap Gun and they all have walkie talkies and flashlights, they had a teleporter and speed was equal)
Losses:
Inconclusive:
References
Discussions
Discussion threads involving Employee (Lethal Company) |