Lethal Company Codexery

The Bat

It doesn't stalk you. It swarms the dark above your head and lets the shriek do the work.

The Bat is one of the smaller, faster hostile entities that stalk the industrial moons of Lethal Company. Unlike the towering Stalker or the lumbering Hound, it is a low-flying, erratic creature that darts through corridors and open shafts, making it one of the more disorienting threats players face during a run. It tends to appear in clusters or in pairs on certain moons, turning quiet salvage corridors into a gauntlet of shrieking, lunging shapes.

Its role in the game is that of a pressure monster: it rarely kills in a single hit but punishes hesitation, poor positioning, and careless use of flashlights. For many players, the first time a Bat shrieks from directly above is the moment a calm salvage run becomes a frantic sprint for the extraction point.

Role
Hostile entity (pressure / swarm-type monster)
Type
Flying / low-leaping creature
Behavior
Erratic, fast, tracks by sound and light
Typical encounter
Corridors, open shafts, and upper levels of industrial moons
Status
Active (encountered on multiple moons)

Lore & Background

In the patchy, half-translated logs scattered across the moons, the Bat is referenced more as an environmental hazard than a named threat. Workers on the lower decks describe it as 'the ceiling-screamer' or simply 'the noise,' a small leathery shape that nests in the ventilation shafts and electrical conduits of the old mining infrastructure. It is not a designed weapon or a contained experiment; it is, for all intents and purpose, a creature that adapted to the low-gravity, high-echo chambers of the moons and learned that the softest, most vulnerable things in the dark are the ones carrying flashlights.

What makes the Bat unsettling in the broader ecology of the moons is its relationship to the larger predators. Players and the in-game audio cues both suggest that the Bat's shrieks can temporarily mask the approach of a Stalker or Hound, or conversely, that a Stalker's presence drives Bats into denser, more aggressive swarms. The moons' ecosystem is not a simple food chain; it is a tangled web of sound, light, and fear, and the Bat sits right at the intersection of all three.

No one in the Lethal Company's corporate records seems to have a containment protocol for them. They are simply listed under 'ambient fauna – do not engage,' a line of text that reads, in practice, like a dare.

In Their Own Story

The corridor was quiet. That was the problem. Quiet meant the Hound was still three decks down, still sniffing at the scrap bins, still giving you forty more seconds of breathing room. You pressed your back against the cold metal wall, flashlight low, and counted your steps. One. Two. Three. The extraction elevator was maybe two hundred meters ahead, past the junction, past the broken catwalk.

Then the sound. Not a growl. Not a footfall. A wet, high, almost human shriek that seemed to come from the ceiling tiles, from the pipes, from the air itself. You tilted your light up. Two shapes, leathery and angular, pressed flat against the conduit above you, wings folded, eyes catching the beam like two wet coins. One of them opened its mouth and the shriek came again, closer, and the second one peeled off the wall and dropped, not at you, but at the flashlight, at the light, at the only bright thing in the corridor.

You killed the light. You ran. Behind you, the shrieking multiplied, layered, became a wall of sound that swallowed the echo of your own boots. You did not look back. You did not need to. You could feel the little shapes passing over your head, close enough to brush your hair, and the sound they made in the dark was worse than any Stalker's claw.

Reader's Guide

**The Bat** – a small, leathery, bat-shaped creature with folded angular wings, a wide flat mouth, and eyes that catch light like reflective discs; it stays low, hugging ceilings and pipe clusters.

It moves in fast, zig-zagging bursts rather than a steady chase. It lunges when you break line of sight around a corner or when you swing your flashlight in a wide arc. It is drawn to sound (footsteps, the click of a weapon, the hum of a generator) and to light (your flashlight beam is a dinner bell). It does not track you through walls the way the Stalker does; it tracks the *echo* of you. Stand still, kill your light, and it will circle, shriek, and often lose interest after a few seconds. Running in a straight line while keeping your beam low is safer than sprinting with the light sweeping the ceiling.

What lures it: bright light, sudden noise, the sound of a weapon being fired. What repels it: darkness and silence. It will disperse if you stand perfectly still with no light for roughly three to five seconds. There is no known 'kill it and it stays dead' mechanic that behaves differently from other monsters; a well-placed shot works, but the swarm nature means taking one down rarely ends the encounter.

Field note: *"Don't look up. I don't care how much scrap is on the ceiling panel. You look up, you see the wings, and then the shriek is already in your teeth and you're running and you don't remember which way the junction was. Keep the light on the floor. Keep your eyes on the floor. The ceiling belongs to them."* – recovered from a player's voice log, Moon 3, run 7

Did You Know?

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