Lethal Company Facility Maps: All 3 Interior Types Decoded — Fire Exit Routes, Loot Room Spawns, and 3-Minute Run Strategies

The layout changes every run, but the rules don’t. Lethal Company’s facility interiors are procedurally generated — no two maps are identical — but every map draws from the same pool of room tiles, the same fire exit behaviors, and the same loot room patterns. Once you understand the three interior types and what to expect from each one, you stop getting lost and start running efficient routes from the first minute.

This guide breaks down every official interior type, where loot rooms consistently appear, which fire exit route saves the most time per interior, and which moon gives you which layout. Verified against Lethal Company Version 65.

Lethal Company facility interior showing main corridor with catwalks and fire exit route highlighted
Lethal Company facility layouts guide 2026: the fire exit route cuts average loot run time by 3 minutes — the 3 interior types and which room spawns the highest-value loot

Quick Start: 5 Steps to Read Any Facility in 60 Seconds

  1. Check the entry room. Double doors and concrete walls = Factory. Grand foyer with a 2nd-floor balcony = Mansion. Single dirty room with an elevator and minecart = Mineshaft.
  2. Note your moon. Rend and Dine are almost always Mansions (~97–98%). Offense is usually a Mineshaft. Free moons (Experimentation, Assurance) are almost always Factories. Use the moon-to-interior table below before you land.
  3. Turn the breaker on first. Every interior has a breaker box. Flip all switches as soon as you find it — lights directly improve your survival and loot visibility across all three interior types.
  4. Mark the fire exit on the radar. Your ship operator should call out the fire exit position on the monitor. In a Factory, the fire exit opens into a catwalk or loot room — useful for targeted loot runs. In a Mansion, it opens into a bookshelf area — useful as an exit route if the main entrance is blocked.
  5. Set a hard out time. Experienced crews leave the facility with loot no later than 3 hours before sunset. The entities that spawn in the afternoon are the ones that end runs.

The 3 Lethal Company Interior Types at a Glance

InteriorLayout StyleBest Loot RoomsFire Exit EntryBiggest ThreatRisk/Reward
FactoryLinear corridors, catwalks, vertical floorsRectangular/L-shaped loot rooms, staircase cornersCatwalks or loot roomsCoil-Heads in hallwaysLow/Medium
MansionOpen rooms, non-linear hallways, 2 floorsLibrary shelves, kitchen surfaces, 2nd floor roomsBookshelf area (near library)Jester, Ghost GirlMedium/High
MineshaftElevator shaft + deep cave networkCave tunnels (6 bonus spawns)No fire exit in main shaftCoil-Heads, Maneaters, drowningHigh/High

The Factory: Navigating the Concrete Maze

The Factory is the most common interior type and the one every new player learns on. It looks like an industrial facility: long concrete corridors, metal catwalks, exposed pipes, and grating underfoot. The maze-like layout is intentional — the same room tiles recombine every run, so you can’t memorize a fixed route, but you can learn the room signatures. New to the game entirely? Start with the Lethal Company beginner’s guide before diving into interior strategies.

Key Room Types in the Factory

Main Entry Room: The only room with double doors. It can connect to up to three other rooms and sometimes contains loot. This is your spawn point — note the exits before going deeper.

Staircase Rooms: Vertical connectors between floors. Items frequently spawn in the corners of staircase rooms and on the pipe ledges along the walls. Always sweep the corners when passing through — players regularly walk past scrap sitting on pipes they didn’t look up at.

Gap Room: Two catwalks with a broken railing on one side and a metal beam spanning the gap. Up to six doors per room. The gap room is a strong navigation landmark — when you find one, you’re in a high-connectivity section of the map, likely near the center.

Loot Rooms: Small rectangular or L-shaped dead ends. These are the highest-density scrap rooms in the Factory. They contain no through-doors, which means any room that feels like a dead end is worth fully looting before backtracking.

Apparatus Room: The only room in the game that spawns the Apparatus, a unique scrap item worth $80. The Apparatus only appears in Factory interiors — pulling it out cuts all power to the facility, so do it on your way out, not your way in.

Factory Fire Exit Strategy

Factory fire exits open directly into catwalks or loot rooms. This matters because entering through the fire exit means you bypass the main entrance maze and land near the high-density loot zones. If your ship operator can spot the fire exit location on the outside of the moon before you enter, send one crew member through the main entrance and one through the fire exit — you’ll cover the map significantly faster than a single-entry sweep.

The fire exit is also the fastest escape route when a Coil-Head or Jester is blocking the main entrance corridor. Coil-Heads stop moving when you look at them, but maintaining eye contact while retreating through a narrow Factory hallway is brutal. If the fire exit door is behind you, use it.

Primary Entity Threats in the Factory

Coil-Heads are the defining Factory threat. They freeze when you look directly at them and sprint the moment you break eye contact. In tight concrete corridors with limited room to maneuver, a Coil-Head cuts off retreat routes effectively. The tactical response: one player maintains eye contact while another clears the path. Never split to deal with a Coil-Head solo in a Factory corridor. Learning to read the audio cues before you see the entity gives you a decisive head start — the Lethal Company monster sounds guide covers the 12 audio cues that separate survivors from casualties.

The Mansion: Open Layout, Hidden Rewards

The Mansion is rarer than the Factory and significantly more disorienting for first-time visitors. Where the Factory funnels you through narrow corridors, the Mansion spreads you across open rooms with multiple exit doors on every wall. The loot is more valuable on average, but the layout punishes players who don’t mark their path.

Key Room Types in the Mansion

Main Foyer: The Mansion entry room is a large hall with a 2nd-floor balcony overlooking the center and a grand staircase. Exits exist on both the ground floor and the balcony level. The scale makes it easy to lose track of which direction you came from — spray paint the floor near doors you’ve cleared.

Library: A room full of large bookshelves. Scrap spawns inside the bookshelves — players regularly miss items sitting on upper shelf surfaces. The library is also the room the fire exit opens into. If you enter through the fire exit, you’re in the library.

Fireplace Room: A distinctive landmark room. When found, it confirms you’re in the north section of most Mansion layouts. Loot density is average, but it’s a reliable navigation anchor.

Window Room: Features a farmland scenery screen visible through the window — one of the few static visual landmarks in the Mansion. Useful for orienting your position relative to the main entrance.

Kitchen Areas: Scrap spawns inside kitchen furniture, including inside table surfaces. Items spawning inside geometry is most common in Mansions — if the scrap prompt appears but nothing is visible, check inside the nearest table or bookshelf.

Mansion Fire Exit Strategy

Mansion fire exits open into bookshelf areas, which means they always connect to the library section. The library is one of the highest loot-density rooms in the Mansion — entering through the fire exit puts you directly into a high-value zone without navigating the foyer maze. Use this entry route when you’re confident in your team’s ability to find the exit independently.

Spray paint is not optional in the Mansion — it’s the most efficient navigation tool available. Mark the direction back to the main entrance at every major junction. The Mansion’s non-linear layout generates identical-looking corridors that loop back on themselves in ways the Factory does not.

Primary Entity Threats in the Mansion

The Jester is the Mansion’s defining threat. Unlike Coil-Heads, a winding Jester cannot be managed through positioning — once it finishes its wind-up, it chases and kills. Leave the moment you hear the winding sound; do not try to collect remaining loot. Ghost Girls are the other major threat: they target a single player and follow only that player. If you’re being haunted, move away from the rest of your team to avoid a group wipe.

Bookshelves in the main foyer can be climbed to avoid most ground-level entities, though entities can also reach the shelves. Use this as a delay tactic to give teammates time to exit, not as a safe position.

The Mineshaft: High Risk, Guaranteed Bonus Loot

The Mineshaft was added in Version 60 and operates on different rules from the Factory and Mansion. There is no surface-level maze to navigate — the entire interior is vertical, accessed via elevator, and the real map is a deep cave network underground.

The Elevator: Your Bottleneck and Your Weapon

The Mineshaft entry room is always the same: a small dirty room with an elevator, a minecart, and a call button. The elevator takes your crew down to the cave system — and it is the only way up or down. This creates a tactical choke point that experienced crews exploit.

Most entities in the Mineshaft can ride the elevator, but only the Masked entity can press the buttons. This means if a Coil-Head, Maneater, or Jester is following you into the elevator, you can ride it to the top level and those entities will ride with you — but once at the top, they’re trapped there until the elevator returns. Use this to clear the cave system of dangerous entities before running loot.

Jumping on top of the elevator carriage while it sits at the lower level puts you out of reach of most entities below. Scrap can also be stored on top of the carriage to protect it from Hoarding Bugs while you continue collecting.

The Cave System: Where the Loot Is

The Mineshaft always spawns six extra loot items beyond the moon’s normal upper limit. This makes every Mineshaft run high-value by default — the question is whether your team can extract it. The cave network is claustrophobic: uneven tunnels, open shafts with fatal drop distances, and partially-flooded sections with underwater tunnels that players can get stuck inside. Move slowly near edges and avoid sprinting through low-visibility cave sections.

In a rare mechanic introduced in Version 60, the Mineshaft occasionally spawns only one type of scrap throughout the entire cave system — for example, the entire mine fills with Jars of Pickles. This is not a bug. When it happens, the total scrap count is still full; it just all looks identical. Check the first few items you find — if they’re the same, adjust your inventory strategy to maximize carry weight.

Maneater nests always generate inside the cave system when a Maneater is present in a Mineshaft run. Unlike other interiors where nest locations are randomized, the Mineshaft guarantee means you will encounter the Maneater’s territory in the cave network. Treat every cave section with reduced visibility as a potential nest zone and move through in pairs.

Moon-to-Interior Probability: Know Before You Land

MoonCostInterior TypeNotes
ExperimentationFreeFactory (near-always)Best training moon for Factory navigation
AssuranceFreeFactory (near-always)Fire exit drop = no fall damage, fastest extraction
VowFreeFactory / Mineshaft (mixed)Mineshaft appears frequently here
MarchFreeFactory (only)Only moon with no Mansion or Mineshaft ever
Adamance$100Factory (mainly) / Mineshaft (rare)Mineshaft variant is high-value for quota runs
OffenseFreeMineshaft (usually)Best free Mineshaft moon for learning the layout
Rend$550Mansion (~98%) / Factory (rare)Fire exit far from ship — leave early
Dine$600Mansion (~97%) / Mineshaft (rare)Near-guaranteed Mansion practice
Titan$700Factory (~81%) / Mansion (~19%)Titan Factory = one of largest map sizes
Artifice$1500Mansion (mainly) / Factory (~23%)Highest average loot value in game
Embrion$150FactorySecret moon, dormant Coilworms outside

Fire Exit Entry: Which Interior Benefits Most?

The fire exit entry strategy works differently per interior type. Here’s the decision tree for whether to use it:

Factory — Use the fire exit for split entry. Fire exits in the Factory open into catwalks or loot rooms. Send one player through the main entrance and one through the fire exit. The fire exit player reaches the high-density loot zone faster, while the main entrance player clears toward the center. This is the most efficient Factory strategy for two-player teams and above.

Mansion — Use the fire exit as the primary entry. The Mansion fire exit always connects to the library — the highest loot-density section. If your team is experienced enough to navigate back to the main entrance independently, enter through the fire exit and work outward from the library. This is 3+ minutes faster than clearing from the foyer inward on most Mansion layouts.

Mineshaft — Fire exit location is on the outside only. Once inside the Mineshaft, all navigation is vertical via the elevator. The fire exit on the surface provides an alternate escape route from the elevator area if the main entrance is blocked, but it doesn’t modify your underground routing.

Which Interior Should You Target? (Player Type Guide)

If you are…Best InteriorWhyAvoid
New player learning the gameFactory (Assurance or Experimentation)Linear layout, predictable entity types, fire exit easy to useMineshaft — cave system and elevator punish disorientation
Casual player hitting quota efficientlyFactory with fire exit split entryFastest loot-per-minute on free moons; low travel costMansion on Rend/Dine — cost vs. quota rarely math out for casual teams
Hardcore crew maximizing scrap valueMineshaft (Offense or Artifice)6 bonus spawns every run; Artifice = highest loot value in gameFree moon Factories once you can consistently run Mineshaft
Completionist / full extractionMansion (Dine or Rend)Loot spawns in furniture geometry means casual players miss items; full extraction reward is highMineshaft if team has fewer than 3 players — solo cave runs are high-mortality

Frequently Asked Questions

Can you tell which interior a moon has before landing?

Not visually from the ship, but you can predict it using spawn rates. Rend and Dine are Mansions on roughly 97–98% of runs. Offense and Vow are likely Mineshafts. Free moons are almost always Factories. The table above gives you the probability before you spend credits traveling.

Does the fire exit location inside the facility change each run?

Yes. The exterior fire exit location is fixed per moon — it’s always in the same spot outside. But inside the facility, the door connecting to the fire exit can generate in different rooms each run. In a Factory, it will always be a catwalk or loot room. In a Mansion, it will always be the library bookshelf area. The interior room it connects to is random within those constraints.

Is the Mineshaft worth it on a low quota week?

On free moons like Offense, yes. The six guaranteed bonus scrap spawns make Mineshaft runs efficient even for modest quotas. The risk comes from the cave system’s fall damage and the elevator bottleneck during emergencies. If your team hasn’t run a Mineshaft before, do Offense first — it’s free and the Mineshaft is common there.

Why does the door direction trick no longer work in the Mansion?

The trick — where a door opening toward you indicated you were moving closer to the main entrance — was patched in Version 80. Spray paint is now the reliable navigation tool for Mansion interiors. Mark exits as you clear rooms rather than trying to orient by door hinge direction.

Sources

Information in this guide was compiled from community wikis and player testing. Mechanical data verified against Lethal Company Version 65.

Michael R.
Michael R.

I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.