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LETHAL COMPANY DISCUSSION
3 minuti fa
Tazgmond
🦅 What Are the Old Birds?

Old Birds are ancient, autonomous war machines. Massive and heavily armed, they were once used in a large-scale interstellar conflict. Despite their age, they're still terrifyingly effective — standing about 19 feet tall, equipped with a massive spotlight, sound cannon, flamethrower, and rocket launchers.

Their nickname, "Old Birds", came from a piece of graffiti art showing them flying in formation like geese — a name that stuck due to cultural references and a hit song decades later.

🕰 Timeline & History

Here's how the Old Birds fit into the world of Lethal Company:

2143: Over fifty Old Birds were deployed during a war between the Buemoch military and the Anglen Empire, devastating the Anglen capital.

2356: The moon Embrion was condemned for colonization. Old Birds were reportedly still seen there, “lining the horizon,” suggesting they either remained or were discarded there.

2384–2387: A band released a hit song titled Old Birds, and a street artist painted the robots flying like birds. These moments cemented the name in the public mind.

So while the machines were originally built for war, they’ve since become almost mythological — symbols of destruction, decay, and a forgotten technological era.

🧠 Behavior In-Game

They start inactive, standing still near the facility.

They activate in two ways:

At 3:00 PM in-game time.

When a player removes the Apparatus (a radioactive item) from the building.

Once activated, they:

Roam the outside area,

Aggressively pursue any living creature, including players and other monsters,

Use attacks like:

Rocket Barrage (long range),

Flamethrower (short range),

Sound blasts and stomps.

They are invulnerable to player weapons and tools. The only thing that can kill them is another monster: the Earth Leviathan.

🧩 Theories & Speculation

There’s a lot about the Old Birds the game doesn’t explain outright, but fans have put together some strong theories:

🎭 1. Psychological Warfare

They make strange baby-like crying noises. Players speculate these are recorded human sounds used to disorient enemies, suggesting the machines were designed for mental warfare.

⚠ 2. Cleanup Protocol

Old Birds may be post-war clean-up machines, activated by radioactive or anomalous activity — like the Apparatus.

Their job might be to wipe out anything in contaminated or compromised areas.

🧪 3. Anti-Coil Head Weapons

Coil Heads (another enemy type) emit radiation and are vulnerable to loud sounds.

Old Birds might’ve been built to counteract Coil Heads, using bright lights and sound as suppression tools.

🏭 4. The Company’s Enforcers

Some believe The Company (your employer) uses Old Birds to secure or erase evidence on abandoned moons.

If scavengers (you) dig too deep or interfere with restricted tech (like the Apparatus), the Company may allow or even encourage the Old Birds to “clean up.”

🗺 Strategy Tips (In-World Relevance)

If you leave before 3 PM, you avoid them entirely.

They can be temporarily trapped in buildings (especially on the moon Artifice) using door controls.

They can be distracted by other monsters, like Forest Keepers or Eyeless Dogs.

Jetpacks and TZP inhalants (speed boosters) are your best tools for survival if one is chasing you.

The Radar Booster or stun grenades can temporarily delay them only if used before activation.

🎤 Cultural Legacy

In the universe of Lethal Company, Old Birds aren’t just enemies — they’re icons:

People made songs about them.

Graffiti artists memorialized them.

Survivors whisper about them in fear.
They represent not only destructive power, but the lingering consequences of a forgotten war — machines that were never turned off, now walking the ruins of dead moons.

🧠 1. Psychological Warfare Theory

"Why do they sound like babies crying?"

Players noticed that Old Birds emit eerie, human-like sounds — including baby cries, moaning, and distorted voices. One creepy theory is that these sounds are weaponized audio from their war days, used to:

Disorient enemies.

Induce panic or confusion.

Mimic distress calls to lure targets.

This suggests Old Birds weren’t just made for physical destruction — they were also designed to break morale, making them instruments of psychological warfare.

☢ 2. Radiation Response / Apparatus Trigger Theory

"Why does removing the Apparatus wake them up?"

The Apparatus is a mysterious, radioactive item found in facilities. Removing it will wake up the Old Bird even if it’s not yet 3 PM.

Theory:

Old Birds were built to monitor radiation levels, especially weapons-grade tech.

The Apparatus is either:

A prototype weapon from the same war the Old Birds fought in.

Or a power source tied to their control systems.

Removing it triggers an auto-defense protocol, waking the Bird to secure or destroy the area.

This paints Old Birds as ancient, automated guardians of powerful technology.

🦴 3. Anti-Coil Head Countermeasure Theory

"Why do they use sound and light?"

Coil Heads (another enemy) are vulnerable to loud noises and intense light, and they emit radiation.

Theory:

Old Birds may have been designed as anti-Coil Head units.

Their:

Sound cannon = disorientation tool.

Blinding spotlight = suppression or control.

Radiation sensitivity = target detection system.

This theory implies the Old Birds weren’t built for humans at all — they were built to contain other monsters.

🏭 4. The Company Control Theory

"Is The Company sending them after us?"

Some players think Old Birds aren’t leftover relics — they’re still in service and possibly controlled by The Company.

Reasons for suspicion:

Old Birds only activate under specific conditions, almost like a programmed deterrent.

Their presence is consistent with the moons The Company sends you to.

They only go active when you’re too close to discovering something valuable (like the Apparatus).

Theory:

The Company uses Old Birds to clean up evidence, guard secrets, or control what salvagers can access.

You, the worker, are expendable. The moment you step out of bounds, they send in the Old Bird.

This theory casts the Company as a shadowy, controlling entity — using war relics as corporate enforcers.

🌌 5. Ancient Tech Gone Rogue Theory

"What if no one controls them anymore?"

In contrast to the theory above, some believe the Old Birds are completely autonomous — abandoned weapons still following centuries-old code.

They're trapped in ancient war protocols, activating when they detect certain threats.

No one knows how to shut them off anymore.

The Company isn’t in control — it just avoids them (or uses them anyway).

This is the classic “Frankenstein’s monster” theory: humanity created something too powerful, and now it wanders the ruins.

🎨 6. Cultural Legacy Theory

"Why are they called ‘Old Birds’ anyway?"

A more symbolic theory is that the Old Birds are more than just machines — they’ve become cultural icons in the game’s universe.

They’ve been around for over 200 years.

Artists, musicians, and survivors have turned them into legends.

Their nickname reflects how society tried to cope with them — giving a terrifying machine a whimsical name to make it feel less horrifying.

This theory adds emotional weight: they’re not just enemies, they’re reminders of a war everyone wants to forget but never truly ended.

👁🗨 7. Surveillance / Observation Theory

"Are they watching us?"

Another idea: Old Birds aren’t there to kill. They're there to observe.

Their spotlight, sound systems, and recordings could be tools for surveillance, not just combat.

They activate when you interact with forbidden tech — almost like a black-box AI designed to monitor breaches.

What if someone (or something) is watching what you do through them?

This opens the door to a higher power or faction monitoring events across the moons — not just The Company, but maybe a remnant government or AI entity.

TL;DR – Theories Recap
Theory Summary
Psychological Warfare They use human-like cries to mess with your head.
Radiation Trigger They're guarding radioactive war tech like the Apparatus.
Anti-Coil Head Unit Built to counter other monsters using sound/light.
Company Control The Company unleashes them to enforce boundaries.
Rogue AI Relic They're ancient, automated, and unstoppable.
Cultural Relic Feared, yet memorialized in music and art.
Surveillance AI They're watching, not just killing. Someone’s collecting data.
🧪 1. The Company Is Conducting Human Experiments

Theory: The "Company" you work for is actually testing human behavior and resilience in extreme, deadly environments.

Evidence:

Constant surveillance (cameras in facilities).

Strange, artificial-seeming monsters.

You're always replaced after death — almost like you're expendable test subjects.

🪐 2. The Moons Are Terraforming Gone Wrong

Theory: The planets (or "moons") were part of a failed terraforming or colonization project, and the creatures are mutated remnants of the original colonists or experiments.

Evidence:

The monsters seem biomechanical or mutated.

Derelict facilities and broken tech hint at a once-functional operation.

📹 3. The Creatures Are Artificial (Like SCPs or Bio-Weapons)

Theory: The monsters were created as weapons or experiments that escaped containment.

Evidence:

Many have unnatural behaviors or seem “designed.”

Some fans compare the game’s setting to SCP Foundation-style experiments.

🧠 4. You're in a Simulation

Theory: The game is a test inside a simulation — like a corporate training program or punishment system.

Evidence:

The loop of death and rebirth.

The Company shows no real concern for your life.

Some monsters don’t behave like real animals, suggesting artificial intelligence.

🏢 5. The Company Is a Front for a Cosmic Horror Cult

Theory: The Company is hiding its true purpose — appeasing or studying some eldritch force.

Evidence:

The presence of unsettling symbols and rituals.

Some maps feel religious or ritualistic in layout.

The strange calendar, weather effects, and “wrath” events.

💀 6. You're Already Dead or in Purgatory

Theory: You’re being punished or tested in a kind of limbo, where death is meaningless.

Evidence:

Repetitive cycle of death.

The soulless, corporate tone.

Nothing you do ever truly matters to the Company.

👁 7. The Company Is the Monster

Theory: The biggest threat isn’t the monsters—it’s the Company. They send people to die just to turn a profit.

Evidence:

The game incentivizes greed.

Even after horrific deaths, the Company just tells you to do better.

You’re always at risk of being fired for “underperforming.”
The Complete Lore of Lethal Company
1. Setting & Premise

Time & Place: Set far into the future—around the year 2532—humanity has colonized moons across the Thistle Nebula, sending scavenger crews to derelict industrial moons for scrap under the employ of a mysterious “Company”
lethal-company.fandom.com
The Gamer
.

Gameplay Lens: Players assume the role of these contracted workers collecting scrap to meet ever-increasing quotas. Death is common; quotas escalate until inevitable failure restarts the cycle
Wikipedia
.

2. Sigurd’s Crew & the Data Logs

Sigurd’s Crew: Our primary lore thread comes from logs dated 1968 written by Sigurd, alongside crew members Desmond, Jess, and Richard
The Gamer
Prima Games
Steam Community
.

Early Unease: They notice disquieting signs—strange noises behind the Company Building’s walls, unsettling darkness beyond the chute, and an eerie voice speaking of a Golden Planet eaten by a Beast
Prima Games
The Gamer
lethal-company.fandom.com
.

Disappearance: Richard vanishes, presumably killed by a creature known as the Bracken, deepening the crew's dread
Prima Games
The Gamer
.

Communication Breakdown: Desmond traces the ominous “Company voice” and discovers it originates somewhere else in the solar system, not from the Company Building itself
Prima Games
EssentiallySports
.

Final Logs: Desmond seals the logs—encrypting them—hinting at rebellion. Their fate remains uncertain
Prima Games
Steam Community
.

3. The Company & Jeb

The Company: A shadowy organization that orchestrates everything via a fake, remote voice and enforces brutal quotas, often without any human contact
EssentiallySports
lethal-company.fandom.com
.

Jeb: At the scrap-exchange hub on moon 71‑Gordion, workers trade scrap with Jeb, a tentacled creature lurking behind the wall—adding to the surreal horror
EssentiallySports
lethal-company.fandom.com
.

4. The Bestiary & Worldbuilding

Origin of Creatures: The Bestiary indicates many original Earth species were transported via “the Boat” to the nebula, where rapid evolution produced strange monstrosities
lethal-company.fandom.com
.

Noteworthy Entities:

Coil-heads: Spring-necked mannequins, suspected bio-weapons that combust when dissected and emit radiation
Reddit
The Gamer
.

Old Birds: Mechanical constructs, rumored to be ancient war machines
Reddit
+1
.

Forest Keepers, Hoarding Bugs, Spore Lizards, Thumpers, Snare Fleas, and more—each with their own behaviors and hazards, as cataloged by Sigurd’s notes
SteamAH
.

5. Moons & Lore Geography

Based on community lore and the Fandom wiki:

Moons of Interest:

Experimentation, Assurance, Offense: Industrial or arid moons, possibly used for experiments or mining operations
lethal-company.fandom.com
Reddit
.

Adamance, Vow, March (“Green Witches”): Once lush, mysterious ecosystems now abandoned
lethal-company.fandom.com
.

Rend, Dine, Titan, Embrion, Artifice: Each with their backstory—mining centers, capitals of ancient empires, or secret military sites
lethal-company.fandom.com
Reddit
+1
.

6. Deeper Theories & Community Interpretations

Feeding the Beast: Desmond's log suggests the crew realized they’re involuntarily feeding a monstrous entity hidden by the Company—possibly symbolic of how workers fuel an insatiable corporate machine
EssentiallySports
Dot Esports
The Gamer
.

Empire Wars Theory: One fan theory ties the lore to interstellar conflict—where the Company is the planet-eating force behind the downfall of powerful empires, now scavenging war-torn moons to sustain itself
Reddit
.

Occult Interpretations: Another view frames Sigurd’s descent into memory loss and hallucination as a spiritual degradation—serving occult rituals cloaked in corporate structures
QFAC
.

Cover-Up Conspiracy: Redditors theorize that abandoned facilities were crime scenes—experiments gone wrong—and the Company sends workers to collect evidence (scrap) so no one can testify
Reddit
.

Summary Table
Theme Highlights
Lore Source Sigurd’s 1968 logs from his ill-fated crew
The Company Remote, manipulative, possibly using humans to feed a hidden entity
Jeb The tentacled scrap-receiving creature behind the company wall
Beasts Evolved, engineered, mutated creatures—often dangerous and inexplicable
Moons Colonies, test zones, ruined empires—all part of a fractured cosmic patchwork
Theories Empire wars, occult oppression, evidence-coverup, cosmic feeding loop
Flowing From Lore to Theory

The more you uncover—logs, bestiary entries, posters, mythology—the richer the world feels. Below are some standout theories echoing across the community:

“Workers are unknowingly feeding a monstrous thing, and their whole existence revolves around serving this never‑satisfied creature.”
— Dot Esports lore breakdown
Dot Esports

“Coil‑heads were created as biological weapons of war.”
— Community lore from Reddit
Reddit.
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