Coil-Heads, also known as Spring Men and Mannequins, are tall, humanoid entities in Lethal Company. They are eyeless mannequins with agape mouths, no forearms and a flexible spring for a neck. Their bodies are punctured with nails that are surrounded by what seem to be stains of blood.
Coil-Heads are difficult to counter when alone as they must always be looked at to avoid potential death, more especially if you're dealing with another harmful entity at the same time.
Bestiary[]
- Sigurd's danger level: 80%
- Scientific name: Vir colligerus
- Vir colligerus, or colloquially named Coil-heads, are a recent discovery and have not been studied extensively due to their extreme unpredictability and dangerous properties. They have been known to combust into flames when being dissected or even deactivated, and they carry
- dangerously high levels of radioactive particles. Due to this and other reasons, it has been highly speculated they were created as biological weapons of war, although this has not been proven.
- Coil-heads' visual appearance is that of a bloody mannequin with its head connected by a spring. Their defining behavioral characteristic is to stop when being looked at. However, this does not appear to be a hard-and-fast rule. When they encounter a loud noise or bright light they appear to enter a long reset mode. Just stare at htem or use a stun grenade! - Sigurd
Occurrence[]
Moon | Spawn Chance |
---|---|
21-Offense | 11.85% |
8-Titan | 10.67% |
85-Rend | 10.64% |
5-Embrion | 8.90% |
68-Artifice | 7.72% |
7-Dine | 6.12% |
61-March | 3.27% |
20-Adamance | 2.75% |
56-Vow | 1.96% |
Unreleased Moon | Base Spawn Chance |
---|---|
44-Liquidation | 8.24% |
Behavior[]
The Coil-Head's field of view is emitted at its feet, while the line of sight that the players need to look at is emitted at the pelvis. Coil-Heads have three states: patrolling, chasing, and resting.
Patrolling: When the Coil-Head initially spawns, it will start off in its roaming state. If there are no players within its range of detection that are not visually obstructed by any obstacles, the Coil-Head will not switch to its chase state. The Coil-Head moves slower in this state, and wanders back and forth between two randomly selected areas within the facility.
Chasing: When the Coil-Head has a clear line of sight to an Employee, it will enter its chase state. In this state, the Coil-Head will begin to pursue all players inside the facility, regardless of whether or not the Coil-Head has line of sight or is close enough to detect them. Coil-Heads will only move and attack when not looked at by Employees. If it the target player is killed or leaves the facility, it will immediately target another player. If there are no players left inside the facility, the Coil-Head will return to its patrolling state.[1]
Resting: If a Coil-Head chases a player for a long time they will eventually stop and rest. During this time their head will coil down completely and they will remain dormant for around 15 seconds. After this time passes they will return to being aggressive should a player be in its line of sight, otherwise it will go back to patrolling.
Strategy[]
Coil-Heads cannot be killed. However, their inability to move or attack when looked at is a significant weakness.
Escaping:
- Stun grenades can temporarily disable them for a short while, allowing for a safe escape if alone.
- DIY-Flashbangs can achieve the same result, though will hurt the user.
- Employees can take turns watching a Coil-Head while each of them moves to a safer location.
- This is necessary when dealing with a second entity requiring the player to look elsewhere, such as another Coil-Head coming from a different direction or a Bracken.
- Employees can "lead" Coil-Heads around by rapidly looking away, then back at them.
- It's deceptively easy to become blocked in by a Coil-Head at a small doorway or hallway. This is useful for repositioning the Coil-Heads to allow escape, such as if they are blocking a doorway.
- Since Coil-Head's move speed is practically similar to the player's sprint speed, players can run past any Coil-Heads that are in front of them so long as they make sure to look back and not take any sharp turns.
- Coil-Heads enter a recharge state if they chase a player long enough. Use this time to get away from them.
Deescalating:
- Given their low door open speed, closing one or a series of doors between a Coil-Head and the player can provide enough time to escape its range or look for an exit.
- This is also useful if the player needs more freedom to navigate around other enemies.
- The same doors can be reused by luring the Coil-Head back if more time is needed.
- Coil-Heads can be set back to their patrol mode by positioning yourself and the Coil-Head on opposite sides of a door, and moving out of its line of sight while in the air, such as jumping. Be advised, in multiplayer the Coil-Head will target the remaining players still inside.
- When dealing with Coil-Heads in factory layouts, it is possible to trap the Coil-Head at a dead end behind a Secure Door with the help from a person at the ship terminal.
Notes[]
- Employees killed by Coil-Heads will have their forearms instantly removed and necks replaced by springs as their heads are launched off their body and disappear, mimicking the entity's appearance. This does NOT make the body conductive.
- A Coil-Head’s head will continue to bobble back and forth when the rest of it is locked in place if it stops moving.
- Coil-Head's are highly speculated to have once been a biological weapon of war.
- This has led some to speculate that the Old Bird was made to counter them. Their log entry states they go into a rest mode when facing loud sounds and bright lights, both of which the Old Bird uses.
- There is a rare chance that up to 5 Coil-Heads can spawn on Rend. [2]
Trivia[]
- The character design and mechanics of Coil-heads are reminiscent of SCP-173, an anomaly from the SCP Foundation, which only moves when unobserved.
- It also has similarities with Weeping Angels, a recurring group of villainous creatures from the Doctor Who series.
- The Coil-Head's scientific name translates to "collecting man" in pseudo-Latin, but the English word "coil" is also sourced from the Latin verb "colligo"(literal meaning: "collect") from which "colligerus" is derived.[3] It is unclear which of the two meanings is the intended one.
- Due to how the game calculates sight, the Coil-Heads may move slightly even when looked at.
- A Coil-Head’s attack doesn't technically one shot employees. It deals 90 damage, which is enough to leave healthy employees at critical injury. However, due to its fast attack speed, the contact damage is usually lethal. It is possible to survive the attack by turning to face the Coil-Head as it approaches.
Audio[]
Audio | Description |
---|---|
Audio of Coil-Head stopping after being seen. | |
Audio of Coil-Head's springs wobbling after being seen | |
Audio of Coil-Head killing a Player. | |
Audio of Coil-Head Moving |
Gallery[]
History[]
Launch[]
- Coil-Heads are added.
Version 47[]
- Slightly increased the audible range of the Coil-Head's footsteps.
- Increased the stun multiplier from 3.0 to 3.25.
Version 60[]
- Coilheads now enter a recharge phase after chasing you for a certain distance.
- Coilheads can lose track of you after a long time of being out of range and line of sight.
- Coilheads cannot complete a jump as easily if they are spotted by a player while jumping.
References[]
- ↑ "Youtube - The AI Behind Coil-Heads" by alter ego
- ↑ [1]
- ↑ "Wiktionary - "Coil" Wiktionary Etymology" by the community
[]
Entities in Lethal Company | |
---|---|
Daytime | Circuit Bees • Manticoil • Roaming Locusts • Tulip Snake ¹ |
Outdoors | Baboon Hawk • Earth Leviathan • Eyeless Dog • Forest Keeper • Old Bird |
Indoors | Barber • Bracken • Bunker Spider • Butler (Mask Hornets) • Coil-Head • Ghost Girl² • Hoarding Bug • Hygrodere • Jester • Maneater ³ • Masked ² • Nutcracker • Spore Lizard • Snare Flea • Thumper |
Other | The Company Monster |
Scrapped | Lasso Man • Red Pill • Kidnapper Fox (Vain Shrouds) |