Masks (Enemy)

Go to this article's counterpart on Fandom
This page uses WikiAutomated
From Lethal Company Wiki
(Redirected from Masked)
Translate this page; This page contains changes which are not marked for translation.

Masked

Information
Other name(s)Masked, Mimic
Power level1
Max spawned10
RADAR pip sizePlayer
Door opening speed multiplier2
(0.5s)
Vitality
HP4
Stun multiplier0.75

5.63s
1.31s

Offense
Attack damageInstant kill

"Masked", also referred to as "Masks" or "Mimics", are entities found indoors that have the appearance of employees wearing Tragedy/Comedy masks on their faces and standard orange suits. They attempt to hunt down employees and convert them into more Masks.

Upon successfully catching an employee, Masks vomit blood on the victim, resulting in the transformation of the targeted employee into another Mask, further perpetuating the cycle of threat within a game. Notably, Masks are capable of leaving the facility into the outdoors.

Bestiary Entry[edit]

Cannot currently be scanned.

Spawn chances[edit]

Mechanics[edit]

Masks spawn two ways. The first is naturally as an enemy (these will still show up as a blue dot like an employee, but cannot be switched to and teleported on the cameras), while the other is by an employee using a Mask. Tragedy masks and Comedy masks have a 65% chance every 5 seconds to possess and kill the employee holding it up to their face; they are otherwise harmless. If a Masked is spawned this way, it still appears as an employee on cameras and can even be teleported.

Masked can detect sound. Upon hearing a sound, they look towards it but may not always move towards the sound's source to investigate.[1]

If the Masked gets in range to attack an employee, it grabs them and spews blood into their face, converting them into another Masked. This will spawn them with employee properties. This attack can be interrupted if another employee hits the Masked with a shovel.

Despite popular belief, there is no indication that a mask can attach to an employee's body postmortem. However, an employee killed while holding the mask up to their face will have it on their body, but if the mask attaches to an employee's face and the employee is killed, the employee will have the mask attached to their face with the red eyes, and will appear as a dead masked. Note that this scenario does not lead to possession of a dead body, as that is not possible. [2]

Masks operate in 3 different modes which determine the majority of their behavior:

Roaming[edit]

In this state, Masks roam around the map searching for employees and are most easily distinguished on the radar as they look around randomly, often spinning in circles. Masks will also start and stop running based on random chance. This random looking & running adheres to a stamina bar and is governed by the logic described underneath. [3]

Randomly looking:

 Every 0.7 to 5 seconds:
 Change direction left or right up to 60 degrees at a time.
 Taking 0.25 to 2 seconds to change.

Randomly start running:

 IF not running:
   IF has at least 5 seconds of stamina:
     IF outside: chance to start running = 35%
     NOT outside: chance to start running = 20%

Randomly stop running:

 IF already running:
   IF stamina = 0: Stop running immediately
   ELSE:
     IF outside: chance to stop running = 20%
     NOT outside: chance to stop running = 70%

 -- If a Mask stops running it will set its stamina bar to -6, meaning it is unable to run *randomly* for 11 seconds.

If no employees are inside the facility whilst in the roaming state, a mask will consistently stop its search and head for the exit.[4]

While roaming, Masks will check their line of sight for any employee. If an employee is seen, it will switch to the Pursuit state.[4]

Furthermore, Masks will build up 'interest' in the ship whilst in this state. When enough interest is gathered, they will switch to the Ambush state if the ship is not too far away from their position.[4]

Pursuit[edit]

In pursuit mode, the Mask has spotted an employee (or the Mask has been seen in ambush mode) and is pursuing them. When the Mask first enters this state, it stops and stare at the targeted employee for 2 to 5 seconds[5]. This timer immediately ends if the Mask is damaged[6].

In pursuit mode, it retains eye contact with its target and starts heading towards them. Notably, the running randomly logic differs from the logic in the roaming state. When a Mask is in pursuit, the percentage chance to both stop and start running randomly change significantly.[3]

Randomly start running:

 IF not running:
   IF has at least 5 seconds of stamina:
     IF outside: chance to start running = 11.66%
     NOT outside: chance to start running = 6.66%

Randomly stop running:

 IF already running:
   IF stamina = 0: Stop running immediately
   ELSE:
     IF outside: chance to stop running = 84%
     NOT outside: chance to stop running = 94%

Furthermore, if the route to their target is more than 17 units away, they are guaranteed to start running, only stopping when within 12 units of their target or out of stamina.[4]

Masks will stop staring at and moving towards an employee if line-of-sight has been broken for at least 3.5 seconds. After this time, Masks will consider their target 'lost in chase', and will start looking for them by walking around. After line-of-sight has been broken for 10 seconds, they revert back to their roaming state.[4]

Interestingly, Masks broaden but also shorten their field-of-view when in this mode compared to the field-of-view in the roaming state. Going from a width of 45 and a range of 60 to a width of 70 and a range of 50. Additionally, Masks gain 'proximity awareness' meaning they can 'see' in a circle (of 1 unit) around them.[4]

Masks are able to switch their target at any time in this state if another employee is closer in their line-of-sight[4].

Ambush[edit]

Masks switch to ambush mode if enough 'interest' has been gathered by roaming the facility. When they are in this state, they start walking towards the ship and look for a spot inside the ship to hide in. [4]

Whilst moving towards the ship, Masks will lose interest in the ship, eventually returning to a roaming state[4]. If a mask is inside the ship, they will no longer lose interest in the ship, staying in this state until seeing an employee or being seen by an employee[4]. Whilst waiting in ambush, Masks will crouch. Notably, this is the only time Masks ever crouch.[4]

In this state, Masks change their field of view once again. Going from a width of 45 and a range of 60 to a width of 70 and a range of 20 if compared to their field of view while roaming.[4]

Strategy[edit]

It is recommended if you see a Masked to create as much distance and open space as possible, along with making sure all employees know of its existence to not cause more Masked to spawn.

Masked do not retain any spray paint on them, allowing possible indication of possession.

If an employee is transforming into a Masked, the animation of the possession is long enough to kill a Masked, Because of this, with good reaction time and teamwork you can kill any accidental spawns, and at least damage Masked formed from employees turning.

Similar to the forest keeper's grab, there is a small window to where the employee may be saved by another party especially if multiple employees are present. Hitting the Masked with a melee weapon and killing it, a successful teleport, or stunning it with a stun grenade, homemade flashbang, zap gun, or a radar booster.

A shovel can dispatch a Masked with relative ease as a shovel has more range than a Masked's grab.

On the monitor, Masked will still seem like employees and there is no visual difference except in their behavior. Masks will frequently spin in circles when roaming. Employees turned into Masked will be seen as normal employees, despite the Masked behavior of the employee and can still be teleported, bringing danger to other employees on the ship. Masked that are not employees (i.e. spawned Masked) will not have a switchable spot on the monitor, therefore giving clues as to where a Masked is.

Masked also seem to be capable of simple strategy, as groups of 2 or 3 will coordinate to trap employees. this is most evident when by the ship as one masked will usually hide inside while the others patrol the area around the ship.

Masked can be hurt by eyeless dogs when coming into contact with them, but eyeless dogs do not intentionally attack masked.

Gallery[edit]

Trivia[edit]

  • Masks are, despite popular belief, NOT inspired by SCP 035, as stated in a patreon post.
  • Employees killed by a Mask do not drop their items or scrap.
  • There is such thing as "Mask Roulette", where all employees take a turn putting on a mask, and whoever gets Masked is killed, therefore making the game dangerously fun.

History[edit]

Version 49[edit]

Unknown hotfix.

Version 47[edit]

Fixed an issue which occurred when the masked enemy was interrupted while converting an employee, which could result in the employee becoming stuck or unable to move their mouse and sync position to other employees.

Prevented a case where the masked enemy could create dozens of duplicates of the same employee if that employee was somehow not allowed to die, resulting in chaos.

Version 45[edit]

Introduced.

Sources[edit]