Patrolling The Sixth Coil (Guide)
| Late MYN Content and Onwards |
| Patrolling The Sixth Coil Summary | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Locked Variable-Length Activity | ||||||||||||||||
| Setup | Progress | End | ||||||||||||||
| 1 A | 1+ A | 1 A | ||||||||||||||
| Progress
Details |
Raise | |||||||||||||||
| ||||||||||||||||
| Raw EPA | 5.18 | |||||||||||||||
General[edit]
The Sixth Coil is a carousel in
The Labyrinth of Tigers, released with The Coilheart Games. It is a variable length grind, and uses
Patrolling the Labyrinth (which caps at 40) and
Coiling Ever Deeper as progress qualities.
Mechanics[edit]
The Sixth Coil consists of four locations or "floors", each tied to a main attribute and an optional Burden that increases difficulty but boosts rewards.
The Floors[edit]
Each floor has an associated attribute and Burden:
| Floor | Attribute | Burden |
|---|---|---|
| Workshop | ||
| Warzone | ||
| Mansion | ||
| Jungle |
The randomizer qualities—
Directions,
Verbs,
Passages,
Locales, and
Airs of the Labyrinth—shape the name of the floor, the available actions, and their descriptions.
You will always start in the Workshop when entering the Sixth Coil. You move between each floors by performing "Climb", "Descend", and "Pass" actions—the first moves up 1 floor, the second moves down 1 floor, and the third sends you down 1 or 2 floors (except for in the Jungle, which just loops back in on itself). Here's a map of the place:
Burdens & Unburdened[edit]
Entering grants 12 levels of
Unburdened, which increases main attributes by 20 per level.
Each location offers a unique Burden that reduces
Unburdened by 3, thereby increasing difficulty, but also payout. Avoid or discard Burdens (Shed your burdens when leaving) if under-leveled.
If the Burdens make other challenges too difficult, Remember a passage (somewhere) provides an easier check.
The table describes the success rate to pass challenges based on the level of your attributes and how many Burdens you've collected:
| 100s | 200s | 300s | |
|---|---|---|---|
| 0 Burdens | 70–90% | 90–100% | 100% |
| 1 Burden | 60–80% | 80–100% | 100% |
| 2 Burdens | 50–70% | 70–90% | 90–100% |
| 3 Burdens | 40–60% | 60–80% | 80–90% |
| 4 Burdens | 30–50% | 50–70% | 70–80% |
Progression[edit]
Coiling Ever Deeper: Tracks your depth in the Coil. Increased with each action except Burden collection.
- At any point, you may start the process of getting out by passing the challenge Resolve to leave this place. Failure will make the next attempt easier. Success will set
Coiling down to 30 if it's higher. Every subsequent action will decrease
Coiling by 1. Once it is gone, Escape the labyrinth and get paid.
- At any point, you may start the process of getting out by passing the challenge Resolve to leave this place. Failure will make the next attempt easier. Success will set
Patrolling the Labyrinth: Tracks rewards (caps at 40). Each action adds 1, except for Examine a sealed door to the (direction), which will grant 2.
Rewards[edit]
Basic Payout[edit]
(2 ×
Patrolling) x Memory of Light
(10 ×
Patrolling) x Cryptic Clue.
Burden-Specific Payout[edit]
| Option | Burden | Reward | Menace |
|---|---|---|---|
| Recall lost facts | |||
| Recall lost secrets | |||
| Remember your scars | |||
| Remember forgotten whispers |
1 x Antique Mystery for collecting all four Burdens.
Strategy[edit]
Start by wandering each floor until you can collect the floor's Burden. Once you’ve done this, wait for an “Climb” or “Descend” option to appear, which allows you to move up or down to the next floor; don't take the "Pass" option as it will randomly send you to another floor. Take note of whether your first movement was "up" or "down," and stick to this type of movement for the rest of your run to maintain consistency.
Repeat this process until you’ve collected all four Burdens or until your combined
Patrolling and
Coiling reaches 39. If you reach the fourth Burden before hitting 17
Coiling, linger on that floor without taking the Burden until you reach 17. This keeps the checks easier. Once ready, take the fourth Burden and begin your exit. If your stats aren’t high enough to handle all four Burdens, take only as many as you can reasonably manage. If you get the RNG opportunity to move to a floor with another Burden at this point, it’s worth taking, even if it costs a few non-
Patrolling actions. Otherwise, don’t try to force the RNG for one more Burden—focus on exiting instead. You should aim for at least a 70% success probability on your exit checks.
Whenever possible, prioritize the
Memory of Light-consuming option if it has a higher success chance than your other options—it’s worth it. Also, take the special Examine a sealed door to the (direction) option if you encounter it while moving forward. It appears when Airs is at 100, provides +2
Patrolling without adding
Coiling.
The strategy of leaving at 39 or 40
Patrolling and
Coiling is based on efficiency. You start the maze with 1
Coiling and gain 4 additional from taking the Burdens, bringing your total to 5. From there, each additional
Coiling action adds +2 to the total. Once you reach 39, the next action only provides +1
Patrolling for 2 actions, which isn’t worth the trade-off.
For players who can only manage one to three Burdens, this strategy doesn’t strictly apply—focus on managing your stats and ensuring a safe exit instead.
Mid-level stats (~250) yield ~4 EPA; higher stats (~340) yield ~5 EPA.

