The player controls a disposable test subject, referred to as D-9341,[4] as they attempt to escape an underground research and containment facility amidst a breach of its numerous anomalies, known as SCPs. During gameplay, the player roams the facility while being pursued by multiple SCPs and MTF units, which must be avoided in order to not die.[2]
The game takes place in a containment facility ran by the SCP Foundation, which possesses and researches multiple anomalous artifacts and entities. During gameplay, a breach occurs, allowing numerous entities to exit containment. Throughout the facility, clues in the form of documents and computer terminals are scattered hinting towards how the breach may have occurred.[2]
The player, along with two other test subjects, is forced to perform tests on SCP-173, a concrete statue that can move at high speeds and attack by causing cervical fractures at the base of the skull or strangulation when not in the direct line of sight of a person.[2][4][6] During this testing routine, the system malfunctions, allowing SCP-173 to kill the other two test subjects and escape while D-9341 escapes the containment chamber.[2][4] The site is then put under lockdown, and D-9341 must attempt to escape the facility.
Many other escaped SCPs roam the facility, including SCP-106, an entity resembling a decaying old man that attempts to drag the player into a pocket dimension to kill them, and SCP-096, a humanoid creature that will chase and kill the player if they view its face.[4] The player must additionally evade the Nine-Tailed Fox Mobile task force, which are the elite Foundation soldiers deployed to recapture the SCPs and secure the facility, as they have been ordered to target and kill any stray and rogue Class-D personnel. Later in the game, the player encounters SCP-079, a sentient A.I., and learns that it caused a power outage resulting in the containment breach. SCP-079 proposes that the player reactivates the door control system, in exchange for helping the player escape.
The events of the game take place in a containment site of The SCP Foundation, a secret organization dedicated to containing and researching anomalous artifacts and entities that threaten the normality of the world. You're thrown into the boots of a Class D test subject, one of the Foundation's disposable human guinea pigs.
First thing were mods in category "community fixes / updates". They started making those as soon as there were first announcements of Undertow putting their efforts elsewhere. Soon a community package of fixes and updates was put together, named Ultimate edition. This project is alive to this day and we can expect a delivery of its "final form" with a working title REBORN version this year. You can expect the original as a core, but with tons of fixes, complete rebalance, improved textures and new some things. -containment-breach-ultimate-edition
Hello, r/scpcontainmentbreach, I have recently begun playing SCP - Containment Breach and I am a bit overwhelmed as the game throws you right in and you really just have to open random doors until you find gear. Anyways, I just wanted to hear some tips and I do in fact have the following questions regarding some SCPs and game mechanics:
I am a little confused by this whole affair, if I am going to be quite honest with you. Site-09 is not known for having containment breaches. And this isn't because we have such good security that nothing can possibly escape and it isn't because we have only Safe class objects or anything. We don't have any containment breaches, Site Director, because, as you very well know, we do not have any objects that require special containment procedures. Despite this obvious fact, earlier this year, on 15 September 2018, three members of my staff have reported that their was a containment breach of an entity that I have no recollection of and our records have no mention of. With this in mind, in a show of loyalty to my subordinates, I am submitting the following report.
15 September 2018 was a Saturday and, as such, we were operating at minimum staff at the Site. Dr. Quan and I were manufacturing Class-I amnestics in Synthesis Lab 2, to reach the weekly quota, when the two of us caught a whiff of a concerning smell. Fudge. Since I am aware that you transferred to this site from a containment site, and don't have a lot of experience with amnestics, I will explain: During the production of amnestic compounds with Y-909 compound, a few aromatic alcohols and aldahydes are formed, specifically Vanillin, Acetoin, and 4-Anisaldehyde, which, when mixed together in the air, smell strongly of fudge. So, in summery, Dr. Quan and I believed we had an amnestic leak on our hands.
Another one of my staff members' testimony, Dr. B, seems to contradict entirely with my account. Dr. B claims that I exited Synthesis Lab 2 after Dr. Quan was already unconscious. They go on to claim that, as they followed me from the shadows, I rendezvoused with the reptilian humanoid and seemed to know them very well. They overheard us talking about an apparent entity being contained in Site-09. It was a humanoid that could manipulate memories that was being studied for use in new amnestics, so they claim. Apparently, the reptilian humanoid and I were in cahoots and planing on helping this entity breach containment. Which is rather ridiculous, I am head of amnestics research, you'd think that if this thing existed, I'd be the one who'd want first crack at it.
However, SCP-207-1 does not alter the body of affected subjects. Physiology remains unchanged, and as such, can rarely support the increase in activity. No subjects have lasted longer than 48 hours during testing, with the cause of death varying from massive internal organ failure to exsanguination due to major artery ruptures. Subjects also begin to show stress after roughly 24 hours, usually making each movement extremely carefully, in order to avoid accidents. Tests SCP-207-Alpha and -Rho have shown that after approximately 24 hours, the increases caused by SCP-207-1 mean subjects can easily underestimate their speed. Most specifically, in test SCP-207-Rho, the subject was able to escape the containment area, despite a five (5) metre wall. However, this caused the test subject's internal bone structure [DATA EXPUNGED].
SCP-207 is located in its containment chamber. Upon right clicking SCP-207 within the player's inventory and selecting use, the player will drink the liquid within it. This action does not consume SCP-207. Drinking SCP-207 will apply a speed boost to the player, as well as add a saturating filter to the screen. This effect is permanent, and further drinking will stack the effect. If the player drinks five times from any SCP-207 instance, they will be met with instant death.
Could someone please help me with this? Im losing my mind lmao. How do you get into 006's chamber? Ive tried Glass's face, Walker's id, the burnt badge from light containment, and nothings worked. I know a certain access card is in there, hence why I want to get in so bad, but I can't figure it out
It was all over. With the combined powers of the Terran and Protoss forces, the Zerg were conquered...all except for one. Raynor insisted that they imprison the newly mutated alien queen in an attempt to save her from the...monster whose form she took. He was convinced she could be turned back. The Protoss reluctantly agreed and a high security containment chamber was created. Then...this happened. What happens next? Well, that's for another contest boys.
Euclid-class objects are insufficiently understood or inherently unpredictable, such that reliable containment is not always possible. In Euclid difficulty, saving is only allowed at specific locations marked up by lit computer screens. This can be considered a Normal or Medium mode.
Keter-class objects are considered the most dangerous ones in Foundation containment. The same can be said for this difficulty level: the SCPs are more aggressive, and you have only one life - when you die, the game is over. This is the game's Hard mode.
Esoteric-class objects do not fit into any of the standard standard containment classifications, this difficulty is a custom mode where the player can toggle attributes such as: Permadeath, Saving everywhere, Aggressive NPCs and other difficulty factors ranging from Easy to Hard.
SCP-173 is constructed from concrete and rebar with traces of Krylon brand spray paint. SCP-173 is animate and extremely hostile, though the object cannot move while within a direct line of sight. Line of sight must not be broken at any time with SCP-173. Personnel assigned to enter container are instructed to alert one another before blinking. Object is reported to attack by snapping the neck at the base of the skull, or by strangulation. In the event of an attack, personnel are to observe Class 4 hazardous object containment procedures. SCP-173 classification is Euclid, as said before, personnel are to observe Class 4 hazardous object containment procedures.
While in containment, SCP-173 has been known to produce a reddish brown substance on the floor which later was identified as a combination of feces and blood. Origin of these materials is unknown. The enclosure must be cleaned on a bi-weekly basis.
After the containment breach, SCP-173 appears in the following room, next to its containment chamber. Security Chief Franklin alerts Agent Ulgrin that SCP-173 is behind him and will slowly back off from it, maintaining eye contact and escaping from the only opened door.
If the MTF operatives encounter SCP-173, they will proceed to re-contain it, completely ignoring the player if present. When an operative needs to blink, they will announce it before doing so in order to prevent SCP-173 from moving. The operatives will then use a large cage to capture SCP-173 and return it to its containment chamber.
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