Scp Containment Breach is a horror game based on the SCP Foundation, a fictional organization that contains and studies anomalous entities and objects. In the game, you play as a Class-D personnel who must escape from a facility that has been breached by several SCPs.
One of the challenges you will face in the game is finding and using access codes to open certain doors. These codes are usually hidden in documents, notes, or radio messages. Some codes are fixed, while others are randomly generated each time you start a new game.
In this article, we will show you how to find and use Scp Containment Breach access codes for some of the most important doors in the game. We will also provide some tips and tricks for surviving the horror.
Dr. Maynard's office is located in the Entrance Zone and contains a level 5 keycard, which is required to access the Gate A ending. The code for this door is randomly generated each time you start a new game. You can find the code in one of two ways:
Once you have the code, enter it on the keypad next to Dr. Maynard's office door and press Enter. The door will open and you can enter the office. Be careful, as Nine-Tailed Fox may be patrolling the area and shoot you on sight.
Dr. Harp's office is also located in the Entrance Zone and contains an RPG launcher, which can be used to destroy SCP-682 in the Gate B ending. The code for this door is fixed and never changes. It is 7816.
You can find this code in two ways:
Once you have the code, enter it on the keypad next to Dr. Harp's office door and press Enter. The door will open and you can enter the office. Be careful, as Nine-Tailed Fox may be patrolling the area and shoot you on sight.
Dr. L's office is also located in the Entrance Zone and contains a level 4 keycard, which can be used to access some of the SCPs' chambers and other areas. The code for this door is fixed and never changes. It is 1234.
You can find this code in two ways:
Once you have the code, enter it on the keypad next to Dr. L's office door and press Enter. The door will open and you can enter the office. Be careful, as Nine-Tailed Fox may be patrolling the area and shoot you on sight.
SCP-035's containment cell is located in the Heavy Containment Zone and contains SCP-035, a mask that can possess anyone who wears it. The code for this door is fixed and never changes. It is 5731.
You can find this code in two ways:
Once you have the code, enter it on the keypad next to SCP-035's containment cell door and press Enter. The door will open and you can enter the cell. Be careful, as SCP-035 may try to trick you into wearing him or lure you into a trap.
Dr. Gears' office is also located in the Entrance Zone and contains a level 3 keycard, which can be used to access some of the SCPs' chambers and other areas. The code for this door is fixed and never changes. It is 1311.
You can find this code in one way:
Once you have the code, enter it on the keypad next to Dr. Gears' office door and press Enter. The door will open and you can enter the office. Be careful, as Nine-Tailed Fox may be patrolling the area and shoot you on sight.
The maintenance tunnels are located in the Light Containment Zone and connect different parts of the facility. They also contain SCP-372, a creature that can move very fast and hide in your peripheral vision. The code for the door between the tunnels is fixed and never changes. It is 5964.
You can find this code in one way:
Once you have the code, enter it on the keypad next to the door between the tunnels and press Enter. The door will open and you can enter the tunnels. Be careful, as SCP-372 may follow you and try to scare you.
SCP-860's testing chamber is located in the Heavy Containment Zone and contains SCP-860, a blue key that can open any door to a forest. The code for this door is fixed and never changes. It is 5534.
You can find this code in one way:
Once you have the code, enter it on the keypad next to SCP-860's testing chamber door and press Enter. The door will open and you can enter the chamber. Be careful, as SCP-860 may activate and transport you to the forest, where you may encounter SCP-860-2, a hostile creature that resembles a wolf.
The end rooms are located in the Entrance Zone and contain the gates that lead to the outside world. There are two gates: Gate A and Gate B. Each gate has a different ending depending on your actions and choices throughout the game. The codes for these doors are fixed and never change. They are 2050 for Gate A and 4095 for Gate B.
You can find these codes in one way:
Once you have the codes, enter them on the keypads next to the end room doors and press Enter. The doors will open and you can enter the end rooms. Be careful, as Nine-Tailed Fox may be guarding the gates and shoot you on sight. You may also encounter SCP-682, a giant reptile that can destroy anything, or SCP-106, who may try to drag you into his pocket dimension.
In this article, we have shown you how to find and use Scp Containment Breach access codes for some of the most important doors in the game. We have also provided some tips and tricks for surviving the horror. We hope you have enjoyed this article and learned something new. Remember, Scp Containment Breach is a challenging and unpredictable game, so be prepared for anything and don't give up. Good luck!
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