http://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/SCPContainmentBreach
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This is based on opinion. Please don't list it on a work's trope example list.
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You look afraid. Don't be afraid. This is a dream; the last dream you may ever have, for nightmares are coming.
SCP: Containment BreachScp Containment Breach Wiki
is considered to be one of the scariest games on the Internet. So this game is obviously full of Nightmare Fuel.Advertisement:
NOTE: Examples for the SCP Foundation as a whole go here.
- The very concept. You're trapped in a facility used to contain strange artifacts and monsters which at best defy logic and reason and at worst are outright Eldritch Abominations. All hell's broken loose and the artifacts and monsters are running around unrestricted. Most of them want you dead, and those are the merciful ones. You're unarmed and have no means of protecting yourself, with no option other than to run away..and even that won't always work. There's barely any lighting, no way of knowing what's past the next door, and unless you happen to be a fan of the SCP Wiki, are familliar with the different SCP's that appear, and/or know the Foundation's terminology in order to read the chamber warnings, you'll have absolutely no clue what to expect.
- The intro sequence. You are escorted to SCP-173's cell and everything's fine at first, until the doors start malfunctioning and the lights flicker.173 then kills two D-Classes and a guard while the lights flicker and when the lights finally die completely, it's gone with you as the only survivor. If you examine the scene closely, you'll see a broken air-duct where 173 escaped meaning that it could be anywhere in the building.
- SCP-173 (pictured). You're just walking down the dark hall with the creepy ambiance playing when you turn around and find SCP-173 right behind you, very close to killing you.. complete with a Scare Chord.
- Or when you blink and he suddenly appears in the room with you.
- When you hear scraping noises signaling that 173's nearby. Paranoia Fuel at its finest.
- It kind of doesn't help that its face, head and body in general kind of resembles a grinning baby reaching out for something..
- SCP-173 itself is very creepy. It's like the Weeping Angels put through a creepypasta filter. It's animate, but experimentation has revealed no actual signs of life.. yet somehow it can excrete substances that seem like a combination of blood and waste. If you can't see it, it moves at inhuman speeds, almost silently. If you CAN see it, all it will do is.. stare at you. Completely unmoving. Until you blink.The game has a blink meter.
- Worse yet, the only reason you have potential of escape and it's 'held back' by the blinking is because, Depending on the Writer, SCP-173 treats the whole thing as little more than a game. A sort of unspoken rule it abides by to give its victims a fair chance. In cases of those trying to perform Loophole Abuse through one means or another to technically never fully blink, it's dropped the rule. Be glad you don't have to deal with this.
- SCP-096. A tall, lanky-looking monster. It's harmless..unless you look at its face. First, it stands up and goes crazy, flailing wildly in place and making distorted crying noises for several seconds, then it starts chasing you with no way to stop it or outrun it. It's not know what exactly it does when it catches you, as nothing is ever found of the victims but a puddle of blood, but judging by the meaty tearing sounds, it isn't pretty.
- When you first encounter it, we see a guard accidentally viewing its face and firing wildly at it before it kills him offscreen. As stated above, there's nothing left but a pool of blood when you reach that spot.
- What's worse? You HAVE to go into that room in order to progress with the game, and 096 will still be patrolling. Don't worry though, he's harmless even if you bump into him,unless you look at his face.
- When they say, 'you cannot escape', they MEAN it. Once you've seen its face, unless you're an absolute god at the game, you're dead, end of story. The best you can hope for is to get pulled into 106's pocket dimension, the one place he can't reach you..and then he'll just be waiting for you when you get back. The wiki states that someone tried to hide from it by sitting in a diving bell at the bottom of the ocean. It didn't work.
- His old room in a previous update was arguably worse; it was just 096 sitting alone in a containment chamber with the doors broken down, and the floors, walls, and ceilings CAKED with blood. Far more blood than a single human could produce. What the hell happened in that room?!
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- SCP-106, the 'Old Man.' Looking like the rotting corpse of an elderly man, he can appear at random emerging from a puddle of slime, and then he'll chase you. And chase you. He doesn't give up easily. He can walk through walls.His walking pace is just slightly slower than your running pace. Oh, don't worry though, if he catches you, he won't kill you.. unless you're already where he lives, or have managed to escape..
- The Pocket Dimension. Just.. the pocket dimension. It's a green, confusing, endless, scary labyrinth where SCP-106 takes his victims to before killing them. If you let SCP-106 touch you, you are teleported here where you wander aimlessly in a maze where 106 can torture you. You can be randomly teleported to rooms including a room that looks like the hallway in the foundation to trick the player that they are free but it's actually a fake to taunt you. If you blink, you might catch a glimpse of SCP-106's face for a split second and if you stay in the pocket dimention for too long, you will start to bleed to death. And the worst part is that you need to come here to get the code to Dr. Maynard's office.
- If you're lucky, you might wind up in SCP-106's 'throne room' where you start to bleed faster and you get to see SCP-106 himself as he tells you in a deep voice to kneel. Should you comply, you'll be transported to a floating platform with floating coffins spewing gas. If you stare at the gas, you'll see a pair of glowing eyes and hear 106 breathing. If you blink here, you will hear a screeching sound and when you open your eyes, you will see a white puff of smoke. Touching it will transport you back to the first intersection.
- When you crouch in front of the throne, you will be transported into a new room. It resembles a World War I trench, and is possible to escape through it. Easy, right? That is, until a large bird-like plane with an eye focused on you flies overhead repeatably, causing you to slowly bleed to death unless you block its view off of you.
- You might also find yourself inside a room full of coffins where faint coughing, wheezing, and whispering can be heard but no one's in sight. It could be where SCP-106's victims are keptand the barely alive victims are inside the coffins begging D-9341 to help them.
- If you pay attention to the floor, you can see delightful messages to you from 106 himself; telling you your hair smells nice in one, while in another telling you how he's going to chew on your ankle when you stop paying attention. Sounds silly, then you remember who you're dealing with, and the fact that you're trapped in his playground..
- To contain 106, you must break a D-Class's femur. His screams of agony are broadcasted over the intercom in order to lure 106 into his cell. Then he appears right in front of the poor, disabled D-Class and starts torturing him while you seal him inside. You just doomed a man (admittedly a convicted criminal, but still) to horrible suffering followed by a gruesome death, all so you can escape.
- Karma comes into play here, however, as it is impossible to get an ending in which you escape if you trap 106.
- While roaming the facility, a dead, corroded scientist (assumed to be Dr. Maynard) might fall from the ceiling, hinting that he fell victim to SCP-106.
- The Pocket Dimension. Just.. the pocket dimension. It's a green, confusing, endless, scary labyrinth where SCP-106 takes his victims to before killing them. If you let SCP-106 touch you, you are teleported here where you wander aimlessly in a maze where 106 can torture you. You can be randomly teleported to rooms including a room that looks like the hallway in the foundation to trick the player that they are free but it's actually a fake to taunt you. If you blink, you might catch a glimpse of SCP-106's face for a split second and if you stay in the pocket dimention for too long, you will start to bleed to death. And the worst part is that you need to come here to get the code to Dr. Maynard's office.
- When you read SCP-012 without wearing SCP-714, the heavy hazmat suit, or the heavy gas mask, D-9341 feels compelled to finish the composition written on the SCP by ripping open his own wrist and using his own blood to write the composition.
- If you are exposed to SCP-008 without a hazard suit, you will slowly turn into a zombie and when the transformation is complete, we are treated to a lovely scene where the now zombified D-9341 eats a scientist off screen while he begs for mercy.
- SCP-895 affects nearby electronic devices and can flash horrific imagery on security monitors and can kill you if you stare at them too long.
- This includes looking at the coffin while wearing night vision goggles.
- SCP-372 will mess with your vision and you'll see something strange in the corner of the screen. It can also appear momentarily when you blink.
- SCP-966 is also in the game, and can only be seen with night vision goggles on. Outside of that, however, you'd only know they're there if your screen blurs and you get a message about the feeling of something breathing right next to you. Putting on the goggles will reveal them, but perhaps the most upsetting part is that they won't attack you right away. They just watch you, waiting for their REM sleep-inhibiting ability to wear you down as you wander through the facility. There's also the fact that their ability causes your stamina and blink meters to decrease faster than usual, meaning that escaping from other SCPs will get tougher unless you have the upgraded gas mask equipped, which boosts stamina regeneration.
- SCP-049 is a creepy Plague Doctor obsessed with curing an unspecified disease, and by 'curing' we mean he'll relentlessly pursue you through the entire facility until he manages to touch you, which kills you and turns you into a zombie. If you've protected yourself by wearing a hazmat suit or SCP-714, he'll forcibly try to take it off, buying you mere seconds to get away. He can also open doors, even ones that normally require keycards!
- His containment chamber, located in a Creepy Basement only accessible by an elevator that breaks down as soon as you get down there. Inside, you see a bunch of dead, zombified looking bodies on the floor, and as you try to activate the emergency generator the zombies spring to life trying to kill you. If you survive long enough to get the generator working, SCP-049 himself will arrive and chase you through the dark, narrow halls to keep you from escaping. To top it all off, it's also possible for SCPs-173 and 106 to spawn in that area as well.
- As of the 1.3.11 update, he tends to spawn and head directly toward you when leaving a room or entering a hallway, so if the only means of leaving is provided by a staircase, it can be very difficult to escape from him unless you already have SCP-714.
- What makes SCP-049 particularly chilling compared to the others is his Affably Evil greetings and lines about helping and curing you of the 'disease' in an unnervingly stoic and calm whisper. He would make an excellent Soft-Spoken Sadist if he wasn't Obliviously Evil.
SCP-049: Stop resisting, I am here to cure you. - Even the main menu is creepy. You hear a buzzing noise echoing in the background with a flickering picture of SCP-173 in the bottom right corner. To add to the creepiness, splash text will sometimes flash on screen saying things like 'DON'T BLINK' or 'Stone does not care'.
- SCP-990 will sometimes appear on the loading screen with the description saying things like 'ThIS PLaCE WiLL BUrN' or 'You can't control it' or even just plain gibberish. 990 will also speak to you.
- SCP-035. You find it on a scientist's face as he ask you to free him. If you refuse, his voice gets increasingly demonic and if you do free him and enter his cell, strange tentacles will rise from the ground and attempt to beat you to death.
- If you tune the radio to channel 3, you will mostly get lighthearted and funny messages about the foundation. However, occasionally you will instead hear a distorted message of a mysterious voice.Mysterious Voice: Every single thing he says is a lie. Every single one. Don't listen to him. You can trust me. I can get you out of this. I can get you away from all of this. Just listen to me.
- If you tune to channel 5, you might hear a lone scientist pleading for help when SCP-106 captures the scientist and cuts off the feed.
- You can order a cup of 'Fourth Wall' from SCP-294 and D-9341 will realize that he's not real and beg you, the player, for help.D-9341: What the? Oh my god. So this is me? I don't exist. But you do. Please help me.
- SCP-513: When you ring it, SCP-513-1 appears and stalks you. Unlike in the wiki, it can't hurt you, but it's still creepy. Fortunately, you can get rid of it by processing SCP-513 through SCP-914.
- Ending A1, where you escape the facility though Gate A and SCP-106 comes out and distracts the guards. You slip by everyone and head into a tunnel with a light at the end meaning that you have finally escaped the horrifying science facility. But just when you approach the end, three mysterious, shadowy figures (implied to be members of the Chaos Insurgency) appear right before your eyes and take you away, collapsing the tunnel and trapping some guards inside, leaving the game on a cliff-hanger.
- SCP-939 (introduced in 1.0) is pretty creepy in their own right. You make your way to the storeroom, and overhear what sounds like other people calling out, a chance for allies in this whole mess. However, get too close, and you're instead greeted by savage red beasts with the ability to parrot human voices and More Teeth than the Osmond Family, uttering human screams as they attack. Even worse is the implication that they're mimicking personnel that they killed and devoured during the breach.
- Compared to other SCPs, 066 is fairly tame, even if it is a bit weird-looking. Aside from occasionally blaring Beethoven at a headphones-breaking volume, 066 doesn't seem like it'd do too much. However, that little thing can also screw with the lights and doors, which can end badly in a place where Darkness = Death and you have to constantly be on the run. However, it might be necessary to encounter it if you have been affected by SCP-966's effect, as it can cure the effect.
- SCP-860 was finally integrated into the game, and damn if it isn't creepy. After using the key to access the door, you find yourself on a foggy forest path that eventually leads to another door. Every now and then, you'll spot a pair of yellow eyes watching you in the distance before disappearing. However, the beast lurking within might just decide to kill you on the spot unless you sprint enough to escape it. It doesn't help with how feral the entity looks, although its design might remind some of the Heartless.
- SCP-970 is one of the more mundane-appearing SCPs; an infinite looping hallway. Off-putting, but not inherently creepy by itself. But if you keep going through it, a lot of.. interesting things start showing up..
- When going into the bathroom, you might hear a crying guard followed by a gunshot. If you go into the men's bathroom, you will see said guard dead on the floor.
- This might be a freak instance; but pausing the game only for the pause menu to disappear on its own - with an ominous message reading, 'Stop Hiding.' appearing on the screen. Cue thesoiled underwear..
- One of the endings results in 682 getting out. You can watch part of its rampage as helicopters try to contain it, only for it to swipe one out of the sky like a piece of lint. Then you hear for the call to arm the Alpha Warheads. After the blast, you can hear the radio chatter between the helicopters, looking for 682's remains. They're not finding any, then you hear a growl and the chatter is suddenly cut-off..
- Fridge Horror: 682's termination log on the wiki does have someone suggest nuking it at point blank range, but this was denied by the O5s because 'Yes, it's a goddamn nuke, but if 682 survives and adapts we'd be boned beyond belief'. In this ending, that's exactly what happens. 682 has now adapted to withstand not just the radiation from a nuke, but also the explosive force, making it resistant to pretty much any level of physical force the Foundation can realistically throw at it. Uh oh.
- SCP-178 is some 3D glasses that when worn, the player will see strange creatures that are hostile when you get close. Pretty creepy for someone not expecting.
- On that note, SCP-1499 is also in the game. It teleports you to another dimension full of weird-looking humanoids and, if you spend too long looking at one of them or get too close to one, all of them will begin to come after you until you remove the gas mask. And if you think that putting on the gas mask will displace you so that something like SCP-096 or SCP-106 won't get you,it only works as long as you have SCP-1499 on.
- The game adds SCP-1123 to the mix, which is a skull sitting on a pedestal. If you touch the skull, the screen will go white for a little bit while loud screeching is heard in the background, then when the game starts back up, the chamber will change, your controls will be similar to the controls when you are shot or are in SCP-106's pocket dimension, and the skull on the pedestal will be replaced with a table with a note on it, which has a very disturbing picture of a girl and German writing on it. Afterwards, you'll be treated to several hallucinations of Nazi soldiers until you are shot and everything goes back to normal.
- The game is currently being remade in Unity, adding vastly improved graphics and even more SCPs that can kill and torment you in all sorts of ways. Have fun.
- Meanwhile a fan-made spinoff, Secret Laboratory has essentially recreated a portion of the content - as a free multiplayer game. While this adds to a whole lot of hilarity thanks to human error, this also amplifies the idea that you're not dealing with AIs with poor pathfinding. SCP-939 can talk to human players, for example, inducing trickery and Paranoia Fuel, while escaping scientist and security players may suddenly find themselves sandwiched between SCP-106, and a whole squad of fully-armed Chaos Insurgency. This is especially amplified if you're a D-Class, and get separated from the rest; every footstep you hear could be security ready to gun you down, or an SCP able to casually kill you in a heartbeat, and you never know what's around that corner..
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Index
Posted by1 year ago
After reading the first part of SCP-001's page I'm a bit spooked to read the rest of the wiki, and continue playing the game at all. Are there any incredibly disturbing images (Mangled, mauled, disfigured faces, incredibly realistic gore) in the wiki or the game? I hate things that look like Jeff the Killer and the exorcism jumpscares and shit like that, but I don't mind things along the lines of Leatherface. Will I be okay with this game?
Edit: After seeing SCP-895's images, (which tick all the boxes of stuff I don't like) I'm fairly certain I won't be able to play this game. However, if these images are easily deleted in the files AND there isn't anything else as bad as this, I may be able to continue. This game seems really cool and I want to play it to the end.
Edit 2: Well, that was easy. I literally went into GFX folder and deleted '895 pics'. Now just to make sure that a. this won't cause any crashes and b. there's nothing more in the game similar to this. Could anyone let me know?
EDIT 3: My solution to the missing images crashes. https://imgur.com/06yMLuY (Not spooke)
46 comments
http://tvtropes.org/pmwiki/pmwiki.php/Videogame/SCPContainmentBreach
Scp 895 Containment Breach Download
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'As far as Foundation adapted works, it's one of the biggest and most comprehensive.'
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SCP - Containment Breach (found here) is an independently developed Survival Horror game based on the SCP Foundation wiki, and spin-off of SCP-087-B. You take on the role of a D-Class personnel, designated D-9341, who is assigned to an experiment with SCP-173. You're directed into the chamber with two other D-Class personnel, all standard procedure..
.. And then everything goes straight to Hell. The doors malfunction, the lights go out, and suddenly you're smack in the middle of a full-scale containment breach. While you might consider yourself fortunate that SCP-173 didn't murder you on the spot, that's not the end of it. It can travel through the site's ventilation system, meaning that it can pop out at any moment in any room.
Armed with whatever you can find along the way, you have to make your way through the facility, dodging SCP-173 and whatever other horrors have been released while trying to find a way out of this nightmare.
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Many of the tropes which apply to individual SCPs naturally apply here, too.
Also here's the page for its popular fan-made spin-off/modification Nine Tailed Fox Mod.
Solidcam 2016 product key. And here is the page for the multiplayer spin-off game, SCP Secret Laboratory
Tropes:
Scp 895 Explained
- A God Am I: Entering chim, god, godmode, immortality or invincibility into SCP-294 will grant the player God Mode at the expense of blurring their vision for 15 or 100 seconds.
- Affably Evil: SCP-049, judging from his quotes. He may also be Obliviously Evil.
- All There in the Manual: While the game does provide documents explaining the nature of the SCPs you come across, getting those generally requires entering the cells in the first place. Having read the wiki and knowing what the designations refer to helps immensely in avoiding walking into rooms with murderous occupants. Which pretty much describes all of them
- Amplifier Artifact: SCP-914 when set on Fine or Very Fine, though this can backfire depending on the object.
- Animalistic Abomination:
- SCP-939, a Voice Changeling that uses the voice of its victims to draw more prey near in order to devour them.
- The feline-like creature which stalks the player in SCP-860-1.
- Apocalyptic Logs: An agent by the name of Izumi Junko got sent into SCP-860-1 at some point before the player enters it. She left behind notes which detail several creepy events happening, such as their headset playing soft music and an almost comfortable atmosphere. The log ends by specifically mentioning D-9341, telling them that she is expecting him.
- Arson, Murder, and Jaywalking: One of the 'cheery' Channel 3 radio messages go over the 'Deadly Seven', covering several dangerous substances you could consume, including spiders.Message: When dining at the facility cafeteria, always remember to check your ration for the deadly seven. Strychnine, Arsenic Trioxide, Nitrobenzene, Mercury, Epichlorohydrin, Acetone Thiosemicarbazone, and spiders. Stay healthy! Stay vigilant.
- Badass Normal: Despite you being a helpless Class-D with no special abilities, you can still contain SCP-106, turn off the Alpha Warheads, and succesfully dodge gunfire from both MTF units and apaches.
- Big-Bad Ensemble: While SCP-173 is the first and most recurring enemy, SCP-106 can also emerge from the ground or ceiling at any moment. SCP-079 is also a recurring enemy, as it will attempt to hinder the player's process through various ways and is also revealed to be the secondary cause of the containment breach.
- Born Lucky: One ending has you possibly classified as a SCP for this reason.
- Brown Note:
- Viewing SCP-895's CCTV monitor for too long will kill you, and your gaze is actively drawn to it when you're in the same room (it also doesn't help that SCP-079 can broadcast its feed on any CCTV monitor throughout the facility).
- SCP-1025 will give you whatever medical condition you read about if you're dumb enough to read it.
- Similarly, you'll go completely insane if you go near SCP-012, ultimately bleeding out in front of it while trying to complete it. It doesn't help that you're drawn towards it. Thankfully, it can be avoided by utilizing SCP-714.
- Checkpoint Starvation: In Euclid difficulty, you can only save at computer terminals which are scattered across the facility. The Heavy Containment Zone in particular has very few of these, and most of them are in rooms requiring high-level key cards to access.
- Criminals: Admittedly, D-class personnel are collected worldwide from several prisons, usually being people stuck in death row, so our 'hero'could not be as heroic as we thought. In fact, it is revealed through receiving numerous items during the SCP-1162 event that the player D-9341 was once a Level 4 Senior Researcher at the foundation before performing unauthorised research on a hypothetical anomalous phenomenon known as the 'Spiral Gestalt' and thus was demoted to a Class-D for his crime. It also reveals D-9341's real name, Benjamin Oliver ___ker.
- Deadly Gas:
- Decontamination gas is sprayed in certain areas as a means of slowing down SCPs. Unless you're wearing a gas mask, it causes you to cough and blink rapidly, which will make you easy pickings for SCP-173. Standing too long in it will eventually cause you to die due to suffocation.
- Take too long to get out of your room in the intro and.. you'll get locked in with gas everywhere.
- Developers' Foresight: Go ahead, put anything you can think of into SCP-294. You're bound to get some result.
- Disc-One Nuke: It is extremely common to find SCP-914 within the first half hour of the game. Using it effectively can grant you unlimited sprint, the ability to see when SCPs are nearby, and an otherwise unobtainable keycard of the highest level.
- Don't Look at Me!: SCP-096 will attack and kill anyone who sees its face after a brief moment of freaking out.
- Downer Ending: Of the four endings, D-9341 dies in two of them, is kidnapped by Chaos Insurgency agents in one, or is captured by the Foundation and possibly classified as an SCP in the fourth.
- Dream Walker: SCP-990 occasionally appears in the loading screens, giving you vague warnings.
- Driven to Suicide:
- SCP-012 will make you kill yourself trying to finish it if you remain in its presence for too long. As long as you don't walk into the room, you'll be fine.
- A panicking and sobbing guard will shoot himself in the bathroom.
- Dutch Angle: Happens in SCP-106's pocket dimension.
- Easter Egg: There are a number of joke SCPs or SCPs that don't really impact the game that you can find and interact with. They don't really affect the gameplay experience that much and mainly serve as a Continuity Nod.
- Eldritch Location:
- SCP-106's Pocket Dimension. It is composed of endless hallways and diverging paths and the entire layout can randomly change when the player character blinks. There are also bottomless pits and floating stone structures lain about. All of this is directly controlled by SCP-106 himself.
- The SCP-1499 landscape, which can be reached by equipping SCP-1499, found in the Light Containment Zone. It is a dark gritty dimension with a murky grey sky, odd constructions and instances of SCP-1499-1, which will gang up on the player should they remain close to a wandering instance for too long.
- Using SCP-860 (the blue key found in the Light Containment Zone) on the wooden doors in the Entrance Zone will take the player to SCP-860-1, a forest shrouded in blue mist with a dirt path twisting between the trees.
- Elevator Escape: There are a handful of elevators scattered around the facility that make convenient escape routes. Of course, the lower levels have dangers of their own..
- Enemy Chatter: The Nine-Tailed Fox commandos will chat with each other as they move through the facility. You can eavesdrop on them from a safe distance if you have a radio on your person.
- Enemy-Detecting Radar: Putting the S-Nav through SCP-914 on the 'Very Fine' setting allows it to track SCPs within a certain distance, but only to the extent of 'it's about this close to you' without giving a bearing.
- Enemy Mine: You can end up making a deal with SCP-079 so that he can open Gate B for you. Granted, exiting through Gate B always results in your death, although it's not clear whether or not SCP-079 knew this at the time.
- Everyone Has Standards: D-9341, who is dumb enough to drink iron, pain, SCP-106, gold, steel, Joe, carbon, lava, anti-matter, poison, venom, motor oil, and death dispensed by SCP-294, will draw the line at drinking shit, pus, and semen.
- Faux Affably Evil: SCP-035 will try to gain the player's trust by coaxing them to open their chamber door and release them. It will drop its act if you try to gas it to death or wait too long, telling the player that they have no chance to survive. Should you gas him then open the door, he will instead tell you that SCP-012is a map that you can interpret by 'reading between the lines'.
- Final Death Mode: Keter difficulty.
- Game-Breaking Bug: A few are known to exist:
- On occasion the game can crash with the message 'Memory Access Violation', meaning that an error occurred when the game was trying to load a certain sound/mesh/texture. This sort of error has a variety of causes, almost all of which boil down to programmer error.
- Also on occasion, reloading a save when you die causes you to fall through the floor of the map. To get back, you have to restart the game and then reload the save. Update logs say that the bug has been fixed, but it still happens.
- Similar to the 'fall through the floor' glitch above, there is another more random glitch in which the character will fall through the floor of an elevator once activated. This is prevalent in the updates in which the game loads during elevator activation.
- Glowing Eyes of Doom: The feline-like predator inside SCP-860-1 has huge yellow eyes, which will watch you from afar as you make your way down the trail. Izumi Junko seems to have them too, though she isn't hostile.
- Greater-Scope Villain: The instigator of the containment breach, the Chaos Insurgency. It's undercover agents Dr. Maynard had given SCP-079 access to the site's major systems while Agent Skinner released SCP-106 as a distraction.
- Guide Dang It!: Absolutely nothing is explained to you in the game. The only way you can learn about how to get certain endings or how to effectively dodge SCPs is by looking it up on the wiki.
- Have a Nice Death: Every time you die, the end screen shows a death message which are usually excerpts or quotes from personnel cleaning up the facility. There's a unique message for just about every possible way you can die. Talk about attention to detail.
- He Knows Too Much: Inverted, as this is the reason the Chaos Insurgency agents don't kill D-9341, although they still kidnap him.
- Hell Is That Noise:
- SCP-049 has Vader Breath and very loud footsteps.
- SCP-096 constantly sobs while covering its face, so you'll know roughly when to keep your eyes closed.
- SCP-106 has an Evil Laugh, which is often a sign that he just teleported right next to you.
- SCP-173, being made of concrete, makes a scraping sound as it moves around the facility.
- SCP-939 has light, clinking footsteps and can mimic voices.
- SCP-966 'breathes' (for lack of a better verb) as it drains your stamina.
- The Nine-Tailed Fox commandos can be identified by their radio chatter and clunky footsteps.
- Hope Spot:
- If you don't contain SCP-106 before heading to Gate A, then the personnel stationed there will be focused on 106 rather then the player. The player can take this opportunity to escape through one of the service tunnels.. only to be stopped by the Chaos Insurgency, who warp the player away, believing that D-9341 knows too much to be killed.
- While in SCP-106's pocket dimension, there's a chance that you will warp into a room which resembles a hallway from the site. This is merely a fake, as leaving this hall sends you back into the dimension's main rooms.
- I Choose to Stay: Agent Izumi Junko was sent into SCP-860-1 to explore, but like D-5674 she was apparently welcomed by the forest and decided to abandon her mission. Her silhouette can occasionally be seen peering at the player from behind the trees.
- Implacable Man: SCP-106, and to a lesser extent SCP-049. Both will both relentlessly pursue the player at a walking pace, regardless of how many doors you close behind you (106 can teleport through walls, and 049 can open doors even without a keycard).
- Inside Job: Dr. Maynard and Agent Skinner were plants by the Chaos Insurgency. Dr. Maynard used his position as a top level researcher to create and implement the 'Modular Site Project', having several dangerous (and many useful) SCP moved into a maze like facility that would confuse anyone who didn't have the clearance to get the specific floor plan of the facility. Agent Skinner was assigned as part of a 2 man team to guard SCP-106's containment chamber (presumably on the orders of Dr. Maynard). Once everything was ready, Agent Skinner waited until his Foundation assigned partner was distracted, before releasing SCP-106. While the rest of the Foundation staff was preoccupied by recontaining SCP-106, Dr. Maynard entered SCP-079's containment chamber, hooked it up to the facility's network, and reminded it that the Foundation was responsible for its imprisonment. Using its new access, SCP-079 caused several containment breach throughout the facility by remotely shutting down several critical security measures (such as locking the blast doors to SCP-173's chamber open).
- Interface Screw: Putting yourself through SCP-914 on the '1:1' setting will invert your controls.
- Jump Scare: Countless:
- Invoked with SCP-372, which can only be seen in your peripheral vision. 372 is harmless, but its entire purpose is to occasionally fly across the screen to freak the player out. 372 can be avoided entirely by simply not entering its containment chamber.
- The game plays a loud Scare Chord whenever SCP-173 suddenly appears close to you.
- Occasionally SCP-106's face will flash in front of you while you're in the Pocket Dimension.
- SCP-895'smonitor will display shock imagesif you stare at it too long. And thanks to SCP-079, it can randomly happen on any of the CCTV's throughout the facility.
- SCP-650 from the remake. It will not harm you, but it will always appear right next or behind you in the worst possible moments, freakishly hunching over you as if attempting to attack you.
- Kneel Before Zod: If the player ends up in SCP-106's throne room in the Pocket Dimension, 106 will eventually order them to kneel in a hauntingly deepand echoing voice.
- Leitmotif: When SCP-106 is chasing the player this plays.
- Lights Off, Somebody Dies: During the intro sequence the lights begin to flicker, allowing SCP-173 to kill two D-Class personnel (but not you) along with a guard before going into the ventilation system.
- The Lost Woods: SCP-860 lets you gain access to SCP-860-1, a small forest shrouded in blue mist. The only way to get through it is by reaching the end of the pathway, which is made difficult by the feline-like creature which stalks the trees and will attack you.
- Luck-Based Mission:
- Due to SCP-173 having a glitchy pathfinding system, it can occasionally snap the player's neck from out of nowhere. As of recent versions, this has been happening more frequently.
- Previously played straight with room generation, too. It was entirely possible to go for over an hour without finding a single keycard.. or you could find all of the essential items within ten minutes and then encounter SCP-914 just a stone's throw away from the starting point. Newer versions have mostly corrected this.
- How well your game goes will depend a lot on how quickly you can find SCP-914, though less so in more recent versions where you can only make up to a level 3 keycard with it unless you already got the level 4 keycard from 049's chamber, where you can make up to Omni keycards.
- Due to the Mobile Task Force having an incredibly buggy AI, they can often get stuck in doors, making it impossible to get around them without the use of console commands.
- Malevolent Architecture: The Heavy Containment zone is dedicated to containing SCPs which are both dangerous and difficult to contain. This sure seems like the most optimal place to store a warhead, doesn't it?
- Maybe Magic, Maybe Mundane: The 'Smelly Joint' produced by running SCP-420-J through SCP-914 causes D-9314 to 'take a nap' and die. It might be the effects of the joint itself.. or it could just be that you took a nap in the middle of a containment breach.
- Multiple Endings: There are currently four, which depend on your choices made in the game and which exit you choose, though all of them end with D-9341 either not making it out alive or getting kidnapped. More may be added later, but currently your choices are:
- You get out of the facility through Gate B and it seems that your home-free.. except that the alarms start blaring and the facility intercom shouts that SCP-682has just escaped and tells everybody to evacuate before the on-site nuke is used to blast 682. The blast goes off and you die. The end screen shows a radio conversation between two personnel, with one of them requesting the deployment of an MTF unit to scout for remains at ground zero. However, the transmission is cut-off mid sentence as a large roar is heard, indicating that the nuclear blast was not successful in destroying SCP-682.
- If you disarm the nuke before going out through Gate B, then it fails to detonate. However, you still don't escape because you are gunned down in the middle of the fight with SCP-682.
- You get out through Gate A only to come to a bridge with Foundation task forces on the other side, blocking your escape. Suddenly SCP-106 will attempt to escape through Gate A. The Foundation will then use a High Intensity Discharge (H.I.D.) Turret to force it to retreat back into its pocket dimension. You then use this opportunity to escape through the service tunnel, only to be stopped by the Chaos Insurgency. They state that you know too much to be killed, and proceed to warp you away.
- If you contain SCP-106 and then get out though Gate A, the guards will capture you. The end screen will play a excerpt from a testing log talking about D-9341's extraordinary luck, ability to predict the unpredictable, and his ability to survive even the most fatal scenarios against all odds. It also mentions the possibility of classifying him as a SCP.This ending is referencing the fact that the player can reset the game from the last save point if they die, effectively allowing them to avoid all hazards.
- Neck Snap: SCP-173's trademark.
- No-Sell: SCP-714 protects the player against a few of the dangers that would kill the player, mainly SCP-049's lethal touch, diseases from SCP-1025, and SCP-012's mental influence. It also nullifies SCP-420-J.
- Nothing Is Scarier: The player can come across SCP-1048 standing around or dancing in the Heavy Containment Zone, and it won't be there again if they leave the area and then come back. Those familiar with the wiki will know that plenty of people have died thanks to SCP-1048 wandering the facility unchecked, but currently, its presence in the game is harmless to the player, and its appearance is ostensibly meant only to be Paranoia Fuel.
- After updates, it's more Zigzagged Trope. 1048 is still harmless..but 1048-A is present, and it most definitely isn't. Youreallydon't want to get too close to it.
- Nuke 'em:
- The fallback plan if SCP-682 escapes. It doesn't work. You can shut this off if you find the warhead control room.
- You can do this yourself if you order yourself a nice cup of nuclear explosion at SCP-294. You can also ramp it up to a cup of antimatter if you really wish to make a crater the size of Oregon when you die.
- Offscreen Teleportation: SCP-173 is said to be using the ventilation system to travel around the facility, when in reality it's just pre-set to spawn in certain rooms. SCP-106 takes this further, being able to appear out of nowhere and being incorporeal.
- One Size Fits All: SCP-714 fits itself to the wearer's finger.
- Perpetual Motion Machine: Running the radio and S-Nav device through SCP-914 can take away the need to power them with batteries.
- Plague Zombie:
- SCP-008 will eventually turn the player into one if they get exposed to it, causing a Non-Standard Game Over. You can cure it with SCP-500.
- Played very straight with SCP-049-2, the Plague Doctor's zombies.
- Press X to Die: The game offers a lot of opportunities for the player to kill himself with minimal effort. Knowing about the SCPs you encounter before approaching them can help a lot, at which point dying in most of these ways is your own fault.
- SCP-294 probably has the most of these; there's nothing stopping you from ordering a nice cup of lava or carbon, or even nuclear fission or antimatter. Or you can do it the boring way and simply order a cup of Game Over.
- Public Domain Soundtrack: At least half of the game's soundtrack is composed by Kevin MacLeod and royalty-free.
- Randomly Generated Levels: The game is separated into 3 zones, with each one having specific rooms spawn in them.
- Red Shirt: Your character is one.
- Save Scumming / Mental Time Travel: Lampshaded in one of the endings.
- Scenic Tour Level: As of 0.5 there's an extended intro sequence with guards hustling you over to 173's cell. During this tour section, the tunnel and catwalk bridge are fully-lit, with no gas shooting into your eyeballs (which is nice).
- Schmuck Bait:
- SCP cells are often blocked by little more than a keycard. As long as you have that, there's nothing stopping you from walking in and getting yourself killed by whatever horror it contains.
- If you try to kill SCP-035 with gas, he'll tell you to find SCP-012 and 'read between the lines'.
- SCP-330 from the remake. It clearly tells you not to take more than two pieces of candy from it. Say goodbye to your hands if you try to take three.
- Screw This, I'm Outta Here!: The Nine-Tailed Fox commandos will run like hell if they encounter SCP-106.
- Sensory Abuse: SCP-066 can randomly blast loud Beethoven music. Keep your volume down around it.
- Shout-Out:
- The map seeds are usually random letters and numbers, but you might occasionally get something like 'rustledjim' ('Rustled jimmies').
- D-9341 can order a microwave casserole from SCP-294, but he feels like it belongs to someone else and doesn't drink it.
- Another Valve Shout-Out comes in the form of an alternate keyword for getting a cup of urine: 'Jarate'.
- You can also order a cup of Half-Life 3.. but you'll get an empty cup.
- Also on SCP-294, you can use 'Pinkie Pie's Greatest Ability' as another word of 'Fourth Wall' because Pinkie Pie often breaks the fourth wall. However this has been removed from later versions of the game likely due to legal reasons.
- If you drink a cup of Amnesia, which is the name of another horror game, a quote from that game will appear on screen and blurs your vision.
- You can also order an Aqua Regia.
- Ordering a cup of CHIM grants you God Mode.
- Ordering a cup of element 0, element Zero, neutronium, neutrium, or tetraneutron nets you this line before killing you:
- Sprint Meter: There's a meter for sprinting and one for blinking, preventing you from staring at SCP-173 forever.
- Suddenly Voiced: D-9341 can be heard speaking when under the influence of SCP-012.
- Take That!: Various drinks from SCP-294 provide these:
- If you order Half Life 3, you get an empty cup.
- A cupful of 4chan is described as tasting 'awfully bitter'.
- Ordering 9GAG will produce a cup of semen.
- Older versions of the game (now removed, likely due to legal reasons) allowed you to order a cup of Call of Duty, and drinking it would produce the message: 'The drink tastes like dubstep and ur mom.'
- The Computer Is a Cheating Bastard: SCP-173 can often clip through walls, leading to many points where it can kill you from out of nowhere. The bug has been said to have been fixed in 6 different versions of the game, but it still exists in the current version as of now.
- The Many Deaths of You: A lot:
- Getting struck by a Tesla gate.
- Putting yourself through 914 on Rough, Coarse, Fine or Very Fine.
- Falling into the void in the Pocket Dimension.
- Looking at SCP-096, then being ripped to shreds by it.
- Walking up to SCP-008's canister.
- Going into SCP-012, 035, or 895's chambers.
- Reading SCP-1025.
- Beginning SCP-106's recall protocol without deactivating the ELO-IID magnetics.
- Getting 'cured' by SCP-049.
- Getting your neck snapped by SCP-173.
- Smoking a joint courtesy of SCP-914.
- Touching a strange battery.
- Ordering an explosive or any other drink that can kill you from SCP-294.
- Getting shot by an MTF unit.
- Getting eaten by SCP-939.
- Getting mauled by the creature in SCP-860
- Getting a lung ripped out of your chest if you do not have any items when interacting with SCP-1162.
- The Unity version adds getting your hands chopped off from taking a third piece from SCP-330 and interacting with the beings that only seen with SCP-178.
- Toilet Humour: Occasionally you may hear SCP-789-J when you're in the bathroom.SCP-789-J: I AM THE BUTT GHOST, I WILL EAT YOUR BUTT.
- Too Awesome to Use: SCP-500 pills can heal all of your injuries and illnesses. However, they are very scarce, as there are only a few scattered around the facility.
- Touch of Death: SCP-049's method of attack.
- Unflinching Walk: SCP-106 pursues the player at a walking pace, teleporting through walls to keep you from getting too far ahead.
- Unwinnable by Design: Looking at SCP-096's face will make him kill you and there's nothing you can do to stop him, kill him, or escape him.
- Vader Breath: SCP-049 does this, making it easy to tell if he's nearby.
- Video Game Cruelty Potential: You can trap SCP-106 in his cage, thus eliminating one of the big threats that will harass you throughout the game. The only downside? To do it, you have to break a man's femur in order to lure 106 into the cage and trap him. Not only do you injure the man to make him scream, but by locking him in with 106, you definitely sentenced him to a horribly painful demise.
- Villain Protagonist: Revealed through the SCP-1162 event that D-9341 was a Researcher before unauthorised research had him demoted to a Class-D.
- Voice Changeling: SCP-939, appropriately named 'Of Many Voices'. In game, it speaks in the voices of various Foundation personnel in order to draw the player closer to it's location. It's actually a spiky carnivorous monster that will attack you and try to devour you. The voices are bait, taken from its previous victims.
- White Mask of Doom: SCP-035 can be found in its chamber, possessing a scientist.
- The Worf Effect: SCP-173 is arguably the main antagonist of the game. If Nine-Tailed Fox finds it, they can actually contain it and return it to its cell!
- You Wake Up in a Room: The game starts in your cell, from which you are removed for an experiment with SCP-173. There's also a document explaining your purpose at the facility.