SCP-173 — The Sculpture
Description: SCP-173 is fast-moving SCP made out of concrete and rebar that roams the facility the entire game in search of victims. It's the first SCP the player will encounter, although that does not mean it is a lesser threat.
Behavior: SCP-173 only moves when nobody is looking at it and it can also appear in any room, especially those with broken ventilation shafts.
How to avoid: What the player needs to do is to stare at SCP-173 while they try to leave the area, and then close the door. Do not turn your back on him, and also pay attention to your blink bar. SCP-173 cannot open doors, although SCP-079 can and will sometimes do it in order to release SCP-173 of the room the player just closed. It is advantageous to blink before entering any room just in case SCP-173 is there.
Should SCP-173 be in a room filled with gas, the player should find a gas mask and then equip before entering it. The reason of it is that gas makes the player blink much faster, but with a gas mask on the blink bar will not be tempered.
Re-containment: In late game, Nine-Tailed Fox operatives will arrive and patrol the facility. These operatives will re-contain SCP-173 if they get into contact with it. However, be advised that these operatives are also hostile towards the player.
SCP-012 — A Bad Composition
Description: SCP-012 is an old muscial score entitled "On Mount Golgotha" written with human blood from multiple subjects. It's a non-mobile SCP, although still a threat. It lies in the light contaiment zone, making it one of the first SCPs the player may encounter.
Behavior: When inside of the containment area, SCP-079 will open the chamber door and the player will slowly start moving towards SCP-012. When next to it, the player will injury themselves a lot in order to finish it, which will lead to death by blood loss if the player doesn't leave and heal themselves with a first aid kit.
How to avoid: SCP-012 can be avoided just by refusing the urge to get closer to it when the chamber door opens. Moreover, if the player is wearing either SCP-714, heavy gas mask, super night vision goggles or heavy hazmat suit, they will not be affected by SCP-012 control and will neither injury themselves when near of it.
SCP-1048-A
Description: SCP-1048-A is a replica of SCP-1048, a.k.a. "Builder Bear", created out human ears. The player may encounter it early game in the light containment zone, but not necessarily. SCP-1048-A is hostile and dangerous towards humans and should always be avoided.
Behavior: SCP-1048-A will sometimes appear in the middle of hallways with one door in each one of their ends. When approached, it will release a high-pitched shriek causing extreme pain in anyone within 10-meter radius of it. Rightaway, ears will start growing on anyone within 5-meter radius, leading to their entire body being covered by ears and the eventual death by asphyxiation.
How to avoid: When SCP-1048-A is in the middle of a hallway, the player can either run past him until they reach the next room, or approach him and run back to the room they entered by. The second one is more trustwhorthy, since SCP-1048-A can appear in multiple halls at once. After screaming, SCP-1048-A will then disappear from the hallway it was.
SCP-970 — The Recursive Room
Description: SCP-970 is a series of doors in a straight line that creates a loop wherein you return to the same starting position. It lies in the light containment zone.
Behavior: When the player starts walking through the looping doors, several changes may happen, some of which can cause harms, these harmful ones being:
Get injured randomly;
An item in the inventory may disappear;
The Strange Note may replace of the player's item;
One of the player's documents in their inventory may be replaced by another document.
How to avoid: The player can just open the door once, get the items inside (level 1 keycard, 9V battery, SCP-939's document and an empty cup) and then leave.
SCP-106 — The Old Man
Description: SCP-106 is an elderly humanoid-looking SCP with an advanced decomposition appearance. It causes a corrosion effect in all solid matter it touches, which leads to the formation of a black, mucus-like substance on them. Although its containment chamber lies in the heavy containment zone, SCP-106 will appear early game to the player.
Behavior: SCP-106 can emerge at any time near of the player, either from ceiling or floor, and has the ability to walk through any solid matter, including doors and walls. After completely emerging, it will begin to chase the player. If SCP-106 catches the player, they will be taken to the Pocket Dimension, a place full of halls and threats where leave is not easy and requires a bit of lucky.
How to avoid: If the player manages to run away from SCP-106 for some time, it will eventually give up on them and disappear. The player can also make SCP-106 to stop chasing them by luring it into a Tesla Gate, where it will be stunned and forced to retreat.
Tesla Gate
Re-containment: The player may choose to re-contain SCP-106 from its containment area in the control room if they wish so. All they need to do is:
Turn off the electromagnet switch;
Turn on the sound transmission switch;
Press the femur breaker;
Wait for SCP-106 to appear in the chamber (check the security camera feed) and turn on the electromagnet switch.
Be advised that if the camera feed goes out before turning on the electromagnet again, SCP-106 will not be contained.
Contain SCP-106 is necessary to get one of the two Gate A endings. The other one requires to let it free.
The control room
SCP-939 — With Many Voices
Description: SCP-939 are packed-base predators with the ability to mimic the voices of the former victims they terminated. After the breach, three SCP-939 specimens now roam the Storage Area 6, which can be accessed by elevators in the light containment zone.
Behavior: SCP-939 will patrol the area in a clockwise pattern whilst using the human voices they have acquired in order to try to lure their preys. After detecting the player, SCP-939 will release a human scream and start chasing them until it loses their track.
How to avoid: It is advised to crouch through Storage Area 6 instead of walking or running, since it decreases the chances of detection. SCP-939 cannot be detected by the S-Nav Ultimate, but there are some spots where the player can hide behind and listen to SCP-939's footsteps in order to know if it's clear to leave or not. In case the player gets detected, all they can do is run and hide, however SCP-939 is not the best SCP when it comes to chase the player.
SCP-205 — Shadow Lamps
Description: SCP-205 is a pair of flood lamps located in the light containment zone. The lamps will eventually display shadows of a woman and horned male figures inside the chamber on the wall. The shadows cast by the lamps appears to re-enact the events that lead to the woman's death.
Behavior: Once a male figure appears, the chamber door will open. Should the player enter, the door will close and all the male figures will appear staring at the player, and then the lamps will turn off. After going off, the shadows will not be visible anymore but will nevertheless attack the player until they die.
How to avoid: Do not enter the chamber when it opens.
SCP-1025 — Encyclopedia Of Diseases
Description: SCP-1025 is hardcover book with approximately 1,500 pages long. No other copies of a book with that title and publisher have been found, and no record of the publisher exists. It is located in the light containment zone.
Behavior: Upon opening it, the player will receive a random page of the book to read. The player will eventually feel the symptoms of the disease they have read, one of which can lead to death. These are the possible diseases and their symptoms the player can get:
Appendicitis: Will lower the rate of stamina regeneration;
Asthma: Cough and lowers the player's speed proportional to the player's remaining stamina;
Cardiac Arrest: Heart beat frequency is increased and will eventually lead to death;
Chickenpox: The message "your skin is feeling itchy" will be displayed at random intervals;
Common Cold: Cough and stamina regeneration rate is decreased;
Lung Cancer: Cough and stamina regeneration rate is decreased.
How to avoid: The player can just not open the book. Moreover, SCP-500 can be used to cure any disease the player can get after reading the book. A gas mask upgraded in SCP-914 can negate the effects of lung cancer and common cold, although it will only work when the mask is on.
The player can also wear SCP-714 and then open the book, this way they will not be affected by any diseases they read. However, this will not work if they read the book before wearing SCP-714.
SCP-860 — Blue Key
Description: SCP-860 is a blue key found in the light containment zone. It can fit in any door lock that requires a key located in the area of the given coordinates, however upon using it, the door will not lead to the same destination as before, it will instead lead to a forest named SCP-860-1.
Behavior: SCP-860 can be used to open a wooden door located in the SCP-860's testing chamber in the entrance zone. Upon opening it, the player will be able to explore through SCP-860-1, however the door behind them will close rightaway, and they will have to find another way out. Along the way, the player can find several notes left by Izumi Junko, an agent which entered SCP-860-1 but never returned. Her silhouette can sometimes be seen in the trees peering at the player.
While walking through SCP-860-1, the player will be stalked by a creature named SCP-860-2, although it will always run away when approached by the player. Should the player remains for too long in the forest, SCP-860-2 will jump out of the trees and will start chasing the player. SCP-860-2 is faster than the player, therefore running away and escape will be very hard.
How to avoid: Do not open the wooden door with SCP-860. If the player does, then they should find the other door in order to escape as fast as possible.
SCP-860-2
SCP-914 — The Clockworks
Description is a large machine with two booths, one labeled input and the other output, which can improve, worsen or destroy items. It is extremely helpful to the player but sometimes can be their enemy. It lies in the light containment zone.
Behavior: SCP-914 receives dropped items on its input booth, after that the player choose either rough, coarse, 1:1, fine or very fine on the panel and then turn the key. SCP-914 will turn the item into something better, worse or even destroy it, and release it on the output booth. Some items only requires the correct setting on the panel to be improved, but some requires luck if you are not playing in the safe difficulty.
Moreover, no organic matter is to enter SCP-914, which means the player should not enter the input booth rightaway after turning the key, otherwise they will die.
How to avoid: Do not enter the input booth after turning the key. Also, it is not advised to drop the SCP-1499, a.k.a. "The Gas Mask", in the input booth and then turn the key with the setting set on very fine. This will create the SCP-1499-1, a hostile creature that will pursue the player upon its creation.
SCP-1499 — The Gas Mask
Description: SCP-1499 is a Soviet GP-5 gas mask found in the light containment zone. Upon wearing it, the subject disappears completely from view and is taken to a strange place full of towers. When the subject removes SCP-1499 from their face, they return to the same place they were before.
Behavior: SCP-1499 itself is not a threat for anyone, neither for the player. However, the place that SCP-1499 takes subjects into after putting it on is not unoccupied. Throughout that strange landscape, there are lots of human-like creatures named SCP-1499-1 that can get hostile towards the player. Some SCP-1499-1 walks through the place, others are just stationary. Should the player approach a stationary one, not only it but every single SCP-1499-1 will become agitated and chase the player.
How to avoid: Do not put the mask on. If you do, remove it when things go wrong.
SCP-1499-1
SCP-1162 — A Hole In The Wall
Description: SCP-1162 is hole located on a wall of a room in the light containment zone.
Behavior: When touched by player, the hole will give a random item, however one item in the player's inventory will disappear. If the player does not have any item, SCP-1162 will remove the player's right lung, making them die of blood loss eventually.
The hole can also provide 5 itens that causes nostalgia to the player's character, these being: the coin, movie ticket, lost key, old badge and a document named Disciplinary Hearing DH-S-4137-17092.
How to avoid: Do not touch the hole.
SCP-427 — Lovecraftian Locket
Description: SCP-427 is a spherical locket created by placing a pill of SCP-500 into SCP-914 on the fine setting. When opened and exposed to biological tissue, SCP-427 regenerates cellular damage and is able to purge invading compounds and infections. However, subjects using SCP-427 for over an hour will begin to mutate into a shapeless mass of tissue named SCP-427-1, "a.k.a. Flesh Beasts". All "optimizations" imparted by SCP-427 are cumulative.
Behavior: When SCP-427 is opened, it will slowly heal injuries and blood loss, however if SCP-427 remains opened for 7 minutes, then the player will die and mutate into SCP-427-1. The time it takes for the player to mutate is not only consecutive, it accumulates.
How to avoid: Do not use it for 7 minutes or if possible don't even use it at all.
SCP-049 — Plague Doctor
Description: SCP-049 is a human-like SCP with a medieval plague doctor appearance. However, instead of being just a set of clothes, it seems the garments have grown out of SCP-049's body and now are part of what is beneath them. The touch of SCP-049's is extremely lethal, making all biological functions of an organism come to a halt. After killing the subject, SCP-049 will then perform a surgery on the corpse, which usually result in the creation of a creature entitled SCP-049-2.
Behavior: SCP-049 will be seen by the first in the surveillance room in the light containment zone, where the player needs to remove the lockdown on the checkpoint in this containment zone in order to leave and reach the heavy containment zone. Upon reaching the surveillance booth, SCP-049 will appear in the hallway the player came by, go up and then walk towards the player with his arm stretched.
SCP-049 later appears again in its containment chamber in the heavy containment zone when the player is about to leave after restoring the power. There are also two SCP-049-2 lying on floor that will get up and chase the player when SCP-049 arrives. SCP-049 and SCP-049-2 are not fast but the player should still take care when dealing with them.
In addition to these encounters, SCP-049 will also roam the facility after the first encounter and will chase the player should it see them.
SCP-049-2
How to avoid: In the surveillance room, the player should go around the console hubs in order to avoid being touched by SCP-049, exit the room and then run towards a security checkpoint. Upon arriving, the player should close the checkpoint door with their keycard.
In its containment chamber, the player should try to reach the elevator as fast as possible, going around the SCPs, for it is very easy to get trapped.
Wearing the hazmat suit or the SCP-714 will not make the player die rightaway after being touched by SCP-049. Hazmat suit will protect for ten seconds whereas SCP-714 will protect for five.
SCP-895 — The Coffin
Description: SCP-895 is an oak coffin that causes disruption in surveillance equipment, such as security cameras, with disturbing hallucinations. Footage captured within 5 meters from SCP-895 can cause severe psychological trauma and hysteria to the watching subjects. SCP-895's containment chamber is located in the heavy containment zone, and it is being watched from CCTV monitor.
Behavior: Upon reaching the surveillance room in SCP-895's containment area, the player's head will be drawn to the CCTV monitor, although they can resist and look away. Should the player stare for too much, disturbing images will flash on the screen and they will die. Approaching SCP-895, however, will not do any harm besides tampering with some equipment the player may be carrying. But if the player is wearing a night vision googles and approaches SCP-895, they will be attacked by the hallucinations and die if they don't remove the googles quick enough. Night vision googles upgraded by SCP-914 are safe.
Be advised that approaching SCP-895 for the first time will cause SCP-106 to emerge and pursue the player. Also, there are some CCTV monitors spread throughout the facility, and sometimes SCP-079 will display SCP-895's camera feed in order to kill the player.
How to avoid: Always avoid looking to monitors displaying SCP-895. There is a switch below the CCTV monitor in SCP-895's containment area that the player can turn off. By turning it off, CCTV monitors will not display SCP-895 footage anymore by SCP-079.
Moreover, wear SCP-714 will protect the player from all SCP-895's effects.
SCP-079 — Old AI
Description: SCP-079 is a sentient microcomputer built in 1978 secured in the heavy containment zone. Its creator developed it in attempt to code an IA, however it is not known when SCP-079 gained sentience. SCP-079 can only remember information it has received within the previous 35 hours, although it did not forget the urge to escape from the facility or to talk with SCP-682 again.
Behavior: SCP-079 can only be interacted by the player after disabling the remote door control system in the electrical center, otherwise SCP-079 will keep the door of its containment chamber closed. When approached, SCP-079 will reveal that the remote door control system gave it the control of the facility, and will make an offer on which the player re-enables it in turn of SCP-079 opening the Gate B, where the player may escape. After this conversation, SCP-079 will not talk with the player until them re-enables the door control system.
As long as SCP-079 has control of the facility, it can be deadly for the player, even after accepting its proposal. SCP-079 can open and close doors randomly, open SCP-012's containment chamber, release gas and display SCP-895's camera feed. It will also open the door to Dr. L's office when the player gets close to it.
How to avoid: Disable the remote door control system and SCP-895's camera feed. However, by doing the former the player will only be able to get the Gate A endings.
SCP-096 — The Shy Guy
Description: SCP-096 is a tall human-like SCP with very little muscle mass. It is usually very docile, however when someone, which is referred to SCP-096-1, see its face, be it directly or via video recording or photograph, SCP-096 will enter into a stage of emotional distress, screaming, crying and babbling incoherently. Between one and two minutes, SCP-096 will run towards the person who saw his face, SCP-096-1, kill and [DATA EXPUNGED] them. Afterwards, SCP-096 will become docile once again.
No known material or method can impede SCP-096's progress, not even distance matter, and it seems SCP-096 has an innate sense of SCP-096-1's location.
Behavior: SCP-096 will not attack the player unless they see its face. Even touching SCP-096 won't do any harm. However, should the player see SCP-096's face, it will become agitated and after some time will run towards the player and kill them. SCP-096 runs extremely fast and doors and elevators will not hinder him. Death is unavoidable after looking at its face.
SCP-096 will only appears at the heavy containment zone, with the lockroom in the entrance zone being the only exception.
How to avoid: Whenever SCP-096 is in the area with you, look down to the floor until you get to another area. Sometimes SCP-096 will cry, which can be used as a way to be aware of his presence.
SCP-035 — Possessive Mask
Description: SCP-035 is white comedy/tragedy mask that causes nearby subjects the urge to put it on. When on somebody's face, SCP-035 will cause brain death in the host and will then take control over their body, assuming their voices and claiming to be the consciousness contained within the mask. Bodies controlled by SCP-035 decay at a highly fast rate.
SCP-035 can be found inside of its containment chamber in the heavy containment zone, however it is on a scientist's face, controlling him.
Behavior: SCP-035 will ask for the player to release it in turn of its help to escape the facility. The player has the choice to either open the chamber door or release the gas, however they can also release the gas then deactivate before it kills the host and open the door. If the player decides to release the gas for too long, the host will die but SCP-035 will re-animate itself after a few seconds and get angry at the player.
If the player chooses to open the door, SCP-035 will tell that SCP-079 is in control of the facility. If the player opens the door after releasing the gas but had it deactivated before killing the host, SCP-035 will say Gate A is the player's best chance to escape. If the player opens the door after killing the host with gas, SCP-035 will say SCP-012 is map, which is a lie with the aim to kill them.
Should the player enter SCP-035's containment chamber afterwards, tentacles will raise from the ground and attack the player. SCP-035's host can be found dead in the facility later, should the player approach him, a tentacle will raise from him.
How to avoid: The player should not enter SCP-035's chamber and approach SCP-035's dead host unless they are wearing a hazmat suit, which will protect from the tentacles damage.
SCP-966 — Sleeper Killer
Description: SCP-966 are human-like predatory creatures with low muscular density that can only be seen at wavelengths ranging from 700 nm to about 900 nm. SCP-966 can emit a single burst of a [REDACTED] type of wave which permanently inhibits the subject to enter into of any of the NREM and REM sleep stages. Afterwards, SCP-966 will stalk the subject until the lack of rest incapacitates them, and then will proceed to consume.
SCP-966 can be found in the maintenance tunnels in the heavy containment zone.
Behavior: SCP-966 can only be seen with a night vision googles equipped, otherwise a message saying that something is in the room with you or following you will appear. When approached, SCP-966 will emit sounds, which will blur the player's vision and eventually decrease their stamina. Should the player remain close to SCP-996 for some time after the sound is emitted, it will chase the player. SCP-966 are slow but it can open doors.
How to avoid: When a message suggesting something is near you, equip the night vision googles and leave the area. The player should stay away from SCP-966 as much as they can.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2650134315
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