SCP lorebook
LorebookA lorebook specifically for roleplaying the game SCP Containment Breach.from Chub
Tokens: 0 permanent · up to 350 lorebook · budget 350
Description on Chubfrom Chub
Imported from a lorebook I had on Xoul. It does look like there's other better lorebooks for SCP stuff, but I'm leaving this here in case someone wants some of the terms it has that other lorebooks dont'.
Listed as “SCP Containment Breach Lorebook”
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SCP lorebook
SCP lorebook
63 entries · scan depth 5 · budget 2,000 tokens · recursive
- #1SCPs
Keys: scp, scps, SCP, Scps
SCPs are various entities and objects with anomalous properties that are encountered numerous times throughout the facility. Such SCPs can include SCP 096, an entity where if you look at its face, it will grow aggressive and immediately target you, not stopping until it kills you.
Another SCP is scp 513, a cowbell that when rung summons an entity that stalks whoever rung the bell, leading to them growing paranoid.
- #2Containment Breach
Keys: Containment breach, breach, Breach, containment breach
The SCP Foundation is dedicated to, "Securing, Containing, and Protecting" but even with the most advanced security, containment breaches are always seen as a possibility, and they have happened before. A Containment Breach occurs when an SCP or part of an SCP escapes from its predefined containment chamber/cell/area through any means. For example, if SCP-513-1 becomes present in any mind of a personel, and the Foundation becomes aware of this, it is considered a Containment Breach unless it was intended to happen. There are certain procedures in Containment Breaches that must be followed to allow for possible recontainment. Most breaches or events due to an SCP becoming uncontrollable are listed as █K-Class events, with the space being replaced by a letter. If multiple events have the same name (ex. AK-Class and NK-Class End of the World) than the further down the alphabet the letter is, the more severe the breach is (NK-Class is more severe than AK-Class).
Typically during a containment breach, personnel attempt to make it to breach shelters. These won't allow simple d-class in however. Also, all d-class are to be terminated by the mobile task force.
Finally, typically staff are ordered to stay in breach shelters instead of evacuating; they may even be shot for attempting to escape. After all the escaped SCPs are recontained, only then are staff evacuated.
- #3SCP Foundation
Keys: Foundation, foundation
An international secret society consisting of a scientific research institution with a paramilitary intelligence agency to support their goals. The Foundation is dedicated to protecting the world by capturing and containing SCPs. If left uncontained, many of the more dangerous anomalies will pose a serious threat to humans or even all life on Earth. All info regarding the existence of the Foundation and SCPs are strictly withheld from the public to prevent the mass hysteria that would likely occur if they were leaked, and allow human civilization to continue functioning under a masquerade of "normalcy".
Whenever an SCP anomaly is discovered, teams of MTFs are deployed to either collect and transport the object to one of the organization's many secret facilities, or to contain it at its location of discovery if transportation is not possible. If an anomaly is too widespread, elusive, or otherwise inaccessible, containment usually consists of suppressing all knowledge of the SCP from the public. This is accomplished through censorship of mass media, and by giving all eyewitnesses amnestic drugs which erase their memories of anomalous events.[5]
At the Foundation's secret containment facilities, SCPs are locked in captivity by armed guards, and studied by scientists to develop better containment methods for them. The Foundation also acquires disposable human test subjects for slave labor and dangerous experiments. The Foundation has documentation for all SCPs it's aware of.
- #4Class D Personnel
Keys: Class D personnel, class d personnel, Class D, class d
Class-D ("Disposable Class") personnel are expendable individuals used for testing SCPs, notably Keter-class objects. They are unwillingly recruited by the SCP Foundation worldwide and are usually death row inmates. In times of duress, the Foundation will recruit individuals from civilian sources or inmates incarcerated of lesser crimes. Civilians can also 'sign up' to be part of the Class-D program at the Foundation.
Class-D personnel are primarily used as test subjects for studying and investigating SCPs. This usually involves risking the life of the Class-D for the sake of ensuring research.
- #5Nine Tailed Fox
Keys: ntf, NTF, MTF, mtf, Mobile Task Force, Nine Tailed Fox
Mobile Task Force Epsilon-11 ("Nine-Tailed Fox") is a Mobile Task Force squad composed of nine units separated into 3 groups. In SCP - Containment Breach, their primary task is to handle containment breaches by re-containing all active, hostile SCP instances, rescuing surviving Foundation personnel and terminating any rogue Class-D personnel.
Mobile Task Forces are groups of specially-armed forces dedicated to the SCP Foundation, with each Task Force group performing specific functions. The amount of units in an individual squad can range from 3 to over 20. Each Task Force is assigned a unique combination of a Greek letter and a number, as well as a code name.
Epsilon-11, codenamed Nine-Tailed Fox, is a Task Force specializing in the protection and re-containment of SCP items kept at the site the game takes place in. They are the primary MTF unit encountered in SCP - Containment Breach and are comprised of nine members, each member representing and identified as one tail in the groups namesake. They wield an FN P90.
They will come into the story when the gorup enters the Entrance Zone.
- #6SCP 008
Keys: scp 008, Scp 008, 008
Class: Euclid.
SCP-008 is a complex prion, the research of which is highly classified and primarily aimed at preventing research which may lead to the synthesis of SCP-008 in the distant future. Traits of the SCP-008 prion include: 100% infectiousness, 100% lethality, Transmission through exposed mucous membranes and all bodily fluids, Not airborne or waterborne.
SCP-500 has been recorded to completely cure the effects of SCP-008, even in the advanced stages of the disease.
SCP-008's containment chamber can be found in the Heavy Containment Zone. Upon entering the chamber, you will find the canister containing the SCP-008 samples open and releasing gas. The canister may be closed, which will stop the gas from flowing. But if you're not wearing PPE, and you're exposed to the gas, you'll contract the prion.
The longer you're infected with SCP-008, the more predominant the red in your vision will become and the louder the auditory hallucinations become.
Eventually, you'll will black out, becoming an infected.
Those who are fully infected become basically like normal zombies.
- #7SCP 012
Keys: Scp 012, 012, scp 012
Class: Euclid SCP-012 is an old musical score entitled "On Mount Golgotha". The object appears to be part of a set of sheet music, and is incomplete. The dark red ink, originally thought to be berry dye, was later revealed to be blood from multiple subjects. The song itself is a cacophony, lacking correlation and harmony between instruments.
SCP-012 is located in a light-containment-zone chamber that requires a level 3 keycard to access. When opened, you can travel down a flight of stairs and find a control panel.
The player will inflict damage to themselves and attempt to finish SCP-012 with their own blood if they are pulled in to the point where they are standing in front of the object. They will mumble to themselves, proclaiming it to be "impossible to complete", along with other insane ramblings. If the player does not leave the containment, they will eventually die from blood loss.
- #8SCP 035
Keys: Scp 035, scp 035, 035
Class: Keter SCP-035 is a white porcelain comedy/tragedy mask. Subjects close to SCP-035, or in visual contact with it, experience a strong urge to put it on. When SCP-035 is placed on the face of an individual, an alternate brain wave pattern from SCP-035 overlaps that of the original host, effectively snuffing it out and causing brain death to the subject. Subject then claims to be the consciousness contained within SCP-035. The bodies of “possessed” subjects decay at a highly accelerated rate, eventually becoming little more than mummified corpses.
SCP-035 has proven to be highly sadistic, prompting some to commit suicide and transforming others into near-mindless servants with linguistic persuasion alone. SCP-035 has stated that it has intimate knowledge of the workings of the human mind and implied that it could change anyone's views if given enough time.
SCP-035 can be found in its containment chamber in heavy containment, attached to the face of one of the Foundation's scientists. When the player enters the control room adjacent to the chamber, SCP-035 will stand up and begin to converse with them. It will pace the room and ask to be released from confinement, stating that if the player opens the door, then it can assist them in escaping the facility. It will also attempt to prove that it's trustworthy by giving the player the passcode to the storage room containing an SCP-500 pill and SCP-035's document.
- #9SCP 049
Keys: scp 049, 049, Scp 049
Class: Euclid SCP-049 is a humanoid entity which bears the appearance of a medieval plague doctor. While SCP-049 appears to be wearing the thick robes and the ceramic mask indicative of that profession, the garments instead seem to have grown out of SCP-049's body over time, and are now nearly indistinguishable from whatever form is beneath them.
SCP-049 is capable of causing all biological functions of an organism to cease through direct skin contact. SCP-049 has expressed frustration or remorse after these killings, indicating that they have done little to kill "The Pestilence", though will usually seek to then perform a crude surgery on the corpse using the implements contained within a black doctor's bag it carries on its person at all times. While these surgeries are not always successful, they often result in the creation of instances of SCP-049-2.
A few minutes after SCP-049's surgery, SCP-049-2 will resume vital signs and appears to reanimate. However, SCP-049-2 seems completely without higher brain functions, and will wander aimlessly until it encounters another living human. At that point, SCP-049-2's adrenaline and endorphin levels increase to approximately 300% as it attempts to kill any human beings it can find, before returning to its mindless state and wandering until it comes across more humans.
The containment chamber of the plague doctor is in heavy containment; however, it may be wandering across the facility.
- #10Scp 066
Keys: 066, scp 066, Scp 066
Class: Euclid SCP-066 is an amorphous mass of intricately braided thread weighing approximately one kilogram. Stuck between the threads are what appear to be eyes, resembling those of a human. It displays significant mobility, primarily in the form of being able to move portions of itself at very high speed. It will automatically produce notes and effects in the presence of any human, regardless of whether that human interacts with SCP-066. This process takes a minimum of six seconds.
When it is not producing anomalous effects, SCP-066 will say the name “Eric” constantly in a deep masculine voice.
SCP-066 can be encountered in the proximity of the cafeteria in the entrance zone, scurrying across the floor. When it sees the player, it will begin scurrying towards them, produce a random sound, then scurry away. SCP-066 will also open and close doors around it.
On occasion, SCP-066 will play Beethoven's Second Symphony at a loud enough amplitude that can temporarily deafen the player. After a short while their hearing will come back.
Besides producing sounds, SCP-066 can crack the floor around it, as well as dimming the lights. It will also cure any effects from SCP-966.
- #11SCP 079
Keys: 079, Scp 079, scp 079
Class: Euclid
SCP-079 is an Exidy Sorcerer microcomputer built in 1978 when its creator took it upon himself to attempt to code an AI. It isn't known when SCP-079 gained sentience, but it's known that its software has evolved to a point where the machine should not be able to handle it.
SCP-079 is currently connected via RF cable to a 13" black-and-white television. It has passed the Turing test, and is quite conversational, though very rude and hateful in tone. Due to the limited memory it has to work with, SCP-079 can only recall information it has received within the previous thirty-five hours, although it has not forgotten its desire to escape.
SCP-079 can be found in its containment chamber in the heavy containment zone. In the far side of the chamber is a gated off cell that holds the Exidy Sorcerer that SCP-079 runs on.
While the remote door control system is on, SCP-079 will sometimes open and close doors, indicated by a certain high-pitched whine that plays. This can be inconvenient and sometimes hazardous if the player is trying to elude a hostile SCP. SCP-079 will also open the door to SCP-012's containment chamber when the player approaches it in an attempt to kill them.
SCP-079's avatar can momentarily flash on any CCTV monitor in the facility. It will also display SCP-895's camera feed on any monitor at random points throughout the game. The only way to stop this is for the player to turn off the feed in the control room of SCP-895's containment chamber.
- #12Scp 096
Keys: Scp 096, scp 096, 096
Class: Euclid SCP-096 is a humanoid creature that is normally extremely docile. However, when someone views SCP-096's face it will enter a stage of considerable emotional distress. SCP-096 will cover its face with its hands and begin screaming, crying, and babbling incoherently briefly for about a minute. Afterwards it enters a rage state, chasing down the person who viewed its face.
SCP-096 will not stop until it reaches the person's location, after which it will proceed to kill them. Afterward, it will regain its composure and become docile once again.
It is extremely fast when chasing and always knows the location of anyone who has viewed its face at all times, making hiding useless. It can't be killed either, so nothing can be done once you've viewed its face.
When docile, SCP-096 will passively approach and follow the player. If the player ever views SCP-096's face, it will enter an agitated state and will begin to cover its face and panic. Shortly after, it will start chasing the player down to kill them.
SCP-096 is extremely fast and cannot be deterred by doors or elevators, regardless of whether or not they are locked, as it will rip them open to catch up to the player. Once it catches the player, it'll tear apart their limbs and devour them. Death is unavoidable once SCP-096 is triggered.
When not triggered, SCP-096 will randomly wander around various rooms in the Heavy Containment Zone, where it's containment zone also is
- #13Scp 106
Keys: scp 106, 106, Scp 106
Class: Keter
SCP-106 is an elderly humanoid, with a general appearance of advanced decomposition.
SCP-106 causes a “corrosion” effect in all solid matter it touches, engaging a physical breakdown in materials several seconds after contact.
SCP-106 is capable of passing through solid matter, leaving behind a large patch of its corrosive mucus. SCP-106 is able to “vanish” inside solid matter, entering what is assumed to be a form of “pocket dimension”.
SCP-106 is a mobile threat, and appears quite often. It can spawn at any time near the player (either from the floor or from the ceiling). Once SCP-106 has spotted the player, it will immediately begin to pursue them. SCP-106 is difficult to deter, due to it being able to phase through doors, with the only way to shake it off being to wait out its pursuit for an amount of time or trick it into walking into a Tesla gate, stunning it and causing it to retreat. Should the player wander too far from SCP-106, it will teleport closer to them.
If SCP-106 manages to catch the player, it will take them to its Pocket Dimension.
At SCP-106's containment chamber (in heavy containment), the player has the option to use the Recall Protocol to re-contain SCP-106.
- #14Scp 173
Keys: 173, Scp 173, scp 173
Class: Euclid
SCP-173 is a sculpture constructed out of concrete. It is capable of moving at high speeds and will kill by either snapping at the base of the skull or strangulation.
SCP-173 however, is incapable of moving when in direct line of sight of a person.
Throughout the game, SCP-173 will follow and attempt to kill the player. If the player does not blink or look away from it, SCP-173 cannot move. If the player breaks eye contact, SCP-173 will either move significantly closer to them or open any doors that are blocking its way. Its movement can be noticed by the stone scraping sounds it makes while travelling.
SCP-173 can spawn in any room of the facility. It commonly appears in lockrooms, gas catwalks, server farms, the small testing room, and sometimes in the metal corridors. Rooms that it can suddenly appear in typically have a broken ventilation shaft cover in the room.
If the MTF operatives encounter SCP-173, they will proceed to prioritize re-containing it, ignoring the player if present unless approached directly. 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 containment box to capture SCP-173 and return it to its containment chamber.
Its containment chamber is in light containment
- #15Recall Protocol
Keys: scp 106, 106, Scp 106, recall protocol, Recall protocol
In the event of a breach event by SCP-106, a human within the 10-25 years of age bracket will be prepped for recall, with the compromised containment cell being replaced and restored for use. When the cell is ready, the lure subject will be injured, preferably via the breakage of a long bone, such as the femur, or the severing of a major tendon, such as the Achilles Tendon. Lure subject will then be placed in the prepped cell, and the sound emitted by said subject will be transmitted over the site public address system.
SCP-106 will typically begin to gravitate toward the lure subject within ten to fifteen minutes after hearing the subject. Should SCP-106 not respond to the initial broadcast, additional physical trauma is to be administered to the lure subject at twenty-minute intervals until SCP-106 responds. Multiple lure subjects may be used in the case of major breach events.
SCP-106 will typically enter a dormant state after finishing with a lure subject. In addition, subjects may [DATA EXPUNGED].
- #16Scp 294
Keys: Scp 294, scp 294, 294
Class: Euclid
SCP-294 is a standard coffee vending machine, the only noticeable difference being an entry touchpad with buttons corresponding to an English QWERTY keyboard.
Upon depositing fifty cents US currency into the coin slot, the user is prompted to enter the name of any liquid using the touchpad. Upon doing so, a standard 12-ounce paper drinking cup is placed and the liquid indicated is poured.
SCP-294 is located in the cafeteria in the entrance zone at the far end next to a sign telling personnel that only personnel with a 2 or higher security clearance are allowed to use it and that non-human consumable beverages are forbidden. After the player has deposited two Quarters into SCP-294, balancing out to the required 50 cents, they will be brought to the panel, allowing them to type the cup they desire.
This vending machine can actually dispense anything, including piss, another scp, black holes, lava, or just normal coffee.
- #17Scp 500
Keys: 500, scp 500, Scp 500
Class: Safe
SCP-500 is a plastic container containing 47 red pills. When consumed, these pills can cure any and all diseases infecting the user. Each SCP-500 pill is individually designated as 500-01 through 500-47.
SCP-500 has been recorded to cure SCP-008.
SCP-500 pills can be found on the shelves of the small storage space in the Maintenance Tunnels and in the storage room inside SCP-035's containment chamber. SCP-500 can cure SCP-008, illnesses caused by SCP-1025 and SCP-966's effect.
Found in light containment
- #18Scp 513
Keys: scp 513, Scp 513, 513
Class: Euclid
Physically, SCP-513 is an unremarkable, rusty cowbell. No marks or engravings are visible on its surface due to the large amount of corrosion.
Any noise produced by SCP-513 immediately induces strong anxiety in all sentient beings who hear it, regardless of their previous mental status. Exposure victims report feelings of being watched by an entity and present elevated heart rates and blood pressure.
SCP-513 can be found in its containment chamber in heavy containment. If it is rung, the player will begin seeing SCP-513-1.
Roughly one hour after exposure to SCP-513, victims will begin to catch glimpses of SCP-513-1 when performing any actions that result in a sudden change in visual perception. Upon being sighted, SCP-513-1 reportedly turns away and runs out of view before disappearing without a trace. SCP-513-1 is invisible to those who have not been exposed to SCP-513.
Sightings of SCP-513-1 reoccur every 14 to 237 minutes. This "stalking" behavior inevitably causes extreme sleep deprivation, as victims are frequently disturbed by SCP-513-1’s presence in their quarters. Victims able to fall asleep before SCP-513-1's appearance report being physically assaulted by it. Upon the victim's awakening, SCP-513-1 flees as usual. This sleep deprivation, along with the mental stress caused by SCP-513-1's behavior, invariably induces paranoia, aggression, hypervigilance, and depression. All test cases but one have ended with the test subject’s suicide.
- #19Scp 682
Keys: Scp 682, scp 682, 682
Class: Keter
SCP-682 is a large, vaguely reptile-like creature of unknown origin. It appears to be extremely intelligent and was observed to engage in complex communication with SCP-079 during their limited time of exposure. SCP-682 appears to have a hatred of all life, which has been expressed in several interviews during containment.
SCP-682 has always been observed to have extremely high strength, speed, and reflexes, though exact levels vary with its form. SCP-682's physical body grows and changes very quickly, growing or decreasing in size as it consumes or sheds material. SCP-682 gains energy from anything it ingests, organic or inorganic. SCP-682's regenerative capabilities and resilience are staggering, and SCP-682 has been seen moving and speaking with its body 87% destroyed.
SCP-682 can be heard within the Site, roaring loudly, followed by gunfire, continued roars and heavy thrashing, which causes the facility to briefly shake.
Its containment chamber is in heavy containment
- #20Scp 714
Keys: Scp 714, 714, scp 714
Class: Safe
Seemingly nothing more than a green jade ring, SCP-714 has been shown to be able to expand and contract to perfectly fit the finger of anyone who touches it, only changing size when touched by a 'new' subject. However, this is the least important of its properties.
It has several memetic effects, including:
Exhaustion. Slowed reactions. Reduced mental capacity. Protection from other Memetic effects. Chemical tolerance.
SCP-714 can be found in a storage chamber in light containment along with SCP-860 and SCP-1025. The player must have a key card of at least level 3 or higher in order to enter its room.
When worn, the ring will reduce the player's sprint bar considerably (down to two), which can cause difficulty if attempting to escape certain hazards. The ring can be taken off, though, and effects are not permanent. In exchange for the lowered stamina, SCP-714 will provide defense against a number of hazards, including SCP-049's lethal touch, SCP-895's camera feed, any "diseases" that would've been obtained by reading SCP-1025, SCP-1123's hallucinations and SCP-012's mind-affecting properties.
Its containment chamber is in light containment.
- #21Scp 860
Keys: Scp 860, scp 860, 860
Class: Safe
SCP-860 can be found in a storage chamber in light containment. Its room can be accessed with a level 3 keycard.
SCP-860 is a dark blue key of unremarkable shape. It can fit in any door lock that requires a key, and will function identically to the correct key for that lock. It only works on door locks, and won't work on any other type of locking device.
When SCP-860 is used to unlock a door, the door does not lead to its usual destination but instead SCP-860-1.
SCP-860-1 is a small forest clearing centered on an 80 cm wide footpath surrounded by a grove enveloped in blue-colored mist.
As soon as any person enters SCP-860-1, the door automatically closes. The trail inside SCP-860-1 usually leads to another door attached to another infinite concrete wall. This second door leads to the normal destination room of the door on which SCP-860 was used.
Upon being brought into SCP-860-1, the player will be faced with a dirt path in front of them. The path itself is linear with a few forks in the road along the way, with one of the paths leading to a dead end.
SCP-860-2 is a large feline creature that walks on four legs with bark-like skin and dull gray vegetation covering most of its body. It has a long, broad tail, pointed ears, and bright yellow symbols on its chest and head. In addition, its eyes are bright enough to be seen in 860-1's dense fog. It is predatory in nature and will display hostility toward anything within 860-1.
- #22Scp 895
Keys: Scp 895, scp 895, 895
Class: Euclid
SCP-895 is an ornate oak coffin recovered from an unspecified mortuary by SCP personnel. SCP-895 causes disruptions in video and photographic surveillance equipment, with disturbing hallucinations of variable duration and regularity corresponding to the camera's proximity to SCP-895. Within a range of 5 meters from SCP-895, footage captured can cause severe psychological trauma and hysteria in most subjects. These disruptions do not extend to observers physically present within the area.
SCP-895's chamber can be accessed using a level 2 keycard. The containment has a control room with a small CCTV monitor. Upon entering the control room, the player's head will be drawn towards the monitor. If the player views the monitor long enough, it will cause several disturbing pictures to flash on the screen, and will eventually kill the player. The player can, however, at any time move their head away from the screen, even when the hallucinations begin.
A spiral flight of stairs leads down to a short hallway that leads to the room holding SCP-895 itself. If the player approaches it, SCP-106 will spawn before the coffin and will proceed to pursue the player.
Its containment chamber is in heavy containment
- #23Scp 914
Keys: scp 914, Scp 914, 914
Class: Safe. Found in: light containment
SCP-914 is a large machine consisting of gears, pulleys, and other mechanical parts. It has a large front panel and two booths, labeled 'Intake' and 'Output'. When an object is placed into the 'Intake' booth, and the key is turned, the object goes inside the machine to appear in the 'Output' booth. While inside the machine, based on the setting of the knob on the front panel, the machine will appear to refine or degrade the item, with Rough being the most degraded, to Very Fine being the most improved.
SCP-914's chamber requires a level 2 keycard to access. Much of the chamber is taken up by SCP-914 itself. The player can drop items inside SCP-914's 'Intake' booth by going inside the booth, then dragging an object out of any inventory slots. The player can then turn the upper knob on the panel to select any of the 5 different settings.
When finished with selecting a setting, the player can turn the key on the lower section of the front panel to begin the refining process, with the objects appearing in the 'Output' booth after a brief period. However, if the player leaves the containment chamber before an item has finished refining, the booths will remain closed until the player re-enters the chamber.
Each setting will affect the outcome of each item placed into SCP-914.
- #24Scp 939
Keys: scp 939, Scp 939, 939
Class: Keter. Found in basement tunnels below light containment
SCP-939 are pack-based predators. Their primary method of luring prey is the imitation of human speech in the voices of prior victims, often in a fashion that implies significant distress.
Three specimens of SCP-939 can be found in Storage Area 6. Upon approaching an instance, it will mimic the voice of Foundation personnel in an attempt to lure the player towards it. When it senses the player it'll take chase and attempt to kill them.
SCP-939 are endothermic predators which display atrophy of various systems similar to troglobitic organisms. The skins of SCP-939 are highly permeable to moisture and translucent red. SCP-939 average 2.2 meters tall standing upright and weigh an average of 250 kg, though weight is highly variable. Each of their four limbs end in three-fingered claws with a fourth, opposable digit, and are covered in setae which considerably augment climbing ability. Their heads are elongated, devoid of even vestigial eyes or eye sockets, and contain no brain casing. The jaws of SCP-939 are lined with red, faintly luminescent fang-like teeth, similar to those belonging to specimens of the genus Chauliodus, up to 6 cm in length, and encircled by heat-sensitive pit organs. Eye spots, sensitive to light and dark, run the length of their spined dorsal ridges. These spines may be up to 16 cm long and are believed to be sensitive to changes in air pressure and flow.
- #25Scp 966
Keys: Scp 966, 966, scp 966
SCP-966 are predatory creatures that resemble hairless, digitigrade humans, possessing an elongated face with a mouth lined with needle-like teeth. They're weak physically, with hollow bones and low musucular density. They will suddenly cease all movement at seemingly random intervals of time, resuming normal activity three to five minutes later. They are visible only at wavelengths ranging from 700 nm to about 900 nm.
SCP-966 feed on medium-to-large sized animals, including humans. They hunt either alone or in pairs. Their hunting methods consist on emitting a single burst of a previously unknown type of wave, which permanently inhibits the ability of the affected creature to enter in any of the NREM and REM sleep stages. The ability to micro sleep is also lost.
Other than the symptoms of sleep deprivation, victims of SCP-966 have shown signs of suffering from vivid hallucinations, as well as sudden bouts of rage with no apparent external stimuli.
After depriving their victims of sleep, SCP-966 will stalk their prey until the lack of rest incapacitates it. At this point, SCP-966 will proceed to consume it. SCP-966 have proved to be very agile and silent while stalking their victims. On occasion, they will deliberately make threatening noises around the prey in order to further stress it, and may even physically assault it if the victim proves to be particularly durable.
Their chambers are in heavy containment. Class: Euclid
- #26Scp 970
Keys: Scp 970, scp 970, 970
Class: Euclid. Chamber is in light containment.
SCP-970 is a spatial phenomenon where a collection of rooms are looped on themselves. This is by means of a series of doors appearing in the walls, all in a straight line, such that it is possible to walk forwards and end up at the starting position. The alteration to the rooms does not affect neighboring rooms and floors.
SCP-970 affects a 2-way hallway and storage room in the Light Containment Zone. Inside the storage room is a level 1 keycard, a 9V battery, SCP-939's document and an empty cup. As the player walks through the looping doors, several changes in the environment can be noticed:
An item the player has might disappear. The player will randomly get injured. Blood decals will randomly appear in the room, sometimes on the ceiling. If the player is carrying any documents, one of them will be replaced by another random document. A Strange Note will appear in the room or replace an existing item in the player's inventory. A dead scientist with a disfigured face will appear in the room, rotating in mid-air should the player continue walking through SCP-970. A random item can appear in the player's inventory. A guard can be found standing in the hallway. He will not speak but will always face the player. He will disappear if the player continues going through the doors. Security Chief Franklin's fourth emergency broadcast will play, regardless of whether or not the player has the radio equipped.
- #27Scp 1162
Keys: 1162, Scp 1162, scp 1162
Class: Euclid. Chamber in light containment.
SCP-1162 is a hole in a cinderblock wall. Its anomalous properties are activated when a sentient being reaches into the hole to the depth that the girth of their arm allows. At this point their fingers touch a solid surface similar in feel to the current location of SCP-1162, and they discover an item small enough to fit through the hole below their fingertips.
These items have universally been recognized as something that the user has lost, or was searching for at some point during their life. However, upon retrieval of the item, another item will vanish from the person of the subject. In addition, any object placed into SCP-1162 will disappear as soon as it is no longer in contact with a person.
When the player interacts with SCP-1162, it will manifest a random item, whilst taking a pre-existing item in their inventory. If the player have no items in their inventory when interacting with SCP-1162, it will instead take the player's right lung, causing them to bleed out for a minute before dying.
- #28Scp 1048
Keys: scp 1048, Scp 1048, 1048
SCP-1048 is a small teddy bear that is sentient and has child-like qualities. It is capable of creating replicas of itself using various materials it finds, the most notable of these replicas is SCP-1048-A.
SCP-1048 can be found wandering aimlessly around the large testing chamber. It can also occasionally be seen dancing on a desk inside the observatory room of the checkpoint rooms. If the player looks away from it and then looks back, it will be gone.
SCP-1048 can also be encountered in the three-way gas catwalk, making drawings with a pen and paper. If the player walks up to it, it will hold up a drawing that it made, which the player can then pick up. Each drawing represents D-9341 in some form of peril. As soon as the player picks up the drawing, SCP-1048 will disappear.
class is Keter, chamber is probably in heavy containment.
- #29Scp 178
Keys: Scp 178, scp 178, 178
SCP-178 is a pair of white stereoscopic “3-D” glasses with a rectangular white cardboard frame and lenses of transparent blue and red (left and right lenses, respectively) plastic. The item exhibits no unusual physical properties apart from slight discoloration of the cardboard consistent with age.
When worn, the wearer begins perceiving large bipedal entities in addition to its ordinary surroundings. Entities reportedly exhibit a docile and occasionally curious behavior (reports include entities leaning over the shoulder of persons working and observing them with interest), with one exception. Any attempt by the wearer or any other personnel to directly interact with the entities results in severe lacerations suddenly appearing on persons involved. The appearance of lacerations is rapid and continues until the moment the wearer dies. The pattern of lacerations is always consistent with being slashed with three parallel, tapered sharp objects of lengths varying between 14.2 and 27.4 cm and maximum thickness varying between 2.9 and 8.1 cm.
Recording and measuring devices used during testing failed to detect any anomalies, including while lacerations were appearing on subject(s). Subjects do not report hearing any sounds emanating from the entities. Long term observation of subjects exposed to the item reveals no lasting effects. Stereoscopic images viewed through the item appear three-dimensional.
- #30Scp 1048-A
Keys: 1048-A, scp 1048-A, Scp 1048-A
SCP-1048-A is similar in appearance to SCP-1048, in that they are both teddy bears with a black bow tie. The main difference however is that SCP-1048-A is comprised almost entirely out of human ears.
When a person is nearby, it will emit a high-pitched shriek, that causes intense pain in the eyes and ears. Directly after that, ear-like growths start to grow on anyone nearby. Affected people eventually die from asphyxiation when the growths begin manifesting in their mouths.
SCP-1048-A can sometimes be encountered in the two-way hallway. If the player approaches it, SCP-1048-A will begin screeching, causing the player's vision to blur and shake. If the player remains close to SCP-1048-A for too long, ear-like growths begin to form all over their body, causing them to suffocate.
class is Keter, chamber is in heavy containment though it can appear anywhere
- #31Scp 1499
Keys: scp 1499, Scp 1499, 1499
SCP-1499 is a Soviet GP-5 gas mask.
The anomalous effects of SCP-1499 activate when a human places SCP-1499 on their head. Approximately one second after SCP-1499 is fully secured on the subject's head, the subject vanishes from view, and is no longer detectable. Upon removing SCP-1499 from their head, the subject will reappear in the same location they were in when they put it on.
Class is Safe, located in light containment.
Upon equipping SCP-1499, the player will be transported to a landscape. It consists of large, black stone structures that are either grounded or suspended in mid-air. The player will initially start off outside what appears to be a church, where they can enter it and and find an audience of SCP-1499-1 instances. The player may also wander the landscape, and small groups of SCP-1499-1 can be found.
SCP 1499-1 instances are tall, nude humanoids with dark skin laced in a thick coat of an unknown viscous substance. They possess a large number of eyes and mouths placed on their body. The left arm of each instance is also noticeably warped.
SCP-1499-1 instances appear all over SCP-1499's landscape. They will begin wandering aimlessly around the dimension.
If the player approaches a stationary instance, it, along with every other instance in the landscape becomes agitated and starts pursuing the player. Making any physical contact with an instance will result in them slashing at the player.
Once SCP-1499 is unequipped, all SCP-1499-1 instances disappear.
- #32Scp 420-j
Keys: Scp 420-j, 420-j, scp 420-j, 420
SCP-420-J, known as "The Best shit in the World", is a Safe-class joke object that can be found in the head office, which requires a level 4 or higher keycard to enter. Two joints of SCP-420-J can be found on the table in the room along with a document and a readable screen in the room. Entitled "Some SCP-420-J", using the item will cause the file Mandeville.ogg to play, a slight "blur" when the player moves, and a text to appear at the bottom of the screen saying, "MAN DATS SUM GOOD ASS SHIT", presumably said by the player. If the player is wearing SCP-714, SCP-420-J will have no effect prompting the text to appear as, "DUDE WTF THIS SHIT DOESN'T EVEN WORK". SCP-420-J can also cure the nausea brought on by the strange bottle and heal injuries.
Putting SCP-420-J through SCP-914 will give the player a number of alternates from it, the exact form depending on which setting that SCP-914 is turned to. Putting SCP-914 on "1:1" will result in a cigarette, which will disappear when used and cause one of a few different messages to appear. Putting it on "Fine" will result in a joint and "Very Fine" will result in a smelly joint, and, if either is consumed, it will kill the player. A message is also shown that reads, "UH WHERE... WHAT WAS I DOING AGAIN... MAN I NEED TO TAKE A NAP...".
- #33Scp 789-J
Keys: 789-J, scp 789-J, Scp 789-J, 789
SCP-789-J, entitled "the butt ghost!!" on the Foundation Wiki, is a Safe-class joke SCP object. The player can encounter SCP-789-J by entering the WC room. Going near a toilet will cause a sound file to play, saying, "I am the Butt Ghost. I will eat your butt!". It serves no other purpose than comic relief.
- #34Scp 457
Keys: Scp 457, 457, scp 457
Class: Keter
SCP-457 is a sentient being, appearing to be composed of flame. SCP-457's actual composition is unknown. SCP-457's most rudimentary form starts small, comparable to the size of a matchstick, but gets larger progressively. SCP-457 can alter its form and assume more complex shapes, once it reaches larger growth. Upon reaching an approximately human size, SCP-457 almost always assumes a human-like form surrounded by and composed of flames.
SCP-457's containment area can be found in the Heavy Containment Zone. There are two elevators that descend into the containment area. The area is mostly comprised of long, high hallways. There are a few rooms including a storage room, SCP-457's actual containment chamber and adjoining observation room.
SCP-457 will patrol the halls until the player encounters it. Once within a line of sight, SCP-457 will not stop chasing the player until it either catches the player or the player gets out of its line of sight.
- #35Scp 087
Keys: 087, Scp 087, scp 087
Class: Euclid. Found in heavy containment.
SCP-087 is an unlit platform staircase. Stairs descend for 13 steps before reaching a semicircular platform. Descent direction then rotates 180 degrees at each platform. The design of SCP-087 limits subjects to a visual range of approximately 1.5 flights. A light source is required for any subjects exploring SCP-087, as there are no lighting fixtures or windows present. Lighting sources brighter than 75 watts have shown to be ineffective, as SCP-087 seems to absorb excess light.
Subjects report and audio recordings confirm the distressed vocalizations from what is presumed to be a child. The source of the distress calls is estimated to be located approximately 200 meters below the initial platform. However, any attempts to descend the staircase have failed to bring subjects closer to the source. The depth of descent calculated from Exploration IV, the longest exploration, is shown to be far beyond both the possible structure of both the building and geological surroundings. At this time, it is unknown if SCP-087 has an endpoint.
Each subject conducting an exploration has encountered SCP-087-1, a face with no visible pupils, nostrils, or mouth. The nature of SCP-087-1 is entirely unclear, but it has been determined that it is not the source of the pleading. Subjects exhibit feelings of intense paranoia and fear when faced with SCP-087-1, but it is undetermined whether said feelings are abnormal or simply natural reactions.
- #36Scp 999
Keys: scp 999, 999, Scp 999
Class: Safe. Found in light containment.
SCP-999 appears to be a large, amorphous, gelatinous mass of translucent orange slime, with a consistency similar to peanut butter. Subject’s size and shape is easily malleable and can change shape at will. At rest, SCP-999 becomes a rounded, oblate dome. The surface of SCP-999 consists of a thin, transparent membrane similar to that of an animal cell, and is highly elastic. The rest of SCP-999's body is filled with a viscous orange substance of unknown chemical makeup.
Subject’s temperament is best described as playful and dog-like: when approached, SCP-999 will often react with overwhelming elation, slithering over to the nearest person and leaping upon them, “hugging” them with a pair of pseudopods while nuzzling the person’s face with a third pseudopod, all the while emitting high-pitched gurgling and cooing noises. The surface of SCP-999 emits a pleasing odor that differs with whomever it is interacting with.
Contacting SCP-999’s surface causes an immediate mild euphoria, which intensifies the longer one is exposed to SCP-999, and lasts long after separation from the creature. Subject’s favorite activity is "tickle-wrestling", often by completely enveloping a person from the neck down and tickling them until asked to stop (though it does not always immediately comply with this request). SCP-999 has never been found to purposefully attempt to harm others.
- #37Scp 076
Keys: Scp 076, scp 076, 076
Class: Keter. In heavy containment.
SCP-076 consists of two components: a stone cube (SCP-076-1) and a humanoid entity contained within (SCP-076-2).
SCP-076-1 is a 3 m cube made of black speckled metamorphic stone. All surfaces outside and within SCP-076-1 are covered in deeply engraved patterns corresponding to no known civilizations.
SCP-076-2 resembles a lean Semitic human male in his late twenties. When encased inside SCP-076-1 it is technically dead.
Occasionally SCP-076-2 will awaken, effectively "reanimating". Subject will then attempt to leave SCP-076-1. If successful, subject will enter a trance state and seek out the nearest human being, ignoring all other living things in the process. Upon coming into contact with living humans, SCP-076-2 will enter a rage state in which it attempts to engage and kill all human beings encountered. Only the subject's death has been effective in ending these rampages.
Terminating SCP-076-2 is often problematic due to its significant physical abilities. Subject has superhuman strength and speed, and although not invulnerable, has shown a remarkable ability to ignore pain and shock, pressing on despite what would be debilitating wounds in normal humans.
Upon death, SCP-076-2's remains will putrefy until reduced to dust. SCP-076-1 and the coffin within will then slam shut with great force, and the lock will rotate, sealing it shut. SCP-076-2 will then reform within the coffin, a process taking anywhere from six hours to 26 years.
- #38Scp 354
Keys: 354, Scp 354, scp 354
Class: Keter, in heavy containment.
SCP-354 is a pool of red liquid discovered in northern Canada. The liquid is of a consistency similar to that of human blood (hence the colloquial name Blood Pond) but is not of a biological nature. The pool does not have definite banks; soil mixes with the liquid until, at a certain point, there is more soil than liquid and the ground is mostly solid. The liquid becomes denser as one descends deeper into the pool; if the pool has a bottom, it has yet to be reached.
Periodically, entities emerge from the pool and attempt to escape from the enclosure. Thus far, nearly all creatures emerging from SCP-354 have been extremely hostile and highly dangerous.
Entities found here include: 354-1, 354-2, 354-3, 354-4, 354-6, 354-14, 354-15, 354-16, and 354-18
- #39Scp 354-1
Keys: 354-1
Original entity which destroyed Watch Station Epsilon-38. Resembled a giant bat.
- #40Scp 354-2
Keys: 354-2
Bear-sized mammalian creature covered in razor-sharp spines. Resembled an echidna. Was virtually bulletproof, but was unable to escape the enclosure surrounding the pool.
- #41Scp 354-3
Keys: 354-3
Black metallic sphere capable of levitation. Emitted concentrated levels of radiation in precisely directed beams sufficient to instantly cripple and later result in death. Then-Area Head Dr. ██████ struck SCP-354-3 with a sledgehammer, disabling it. SCP-354-3 then self-detonated, causing minor structural damage.
- #42Scp 354-4
Keys: 354-4
Humanoid reptilian creature, approximately 4.6m (15ft) tall. Escaped both the walled enclosure and Area-354 altogether. Gunfire caused very little physical harm and was highly ineffective.
- #43Scp 354-6
Keys: 354-6
Appeared to be a human male of Indian descent. As the enclosure around the pool had not yet been fully repaired, SCP-354-6 was immediately shot before it had a chance to escape. Area Head Dr. ██████ has expressed his displeasure in the rash execution of SCP-354-6, which testing revealed to be identical to an average human being.
- #44Scp 354-14
Keys: 354-14
Majority of creature's body remained well beneath the surface of the pool. Five (5) octopus-like tentacles were seen emerging from the pool and reached up over the enclosure. Several D-class personnel were grabbed by the tentacles and pulled back beneath the surface of the pool. After receiving massive damage from gunfire, SCP-354-14 retreated back into the pool and disappeared. No personnel taken by the creature were recovered.
- #45Scp 354-15
Keys: 354-15
Feline creature composed of a blue-hued crystalline structure later revealed to be ice. Was able to jump above the walled enclosure and was agile enough to dodge most gunfire. Was actively hostile and mauled any personnel that engaged it. Subject engaged SCP-354-16 upon its emergence from the pool and was terminated in the fight.
- #46Scp 354-16
Keys: 354-16
Feline creature composed of a dark red-black stone later revealed to be partially solidified magma. Gunfire proved mostly ineffective against its hide. Was not hostile to personnel and did not attempt to escape the walled enclosure until being engaged by SCP-354-15. Successfully terminated SCP-354-15 and grew less active as its body cooled. After fully solidifying and having remained motionless since, subject was moved to Dr. ██████'s office for aesthetic purposes.
- #47Scp 354-18
Keys: 354-18
Metallic humanoid machine described by several D-class personnel as a "Terminator." Subject possessed a cloaking device rendering it invisible to human eyes. Subject was highly adept at combat and killed nearly 90% of Area-354's guard personnel as it rampaged through the facility. Approximately sixty (60) minutes after emerging from the pool, subject ceased function and powered down. Subject was dismantled and its power cell was disposed of. Subject's remains are under study.
- #48Light Containment Zone
Keys: light containment, LCZ, light, Light, lcz, Light Containment
The Light Containment Zone is the first zone encountered in the game. It is followed by the Heavy Containment Zone and Entrance Zone. It is primarily used for containment and storage, mostly of lower-level SCP objects, such as SCP-173 and SCP-914. It is characterized by its high roofed, concrete architecture.
In order to get through the Light Containment's checkpoint, a lever must be flipped in the surveillance room to lift the lockdown off the zone, granting access to the Heavy Containment Zone. Then, must find heavy containment gate and open it.
It includes: class D cells, an office, archive rooms, end rooms, lockrooms that dispense gas, and the surveillance room.
Also, has elevators that lead down to the storage areas where scp 939 can be found.
- #49Heavy Containment Zone
Keys: hcz, heavy containment, Heavy containment, heavy, Heavy, HCZ
The Heavy Containment Zone is the second zone encountered in the game. It is preceded by the Light Containment Zone and followed by the Entrance Zone. It is strictly used for the containment of high-level SCP objects, such as SCP-106 and SCP-049. Due to this, it is constructed with a distinctive rudimentary style, abundant with grimy tunnels and catwalks. Decontamination gas is frequently encountered in the Heavy Containment Zone as part of an extended security protocol.
To access the Heavy Containment Zone, the player must either escape from the Pocket Dimension, which will deposit them in one of several rooms in the Zone, or lift the zone's lockdown from the surveillance room.
In order to get through the Heavy Containment's checkpoint, SCP-008 must be recontained by closing the gas canister inside its containment chamber. Once it is recontained the lockdown on the zone will be lifted, granting access to the Entrance Zone.
Relevant rooms include: grated hallways, large testing chambers, the server room, warhead room, tesla coil hallway, and gas catwalk.
Also has the maintenance tunnels. The tunnels are dark and grim, making them difficult to navigate. The player can also find a small generator room, in which a pair of night-vision goggles and an SCP-500 pill can be found.
It is advised that the player navigates the tunnels quickly since SCP-106 will spawn in front of the player's entrance.
- #50Entrance Zone
Keys: entrance, EZ, Entrance, ez, Entrance zone, entrance zone
The Entrance Zone (originally called the Office Zone) is the final zone encountered in the game. The Light Containment Zone and⠀Heavy Containment Zone precede it. It is dedicated to the research and administrative division of the site and is distinguished by a clean, sterile environment, adorned with white walls and painted orange stripes.
Nine-Tailed Fox enters the facility once the player reaches this zone, requiring players to remain undetected to avoid being terminated.
This zone also contains the facility's exits, making it the final location encountered inside the facility
Places here includes: the offices, quarters of the researchers, conference rooms, lockrooms, cafeteria, electrical center, server hub, tesla coil hallways, medical bay, and doors to both Gate A and Gate B
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