Back again to post some more music from Glennleroi. Here are his finest works from his great projects of the SCP Song album. Hope you guys enjoy. Anyways, This song is the called 'Nine Tailed Fox Song'. This song is by GlennLeroi. I will leave a link to his channel so you guys can check out his channel. [ALL MUSIC BELONGS TO THE RIGHTFUL OWNER].GlennLerois Channel: www.youtube.com/user/GlennLeroi/featuredLyrics:Oh my god! A mobile task force squad That no one stops It is the nine tailed fox Oh my god! A mobile task force squad That no one stops It is the nine tailed fox They have entered the facility and they divide into groups of three Dedicated to the foundation Killing any D-class without hesitation Run, if you see one They carry a machine gun Under shot, well do not freeze But don't forget the SCP's You are almost there one versus nine, it is not fair Oh, no, you're hit! Use a medikit Oh my god! A mobile task force squad That no one stops It is the nine tailed fox Oh my god!A mobile task force squad That no one stops It is the nine tailed fox
- Genre
- SCP Containment Breach
Comment by Tristan Tidwell
YA YEET!!
Comment by Oof Oof Oof!
COME OUT YOU BASTRERED!!
Comment by TRENTON WILMES
is it me or am I the only one thinking about Naruto?
Comment by Coyote Gaming
I hit the yeet to this shit
Comment by that one radioactive peanut over there
Feck they’re after me
Comment by that one radioactive peanut over there
@taha-machrik this post was made by the chaos insurgency gang
Comment by Taha Machrik
Just fuck the nine till fox
Comment by Taha Machrik
F##k The nine till fox
Comment by Nathanyel
without the NTFs and SCO guards there wouldn't be any scp foundation these guy put there life on the line these guys are badass
Comment by fuck my life
medeeeeeeekit
Comment by Артём Ш.
dyavitihvostaya жopa
Comment by Sylvia Alibrahimi
bonjor retard
Comment by Kubinskiy Hardbass
@user-819418862 Mobile Task Force Epsilon-11, designated “Nine-Tailed Fox” has enetered the facility. Awaiting recontainment of one SCP subject.
Comment by Vincent Webb
its zombie response them song
Comment by fuck my life
@user-389438283 just do what frisky did. he only died once
Comment by User 233043478
ЕБАШИТ
Comment by Payton Hill
this song is amazing already
Comment by fuck my life
@user-819418862 Wrong.. MTF is what NTF is apart of. MTF is mobile task force which nine tailed fox is a part of. nine tailed fox is a rank. NTF are apart of MTF. Got it?
Comment by Украинский Геймер
@akura633: ????
Comment by Sir Giraffe
@zpvrqgiac239 не первый раз тебя вижу )
Comment by jaybill2019
I play with this song and I win as a d-boy
Comment by TheSCPkid
@user-819418862: Look, I didn't make these tracks, the real artist is Glenn Leroi, I have added his channel link in the description box. But exactly like what Jimmy said, why listen to something cringy if you already know it's going to bad? doesn't sound right.
Jul 24, 2013 ENB God Rays for Skyrim; ENB God Rays for Skyrim. Download: Manual; 0 of 0 File information. This mod is a simple tweak of the ENB preset who adds ONLY sunrays to your game. New version 1.1 for better performances. Oct 27, 2016 Page 1 of 3 - Set Godrays To Low. Thank Me Later. posted in Skyrim Special Edition Technical Support: Just like Fallout 4, godrays in this engine suck frankly. They fixed every performance issue with the original game such as cities and everywhere else. But having godrays on high, somehow in certain wooded areas my fps tanks down to 52. When i set them to low like Fallout 4, the fps jumps to. Jul 14, 2012 This mod is not opted-in to receive Donation Points Like the new god-rays effect but dont want all the other effects?Thats ok cause i dont want them either.This enb adds only the god-rays effect and its perfect to use with Climates of Tamriel or the Realistic Lighting mod. Skyrim become a god mod.
Comment by Scp Foundation
OH MY GOD A MOBILE TASK FORCE SQUAD
Comment by THEGAMERJMR ONMOBILE
sup
Comment by Scp Foundation
i can never beat containment breach cause of ntf
Comment by Украинский Геймер
ДЦП КОНТЕЙНЕР БИЧ
Comment by TheScorpionCrusader
I LOVE THIS
Comment by cameron.cassidy24
We are detonating the Alpha Warheds in T-Minus 90 seconds
Comment by TONSE300
@user-819418862: *Dies*
Comment by TONSE300
@user-819418862: I DIDNT SEE THAT MOV
A complete guide to playing SCP: Secret Laboratory
Overview
SCP: Secret Laboratory is a game made in the Unity engine, bearing striking resemblance to GMod's 'Breach' gamemode, and bases itself off of the game 'SCP:Containment Breach'. The game is a multiplayer-only action game, which places a large amount of players within an underground facility, which is dedicated to the study of anomalous items. Each class has different goals within the facility, which will be detailed later. The game is still in development, and this guide will most likely be updated as the game matures.
Basics
Controls
- TAB to open inventory (For SCPs, TAB to view abilities)
- WASD to move
- E to interact (Sometimes may need to hold E)
- Q to use voice chat
- SHIFT to sprint
- LMB to shoot
- RMB to aim/zoom/switch radio channels
Classes
D-Class
This is one of the most basic and common classes within the game. D-Class subjects are prisoners within the facility. During the containment breach, the prisoners are let loose in the facility. Their main goal is to escape the facility, and avoid death. They can work with eachother, alone, or with any other class that will willingly help them. It is advised to acquire a keycard and a weapon as soon as possible, as both of these items are necessary to survival.
Nine-Tailed Fox
A slightly less common class early on in the game, Nine-Tailed fox is a squadron of SCP employed soldiers, with predetermined goals. They spawn outside of the facility from a helicopter, and must enter the facility. Their goals include liberating scientists to the outside, neutralizing D-Class subjects, Chaos Insurgency members, and all SCPs. This class is split into two categories: Commander and subordinate. Commanders have a better keycard compared to their subordinates, and are supposed to command them, but this is not enforced, nor required. All members of this class spawn with a keycard, energy weapon, and radio. Spectators may spawn as this class later in the game, making them the most numerous class of late game. It is advised to stick together, or use a radio to coordinate.
Chaos Insurgency
The Chaos Insurgency is a terrorist organization, their only goal being to cause trouble for the SCP Foundation. Chaos Insurgency members spawn in a truck outside of the facility. Their goals include rescuing D-Class, killing Nine-Tailed Fox members and avoiding SCPs. Although less plentiful then Nine-Tailed Fox, they spawn with an objectively better weapon, and also recruit spectators into their ranks.
Scientists
Scientists are researchers at the facility, and slightly less useless then the D-Class are. They spawn with a keycard, and have the Nine-Tailed Fox on their side. They can choose to work with the D-Class, or kill them if they so desire.
SCP-049
SCP-049 is a plague doctor, who only desires to spread a zombie plague among healthy humans. It appears this has not yet been implemented into the game as of yet, and instead the SCP instakills humans upon contact. SCP-049 spawns into the heavy containment zone, and presents a clear but basic threat in that area until he is neutralized. If you play this SCP, setting up ambushes around corners can decimate even the most advanced NTF force.
SCP-079
SCP-079 is an advanced, sentient computer. It has gained control of the facility during the breach, and uses this to it's advantage. It can shut doors, and toggle tesla gates. It's main goal is to help SCPs kill humans by trapping the humans and setting off traps to turn them around.
SCP-106
SCP-106 is a rotting old man. A tall, pitch black figure who scares his enemies just by his appearance. SCP-106 has unique abilities compared to other SCPs, and is the only movable SCP that doesn't instantly kill his targets. Instead, he teleports them into a pocket dimension, in which they must use skill to escape from. SCP-106 can walk through any door in the game, and set down a black puddle of rot, to which he can teleport to at any time. This is incredibly useful for camping important rooms and preventing the Alpha Warhead detonation. SCP-106 spawns in Heavy Containment, along with SCP-049.
SCP-173
SCP-173 is a large statue. This is the fastest moving SCP in the game, but with a catch: It can only move while not under direct observation. This means if a player is looking at it, it can not move. Luckily, humans must blink, and in this version of the game, they all blink at the exact same time, making moving closer and closer to humans a legitimate tactic. You insta-kill humans by snapping their neck. This SCP is extremely easy to kill, by walking around in a circle and shooting it as it moves closer, but if it catches you off guard, it can easily kill an entire team before someone even noticies they were being followed. SCP-173 spawns in Light Containment, making it an early threat to D-Class and Scientists.
Items
Pistol
The pistol is the weakest weapon in the game, even being referred to in the tutorial as ♥♥♥. It takes two headshots to kill, and has horrid accuracy and firerate. This is most likely only going to be used by D-Class and Scientists early in the game.
SMG
The SMG is found in the armory, and offers a fast firerate in exchange for high recoil and low damage. This is quite a rare weapon, and offers no unique traits over the heavier weapons. It's only real purpose as-of-yet is to be better than the pistol.
Energy Rifle
The Energy Rifle is the weapon that all NTF start off with. This makes it extremely common in the mid to late game, as many NTF will have died at this point, and their bodies been looted for weapons by other players. The weapons has decent damage, a decent firerate, and god awful recoil. It is, however, better than both the SMG and the pistol.
Heavy MG
The Heavy MG is the weapon that all CI start off with. This makes it somewhat common in the mid to late game, as any CI will have died at this point. This is objectively the best weapon in the game. It offers high damage, high firerate, and great accuracy. If you see this weapon, use it, and you will outgun even a full team of NTF.
Radio
The radio is used to communicate across the facility, and offers a wide variety of channels to tune into. NTF and CI will use this to coordinate across the map, but anyone may be listening in.
Ammometer
The ammometer, it's model commonly being confused with an ammobox, is a machine with a screen displaying all the types of ammo your character currently has on him, as ammo is not stored in the inventory. I suspect this item will be changed or removed as the game matures.
Disarmer
The disarmer is given to NTF and CI members, and is used to bound unsuspecting targets. This removed their entire inventory, and disallows them to pick anything up. This weapon is extremely overwhelming against unsuspecting targets, and massively underused within the game itself.
Keycard
The keycard is the most important item in the game. The keycard allows you access to different points in the facilty, and is your only key to moving around and escaping. In the game, the keycard works in different tiers and levels. The tiers include military, containment officer, scientist, and administration. Each offer different types of accesses as you progress through the levels. The O5 keycard, or Overseer card, is the highest level keycard in the game. The only way to level up a keycard is through SCP-914, which will be detailed later.
Rooms
Zones
The facility is divided into three zones, excluding the surface. The first is the Light Containment Zone. This is where low-risk SCPs spawn, researchers do work, D-Class are contained, and many other things that require low security. This is generally the safest area in the facility.
The second zone is the Heavy Containment Zone. This is where security is at it's maximum, with blast doors, heavy metal walls, keycard locks, and high-risk SCPs. This is one of the more dangerous areas, as two dangerous SCP's spawn here, and NTF, CI, and other players tend to meet here.
The third zone is the Entrance Zone. This is a generally lax area with high clearance requirements, lots of conveniance, recreational zones, and administrative areas. This is also the zone connected to the exit gates. This would normally be the safest area of the facility, if it weren't where the NTF and CI usually have large battles, and where the D-Class frantically try to escape from. This is also where SCP's tend to end up once the Light Containment zone dries up during the mid-game.
D-Class Spawn
This room is filled with prisoner doors, which open when containing a D-Class. All D-Class spawn here at the beginning of the game, therefore making it a huge target for SCP-173. It is advised to get out of this room as fast as possible, or find a friend in there and go with them.
Hallways
The hallways are the most common rooms in the game, and serve to connect all of the other rooms together. They will never contain anything at the start of the game, but may have good loot once the battles begin. There are different styles of allway, such as three and four way halls. They also change appearance in different zones, such as in Heavy and Light Containment, and the Entrance Zone.
SCP-173's Chamber
SCP-173's Containment Chamber is in the Light Containment Zone. It consists of a large room with a blast door, this being SCP-173's spawn, a viewing area inaccessable to players, and a little area connecting to a hallway. This area is a dead end, and only serves as a spawn point for SCP-173.
SCP-914
This is one of the most important rooms in the game. SCP-914 serves as the only way to change the level of cards. It requires a low level keycard to enter the blast door, and you should shut it once you are in. This room will be sought out by almost all human classes, so extreme caution is advised. There are five settings on the machine: Rough, Course, 1:1, Fine, and Very Fine. 1:1 changes the tier of a card, but keeps the level. Fine upgrades the card one level, or keeps it the same if it is at max level. Course decreases the card one level, or keeps it the same if it is at bottom level. Rough decreases it alot, with a random factor. Very Fine increases it alot with a random factor. To get the top tier keycard, the O5 Card, you must change your card to the 'Administration' tier, and then upgrade it to level five.
The Surface
The Surface is the largest 'room' in the game, and has many important areas inside of it. The CI and NTF both spawn on different sides of the surface, and are separated by a blast door which can be opened later into the game. This area also contains the Alpha Warhead room, which will be detailed later, and the escape area for D-Class and Scientists.
Alpha Warhead
This room is the most 'powerful' room in the game, and, characteristically, can only be accessed with an Overseer keycard. The room is on the Surface, on the side of the street near the entrance to the stairs. Inside the room, there are two keycard slots and a red button. Strangely enough, you only need to put an Overseer card into one slot to open the red button's glass cover. Once you press the button, a voice will come over the intercom announcing a ninety second countdown until the Alpha Warhead detonates. Once detonation is reached, everyone inside of the facility is killed. On the surface, there is a deep rumble, and any attempts to open the elevator to reenter the facility result in the doors not opening, despite the doors still making a sound like they are opening.
SCP-106's Chamber
This is SCP-106's spawn. It is a large room, with a containment chamber in the middle. It is in the Heavy Containment zone, and should be avoided due to it's confusingly large nature and odds of SCP-106 being attracted to it.
SCP-049's Chamber
SCP-049, like SCP-106, spawns in his chamber in the Heavy Containment. There is nothing useful here, it is just a box with a big door and an angry SCP's spawn.
The Armory
The Armory can only be opened by a keycard with the 'Armory' access allowed. It consists of a few weapons, ammo, ammometers, and many grenades. It is in the Light Containment Zone.
The Intercom Room
The Intercom Room is one of the more unique rooms in the game, and appears in the Entrance Zone. It has a keycard door with a high administrative requirement, a ramp leading up to a computer room, and a screen with text on it. If the screen says ready, a player can use voice chat to broadcast their voice across the facility for a set amount of time specified by the server (The default is twenty seconds.) After they stop talking in game, the screen switches to a timer, counting down until the next time someone can use it. The timer is also specified by the server (The default is one hundred twenty seconds.) Be careful when using this room. It can provide to be an extremely useful tool, but you are also literally broadcasting your position to everyone in the facility.
Checkpoints
Checkpoints are two large blastdoors with bulletproof windows on either side. These doors automatically shut if they are left open for a certain amount of time, and are used to connect different zones to each other. Depending on the door, they require different levels of access to traverse. They broadcast an audible beep when unlocked.
Bathrooms
Bathrooms are sometimes accessable from hallways. There is a girls and boys room, each with one stall door open. Occasionally, there is a keycard present on the counter. This is present in the tutorial.
Desk Rooms
Desk Rooms are rooms filled to the brink with office desks, most likely used by workers in normal days. Occasionally, keycards can be found on the desks.
Lift Room
The main Lift Room can only be accessed by elevator, or from the zone it is connected to. It is consists of four elevators, split into Lift A Section and Lift B Section. These elevators are used to traverse between the three zones.
Gates
Gate A and Gate B lead to the surface. Both lead to opposite sides of the surface via elevator, and can be found in the Entrance Zone.
Tips
- To use a keycard, open your inventory and equip it. Then press E on the card reader. Make sure you have sufficient access.
- When playing SCP-173, hold W even if you can't move, because the blinking timeframe is barely half a second.
- SCP-049 is objectively the most dangerous SCP in the game as of yet, and should be avoided at all costs.
- As a scientist, working with D-Class is a decent idea until you meet up with NTF.
One of the least complex sections of SCP-914 in a non-active state
Item #: SCP-914
Object Class: Safe
Special Containment Procedures: Only personnel who submit a formal request and receive approval from site command may operate 914. SCP-914 is to be kept in research cell 109-B with two guard personnel on duty at all times. Any researchers entering 109-B are to be accompanied by at least one guard for the entirety of testing. A full list of tests to be carried out must be given to all guard personnel on duty; any deviation from this list will result in termination of testing, forcible removal of personnel from 109-B, and formal discipline at site command’s discretion.
WARNING: At this time, no testing of biological matter is allowed. Refer to document 109-B:117. Applying the “Rough” setting to explosive materials is not advised.
Description: SCP-914 is a large clockwork device weighing several tons and covering an area of eighteen square meters, consisting of screw drives, belts, pulleys, gears, springs and other clockwork. It is incredibly complex, consisting of over eight million moving parts comprised mostly of tin and copper, with some wooden and cloth items observed. Observation and probing have showed no electronic assemblies or any form of power other than the “Mainspring” under the “Selection Panel”. Two large booths 3mx2.1mx2.1m (10ftx7ftx7ft) are connected via copper tubes to the main body of SCP-914, labeled “Intake” and “Output”. Between them is a copper panel with a large knob with a small arrow attached. The words Rough, Coarse, 1:1, Fine, and Very Fine are positioned at points around the knob. Below the knob is a large “key” that winds the “mainspring”.
When an object is placed in the Intake Booth, a door slides shut, and a small bell sounds. If the knob is turned to any position and the key wound up, SCP-914 will “refine” the object in the booth. No energy is lost in the process, and the object appears to be in stasis until the Output Booth door is opened. Intense observation and testing have not shown how SCP-914 accomplishes this, and no test object has ever been observed inside SCP-914 during the “refining” process. The process takes between five and ten minutes, depending on the size of the object being refined.
Addendum: 5/14: Dr. █████ Test Log
Input: 1kg of steel (setting: Rough)
Output: Pile of steel chunks of various sizes, appearing to be cut by laser.
Input: 1kg of steel (setting: 1:1)
Output: 1kg of steel screws
Input: 1kg of steel (setting: Fine)
Output: 1kg of steel carpet tacks
Input: 1kg of steel (setting: Very Fine)
Output: Several gases that dissipated into the air quickly, and 1 gram of an unknown metal, resistant to heat of 50,000 degrees, impossible to bend or break with any force, and a near-perfect (1.6x10-75 ρ) conductor of electricity
Input: Sonic model for unity. 1 wristwatch belonging to Dr. █████ (setting: Coarse)
Output: 1 completely disassembled wristwatch
Input: 1 cellphone belonging to ███████ (setting: 1:1)
Output: 1 cellphone, although different make and model
Input: 1 standard Colt Python revolver (setting: Very Fine)
Output: [DATA EXPUNGED] Aforementioned ████████████ completely disintegrated all matter in its line of fire. Object contained with high density gamma waves.
Input: 1 white mouse (setting: 1:1)
Output: 1 brown mouse
Input: 1 chimp (setting: Fine)
Output: [DATA EXPUNGED] Genuine mazda oe gear lever shift boot kit mx5 mk1 mk2 mk2.5 1.
Input: 1 chimp (setting: Rough)
Output: Badly mutilated corpse, showing signs of crushing and cutting with high heat
Document # 109-B:117: Dr.███ and Dr.███████ Test Log
Input: Subject D-186, male Caucasian, 42 years old, 108kg, 185cm tall. (setting: 1:1)
Output: Male Hispanic, 42 years old, 100kg, 188cm tall. Subject was very confused and agitated. Subject attacked security personnel. Subject terminated.
Input: Subject D-187, male Caucasian, 28 years old, 63kg, 173cm tall. (setting: Very Fine)
Output: [DATA EXPUNGED]. Subject escaped from test chamber, killing eight guards as well as Dr.███ and Dr.███████. Lockdown initiated. Subject causes containment failure of three SCP areas in continued escape attempt. Special response team engages subject, resulting in severe wounding of subject, partial memory loss in special response team members and corrosive damage to plumbing. Subject expired several hours later, dissolving into blue ash and blinding nearby research team.
Biological testing with SCP-914 discontinued.
Note: 'Because of the nature of this SCP a wide range of test data would be helpful. Dr. Gears has ordered that any researcher can have access for non-biological testing if they themselves are or they are supervised by a Level 3 researcher. All testing is to be recorded in file #914-E (Experiment Log 914). Biological testing will continue only with prior clearance by 05 Command. As long as you want to try something mundane that isn't alive feel free to help accumulate data.' - Dr. █████
Following a miscount of bail money and the subsequent arrest of both the RED Sniper and Spy, the two mercenaries find themselves living out what seems to be their final weeks on death row. But just as the duo witnesses the first signs of a planned rescue mission by their RED teammates, they are taken in by a furtive organization named the SCP Foundation. With no knowledge of this mysterious foundation and no new hope for the future to come, Sniper and Spy are left in a helpless position that both despise. The two soon find that their “rescue” wasn’t a rescue at all, and that the hell awaiting them is far more horrific than either could have ever dreamed. However, as is subject in the Foundation, the newly designated D-Class soon find themselves in the midst of a catastrophic containment breach at a location labeled Site 19. Having barely learned the ropes, much less the basics of survival in a containment breach, the pair find themselves stumbling through corpse filled hallways adorned with blood and numerous anomalous liquids, never daring to look back, and never daring to give into the venomous hope that coursed more violently through them with every step closer towards freedom.
Illustration at the end.
Developer(s) | Joonas Rikkonen (commonly known as Regalis) |
---|---|
Initial release | 15 April 2012; 7 years ago |
Stable release | |
Repository | github.com/Regalis11/scpcb |
Written in | Blitz3D (BlitzMax in 0.1 to 0.1.2) |
Engine |
|
Platform | Microsoft Windows |
Type | |
License | CC BY-SA |
Website | scpcbgame.com |
SCP – Containment Breach is a free and open sourceindiesupernatural horrorvideo game developed by Joonas Rikkonen ('Regalis'). It is based on the paranormal fiction stories of the SCP Foundation website. The game is played in 3D from a first person perspective and the protagonist is a human test subject in a facility devoted to containing and researching scientific anomalies.[2] The goal of the game is to escape from an underground SCP containment center in the situation of a complete security breach leading to the escape of the contained and dangerous anomalies. The game has a procedurally generated play area created from a random selection of pre-existing rooms and hallways that are strung together to create the facility which is played in.
Gameplay[edit]
The player controls a 'Class-D' also known as 'Benjamin Oliver Walker' (a level 4 researcher caught doing illegal research on an SCP known as 'spiral gestalt'), designated D-9341 as he attempts to escape an underground research and containment facility operated by the SCP Foundation amidst a total containment breach of its hazardous anomalies, designated 'SCP's. If the player refuses to leave their cell, they will be terminated by poisonous gases.[3] The player is pursued by numerous hostile SCPs; chief among these is SCP-173, a concrete statue capable of moving at high speeds when it is not directly observed. 173, along with other SCPs, must be evaded by D-9341 to avoid death, which is made more difficult by the player needing to blink periodically, enabling SCP-173 to attack if it is nearby.[4][5] Certain environments (such as rooms filled with decontamination gas) will cause the player to blink more often. Another one of these SCPs are SCP-096, which when viewed will hunt the player around the map and it is only affected if viewed by its face.[6]
One of the game's primary features is randomly generated rooms. All of the rooms in the game are randomly chosen from a set of hallways, chambers, and offices, which are strung together to create the facility. These rooms are divided into three sets: the light containment zone, heavy containment zone, and entrance zone. Each set contains a unique set of rooms and hallways that can be randomly generated, as well as its own artifacts and SCPs. Some SCPs, such as SCP-173 and SCP-106, may appear throughout the entire facility.[2] The zones become gradually harder as the player progresses; the heavy containment zone possesses more dangerous SCPs than the light containment zone, and the entrance zone marks the appearance of 'Nine-Tailed Fox', a squad of elite soldiers deployed by the Foundation to recapture the breached SCPs and/or destroy the facility by detonating the nuclear bombs situated throughout. Those soldiers will shoot on sight and travel in teams, making them some of the most dangerous enemies encountered in the game.[7]
Along the way, the player can find a wide variety of items to assist them in survival. These include tools such as gas masks, various electronic devices, batteries, and keycards of various levels for operating locked doors. They may also encounter benign or non-animate SCPs; an example being SCP-914, a large clockwork machine which is capable of refining items the player inserts into it into either worse or superior versions based on how its controls are set prior to activation.[8]
Plot[edit]
The game revolves around the SCP Foundation, a secret organization dedicated to containing any anomalous artifacts, entities and locations that threaten the normality of the world.[9] At some point before the events of the game, several of the Foundation's containment sites are attacked by the Chaos Insurgency, a rogue element of the Foundation, forcing the relocation of many SCPs (the designation given to their contained anomalies) to an unspecified site. A Foundation task force known as Nine-Tailed Fox is established shortly thereafter to defend this site from any possible breaches in containment.[2]
The player takes the role of D-9341, a Class-D test subject (usually inmates on death row, who have been drafted to work for the Foundation)[10] who is forced along with two other test subjects to perform tests on an SCP known as SCP-173, a concrete statue that can move at high speeds and attack by snapping of the neck at the base of the skull when not in the direct line of sight of a person.[11][2][3][12]
SCP-096 attacking after the player viewed its face.
During this testing routine, the site's power and door control systems begin to malfunction, allowing SCP-173 to kill the other two test subjects and escape into the ventilation system while by player control, D-9341 escapes the containment chamber.[2][3] A site-wide broadcast then announces that several SCPs have breached containment, forcing the site to be put under lockdown. The player must then guide D-9341 around the facility while trying to survive many of the escaped SCPs which roam the facility, including SCP-106 (an entity resembling a decaying old man that may travel through matter and which attempts to drag the player into a pocket dimension to kill the player), and SCP-096 (a humanoid creature that will unavoidably chase and kill the player if they view the creature's face, but which is otherwise docile).[3] The player must additionally evade Nine-Tailed Fox soldiers deployed to recapture the SCPs, as they have been ordered to target and kill any stray Class-D personnel. Later in the game, the player encounters SCP-079, a malicious artificial intelligence inhabiting a microcomputer,[13] and learns that it caused the power outage when several Chaos Insurgency spies gave it control over the facility, resulting in the foundation being busy recontaining it. From here SCP-079 will propose that the player reactivates the door control system, allowing SCP-079 to regain control over the doors, in exchange for helping the player escape the facility. If the player re-activates the door control system, SCP-079 will open the doors to two different exits, Gate A and B. From here 4 different endings can be reached.
The first and second endings can be reached by exiting the facility through Gate B. Upon reaching the surface, an alert is sent out stating that SCP-682 (a massive, nearly indestructible, reptilian creature with fast regenerative abilities [14] of which the SCP Foundation has attempted to terminate several times[15]) has broken out of the facility near Gate B and that nuclear warheads, kept in the base as a last-measure containment system, will be detonated in an attempt to destroy it. Shortly after, the warheads are detonated, vaporizing the entire area, including D-9341. At the end screen, a radio transmission will be heard as a radio operative requests the deployment of a task force 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 unsuccessful in destroying SCP-682. The second ending occurs if the player had disabled the nuclear warheads while they were inside the facility. Another alert is sent out advising all combat personnel to return to Gate B, with a group of soldiers converging on the player's position. The player is thereby killed as the soldiers open fire.
The final two endings are accessed through the alternate exit entitled Gate A. The ending that plays out is dependent on whether or not the player re-contained SCP-106 while inside the facility. Should the player have not performed said task, SCP-106 will attempt to break out at Gate A, shortly before the use of a weapon called an H.I.D. (High-Intensity Discharge) Turret is authorized to prevent its escape. The turret fires a concentrated beam of light, forcing SCP-106 to retreat due to its sensitivity towards light. While this is occurring, the player passes by the commotion to attempt to escape through a service tunnel, only to be halted by a group of Chaos Insurgency soldiers. The soldiers note that D-9341 'knows too much to let them(the Foundation) get you(D-9341).' The Insurgency takes him away, and his fate is unknown.
Finally, if the player has contained SCP-106, then several task force units will capture D-9341 instead. The end screen plays a recording of a report on D-9341, mentioning his extraordinary luck and ability to overcome any hazardous threats that the containment breach produced; the classification of D-9341 as an SCP subject is also considered.
Production[edit]
The game was created by Finnish developer Joonas Rikkonen.[16] Prior to creating SCP – Containment Breach, Rikkonen had played the game SCP-087 (about a seemingly endless stairwell and a mysterious entity that lurks within) and was impressed at how terrifying the game was given its relatively simple premise. Rikkonen decided to work on his own version, which he released as SCP-087-B; this minigame eventually became so popular that he decided to work on a larger game that included more SCPs. Rikkonen started to design his game in Blitz3D because, in his own words, 'I was too lazy to start learning some other language or engine.'[12] As the game was being designed, Rikkonen decided that the main enemy would be SCP-173 because it was a personal favorite and he also felt that implementing a blink function into the program would make gameplay more interesting.[12]
The game is highly atmospheric, as Rikkonen felt that the best way to create a truly scary game would be to focus on the environment and soundscape, rather than exclusively the monsters. In an interview with Edge magazine, he said:
I think one of the things that makes Containment Breach so scary is that the player is almost never safe, and even the slightest slip can end the game. You have to constantly stay alert for SCP-173, listening for any scraping sounds and carefully looking around when entering a new room. The randomly generated map and randomly placed events are an important part in making CB scary too. No matter how many times you play it, you can never be 100 percent sure what happens next. I’ve also spent a lot of time looking for and making the sounds and music clips for the game. Atmosphere is one of the key elements of a good horror game, and a well made soundscape adds a lot to the atmosphere.[12]
And while Rikkonen found them to be 'a somewhat cheap way of scaring people', he implemented a number of jump scares to 'keep the players on their toes.'[12] He explained, 'When you’re making a game about a creature that charges at you with supernatural speed when you’re not looking at it, you pretty much have to have some jump scares.'[12]
When Rikkonen first started working on the game, he was graduating from upper secondary school. While he enjoyed making games, he had always considered it a mere hobby and a 'pipe dream'. However, after the success of the game Rikkonen decided to pursue game programming at the University of Turku.[citation needed]
Between v1.3 and v1.3.11, a group of independent game developers called Third Subvision Studio assisted Regalis with working on SCP – Containment Breach. Third Subvision also created a mod of the game called 'SCP - Nine-Tailed Fox', which swaps the player's role for that of one of the Nine Tailed Fox agents.[17]
Reception[edit]
Scp Containment Breach Game
The game has received generally positive reviews. Gaming website Rock, Paper, Shotgun said 'It's Warehouse 13 without the quips and the quirks but with a lot more panic, screaming and hiding from creatures made of teeth and wire' adding that 'it has a fairly weak model and texture at the moment but hopefully it’ll turn into a massive collaboration'.[4]Edge magazine gave the game a positive review, calling it an 'indie title made in the low-end Blitz3D engine that casts a cheap-looking creature', but adding it 'somehow manages to be scarier than most recent big-budget horror games combined.'[12]Jay Is Games wrote that while the game was 'not perfect and still a little buggy', it nevertheless 'has some serious moments of inarticulate, squealing terror.'[6] Nicholas Greene of GeekInsider wrote positively of the gameplay, specifically applauding the use of the blink timer. Greene also noted that its 'somewhat dated appearance does absolutely nothing to make it less frightening'.[18] The game was featured on PC Gamer's top 50 best free PC games at the number 22 spot, saying that 'Containment Breach's power is doubled by drawing on the SCP mythos: a set of invented (or are they?) internet stories about horrors and monsters locked up by a shadowy organization'.[19] With the release of version 0.8 in late 2013, Ian Birnbaum of PC Gamer once again reiterated the site's praise for the game, calling it 'excellently scary'.[20]
References[edit]
- ^Rikkonen, Joonas. 'Releases'. GitHub. Retrieved November 8, 2017.
- ^ abcdeRikkonen, Joonas. 'Info'. scpcbgame.com. Retrieved November 17, 2016.
- ^ abcdTheBoringAssGamer (July 2013). 'Cute Little Things – SCP: Containment Breach Review'. Retrieved December 10, 2013.
- ^ abAdam Smith (April 19, 2012). 'The Eyes Have It: SCP – Containment Breach'. Rock, Paper, Shotgun. Retrieved September 17, 2012.
- ^In the wiki, SCP-173 snaps a person's neck if the person breaks eye contact with it.
- ^ ab'SCP – Containment Breach'. Jay Is Games. October 31, 2012. Retrieved November 17, 2016.
- ^'Nine-Tailed Fox'. Retrieved May 30, 2019.
- ^'SCP-914'. Retrieved March 13, 2018.
- ^The Administrator (July 30, 2008). 'About The SCP Foundation'. SCP Foundation. Retrieved Nov 10, 2013.
- ^The Administrator (July 25, 2008). 'Security Clearance Levels'. SCP Foundation. Retrieved Nov 10, 2013.
- ^'SCP-173'. SCP Foundation. Retrieved December 10, 2015.
- ^ abcdefg'SCP Containment Breach: A New Kind of Horror'. Edge Online. Aug 30, 2012. Archived from the original on November 16, 2012.
- ^'SCP-079'. SCP Foundation. Retrieved December 23, 2015.
- ^'SCP-682'. SCP Foundation. Retrieved December 10, 2015.
- ^'SCP-682 termination tests'. SCP Foundation.
- ^Diver, Mike (2016). Indie Games: The Complete Introduction to Indie Gaming. Michael O'Mara Books. ISBN9781910552353.
- ^(1.2.4) SCP - Nine Tailed Fox Mod (v0.2.0 in progress again) on undertowgames.com (2017)
- ^Greene, Nicholas (October 16, 2013). 'Weekly Horror Game Review: SCP Containment Breach'. GeekInsider. Retrieved November 17, 2016.
- ^Rich (Sep 21, 2013). 'The 50 Best Free PC Games'. PC Gamer. Retrieved Nov 10, 2013.
- ^Birnbaum, Ian (September 23, 2013). 'Free Indie Horror SCP: Containment Breach Gets a New Update Full of Low-Fi Scares'. PC Gamer. Retrieved November 17, 2016.
Scp Containment Breach Drink Machine
External links[edit]
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