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slight edit to awesome but impractical


* AwesomeButImpractical: The Micro H.I.D. can make absolute mincemeat of any SCP that comes in contact with its beam. Just two problems: it takes 6 seconds before it can fire, and it has very limited charge. Better use it wisely.

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* AwesomeButImpractical: The Micro H.I.D. can make absolute mincemeat of any SCP player, both human and SCP, that comes in contact with its beam. Just two problems: it takes 6 seconds before it can fire, and it has very limited charge. Better use it wisely.
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mimicry update

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*** Averted after the Mimicry update, where SCP-939 can now replay the last four seconds of what their victims said into their mic.
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*** The Mimicry update changed his toolkit entirely, including allowing him to enter rage mode whenever he wants upon his face being seen, as well as the person who triggered him being highlighted as the key priority. In addition, depleting all his health [[NonLethalKO will result in him being put in a fetal pose rather than killed outright]].
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* '''Scientists:''' Civilian scientists that were trapped in the mass containment breach, they begin with a Level 2 keycard that is just enough to access some locked doors but is not enough to escape the facility. [[TeethClenchedTeamwork Whether they like it or not]], they must often work together with the D-Class to combine their resources and escape together. Scientists await rescue from the Mobile Task Forces and surviving Security Guards still trapped in the facility, but are hunted down by both the Chaos Insurgency and [=SCPs=].
* '''Security Guards:''' Foundation guards that begin the game with a sub-machine gun and keycards capable of opening checkpoint doors. They begin in the Entrance Zone and are tasked with finding a way to rescue the stranded Scientists and stop the D-Class advance while navigating the maze that is the Heavy Containment Zone. Like the Scientists, they are allied with all formal Foundation members from the Scientists to MTF, but are also hunted down by both [=SCPs=] and Chaos Insurgency.
* '''Mobile Task Forces:''' The Foundation's specialist teams sent in to recapture the site once the situation escalates, their job is to rescue all Foundation personnel, execute any encountered D-Class and re-contain any [=SCPs=] on the loose. MTF equipment varies between ranks, but all members start with an assault rifle/sub-machine gun, a long range radio, a disarm tool that renders a human player helpless, and keycards of varying access levels depending on the rank. The Mobile Task Forces win the game by eliminating all D-Class, Chaos Insurgents and [=SCPs=]
* '''Chaos Insurgency:''' An enemy of the Foundation, this splinter faction is tasked with eliminating all Foundation personnel and rescuing any D-Class still stranded inside. They all come armed with [[MoreDakka light machine guns]] and a hacking tool that is equivalent to a level 3 keycards. Chaos are formidable in close range thanks to their weapons but suffer at long range thanks to their inability to aim down sights. The Chaos Insurgency win the game by eliminating all Foundation staff.

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* '''Scientists:''' Civilian scientists that were trapped in the mass containment breach, they begin with a Level 2 keycard Scientist Keycard that is just enough to access some locked doors but is not enough to escape the facility. [[TeethClenchedTeamwork Whether they like it or not]], they must often work together with the D-Class to combine their resources and escape together. Scientists await rescue from the Mobile Task Forces and surviving Security Guards still trapped in the facility, but are hunted down by both the Chaos Insurgency and [=SCPs=].
* '''Security Guards:''' Foundation guards that begin the game with a sub-machine an FSP-9 submachine gun and keycards a Guard Keycard capable of opening the checkpoint doors.doors and some armories. They begin in the Entrance Zone and are tasked with finding a way to rescue the stranded Scientists and stop the D-Class advance while navigating the maze that is the Heavy Containment Zone. Like the Scientists, they are allied with all formal Foundation members from the Scientists to MTF, but are also hunted down by both [=SCPs=] and Chaos Insurgency.
* '''Mobile Task Forces:''' The Foundation's specialist teams sent in to recapture the site once the situation escalates, their job is to rescue all Foundation personnel, execute any encountered D-Class and re-contain any [=SCPs=] on the loose. MTF equipment varies between ranks, but all members start with an MTF-E11-SR assault rifle/sub-machine rifle/Crossvec submachine gun, a long range radio, a disarm tool that renders a human player helpless, first-aid kit and keycards of varying access levels depending on the rank. The Mobile Task Forces win the game by eliminating all D-Class, Chaos Insurgents and [=SCPs=]
* '''Chaos Insurgency:''' An enemy of the Foundation, this splinter faction is tasked with eliminating all Foundation personnel and rescuing any D-Class still stranded inside. They all Depending on tank, they come armed with either an {{AK|A47}}, a {{Shotgun|sAreJustBetter}} and {{Revolver|sAreJustBetter}} or a [[MoreDakka light machine guns]] Logicer LMG]], but all come with a first aid kit and painkillers/adrenaline, and a hacking tool that is equivalent to a level 3 keycards. Chaos are formidable in close range thanks to their weapons but suffer at long range thanks to their inability to aim down sights.an MTF Captain keycard. The Chaos Insurgency win the game by eliminating all Foundation staff.
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* SpeedrunReward: Escaping the facility in under 3 minutes earns you the {{achievement|system}} "Escape Artist".
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* AnnouncerChatter: C.A.S.S.I.E. will announce spawning MTF units, deaths of SCPs, activated Generators, the activation/cancellation/re-activation of the [[NukeEm Alpha Warhead]] and the status of the [[StalkedByTheBell Decontamination Process]] during a round. The [[SyntheticVoiceActor text-to-speech system]] used for this can be used to make custom announcements.

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* AnnouncerChatter: C.A.S.S.I.E. will announce spawning MTF units, deaths of SCPs, [=SCPs=], activated Generators, the activation/cancellation/re-activation of the [[NukeEm Alpha Warhead]] and the status of the [[StalkedByTheBell Decontamination Process]] during a round. The [[SyntheticVoiceActor text-to-speech system]] used for this can be used to make custom announcements.
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* AnnouncerChatter: C.A.S.S.I.E. will announce spawning MTF units, deaths of SCPs, activated Generators, the activation/cancellation/re-activation of the [[NukeEm Alpha Warhead]] and the status of the [[StalkedByTheBell Decontamination Process]] during a round. The [[SyntheticVoiceActor text-to-speech system]] used for this can be used to make custom announcements.
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* SenseImpairedMonster: SCP-939 players have impaired vision, but make up for it by being able to detect and track human players by the sounds they make (whether that be walking, sprinting or shooting).
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* GunAccessories: Should a player have the Weapon Manager item and find a weapon modding table, they can add a variety of attachments to their weapons, such as gun sights, ammo counters, and silencers, to name some.

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* GunAccessories: Should a player have the Weapon Manager item and find a weapon modding table, Workbench, they can add a variety of attachments to their weapons, such as gun sights, ammo counters, and silencers, to name some.
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** SCP-079's containment chamber contains a hefty amount of equipment, giving players a reason to go for the generators even if 079 didn't spawn/disconnected.
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* DifficultButAwesome: A risky, but very quick method of escaping the facility as a Scientist/D-Class entails using a Zone Manager card to get to Heavy Containment, then using a Scientist card (either taken from Light Containment or the server room in Heavy Containment) to get the MTF Sergeant card in 106's room you need to escape. You'll have to go through both Heavy Containment and Entrance Zone by yourself with no access to weapons or SCP items before getting the Sergeant card, but if you succeed, you're all but guaranteed to escape before the first spawn wave.

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* DifficultButAwesome: A risky, but very quick method of escaping the facility as a Scientist/D-Class entails using a Zone Manager card to get to Heavy Containment, then using a Scientist card (either taken from Light Containment or the server room in Heavy Containment) to get the MTF Sergeant card in 106's room you need to escape. You'll have to go through both Heavy Containment and Entrance Zone by yourself with no without armory access to weapons or SCP items from pedestals before getting the Sergeant card, but if you succeed, you're all but guaranteed to escape before the first spawn wave.
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* DifficultButAwesome: While most D-Class and Scientist players will head for 914 to upgrade keycards, leech, and just cause general mayhem, a more savvy player might look for a Zone Manager card — there is one guaranteed spawn in Light Containment, and it unlocks every door that stands between you and freedom. The catch? You have to go through [[MorePredatorsThanPrey Heavy Containment]] ''by yourself.'' Considering that not one, not two, but FIVE separate SCP players can spawn here, you should have either A. insane luck or B. masterful evasion skills to attempt this. If you can pull it off, though, it's totally worth it.

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* DifficultButAwesome: While most D-Class and Scientist players will head for 914 to upgrade keycards, leech, and just cause general mayhem, A risky, but very quick method of escaping the facility as a more savvy player might look for Scientist/D-Class entails using a Zone Manager card — there is one guaranteed spawn in Light to get to Heavy Containment, and it unlocks every door that stands between then using a Scientist card (either taken from Light Containment or the server room in Heavy Containment) to get the MTF Sergeant card in 106's room you and freedom. The catch? You need to escape. You'll have to go through [[MorePredatorsThanPrey both Heavy Containment]] ''by yourself.'' Considering that not one, not two, Containment and Entrance Zone by yourself with no access to weapons or SCP items before getting the Sergeant card, but FIVE separate SCP players can if you succeed, you're all but guaranteed to escape before the first spawn here, you should have either A. insane luck or B. masterful evasion skills to attempt this. If you can pull it off, though, it's totally worth it.wave.
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The Micro H.I.D. replaced the H.I.D. Prototype in the Parabellum Update.


* '''[[http://www.scp-wiki.net/scp-914 SCP 914]] / "The Clockworks":''' A machine with 2 doors, one for inputting items and one for outputting items, and a knob that can be cycled through the settings of 'Rough, Course, 1:1, Fine, Very Fine.' This machine is located inside the Light Containment Zone and cannot be played as. Human players can drop items into the 'Input' door and activate the machine with the setting of their choice. After a moment, the 'Output' door will either yield a new item or will reveal that it destroyed the inputted item, depending on the setting chosen, making this machine very useful for upgrading keycards and weapons, such as the lowly Janitor Keycard to the all-powerful O5 Keycard or a mundane rifle up to the [[{{BFG}} experimental H.I.D. Prototype.]]

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* '''[[http://www.scp-wiki.net/scp-914 SCP 914]] / "The Clockworks":''' A machine with 2 doors, one for inputting items and one for outputting items, and a knob that can be cycled through the settings of 'Rough, Course, 1:1, Fine, Very Fine.' This machine is located inside the Light Containment Zone and cannot be played as. Human players can drop items into the 'Input' door and activate the machine with the setting of their choice. After a moment, the 'Output' door will either yield a new item or will reveal that it destroyed the inputted item, depending on the setting chosen, making this machine very useful for upgrading keycards and weapons, such as the lowly Janitor Keycard to the all-powerful O5 Keycard or a mundane rifle up to the [[{{BFG}} experimental Micro H.I.D. Prototype.]]



* AwesomeButImpractical: The H.I.D. Prototype can make absolute mincemeat of any SCP that comes in contact with its beam. Just two problems: it takes 6 seconds before it can fire, and it has very limited charge. Better use it wisely.

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* AwesomeButImpractical: The Micro H.I.D. Prototype can make absolute mincemeat of any SCP that comes in contact with its beam. Just two problems: it takes 6 seconds before it can fire, and it has very limited charge. Better use it wisely.



* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. SCP-173 can move at high speeds and rush into a room and behind someone's back for an instant kill and zoom back out, but thanks to its habit of standing completely still when viewed, a squad of MTF or Chaos can easily gun down a 173 player caught in the open. This hindrance can become fatal should someone find the [[{{BFG}} H.I.D Prototype.]]

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* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. SCP-173 can move at high speeds and rush into a room and behind someone's back for an instant kill and zoom back out, but thanks to its habit of standing completely still when viewed, a squad of MTF or Chaos can easily gun down a 173 player caught in the open. This hindrance can become fatal should someone find the [[{{BFG}} Micro H.I.D Prototype.D.]]



* LightningGun: The [[{{BFG}} H.I.D Prototype]] shoots massive amounts of electricity in a straight and devastating beam.

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* LightningGun: The [[{{BFG}} Micro H.I.D Prototype]] D.]] shoots massive amounts of electricity in a straight and devastating beam.



* TooAwesomeToUse: The H.I.D Prototype is extremely powerful and can quickly kill anything in its path, even SCP-106, in a few seconds. But there's only one found naturally on the map, it requires 6 seconds to charge, its energy blast is just as blinding to the operator as it is to the victim, has a relatively short range, and can only be recharged at SCP-914 (whose access will be barred in the middle of the game from an automatic lockdown). While, in theory, it can kill any SCP with a full charge, in practice its only real use is either decimating SCP-096 and SCP-106, who are the most vulnerable to this beam and cannot easily outrun the user or, as a scientist or a D-Class, scaring away any SCP camping the escape path.

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* TooAwesomeToUse: The Micro H.I.D Prototype is extremely powerful and can quickly kill anything in its path, even SCP-106, in a few seconds. But there's only one found naturally on the map, it requires 6 seconds to charge, its energy blast is just as blinding to the operator as it is to the victim, has a relatively short range, and can only be recharged at SCP-914 (whose access will be barred in the middle of the game from an automatic lockdown). While, in theory, it can kill any SCP with a full charge, in practice its only real use is either decimating SCP-096 and SCP-106, who are the most vulnerable to this beam and cannot easily outrun the user or, as a scientist or a D-Class, scaring away any SCP camping the escape path.
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* '''[[http://www.scp-wiki.net/scp-106 SCP-106]] / "The Old Man":''' A black, towering and decayed humanoid creature that moves with a heavy thud with every step, the Old Man sports a very high amount of health and the ability to phase itself through doors and floors. The Old Man is capable of setting down black portals that allow him summon himself to that location whenever it pleases. Humans touched by the Old Man will be teleported to the Pocket Dimension, a location where they'll begin losing health and will be given a choice between several doors. Should the Human pick the wrong door, they'll die instantly. Should they pick the correct door, they'll be teleported outside the Old Man's containment room in Heavy Containment. To re-contain the Old Man without expending a massive amount of ammunition, a player must gain access to its containment room with a high level keycard. [[FateWorseThanDeath Afterwards, a player must be sacrificed to the 'femur breaker,' a machine that holds the sacrifice down and snaps their femur in half, transmitting their screams of pain over the site announcement systems as a lure for the Old Man.]] The player controlling the Old Man will lose control as he teleports himself back into his containment room and will be considered 'dead' once he reaches the room.

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* '''[[http://www.scp-wiki.net/scp-106 SCP-106]] / "The Old Man":''' A black, towering towering, and decayed humanoid creature that moves with a heavy thud with every step, the Old Man sports a very high amount of health and the ability to phase itself through doors and floors. The Old Man is capable of setting down black portals that allow him summon himself to that location whenever it pleases. Humans touched by the Old Man will be teleported to the Pocket Dimension, a location where they'll begin losing health and will be given a choice between several doors. Should the Human pick the wrong door, they'll die instantly. Should they pick the correct door, they'll be teleported outside the Old Man's containment room in Heavy Containment. To re-contain the Old Man without expending a massive amount of ammunition, a player must gain access to its containment room with a high level keycard. [[FateWorseThanDeath Afterwards, a player must be sacrificed to the 'femur breaker,' a machine that holds the sacrifice down and snaps their femur in half, transmitting their screams of pain over the site announcement systems as a lure for the Old Man.]] The player controlling the Old Man will lose control as he teleports himself back into his containment room and will be considered 'dead' once he reaches the room.



* '''[[http://www.scp-wiki.net/scp-939 SCP-939]] / "With Many Voices":''' Red and muscular reptilian creatures that hunts its prey in packs by mimicking noises, these high HP anomalies are capable of communicating with Human players. Whether this is used to trick Humans on the other side of a locked door into letting them in or for more benevolent reasons remains up to the players choice. These creatures are capable of seeing the movement of players through walls thanks to their [[LivingMotionDetector motion based vision]], but this can also easily hinder them as standing still will effectively make someone invisible to them.

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* '''[[http://www.scp-wiki.net/scp-939 SCP-939]] / "With Many Voices":''' Red and muscular reptilian creatures that hunts its prey in packs by mimicking noises, these high HP anomalies are capable of communicating with Human players. Whether this is used to trick Humans on the other side of a locked door into letting them in or for more benevolent reasons remains up to the players choice. These creatures are capable of seeing the movement of players through walls thanks to their [[LivingMotionDetector motion based vision]], but this can also easily hinder them them, as standing still will effectively make someone invisible to them.



* AlmightyJanitor: Averted. The Janitor Keycard has almost no privileges in the facility other than opening some locked doors that lead nowhere in particular. It's essentially just a template for stranded D-Class / Scientists to work with by upgrading it into a higher ranked Card via SCP-914.

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* AlmightyJanitor: Averted. The Janitor Keycard has almost no privileges in the facility other than opening some locked doors that lead nowhere in particular. It's essentially just a template for stranded D-Class / Scientists to work with by upgrading it into a higher ranked higher-ranked Card via SCP-914.



* DifficultButAwesome: While most D-Class and Scientist players will head for 914 to upgrade keycards, leech, and just cause general mayhem, a more savvy player might look for a Zone Manager card - there is one guaranteed spawn in Light Containment, and it unlocks every door that stands between you and freedom. The catch? You have to go through [[MorePredatorsThanPrey Heavy Containment]] ''by yourself.'' Considering that not one, not two, but FIVE separate SCP players can spawn here, you should have either A. insane luck or B. masterful evasion skills to attempt this. If you can pull it off, though, it's totally worth it.
* DroughtLevelOfDoom: For a given definition of 'level,' but the Surface counts as this. There are no supplies, no storage containers to loot, practically no cover and barely any hiding spots. Better hope Chaos and the MTF were killing each other before you arrive, otherwise you're not getting resupplied. It's the homestretch for D-Class and Scientists trying to escape, but runs the risk of being caught out in the open by your enemies, or worse, [[OhCrap passing by just as a chopper/van arrives right next to you to deploy tons of troops who were likely looking at you in spectator mode.]]
* ElevatorEscape: A very common scenario for all factions: Is there an unholy abomination or ruthless gunmen on your tail? Duck into an elevator to the surface/the next floor of the facility and close the doors in their face, even armor-piercing machine guns and wall phasing specters can't penetrate those doors, giving you time to escape. [[HoistByTheirOwnPetard This can also be turned against you]]- for example, you examine a [[ShmuckBait dead body in the elevator]] [[RobbingTheDead and move in to loot its items]], only for the doors to close behind you and bring you up/down into the waiting grasp of an SCP or rival army.

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* DifficultButAwesome: While most D-Class and Scientist players will head for 914 to upgrade keycards, leech, and just cause general mayhem, a more savvy player might look for a Zone Manager card - there is one guaranteed spawn in Light Containment, and it unlocks every door that stands between you and freedom. The catch? You have to go through [[MorePredatorsThanPrey Heavy Containment]] ''by yourself.'' Considering that not one, not two, but FIVE separate SCP players can spawn here, you should have either A. insane luck or B. masterful evasion skills to attempt this. If you can pull it off, though, it's totally worth it.
* DroughtLevelOfDoom: For a given definition of 'level,' but the Surface counts as this. There are no supplies, no storage containers to loot, practically no cover cover, and barely any hiding spots. Better hope Chaos and the MTF were killing each other before you arrive, otherwise you're not getting resupplied. It's the homestretch for D-Class and Scientists trying to escape, but runs the risk of being caught out in the open by your enemies, or worse, [[OhCrap passing by just as a chopper/van arrives right next to you to deploy tons of troops who were likely looking at you in spectator mode.]]
* ElevatorEscape: A very common scenario for all factions: Is there an unholy abomination or ruthless gunmen on your tail? Duck into an elevator to the surface/the next floor of the facility and close the doors in their face, even armor-piercing machine guns and wall phasing specters can't penetrate those doors, giving you time to escape. [[HoistByTheirOwnPetard This can also be turned against you]]- you]] — for example, you examine a [[ShmuckBait dead body in the elevator]] [[RobbingTheDead and move in to loot its items]], only for the doors to close behind you and bring you up/down into the waiting grasp of an SCP or rival army.



* GameplayAndStorySegregation: The overall power of various aspects of the SCP Foundation was changed to better balance the game for multiplayer. These changes include:

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* GameplayAndStorySegregation: The overall power of various aspects of the SCP Foundation was changed [[PowerCreepPowerSeep to better balance the game for multiplayer.multiplayer]]. These changes include:



** In the document, SCP-939 is described as only be able to mimic the sounds made by the last prey they consumed, and even then it's mostly restricted to sounds of distress and screaming that they might've made their final moments of their lives. In game, the pack hunters can speak with the knowledge of an entire dictionary if the player controlling them knows that much.
** 049 is capable of speaking fluent English. However, since that isn't his main gimmick (see 939 above instead), he can't talk to players in game.

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** In the document, SCP-939 is described as only be being able to mimic the sounds made by the last prey they consumed, and even then it's mostly restricted to sounds of distress and screaming that they might've made in their final moments of their lives. In game, the pack hunters can speak with the knowledge of an entire dictionary if the player controlling them knows that much.
** 049 is capable of speaking fluent English. However, since that isn't his main gimmick (see 939 above instead), he can't talk to players in game.in-game.



* GunAccessories: Should a player have the Weapon Manager item and find a weapon modding table, they can add a variety of attachments to their weapons, such as gun sights, ammo counters and silencers, to name some.

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* GunAccessories: Should a player have the Weapon Manager item and find a weapon modding table, they can add a variety of attachments to their weapons, such as gun sights, ammo counters counters, and silencers, to name some.



* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing footsteps as a scientist can easily make you paranoid in wondering if MTF has come to rescue you, or if it's SCP-939 patroling the only path to freedom. On the SCP side of things, hearing the sounds of 173s stone body sliding against the floor, 096s constant sobbing and screaming, and 049s slow but sharp foot steps closing in on you is bound to get some people anxious. [[NightmareRetardant On a less (or more) horrific note]], there's the sound of some asshole (read: nearly everyone who gets the chance) playing [[SensoryAbuse extremely loud music over the facility intercom and blowing out the eardrums of the entire server.]]

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* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing footsteps as a scientist can easily make you paranoid in wondering if MTF has come to rescue you, or if it's SCP-939 patroling patrolling the only path to freedom. On the SCP side of things, hearing the sounds of 173s 173's stone body sliding against the floor, 096s 096's constant sobbing and screaming, and 049s 049's slow but sharp foot steps closing in on you is bound to get some people anxious. [[NightmareRetardant On a less (or more) horrific note]], there's the sound of some asshole (read: nearly everyone who gets the chance) playing [[SensoryAbuse extremely loud music over the facility intercom and blowing out the eardrums of the entire server.]]



* HyperDestructiveBouncingBall: SCP-018 is an anomalous toy rubber ball with double the bounce efficiency, and once it gets bouncing it'll eventually turn into a dangerous projectile. It can be found and used by players as a bizarre weapon that can smash windows, hurt / kill groups of players and even smash through doors that normally only [[TheBerserker SCP-096]] can destroy. Note that eventually it will gain enough velocity to straight-up explode through the facility and vanish through an impact hole, so make that throw count.

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* HyperDestructiveBouncingBall: SCP-018 is an anomalous toy rubber ball with double the bounce efficiency, and once it gets bouncing bouncing, it'll eventually turn into a dangerous projectile. It can be found and used by players as a bizarre weapon that can smash windows, hurt / kill hurt/kill groups of players players, and even smash through doors that normally only [[TheBerserker SCP-096]] can destroy. Note that eventually it will gain enough velocity to straight-up explode through the facility and vanish through an impact hole, so make that throw count.



** When enraged, SCP-096 is one of the fastest, sturdiest and most lethal of all [=SCPs=], but this comes at the cost of being docile the rest of the time and lacking the stealthiness other [=SCPs=] have with his constant sobbing and screaming.

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** When enraged, SCP-096 is one of the fastest, sturdiest sturdiest, and most lethal of all [=SCPs=], but this comes at the cost of being docile the rest of the time and lacking the stealthiness other [=SCPs=] have with his constant sobbing and screaming.



* LuckBasedMission: What surviving 106s Pocket Dimension amounts to. There's just no telling which path is the correct one as they're all identical and randomized each time someone dies (or escapes) in the pocket death.

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* LuckBasedMission: What surviving 106s 106'a Pocket Dimension amounts to. There's just no telling which path is the correct one one, as they're all identical and randomized each time someone dies (or escapes) in the pocket death.dimension.



* MeleeATrois: D-Class and Chaos vs The Foundation vs [=SCPs=] (note that the Scientists and D-Class are usually [[TeethClenchedTeamwork working together in the early stages of the game]], but once their respective militaries hook up with them, it's likely that they'll turn their guns on each other.
* MissionControl: SCP-079s role in an SCP team amounts to this. See SupportPartyMember below for more details.

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* MeleeATrois: D-Class and Chaos vs The Foundation vs [=SCPs=] (note that the Scientists and D-Class are usually [[TeethClenchedTeamwork working together in the early stages of the game]], but once their respective militaries hook up with them, it's likely that they'll turn their guns on each other.
other).
* MissionControl: SCP-079s SCP-079'a role in an SCP team amounts to this. See SupportPartyMember below for more details.



* MortonsFork: It is possible to have a player spawn as SCP-173, and another as SCP-096. As the two players will likely flock to each other to create the mother of all BashBrothers when this is discovered, this creates a near impossible situation for unarmed Human players to deal with: either look at SCP-173 and incur SCP-096's wrath, or avoid looking at SCP-096 and let SCP-173 snap your neck.
* {{Necromancer}}: SCP-049s role in the game to swell the numbers for the [=SCP=] faction by reviving recent kills as zombies. Due to the fact that players playing as zombies cannot respawn as MTF/Chaos until killed, this is extremely helpful in bringing an SCP victory.
* NukeEm: The on-site nuclear warhead can be detonated to completely destroy the entire map save for the surface, but it requires the activation of said warhead in Heavy Containment, the confirmation of the action up on the surface with a Containment Engineer or O5 Keycard and a countdown to detonation. If you hear the sirens go off and the announcer begin the countdown, you had better be near an exit or have a plan to stop the nuke, or else you're not getting out of that base alive.
* RedEyesTakeWarning: Inverted. SCP-079 can control cameras, and when it decides to spy on you the security camera will turn blue to indicate this, but will be red and deactivated if it's not in the room. If the cameras are red, it's usually safe for you to advance, but if it's blue then you're being watched and probably shouldn't try to walk through that [[HighVoltageDeath tesla gate.]]

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* MortonsFork: It is possible to have a player spawn as SCP-173, and another as SCP-096. As the two players will likely flock to each other to create the mother of all BashBrothers when this is discovered, this creates a near impossible near-impossible situation for unarmed Human players to deal with: either look at SCP-173 and incur SCP-096's wrath, or avoid looking at SCP-096 and let SCP-173 snap your neck.
* {{Necromancer}}: SCP-049s SCP-049's role in the game to swell the numbers for the [=SCP=] faction by reviving recent kills as zombies. Due to the fact that players playing as zombies cannot respawn as MTF/Chaos until killed, this is extremely helpful in bringing an SCP victory.
* NukeEm: The on-site nuclear warhead can be detonated to completely destroy the entire map save for the surface, but it requires the activation of said warhead in Heavy Containment, the confirmation of the action up on the surface with a Containment Engineer or O5 Keycard Keycard, and a countdown to detonation. If you hear the sirens go off and the announcer begin the countdown, you had better be near an exit or have a plan to stop the nuke, or else you're not getting out of that base alive.
* RedEyesTakeWarning: Inverted. SCP-079 can control cameras, and when it decides to spy on you you, the security camera will turn blue to indicate this, but will be red and deactivated if it's not in the room. If the cameras are red, it's usually safe for you to advance, but if it's blue blue, then you're being watched and probably shouldn't try to walk through that [[HighVoltageDeath tesla gate.]]gate]].



* SupportPartyMember: SCP-079 is one for the [=SCPs=]. While it cannot harm directly, it's capable of trapping humans inside a room with no way out with other monsters, spying on the locations of potential prey to coordinate attacks and shutting the lights off in an area to help SCP-173 and SCP-939 kill targets easier (The former is allowed to move freely in the darkness and the latter is unaffected by the darkness on account of having movement-based vision.)
* TeethClenchedTeamwork: D-Class and Scientists are practically forced to work together to escape the first floors of the building despite the fact that they're enemies. It will likely turn into a blood bath once one of their supportive armies locate them, or if one of them finds a gun to dispose of their rivals.

to:

* SupportPartyMember: SCP-079 is one for the [=SCPs=]. While it cannot harm directly, it's capable of trapping humans inside a room with no way out with other monsters, spying on the locations of potential prey to coordinate attacks and shutting the lights off in an area to help SCP-173 and SCP-939 kill targets easier (The (the former is allowed to move freely in the darkness and the latter is unaffected by the darkness on account of having movement-based vision.)
vision).
* TeethClenchedTeamwork: D-Class and Scientists are practically forced to work together to escape the first floors of the building despite the fact that they're enemies. It will likely turn into a blood bath bloodbath once one of their supportive armies locate them, or if one of them finds a gun to dispose of their rivals.



** [=SCPs=] can get in on this action too if they can communicate they'd rather ally themselves with a faction to wipe out another - this is typically done if SCP-939 can act as the middle-man between the parties. Humorously, this can result in the supposedly defenseless D-Class / Scientists suddenly siccing their entourage of [=SCPs=] on their enemies who thought they found their kill target.
* TooAwesomeToUse: The H.I.D Prototype is extremely powerful and can quickly kill anything in its path, even SCP-106, in a few seconds. But there's only one found naturally on the map, it requires 6 seconds to charge, its energy blast is just as blinding to the operator as it is to the victim, has a relatively short range and can only be recharged at SCP-914 (whose access will be barred in the middle of the game from an automatic lockdown.) While, in theory, it can kill any SCP with a full charge, in practice its only real use is either decimating SCP-096 and SCP-106, who are the most vulnerable to this beam and cannot easily outrun the user or, as a scientist or a D-Class, scaring away any SCP camping the escape path.

to:

** [=SCPs=] can get in on this action too if they can communicate they'd rather ally themselves with a faction to wipe out another - this is typically done if SCP-939 can act as the middle-man between the parties. Humorously, this can result in the supposedly defenseless D-Class / Scientists D-Class/Scientists suddenly siccing their entourage of [=SCPs=] on their enemies who thought they found their kill target.
* TooAwesomeToUse: The H.I.D Prototype is extremely powerful and can quickly kill anything in its path, even SCP-106, in a few seconds. But there's only one found naturally on the map, it requires 6 seconds to charge, its energy blast is just as blinding to the operator as it is to the victim, has a relatively short range range, and can only be recharged at SCP-914 (whose access will be barred in the middle of the game from an automatic lockdown.) lockdown). While, in theory, it can kill any SCP with a full charge, in practice its only real use is either decimating SCP-096 and SCP-106, who are the most vulnerable to this beam and cannot easily outrun the user or, as a scientist or a D-Class, scaring away any SCP camping the escape path.

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* '''D-Class''': The former DeathRow convicts who have taken the site-wide power outage as an opportunity to escape from their Foundation captors. Unarmed and unsupplied, they must work together to raid the facility for items they can use to save themselves while avoiding the various [=SCPs=] and security personnel on the prowl. D-Class are allied with the Chaos Insurgency, whose mission is to find and rescue them, and are considered enemies with all other factions.
* '''Scientists''': Civilian scientists that were trapped in the mass containment breach, they begin with a Level 2 keycard that is just enough to access some locked doors but is not enough to escape the facility. [[TeethClenchedTeamwork Whether they like it or not]], they must often work together with the D-Class to combine their resources and escape together. Scientists await rescue from the Mobile Task Forces and surviving Security Guards still trapped in the facility, but are hunted down by both the Chaos Insurgency and [=SCPs=].
* '''Security Guards''': Foundation guards that begin the game with a sub-machine gun and keycards capable of opening checkpoint doors. They begin in the Entrance Zone and are tasked with finding a way to rescue the stranded Scientists and stop the D-Class advance while navigating the maze that is the Heavy Containment Zone. Like the Scientists, they are allied with all formal Foundation members from the Scientists to MTF, but are also hunted down by both [=SCPs=] and Chaos Insurgency.
* '''Mobile Task Forces''': The Foundation's specialist teams sent in to recapture the site once the situation escalates, their job is to rescue all Foundation personnel, execute any encountered D-Class and re-contain any [=SCPs=] on the loose. MTF equipment varies between ranks, but all members start with an assault rifle/sub-machine gun, a long range radio, a disarm tool that renders a human player helpless, and keycards of varying access levels depending on the rank. The Mobile Task Forces win the game by eliminating all D-Class, Chaos Insurgents and [=SCPs=]
* '''Chaos Insurgency''': An enemy of the Foundation, this splinter faction is tasked with eliminating all Foundation personnel and rescuing any D-Class still stranded inside. They all come armed with [[MoreDakka light machine guns]] and a hacking tool that is equivalent to a level 3 keycards. Chaos are formidable in close range thanks to their weapons but suffer at long range thanks to their inability to aim down sights. The Chaos Insurgency win the game by eliminating all Foundation staff.

to:

* '''D-Class''': '''D-Class:''' The former DeathRow convicts who have taken the site-wide power outage as an opportunity to escape from their Foundation captors. Unarmed and unsupplied, they must work together to raid the facility for items they can use to save themselves while avoiding the various [=SCPs=] and security personnel on the prowl. D-Class are allied with the Chaos Insurgency, whose mission is to find and rescue them, and are considered enemies with all other factions.
* '''Scientists''': '''Scientists:''' Civilian scientists that were trapped in the mass containment breach, they begin with a Level 2 keycard that is just enough to access some locked doors but is not enough to escape the facility. [[TeethClenchedTeamwork Whether they like it or not]], they must often work together with the D-Class to combine their resources and escape together. Scientists await rescue from the Mobile Task Forces and surviving Security Guards still trapped in the facility, but are hunted down by both the Chaos Insurgency and [=SCPs=].
* '''Security Guards''': Guards:''' Foundation guards that begin the game with a sub-machine gun and keycards capable of opening checkpoint doors. They begin in the Entrance Zone and are tasked with finding a way to rescue the stranded Scientists and stop the D-Class advance while navigating the maze that is the Heavy Containment Zone. Like the Scientists, they are allied with all formal Foundation members from the Scientists to MTF, but are also hunted down by both [=SCPs=] and Chaos Insurgency.
* '''Mobile Task Forces''': Forces:''' The Foundation's specialist teams sent in to recapture the site once the situation escalates, their job is to rescue all Foundation personnel, execute any encountered D-Class and re-contain any [=SCPs=] on the loose. MTF equipment varies between ranks, but all members start with an assault rifle/sub-machine gun, a long range radio, a disarm tool that renders a human player helpless, and keycards of varying access levels depending on the rank. The Mobile Task Forces win the game by eliminating all D-Class, Chaos Insurgents and [=SCPs=]
* '''Chaos Insurgency''': Insurgency:''' An enemy of the Foundation, this splinter faction is tasked with eliminating all Foundation personnel and rescuing any D-Class still stranded inside. They all come armed with [[MoreDakka light machine guns]] and a hacking tool that is equivalent to a level 3 keycards. Chaos are formidable in close range thanks to their weapons but suffer at long range thanks to their inability to aim down sights. The Chaos Insurgency win the game by eliminating all Foundation staff.



* '''[[http://www.scp-wiki.net/scp-049 SCP-049]] / "The Plague Doctor"''': A being that takes the form of a PlagueDoctor and obsesses over curing an unspecified 'plague', this [=SCPs=] curing touch is an instant kill to all humans it comes in contact with. From their fresh corpses the Doctor can revive the dead player as a zombie to do the bidding of both him and his allies, but only for a short time after their death. The time it takes for the Plague Doctor to convert a body to a zombie quickens the lower his health gets.

* '''[[http://www.scp-wiki.net/scp-079 SCP-079]] / "The AI"''': The anomaly responsible for the mass containment breach, this AI has integrated itself into the site systems and holds control over much of the buildings functions. A SupportPartyMember for the [=SCPs=], the AI is capable of aiding its allies while hindering Human progress, such as by spying on Humans/surveying the situation through hacked security cameras for his team, opening/closing and locking/unlocking doors, shutting off the lights to rooms, turning on the [[HighVoltageDeath tesla gates to fry anyone unlucky enough to be in it]], and by hacking into loudspeakers to say whatever it thinks might be appropriate. The AI will gain new abilities as it interacts with the environment by filling its Experience Meter. To re-contain the AI, Humans must find 3 generators located throughout Heavy Containment and access them with the appropriate keycards. Once the generators are open, a switch is flipped to activate the countdown. When all 3 are fully counted down and activated, the generators will [[PhlebotinumOverload overload the system and kill the AI.]]

* '''[[http://www.scp-wiki.net/scp-096 SCP-096]] / "The Shy Guy"''': A naked, hobbling, pale and lanky humanoid creature that constantly weeps to itself, the Shy Guy is completely helpless to attacks up until its shot, or its face is viewed. This will cause it to enter a rage state as it gains a tremendous amount of speed and an instant kill attack. When the Shy Guy is enraged, it will stand up while clutching its face and begin screaming and wailing loudly, warning everyone near it of what's to come. While enraged, the Shy Guy is faster than every other character in the game and is capable of [[BarrierBustingBlow tearing all doors short of an elevator down.]] After about 15 - 30 seconds (depending on how many viewed it), the Shy Guy will calm down again and won't be able to become enraged again for a while.

* '''[[http://www.scp-wiki.net/scp-106 SCP-106]] / "The Old Man"''': A black, towering and decayed humanoid creature that moves with a heavy thud with every step, the Old Man sports a very high amount of health and the ability to phase itself through doors and floors. The Old Man is capable of setting down black portals that allow him summon himself to that location whenever it pleases. Humans touched by the Old Man will be teleported to the Pocket Dimension, a location where they’ll begin losing health and will be given a choice between several doors. Should the Human pick the wrong door, they’ll die instantly. Should they pick the correct door, they’ll be teleported outside the Old Mans containment room in Heavy Containment. To re-contain the Old Man without expending a massive amount of ammunition, a player must gain access to its containment room with a high level keycard. [[FateWorseThanDeath Afterwards, a player must be sacrificed to the ‘femur breaker’, a machine that holds the sacrifice down and snaps their femur in half, transmitting their screams of pain over the site announcement systems as a lure for the Old Man.]] The player controlling the Old Man will lose control as he teleports himself back into his containment room, and will be considered ‘dead’ once he reaches the room.

* '''[[http://www.scp-wiki.net/scp-173 SCP-173]] / "The Statue"''': A concrete and rebar made statue with markings resembling a face spray painted on it, this anomaly is capable of moving at high speeds and instantly killing Humans via a snap of their necks, provided no one is looking at it. When viewed by a human, the Statue will stop in its tracks and will only be able to move once line of sight is either broken or when the human blinks. The Statues speed and the distance it is able to travel increases if "breakneck speeds" is used, however lethality is lost in exchange

* '''[[http://www.scp-wiki.net/scp-914 SCP 914]] / "The Clockworks"''': A machine with 2 doors, one for inputting items and one for outputting items, and a knob that can be cycled through the settings of ‘Rough, Course, 1:1, Fine, Very Fine’. This machine is located inside the Light Containment Zone and cannot be played as. Human players can drop items into the ‘Input’ door and activate the machine with the setting of their choice. After a moment, the ‘output’ door will either yield a new item or will reveal that it destroyed the inputted item, depending on the setting chosen, making this machine very useful for upgrading keycards and weapons, such as the lowly Janitor Keycard to the all-powerful O5 Keycard or a mundane rifle up to the [[{{BFG}} experimental H.I.D. Prototype.]]

* '''[[http://www.scp-wiki.net/scp-939 SCP-939]] / "With Many Voices"''': Red and muscular reptilian creatures that hunts its prey in packs by mimicking noises, these high HP anomalies are capable of communicating with Human players. Whether this is used to trick Humans on the other side of a locked door into letting them in or for more benevolent reasons remains up to the players choice. These creatures are capable of seeing the movement of players through walls thanks to their [[LivingMotionDetector motion based vision]], but this can also easily hinder them as standing still will effectively make someone invisible to them.

to:

* '''[[http://www.scp-wiki.net/scp-049 SCP-049]] / "The Plague Doctor"''': Doctor":''' A being that takes the form of a PlagueDoctor and obsesses over curing an unspecified 'plague', 'plague,' this [=SCPs=] curing touch is an instant kill to all humans it comes in contact with. From their fresh corpses the Doctor can revive the dead player as a zombie to do the bidding of both him and his allies, but only for a short time after their death. The time it takes for the Plague Doctor to convert a body to a zombie quickens the lower his health gets.

* '''[[http://www.scp-wiki.net/scp-079 SCP-079]] / "The AI"''': AI":''' The anomaly responsible for the mass containment breach, this AI has integrated itself into the site systems and holds control over much of the buildings functions. A SupportPartyMember for the [=SCPs=], the AI is capable of aiding its allies while hindering Human progress, such as by spying on Humans/surveying the situation through hacked security cameras for his team, opening/closing and locking/unlocking doors, shutting off the lights to rooms, turning on the [[HighVoltageDeath tesla gates to fry anyone unlucky enough to be in it]], and by hacking into loudspeakers to say whatever it thinks might be appropriate. The AI will gain new abilities as it interacts with the environment by filling its Experience Meter. To re-contain the AI, Humans must find 3 generators located throughout Heavy Containment and access them with the appropriate keycards. Once the generators are open, a switch is flipped to activate the countdown. When all 3 are fully counted down and activated, the generators will [[PhlebotinumOverload overload the system and kill the AI.]]

* '''[[http://www.scp-wiki.net/scp-096 SCP-096]] / "The Shy Guy"''': Guy":''' A naked, hobbling, pale and lanky humanoid creature that constantly weeps to itself, the Shy Guy is completely helpless to attacks up until its shot, or its face is viewed. This will cause it to enter a rage state as it gains a tremendous amount of speed and an instant kill attack. When the Shy Guy is enraged, it will stand up while clutching its face and begin screaming and wailing loudly, warning everyone near it of what's to come. While enraged, the Shy Guy is faster than every other character in the game and is capable of [[BarrierBustingBlow tearing all doors short of an elevator down.]] After about 15 - 30 seconds (depending on how many viewed it), the Shy Guy will calm down again and won't be able to become enraged again for a while.

* '''[[http://www.scp-wiki.net/scp-106 SCP-106]] / "The Old Man"''': Man":''' A black, towering and decayed humanoid creature that moves with a heavy thud with every step, the Old Man sports a very high amount of health and the ability to phase itself through doors and floors. The Old Man is capable of setting down black portals that allow him summon himself to that location whenever it pleases. Humans touched by the Old Man will be teleported to the Pocket Dimension, a location where they’ll they'll begin losing health and will be given a choice between several doors. Should the Human pick the wrong door, they’ll they'll die instantly. Should they pick the correct door, they’ll they'll be teleported outside the Old Mans Man's containment room in Heavy Containment. To re-contain the Old Man without expending a massive amount of ammunition, a player must gain access to its containment room with a high level keycard. [[FateWorseThanDeath Afterwards, a player must be sacrificed to the ‘femur breaker’, 'femur breaker,' a machine that holds the sacrifice down and snaps their femur in half, transmitting their screams of pain over the site announcement systems as a lure for the Old Man.]] The player controlling the Old Man will lose control as he teleports himself back into his containment room, room and will be considered ‘dead’ 'dead' once he reaches the room.

* '''[[http://www.scp-wiki.net/scp-173 SCP-173]] / "The Statue"''': Statue":''' A concrete and rebar made statue with markings resembling a face spray painted on it, this anomaly is capable of moving at high speeds and instantly killing Humans via a snap of their necks, provided no one is looking at it. When viewed by a human, the Statue will stop in its tracks and will only be able to move once line of sight is either broken or when the human blinks. The Statues speed and the distance it is able to travel increases if "breakneck speeds" is used, however lethality is lost in exchange

* '''[[http://www.scp-wiki.net/scp-914 SCP 914]] / "The Clockworks"''': Clockworks":''' A machine with 2 doors, one for inputting items and one for outputting items, and a knob that can be cycled through the settings of ‘Rough, 'Rough, Course, 1:1, Fine, Very Fine’. Fine.' This machine is located inside the Light Containment Zone and cannot be played as. Human players can drop items into the ‘Input’ 'Input' door and activate the machine with the setting of their choice. After a moment, the ‘output’ 'Output' door will either yield a new item or will reveal that it destroyed the inputted item, depending on the setting chosen, making this machine very useful for upgrading keycards and weapons, such as the lowly Janitor Keycard to the all-powerful O5 Keycard or a mundane rifle up to the [[{{BFG}} experimental H.I.D. Prototype.]]

* '''[[http://www.scp-wiki.net/scp-939 SCP-939]] / "With Many Voices"''': Voices":''' Red and muscular reptilian creatures that hunts its prey in packs by mimicking noises, these high HP anomalies are capable of communicating with Human players. Whether this is used to trick Humans on the other side of a locked door into letting them in or for more benevolent reasons remains up to the players choice. These creatures are capable of seeing the movement of players through walls thanks to their [[LivingMotionDetector motion based vision]], but this can also easily hinder them as standing still will effectively make someone invisible to them.



* DroughtLevelOfDoom: For a given definition of 'level', but the Surface counts as this. There are no supplies, no storage containers to loot, practically no cover and barely any hiding spots. Better hope Chaos and the MTF were killing each other before you arrive, otherwise you're not getting resupplied. It's the homestretch for D-Class and Scientists trying to escape, but runs the risk of being caught out in the open by your enemies, or worse, [[OhCrap passing by just as a chopper/van arrives right next to you to deploy tons of troops who were likely looking at you in spectator mode.]]

to:

* DroughtLevelOfDoom: For a given definition of 'level', 'level,' but the Surface counts as this. There are no supplies, no storage containers to loot, practically no cover and barely any hiding spots. Better hope Chaos and the MTF were killing each other before you arrive, otherwise you're not getting resupplied. It's the homestretch for D-Class and Scientists trying to escape, but runs the risk of being caught out in the open by your enemies, or worse, [[OhCrap passing by just as a chopper/van arrives right next to you to deploy tons of troops who were likely looking at you in spectator mode.]]



* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. SCP-173 can move at high speeds and rush into a room and behind someones back for an instant kill and zoom back out, but thanks to its habit of standing completely still when viewed, a squad of MTF or Chaos can easily gun down a 173 player caught in the open. This hindrance can become fatal should someone find the [[{{BFG}} H.I.D Prototype.]]

to:

* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. SCP-173 can move at high speeds and rush into a room and behind someones someone's back for an instant kill and zoom back out, but thanks to its habit of standing completely still when viewed, a squad of MTF or Chaos can easily gun down a 173 player caught in the open. This hindrance can become fatal should someone find the [[{{BFG}} H.I.D Prototype.]]



** SCP-096's in the original document stated that any amount of viewing, no matter how brief, will send it into a nigh-unstoppable rage that has it chase down whoever viewed its face to [DATA EXPUNGED] them, with walls and landscape being torn straight through to reach the target(s). Ingame, this state is only maintained for 15-20 seconds (increasing depending on how many people look at it) before it becomes docile again, but during which he can kill anyone he pleases (even spare the original viewer) with a simple swipe (every player who didn't look becomes invisible to 096, however). This state can also be triggered by dealing damage to 096, without ever seeing its face. Also unlike the document, 096 can be put down by gunfire, though it does take an entire armory's worth of weapons to put him down if it's raging.

to:

** SCP-096's in the original document stated that any amount of viewing, no matter how brief, will send it into a nigh-unstoppable rage that has it chase down whoever viewed its face to [DATA EXPUNGED] them, with walls and landscape being torn straight through to reach the target(s). Ingame, In game, this state is only maintained for 15-20 seconds (increasing depending on how many people look at it) before it becomes docile again, but during which he can kill anyone he pleases (even spare the original viewer) with a simple swipe (every player who didn't look becomes invisible to 096, however). This state can also be triggered by dealing damage to 096, without ever seeing its face. Also unlike the document, 096 can be put down by gunfire, though it does take an entire armory's worth of weapons to put him down if it's raging.



** SCP-106's Pocket Dimension is described as a labyrinth of mazes where 106 watches his victims suffer, occasionally stepping in to torture them personally. Ingame, it is but a simple choice between several pathways that'll instantly kill someone who picks the wrong path. Somewhat alleviated by the fact that inspecting a dead player in the Pocket Dimension reads 'Lost in the Pocket Dimension', implying they may have suffered the FateWorseThanDeath.
** In the document, SCP-939 is described as only be able to mimic the sounds made by the last prey they consumed, and even then it's mostly restricted to sounds of distress and screaming that they might've made their final moments of their lives. Ingame, the pack hunters can speak with the knowledge of an entire dictionary if the player controlling them knows that much.

to:

** SCP-106's Pocket Dimension is described as a labyrinth of mazes where 106 watches his victims suffer, occasionally stepping in to torture them personally. Ingame, In game, it is but a simple choice between several pathways that'll instantly kill someone who picks the wrong path. Somewhat alleviated by the fact that inspecting a dead player in the Pocket Dimension reads 'Lost in the Pocket Dimension', Dimension,' implying they may have suffered the FateWorseThanDeath.
** In the document, SCP-939 is described as only be able to mimic the sounds made by the last prey they consumed, and even then it's mostly restricted to sounds of distress and screaming that they might've made their final moments of their lives. Ingame, In game, the pack hunters can speak with the knowledge of an entire dictionary if the player controlling them knows that much.



* StalkedByTheBell: Light Containment can be relatively secure in certain areas like 914 unless you're unfortunate enough to come across an eager SCP or a trigger-happy Scientist/D-Class. However, stay there for around 12 minutes and the Decontamination Process will start, forcing you to evacuate to the [[MorePredatorsThanPrey Heavy Containment Zone]]. Fail to escape in time? The elevator doors will close and gas will start pouring out of the vents, killing everyone who didn't make it, humans ''and'' SCPs alike.

to:

* StalkedByTheBell: Light Containment can be relatively secure in certain areas like 914 unless you're unfortunate enough to come across an eager SCP or a trigger-happy Scientist/D-Class. However, stay there for around 12 minutes and the Decontamination Process will start, forcing you to evacuate to the [[MorePredatorsThanPrey Heavy Containment Zone]]. Fail to escape in time? The elevator doors will close and gas will start pouring out of the vents, killing everyone who didn't make it, humans ''and'' SCPs [=SCPs=] alike.



* TooAwesomeToUse: The H.I.D Prototype is extremely powerful and can quickly kill anything in its path, even SCP-106, in a few seconds. But there's only one found naturally on the map, it requires 6 seconds to charge, its energy blast is just as blinding to the operator as it is to the victim, has a relatively short range and can only be recharged at SCP-914 (whose access will be barred in the middle of the game from an automatic lockdown.) While, in theory, it can kill any SCP with a full charge, in practice its only real use is either decimating SCP-096 and SCP-106, who are the most vulnerable to this beam and cannot easily outrun the user or, as a scientist or a D-Class, scaring away any SCP camping the escape path.

to:

* TooAwesomeToUse: The H.I.D Prototype is extremely powerful and can quickly kill anything in its path, even SCP-106, in a few seconds. But there's only one found naturally on the map, it requires 6 seconds to charge, its energy blast is just as blinding to the operator as it is to the victim, has a relatively short range and can only be recharged at SCP-914 (whose access will be barred in the middle of the game from an automatic lockdown.) While, in theory, it can kill any SCP with a full charge, in practice its only real use is either decimating SCP-096 and SCP-106, who are the most vulnerable to this beam and cannot easily outrun the user or, as a scientist or a D-Class, scaring away any SCP camping the escape path.path.
----
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* MoreDakka: Chaos Insurgency players come armed with AKs, Shotguns, and Light Machine Guns that can tear down anyone within their effective range very easily. This comes at the cost of being poor for mid-long range engagements thanks to their heavy recoil and low bullet accuracy

to:

* MoreDakka: Chaos Insurgency players come armed with AKs, [=AKs=], Shotguns, and Light Machine Guns that can tear down anyone within their effective range very easily. This comes at the cost of being poor for mid-long range engagements thanks to their heavy recoil and low bullet accuracy



* ShmuckBait: None of the [=SCPs=] can communicate with the humans...except 939.
--> '''(SCP-939):''' Hey, open up.
--> '''(Human player): '''Yeah, sure, just let me- [[OhCrap OH, FUCK,]] IT'S THE [[FanNickname DOG!]]

to:

* ShmuckBait: None of the [=SCPs=] can communicate with the humans... except 939.
--> '''(SCP-939):''' -->'''SCP-939:''' Hey, open up.
--> '''(Human player): '''Yeah,
up.\\
'''Human player:''' Yeah,
sure, just let me- me-- [[OhCrap OH, FUCK,]] IT'S THE [[FanNickname DOG!]]
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Added DiffLines:

* AntiFrustrationFeatures: Did you get the short end of the stick and, for whatever reason, find yourself without a keycard sufficient enough to open the Light Containment Zone checkpoint doors? When there's only 30 seconds left until the area gets decontaminated, the doors will automatically open and allow any stuck players to escape.


Added DiffLines:

* StalkedByTheBell: Light Containment can be relatively secure in certain areas like 914 unless you're unfortunate enough to come across an eager SCP or a trigger-happy Scientist/D-Class. However, stay there for around 12 minutes and the Decontamination Process will start, forcing you to evacuate to the [[MorePredatorsThanPrey Heavy Containment Zone]]. Fail to escape in time? The elevator doors will close and gas will start pouring out of the vents, killing everyone who didn't make it, humans ''and'' SCPs alike.

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Removed: 123

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* HeroicSacrifice: In the name of stopping 106, anyone can volunteer to sacrifice themselves to the femur breaker and exchange their own life to end 106.
** [[VideoGameCrueltyPotential Or you can just trick a newbie into stepping into the]] [[ShmuckBait weird looking tube...]]

to:

* HeroicSacrifice: In the name of stopping 106, anyone can volunteer to sacrifice themselves to the femur breaker and exchange their own life to end 106.
**
106. [[VideoGameCrueltyPotential Or Assuming you can don't just trick a newbie into stepping into the]] [[ShmuckBait weird looking tube...]]
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* '''[[http://www.scp-wiki.net/scp-079 SCP-079]] / "The AI"''': The anomaly responsible for the mass containment breach, this AI has integrated itself into the site systems and holds control over much of the buildings functions. A SupportPartyMember for the [=SCPs=], the AI is capable of aiding its allies while hindering Human progress, such as by spying on Humans/surveying the situation through hacked security cameras for his team, opening/closing and locking/unlocking doors, shutting off the lights to rooms, turning on the [[HighVoltageDeath tesla gates to fry anyone unlucky enough to be in it]], and by hacking into loudspeakers to say whatever it thinks might be appropriate. The AI will gain new abilities as it interacts with the environment by filling its Experience Meter. To re-contain the AI, Humans must find 5 generators located throughout Heavy Containment and access them with the appropriate keycards, and plug in the 'Weapons Manager' item to activate the countdown to activation. When activated, the generators will supply power to the AI and fuel its capabilities, [[PhlebotinumOverload but all 5 charging it all at once will overload the system and kill it.]]

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* '''[[http://www.scp-wiki.net/scp-079 SCP-079]] / "The AI"''': The anomaly responsible for the mass containment breach, this AI has integrated itself into the site systems and holds control over much of the buildings functions. A SupportPartyMember for the [=SCPs=], the AI is capable of aiding its allies while hindering Human progress, such as by spying on Humans/surveying the situation through hacked security cameras for his team, opening/closing and locking/unlocking doors, shutting off the lights to rooms, turning on the [[HighVoltageDeath tesla gates to fry anyone unlucky enough to be in it]], and by hacking into loudspeakers to say whatever it thinks might be appropriate. The AI will gain new abilities as it interacts with the environment by filling its Experience Meter. To re-contain the AI, Humans must find 5 3 generators located throughout Heavy Containment and access them with the appropriate keycards, and plug in keycards. Once the 'Weapons Manager' item generators are open, a switch is flipped to activate the countdown to activation. countdown. When all 3 are fully counted down and activated, the generators will supply power to the AI and fuel its capabilities, will [[PhlebotinumOverload but all 5 charging it all at once will overload the system and kill it.the AI.]]
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* '''[[http://www.scp-wiki.net/scp-096 SCP-096]] / "The Shy Guy"''': A naked, hobbling, pale and lanky humanoid creature that constantly weeps to itself, the Shy Guy is completely helpless to attacks up until its face is viewed, which will cause it to enter a rage state as it gains a tremendous amount of speed and an instant kill attack. When the Shy Guy is enraged, it will stand up while clutching its face and begin screaming and wailing loudly, warning everyone near it of what's to come. While enraged, the Shy Guy is faster than every other character in the game and is capable of [[BarrierBustingBlow tearing all doors short of an elevator or blast door down.]] After about 15 seconds, the Shy Guy will calm down again and won't be able to become enraged again for a while.

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* '''[[http://www.scp-wiki.net/scp-096 SCP-096]] / "The Shy Guy"''': A naked, hobbling, pale and lanky humanoid creature that constantly weeps to itself, the Shy Guy is completely helpless to attacks up until its shot, or its face is viewed, which viewed. This will cause it to enter a rage state as it gains a tremendous amount of speed and an instant kill attack. When the Shy Guy is enraged, it will stand up while clutching its face and begin screaming and wailing loudly, warning everyone near it of what's to come. While enraged, the Shy Guy is faster than every other character in the game and is capable of [[BarrierBustingBlow tearing all doors short of an elevator or blast door down.]] After about 15 seconds, - 30 seconds (depending on how many viewed it), the Shy Guy will calm down again and won't be able to become enraged again for a while.



* '''[[http://www.scp-wiki.net/scp-173 SCP-173]] / "The Statue"''': A concrete and rebar made statue with markings resembling a face spray painted on it, this anomaly is capable of moving at high speeds and instantly killing Humans via a snap of their necks, provided no one is looking at it. When viewed by a human, the Statue will stop in its tracks and will only be able to move once line of sight is either broken or when the human blinks. The Statues speed and the distance it is able to travel between blinks increases the lower its health goes.

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* '''[[http://www.scp-wiki.net/scp-173 SCP-173]] / "The Statue"''': A concrete and rebar made statue with markings resembling a face spray painted on it, this anomaly is capable of moving at high speeds and instantly killing Humans via a snap of their necks, provided no one is looking at it. When viewed by a human, the Statue will stop in its tracks and will only be able to move once line of sight is either broken or when the human blinks. The Statues speed and the distance it is able to travel between blinks increases the lower its health goes.
if "breakneck speeds" is used, however lethality is lost in exchange



* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. SCP-173 can move at high speeds and rush into a room and behind someones back for an instant kill and zoom back out, and becomes quicker the lower its health gets. But thanks to its habit of standing completely still when viewed, a squad of MTF or Chaos can easily gun down a 173 player caught in the open. This hindrance can become fatal should someone find the [[{{BFG}} H.I.D Prototype.]]

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* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. SCP-173 can move at high speeds and rush into a room and behind someones back for an instant kill and zoom back out, and becomes quicker the lower its health gets. But but thanks to its habit of standing completely still when viewed, a squad of MTF or Chaos can easily gun down a 173 player caught in the open. This hindrance can become fatal should someone find the [[{{BFG}} H.I.D Prototype.]]



** SCP-096's in the original document stated that any amount of viewing, no matter how brief, will send it into a nigh-unstoppable rage that has it chase down whoever viewed its face to [DATA EXPUNGED] them, with walls and landscape being torn straight through to reach the target(s). Ingame, this state is only maintained for 15-20 seconds (increasing depending on how many people look at it) before it becomes docile again, but during which he can kill anyone he pleases (even spare the original viewer) with a simple swipe (every player who didn't look becomes invisible to 096, however). This state can also be triggered by dealing damage to 096, without ever seeing its face. Also unlike the document, 096 can be killed by gunfire, though it does take an entire armory's worth of weapons to put him down if it's raging.

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** SCP-096's in the original document stated that any amount of viewing, no matter how brief, will send it into a nigh-unstoppable rage that has it chase down whoever viewed its face to [DATA EXPUNGED] them, with walls and landscape being torn straight through to reach the target(s). Ingame, this state is only maintained for 15-20 seconds (increasing depending on how many people look at it) before it becomes docile again, but during which he can kill anyone he pleases (even spare the original viewer) with a simple swipe (every player who didn't look becomes invisible to 096, however). This state can also be triggered by dealing damage to 096, without ever seeing its face. Also unlike the document, 096 can be killed put down by gunfire, though it does take an entire armory's worth of weapons to put him down if it's raging.



* HighVoltageDeath: The tesla gates are built around Heavy Containment, and will activate when a player approaches them. They emit a powerful burst of arcing electricity every 3 seconds, so players must wait before walking through. Getting shocked by it is almost always an instant kill, and better yet, SCP-079 can quietly control its activation to BaitAndSwitch anyone passing by who thought they were safe to a cheap death.

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* HighVoltageDeath: The tesla gates are built around Heavy Containment, and will activate when a player approaches them. They emit a powerful burst of arcing electricity every 3 seconds, so players must wait before walking through. Getting shocked by it is almost always an instant kill, and better yet, SCP-079 can quietly control its activation to BaitAndSwitch anyone passing by who thought they were safe to a cheap death.



* LuckBasedMission: What surviving 106s Pocket Dimension amounts to in early stages of a game. There's just no telling which path is the correct one as they're all identical and randomized each round. This becomes less of a problem when the bodies of players begin piling around the wrong exits much later into the game.
* LivingMotionDetector: Instances of SCP-939 see in a black and white filter that allows them to see players through walls when they're moving quickly, but targets become effectively invisible to them when they stand still or use the C key to move slowly.

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* LuckBasedMission: What surviving 106s Pocket Dimension amounts to in early stages of a game. to. There's just no telling which path is the correct one as they're all identical and randomized each round. This becomes less of a problem when time someone dies (or escapes) in the bodies of players begin piling around the wrong exits much later into the game.
pocket death.
* LivingMotionDetector: Instances of SCP-939 see in a black and white filter that allows them to see players through walls when they're moving quickly, but targets become effectively invisible to them when they stand still or use the C key sneak to move slowly.slowly and quietly.



* MoreDakka: Chaos Insurgency players come armed with Light Machine Guns that can tear down anyone within their effective range very easily. This comes at the cost of being poor for mid-long range engagements thanks to their heavy recoil and inability to aim down sights.

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* MoreDakka: Chaos Insurgency players come armed with AKs, Shotguns, and Light Machine Guns that can tear down anyone within their effective range very easily. This comes at the cost of being poor for mid-long range engagements thanks to their heavy recoil and inability to aim down sights. low bullet accuracy
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!!The game provides examples of:
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Disambiguating; deleting and renaming wicks as appropriate


* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing footsteps as a scientist can easily make you paranoid in wondering if MTF has come to rescue you, or if it's SCP-939 patroling the only path to freedom. On the SCP side of things, hearing the sounds of 173s stone body sliding against the floor, 096s constant sobbing and screaming, and 049s slow but sharp foot steps closing in on you is bound to get some people anxious. [[NightmareRetardant On a less (or more) horrific note]], there's the sound of some asshole (read: [[{{GIFT}} nearly everyone who gets the chance]]) playing [[SensoryAbuse extremely loud music over the facility intercom and blowing out the eardrums of the entire server.]]

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* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing footsteps as a scientist can easily make you paranoid in wondering if MTF has come to rescue you, or if it's SCP-939 patroling the only path to freedom. On the SCP side of things, hearing the sounds of 173s stone body sliding against the floor, 096s constant sobbing and screaming, and 049s slow but sharp foot steps closing in on you is bound to get some people anxious. [[NightmareRetardant On a less (or more) horrific note]], there's the sound of some asshole (read: [[{{GIFT}} nearly everyone who gets the chance]]) chance) playing [[SensoryAbuse extremely loud music over the facility intercom and blowing out the eardrums of the entire server.]]
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* ParanoiaFuel: The game runs on skipping direct confrontation in favor of deceiving and betraying the people around you to further your own objectives or to survive yourself. Perhaps those footsteps in the other room belong to your friends here to rescue you, or maybe it's the enemy hunting you down. Maybe that voice asking to be let into your defensive position is a fellow D-Class, or maybe it's SCP-939 trying to trick you into letting it in. Maybe you think you're being watched by SCP-079 in the hallways and can be walking right into an SCP ambush.
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* AwesomeButImpractical: The H.I.D. Prototype can make absolute mincemeat of any SCP that comes in contact with its beam. Just two problems: it takes ten seconds to charge, and it can only be used once. Better use it wisely.
* BarrierBustingBlow: Did you or someone near you just look at 096 long enough to send him into an UnstoppableRage? You had better find an elevator or some blast doors, because nothing short of those is going to stop him from just tearing the door down to reach you.

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* AwesomeButImpractical: The H.I.D. Prototype can make absolute mincemeat of any SCP that comes in contact with its beam. Just two problems: it takes ten 6 seconds to charge, before it can fire, and it can only be used once.has very limited charge. Better use it wisely.
* BarrierBustingBlow: Did you or someone near you just look at 096 long enough to send him into an UnstoppableRage? You had better find an elevator or some blast doors, elevator, because nothing short of those it is going to stop him from just tearing the door down to reach you.



** SCP-096's in the original document stated that any amount of viewing, no matter how brief, will send it into a nigh-unstoppable rage that has it chase down whoever viewed its face to [DATA EXPUNGED] them, with walls and landscape being torn straight through to reach the target(s). Ingame, it takes a few seconds of exposure to trigger a rage state and this state is only maintained for 15-20 seconds before he becomes docile again, but during which he can kill anyone he pleases (even spare the original viewer) with a simple swipe. Also unlike the document, 096 can be killed by gun fire, though it does take an entire armory's worth of weapons to put him down. He is also scaled down to about a third of the size of his ''Containment Breach'' counterpart, so that he can poke his head into the view of [[WrongGenreSavvy players staring at the ground as they walk]] and trigger himself.

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** SCP-096's in the original document stated that any amount of viewing, no matter how brief, will send it into a nigh-unstoppable rage that has it chase down whoever viewed its face to [DATA EXPUNGED] them, with walls and landscape being torn straight through to reach the target(s). Ingame, it takes a few seconds of exposure to trigger a rage state and this state is only maintained for 15-20 seconds (increasing depending on how many people look at it) before he it becomes docile again, but during which he can kill anyone he pleases (even spare the original viewer) with a simple swipe. swipe (every player who didn't look becomes invisible to 096, however). This state can also be triggered by dealing damage to 096, without ever seeing its face. Also unlike the document, 096 can be killed by gun fire, gunfire, though it does take an entire armory's worth of weapons to put him down. He is also scaled down to about a third of the size of his ''Containment Breach'' counterpart, so that he can poke his head into the view of [[WrongGenreSavvy players staring at the ground as they walk]] and trigger himself.if it's raging.



* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing a mob of boots stomping around on the other side of a wall towards as a D-Class can easily make you paranoid in wondering if Chaos has come to rescue you, or if its the MTF passing by to gun you down. On the SCP side of things, hearing the sounds of 173s stone body sliding against the floor, 096s constant sobbing and screaming, and 049s slow but sharp foot steps closing in on you is bound to get some people anxious. [[NightmareRetardant On a less (or more) horrific note]], there's the sound of some asshole (read: [[{{GIFT}} nearly everyone who gets the chance]]) playing [[SensoryAbuse extremely loud music over the facility intercom and blowing out the eardrums of the entire server.]]
* HeroicSacrifice: In the name of stopping 106, anyone can volunteer to sacrifice themselves to the femur breaker and exchange their own life to end 106. [[MindScrew Even SCP-106 himself.]]

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* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing a mob of boots stomping around on the other side of a wall towards footsteps as a D-Class scientist can easily make you paranoid in wondering if Chaos MTF has come to rescue you, or if its it's SCP-939 patroling the MTF passing by only path to gun you down.freedom. On the SCP side of things, hearing the sounds of 173s stone body sliding against the floor, 096s constant sobbing and screaming, and 049s slow but sharp foot steps closing in on you is bound to get some people anxious. [[NightmareRetardant On a less (or more) horrific note]], there's the sound of some asshole (read: [[{{GIFT}} nearly everyone who gets the chance]]) playing [[SensoryAbuse extremely loud music over the facility intercom and blowing out the eardrums of the entire server.]]
* HeroicSacrifice: In the name of stopping 106, anyone can volunteer to sacrifice themselves to the femur breaker and exchange their own life to end 106. [[MindScrew Even SCP-106 himself.]]



* TooAwesomeToUse: The H.I.D Prototype is extremely powerful and can quickly kill anything in its path, even SCP-106, in a few seconds. But there's only one found naturally on the map, it requires 10 seconds to charge, its energy blast is just as blinding to the operator as it is to the victim, has a short range and cannot be fired again unless recharged at SCP-914 (whose access will be barred in the middle of the game from an automatic lockdown.) Its only real use is decimating SCP-173 and SCP-106, who are the most vulnerable to this beam.

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* TooAwesomeToUse: The H.I.D Prototype is extremely powerful and can quickly kill anything in its path, even SCP-106, in a few seconds. But there's only one found naturally on the map, it requires 10 6 seconds to charge, its energy blast is just as blinding to the operator as it is to the victim, has a relatively short range and cannot can only be fired again unless recharged at SCP-914 (whose access will be barred in the middle of the game from an automatic lockdown.) Its While, in theory, it can kill any SCP with a full charge, in practice its only real use is either decimating SCP-173 SCP-096 and SCP-106, who are the most vulnerable to this beam.beam and cannot easily outrun the user or, as a scientist or a D-Class, scaring away any SCP camping the escape path.
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''SCP: Secret Laboratory'' [[https://store.steampowered.com/app/700330/SCP_Secret_Laboratory/ (available for free download on Steam)]]is a spinoff game to ''VideoGame/SCPContainmentBreach'' developed by Northwoods Studios. The game takes place within the same setting as Containment Breach and assumes the same backstory that led to the events, but with the added twist that all scientists, guards, D-Class, Chaos Insurgent intruders and even [=SCPs=] are now controlled by the players.

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''SCP: Secret Laboratory'' [[https://store.steampowered.com/app/700330/SCP_Secret_Laboratory/ (available for free download on Steam)]]is is a spinoff game to ''VideoGame/SCPContainmentBreach'' developed by Northwoods Studios. The game takes place within the same setting as Containment Breach and assumes the same backstory that led to the events, but with the added twist that all scientists, guards, D-Class, Chaos Insurgent intruders and even [=SCPs=] are now controlled by the players.



SCP Secret Laboratory is currently being updated on a semi-frequent basis, and there are currently plans to include more rooms, game mechanics and [=SCPs=] to the game in future updates to come.

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SCP ''SCP: Secret Laboratory Laboratory'' is [[https://store.steampowered.com/app/700330/SCP_Secret_Laboratory/ available for free on Steam]] and is currently being updated on a semi-frequent basis, and there are currently basis with plans to include more rooms, game mechanics and [=SCPs=] to the game in future updates to come.
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SCP Secret Laboratory [[https://store.steampowered.com/app/700330/SCP_Secret_Laboratory/ (Available for free download on Steam)]]is a spinoff game to [[VideoGame/SCPContainmentBreach SCP - Containment Breach]] developed by Northwoods Studios. The game takes place within the same setting as Containment Breach and assumes the same backstory that led to the events, but with the added twist that all scientists, guards, D-Class, Chaos Insurgent intruders and even [=SCPs=] are now controlled by the players.

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SCP ''SCP: Secret Laboratory Laboratory'' [[https://store.steampowered.com/app/700330/SCP_Secret_Laboratory/ (Available (available for free download on Steam)]]is a spinoff game to [[VideoGame/SCPContainmentBreach SCP - Containment Breach]] ''VideoGame/SCPContainmentBreach'' developed by Northwoods Studios. The game takes place within the same setting as Containment Breach and assumes the same backstory that led to the events, but with the added twist that all scientists, guards, D-Class, Chaos Insurgent intruders and even [=SCPs=] are now controlled by the players.
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* DroughtLevelOfDoom: For a given definition of 'level', but the Surface counts as this. There are no supplies, no storage containers to loot, practically no cover and barely any hiding spots. Better hope Chaos and the MTF were killing each other before you arrive, otherwise you're not getting resupplied. It's the homestretch for D-Class and Scientists trying to escape, but runs the risk of being caught out in the open by your enemies, or worse, [[OhCrap passing by just as a chopper/van arrives right next to you to deploy tons of troops who were likely looking at you in spectator mode.]]


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** Consumable SCP objects are apparently just sitting around the facility in little glass stands rather than being contained or locked in a proper storage. This is done for all Human players to have a chance scavenging the various objects to use to their advantage.


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* MorePredatorsThanPrey: The Heavy Containment Zone houses all but one of the playable [=SCPs=], is the location for practically every objective a round has to offer, and becomes the stomping grounds for even the Chaos and MTF looking for their kill targets once Light Containment is locked down. Passing through here without firepower or stealth is a foolish or unfortunate circumstance for any Human player.

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* AwesomeButImpractical: The H.I.D. Prototype can make absolute mincemeat of any SCP that comes in contact with its beam. Just two problems: it takes ten seconds to charge, and it can only be used once. Better use it wisely.



* BashBrothers: Instances of SCP-939 often come in pairs, so expect to see two reptiles from the same pack fighting alongside each other.

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* BashBrothers: BashBrothers:
**
Instances of SCP-939 often come in pairs, so expect to see two reptiles from the same pack fighting alongside each other.other.
** [[DontLookAtMe SCP-096]] and [[CantMoveWhileBeingWatched SCP-173]], for obvious reasons.
* DifficultButAwesome: While most D-Class and Scientist players will head for 914 to upgrade keycards, leech, and just cause general mayhem, a more savvy player might look for a Zone Manager card - there is one guaranteed spawn in Light Containment, and it unlocks every door that stands between you and freedom. The catch? You have to go through [[MorePredatorsThanPrey Heavy Containment]] ''by yourself.'' Considering that not one, not two, but FIVE separate SCP players can spawn here, you should have either A. insane luck or B. masterful evasion skills to attempt this. If you can pull it off, though, it's totally worth it.



** To avoid SCP-173 being completely helpless with 2 or more people in the same room (and thus EXTREMELY easy for the guards to take out), when multiple people are in the same room as SCP-173, everyone blinks at the exact same time to allow 173 to move for a split second. Interestingly, this is the only time players ever blink in the entire game.



* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing a mob of boots stomping around on the other side of a wall towards as a D-Class can easily make you paranoid in wondering if Chaos has come to rescue you, or if its the MTF passing by to gun you down. On the SCP side of things, hearing the sounds of 173s stone body sliding against the floor, 096s constant sobbing and screaming, and 049s slow but sharp foot steps closing in on you is bound to get some people anxious. [[NightmareRetardant On a less (or more) horrific note]], there's the sound of some asshole (read: nearly everyone who gets the chance) playing [[SensoryAbuse extremely loud music over the facility intercom and blowing out the eardrums of the entire server.]]

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* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing a mob of boots stomping around on the other side of a wall towards as a D-Class can easily make you paranoid in wondering if Chaos has come to rescue you, or if its the MTF passing by to gun you down. On the SCP side of things, hearing the sounds of 173s stone body sliding against the floor, 096s constant sobbing and screaming, and 049s slow but sharp foot steps closing in on you is bound to get some people anxious. [[NightmareRetardant On a less (or more) horrific note]], there's the sound of some asshole (read: [[{{GIFT}} nearly everyone who gets the chance) chance]]) playing [[SensoryAbuse extremely loud music over the facility intercom and blowing out the eardrums of the entire server.]]
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The plague doctor can now revive bodies killed by other scps.


* '''[[http://www.scp-wiki.net/scp-049 SCP-049]] / "The Plague Doctor"''': A being that takes the form of a PlagueDoctor and obsesses over curing an unspecified 'plague', this [=SCPs=] curing touch is an instant kill to all humans it comes in contact with. From their fresh corpses the Doctor can revive the dead player as a zombie to do the bidding of both him and his allies, but only on bodies from people killed by the Plague Doctor and only for a short time after their death. The time it takes for the Plague Doctor to convert a body to a zombie quickens the lower his health gets.

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* '''[[http://www.scp-wiki.net/scp-049 SCP-049]] / "The Plague Doctor"''': A being that takes the form of a PlagueDoctor and obsesses over curing an unspecified 'plague', this [=SCPs=] curing touch is an instant kill to all humans it comes in contact with. From their fresh corpses the Doctor can revive the dead player as a zombie to do the bidding of both him and his allies, but only on bodies from people killed by the Plague Doctor and only for a short time after their death. The time it takes for the Plague Doctor to convert a body to a zombie quickens the lower his health gets.
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* LightningGun: The [[{{BFG}} H.I.D Prototype.]] shoots massive amounts of electricity in a straight and devastating beam.

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* LightningGun: The [[{{BFG}} H.I.D Prototype.]] Prototype]] shoots massive amounts of electricity in a straight and devastating beam.

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