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  • Adaptation Displacement: Many people who have played the game didn't know about the wiki it's based on, leading many to look at it. While the wiki itself is popular in its own right, Containment Breach has definitely shaped the way the series itself is perceived.
  • Complete Monster: SCP-106, the Old Man, is just as monstrous as his canon counterpart. Taking advantage of the titular containment breach, 106 goes on a killing spree, killing a janitor, a doctor, and possibly Dr. L and Dr. Maynard. When he encounters D-9341, he relentlessly pursues him, at one point throwing the mutilated corpse of the doctor at him to scare him. If captured by 106, the prisoner is brought to his Pocket Dimension, where they'll be hunted by 106, or almost bleed to death. He also leaves creepy taunts written on the ground in this pocket dimension, along with coffins filled with his still-living victims. In order to contain 106, the player character needs to break the femur of another D-Class prisoner. This will result in 106 being attracted by his screams of pain, and take the man to his pocket dimension, allowing him to be contained.
  • Demonic Spiders:
    • SCP-106, the Humanoid Abomination that spawns on a timer and can walk through walls. Unless you happen to be close to a tesla gate, the only way to escape is to abandon whatever you were doing and run away until he gets bored. If he catches you, he won't kill you instantly but rather injure you and drag you into his Pocket Dimension, forcing you to heal yourself with one of your semi-rare medkits before hopefully escaping back into the real world, which will displace you to a random location within the facility. In short, 106 is a Wild Card that can be counted on to keep you on your toes no matter where you are or what you're doing.
    • SCP-966 are Invisible Monsters that, while slow, can open doors, pursue the player across long distances, and frequently attack in groups of two or more. There are four of them in the facility, meaning you're rarely far away from one no matter where you go, and the only way to see them coming is to use night-vision goggles, which will burn through your precious supply of batteries very quickly. And while they're not a One-Hit Kill, getting slashed by one will slow you down and probably lead to you bleeding out unless you get immediate medical attention.
    • The Nine-Tailed Fox team of agents that go through the facility in the last third of the game. They always attempt to kill the player on sight, can open most doors, and come in squads. It gets to the point where some players choose to "no clip" around them. The only consolation is that they can draw the attention of SCPs away from you, and vice versa.
    • SCP-173 is fast, quiet, comes out of nowhere without warning, and gives you a One-Hit Kill, and in addition to being the most commonly encountered monster in the game and thus the most common cause of death in players, he also provides some of the worst jumpscares and Paranoia Fuel for players. He's also the SCP you have to deal with from the very start of the game.
  • Ensemble Dark Horse:
    • SCP-049 was popular among the SCP fan base by itself, but the game's rendition of him only furthered his popularity due to his smoothly-delivered voice lines provided by TheVolgun.
    • The design of SCP-860-2, the guardian of the blue forest accessed via SCP-860, has stuck within the fandom.
    • Nine-Tailed Fox, mainly for being Badass Normal Elite Mooks that are able to hold their own against the horrors of the SCP universe, and are really cool, with their tactical gear, advanced squad tactics, and professionalism, in comparsion to most M.T.F units in the setting. They are so popular, they became Canon Immigrant to the actual wiki, and have their own large Mod, Nine Tailed Fox Mod.
  • Goddamned Bats:
    • SCP-066. It can't quite harm you, but it'll play with the doors, mess with the lights, occasionally smash the floor, and subject you to some serious Sensory Abuse if it feels like it.
    • SCP-372 is harmless on its own, occasionally appearing in your peripheral vision for a quick Jump Scare. It can, however, jerk the camera around every now and then, which often has fatal consequences if SCP-173 happens to be in the area.
    • In the Unity remake, SCP-650. It cannot actually harm you in any way, but it's very good at startling and will likely be responsible for multiple unnecessary scares once you've found it. The fact its weird AI seems to make sure it's only there when you don't expect it makes it worse.
  • Good Bad Bugs:
    • If you're lucky, 173 might get stuck so even if you blink it won't attack you.
    • There's also a pretty funny glitch, where a door doesn't connect to anything. This allows D-9341 to just casually stroll out of the map and walk around. SCP-173 is usually stuck in the map, but can sometimes still snap your neck.
    • SCP-096 can fall from the catwalks to the lower levels of the facility, which the player cannot access. This means that you no longer have to worry about seeing his face (unless he despawns and respawns somewhere else).
    • SCP-049 sometimes spawns inside rooms that are inaccessible to the player, such as a security checkpoint, and therefore can't get to you. He can also get stuck inside walls or doorways, or even get trapped in a loop where he continuously walks in circles instead of chasing you.
  • Heartwarming Moments: SCP-1762 is still alive in this continuity in the Unity verision of the game, having somehow either avoided or recovered from their armageddon, allowing the player to release the paper dragons out in the facility.
  • Jerkass Woobie: It's hard not to feel a little sorry for SCP-096, given that he spends all his time wandering aimlessly and crying his eyes out. That said, it's best to keep your distance if you don't want him to give you an one-hit Cruel and Unusual Death.
  • Memetic Mutation:
    • The femur breaker scream. Alone, the scream is frightening, but people have placed it in videos where such a scream would be unfitting (i.e. while a character is doing the default Fortnite dance), or put other characters in place of the screaming Class-D's fate.
    • Most, if not all of the announcements made by the people manning the intercoms gained enough popularity to be used in memes. Of particular note are:
      • SCP-106 has broken out of the facility at Gate-A! Fire the H.I.D Turret immediately! Do NOT let it across the bridge!note 
      • We're detonating the Alpha Warheads in T-minus 90 seconds.note 
      • Mobile Task Force Unit Epsilon-11, designated Nine-Tailed Fox, has entered the facility. All remaining survivors are advised to stay in the evacuation shelter, or any other safe area, until the unit has secured the facility. We'll start escorting personnel out when the escaped SCP's have been re-contained.note 
      • The site is experiencing multiple Keter and Euclid level containment breaches! Full site lockdown initiatednote 
  • More Popular Spin Off: To the game version of SCP-087 and SCP-087-B.
  • Most Wonderful Sound: 682's roar is part-frightening and part-awesome.
  • Narm Charm: Part of 096's screams sound like Courage the Cowardly Dog. Still doesn't make him any less terrifying. They also sound eerily similar to Lemongrab's screams.
  • No Problem with Licensed Games: Being a freeware game helps, of course.
  • Paranoia Fuel:
    • The entire game. No matter where you go, you're at risk of getting your Neck Snapped by SCP-173, or dragged off to a Fate Worse than Death by SCP-106, or "cured" by SCP-049, and so on. Even standing idle in one place is a doomed proposition: 106 will come for you eventually, and he always knows where you are.
    • SCP-966, four Invisible Monsters that can only be seen if you're wearing night-vision goggles. Otherwise, the only way to tell they're nearby is if you see a door open on its own, or hear them hissing if they're close enough to strike.
    • Some of SCP-049's lines while hunting for you: "I know you're in here." "I can hear you breathing." Gulp.
    • In Secret Laboratory, SCP-939 is this. In Containment Breach their scare potential is lower since you never encounter any friendlies but in the multiplayer Secret Laboratory they're player controlled entities with the unique power of "being able to talk to non-SCP players". That friendly D-Boi around the corner who says he's found 914 or even a stash of useful items? He might not be who he says he is, and if you bite that bait 939's jaws are waiting for you.
  • Rescued from the Scrappy Heap: SCP-012 note  is considered one of the weaker SCP items due to being one of the earliest written. When it was implemented in this game, players saw how horrifying it can truly be.
  • Unintentional Period Piece: SCP-1162's depiction in the game as a hole in the wall is now this, as its writer was banned and asked them to take that SCP down. Compare the old hole in the wall seen in game to the current depiction as "Astronaut Joe", which is a suburban house on Mars.
  • Tear Jerker:
    • SCP-096’s crying is this, you just can’t help it but feel sorry for him.
    • The poor bastard whose femur you have to break in order to lure SCP-106 into containment. His initial comments do a great job of humanizing him before you break his femur, causing him to scream and cry in agony, and then leave him to his fate at the Old Man's hands.
    • Blue Feather, a somber, melancholy piece that plays as D-9341 wakes up for the first time, reflects the current gloom of being a prisoner.
    • SCP-1074’s cutscene, now scrapped along with 1074 in the current version, was this, as it was D-9341 feeling very guilty over several deaths he caused, before passing out.

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