SCP - Containment Breach Wiki
Advertisement

Light Containment Zone

Class-D Cells

File:Dcells.png

Inside of the player's cell.

This is the room that the player starts off in. It contains a table, sink, toilet and bed. The Class-D Orientation Leaflet is on the table, which the player must pick up and read. Upon doing so, a Guard will open the door and tell the player to follow him. If the player refuses to leave the cell, the guard will then close the door and open the gas valve in the room, killing him.

SCP-173's Containment Chamber

This room is where the game's intro takes place. The chamber is actually two rooms connected to each other. The entrance contains a guard balcony and an exit to the first hallway, and the second room, the containment chamber for SCP-173, is protected by a blast door. Upon entering the room, the containment chamber opens and the intercom voice tells all Class-D personnel to enter the chamber. If the player refuses to enter the second room once it opens, then the intercom will order the guard to shoot the player. The containment chamber is where the player first finds SCP-173 in a corner. Soon after entering the chamber, the blast door will malfunction, causing it to open and not respond to attempts to close it. Immediately after, the lights will go out, requiring that the player escape from the room after SCP-173 kills the two D-Class personnel and the guard on the top level. A vent can be found on the ground after the breach, indicating that SCP-173 used the ventilation system to travel.

First Room

This is the first room that the player comes across after the breach. It consists of a walkway with a door halfway through the room, behind which a janitor and a guard can be heard trying to escape. Shortly after entering the room, the lights go out and SCP-173 kills them both.

On the opposite side of the hallway is two rooms which contain a gas mask, a document on SCP-173, a level 1 keycard, and a few batteries.

Lockroom

Lockroom

A lockroom CCTV

A red-illuminated room with two timed doors opening into it. Outside it is a CCTV monitor showing the inside of the room. SCP-173 appears often in this room. Players should proceed with caution in this room if SCP-173 is present. If it is in the room, the player should make note of its position, and make sure the blink meter is replenished before opening the lockroom doors. Gas is deployed in this room, so it's recommended to have the gas mask on when entering it. It is advised that the player should quickly sprint into the room and run to the opposite diagonal side while maintaining eye contact with SCP-173 after pressing the button.

T-Shaped Lockroom

Tlockroom

The T-shaped lockroom.

The T-Shaped Lockroom is a red-lit room in the shape of a T, as the name suggests. Once the player enters this room, they must take a turn down the short, intersecting hall to press the button. Once the button is pressed, it will open one door and then close the other. The player must be wary of these rooms, as SCP-173 will often spawn in the offshoot hallway, below the ventilation shaft.

Small Testing Room

The test room is located inside a hallway. SCP-173 usually spawns inside it, since a big ventilation shaft cover can be found on the ground. Upon opening the keycard-locked door in the hallway, the player will find an inoperable door in front of him and an accessible door to his immediate left. He will find the test room itself behind that door, which contains a level 2 keycard and an S-Nav 300. The test room is separated in two sections, one where the observer is, and the other which is separated by glass and a door. Inside the other section, SCP-173 will spawn and follow a guided path around the room until he will break the glass. Because of this, it is recommended that the player blink before he enters the test room.

Hallways

The Hallways are featureless rooms which serve no purpose other than to connect rooms. There are currently 3 variants of this room. Note that this room and each of its variants have a counterpart in the Entrance Zone. There is also a variant of the two-way hallway which contains a large fan.

Corner Room

Room2c

The Corner Room is an L-shaped hall containing three doors, two of which connect the hall to other rooms, and a third which is inoperable.

T-Shaped Room

The T-Shaped Room is a room in the form of a "T" and is mainly here to link all the other rooms together. Two variations of this room can be found.

The first variant has a grated off area with some machinery. The second variant contains water pipes instead, accompanied by the sounds of dripping water. An event can randomly occur when the player enters this variation where a scientist's corpse will fall from the ceiling after SCP-106 ejects him from the Pocket Dimension.

Four Ways Room

The four ways room looks like the T-shaped rooms, but with a fourth entrance, as well as an unreachable catwalk.

Elevator Room

The Elevator Room is a room similar to the Hallways room, the exception being the presence of an elevator halfway through the hall. Here, a scripted event with a guard entering the elevator occurs. Upon entrance, the fate of the guard is revealed.

End Room

The End Room is a room similar to the Gate A but without the elevator. It currently serves no purpose other than to end off a path. When the player enters this room, an alarm sound can be heard. The end room can be found in the light containment and entrance zones. A smaller, much more crude and grimy variant can be only found in the heavy containment zone.

SCP-012's Containment Chamber

012 control room

Behind a keycard-locked door and down a flight of stairs lies SCP-012's chamber. The first door requires a level 3 keycard. At the bottom of the stairs is a room with a control panel with SCP-012's document sitting on it. The panel has a button labelled "Hoist", a powered-on computer screen from where the "On Mount Golgotha" score plays, and a label reading "Caution Lights On" with a light above it that flashes red when the lights in the second room are on. In the next room is SCP-012 itself, suspended in a container by an automated pulley system. When the first room is entered, the door opens and the pulley system lowers the container down to a table-like frame in the center of the room.

SCP-372's Containment Chamber

372 containment

This room is composed of a cube of plexiglass, a control panel with SCP-372's document and a shelf with a radio. Entering it doesn't require a keycard since the containment door is already opened. The chamber's entrance door is open as well, but the chamber does not have any supplies inside. When the room is first entered, a rustling noise can be faintly heard and SCP-372 will start following the player until they die, or loads a save before encountering SCP-372.

SCP-914's Containment Chamber

914 containment

The room that houses SCP-914. The player will need a level 2 keycard to access SCP-914's chamber. It contains the subject, a first aid kit and two documents, one concerning the use of SCP-914 and the other being one of Dr. L's notes. The room is largely empty of anything else.

Heavy Containment Zone

Metal Corridors

Metalcorridor

Metal corridors as of v0.7.

The metal corridors are rooms in the shape of cylinders. There is a variation of this room where the lights can black out and SCP-173 will appear when they come back on. There's also a second variation which has an electricity box and a gas pipe in the center of the room. In this variant, instead of the lights going out and SCP-173 appearing, gas will start spilling from two vents in the pipe.

Grated Hallway

Gratedhallway

The grated hallway with a patch of SCP-106's corrosion.

The grated hallway is a short hallway with grating going down the length of the floor and ceiling. Players entering this area should be wary of SCP-106, who is known to spawn in this room. It will emerge from one wall, then stop in the middle of the hallway as it's crossing to the opposite wall. It will look around and if it spots the player, it will begin chasing them. The player should take care to stay out of the room and crouch, as SCP-106 will not notice the player and continue on to the opposite wall.


Gas Catwalk

File:Newgascatwalk.png

The gas catwalk as of version 0.7.

A catwalk with a line of pipes that shoot gas at the player. It is recommended to wear a gas mask in this room, as SCP-173 is known to spawn here often.


Three Ways Gas Catwalk

The Three ways gas catwalk is a variant of the Gas Catwalk. Two unreachable gas tanks can be seen at each corner of the room. There is a chance that an anomalous duck will spawn in this room. Unlike the ordinary Gas Catwalk, the gas cannot reach the player.

Large Testing Chamber

Largechamber

Lower level of the large testing chamber.

This chamber is a two-level room with balconies lining either side, along the entrances. Going left leads to a small blast door that is inaccessible. The left leads to a set of metal stairs to the first floor. Right across from those stairs is another set leading up to the second balcony, as well as the entryway to the rest of the lower level. The main room is accessible through a door, and inside, the player will see SCP-682's document in front of a large, sealed blast door. If the player goes over to pick it up, gas will start spewing from the piping in the room and SCP-079 will speak over the intercom with a foreboding message.

Small Server Room

The small server room is one of two locations where SCP-096 can be found. There are two doors leading into this room, which are separated by a locked door in the outside hallway. Four small windows looking into the room line the wall, two on each side of the locked door. There are two areas in the small server room; the main room that houses some equipment as well as two switches, and a small control area with a panel and a third switch.

Once the hall outside the small server room is entered, the entryways lock and a scene will play in which an enraged SCP-096 brutally kills an unfortunate guard, causing blood to completely block out the windows. Once the scene is finished, the doors open back up, and the player must enter to get around the locked door. Once this room is entered, the doors lock back up, and the player must pull all three switches in the room to unlock them, but caution must be exercised, as SCP-096 is easy to anger.

The best way to enter and leave this room safely is to constantly look on the ground until running into a wall. Keep looking at it and start to search for the switches. When all three switches have been flipped, the two doors will open. Caution is advised, as SCP-173 can spawn behind the locked door.

Maintenance Tunnels

The Maintenance tunnels can be used to reach a different part of the facility if the player hasn't found the code for the blast door. The tunnels are very dark, making them very difficult to navigate. A first aid kit and SCP-500-01 can be found in a small room found at some corners.

The exit to the tunnels is a second elevator that will lead to a different part of the facility. The player should note that opening this elevator will cause SCP-106 to spawn. Using the elevator to leave the tunnels should suffice to escape it, but the player should make sure that SCP-106 is far enough away from the elevator so that it can't reach it while the player rides it.

Warhead Room

A small circular room with a catwalk around the perimeter and the Omega warhead nestled in the very center. To enter the room and use the elevator that takes the player down to it, they must have a level 5 keycard. Once the player walks across the catwalk around the Omega warhead, they will find a room that requires a level 5 keycard to enter. Inside the room on a control panel are two levers; "Remote Detonation Omega Warheads" and "Remote Detonation Alpha Warheads". These can be turned off, which will change the game's endings. A document written by Dr. Harp can be found on the table next to a ballistic vest.

SCP-008's Containment Chamber

SCP-008 must be accessed using a level 4 keycard. SCP-008's chamber consists of three small rooms. The first room contains a table with SCP-008's document and a control panel. The second room is a small airlock with a decontaminating shower head and storage area containing the hazmat suit propped up on a stand. The third room can be entered from here, and this room consists of a short catwalk leading to SCP-008's container. This room is visible from the first room via two large windows, one of which shatters when SCP-008's canister opens as a result from the player getting too close to it. If the hazmat suit is not being worn, the player will become infected with SCP-008 once the canister opens.

SCP-049's Containment Chamber

049 Room

SCP-049's chamber is located in underground tunnels that resemble the maintenance tunnels. Around the area the player can find two SCP-049-2 instances. Upon entering SCP-049's chamber, SCP-049 will spawn in the door behind the player and SCP-049-2 instances will then reanimate. After that, SCP-049 and all instances of SCP-049-2 will chase the player until they escape into an elevator.

SCP-106's Containment Chamber

106 containment

The door that leads to SCP-106's chamber requires a level 3 keycard to be accessed. The catwalk that appears leads to a control room. This room contains a monitor with two switches and a button. A document about the recall protocol, the main purpose of this chamber, can be found on a desk. At the end of the room, another door (requiring a level 4 keycard) and a staircase that leads into the secondary chamber of SCP-106 can be found. Within the room stands SCP-106's primary chamber; a sealed container comprised of lead-lined steel surrounded with an iron fence.

SCP-513's Containment Chamber

513 Containment Chamber

The containment chamber requires a keycard to be accessed. It contains two rooms, one with a shelf that has a document on it, and another which has a large hole in it which leads to a regular metal corridor. Inside the chamber is a pedestal which has SCP-513 on it.

SCP-895's Containment Chamber

A two-story chamber that holds SCP-895 which can be entered using a level 2 keycard. The staircase is watched over by a camera and has a control room suiting a CCTV monitor. Viewing the monitor for too long will kill the player, due to SCP-895's effects. Walking down the spiral staircase, there is a door leading into a hall which leads to a room with the coffin SCP-895 itself. SCP-106 tends to come out of the ground right in front of the coffin, preventing the player from lingering too long. If the player outruns it and return to the room where SCP-895 resides, SCP-106 will not return and attack the player again.

Entrance Zone

Basic Office

Basicofficev7

A small, one story office containing computers, unobtainable files, and a monitor that displays a message when clicked on. Also contains a level 2 keycard, SCP-106's document, and an S-Nav 300.

2-Level Office

2leveloffice

The 2-level office.

A basic office with stairs to a second level. It contains a level 1 keycard, SCP-895 and SCP-860's documents, the SCP-093 Recovered Materials document, an S-Nav 300, and an anomalous duck.

Large Office

Largeoffice

The large office.

The large offices consist of a large lower floor and a smaller, second floor with two rooms. It contains the Object Classes document, Security Levels document, and a radio on the lower level. There is also ReVision Eyedrops and batteries in the upper level. The office is also a spawn point for the Mobile Task Force. The rooms above serve as a place to hide in when the Task Force appears.

Head Office

Headoffice

The head office requires a level 4 keycard or higher to enter. On one of the desks lays a picture of Radical Larry (an alias that SCP-106 has been associated with based on this family portrait), two joints of SCP-420-J, SCP-079's document, a radio and a level 5 keycard.

Doctor's Quarters

WARNING: The following may contain spoilers about the game.


Dr. Maynard's Office

Maynarhgjg

Dr. Maynard's Office

The key code to access this room can be found in the burnt note in the Pocket Dimension. Upon entering this room, the player can find the Mysterious Note, a ballistic vest, and a monitor which displays a conversation with an unknown client, simply stating "It's out". This conversations coincides with SCP-106's breach before the game, at 0921 hours. This evidence leads to the suspicion that Maynard is a Chaos Insurgency spy.

Dr. Harp's Office

Drharpdfg

Dr. Harp's Office

The key code to the keypad to allow access to Dr. Harp's Office can be heard on a randomly triggered conversation via channel 5 of the radio. Security Chief Franklin permits Dr. Harp to broadcast the code, allowing the player entry. It contains a first aid kit and a document describing Incident Report SCP-106-0204.

Dr. Gears' Office

The office of Dr. Gears cannot be accessed and is presumed to serve no other purpose than to reference a Foundation Site member of the same name.

Spoilers end here.


Conference Quarters

Dr. L.'s Office

The office can be accessed with the code 1234. The interior of the office is covered in the moss stone seen in the Pocket Dimension and the sound of rushing water can be heard from behind the walls. Two burnt notes can be found inside. All this leads to the presumption that SCP-106 captured him.

Conference Room

Conference Room 9B is located opposite to Dr. L.'s office. It seems to have been previously abandoned, as the room is in minor disarray, with various materials still on the table, such as papers, a book and computer. On the far side of the room are 3 screens, one of which is readable, containing a message from an O5 detailing how the breach is being dealt with, suggesting the conference room was previously occupied by surviving personnel.

Cafeteria

The Cafeteria contains several tables and a counter. Most tables have cups and plates of food left over which shows that the cafeteria probably had personnel in it before the breach occurred. It also contains SCP-294 which is opposite to the counter.

Electrical Center

The Electrical Center requires a level 1 keycard to open the door. Behind this door is a small flight of stairs leading up to the small electrical room. It contains some small towers and a few fuse boxes, as well as a room with a computer hub with two monitors and three switches used for Lighting, Secondary Lighting, and Remote Door Control. Here, the player can control the secondary lighting and the remote door control. The secondary lighting tends to shut off as the player enters the computer room, but it can be turned back on.
Turning off remote door control will prevent SCP-079 from closing doors in the player's face, and will trigger SCP-079's deal with the player should they enter its chamber and talk to it.

Server Rooms

The Server Room is a three-door, two-level room with a catwalk connecting the two upper doors. There are some stairs leading to the lower floor, which the player will need to get through to reach the third door in the room. So far, this room has two variants, meaning the path in the lower level will not always be the same. SCP-173 frequently spawns here, so the player should be wary. The first variation of the room contain a shelf holding 1 up to 3 9V batteries and an S-Nav 300. The white anomalous duck can be found sitting on the floor of this variation. The second variation also has a shelf but currently holds nothing.

Tesla Coil Hallway

Teslaroom

The Tesla coil hallway.

A hallway consisting of a Tesla coil, which can shock and kill the player. The player must wait for the coil to activate it (which is indicated through a charging-up sound), and then run through once the coil finishes. The player cannot run through the coil prior to it activating, as it will kill the player. SCP-173 and SCP-096 are not affected by the Tesla coil. However, SCP-106 can be "shocked", causing it to retreat to its Pocket Dimension. The MTF will not attempt to pass by the Tesla gate while it is active. Instead, they will contact their commander via radio to deactivate the Tesla gates before proceeding. This makes the Tesla coil an effective way to shake off most hostile contacts pursuing the player.

If the player approaches within a detectable boundary of the Tesla gate, it will enter an active state, as indicated by a quiet electric hum and a small red light located under the metallic overpass on the top of the gate, which will blink at a regulated interval. If the player activates the Tesla gate, the light will flash at an increasing pace before the electric shock is released.

Toilets

255px-Srcreentoilet

The toilets.

The Toilets appear in a plain hallway with a WC sign above the door. This door splits off into the men's and women's restrooms, which both compose of a sink and a few stalls. As an easter egg, SCP-789-J has 80% chance of being heard by the player.

When the player is about to enter the outside corridor, the sounds of a crying guard can be heard. If the player approaches, a gunshot will go off. Further inspection will reveal a guard's body face down on the floor of the men's restroom.

SCP-079's Containment Chamber

SCP-079

SCP-079 in its containment chamber.

To enter SCP-079's Chamber, the player will require a level 4 keycard to open the door. The door will not fully open due to SCP-079 controlling the door unless the player has gone back and disabled the remote door control system in the electrical room.

After entering the chamber, the player will find a small flight of stairs leading to SCP-079 itself, which is stored on an old computer, surrounded by a gate.

WARNING: The following may contain spoilers about the game.


To the player's right is a keypad-locked door that leads to an observation room with windows overlooking SCP-079's main chamber, a control panel and an interactive screen. The screen in this room will show a conversation between an unknown client and SCP-079, revealing that someone had intentionally let SCP-079 breach containment.

Spoilers end here.


SCP-096's Lockroom

SCP-096 Lockroom

SCP-096's Lockroom, with it inside and agitated.

SCP-096's Lockroom is very similar to a regular lockroom, however, this room does not have any doors or decontamination gas. SCP-096 can be found in the center of the room sitting down with several blood splatters around it (assumed to be victims of SCP-096). It is recommended that the player walks behind SCP-096 to ensure that they will not trigger it.

SCP-714 and SCP-1025's Containment Chamber

Contains a level 3 keycard-locked door and leads to a room with doors on all side. The door to the left houses SCP-714, and the right leads to SCP-1025. However, the door immediately in front of the player is inaccessible. A level 3 keycard is needed to access SCP-1025's storage, but a level 4 keycard is needed to access SCP-714's chamber. SCP-714's document can be found inside its storage room, on top of a cabinet.

Checkpoint Rooms

The Checkpoint Rooms are rooms which separate each zone in the facility. There is one which separates the Light and Heavy Containment zones and one which separates the Heavy Containment and Entrance zones.

Exits

Main article: Gate A
Main article: Gate B

Other

Main article: Pocket Dimension
Advertisement