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"As far as Foundation adapted works, it's one of the biggest and most comprehensive."
Dr. Gears, About the game.

SCP - Containment Breach (found here) is an independently developed Survival Horror game based on the SCP Foundation wiki, and spin-off of SCP-087-B. Many of the tropes which apply to individual SCPs naturally apply here, too.

You take on the role of a D-Class personnel, designated D-9341, who is assigned to an experiment with SCP-173. You're directed into the chamber with two other D-Class personnel, all standard procedure...

... And then everything goes straight to Hell. The doors malfunction, the lights go out, and suddenly you're smack in the middle of a full-scale containment breach. While you might consider yourself fortunate that the Living Statue didn't murder you on the spot, that's not the end of it. It can travel through the site's ventilation system, meaning that it can pop out at any moment in any room.

Armed with whatever you can find along the way, you have to make your way through the facility, dodging 173 and whatever other horrors have been released while trying to find a way out of this nightmare.

Here's the page for its fan-made spin-off/modification Nine Tailed Fox Mod, and here is the page for the multiplayer spin-off game, SCP: Secret Laboratory.

A Spiritual Successor to the game, SCP: Unity, was in development until being cancelled due to the developer's health issues. Another such successor, SCP: Recontainment, is in development, but was also cancelled.


SCP: Containment Breach contains examples of:

  • Adaptation Personality Change: An interesting example with SCP-049. At the time he was added to the game, his entry on the wiki characterized him as a Silent Antagonist with a sense of Blue-and-Orange Morality; despite this, the game made him more of a Cold Ham who is quite chatty while pursuing the player around the facility. The game's version of the character became invokedAscended Fanon when 049's article was rewritten in May 2018, not only making this personality change official but bringing back the same voice actor, Aaron McKee (TheVolgun), to read his lines.
  • Affably Evil: SCP-049, judging from his quotes. He may also be Obliviously Evil.
  • All There in the Manual: While the game does provide documents explaining the nature of the SCPs you come across, getting those generally requires entering the cells in the first place. Having read the wiki and knowing what the designations refer to helps immensely in avoiding walking into rooms with murderous occupants. Which pretty much describes all of them.
  • Ambiguous Ending: One ending has D-9341 finally escape the facility… only to run into Chaos Insurgency agents, who take him with them. Whether this is a better or worse fate than death or staying with the Foundation is very, very unclear.
  • Amplifier Artifact: SCP-914 when set on Fine or Very Fine, though this can backfire depending on the object.
  • And I Must Scream: One room in SCP-106's Pocket Dimension is filled with what look like coffins, from which muffled sobs and whispers can be heard. Presumably these are some of his victims, kept alive indefinitely so he can torture them at his leisure.
  • Animalistic Abomination:
    • SCP-939, a Voice Changeling that uses the voice of its victims to draw more prey near in order to devour them.
    • The feline-like creature which stalks the player in SCP-860-1.
  • Apocalyptic Log: An agent by the name of Izumi Junko got sent into SCP-860-1 at some point before the player enters it. She left behind notes which detail several creepy events happening, such as their headset playing soft music and an almost comfortable atmosphere. The log ends by specifically mentioning D-9341, telling them that she is expecting him.
  • Arc Welding: The game seems to imply a correlation between SCP-106 and SCP-895. Approaching the latter will spawn the former, and one area of his Pocket Dimension (the part resembling a World War I trench) has several of the coffins dotted around the map. 106's face is among the Brown Note images displayed by 895.
  • Arson, Murder, and Jaywalking: One of the "cheery" Channel 3 radio messages go over the "Deadly Seven", covering several dangerous substances you could consume, including spiders.
    Message: When dining at the facility cafeteria, always remember to check your ration for the deadly seven. Strychnine, Arsenic Trioxide, Nitrobenzene, Mercury, Epichlorohydrin, Acetone Thiosemicarbazone, and spiders. Stay healthy! Stay vigilant.
  • Artificial Stupidity: NPCs frequently get stuck on stairs, which can be good if you're trying to escape a hostile SCP. Sometimes they'll also spawn in rooms that aren't connected to the player's location, such as a security checkpoint, and will be trapped inside until the player leaves and they despawn.
  • Asian Fox Spirit: Invoked; Mobile Task Force Epsilon-11's colloquial name is "Nine-Tailed Fox".
  • Badass Normal: Despite you being a helpless Class-D with no special abilities, you can still contain SCP-106, turn off the Alpha Warheads, and successfully dodge gunfire from both MTF units and Apaches.
  • Big Bad Ensemble: While SCP-173 is the first and most recurring enemy, SCP-106 can also emerge from the ground or ceiling at any moment. SCP-079 is also a recurring enemy, as it will attempt to hinder the player's process through various ways and is also revealed to be the secondary cause of the containment breach.
  • Bilingual Bonus: One of the quotes of the Nine-Tailed Fox when they search for the player has them curse in Swedish, saying "Jävla helvetenote , come out!"
  • Born Lucky: One ending has you possibly classified as a SCP for this reason.
  • Brown Note:
  • Can't Move While Being Watched: SCP-173, natch. It behooves you to make sure there is something between you and it when you have to blink, lest you find your neck snapped.
  • Checkpoint Starvation: In Euclid difficulty, you can only save at computer terminals which are scattered across the facility. The Heavy Containment Zone in particular has very few of these, and most of them are in rooms requiring high-level key cards to access.
  • Controllable Helplessness: Trying to escape through Gate B always results in your death. SCP-682 escapes containment just as you arrive at the gate and the Foundation decides to nuke the facility to try and kill him (it doesn't work), with D-9341 getting caught in the blast. Once you go up to Gate B, there's no stopping the detonation. Even if you disable the nukes before going up there, right after it is announced that the the nukes cannot be detonated, a troop of MTF units shoot you.
  • Deadly Gas:
    • Decontamination gas is sprayed in certain areas as a means of slowing down SCPs. Unless you're wearing a gas mask, it causes you to cough and blink rapidly, which will make you easy pickings for SCP-173. Standing too long in it will eventually cause you to die due to suffocation.
    • Take too long to get out of your room in the intro and... you'll get locked in with gas everywhere.
  • Developer's Foresight:
    • Go ahead, put anything you can think of into SCP-294. You're bound to get some result.
    • Likewise, there are plenty of ways to use SCP-914 in creative ways. Perhaps the most noteworthy is the fact that you can refine yourself if you sprint into the Input booth before it closes, which will kill you or invert your controls depending on the setting.
    • There's a unique message for just about every way you can die in the game, sometimes even taking into account which room you're in when it happens.
    • Disobeying Agent Ulgrin's orders in the prologue can get you shot or gassed, depending on how often you piss him off. Likewise, disobeying Security Chief Franklin in 173's chamber in the same prologue will lead to him ordering a guard from a high vantage point to kill you.
  • Disc-One Nuke: It is extremely common to find SCP-914 within the first half hour of the game. Using it effectively can grant you unlimited sprint, the ability to see when SCPs are nearby, and an otherwise unobtainable keycard of the highest level.
  • Don't Look At Me: SCP-096 will attack and kill anyone who sees its face after a brief moment of freaking out.
  • Downer Ending: Of the four endings, D-9341 dies in two of them and is captured by the Foundation and classified as an SCP in the third.
  • Dream Walker: SCP-990 occasionally appears in the loading screens, giving you vague warnings.
  • Driven to Suicide:
    • SCP-012 will make you kill yourself trying to finish it if you remain in its presence for too long. As long as you don't walk into the room, you'll be fine.
    • A panicking and sobbing guard will shoot himself in the bathroom.
    • Another guard will be driven insane by his malfunctioning radio equipment in the presence of SCP-895 and leap off the top of the stairwell to his death.
  • Dutch Angle: Happens in SCP-106's pocket dimension.
  • Easter Egg: There are a number of joke SCPs or SCPs that don't really impact the game that you can find and interact with. They don't really affect the gameplay experience that much and mainly serve as a Continuity Nod.
  • Elaborate Underground Base: the facility appears to be mostly underground, but it has entire containment chambers, lots of elevators, several security systems, many hallways and rooms, not to mention that it has a nuclear warhead inside one of the chambers deeper underground.
    • Since the game starts deep inside the facility, there are only two times that the player can get up to the surface in the endings: Gate A and Gate B. Gate A has a skylight as well as a small bridgeway crossing over a road, and Gate B has a tunnel system as well as a little glass-covered walkway in the snow to another small building on the other side.
  • Eldritch Location:
    • SCP-106's Pocket Dimension. It is composed of endless hallways and diverging paths and the entire layout can randomly change when the player character blinks. There are also bottomless pits and floating stone structures lain about. All of this is directly controlled by SCP-106 himself.
    • The SCP-1499 landscape, which can be reached by equipping SCP-1499, found in the Light Containment Zone. It is a dark gritty dimension with a murky grey sky, odd constructions and instances of SCP-1499-1, which will gang up on the player should they remain close to a wandering instance for too long.
    • Using SCP-860 (the blue key found in the Light Containment Zone) on the wooden doors in the Entrance Zone will take the player to SCP-860-1, a forest shrouded in blue mist with a dirt path twisting between the trees.
  • Elevator Escape: There are a handful of elevators scattered around the facility that make convenient escape routes. Of course, the lower levels have dangers of their own...
  • Enemy Chatter: The Nine-Tailed Fox commandos will chat with each other as they move through the facility. You can eavesdrop on them from a safe distance if you have a radio on your person.
  • Enemy-Detecting Radar: Putting the S-Nav through SCP-914 on the 'Very Fine' setting allows it to track SCPs within a certain distance, but only to the extent of "it's about this close to you" without giving a bearing. The night vision goggles can also do this when upgraded on 'Very Fine', being able to detect how far certain SCPs are from you more directly, and even being able to track humans such as the Nine-Tailed Fox.
  • Enemy Mine: You can end up making a deal with SCP-079 so that he can open Gate B for you. Granted, exiting through Gate B always results in your death, although it's not clear whether or not SCP-079 knew this at the time.
  • Everyone Has Standards: D-9341, who is dumb enough to drink iron, pain, SCP-106, gold, steel, Joe, carbon, lava, anti-matter, poison, venom, motor oil, and death dispensed by SCP-294, will draw the line at drinking shit, pus, and semen.
  • Evil Is Not a Toy: Dr. Maynard really should have known that unleashing SCP-106 wouldn't end well for him.
  • Faux Affably Evil: SCP-035 will try to gain the player's trust by coaxing them to open their chamber door and release them. It will drop its act if you try to gas it to death or wait too long, telling the player that they have no chance to survive. Should you gas him then open the door, he will instead tell you that SCP-012 is a map that you can interpret by "reading between the lines".
  • Final Death Mode: Keter difficulty disables saving altogether.
  • First Day from Hell: Judging from the "Welcome to the Foundation" note on his desk, this is D-9341's first day as a class-D. It doesn't exactly go as planned. Subverted in that he was apparently a high-level Foundation scientist who was demoted and mind-wiped for conducting unauthorized research.
  • Game-Breaking Bug: A few are known to exist:
    • On occasion, the game can crash with the message "Memory Access Violation", meaning that an error occurred when the game was trying to load a certain sound/mesh/texture. This sort of error has a variety of causes, almost all of which boil down to programmer error.
    • Also on occasion, reloading a save when you die causes you to fall through the floor of the map. To get back, you have to restart the game and then reload the save. Update logs say that the bug has been fixed, but it still happens.
    • Similar to the "fall through the floor" glitch above, there is another more random glitch in which the character will fall through the floor of an elevator once activated. This is prevalent in the updates in which the game loads during elevator activation.
  • Gang Up on the Human: The hostile SCPs don't attack each other, only the player and the MTF.
  • Glowing Eyes of Doom:
    • The feline-like predator inside SCP-860-1 has huge yellow eyes, which will watch you from afar as you make your way down the trail. Izumi Junko seems to have them too, though she isn't hostile.
    • SCP-106 has white glowing eyes as well, though they're only visible at a distance and in the dark.
  • Gory Discretion Shot: During the server room event, the Cruel and Unusual Death of a guard at the hands of SCP-096 is obscured by a blood splatter on the window.
  • Greater-Scope Villain: The instigator of the containment breach, the Chaos Insurgency. Its undercover agents Dr. Maynard had given SCP-079 access to the site's major systems while Agent Skinner released SCP-106 as a distraction.
  • Guide Dang It!: Virtually nothing is explained to you in the game outside of a few documents that explain the various SCPs and how to survive them. And the only way you can learn about how to get certain endings is by looking it up on the wiki.
  • Have a Nice Death: Every time you die, the end screen shows a death message which are usually excerpts or quotes from personnel cleaning up the facility. There's a unique message for just about every possible way you can die. Talk about attention to detail.
  • He Knows Too Much: Inverted, as this is the reason the Chaos Insurgency agents don't kill D-9341, although they still kidnap him.
  • Hellish Copter: A flight of Apaches show up in the Gate B ending, one of which is taken down by SCP-682. In both that ending and the Gate A ending, they can shoot at you too, and should the warheads be disabled, one will get into position so D-9341 can be shot in the other Gate B ending.
  • Hell Is That Noise:
    • SCP-049 has Vader Breath and very loud footsteps.
    • SCP-096 constantly sobs while covering its face, so you'll know roughly when to keep your eyes closed.
    • SCP-106 has an Evil Laugh, which is often a sign that he just teleported right next to you.
    • SCP-173, being made of concrete, makes a scraping sound as it moves around the facility.
    • SCP-939 have light, clinking footsteps and can mimic voices.
    • SCP-966 make a distinctive breathing/hissing sound as they drain your stamina.
    • The Nine-Tailed Fox commandos can be identified by their radio chatter and clunky footsteps.
  • Hoist by His Own Petard: Dr. Maynard released SCP-106... and was promptly abducted and killed by it.
  • Hope Spot:
    • If you don't contain SCP-106 before heading to Gate A, then the personnel stationed there will be focused on 106 rather then the player. The player can take this opportunity to escape through one of the service tunnels... only to be stopped by the Chaos Insurgency, who warp the player away, believing that D-9341 knows too much to be killed.
    • Disabling the Alpha warheads before going through Gate B leads to the detonation being cancelled, making it seem like you have a real chance of getting out alive... until you are cornered by MTF units and get shot to death.
    • While in SCP-106's pocket dimension, there's a chance that you will warp into a room which resembles a hallway from the site. This is merely a fake, as leaving this hall sends you back into the dimension's main rooms.
  • I Am the Noun: One of SCP-049's phrases: "I am the cure." The cure to what? Only he knows.
  • I Choose to Stay: Agent Izumi Junko was sent into SCP-860-1 to explore, but like D-5674, she was apparently welcomed by the forest and decided to abandon her mission. Her silhouette can occasionally be seen peering at the player from behind the trees.
  • Idiot Designinvoked: In-Universe. The T-shaped hallways were apparently supposed to halt SCP-173 from getting further into the facility in the event of a containment breach. However, due to a man-sized ventilation duct going into the hallways, this does nothing to impede SCP-173's rampage.
    • Seeing as several high-level members of the site were Chaos Insurgents, it is possible the designer of the area was one and designed it to cause chaos in the event of a breach.
  • Immune to Bullets: SCP-173 and SCP-096 get sprayed by machine gun fire on separate occasions and don't have a scratch to show for it afterward.
  • Implacable Man: SCP-106, and to a lesser extent SCP-049. Both will both relentlessly pursue the player at a walking pace, regardless of how many doors you close behind you (106 can teleport through walls, and 049 can open doors even without a keycard).
  • Inside Job: Dr. Maynard and Agent Skinner were plants by the Chaos Insurgency. Dr. Maynard used his position as a top level researcher to create and implement the "Modular Site Project", having several dangerous (and many useful) SCP moved into a maze-like facility that would confuse anyone who didn't have the clearance to get the specific floor plan of the facility. Agent Skinner was assigned as part of a 2 man team to guard SCP-106's containment chamber (presumably on the orders of Dr. Maynard). Once everything was ready, Agent Skinner waited until his Foundation assigned partner was distracted, before releasing SCP-106. While the rest of the Foundation staff was preoccupied by recontaining SCP-106, Dr. Maynard entered SCP-079's containment chamber, hooked it up to the facility's network, and reminded it that the Foundation was responsible for its imprisonment. Using its new access, SCP-079 caused several containment breaches throughout the facility by remotely shutting down several critical security measures (such as locking the blast doors to SCP-173's chamber open).
  • Interface Screw:
    • The screen often blurs slightly in the presense of a hostile SCP, and SCP-106 in particular will produce a Vertigo Effect if you meet his gaze. His Pocket Dimension is also very disorienting, and it takes several seconds for D-9341's eyes to adjust to it.
    • Putting yourself through SCP-914 on the '1:1' setting will invert your controls.
  • Invisible Monsters: SCP-966 are only visible if you're wearing night vision goggles. You can still hear their footsteps, though, and if a door opens on its own you can bet one is nearby.
  • Invincible Boogeymen:
    • SCP-173, which Can't Move While Being Watched. Your only defense is to keep looking at it, to run away, or to close doors to delay its advance.
    • SCP-096, who will kill you if you look at it. The only way to survive it is avoid eye contact with its face at all times. The second you look at it, you're dead.
    • SCP-106, an Eldritch Abomination with phasing powers who loves to hunt its prey for amusement. You must always avoid letting him see you, otherwise he'll pursue you until he catches you. Unlike the other two examples, he can be deterred and recaptured, but it's very difficult to do so.
  • It Can Think: SCP-966, while non-sapient, are smart enough to open doors while pursuing the player.
  • Jump Scare: Countless:
  • Kneel Before Zod: If the player ends up in SCP-106's throne room in the Pocket Dimension, 106 will eventually order them to kneel in a hauntingly deep and echoing voice.
  • Leitmotif:
  • Lights Off, Somebody Dies: During the intro sequence, the lights begin to flicker, allowing SCP-173 to kill two D-Class personnel (but not you) along with a guard before going into the ventilation system.
  • The Lost Woods: SCP-860 lets you gain access to SCP-860-1, a small forest shrouded in blue mist. The only way to get through it is by reaching the end of the pathway, which is made difficult by the feline-like creature which stalks the trees and will attack you.
  • Luck-Based Mission:
    • Due to SCP-173 having a glitchy pathfinding system, it can occasionally snap the player's neck from out of nowhere. As of recent versions, this has been happening more frequently.
    • Previously played straight with room generation, too. It was entirely possible to go for over an hour without finding a single keycard... or you could find all of the essential items within ten minutes and then encounter SCP-914 just a stone's throw away from the starting point. Newer versions have mostly corrected this.
    • How well your game goes will depend a lot on how quickly you can find SCP-914, though less so in more recent versions where you can only make up to a level 3 keycard with it unless you already got the level 4 keycard from 049's chamber, where you can make up to Omni keycards.
    • Due to the Mobile Task Force having an incredibly buggy AI, they can often get stuck in doors, making it impossible to get around them without the use of console commands.
  • Malevolent Architecture: The Heavy Containment zone is dedicated to containing SCPs which are both dangerous and difficult to contain. This sure seems like the most optimal place to store a warhead, doesn't it?
  • Maybe Magic, Maybe Mundane: The "Smelly Joint" produced by running SCP-420-J through SCP-914 causes D-9314 to "take a nap" and die. It might be the effects of the joint itself... or it could just be that you took a nap in the middle of a containment breach.
  • Missed Him by That Much: SCP-682's breakout at Gate B occurs mere seconds after you leave the area.
  • Multiple Endings: There are currently four, which depend on your choices made in the game and which exit you choose, though all of them end with D-9341 either not making it out alive or getting kidnapped. More may be added later, but currently your choices are:
  • Neck Snap: SCP-173's trademark.
  • No-Sell: SCP-714 protects the player against a few of the dangers that would kill the player, mainly SCP-049's lethal touch, diseases from SCP-1025, and SCP-012's mental influence. It also nullifies SCP-420-J.
  • Nothing Is Scarier: The player can come across SCP-1048 standing around or dancing in the Heavy Containment Zone, and it won't be there again if they leave the area and then come back. Those familiar with the wiki will know that plenty of people have died thanks to SCP-1048 wandering the facility unchecked, but currently, its presence in the game is harmless to the player, and its appearance is ostensibly meant only to be Paranoia Fuel.
  • Nuke 'em:
    • The fallback plan if SCP-682 escapes. It doesn't work. You can shut this off if you find the warhead control room.
    • You can do this yourself if you order yourself a nice cup of nuclear explosion at SCP-294. You can also ramp it up to a cup of antimatter if you really wish to make a crater the size of Oregon when you die.
  • Offscreen Teleportation: SCP-173 is said to be using the ventilation system to travel around the facility, when in reality it's just pre-set to spawn in certain rooms. SCP-106 takes this further, being able to appear out of nowhere and being incorporeal. SCP-049 also sometimes does this without any real explanation when the player evades him and there needs to be a way to show how he can get past being sealed away by a keycard or passcode lock or even a checkpoint. Same with the instances of SCP-966, which are often respawned around the facility in much the same manner as 049.
  • Ominous Walk: SCP-106 pursues the player at a walking pace, teleporting through walls to keep you from getting too far ahead. SCP-966 do this as well, thankfully minus the teleporting.
  • One Size Fits All: SCP-714 fits itself to the wearer's finger.
  • Perpetual Motion Machine: Running the radio and S-Nav device through SCP-914 can take away the need to power them with batteries.
  • Plague Zombie:
  • Pragmatic Adaptation: Many items, such as SCP-513, canonically take hours to begin having an effect once activated, but in the game this is reduced to minutes or even seconds for more immediate results.
  • Press X to Die: The game offers a lot of opportunities for the player to kill himself with minimal effort. Knowing about the SCPs you encounter before approaching them can help a lot, at which point dying in most of these ways is your own fault.
  • Public Domain Soundtrack: At least half of the game's soundtrack is composed by Kevin MacLeod and royalty-free.
  • Randomly Generated Levels: The game is separated into 3 zones, with each one having specific rooms spawn in them.
  • Red Shirt: The Player Character is D-9341, one of the Foundation's expendable guinea pigs. Two fellow D-class are killed in the opening sequence, and another dead one can be found in the Heavy Containment Zone. The player may also encounter guards who fall prey to the hostile SCPs, such as the unlucky bastard who sees SCP-096's face in the server room and gets [DATA EXPUNGED] by it.
  • Save Scumming / Mental Time Travel: Lampshaded in one of the endings.
  • Scare Chord:
    • Whenever SCP-173 changes locations near you.
    • SCP-096's Leitmotif consists entirely of these, making it very easy to tell when he's nearby. Another, more specific, chord plays if you see his face.
  • Scenic-Tour Level: During the intro sequence, the tunnel and catwalk bridge are fully-lit, with no gas shooting into your eyeballs (which is nice).
  • Schmuck Bait:
    • SCP cells are often blocked by little more than a keycard. As long as you have that, there's nothing stopping you from walking in and getting yourself killed by whatever horror it contains.
    • If you try to kill SCP-035 with gas, he'll tell you to find SCP-012 and "read between the lines".
  • Screw This, I'm Outta Here: The Nine-Tailed Fox commandos will run like hell if they encounter SCP-106.
  • Sensory Abuse: SCP-066 can randomly blast loud Beethoven music. Keep your volume down around it.
  • Shout-Out:
  • Sprint Meter: There's a meter for sprinting and one for blinking, preventing you from staring at SCP-173 forever.
  • Suddenly Voiced: D-9341 can be heard speaking when under the influence of SCP-012. SCP-106 may also command the player to Kneel Before Zod in his pocket dimension.
  • Surprisingly Realistic Outcome: The player can find a syringe which gives them an adrenaline boost. Even as small as a point can be, the syringe can still pierce the skin well. But because they don't have anything to bandage the entry point of the syringe with, they begin to bleed from using it due to the entry point in the skin still being open from being pierced.
  • Take That!: Various drinks from SCP-294 provide these:
    • If you order Half Life 3, you get an empty cup.
    • A cupful of 4chan is described as tasting "awfully bitter".
    • Ordering 9GAG will produce a cup of semen.
    • Older versions of the game (now removed, likely due to legal reasons) allowed you to order a cup of Call of Duty, and drinking it would produce the message: "The drink tastes like dubstep and ur mom."
  • Terrifying Rescuer: Oh thank god, they're sending in a mobile task force to secure the facility... Wait, why are they pointing guns at me? What do you mean, "D-9431 designated for termination"!?!
  • The Computer Is a Cheating Bastard: SCP-173 can often clip through walls, leading to many points where it can kill you from out of nowhere. The bug has been said to have been fixed in 6 different versions of the game, but it still exists in the current version as of now.
  • The Many Deaths of You: A lot, all of which come with an after-action report of Foundation personnel finding evidence of your demise after they re-take the site:
    • Getting zapped by a Tesla gate.
    • Putting yourself through 914 on Rough, Coarse, Fine or Very Fine.
    • Falling into the void in the Pocket Dimension.
    • Looking at SCP-096, then being [DATA EXPUNGED] by it.
    • Walking up to SCP-008's canister and getting turned into a zombie.
    • Going into SCP-012, 035, or 895's chambers.
    • Reading SCP-1025, specifically the entry on "Cardiac Arrest".
    • Getting abducted by SCP-106, whisked away to his Pocket Dimension, and slowly tortured to death. Bonus points if this happens because you began his recall protocol without having first deactivated the ELO-IID magnetics.
    • Getting "cured" by SCP-049.
    • Getting your neck snapped by SCP-173.
    • Smoking a joint courtesy of SCP-914.
    • Touching a strange battery.
    • Ordering an explosive or any other drink that can kill you from SCP-294.
    • Getting shot by an MTF unit.
    • Getting Eaten Alive by SCP-939.
    • Getting mauled by the Animalistic Abomination in SCP-860.
    • Getting a lung ripped out of your chest if you do not have any items when interacting with SCP-1162.
    • Getting "optimized" into a Flesh Beast by SCP-427
  • Toilet Humour: Occasionally you may hear SCP-789-J when you're in the bathroom.
    SCP-789-J: I AM THE BUTT GHOST, I WILL EAT YOUR BUTT.
  • Too Awesome to Use: SCP-500 pills can heal all of your illnesses. However, they are very scarce, as there are only up to two scattered around the facility.
  • Touch of Death: SCP-049's method of attack.
  • Trapped-with-Monster Plot:
    • The basic premise. A lot of monsters breach containment at once, and you have to find your way out of the facility while keeping them from eating your face.
    • SCP-049's chamber. As soon as you get there the elevator breaks down, forcing you to dodge zombies (and eventually the Plague Doctor himself) as you try to get it working again.
  • The Unfought: SCP-682 can be heard roaring from time to time, and you can briefly explore its containment chamber, but the big lizard itself never appears in the flesh. The closest you come to encountering it is during the Gate B ending, where you can see three Apaches engaging it in the distance.
  • Unwinnable by Design: Looking at SCP-096's face will make him kill you and there's nothing you can do to stop him, kill him, or escape him.
  • Vader Breath: SCP-049 does this, making it easy to tell if he's nearby.
  • Video Game Cruelty Potential: You can trap SCP-106 in his cage, thus eliminating one of the big threats that will harass you throughout the game. The only downside? To do it, you have to break a man's femur in order to lure 106 into the cage and trap him. Not only do you injure the man to make him scream, but by locking him in with 106, you definitely sentenced him to a horribly painful demise.
  • Villain Protagonist: Revealed through the SCP-1162 event that D-9341 was a Researcher before unauthorised research had him demoted to a Class-D.
  • Villainous Friendship: SCP-079 and SCP-682 have this in the game, as mentioned in their documents. If the player goes down to where 682's document is found, 079 activates valves of decontamination gas and tells them "You're not getting out" to try to keep them from leaving with 682's document.
  • Voice Changeling: SCP-939, appropriately named "Of Many Voices". In game, it speaks in the voices of various Foundation personnel in order to draw the player closer to it's location. It's actually a spiky carnivorous monster that will attack you and try to devour you. The voices are bait, taken from its previous victims.
  • White Mask of Doom: SCP-035 can be found in its chamber, possessing a scientist.
  • The Worf Effect: SCP-173 is arguably the main antagonist of the game. If Nine-Tailed Fox finds it, they can actually contain it and return it to its cell!
  • You Wake Up in a Room: The game starts in your cell, from which you are removed for an experiment with SCP-173. There's also a document explaining your purpose at the facility.
  • Yet Another Stupid Death: There are many, many anomalies and security systems waiting to kill you, and many of them are perfectly avoidable. You don't have any real reason to stare at SCP-895's video feed long enough for its effect to take place, or to request an obviously dangerous drink from SCP-294, but then again, it's often too tempting not to.

SCP: Unity contains examples of:

  • Big Bad: SCP-106 has been confirmed to be this, since he can go anywhere, while SCP-173, the most common enemy in the original version, is only in the Light Containment Zone in the remake.
  • A Birthday, Not a Break: As if dealing with the containment breach on any day wasn't bad enough, it happened on the player character's birthday in the Unity remake, as indicated by SCP-983 (the Birthday Monkey) activating to sing its birthday song, which only kills targeted individuals on their birthdays.
  • Happy Place: Between the sight of peaceful origami dragons gliding through the air and the tranquil music that plays, players will likely consider SCP-1762's containment area this. Of course, it only becomes that way if you are able to use SCP-914 to produce a canister of argon, let alone find SCP-1762's room after to insert it and unlock the cell.
  • Jump Scare: SCP-650. It will not harm you, but it will always appear right next or behind you in the worst possible moments, freakishly hunching over you as if attempting to attack you.
  • The Many Deaths of You: The Unity version adds getting your hands chopped off from taking a third piece from SCP-330 and interacting with the beings that only seen with SCP-178.
  • Shmuck Bait: SCP-330. It clearly tells you not to take more than two pieces of candy from it. Say goodbye to your hands if you try to take three.

 
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SCP 049 - The Plague Doctor

The splitting image of this trope, SCP 049 is obsessed with "curing" an unspecified disease. This "cure" involves death of anyone it touched. Curiously, the plague doctor garb, helmet, and cloak are actually parts of its body.

How well does it match the trope?

5 (7 votes)

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Main / PlagueDoctor

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