Scp 914 Containment Breach

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  1. Scp 914 Containment Breach
  2. Scp 914 Simulator
  3. Scp 914 Key Cards
  4. Scp 914 Containment Breach Wiki
  5. SCP-914 - Official SCP - Containment Breach Wiki
  6. SCP-914 - Official SCP: Unity Wiki

One of the least complex sections of SCP-914 in a non-active state

A single-player exploration game with survival horror elements built in Unity by an expert team of passionate developers and artists. Experience the SCP universe brought to life as you explore and try to escape the containment breach of ARC-Site 48. SCP-914, also known as 'The Clockworks', is an SCP object in SCP - Containment Breach. It is currently one of the few SCPs in the game that can actually aid the player. Welcome to part 1 of 3 of puting items into SCP-914. In this part we test the: Battery, Gas mask and documents. These will be tested on ALL settings.

Item #: SCP-914

Object Class: Safe

Special Containment Procedures: Only personnel who submit a formal request and receive approval from site command may operate 914. SCP-914 is to be kept in research cell 109-B with two guard personnel on duty at all times. Any researchers entering 109-B are to be accompanied by at least one guard for the entirety of testing. A full list of tests to be carried out must be given to all guard personnel on duty; any deviation from this list will result in termination of testing, forcible removal of personnel from 109-B, and formal discipline at site command's discretion.

WARNING: At this time, no testing of biological matter is allowed. Refer to document 109-B:117. Applying the 'Rough' setting to explosive materials is not advised.

Description: SCP-914 is a large clockwork device weighing several tons and covering an area of eighteen square meters, consisting of screw drives, belts, pulleys, gears, springs and other clockwork. It is incredibly complex, consisting of over eight million moving parts comprised mostly of tin and copper, with some wooden and cloth items observed. Observation and probing have showed no electronic assemblies or any form of power other than the 'Mainspring' under the 'Selection Panel'. Two large booths 3mx2.1mx2.1m (10ftx7ftx7ft) are connected via copper tubes to the main body of SCP-914, labeled 'Intake' and 'Output'. Between them is a copper panel with a large knob with a small arrow attached. The words Rough, Coarse, 1:1, Fine, and Very Fine are positioned at points around the knob. Below the knob is a large 'key' that winds the 'mainspring'.

When an object is placed in the Intake Booth, a door slides shut, and a small bell sounds. If the knob is turned to any position and the key wound up, SCP-914 will 'refine' the object in the booth. No energy is lost in the process, and the object appears to be in stasis until the Output Booth door is opened. Intense observation and testing have not shown how SCP-914 accomplishes this, and no test object has ever been observed inside SCP-914 during the 'refining' process. The process takes between five and ten minutes, depending on the size of the object being refined.

Addendum: 5/14: Dr. █████ Test Log

Input: 1kg of steel (setting: Rough)

Output: Pile of steel chunks of various sizes, appearing to be cut by laser.

Input: 1kg of steel (setting: 1:1)

Output: 1kg of steel screws

Input: 1kg of steel (setting: Fine)

Scp 914 Containment Breach

Output: 1kg of steel carpet tacks

Input: 1kg of steel (setting: Very Fine)

Output: Several gases that dissipated into the air quickly, and 1 gram of an unknown metal, resistant to heat of 50,000 degrees, impossible to bend or break with any force, and a near-perfect (1.6x10-75 ρ) conductor of electricity

Input: 1 wristwatch belonging to Dr. █████ (setting: Coarse)

Output: 1 completely disassembled wristwatch

Input: 1 cellphone belonging to ███████ (setting: 1:1)

Output: 1 cellphone, although different make and model

Input: 1 standard Colt Python revolver (setting: Very Fine)

Output: [DATA EXPUNGED] Aforementioned ████████████ completely disintegrated all matter in its line of fire. Object contained with high density gamma waves.

Input: 1 white mouse (setting: 1:1)

Output: 1 brown mouse

Input: 1 chimp (setting: Fine)

Output: [DATA EXPUNGED]

Input: 1 chimp (setting: Rough)

Output: Badly mutilated corpse, showing signs of crushing and cutting with high heat

Document # 109-B:117: Dr.███ and Dr.███████ Test Log

Input: Subject D-186, male Caucasian, 42 years old, 108kg, 185cm tall. (setting: 1:1)

Output: Male Hispanic, 42 years old, 100kg, 188cm tall. Subject was very confused and agitated. Subject attacked security personnel. Subject terminated.

Input: Subject D-187, male Caucasian, 28 years old, 63kg, 173cm tall. (setting: Very Fine)

Output: [DATA EXPUNGED]. Subject escaped from test chamber, killing eight guards as well as Dr.███ and Dr.███████. Lockdown initiated. Subject causes containment failure of three SCP areas in continued escape attempt. Special response team engages subject, resulting in severe wounding of subject, partial memory loss in special response team members and corrosive damage to plumbing. Subject expired several hours later, dissolving into blue ash and blinding nearby research team.

Biological testing with SCP-914 discontinued.

Note: 'Because of the nature of this SCP a wide range of test data would be helpful. Dr. Gears has ordered that any researcher can have access for non-biological testing if they themselves are or they are supervised by a Level 3 researcher. All testing is to be recorded in file #914-E (Experiment Log 914). Biological testing will continue only with prior clearance by 05 Command. As long as you want to try something mundane that isn't alive feel free to help accumulate data.' - Dr. █████

914

Scp 914 Simulator

DESCRIPTION
(Name is temporary)
The aim of this mod is to expand the amount of useful items the player can acquire throughout the game. Anything from different anomalous objects to syringes and so on. I found the lack of critical items in the game to be fairly limited. To me, the only must have items are SCP-500, Super NAV, Super Gas Mask, and a Level 5 Key Card. Notable exceptions may include SCP-1499 (probably the best item in the game) and SCP-714. The longer this project is worked on, the more items will be added and maybe a few new SCPs not currently in the game.
NEW ANOMALOUS OBJECTS
SCP-330 - Take Only Two
  • • A bowl of candy. Candy provides a small stamina boost and when refined, provides better effects for the player.
    • Located in the Entrance Zone in Dr. Harp's office.
    • Taking more than two pieces of candy will fatally wound the player.
Spoiler
SCP-427 - Lovecraftian Locket
  • • A wearable silver locket. Reduces injuries, blood loss, and infection over time. Slowly optimizes the player's speed, stamina, and blink meter.
    • Acquired by placing SCP-500-1 into SCP-914 on the Fine or Very Fine setting. Item has a 1 in 5 chance to spawn on Fine and a 1 in 10 chance on Very Fine. Otherwise, it will become a Strange Bottle.
    • Wearing SCP-427 for too long will force the player to mutate into SCP-427-1 and prompt a game over.
Spoiler
SCP-447 - Ball of Green Slime
  • • A puddle of slime. Enhances first aid kits, eye drops, and strange bottles when combined in SCP-914. Also makes SCP-500-1 minty fresh.
    • Acquired by placing a Severed Hand or Black Severed Hand into SCP-914 on Very Fine.
    • Prompts a unique game over screen when the player is killed while holding SCP-447-2 or an items enhanced by SCP-447-2 or after having used an item enhanced by SCP-447-2.
Spoiler
NEW USEFUL ITEMS
Painkiller
  • • A syringe of a strong painkiller. Using the item will temporarily reduce the player's injury level. Useful to negate the movement speed penalty when injured to quickly escape from enemies.
    • Does not heal the player. If the player would be killed without use of a painkiller, the player will still die despite using a painkiller.
    • Injuries will return after a set amount of time. Injuries will not return if the player fully heals between using painkiller and when the painkiller expires.
    • Acquired by placing a Small First Aid Kit on the 1:1 setting. Item has a 1 in 2 chance to spawn. Otherwise, it will stay as a Small First Aid Kit.
More items will be added as I think of them and code them.
FUTURE PLANS
SCP-505 - Ink Stain:
• Going to be located in heavy containment. It will infect the player with ink unless the player is wearing a hazmat suit.
SCP-090 - Apocorubik's Cube:
Breach
• Also going to be located in heavy containment. Touching it will trigger a catastrophe.
SCP-047 - Microbial Mutagen:
• Not much is planned for this object yet. Check back later. It may or may not be added.
SCP-882 - A Machine:
• See above. This one may be more likely to be added. Will probably either be in heavy containment or light containment.
SCP-077 - Rot Skull:
• Not much is planned for this either. This one may not be likely to be added.
SCP-1013 - Cockatrice
• An NPC that you shouldn't look at. Wanders around the heavy containment and possibly the entrance zone.
SCP-035 - Possessive Mask

Scp 914 Key Cards


• I plan on giving this SCP more of a role after you free him as another memetic hazard. This idea is still a work in progress and may not be implemented.
SCP-682 - Hard-to-Destroy Reptile:
• I plan to add 682 as an actual enemy to encounter and get killed by. It will also come with its own containment chamber in heavy containment. This plan is not so final.
More SCPs to come if/when I can find good ones. I might take suggestions.
CURRENT DEVELOPMENT
Version 0.4
Spoiler
KNOWN BUGS
Scp 914 Containment Breach

Scp 914 Simulator

DESCRIPTION
(Name is temporary)
The aim of this mod is to expand the amount of useful items the player can acquire throughout the game. Anything from different anomalous objects to syringes and so on. I found the lack of critical items in the game to be fairly limited. To me, the only must have items are SCP-500, Super NAV, Super Gas Mask, and a Level 5 Key Card. Notable exceptions may include SCP-1499 (probably the best item in the game) and SCP-714. The longer this project is worked on, the more items will be added and maybe a few new SCPs not currently in the game.
NEW ANOMALOUS OBJECTS
SCP-330 - Take Only Two
  • • A bowl of candy. Candy provides a small stamina boost and when refined, provides better effects for the player.
    • Located in the Entrance Zone in Dr. Harp's office.
    • Taking more than two pieces of candy will fatally wound the player.
Spoiler
SCP-427 - Lovecraftian Locket
  • • A wearable silver locket. Reduces injuries, blood loss, and infection over time. Slowly optimizes the player's speed, stamina, and blink meter.
    • Acquired by placing SCP-500-1 into SCP-914 on the Fine or Very Fine setting. Item has a 1 in 5 chance to spawn on Fine and a 1 in 10 chance on Very Fine. Otherwise, it will become a Strange Bottle.
    • Wearing SCP-427 for too long will force the player to mutate into SCP-427-1 and prompt a game over.
Spoiler
SCP-447 - Ball of Green Slime
  • • A puddle of slime. Enhances first aid kits, eye drops, and strange bottles when combined in SCP-914. Also makes SCP-500-1 minty fresh.
    • Acquired by placing a Severed Hand or Black Severed Hand into SCP-914 on Very Fine.
    • Prompts a unique game over screen when the player is killed while holding SCP-447-2 or an items enhanced by SCP-447-2 or after having used an item enhanced by SCP-447-2.
Spoiler
NEW USEFUL ITEMS
Painkiller
  • • A syringe of a strong painkiller. Using the item will temporarily reduce the player's injury level. Useful to negate the movement speed penalty when injured to quickly escape from enemies.
    • Does not heal the player. If the player would be killed without use of a painkiller, the player will still die despite using a painkiller.
    • Injuries will return after a set amount of time. Injuries will not return if the player fully heals between using painkiller and when the painkiller expires.
    • Acquired by placing a Small First Aid Kit on the 1:1 setting. Item has a 1 in 2 chance to spawn. Otherwise, it will stay as a Small First Aid Kit.
More items will be added as I think of them and code them.
FUTURE PLANS
SCP-505 - Ink Stain:
• Going to be located in heavy containment. It will infect the player with ink unless the player is wearing a hazmat suit.
SCP-090 - Apocorubik's Cube:
• Also going to be located in heavy containment. Touching it will trigger a catastrophe.
SCP-047 - Microbial Mutagen:
• Not much is planned for this object yet. Check back later. It may or may not be added.
SCP-882 - A Machine:
• See above. This one may be more likely to be added. Will probably either be in heavy containment or light containment.
SCP-077 - Rot Skull:
• Not much is planned for this either. This one may not be likely to be added.
SCP-1013 - Cockatrice
• An NPC that you shouldn't look at. Wanders around the heavy containment and possibly the entrance zone.
SCP-035 - Possessive Mask

Scp 914 Key Cards


• I plan on giving this SCP more of a role after you free him as another memetic hazard. This idea is still a work in progress and may not be implemented.
SCP-682 - Hard-to-Destroy Reptile:
• I plan to add 682 as an actual enemy to encounter and get killed by. It will also come with its own containment chamber in heavy containment. This plan is not so final.
More SCPs to come if/when I can find good ones. I might take suggestions.
CURRENT DEVELOPMENT
Version 0.4
Spoiler
KNOWN BUGS
Version 0.3 (As of 7/9/2017)
Spoiler
Version 0.2 (As of 7/1/2017)
Spoiler
CHANGE LOGS
Version 0.3 (As of 07/09/2017)
Spoiler
Version 0.2 (As of 06/30/2017)

Scp 914 Containment Breach Wiki

Spoiler

SCP-914 - Official SCP - Containment Breach Wiki

This is pretty much my first mod for SCP:CB so feedback would be appreciated.

SCP-914 - Official SCP: Unity Wiki


DOWNLOADS
Version 0.3
Version 0.3 (Source Included)
Version 0.2
Version 0.2 (Source Included)
Version 0.1
Version 0.1 (Source Included)




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