Scp Containment Breach Heavy Containment Zone Code
Feb 8, 2015 - Currently only the Light Containment Zone area 1 of 3 has been finished. Stars Feature on profile; code Embed; flag Report. About: This map attempts to re-create the layout, structure, and feel of SCP: Containment Breach as. Work is well underway for the Heavy Containment Zone, so keep a close. It is also your key to escape Light Containment zone and into Heavy containment zone. Level 4 The level 4 keycard is found in SCP-106's containment chamber under a shelf beside the controls, next to the guard's body in SCP-895's chamber and SCP-049's containment chamber, right next to SCP-049's document.
The Entrance Zone (originally called the Office Zone, and mistakenly called the Research Zone) is the final zone encountered in the game. It is preceded by the. It is dedicated to the research and administrative division of the site, and is distinguished by a clean, sterile environment, adorned with white walls and painted orange stripes.most commonly enters the facility once reaches this zone, requiring them to remain undetected to avoid being terminated.This zone also contains the, making it the final location encountered inside the facility.The Entrance Zone has.
2-Level Office A basic office with stairs to a second level. It contains a, 's, 's, the, and an. An can also be found sitting atop certain heights in this room.Another variation of this room can be found, notable by the glass dividers which line the area between the upper and lower sections of the room. Each side of the lower level contains 4 desk, facing opposite to each other.
One of the sides a poster can be found of seen alongside the on Easter Island. The photo is a reference to the ' ' video created by forum user Omniary. WARNING: The following may contain spoilers about the game.The key code to access this room can be found on the in the. Upon entering this room, the player can find the, a, and a which displays a conversation with an unknown client, simply stating ' It's out', with the response ' Proceeding'.The conversation is actually between Dr. Maynard and Agent Skinner, who is cryptically telling Dr. Maynard that he has, and that Maynard should proceed with the rest of the plan. This can be backed up from the fact that the timestamps coincide with SCP-106's breach before the game, at 09:21 hours.
Harp's OfficeConference Quarters 's Office The door to this office will automatically open once the player passes by it, unless the door control has been disabled, but it can also be opened with the pass code 1234. The interior of the office is covered in the moss stone seen in the. In addition the the sound of rushing water can be heard inside the room.
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's breathing can be heard from behind the walls. Two can be found inside along with a readable.With the notes left by Dr.
Constantly referring to SCP-106 tormenting him, and the fact that the room itself appears to have been corroded by it, all leads to the presumption that SCP-106 captured him.Conference Room Conference Room 9B is located opposite to Dr. 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 a few computers.On the far side of the room are 3 monitors, one of which is readable, containing a from an O5 detailing how the breach is being dealt with, suggesting the conference room was previously occupied by surviving personnel. Gears' portrait.Lockroom Main article: Cafeteria The cafeteria consists of a catwalk as well as a larger, lower level, both being connected by stairs.
It contains several tables and a counter. Most tables have cups and plates of food left over which shows that the cafeteria was probably previously occupied sometime before the breach.This room also houses, which is placed opposite to the counter.
Can also be found on the lower level, assuming it hasn’t wandered off to another room yet. Propaganda for the found on the lower level.Electrical Center The electrical center requires a to access. Behind the door is a small flight of stairs leading up to the room’s namesake. It contains several computer servers and a few fuse boxes.In addition there is also a smaller room found on in the back containing a computer hub with one readable, a on the table to the right and a attached to the rightmost part of the ceiling.The computer hub contains three switches: Primary Lighting, Secondary Lighting, and Remote Door Control. The primary lighting switch does nothing, while the secondary lighting switch will deactivate the emergency lighting, essentially disabling the lights across the entire facility. Tends to shut off the secondary lighting when the player enters the computer room, but it can be turned back on with the switch.Turning off the remote door control system with the third switch 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 and talk to it.
The hub containing the switches.Server Farm The server farm 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. The lower floor is full of computer servers making them difficult to navigate. Frequently spawns on the lower floor, so the player should be wary.This room has two variations, meaning the path in the lower level will not always be the same. The first variant of the room contains a shelf holding up to three and an.
The second variant contains 's and a.The white can be found sitting on the floor in the first variant of the room. The second variation of the server farm.
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Note SCP-173 in the bottom right.Server Hub The entrance to the server hub appears near next to one of the doors in a two-way hallway and requires a to access. The door leads to a staircase which goes down into the room itself.At the bottom of the stairs on the left is an inaccessible door and on the right is a small workstation. At the station is a computer monitor with a sticky note attached to it saying:' GO TO THE CAFETERIA AND GET A PIZZAFIX ERRORS IN SERVER B1CLEAN SHAUN'S PC FROM SHIT!' .Next to the workstation is a glass panel viewing into a blue, dimly lit room full of servers. This room can be accessed from a door next to the workstation with a level 3 keycard.At the far right of the server room a pair of can be found.
Toilets The toilets appear in a plain hallway with a WC sign above the entrance in the center of the room. 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, has an 80% chance of being heard by the player.When the player is about to enter the outside corridor, the sounds of a crying can be heard. If the player approaches, a gunshot will go off. Further inspection will reveal the guard's body on the floor of the men's restroom, with a blood pool slowly forming around the head.
The 'Out of Order' sign.Medical Bay See also:The medical bay is a section of the Entrance Zone that was presumably used to treat minor medical conditions, given the room's small size. It consists of three stretchers with one obscured by a hospital curtain, a fire extinguisher on the wall, and a control panel with a lamp and two on it. The walls are lined with green stripes, similar to the 's yellow stripes.
A can found underneath one of the stretchers, as well as an leaning against the wall. Going near it will cause the person to stand up and pursue the player.
Site (SCP - Containment Breach)InformationSettingFacilityAppearance(s)SCP Foundation (mentioned only and not described) SCP - Containment BreachMonsters/EnemiesSCPs (173, 008 victims, 682 (seen only), 035, 049, 106, 513, 895, and 079) Mobile Task Force soldiersIn the indie horror game SCP - Containment Breach, an unspecified site is the main setting, being a large system of hallways, tunnels, and catwalks that makes up one of the many containment facilities of the SCP Foundation. The SCP Foundation is a top secret MIB agency that researches and contains paranormal and potentially dangerous entities known as SCPs. Contents In SCP - Containment Breach Light Containment ZoneThe Light Containment Zone contains mainly Safe or low-ranking Euclid classed SCPs, and is where most of the personnel reside/work. These residences include the Class-D cells, Class Ds being shipped-in death-row inmates who act as human lab rats for the Foundation's experiments, the office section where the researchers/scientists work, the storeroom where the researchers' information is stored, storage rooms where electronic equipment is kept safe, and hallways connecting these lodges.
The SCPs contained in the LCZ include 173, 914, 372, and 012. The LCZ's interior is mainly bright and clean, resembling that of a hospital.Heavy Containment ZoneThe Heavy Containment Zone contains solely Keter or high-ranking Euclid classed SCPs, and is where the most dangerous of the Foundation's enemies reside. It is primarily constructed of cylindrical tunnels, catwalks, large testing chambers, and server rooms. It also contains the site's warheads, which are used to nuke the site in catastrophic scenarios. The SCPs contained in the HCZ include 008, 682, 035, 049, 106, 513, 895, 079, and 939. The HCZ's interior is mainly dark and dirty, resembling that of a monster-infested sewer lacking water.Entrance ZoneThe Entrance Zone is a large office complex that has its walls marked with yellow stripes. It contains several offices, both public ones and doctor quarters (specifically Dr.
Mapilab login. Maynard's, and Dr. Other rooms in the entrance zone include the cafeteria, conference room, electrical center, server farm, WC, lockrooms, SCP-860's testing chamber, and SCP-079's containment cell.GatesThe only exits to the site is Gate A and Gate B, large blast-doors that lead to the exterior of the site. Going through either reveals that the facility is located in a sunny, snowy cluster of mountains.
In Gate A's ending, the player will watch as SCP-106 spawns and attempts to escape the site by a large MTF (MTFs being the Foundation's private military) swarm of soldiers. The MTFs eventually get 106 to retreat back into its dimension by blasting it with a highly concentrated light cannon, and then focuses all of their attention on the player as they try to escape.
Evading the MTFs and getting to the exit will equal the 'good' ending where the player is kidnapped by Chaos Insurgency agents, CI agents being very similar rivals to the Foundation.Gate B will lead the player to the 'bad' ending, where they walk through a large series of glass encased bridges while hearing an intercom announcer alerting the site of SCP-682, one of the most dangerous (if not the most dangerous) SCPs that Foundation has ever faced, has escaped and is going through a violent rampage through the facility. They desperately respond with nuking the site, killing the player instantly, but if the player were to deactivate the nukes beforehand, would get gunned down by a squad of MTFs or an MTF helicopter.