11/22/2023 0 Comments All scps in containment breach![]() Beware, as Gate A will have many SCPs lurking if MTF has spawned. If you entered from Roster A (Elevators with an ‘A’ between them), To open Gate A’s blast door you will need a Level-4 keycard, which can be obtained in one of the HCZ containment chambers, by refining via SCP-914, or by getting a level 5 keycard in one of the many locations in Entrance Zone. Navigation-wise, this zone is the easiest to navigate. But, if you’re a researcher, MTF spawns are great for you, as they will escort you out to the exit. And, there’s a high chance you will suffer lethal attacks from the MTF operatives. If you’re a Class-D and MTF have arrived, this extremely bad, as you will be forced to go to Gate B. Once you have entered the EZ (Entrance Zone), it will either be pretty empty of inhabitants, or it will be full of MTF operatives. It’s recommended to avoid staying in HCZ for too long as a Class-D, as the longer you stay in there, there’s a higher chance MTF will spawn once you get to EZ. Once you spot a pair of two elevators, enter them and proceed to EZ (Entrance Zone). If your a Class-D watch out for Facility Guards as they may have entered HCZ, as they are hostile to you and will kill you with ease unless you are armed as well. When wandering around HCZ be extremely cautious, as there may be SCPs roaming in HCZ still. If you spot any containment chambers, you might want to explore them as they may have keycards, or SCP objects. If you have companions, follow them, as they may know where they are going. HCZ is the hardest layout to learn as it is the most messy, and annoying. Once you have reached HCZ, start wandering around. Here’s a map (The map is for PTB meaning it is currently outdated for cb as of ): Once you go to the armory and get geared up, go the HCZ checkpoint or if you don’t have a level-3 card yet, go to 914. This route is more dangerous, however, as enemy escapees will probably attempt to kill you once they get their hands on the firearms, so keep your guard up. ![]() It requires a level-3 keycard to open, and has multiple P90s and sidearms, it even has bulletproof vests. The armory is located in LCZ and is extremely useful for any escapee, as they will most likely encounter hostile SCPs or guards if your a D-class. If you don’t want to go straight to SCP-914, here’s another route you may want to take: the armory. ![]() Once you have a level-3 or a better tier card head to the HCZ checkpoint. How long you spend in 914 is up to you, you can wait for it to refine a level-5 keycard or Omni, or you could get a level-3 and leave. Once you have arrived in SCP-914, click the green button and wait for the machine to refine a card (Note: The dials do not affect the item produced and you don't need to go inside the input booth to generate an item as 914 completely randomly generates an item). However, to access 914 it will require a level 2 keycard. Level 3 cards will naturally spawn around LCZ, however, if you don’t want to scavenge for a card, then you will be forced to use SCP-914. ( SCP-106, SCP-087-B, etc) However it’s recommended to get a Level-3 card. There’s multiple ways to exit the LCZ, you can either get a level 3 keycard (or any keycard above tier 3) or you can escape one of the SCPs dimensions. As an escapee you will spawn in the LCZ(Light Containment Zone). These roles will be referred as “Escapees”. ![]() This guide will go over the basics to escaping as escaping roles, facility navigation, etc.Ĭlass-D and Researchers are roles whose main goal is to escape the facility in one piece. SCP-372 sometimes makes noises while stalking the player throughout the game.Containment Breach is a round-based scp game, where personnel ( Class-D, Researchers and technically Security Guards) will attempt to escape the facility due anomalies known as SCPs, have breached containment. By turning very quickly or blinking rapidly, the player, on occasion, can see SCP-372 out of the corner of their view. Upon entering SCP-372's containment chamber, a rustling sound is heard, meaning that SCP-372 has started to stalk the player. It uses this technique to hide, either by hiding behind the head of a person looking for it, or by hiding in their scotomas (blind spots) and saccades (clipping during eye movement). SCP-372 has learned to time its movements to those pulses, predicting the movements of any being around it. In place of eyes or ears, it has a yellow sensory organ which is capable not only of echolocation, but also of detecting energy transfers, such as the electrical impulses in the brains of nearby beings. Every part of the body is abnormally flexible, and the limbs are coated with small fibers that cling to almost any solid surface. It has a long, thin body with eight pairs of narrow limbs. SCP-372 is a creature of unknown genus, approximately 2 meters long from head to tail and weighing approximately 45 kilograms.
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