SCP: Secret Laboratory

SCP: Secret Laboratory

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Scp 106 Who is this or what is this.
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This guide will describe the Scp 106 object.
   
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scp-106
SCP-106 is one of the seven playable SCPs in SCP: Secret Laboratory.
SCP-106 is able to attack from the flanks, moving quickly across the map and cutting off players' escape
Parameters.
Health 2000
Adaptive Shield 350 (Initial)
Occurrence Location Heavy Containment Area
Speed Through Doors: 2 m/sec
Normal: 4.5 m/sec
Pursuit: 7 m/sec
Special Ability Teleportation
Catching players in the Pocket Dimension
Diving Underground
Original article https://scpfoundation.net/scp-106
Class ID 3
Operational leadership. Or the first meeting.
Out of the darkness came a man covered in death and decay. Pain and terror were familiar to its victims, for the strongest of walls offered no solace. No fortress known to man could prevent this creature from dragging its victim into a hell where hope is meaningless and screams only add to the agony.

___
"I can still hear her cries for help. She didn't know, none of them did. Hell, they weren't even supposed to be there! If it hadn't been for me, she... she would have-- she might be alive, but she's gone. It crawled out of the floor and took her. I wonder how long she'd been looking for its a way out. A way out that doesn't exist.

So yes, doctor, I sure do want to take those damn amnesthetics."

-Agent █████ ████████, Site-"" Security
In play.
At the start of the round, SCP-106 will appear in his Containment Chamber, located in the Heavy Containment Area. SCP-106 has low health, and is unable to regenerate his Adaptive Shield passively. SCP-106's attack is rather slow, making it difficult for SCP-106 to attack a group of people. SCP-106 compensates for these shortcomings with its mobility, which allows it to move around Area-02 very quickly.
SCP-106 also has the passive ability to pass through any closed doors except the Evacuation Sanctuary. SCP-106 is also unable to pass through elevator doors.
SCP-106 can talk to other SCPs by holding down the Q key. This voice chat can be heard by all SCPs, regardless of the distance between players.
Power reserve.
SCP-106's Power is similar to SCP-079's Energy, a strip of energy expended by SCP-106 on applied abilities. The energy gradually regenerates on its own, at a rate of 3 Force per second. Successfully catching a person also restores 30 Force reserves. The Pursuit and Hunter's Atlas SCP-106 abilities also spend Force Reserve when used.

Force Reserve is displayed as a bar in the lower left corner, similar to Stamina.
Adaptive Shield.
SCP-106 has 350 Shield.
When Health drops to 20%, Adaptive Shield increases to 750.
When SCP-106 uses Stalking, his Adaptive Shield regenerates at a rate of 10% Shield/sec.
Skills.
Catching
SCP-106 can catch a person by pressing Left Click.png LKM on the player. The attack has a large hit area, and if missed, it can be immediately reused.
A successful attack deals 40 damage and inflicts the Trauma effect

Visible to SCP-106 using Pursuit
on the target and sends it to the Pocket Dimension. The Trauma effect remains on the player for 3 minutes. Successful attacks have a recovery time of 2.5 seconds. The attack cannot be used in Pursuit, or when moving across the floor. Each person caught reduces the recovery time of Pursuit and Hunter's Atlas by 5 seconds.
Pocket Dimension.
Inside the Pocket Dimension
The Pocket Dimension is an alternate world where targets attacked by SCP-106 go. The Pocket Dimension consists of a small green-colored room, and several corridors leading to impenetrable darkness. Players inside the Pocket Dimension are constantly losing their Health the longer they stay there, the faster, and not even SCP-500 can cure this affliction.

In order to escape from the Pocket Dimension, the player must follow one of the corridors. If the chosen corridor is correct, the player will move to the room where they were caught. Otherwise, if the wrong corridor is chosen, the player dies. There are a total of two correct corridors in the Dimension, but every time someone passes through any corridor, they change their location.

Contrary to popular belief, there is no pattern to finding the correct path here. The two exits are 100% random. However, using Probability Theory, players can increase the chance of escape by following other players. For example, the probability that one corridor will be correct twice is only 6%.
Removal of items.
Any item that ends up in the Pocket Dimension has its own timer between 1.5 and 4 minutes. 5 seconds before the timer expires, the game decides whether to remove the item or move it to a random room in Area-02. The chance of removing an item depends on the item itself, and the room the item will be moved to is always random. Items will never enter the Light Containment Zone if the Decontamination Process has begun. Three seconds before an item is moved into a room, a beep can be heard in the room to notify you that it has been moved.

These items are considered Low Quality, and have a 50% to remove at the end of the timer:

9x19mm ammo
5.56x45mm ammo
Some Access Cards
Janitor Card
Scientist Card
Complex Guard Card
Zone Manager Card
First Aid Kit
Painkiller
Radio

These items are considered Medium Quality and have a 33% chance of being removed at the end of the timer:

7.62x39mm ammo
12/70 shot
.44 Magnum
Adrenaline
Some Access Cards
Scientific Director card
Private MOG card
MOG Sergeant Card
Chaos Posters Access Device

These items are considered High Quality, and will never be removed after the timer expires:

Triple Molecular Destroyer
Any Weapon
Some Access Cards
Captain MOG Card
Content Engineer Card
Complex Manager Card
O5 Access Card
Coin
Flash Grenade
High Explosive Grenade
Micro H.I.D.
SCP-018
SCP-207
SCP-244-A and SCP-244-B
SCP-268
SCP-500
SCP-1853
SCP-2176


Because of their operating principle, SCP-018, SCP-244, and SCP-2176 may spontaneously activate when moved from the Pocket Dimension.
Stalking.
SCP-106 can dive and hide in the floor by pressing the ⇧ Shift key if he has at least 25% Force. The ability doesn't cost 25% of the Force Reserve, it's just a requirement for activation. SCP-106 can move faster (7 meters/sec), and steps become silent. With each second of movement, SCP-106 spends 9% of its Force Reserve. Standing still, this ability only expends 6% per second. Stalking is the only way for SCP-106 to regenerate Adaptive Shield, with a regeneration rate of 20 Shield/sec.

While submerged, SCP-106 cannot see people unless they are wounded. The less Health a wounded person has, the farther away SCP-106 can see them, every 5 units of missing Health increases the radius of visibility for SCP-106. Wounded people have a red tint, becoming more visible when people have low Health. People with Injury effects are visible to SCP-106 regardless of their health. The ability does not allow you to see players through walls, or players using SCP-268. SCP-106 is immune to fog from SCP-244 as long as he is using Pursuit.

Pressing the ⇧ Shift key again, or depleting the Force Reserve forces SCP-106 to the surface. Stalking has a recovery time of 20 seconds, and it also applies to the Hunter's Atlas. Each person caught reduces the effective recovery time by 5 seconds.

SCP-106 is invulnerable to any damage while submerged underground, except for the following:

Alpha Warhead
Ammunition Arsenal
Chaos Machine
Decontamination Process
Death via Admin Panel
Hunter's Atlas

Ability Icon
Holding down Tab ↹ opens a map allowing SCP-106 to teleport to nearby rooms. Similar to Stalking, this ability requires at least 25% Force Reserve to use, but it doesn't actually cost 25%.
This map is not as extensive as SCP-079's, and only shows the nearest rooms, without naming them. Moving to another room costs a Force Reserve, and the amount depends on the distance between movement points. The closest rooms, even if there are no normal access paths to them, cost about 25% Force, and the farthest rooms can cost up to 70%. The map only shows the rooms to which SCP-106 has enough Force to move.
SCP-106 will move to approximately the position in the room where the player clicked on the map. SCP-106 cannot move into Tesla Gates or death pits. In rooms with multiple floors on top of each other, such as the Server Room or Intercom, you cannot select a floor, which can make moving quite unpredictable.

The ability cannot be used to move to the Alpha Warhead Activation Room or SCP-049 Containment Chamber, but can be used to move to the elevator leading to those rooms. The ability cannot be used while in the Surface Zone or in a moving elevator. However, the ability can be used when the elevator has just started moving or is already stopping. Ability Icon.
The end.
Thank you for reading my first guide. If you don't feel bad, throw rewards, give thumbs up, write comments. I don't force anyone to do anything, it's all at your own will