SCP: Containment Breach Remastered

SCP: Containment Breach Remastered

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SCP-914 "The Clockworks" Beginner's Guide
De către Cpt.Goshawk™
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.

A quick, simple guide as the game in its current state doesn't have a tutorial of any kind. This is meant for brand new players, although some tips may still be helpful to experienced ones. Useful guide for first-time SCP: Containment Breach players.

About Game:
SCP - Containment Breach is a free survival horror game based on the works of the SCP Foundation community. Your goal is to escape an SCP Foundation containment site doing whatever it takes to do so. Avoid tons of obstacles on your way to freedom.
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Description
SCP-914 is a large machine consisting of gears, pulleys, and other mechanical parts. It has a large front panel and two booths, labeled 'Intake' and 'Output'. When an object is placed into the 'Intake' booth, and the key is turned, the object goes inside the machine to appear in the 'Output' booth. While inside the machine, based on the setting of the knob on the front panel, the machine will appear to refine or degrade the item, with Rough being the most degraded, to Very Fine being the most improved.
In-game
SCP-914's chamber requires a level 2 keycard to access. Much of the chamber is taken up by SCP-914 itself. The player can drop items inside SCP-914's 'Intake' booth by going inside the booth, then dragging an object out of any inventory slots. The player can then turn the upper knob on the panel to select any of 5 different settings.

When finished with selecting a setting, the player can turn the key on the lower section of the front panel to begin the refining process, with the objects appearing in the 'Output' booth after a brief period of time. However, if the player leaves the containment chamber before an item has finished refining, the booths will remain closed until the player re-enters the chamber.

Each setting will affect the outcome of each item placed into SCP-914. The effect of each of SCP-914's settings are described below;

"Rough"
Often dismantles and destroys items.

"Coarse"
Dismantles items into more refined parts.

"1:1"
Gives an item of at least nearly equal use and function. Some properties may be slightly altered.

"Fine"
Refines items and usually improves it with an anomalous feature.

"Very Fine"
Usually gives a heavily anomalous version of items. Some items can be deadly, while some may be more useful than their default or "Fine" counterparts.

By quickly turning the key and sprinting into the 'Intake' booth, the player can be affected by SCP-914.
SCP-914's document in-game
SCP-914 Outputs
Battery (9V/18V/Strange)
[Rough/Coarse] - Decal. (Destroys the item)

[1:1] - 18V Battery.

[Fine/Very Fine]- Strange Battery.

9V Battery
The 9V batteries can be found throughout the facility, and are used for powering the S-Navs, radios and night vision goggles.


18V Battery
When the 9V battery is placed in SCP-914 on "1:1", the player will receive an 18V battery. It can only be put into the radio. Attempting to put it in the S-Nav will print a message reading: "The battery doesn't seem to fit".

Strange Battery
This version of the battery can be obtained by placing it in SCP-914 on the setting "Fine" or "Very Fine". However, the player cannot use it, as attempting to touch it will electrocute the player.
Ballistic Vest
[Rough/Coarse] - Decal. (Destroys the item)

[Fine] - Heavy ballistic vest.

[Very Fine] - Bulky ballistic vest.

Ballistic Vest
The ballistic vest is an item that provides protection from bullets. However, it does not protect the player from being hit in areas such as the leg and head. This protection allows the player a chance to escape from the MTF, but this is unlikely, given that they usually rapid fire. The ballistic vest takes a while to be equipped, during which time it will heavily impede the player's movement speed. Once the vest is donned, the player's turning speed becomes slower. If the vest gets hit, the player's stamina will begin to drop, as well as receive minor injuries but will not bleed. They can be found in the Warhead room and Dr. Maynard's office.

Heavy Ballistic Vest
The heavy ballistic vest protects all but the player's head from bullets. Once donned, the vest will cap the player's stamina at 60% of the normal maximum, but will give the player more protection against MTFs. If the vest is hit, the player will receive minor injuries, but will not receive any further drops to stamina. It is created by putting the Ballistic Vest in SCP-914 on "Fine".

Bulky Ballistic Vest
The bulky ballistic vest is unable to be picked up due to its weight. It is created by putting the Ballistic Vest in SCP-914 on "Very Fine".
Clipboard
[Rough/Coarse] - Decal. (Destroys the item)

[Fine] - Increases the capacity from 10 -15 documents.

[Very Fine] - Increases the capacity from 10 - 20 documents.

Clipboard
The clipboard allows the player to store documents, notes, Emily Ross's Badge and keycards whilst using only a single inventory slot.

The clipboard is able to hold up to 10 items at a time. Inside the inventory, the player can drag and drop a document or keycard over the clipboard to attach it. Double clicking it will display all the items currently attached to the clipboard.

Putting it through SCP-914 on the "Fine" setting will make the clipboard stronger, increasing the it's capacity to 15 items. Putting it through the "Very Fine" setting allows it to hold 20 items.
Documents
[Rough/Coarse] - Shredded Paper Decal. (Destroys the item)

[1:1] - Random document out of SCP-079. (Old AI) SCP-106 (The Old Man) SCP-173 (The Sculpture) SCP-682 (Hard-To-Destroy Reptile) SCP-860 (Blue Key) SCP-895 (Camera Disruption)

[Fine/Very Fine] - Origami.

Documents



Origami
When placing a document into SCP-914 and refining on a "Fine" or "Very Fine" setting, the player can receive the origami. It can also be retrieved by interacting with SCP-1162.

It is a piece of paper folded into the shape of a crane. It serves no role in the game.


SCP-079's (Old AI) document.


SCP-106's (The Old Man) document.


SCP-173's (The Sculpture) document.


SCP-682's (Hard-To-Destroy Reptile) document.


SCP-860's (Blue Key) document.


SCP-895's (Camera Disruption) document.
First Aid Kit
[Rough/Coarse] - Decal (Destroys the item)

[1:1] - Blue First Aid Kit or a First Aid Kit.

[Fine] - Small First Aid Kit.

[Very Fine] - Strange Bottle.

First Aid Kit
First aid kits are used to alleviate or stop bleeding, and recover health from gunshots and various other wounds.

Upon using it in the inventory, the player will crouch and start patching themselves up. It takes a few moments until the player finishes patching themselves.

Depending on how severe the injury is, it can either stop blood loss entirely or slow it down. Even with a first aid kit, the player will more than likely not survive several gunshots.

They can be found in SCP-914's containment chamber, SCP-049's containment chamber, and Dr. Harp's office.

Small First Aid Kit
The small first aid kit is created by placing the normal kit into SCP-914 on the "Fine" setting. It should be noted that the small first aid kit is more effective against wounds and heals faster, compared to the normal first aid kit.

Blue First Aid Kit
The blue first aid kit is created by placing the normal kit into SCP-914 on the "1:1" setting. This kit has the same effect on the player as the normal kit, but will affect the player with any of the following conditions:
  • Increased speed, followed shortly by death.
  • Inverts mouse controls (if they're already inverted then it will un-invert them).
  • Blurred vision for 70 seconds.
  • Fully heals the player.
  • Critically wounds the player.
Strange Bottle
The strange bottle is an item that can be received by putting the first aid kit in SCP-914 on the "Very Fine" setting. Using the bottle has varied effects, which include:
  • Being teleported to the Pocket Dimension.
  • Curing all injuries and ailments.
  • Heavy bleeding.
  • Nausea, blurring the player's eyesight for a period of time.
It should be noted that the nausea cannot be cured using SCP-500, but rather smoking SCP-420-J. Also, even if SCP-106 is contained, the player will still be teleported to the Pocket Dimension, but SCP-106 will not appear in it.
Gas Mask/Heavy Gas Mask
[Rough/Coarse] - Decal. (Destroys the item)

[Fine/Very Fine] - Super Gas Mask.

Gas Mask
The gas mask is used to circumvent the effects of the decontamination gas used in the lockrooms or the gas catwalks. The gas will normally cause the player to cough and make them blink faster, but using the gas mask will help ignore these drawbacks, but will obscure the player's vision when doing so.

Super Gas Mask
When put through SCP-914 on "Fine" or "Very Fine", the Super Gas Mask is made. When it is equipped, it will constantly replenish the player's stamina, allowing for long periods of sprinting while equipped. It will counteract the negative effects that the ballistic vest has on sprinting.

Heavy Gas Mask
If the gas mask is combined with an ingot of SCP-148 and put through SCP-914 on "Fine" or "Very Fine", it will produce the Heavy Gas Mask. This variant of the gas mask grants the player immunity to the effects of SCP-012, SCP-895, and SCP-966; but the sprinting boost is gone.

Hazmat Suit
[Rough/Coarse] - Decal. (Destroys the item)

[Fine/Very Fine] - Mysterious Hazmat Suit.

Hazmat Suit
The hazmat suit is used for protection from SCP-008 when the player enters its chamber, and it is located in the small storage area right outside its chamber door.

Like the ballistic vest, the hazmat suit takes a while to be equipped, during which time it will heavily impede the player's movement speed. Once donned, the suit will cap the player's stamina at 60% of the normal maximum.

It will also protect the player from SCP-049's lethal touch, though SCP-049 will eventually remove the suit if given enough time. No other items can be used alongside the hazmat suit.

Heavy Hazmat Suit
The heavy hazmat suit is created when the player puts the hazmat suit and an SCP-148 ingot through SCP-914 on the "Fine/Very Fine" settings. The heavy hazmat suit grants the player immunity to the effects of SCP-012, SCP-895, and SCP-035's tentacle creatures.

Mysterious Hazmat Suit
The mysterious hazmat suit grants the player with the increased stamina regeneration of the super gas mask. It can be obtained by putting the hazmat suit through SCP-914 on the "Fine" or "Very Fine" setting.

Any Keycard
[Rough/Coarse] - Decal of a squashed card. (Destroys the item)

[1:1] - Playing Card.

[Very Fine] - Chance of getting a Keycard Omni, depending on achievements unlocked and the "Other difficulty factors" setting, otherwise a MasterCard.

MasterCard/Playing Card
The MasterCard is an item that has a chance of being spawned when putting any keycard through SCP-914 on "Very Fine", or it can be obtained by putting the playing card through on "1:1". It can be converted into 4 quarters by putting it through SCP-914 on "Coarse".

The playing card can be created when putting any keycard through SCP-914 on the "1:1" or "Fine" settings.

Both items can also be retrieved by interacting with SCP-1162.
Level 1 Keycard
[Fine]

Scales with the "Other difficulty factors" setting.
On Safe
Guaranteed Level 2 Keycard.
On Euclid
4 in 5 chance of getting a Level 2 Keycard, otherwise a MasterCard.
On Keter
3 in 4 chance of getting a Level 2 Keycard, otherwise a MasterCard.

Level 1 Keycard
The level 1 keycard is the lowest level card. It can open the first door to the small testing chamber.

The keycard can be found in:
  • The storeroom.
  • A storage room affected by SCP-970.
  • The 2-level office, next to a computer.
The keycard can also be created by putting a quarter into SCP-914 on the "Fine" setting.
Level 2 Keycard
[Fine]

Scales with the "Other difficulty factors" setting.
On Safe
Guaranteed Level 3 Keycard.
On Euclid
3 in 4 chance of getting a Level 3 Keycard, otherwise a MasterCard.
On Keter
2 in 3 chance of getting a Level 3 Keycard, otherwise a MasterCard.

Level 2 Keycard
Level 2 keycards can be used to open the doors to SCP-895's chamber and SCP-914's chamber.

The keycard can be found in:
  • The basic office.
  • The small testing room.
The keycard can also be created using SCP-914 by putting a level 1 keycard in it on the "Fine" setting, or a master card or quarter on the "Very Fine" setting.
Level 3 Keycard
[Fine]

Scales with the "Other difficulty factors" setting.
On Safe
1 in 10 chance of getting a Level 4 Keycard, otherwise a Playing Card.
On Euclid
1 in 15 chance of getting a Level 4 Keycard, otherwise a Playing Card.
On Keter
1 in 20 chance of getting a Level 4 Keycard, otherwise a Playing Card.

Level 3 Keycard
Level 3 keycards can be used to open:

  • The main door in SCP-012's chamber.
  • SCP-079's chamber.
  • SCP-205's chamber.
  • SCP-966's chamber.
  • All the doors in the SCP storage chamber.
  • The first door in Containment Room 5.
  • The surveillance Room.
  • All the doors in the server hub.
  • The checkpoint room between the Light Containment Zone and Heavy Containment Zone.
The keycard can be found in SCP-895's chamber. It can also be created by putting a level 2 keycard into SCP-914 on the "Fine" setting.
Level 4 Keycard
[Fine]

Scales with the "Other difficulty factors" setting.
On Safe
Guaranteed Level 5 Keycard.
On Euclid
3 in 4 chance of getting a Level 5 Keycard, otherwise a MasterCard.
On Keter
2 in 3 chance of getting a Level 5 Keycard, otherwise a MasterCard.

Level 4 Keycard
Level 4 keycards can be used to open:

  • Level 4 keycards can be used to open:
  • The head office.
  • SCP-106's chamber.
  • The two doors to the lower area of SCP-106's chamber.
  • Both doors in SCP-008's chamber.
The keycard can be found in SCP-049's chamber.
Level 5 Keycard
[Fine]

On Safe/Euclid/Keter
Chance of getting a Keycard Omni, depending on achievements unlocked and the "Other difficulty factors" setting, otherwise a MasterCard.

Level 5 Keycard
The level 5 keycard is the highest keycard that can be obtained. Both this, and the Omni card, can access any rooms requiring a keycard.

Level 5 keycards can be used to exclusively open:
  • SCP-035's chamber
  • The door to the elevator leading to the warhead room as well as the door leading into the small control room inside.
  • The checkpoint room between the Heavy Containment Zone and Entrance Zone.
  • The blast door to reach Gate A.
The keycard can be found in SCP-106's chamber under a shelf beside the controls and in the head office.
Keycard Omni
1:1 - MasterCard or Playing Card.

Keycard Omni
The Omni keycard is a blue and white keycard with no text in the centre of the keycard unlike the levels 1 to 5 keycard and can access anything requiring a keycard, making it equivalent to a level 5 keycard. The Omni keycard can only be obtained via placing a level 5 keycard into SCP-914 on the "Fine" setting or with any level keycard on the "Very Fine" setting, though this has a chance of creating a MasterCard instead.
MasterCard
[Rough] - Decal. (Destroys the item)

[Coarse] - 4 Quarters.

[1:1] - Level 1 Keycard.

[Fine/Very Fine] - Level 2 Keycard.

Quarter
The quarter is an item that is required to use SCP-294. The player needs two quarters in order to acquire a drink from it. 4 Quarters can be created by putting a MasterCard through SCP-914 on "Coarse".
Playing Card
[Rough/Coarse] - Decal. (Destroys the item)

[1:1] - Level 1 Keycard.

[Fine/Very Fine] - Level 2 Keycard.
Coin
[Rough/Coarse] - Decal. (Destroys the item)

[1:1] - Level 1 Keycard.

[Fine/Very Fine] - Level 2 Keycard.

Coin
SCP-1162 is capable of giving the player up to 5 "'nostalgia items". They appear to be items which hold historical significance to D-9341, as he will sometimes comment on them and how it pertains to his past life.

The coin is an item that behaves identically to the Quarter. The only difference being that upon selecting it in the player's inventory, Blue Feather will briefly play.
Quarter
[Rough/Coarse] - Decal. (Destroys the item)

[1:1] - Level 1 Keycard.

[Fine/Very Fine] - Level 2 Keycard.
Metal Panel
[Rough/Coarse] - SCP-148 Ingot. (The "Telekill" Alloy)

SCP-148 Ingot
A portion of SCP-148 in the shape of a metal panel can be found in SCP-035's containment chamber. Upon putting it through SCP-914 on the "Coarse" or "Rough" setting, it becomes an ingot. Upon putting said ingot through SCP-914 on the "Fine" or "Very Fine" setting along with the gas mask or hazmat suit, a Heavy variant of the respective items is created. This variant grants immunity to SCP-012's effects. The hazmat suit variant grants immunity to anything inside of SCP-035's containment chamber.
Night Vision Goggles
[Rough/Coarse] - Decal. (Destroys the item)

[Fine] - Red Night Vision Goggles.

[Very Fine] - Super Night Vision Goggles.

Night Vision Goggles
The night vision goggles require 9V batteries to operate. When equipped, the player's view will be covered in green, pixelated scan lines. A battery indicator is displayed on the left lens, showing how much battery life remains.

Equipping the night vision goggles enhances the player's vision, allowing them to see clearer and farther. They are capable of letting the player view SCP-966 instances. They can also be used in junction with the hazmat suit, to gain the benefits of both it and the night vision goggles.


Red Night Vision Goggles
Makes the tint red and doesn't need any batteries to function and effects from SCP-895(Camera Disruption) will be weakly resisted but can still kill you.


Super Night Vision Goggles
The super night vision goggles are obtained by putting the night vision goggles through SCP-914 on the "Fine" or "Very Fine" settings. The "Fine" variation notably tints the goggles red and does not require batteries to function. SCP-895s effects will be weakly resisted by the goggles though it can still kill the player.

The "Very Fine" variation tints the goggles blue and provides slightly more coverage than the "Fine" goggles. SCP-895 and SCP-012's effects will be strongly resisted by the goggles. The goggles will also detect and show the player's distance from nearby SCPs or other hostile threats in their vision. The actual points being triangulated are only updated every 10 seconds though, indicated by a timer seen at the top of the lenses. Unlike the "Fine" goggles, they require batteries in order to function. Caution is advised though since the timer's reset causes the player's vision to be obscured momentarily, allowing threats such as SCP-173 to move when in line of sight.
Radio
[Rough/Coarse] - Electronical Components. (Destroys the item)

[1:1] - Radio that takes 18V Batteries.

[Fine] - Radio that doesn't take batteries.

[Very Fine] - Very Fine Radio.

Radio
The radio is an equippable item found in SCP - Containment Breach. It is essential in supplying the player with information by listening to conversations being broadcast amongst Foundation staff. The player can switch through Channels 1-5 by pressing the corresponding number key.

Very Fine Radio
Putting the radio into SCP-914 on "Very Fine" will result in the radio scrambling uncontrollably through the channels, as well as emitting a series of loud tones. If the player pays attention to the pattern of beeps, they will obtain the code to Dr. Maynard's office.
ReVision Eyedrops/RedVision Eyedrops/Eyedrops
[Rough/Coarse] - Decal. (Destroys the item)

[1:1] - RedVision Eyedrops.

[Fine] - Fine Eyedrops.

[Very Fine] - Very Fine Eyedrops.

ReVision Eyedrops
ReVision Eyedrops are a small, blue bottle that, when used, will slow down the blink meter for a short period of time. They can be used most effectively when encountering SCP-173. By putting it through SCP-914 on the "1:1" setting, the player will obtain ReVision Eyedrops with a red label, titled "RedVision Eyedrops". However, it is to be noted that no form of eyedrops will work while wearing SCP-714. They also cannot be used whilst wearing a gas mask or a hazmat suit.

Eyedrops
The eyedrops are obtained by putting the ReVision Eyedrops through SCP-914 on the "Fine" or "Very Fine" setting. The resulting item from converting it on "Fine" or "Very Fine" setting have different effects. "Fine" eyedrops will slow down the blink meter for a longer period of time and alleviate some of the player's blood loss. "Very Fine" eyedrops will cause the player to stop blinking entirely for a prolonged period of time. However, the player's vision will become blurry over time until the player becomes completely blind for a set period of time, which can be dangerous when near SCP-173.

Fine Eyedrops
Slows your blink meter for a longer period of time and alleviates some blood loss.

Very Fine Eyedrops
Makes you stop blinking for a prolonged period of time, but will blur your vision over time until you're blind for a set period of time, meaning SCP-173(The Sculpture) can kill you.
Severed Hand
[Rough/Coarse] - Bloody Decal. (Destroys the item)

[1:1/Fine/Very Fine] - Changes a white hand black and black hand white. (Swaps black and white Severed Hands.)

Severed Hand
The severed hand is used to open doors with DNA scanners. It can be found inside SCP-012's containment chamber beside the door to the chamber itself. It can be used to open the small blast door in the large testing chamber, as well as the door to the control room in SCP-079's containment chamber.

Black Severed Hand
Putting it through SCP-914 on the "1:1", "Fine", or "Very Fine" settings will turn the hand into one with a darker color. This hand can be used to access the small blast door in SCP-049's containment chamber, bypassing its tunnels. This darkened variant can also be found inside Storage Area 6 behind several crates in the first portion of the area.
SCP-148 Ingot
[ALL ARE ON 1:1 / FINE / VERY FINE]

[SCP-148 Ingot + Gas Mask/Super Gas Mask] - Heavy Gas Mask.

[SCP-148 Ingot + Ballistic Vest] - Heavy Ballistic Vest.

[SCP-148 Ingot + Hazmat Suit/Mysterious Hazmat Suit] - Heavy Hazmat Suit.
SCP-500(Pancea)/Pill/Upgraded Pill
[Rough/Coarse] - Decal. (Destroys the item)

[1:1] - Pill.

[Fine] - SCP-427 if it doesn't already exist, Upgraded pill otherwise.

[Very Fine] - Upgraded pill.

SCP-500(Pancea)
SCP-500 pills can be found on the shelves of the small storage space in the Maintenance Tunnels and in the storage room inside SCP-035's containment chamber. SCP-500 can cure SCP-008, illnesses caused by SCP-1025 and SCP-966's effect.

Placing an SCP-500 pill into SCP-914 on the "Fine" setting produces SCP-427.

Pill
A pill or white pill can be obtained by placing SCP-500-01 into the SCP-914 on 1:1 setting. It serves no function.

Upgraded Pill
The upgraded version of the SCP-500-01 pill can be obtained by putting it through SCP-914 on "Very Fine". The pill doesn't heal any of the player's ailments, and instead will eventually turn the player into an SCP-427-1 instance.

SCP-427 (Lovecraftian Locket)
SCP-427 is obtained by putting a pill of SCP-500 into SCP-914 on the "Fine" setting. When the locket is opened, it will slowly heal the player of any injuries or blood loss they've sustained, as well as slowly cure them of SCP-008's infection. However, if the player keeps the locket opened for too long (7 minutes specifically) then they will become an instance of SCP-427-1, killing them. The amount of time the locket is opened does not need to be consecutive; opening and closing the locket will not reset the amount of time necessary to turn the player into SCP-427-1.

SCP-513 (A Cowbell)
[Rough/Coarse] - Black decal (gets rid of SCP-513-1 if the player has rung SCP-513).

SCP-513 (A Cowbell)
SCP-513 can be found in its containment chamber inside a protective gelatin, which is halfway melted.

If the player picks up SCP-513, it can be rung by double-clicking it in the inventory. After this, the player will begin seeing SCP-513-1.

After the player rings SCP-513, SCP-513-1 will start stalking the player. The sound of loud breathing can be heard and SCP-513-1 will occasionally be seen in the player's peripheral vision. Attempting to get closer to SCP-513-1 will result in it vanishing. The only way to get rid of SCP-513-1 is to destroy SCP-513 by processing it through SCP-914. Upon destruction, the loud breathing will cease.








SCP-513-1.
SCP-1499 (The Gas Mask)
[Rough/Coarse] - Decal. (Destroys the item)

[1:1] - Gas Mask.

[Fine] - SCP-1499 that also grants infinite stamina.

[Very Fine] - SCP-1499-1 instance.

SCP-1499 (The Gas Mask)
SCP-1499 can be found inside a wooden box in its containment chamber.

Upon equipping SCP-1499, the player will be transported to the landscape. Removing the gas mask will return the player to the location where they initially equipped it, regardless of how far they travel in the landscape. However, any damage inflicted to the player by an SCP-1499-1 instance will linger once SCP-1499 is removed. Equipping the gas mask also allows the player to hide from any roaming hazards that may have been near them inside the facility.

The landscape primarily consists of large, black stone structures that are either grounded or suspended in mid-air. The player will initially start off outside what appears to be a church, where they can enter it and and find an audience of SCP-1499-1 instances. Another instance can be seen on a balcony overlooking the audience. If the player lingers for too long, the audience will face the player and the rest will chase him. The player may also wander the landscape, and small groups of SCP-1499-1 can be found.

Putting SCP-1499 through SCP-914 on "1:1" will refine it into a standard gas mask. Refining SCP-1499 on "Fine" grants the player infinite sprint when traveling inside the dimension, and "Very Fine" refines the gas mask into a hostile SCP-1499-1 instance.


SCP-1499-1
SCP-1499-1 instances appear all over SCP-1499's landscape. They will begin wandering aimlessly around the dimension, occasionally stopping to stroke their head.

Once the player come into close proximity with a mobile SCP-1499-1 instance, it will begin moving away from them. If the player approaches a stationary one, it, along with every other instance in the landscape, becomes agitated and starts pursuing the player. Making any further physical contact with an instance will result in them slashing at the player.

Once SCP-1499 is unequipped, all SCP-1499-1 instances will disappear.

It is possible to create SCP-1499-1 instances outside of SCP-1499's dimension by running SCP-1499 through SCP-914 on the "Very Fine" setting. Instances created in this way will immediately become hostile and pursue the player.
SCP-420-J/Cigarette
[Rough/Coarse] - Decal. (Destroys the item)

[1:1] - Cigarette.

[Fine] - Joint.

[Very Fine] - Smelly Joint.

Joint/Smelly Joint/Cigarette
The joint and the smelly joint are received by putting SCP-420-J through SCP-914 respectively on "Fine" and "Very Fine". Upon using either one of them, a message will appear saying, "UH WHERE... WHAT WAS I DOING AGAIN... MAN I NEED TO TAKE A NAP...", followed by death.

The cigarette is obtained by putting SCP-420-J through SCP-914 on "1:1". Using it will display one of the following messages:
  • "I don't have anything to light it with. Umm, what about that... Never mind."
  • "I quit that a long time ago."
  • "Even if I wanted one, I have nothing to light it with."
  • "Could really go for one now... Wish I had a lighter."
  • "Don't plan on starting, even at a time like this."
  • "You are unable to get lit."

SCP-420-J
SCP-420-J, known as "The Best ████ in the World", is a Safe-class joke object that can be found in the head office, which requires a level 4 or higher keycard to enter. Two joints of SCP-420-J can be found on the table in the room along with a document and a readable screen in the room. Entitled "Some SCP-420-J", using the item will cause the file Mandeville.ogg to play, a slight "blur" when the player moves, and a text to appear at the bottom of the screen saying, "MAN DATS SUM GOOD ASS ####", presumably said by the player. If the player is wearing SCP-714, SCP-420-J will have no effect prompting the text to appear as, "DUDE WTF THIS #### DOESN'T EVEN WORK". SCP-420-J can also cure the nausea brought on by the strange bottle and heal injuries.

Putting SCP-420-J through SCP-914 will give the player a number of alternates from it, the exact form depending on which setting that SCP-914 is turned to. Putting SCP-914 on "1:1" will result in a cigarette, which will disappear when used and cause one of a few different messages to appear. Putting it on "Fine" will result in a joint and "Very Fine" will result in a smelly joint, and, if either is consumed, it will kill the player. A message is also shown that reads, "UH WHERE... WHAT WAS I DOING AGAIN... MAN I NEED TO TAKE A NAP...".
SCP-294 Drink
[Rough/Coarse] - Decal. (Destroys the item)

[1:1] - Same drink but black.

[Fine] - Same drink. However, should the drink originally affect either the blink or stamina meters, it will double both the intended effects and the amount of time the effects lasts. The drink's color is also black. Refinements do not stack. (Refinements do not stack)

[Very Fine] - Same drink. However, should the drink originally affect either the blink or stamina meters, it will triple both the intended effects and the amount of time the effects lasts. It also has a 1 in 5 chance to explode shortly after being created. The drink's color is also black. Refinements do not stack. (Refinements do not stack)

SCP-294 (The Coffee Machine)
SCP-294 is located in the cafeteria at the far end next to a sign telling personnel that only personnel with a 2 or higher security clearance are allowed to use it and that non-human consumable beverages are forbidden. After the player has deposited two Quarters into SCP-294, balancing out to the required 50 cents, they will be brought to the panel, allowing them to type the cup they desire.

All of the cups are loaded from Data/SCP-294.ini, which allows users to create their own cups [Tutorial]. If the player attempts to choose a cup which doesn't exist in the .ini file, SCP-294 will display the message "OUT OF RANGE".
Syringe
[Rough/Coarse] - Black Decal. (Destroys the item)

[1:1] - Small First Aid Kit.

[Fine] - Fine Syringe.

[Very Fine] - Very Fine Syringe.

Syringe
The syringe is a one-time use item that allows the player to be injected with a serum that gives them an adrenaline rush. When used, it will cause the stamina meter to decrease at 50% its normal rate for 20 seconds, while healing any injuries at a slow rate for 30 seconds. However, in that 30 second period the player will slowly be inflicted with blood loss.

Fine Syringe
The fine syringe can be acquired by placing a normal syringe in SCP-914 on the "Fine" setting. When used, it will heal the player's injuries and cause the stamina meter to decrease at random rates.

Very Fine Syringe
The very fine syringe can be acquired by placing a normal syringe in SCP-914 on the "Very Fine" setting or placing a fine syringe in it on the "Fine" or "Very Fine" settings. Three different effects can take place once the player is injected with this item:
  • The player's stamina will decrease at 10% its normal rate for 30 seconds while the player will be healed at a random rate.
  • The player's speed will be increased shortly before they die.
  • The player will begin retching for 30 seconds before they vomit.
Putting the very fine syringe in SCP-914 on the "Fine" or "Very Fine" setting will create an SCP-008 infected.
Fine Syringe
[Rough] - Decal. (Destroys the item)

[Coarse] - First Aid Kit.

[1:1] - Blue First Aid Kit.

[Fine/Very Fine] - Very Fine Syringe.
Very Fine Syringe
[Rough/Coarse/1:1] - Electronical Components. (Destroys the item)

[Very Fine] - Infected SCP-008 instance.


SCP-008 Zombie Plague
SCP-008's containment chamber can be found in the Heavy Containment Zone. Upon entering the chamber, the player will find the canister containing the SCP-008 samples open and releasing gas. SCP-173 will spawn in the control room adjacent to the chamber of the canister.

The canister may be closed, which will stop the gas from flowing; however, SCP-173 will eventually break through the glass in order to kill the player. If the player is not wearing the Hazmat Suit, which can be acquired in the small chamber before 008's chamber, and has yet to close the canister, they will be wounded by a flying shard of glass, contracting the SCP-008 prion.

The longer the player is infected with SCP-008, the more predominant the red in the player's vision will become and the louder the auditory hallucinations become.

Eventually, the player will black out, becoming an infected.

SCP-008 and its side-effects can be cured completely by consuming a SCP-500 pill or using SCP-427, with the latter happening over a period of time which increases the more the player has been affected.
S-Nav
[Rough/Coarse] - Electronical Components. (Destroys the item)

[1:1] - S-Nav with a red color scheme.

[Fine] - S-Nav 310.

[Very Fine] - S-Nav Ultimate.

S-Nav
The S-Nav is an equipable item found in SCP - Containment Breach. It is used for navigation and keeping track of rooms the player has visited, with each individual square represents a room. There are 3 different variations of the S-Nav.

S-Nav 300
The S-Nav 300 is the default version of the S-Nav. It requires a 9V battery in order to function. If the S-Nav 300 batteries are dead, the message "UNABLE TO CONNECT TO THE MAP DATABASE" will display on the screen. They can be found in the Basic Office, 2-Level Office, small testing room and the server farm. Any rooms that have not been visited yet will remain hidden on the S-Nav 300.

S-Nav 310
By putting the S-Nav through SCP-914 on the "Fine" setting, the player will receive the S-Nav 310. This variation is capable of displaying every room regardless of whether or not the player has visited them. It is useful for informing the player as to which paths in the facility will lead to dead ends.



S-Nav Ultimate
The S-Nav Ultimate retains all the properties of the S-Nav 310, except it does not require batteries and can now detect nearby SCPs in the vicinity, including SCP-049, SCP-173, SCP-106, SCP-096, and SCP-895. The S-Nav Ultimate can be obtained by putting the S-Nav 300 or the S-Nav 310 through SCP-914 on the "Very Fine" setting.

When an SCP is nearby, a small red ring will begin flashing on the S-Nav Ultimate's screen along with the SCP's name. The SCP can be in any of the rooms shown within the red ring. It is capable of detecting multiple SCPs at once.
The Player (D-9341)
[Rough] - Death.

[Coarse] - Blood loss.

[1:1] - Inverted mouse controls.

[Fine/Very Fine] - Increased speed followed by death.
Thank you!
Thanks For Reading!

That is all the items can can go in/come out of SCP-914, I hope this helps people out with just a bit more detail than other SCP-914 guides.

This is my fourth guide and I spent quite a bit of time on it so I'd appreciate it if you could rate it, I hope it helps and gives you a decent, simple start to the game, feel free to share and comment any extra tips you may have, I'd love to hear your thoughts and advice.
20 comentarii
Wvitor0777_Dev 15 oct. 2024 la 13:14 
:cool_seagull: For the people seeing this in the current date this mensage is being posted (2024 month 10) currently this guide is outdated in the section of the keycards, because of the existence of Keycard Level 0 and Keycard level 6.
(For those who don't know, Keycard Level 0 is just a keycard that opens some few doors and when upgraded becomes Keycard Level 1. Now Keycard Level 6 is a meme keycard which doesn't open any door and just gives you a achievement)

Summing up, these are the changes:

Quarter/Coin, Mastercard, and Playing Card becomes Keycard level 0 on 1:1 and Keycard Level 1 on Very/Fine
Keycard Level 0 becomes ONLY Playing Card in 1:1 (in Very/Fine it works just like the other cards system)
Keycard Level 5 now has a chance to become Keycard Level 6 when put into Very/Fine
Keycard Level 6 become these in each setting:
1:1 = Playing Card
Fine = Keycard Level 2
Very Fine = Mastercard or Keycard Level 6 (yes)
Coarse and Rough = Decal.
Schepperdragon 4 apr. 2024 la 11:39 
a really useful guide and interesting at the same time:steamthumbsup::demoticon:
dequalityed 28 mart. 2024 la 15:30 
theres a small chance of getting a level 4 by putting a level 3 on fine
Kuobano 20 febr. 2024 la 20:16 
i just got a lvl 6 keycard! :steamhappy:
calvintrippett5 1 dec. 2023 la 14:19 
i like the guide its real info and cool how you took the time to write all of this only thing there is not a guide on steam scp remastered is hcz
calvintrippett5 1 dec. 2023 la 14:17 
pretty good guide but you forgot one thing what about the minty medkit for putting scp 447 in with a medkit on fine its just a medkit but heals more and its green
Veryfungi3221 25 nov. 2023 la 16:19 
I also have no idea what it does
Vladimir Putin 25 nov. 2023 la 3:38 
oh ok
Veryfungi3221 24 nov. 2023 la 15:36 
@catanddodted yeah if you combine 500 and 447 on refine in 914 u get the achievement "the slime" and a green pill labeled panacea
Vladimir Putin 24 nov. 2023 la 7:28 
there's a green pill?