Hendricks: Thanks. 


Dr. McCall: No problem. So, I'd like for us to 
begin by talking about Indigo Games. Your 
former employers, yes? 


(Hendricks chuckles.) 
Dr. McCall: This is amusing to you, sir? 


Hendricks: No! God, no. It's just...you calling 
them my employers. | was one third of the 
company, for God's sake. It was three guys in 
a garage. 


(Pause.) 


Dr. McCall: I'm sorry, Mr. Hendricks, but | find 
that really hard to believe. Our records show 
several anomalous items originating from your 
company, and to suggest that all of them were 
the work of three people... 


Hendricks: It's true. | guess we just...we just 
knew what we were doing. 


Dr. McCall: |...see. Well then, can you please 
tell me about these other two individuals? 


Hendricks: Besides me, there was Alan 
Tunney? - he was kind of the boss - and Laura 


Weeks19, She handled the, uh...well, the 
magic stuff. Alan handled the business end of 
things. Most of the actual, well, coding was left 
to me. Like | said, we weren't much of a 
company. 


Dr. McCall: This Laura Weeks...she was a 
thaumaturgist, then? 


(Hendricks smiles.) 


Hendricks: Heh. She'd always say that, too. 
But come on, it's magic. Calling it something 
different doesn't change anything. 


Dr. McCall: So. How did Sam come about, 
then? 


(Pause.) 
Dr. McCall: Mr. Hendricks? 
(Pause.) 


Hendricks: It was Alan's idea, at first. | swear. 
Tron had just come out the year before and he 
- and he just loved that goddamn movie. 
Watched it | don't know how many times. 
Everytime he'd come back and say the same 
thing, waving his arms around like it was the 
first time he'd come up with it. 


Dr McCall: | assume the idea was about... 


Hendricks: (interrupting) Yes, it was about 
Sam! 


(Pause.) 


Hendricks: Sorry. Didn't mean to lose my 
temper there. Yeah, it was...it was about that. 
He wanted to make virtual reality, like in Tron. 


So you could get sucked into the game and 
play around inside that world, then come out 
when you got bored. 


Dr. McCall: That sounds like a rather large 
undertaking. 


Hendricks: Yeah. (Laughs.) Yeah, it was. 
Everything we'd done until then, that other 
stuff you'd said you'd seen, that was like...well, 
nothing. Bells and whistles. A little stuff stuck 
in the back of the game to make you feel a 
certain way, or to have these tiny tiny tiny 
effects on the real world. 


(Pause.) 


Hendricks: But, well, what Alan wanted, Alan 
got. Laura and | just sort of got dragged along. 
So Laura went off searching for a way to do 
what Alan was talking about. Told me she was 
going to check at the /ibrary. (Chuckles.) Don't 
know what sort of library would have what we 
needed, but whatever. | went with it...| went 
with a lot of things. 


Dr. McCall: | assume she found whatever it is 
she was looking for? 


Hendricks: That she did. She comes back 
three days later with this big-ass book. A.A. 
Gilford's What Solomon Left Us: First Tool of a 
Summoner. | can't forget that fucking title. | 
knew it was a bad idea the moment she 
brought in that fucking Necronomicon-looking 
book, but | didn't say anything. God knows 
why. | just sat down and listened while they 
talked about it, and | didn't say a thing. 


Dr. McCall: Am | safe in assuming you 
summoned something for this purpose, then? 


Hendricks: Yeah. The idea was we'd put the 
thing we summoned into a game, like people 
used to do with rings and amulets and that 
kind of stuff, then give it the instruction to... 
well, make Tron happen. God, it sounds so 
stupid now. 


Dr. McCall: And what was it you summoned 
for this purpose? A demon? 


Hendricks: No, no, no. We were stupid, but 
we weren't that stupid. Straight away, we 
agreed no demons. So we...went the other 
direction. 


Dr. McCall: The...other direction? 
Hendricks: An angel. 
Dr. McCall: Oh. 


Hendricks: | know, | know it sounds bad now, 
but at the time it seemed like a reasonable 
option to take, you know? Demons bad, angels 
good, that's the way we thought it worked. | 
didn't... we didn't know what we were doing. 


Dr. McCall: | would hope not. 


Hendricks: So...we managed to summon it, 
needless to say. Meat and salt to draw it close, 
the three interlocking shapes to bring it to us, 
and the circle to bind it. That's how Laura said 
it worked, anyway. It was surprisingly easy, 
you know. Honestly, | didn't actually expect it 
to work. But it did. 


Dr. McCall: And the entity was originally 
bound to which game? 


Hendricks: | think it was Raiders of the Lost 
Ark. We were all real excited to try it, 


obviously, and Alan went first, because of 
course he did. 


Dr. McCall: And? 


Hendricks: Well, he learnt how to use a whip. 
But that was it, pretty much. | don't mean to 
talk shit about, you know, a messenger of 
God, but | don't think it was that smart. At least 
not in the way humans are smart. It got it 
confused: instead of bringing the player into 
the game, it brought the game into the player. 
Which was still pretty amazing, of course. Just 
not what Alan had wanted, so he sulked about 
it a little. We decided to shelve it for a while. I'd 
been working on some vanilla games in my 
spare time, So... 


Dr. McCall: Vanilla? 


Hendricks: Oh. That's what we called the 
games we made that weren't, well, 
‘anomalous’. Those were to keep us afloat so 
we could keep doing the stuff we were really 
interested in, to be honest. One of them, some 
stupid dog maze game, was pretty much done. 
| had a contact over at Atari, so | sent it over, 
had him check it out. Of course, at the time, | 
didn't know...well, there's no way | could have 
known... 


Dr. McCall: You didn't know it could spread. 


Hendricks: No. No, | did not. It must have 
infected a lot of stock over there. A whole lot. 
And that Christmas... 


(Pause.) 


Hendricks: ...that Christmas, E.T. came out. | 
know someone, probably you guys, covered 


up what happened. Pulled the pictures. But | 
saw them. The bodies. Their faces. Even 
thinking about the movie makes me want to 
throw up. 


Dr. McCall: I've also seen the pictures as part 
of my assignment here. | have to agree that 
they're...well, gruesome. 


Hendricks: Gruesome. | guess that's a word 
for it. 


(Pause. Hendricks takes deep breaths for 
several moments.) 


Hendricks: Someone over there must have 
figured out what was going on at some point. | 
heard how they buried hundreds of that 
goddamn game out in the desert. Should've 
just burnt them. What if someone had found 
them? Oh God, did someone find them? 


Dr. McCall: Not that we know of. Please, Mr. 
Hendricks, try and remain calm. All of these 
things are in the past. 


(Pause.) 


Hendricks: Alright. Alright. | don't think...| 
don't think there's any more to tell. The three 
of us got the hell out at that point. Figured 
someone would be coming down on us hard 
soon enough, and we were...we were 
cowards. Stupid kids. We didn't want to get in 
trouble. 


Dr. McCall: Thank you, Mr. Hendricks. Your 
information will be very useful to our 
investigation. 


(Dr. McCall gets up to leave.) 


Hendricks: Wait! 
Dr. McCall: Yes? 


Hendricks: | have a, ah, a request. Now, I've 
cooperated, right - | turned myself in, | didn't 
have to do that, right? So at least, at least hear 
me out. 


(Pause.) 
Dr. McCall: Alright. 


Hendricks: You've got that drug. The one that 
makes you forget - you hear about it, in the 
circles | run in. An amnesiac or something. 


Dr. McCall: An amnestic. 


Hendricks: Yeah, that. Now, | know a lot of 
stuff that I, that | shouldn't know. All that 
happened with Indigo Games. You people 
could just make me forget it. 


Dr. McCall: | don't think that's an appropriate 
use of... 


Hendricks: (interrupting) Please! Please, just 
ask. 


(Pause.) 


Dr. McCall: ...I'll file a request, but | can't 
guarantee anything. 


Hendricks: Thank you. God, thank you. 


(Research Assistant Bryant goes to leave. Dr. 
McCall goes to follow.) 


Hendricks: Doctor? 


Dr. McCall: Yes, Mr. Hendricks? 


Hendricks: We...we didn't mean to hurt 
anybody. 


(Pause.) 
Dr. McCall: I'm sure you didn't, Mr. Hendricks. 
<End Interview> 


Consideration for Mr. Hendricks request for extensive 
amnestic treatment is ongoing. 


Footnotes 

1. A full list of which is available upon request from LC Psi-22's 
supervising technicians. 

2. Digitally distributed games appear to be immune to SCP-3843 
infection. Further containment procedures involving encouraging this 
method of distribution are under consideration. 

3. All recovered instances of SCP-3843-1 were tested to determine 
SCP-3843's role within the game. 

4. As the quest has no set objectives, it is impossible for the player 
to complete. 

5. The player character ofMass Effect 2. 

6. An exceedingly rare instance in which SCP-3843 does not have a 
name derived from 'Sam'. The reason for this is unknown. 

7. One of the player characters ofNier: Automata. 

8. This in turn suggests that while they were aware of SCP-3843's 
basic nature, they werenotaware of its potentially lethal properties. 
9. Confirmed dead in 2008 via self-inflicted gunshot wound. 

10. Current status unknown. 


10-20-09, 2:00 PM: Subject enters a lotus position and 
begins to meditate without closing his eyes or taking his 
eyes off of the sealed SCP-501. 


10-20-09, 2:23 PM: Subject is heard whispering “I see” 
to himself. He stands up and looks again at the speaker. 
He says: “I hereby renounce all of my worldly 
possessions other than The Holy One. | do not need 
anything other than The Holy One. Everything else is a 
contamination and must be forsaken.” A researcher 
acknowledges the request, after which the subject 
immediately returns to his meditative stance. 


10-24-09, 12:00 PM: Subject ceases breathing. Subject 
has not moved since he resumed his meditation on 
10-20-09 and is presumed to have died of thirst. 


<End Log> 
« SCP-500 | SCP-501 | SCP-502 » 


SCP-3845: Buddy 


Item #: SCP-3845 
Object Class: Euclid 
Threat Level: yellow 


Special Containment Procedures: SCP-3845 is to be housed in a 
standard humanoid containment cell at Site-88. Testing of 
SCP-3845 must be approved by staff of Level 3+/3845 clearance 
and higher. 


Field agents stationed on Pitcairn Island are to continue searching 
for material suggesting SCP-3845's existence, specifically Artifact 
1-5 instances (See Addendum 1). 


Description: SCP-3845 is a humanoid entity, roughly two meters 
tall. SCP-3845's head/torso takes the shape of an ellipsoid, with legs 
and arms extending off of it, long and tubular in shape. Hands take a 
shape similar to the head, and feet are simply 90° bends in the legs. 
Facial features are present on the front of SCP-3845's head, though 
the eyebrows are the only features capable of moving or contorting. 


SCP-3845's limbs have no definite joints, allowing them to contort to 
extremes with ease. Due to this, SCP-3845 is capable of feats such 
as jumping as high as six meters and running as fast as 89 km/h, 
which allowed it to escape Foundation forces numerous times prior 
to its containment. 


Prior to containment, SCP-3845 resided on Pitcairn Island in the 
South Pacific Ocean. At that time, SCP-3845 was typically docile, 
and took a liking to humans and other wildlife. Despite being 
incapable of speaking, SCP-3845 could easily cooperate with 
humans and seemed to have an innate understanding of their social 
cues. Due to this, SCP-3845 became well-known among the 
residents of Pitcairn Island, though was most often seen engaging 


with a Sarah , age 15 (See Addendum 2). SCP-3845 also 
favored certain toys and foods. 


For information on SCP-3845's current behavior, please see 
Addendum 3. 


Addendum 1: Multiple artifacts have been retrieved from Pitcairn 
Island during previous containment attempts of SCP-3845, with 
several dating to 1384 AD, all of which have been linked to 
SCP-3845 by appearance. These artifacts include: 


1. A wooden carving of a figure resembling SCP-3845 

2. Several severed body parts resembling those present in 
SCP-3845 

3. Imprints in hardened soil resembling feet tracks made by 
SCP-3845 

4. Sandstone engravings describing a possible anatomy of 
SCP-3845 

5. Sandstone engravings depicting several SCP-3845 instances 
being hunted and severed 


It is believed that Artifacts 1, 4, and 5 were created by a group of 
Polynesians native to the Pitcairn Islands during SCP-3845's 
existence, and that Artifacts 2 and 3 were directly created by 
SCP-3845. 


Addendum 2: During SCP-3845 containment attempt #6, prior to 
containment, a GPS Tracker was planted on SCP-3845. Audio and 
panoramic video recorders were equipped for further analysis of 
SCP-3845's behavior. The Foundation successfully received 
information from the tracker for over 29 hours before losing contact. 
The events recorded through this tracker are transcribed below. 


Transcript 01 


Foreword: This transcript begins at the 
moment of tracker activation at approximately 
8:43 AM!1, sixteen minutes into containment 
attempt #6. Speech heard at the beginning of 
transmission originated from a MTF Epsilon-6 
("Village Idiots") operative, specifically Susan 


(Beta-2). 
<Begin Transcript> 


Beta-2: No, | think |... wait, it's on! The 
tracker's on! 


Silence for four seconds. Beta-2 is seen 
driving a motor bike roughly one meter behind 
SCP-3845 as it continues running through a 
forested region. 


Beta-2: We're heading east. It's taking a 
straight path. Guard the beaches, everyone. 
Have the net ready, Beta-10. Don't stress too 
much now, we... got the tracker on. 


Silence for ten seconds. Loud rustling is heard. 


Beta-2: It's speeding up, and... it's getting... 
more forested. Beta-3 and -4 are in town, 
right? ... Good. If it heads west, Beta-5 is 
there. If it continues east, Beta-7... is there. 
Beta-8 is south. We got this. 


Silence for six seconds. 


Beta-2: Oh, Beta-6, uh... head to Beta-7. 

Quick. Everyone go to Beta-7, go east. It's 
pretty close to shore, so let's not take any 

chances. We can bring it down there. 


Silence for five seconds. 


Beta-2: Wait, |... | have a leak? What the hell? 
It's spewing everywhere! I'm slowing down, 
slowing down. 


Beta-2's voice quickly becomes more faint as 
SCP-3845 runs farther from Beta-2. 


Beta-2: Fuck, no! It took a turn, to the town! 


Head for the town! Don't let it get near the... 


Beta-2 becomes inaudible. SCP-3845 runs for 
several more minutes before slowing to a 
walking pace. SCP-3845 eventually reaches 
Adamstown, the only settlement on the island, 
and approaches a house. Once in front of the 
house, SCP-3845 repeatedly and rhythmically 
bangs its head against the front door. After a 
few seconds, Sarah opens the front door. 


Sarah: Uh... hey. Sorry, | just | just woke up, 
like... two minutes ago. You can just... yea, 
come in. 


SCP-3845 walks into the house, and enters 
the living room. SCP-3845 walks up to a couch 
and stands on it. Beta-3 and -4 confirm 
SCP-3845's presence in Adamstown, and 
containment attempt #6 is cancelled. 


Sarah: ... Uh, okay. I'm gonna brush my teeth. 


Sarah walks into the bathroom. The sound of a 
running faucet is heard moments later, and 
lasts for three minutes. Afterward, Sarah exits 
the bathroom, rubbing her face with her hands. 


Sarah: Now... time for breakfast. 


SCP-3845 follows Sarah into the kitchen and 
sits on a stool in front of the counter. Sarah 
gets a box of Captain Crunch™ and Rice 
Krispies™ cereal from a cupboard and sets 
them on the counter, as well as milk and two 
paper bowls. Sarah proceeds to pour milk and 
cereal into each bowl. 


Sarah: Okay, let's eat! 


Sarah slides the bowl of Rice Krispies™ to 


SCP-3845 and proceeds to eat from the bowl 
of Captain Crunch™. SCP-3845 slowly 
immerses its hands into its bowl of cereal.