recursal/Fanatic-Fandom huggingface dataset:
Tisiphone

Drive | Deals 1392 damage to 3 enemies with lowest HP

**Tisiphone** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
Messenger

Drive | Gives Reflect (returns 35% of damage received) for 20s to all allies

**Messenger** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
Poison Ampule

Drive | Gives 100HP continuous heal for 22s to 3 allies with lowest HP

**Poison Ampule** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
Seshet

Drive | Deals 873 damage to 3 random enemies

**Seshet** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
Themis

Drive | Deals 800 damage to 4 random enemies

**Themis** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
Judas

Drive | Deals 709 damage to 3 random enemies

**Judas** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
Rhun

Drive | Deals 880 damage to 3 random enemies

**Rhun** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
Release date

*This article is a stub. You can help Draugen Wiki by expanding it.*

This page contains the **release information** for *Draugen*.

## Release date

* Draugen released on
	+ Steam in **May 2019**.
	+ Xbox One on **February 21, 2020**.
	+ PlayStation 4 on **February 21, 2020**.

## See also

* How to play guide for Draugen
* System requirements
Maiden Detective

Drive | Deals 1394 damage and Bleeding (160 continuous damage) for 10s to 4 random enemies

**Maiden Detective** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
Achievements

There are 14 *Achievements* in Draugen.

## Achievements

* "Knock Knock" - Enter Entered the Fretland farmhouse.
* Blue Skies in Norway - Good morning, Edward!
* Piano man - Played the piano.
* Home alone - They're not coming back, are they?
* Everything changes - ...and we're definitely not alone.
* "I am not alone" - Everything changes, again.
* Awakening - Edward is born anew.
* Goodbye to all the things - The end.
* To Ruth, from Edward - Good night, little girl.
* The Artist - Completed all the sketches.
* Co-dependent - Lissie's getting a bit tired of you, Teddy bear.
* Life is but a dream - Row, row, row your boat.
* The Conversationalist - Exhausted all Lissie conversations.
Simon

*This article is a stub. You can help Draugen Wiki by expanding it.*

**Simon Fretland'** (\* 05/12/1909 - † 17/09/1923) is the son of Fredrik and Margaret Fretland. Simon's name is found by Edward written in a burned book, which can be found in the Fretland's fireplace.

Simon obviously gifted the book (the title is not legible anymore) to Ruth Fretland, Christmas 1922.

* Simon died one day after Ruth's death. He drowned.

* He was accused of murdering Ruth, but this seems quite unlikely.

* His grave can be found on the ground were Fredrik Fretland's farmhouse is.
System requirements

*This article is a stub. You can help Draugen Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Draugen*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

Requires a 64-bit processor and operating system

**Minimum:**

**OS:** Windows 7 (64-bit)
**Processor:** Intel Core i5
**Memory:** 6 GB RAM
**Graphics:** GeForce GTX 670/AMD HD 7870 2GB VRAM
**DirectX:** Version 11
**Storage:** 10 GB available space
**Sound Card:** Yes
**Recommended:**

**OS:** Windows 10 (64-bit)
**Processor:** Intel Core i7
**Memory:** 8 GB RAM
**Graphics:** 4GB VRAM
**DirectX:** Version 12
**Storage:** 10 GB available space
**Sound Card:** Yes

## See also

* How to play guide for Draugen
* Release date
Edward Charles Harden

*This article is a stub. You can help Draugen Wiki by expanding it.*

**Edward Charles Harden** (often called "Teddy") is the player character in Draugen. Harden is an american traveller, who is visiting Norway to find his missing sister. Together with his ward, a young woman named Lissie, he is about to uncover the secrets of a coastal community.

* It is mentioned, that he and Lissie live in Hanover, Massachusetts, which she compares to Graavik, which also, according to her, is "in the sticks".

* He seems to be of ill health and should avoid excitement.

* He seems very obsessed with his sister Betty and Lissie can get very jealous.

* His mother drowned herself. This is revealed during the events of day 2 of the stay in Graavik.

* His father killed himself with a gun. This is revealed during the events on day 4.

Edward's voice actor is Nicholas Boulton.
Location

*This article is a stub. You can help Draugen Wiki by expanding it.*

The fictitious Norwegian village Graavik is the main location of Draugen.

## Mentioned

* Hanover - Edward and Lissie come from there
* Ålesund - mentioned in a letter
* Bergen - mentioned in a letter, one can take the ferry from and to Ålesund there.
* SS Bergensfjord - a ship. See more Wikipedia link
* "Gruben" - the mine, the entrance is shown on an photograph from 1897 in the Fretland's home. The iron mine closed down in 1902.

## Notes

* Although the village in Draugen is fictitious, there is a real village named Gravvik. Nearby is the interesting archaeological site of Fingalshulen.
Graavik

*This article is a stub. You can help Draugen Wiki by expanding it.*

**Graavik** is a Norwegian village and main location in Draugen. There once was a ferry from Aalesund, but it is no longer available for transportation. (Letter from Anna Fretland to Edward Harden on August 4, 1923).

## Places in Graavik

* Fretland Farm
* Fredrik Fretland and Son - a general store
* The church and cemetery.
* The remnants of the mine
* Several sheds
Items

*This article is a stub. You can help Draugen Wiki by expanding it.*

Certain **items** can be found and often picked up and then used in Draugen. Mostly, they are in some way connected to the missing sister of Edward Charles Harden.
Some items also tell from the events surrounding the mysteries of the empty village, like photos and letters from the Fretland family.

* Betty's scarf
* Betty's hat
* Betty's gloves
* A lighter
* Mother's brooche
* A headless doll
* Doll head
* Church register pages
Scarlet Feather Daron

Drive | Gives a +12.5%HP barrier for 24s to all allies

**Scarlet Feather Daron** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
How to play guide for Draugen

*This article is a stub. You can help Draugen Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Draugen***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Basic gameplay

Basic gameplay is rather straight forward. **Draugen** is a linear, narrative walking simulator with some horror-mystery-crime and suspense elements. Players get motivated to learn more about the mysterious location and the whereabouts of the protagonist's sister. Most interaction happens with items and the young ward Lissie, who is the protagonist's companion. There is no preparation needed for any actions, there are no skills, which need to be learned.

## Controls

Basic movement is done with the keys W-A-S-D.

* Use **E** and hold to zoom in on a person or an object.
* Press **F** to talk with Lissie (when she is nearby) or call her, when she is far away.
* Press **J** to open the journal.
* Press **Shift** to run.
* Exit with **ESC**

## See also

* Release date
* System requirements
Lissie

*This article is a stub. You can help Draugen Wiki by expanding it.*

**Lissie** (aka "Alice") is a young, blonde woman and the ward of the player character Edward Charles Harden. She helps Harden to explore a Norwegian coastal community in search for his missing sister Betty.

* It is mentioned, that she and Edward live in Hanover, Massachusetts, which she compares to Graavik, which also, according to her, is "in the sticks".

* She is often jealous about Edward's sister Betty.

Her voice actress is Skye Bennett.
Margaret Fretland

*This article is a stub. You can help Draugen Wiki by expanding it.*

**Margaret Fretland** (born as Margaret Taylor 18/04/1880 - † 05/12/1902) was the twin sister of Anna Fretland. Margaret married Fredrik Fretland 1899, they had a son named Simon.

* Like her sister, she grew up in Ålesund and was of a Scottish family.

* She died the same day her son Simon was born.
Draugen Wiki/Bottom section

Featured images

Promotional imageClose up of character LissieGame dialogueFarmhouseFarmhouse close upScreenshot of FjordScreenshot of Graavik villageLetter received by the playerShawl in the windThe village* Promotional image
* Close up of character Lissie
* Game dialogue
* Farmhouse
* Farmhouse close up
* Screenshot of Fjord
* Screenshot of Graavik village
* Letter received by the player
* Shawl in the wind
* The village
Source: Official press kit by Red Thread Games
Stasis Wiki

Welcome to the Official Stasis Wiki!

*Stasis* is a 2D adventure game for Windows & OSX by indie developer – Christopher Bischoff of THE BROTHERHOOD which was released on August 31, 2015.
John Maracheck awakes from Stasis on the Groomlake, a seemingly derelict spacecraft. This repurposed mining ship, conveniently outside of the jurisdictional influence of Earth, is in a decaying orbit around the gas giant – Neptune.
Cayne Corporation is a trillion dollar, multinational company which has played a pivotal role in human technological, medical and scientific advancement for decades. The Groomlake is operated by this conglomerate and provides a secret platform for horrific experimentation and illicit research.
John is in tremendous pain, his wife and daughter are missing and time is running out as the Groomlake plunges further into the swirling blue methane clouds.
Taking control of John, the player must interact with the environment and complete puzzles to progress further in the story and explore the Groomlake’s mysteries.
The graphics are created from highly detailed, two-dimensional artwork that is drawn from an isometric view point.
Inspired by the adventure game Sanitarium and the art of Crusader No Remorse; Stasis has a unique visual aesthetic that brings this horrifying tale to life.
Stasis has been a passion for almost three years. Chris, a 3D artist by trade, has spent a year of his free time in graphics research and story design and a further two years creating the graphic content for the game.
Stasis delves into the struggle between good and evil while delivering a fun and challenging adventure experience and an epically engaging story.
The world of Stasis harkens back to Sci-Fi classics like Alien, Event Horizon and Sunshine. It is set in a time of blurred morality, where corporate pursuit of profit outweigh the rights of the few. In this dystopian future, an ordinary man must make the best of an extraordinary situation and save his family.

Featured images
mw.loader.load('ext.slideboxlightshow');*

Community
We are currently maintaining 223 pages (9 articles)!
Recent changes | New pages | Missing pages

How to help
See how you can help contribute to the Stasis Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.
Featured video

Twitter
Tweets by @StasisGamewindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
Stasis

**Stasis** is a 2D isometric, point-and-click adventure game for Windows & OSX, set in the distant future on a desolate spacecraft. John Maracheck must interact and solve puzzles to save his family, while uncovering horrific experimentation, illicit research and an ever deepening mystery.

You direct John using the classic point-and-click interface. John must explore his environment by walking around, using equipment and interacting with the computers, machinery and the inhabitants that populate the spaceship.

Stasis also features an inventory system (Quantum Storage Device) that allows John to utilize items that may be useful. These items can be combined with each other to change their function and accomplish complex tasks. Various puzzles and problems must be solved to progress further into the bowels of the Groomlake. A rich story is weaved through the puzzles and environments while several characters push the narrative forward to an horrific conclusion.

## Core game features

* Classic point-and-click adventure game mechanics
* Expansive areas to explore - with puzzles that span multiple rooms and entire floors of the Groomlake
* A compelling sci-fi story set in a rich futuristic world
* Highly detailed rendered 2D isometric graphics
* Multiple isometric zoom levels in different areas
* Varied environments; from re-purposed warehousing facilities, to sterile medical suites and overgrown hydroponic bays and more...
* Mature content for 'mature gamers'
* Full motion video cut scenes

### Goals

* A beautiful orchestral soundtrack (subject to funding)
* More professional voice actors (subject to funding)
* More in-game video cut scenes (subject to funding)
Hat-Trick

Drive | Gives Vampirism (absorbs 38% of the damage as HP) for 20s to all allies

**Hat-Trick** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
John Maracheck

**John Maracheck** is the player character and protagonist in *Stasis*. John awakes from Stasis on the Groomlake, a seemingly derelict spacecraft. This re-purposed mining ship, conveniently outside the jurisdictional influence of Earth, is in a decaying orbit around gas giant, Neptune. He is in tremendous pain. His wife and daughter are missing and time is running out, as the Groomlake plunges further into the swirling blue methane clouds…
Ea

Drive | Deals 1532 damage to 3 random enemies and drive skill defense +30% for 20s to all allies

**Ea** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
SCP-066

**SCP-066**, also known as **"Eric's Toy"**, is an SCP object in *SCP - Containment Breach*.

## Description

SCP-066 is an amorphous mass of intricately braided thread weighing approximately one kilogram. Stuck between the threads are what appear to be eyes, resembling those of a human. It displays significant mobility, primarily in the form of being able to move portions of itself at very high speed. It will automatically produce notes and effects in the presence of any human, regardless of whether that human interacts with SCP-066. This process takes a minimum of six seconds.

When it is not producing anomalous effects, SCP-066 will say the name “Eric” constantly in a deep masculine voice.

## In-game

SCP-066 can be encountered in the proximity of the cafeteria, scurrying across the floor. When it sees the player, it will begin scurrying towards them, produce a random sound, then scurry away. SCP-066 will also open and close doors around it.

On occasion, SCP-066 will play Beethoven's Second Symphony at a loud enough amplitude that can temporarily deafen the player. After a short while their hearing will come back.

Besides producing sounds, SCP-066 can crack the floor around it, as well as dimming the lights. It will also cure any effects from SCP-966.

### Sounds

While rolling

Eric

Beethoven's 2nd Symphony (Warning: lower your volume before playing)

Notes from the tune 'Happy Birthday'

Misc Sounds

## Gallery

* SCP-066's concept art.
* SCP-066 as it appears in the loading screen.
SCP-714

**SCP-714**, or **"The Jaded Ring"**, is an SCP object that can be found and used by the player in *SCP - Containment Breach*.

## Description

Seemingly nothing more than a green jade ring, SCP-714 has been shown to be able to expand and contract to perfectly fit the finger of anyone who touches it, only changing size when touched by a 'new' subject. However, this is the least important of its properties.

It has several memetic effects, including:

* Exhaustion.
* Slowed reactions.
* Reduced mental capacity.
* Protection from other Memetic effects.
* Chemical tolerance.

## In-game

SCP-714 can be found in a storage chamber along with SCP-860 and SCP-1025. The player must have a key card of at least level 3 or higher in order to enter its room.

When worn, the ring will reduce the player's sprint bar considerably (down to two), which can cause difficulty if attempting to escape certain hazards. The ring can be taken off, though, and effects are not permanent. In exchange for the lowered stamina, SCP-714 will provide defense against a number of hazards, including SCP-049's lethal touch, SCP-895's camera feed, any "diseases" that would've been obtained by reading SCP-1025, SCP-1123's hallucinations and SCP-012's mind-affecting properties.

Using SCP-420-J while wearing SCP-714 will have no effect, and causes a piece of text on the bottom of the screen to appear, reading: "*DUDE WTF THIS SHIT DOESN'T EVEN WORK*".

## Gallery

* SCP-714 when in the player's inventory.
* SCP-714 in its containment chamber.
* SCP-714's document.
* SCP-714 as it appears in the loading screen.
SCP-205

**SCP-205**, referred to as the "**Shadow Lamps**", are harmful SCP objects encountered in *SCP - Containment Breach*.

## Description

SCP-205 is a pair of flood lamps that are illuminating a projector screen. A shadow of a woman is cast on the wall, displaying her in various suggestive poses. Eventually the image will change to display horned male figures idly standing around. Shortly after the figures will begin to attack the shadow woman until she dies.

## In-game

The SCP-205 pair can be found inside their containment chamber. Upon any of the male figures appearing, the door to the chamber will open. Once the player enters the room all three figures will appear and stare at the player, followed by the doors closing and the lamps turning off. After the lights go out, these figures will turn invisible and begin attacking the player until they die.

## Gallery

* The horned male figures, staring at the player.
* The shadow woman in a pinup pose.
* Ditto.
* Ditto.
* The shadow woman in a grieving pose.
* The shadow woman after the male figures attack her.
* The label outside of SCP-205's containment chamber.
* SCP-205 as they appear in the loading screen.
SCP-970

**SCP-970**, also known as **"The Recursive Room"**, is an SCP encountered in *SCP - Containment Breach*.

## Description

SCP-970 is a spatial phenomenon wherein a collection of rooms are looped on themselves. In all cases found, this is by means of a series of doors appearing in the walls, all in a straight line, such that it is possible to walk forwards and end up at the starting position. The alteration to the rooms does not affect neighbouring rooms and floors.

## In-game

SCP-970 affects a 2-way hallway and storage room in the Light Containment Zone. Inside the storage room is a level 1 keycard, a 9V battery, SCP-939's document and an empty cup. As the player walks through the looping doors, several changes in the environment can be noticed:

* Depending on how many items are in the player's inventory, one of them might disappear.
* The player will randomly get injured.
* Blood decals will randomly appear in the room, sometimes on the ceiling.
* If the player is carrying any documents, one of them will be replaced by another random document.
* A Strange Note will appear in the room or replace an existing item in the player's inventory.
* A dead scientist with a disfigured face will appear in the room, rotating in mid-air should the player continue walking through SCP-970.
* A random item can appear in the player's inventory.
* A guard can be found standing in the hallway. He will not speak but will always face the player. He will disappear if the player continues going through the doors.
* Security Chief Franklin's fourth emergency broadcast will play, regardless of whether or not the player has the radio equipped.
* SCP-173's texture will swap to its Halloween variant.

## Gallery

* The hallway SCP-970 affects.
* The storage room.
* The random blood splatters.
* The dead scientist.
* Ditto, floating in mid-air.
* A guard encountered in the hallway.
* SCP-970's document.
Keycards

**Keycards** are a major and necessary element of the game, as being the only item in-game that can open doors with a keycard slot. Keycards can be found in various places. There are six keycard levels, from 1 to 5 including Omni.

## Level 1

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

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

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. It can also be found in SCP-1162 with a level 2 keycard

## Level 4

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

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.

## 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.
Voice Actors

The following is a list of people who have done voice work for miscellaneous characters in *SCP - Containment Breach*.

## ItsDuke

**ItsDuke** is a voice actor who voices several characters in *SCP - Containment Breach*. ItsDuke has presumably done the most voice acting work for the game as an individual.

* Several Mobile Task Force units.
* All the characters heard at Gate A and B.
* All the characters heard in the endings.
* An instance of SCP-939.
* The Chaos Insurgency soldiers.
* The lure subject (when idle).
* The janitor in the end room.
* The intercom voice who announces Nine-Tailed Fox's arrival.
* Several guards.

## Aaron Mckee

**Aaron Robert Mckee** (commonly known as TheVolgun) is a voice actor well known for his SCP-based readings and voice work.

* SCP-035.
* SCP-049 (in both the game and Containment Breach: Run).
* An instance of SCP-939.
* SCP-990.
* D-9341.
* The scientist and janitor in the storeroom.
* PA System.
* The MTF unit who kills the player when they become an SCP-049-2 instance.

## Brendan Sussman

**Brendan Sussman** (commonly known as DukeLovesYou) is a well-known internet voice actor known specifically in *SCP - Containment Breach* for his role as Security Chief Franklin from v0.3 on. He also voices Agent Ulgrin, cell guard, balcony guard and an instance of SCP-939.

## Undead003

**Undead003** is known for voicing a few Mobile Task Force units.

## SolidBaker

**SolidBaker** is known as the intercom voice who announces the containment breach after it starts from v1.0.6 on. He was also the previous voice actor for Security Chief Franklin, which was replaced by "DukeLovesYou" in v0.3.

## Tallfellow

**Tallfellow** is known for his contributions as the composer, writer and announcer for the SCP Foundation On-site Radio.

## Joshofsouls

**Joshofsouls** can be heard on channel 5 of the radio, as a panicked Foundation employee who is abducted by SCP-106 when trying to send a distress message.

## Hunter

Hunter is known for voicing a majority of the personnel heard on channel 5 of the radio, including Dr. Harp.

## Graham Ruruku

**Graham Ruruku** voices the guard who falls down the stairs in SCP-895's containment chamber.
Artemis

Drive | Deals 1406 damage and Bleeding (160 continuous damage) for 10s to 4 random enemies

**Artemis** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
Aten

Drive | Gives Reflect (returns 50% of damage received) for 20s to ally with lowest HP and self

**Aten** is a "**child**", or soul, that you can summon to fight your way through the world of **Destiny Child**.

## Children

It should be noted that in this case, the use of "child" does not mean the character is a child. Like all the other summons in this game, "child" simply refers to the soul that is being summoned.

*This article is a stub. You can help Destiny Child Wiki by expanding it.*
0.0.10.0

**0.0.10.0**
was released on the 8th of June 2018 and was succeeded by 0.0.10.1.

## Changes

**0.0.10.0**
provided the following changes:

* Heat Propagation (As in, our heat system is now across all fires, not that it spreads like wild fire. edit.)
	+ Most forms of fire are now temperature based, meaning a build up before ignition.
	+ Who knows the firefighters' emergency number? (Players can now catch on fire and take damage from it.)
	+ When on fire..despair! (Flailing around like crazy reduces temperature, a bit.)
* Leather me squeaky. (Leather armor resists fire.)
* Who needs a librarian? (If the book for a lectern is missing, light the candle to summon it back.)
* Who's feeding the wild animals!?!? (Creatures and small items respawn even on unloaded areas.)
* We've hire a new shelf filler for the caves! (Loot sources get refilled after quite some time.)
* The boulders can move when you're not looking! (Ore boulders respawn over time.)
* Smokey bear is taking care against wild fires. (Fires will go out even in unloaded areas.)
* Nature finds a way. (Trees respawn even in unloaded areas.)
* Let there be light! (Day and night aren't the same length anymore! Longer days, shorter nights.)
* Spriggull AI update, more optimized and uses our new system.
* Shinier shinies. (Update to weapon models, mainly an art pipeline optimization.)
* Rounded Heads. (Optimizations on player collision.)
* Fixed issue where silver boulders spawned their ores into the ground.
* Old, legacy campfires are no longer in the game. (Won't be generated campfires in the caves.)
* Players now respawn elsewhere on death, and teleporting.

## Related Links

Reddit

0.0.10.1
Rooms

## Checkpoint Rooms

The **Checkpoint Rooms** are rooms that separate each zone in the facility. Specifically, there's one between the Light Containment Zone and Heavy Containment Zone and one between the Heavy Containment and the Entrance Zone. There can be multiple checkpoints in each zone, but they all function similarly. Each one contains a security monitor flashing a warning about how SCP-008 has breached containment, with the Light Containment Zone screen adding a small piece of text below the warning saying to head to "SURVEIL\_ROOM" (the surveillance room) to lift the lockdown. A security camera can be found in the Light Containment's checkpoint on the righthand side of the Heavy Containment side.

Each checkpoint room requires that a certain task before being able to cross them. In order to get through the Light Containment's checkpoint room, a lever must be flipped in the surveillance room to lift the lockdown on the zone, granting access to the Heavy Containment Zone. In order to get through the Heavy Containment's checkpoint, SCP-008 must be contained by closing the gas canister inside its containment chamber. Once it is contained the lockdown on the zone will be lifted, granting access to the Entrance Zone.

After the lockdowns are lifted, each checkpoint's doors still require keycard access. Light Containment Zone's checkpoint requires a level 3 keycard, while the Heavy Containment Zone's checkpoint requires a level 5 keycard. Both checkpoints have timed doors and will close after a few seconds, requiring the player to use the keycard every time they travel between zones.

SCP-1048 can sometimes be seen dancing in the observatory rooms. On occasion, a variation of the checkpoint rooms can be found which contains an inaccessible keypad door, making them a dead-end room.

* Entrance to the Heavy Containment Zone from the Light Containment Zone.
* Entrance to the Entrance Zone from the Heavy Containment Zone.
* The flashing screen at the Light Containment checkpoint.
* The flashing screen at the Heavy Containment checkpoint.

## Exits

**Exits**, as their name suggests, are areas in which it is possible to leave the facility. These places usually have an elevator that can take the player up to the surface, since the site itself is mostly an underground complex.

*Main article: Gate A*
## Other

*Main article: Pocket Dimension*
*Main article:  SCP-860-1*
*Main article:  SCP-1499 Landscape*
H.I.D. Turret

The **High Intensity Discharge (H.I.D.) turret** is an on-site weapon located outside Gate A in *SCP - Containment Breach*.

## Description

The H.I.D. turret is a piece of the Foundation's advanced technology. The weapon was created to effectively halt SCP-106, should it breach containment and reach Gate A.

The turret takes a moderate time to recharge after firing, albeit the speed of SCP-106 makes up for this shortcoming.

## In-game

The H.I.D turret appears at Gate A. If SCP-106 has not already been contained by the player or Nine-Tailed Fox, then it will attempt to walk across the bridge. Security Chief Franklin will then order the turret to be fired at SCP-106 to halt its escape (as it has an aversion to harsh lights). The turret will aim towards it and fire a bright charge of light at SCP-106 by the time it reaches the bridge. After being fired upon by the turret, SCP-106 will sink into a pool of corrosive sludge and retreat back to its Pocket Dimension.
0.0.19.0

**0.0.19.0**
was released on the 16th of October 2018 and succeeded by 0.0.20.0. **0.0.19.0**
added a slew of changes and additions to the game. Most notably, smooth locomotion and a fix for the flying exploit.

## Changes

**0.0.19.0**
provided the following changes:

* Smooth Locomotion added to the game.
* Settings added to main menu.
* See below for options table.
* Added swipe 'snap' turning for the HTC Vive (SteamVR) devices.
* Added haptic toggle for toggle gripped items over docks.
* Players can now fall if unsupported by the world.
* Players can now take fall damage.
* Players can no longer walk through walls.
* We will halt the camera if you move too deep where you shouldn't, so be careful.
* Small distance reduction to teleport pointer.
* Added shared cooldown between teleport pointers off either hand.
* Angle steepness threshold for teleport pointer reduced.
* Teleport pointers can now teleport players to most surfaces.
* Reduced max drop height for teleport pointer.
* Oculus input changes.
* Left and right on the left-handed joystick is used for snap-turning, instead of Y and B.
* Gestures now require the trigger to be pulled into a closed fist, before swiveling the joystick.
* Combat mode changes.
* Removed speed debuff timer in favor of 'crippling' system.
* Players move at slower speeds after being struck, but slowly regain speed.
* Players can now traverse shallow water.
* Players will return to land if they fall into deeper waters.
* Added 'Festivity' period into the game. (October 1st to Nov 30).
* Added pumpkins to the game.
* On a totally unrelated note, chisels have an additional use this festivity period.
* Added durability models to weapons found in camps.
* Increased reliability and damage of Spriggull attacks.
* Fixed issue where creatures left and returned to their spawn locations, causing legions of enemies to kill servers.
* Reduced temperature added from each log added to campfires, giving more control per log.
* Fixed issue where vegetables could not be cut into pieces.
* Fixed issue where static content wasn't loaded when players rejoined a server in the same build.
* Fixed an instance in which players would be stuck 'loading' the game when joining a server.
SCP-513

**SCP-513**, referred to as "**A Cowbell**", is an SCP object encountered in *SCP - Containment Breach*.

## Description

Physically, SCP-513 is an unremarkable, rusty cowbell. No marks or engravings are visible on its surface due to the large amount of corrosion. Attempts to remove the rust chemically or mechanically have had no success.

Any noise produced by SCP-513 immediately induces strong anxiety in all sentient beings who hear it, regardless of their previous mental status. Exposure victims report feelings of being watched by an unseen entity and present elevated heart rates and blood pressure.

## In-game

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.

# SCP-513-1

**SCP-513-1** is the entity produced upon ringing SCP-513.

## Description

Roughly one hour after exposure to SCP-513, victims will begin to catch glimpses of **SCP-513-1** when opening doors, walking past mirrors, turning their heads, or performing any other actions that result in a sudden change in visual perception. Upon being sighted, SCP-513-1 reportedly turns away and runs out of view before disappearing without a trace. Questioning of bystanders indicates that SCP-513-1 is invisible to those who have not been exposed to SCP-513.

Sightings of SCP-513-1 reoccur every 14 to 237 minutes. This "stalking" behavior inevitably causes extreme sleep deprivation, as victims are frequently disturbed by SCP-513-1’s presence in their quarters. Victims able to fall asleep before SCP-513-1's appearance report being physically assaulted by it. Upon the victim's awakening, SCP-513-1 flees as usual. This sleep deprivation, along with the mental stress caused by SCP-513-1's behavior, invariably induces paranoia, aggression, hypervigilance, and depression. All test cases
but one have ended with the test subject’s suicide.

Descriptions of SCP-513-1's appearance are largely unreliable. Test subjects are unable to provide complete accounts of sightings due to their exhaustion, degraded mental health, and disruptive hypervigilance. However, all interrogations thus far indicate that SCP-513-1 is a tall, emaciated humanoid with abnormally large hands.

## In-game

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.

## Gallery

* SCP-513's inventory icon.
* SCP-513 in its broken container.
* SCP-513-1 in the small dead-end room.
* SCP-513-1 as it appeared during its previous implementation from v0.1-0.2.
* The label outside of SCP-513's containment chamber.
* SCP-513's document.
* SCP-513 as it appears in its loading screen. Note SCP-513-1 on the left.
SCP-682

**SCP-682**, also known as **"Hard-To-Destroy Reptile"**, is an SCP that can be encountered in *SCP - Containment Breach*.

## Description

SCP-682 is a large, vaguely reptile-like creature of unknown origin. It appears to be extremely intelligent and was observed to engage in complex communication with SCP-079 during their limited time of exposure. SCP-682 appears to have a hatred of all life, which has been expressed in several interviews during containment.

SCP-682 has always been observed to have extremely high strength, speed, and reflexes, though exact levels vary with its form. SCP-682's physical body grows and changes very quickly, growing or decreasing in size as it consumes or sheds material. SCP-682 gains energy from anything it ingests, organic or inorganic. SCP-682's regenerative capabilities and resilience are staggering, and SCP-682 has been seen moving and speaking with its body 87% destroyed.

## In-game

SCP-682 can be heard within the Site, roaring loudly, followed by gunfire, continued roars and heavy thrashing, which causes the facility to briefly shake.

**WARNING: The following may contain spoilers about the game.**

SCP-682 appears physically as it and the player both reach Gate B. SCP-682 is seen throwing a limb up into the air and destroying an attack helicopter along with presumably several APCs (a large vehicle can be heard rolling up before 682 begins its rampage) and other armed forces, as well as destroying the blast doors and area around the main exit.

After the security forces at Gate B fail to impede SCP-682's escape, the Alpha Warheads are authorized to be engaged and are set off (depending on if the player had deactivated them previously).

Once the nuclear blast has settled, several recovery helicopters are dispatched to find possible remains. None are found, and a radio operative from helicopter dubbed OH-6 requests the deployment of an MTF unit to scout for remains at ground zero. However, the transmission is cut-off mid-sentence as a large growl is heard, indicating that the nuclear blast was unsuccessful in destroying SCP-682.

**Spoilers end here.**

## Gallery

* SCP-682's arm swiping at an apache.
* SCP-682's document.
* SCP-682's document in the loading screen.
SCP-173

**SCP-173**, also known as **"The Sculpture"**, is the main antagonist of *SCP - Containment Breach*.

## Description

SCP-173 is a sculpture constructed out of concrete. It is capable of moving at high speeds and will kill by either snapping at the base of the skull or strangulation.

SCP-173 however, is incapable of moving when in direct line of sight of a person.

## In-game

SCP-173 is the first SCP object that the player encounters. At the start of the game, D-9341 is taken from his cell along with two other class-Ds to perform testing on SCP-173. However, during the testing, the site undergoes a power failure, allowing SCP-173 to kill the two class-Ds and a guard before escaping into the ventilation system.

Once the containment breach has started, SCP-173 first appears in the office connected to its containment area. Security Chief Franklin can be seen warning Agent Ulgrin about SCP-173 being behind him. Ulgrin will then turn around and start backing out of the room while they both continue to stare at SCP-173. Once they leave the room, a brief blackout will occur, allowing SCP-173 to escape.

Throughout the game, SCP-173 will follow and attempt to kill the player. If the player does not blink or look away from it, SCP-173 cannot move. If the player breaks eye contact, SCP-173 will either move significantly closer to them or open any doors that are blocking its way. Its movement can be noticed by the stone scraping sounds it makes while travelling.

SCP-173 can spawn in any room of the facility. It commonly appears in lockrooms, gas catwalks, server farms, the small testing room, and sometimes in the metal corridors. Rooms that it can suddenly appear in typically have a broken ventilation shaft cover in the room.

SCP-173 will also appear in the storeroom. As soon as the lights in said room go out, SCP-173 will break through the vent and kill a scientist and a janitor discussing escape routes.

If the MTF operatives encounter SCP-173, they will proceed to prioritize re-containing it, ignoring the player if present unless approached directly. When an operative needs to blink, they will announce it before doing so in order to prevent SCP-173 from moving. The operatives will then use a containment box to capture SCP-173 and return it to its containment chamber.

## Gallery

* SCP-173's containment box.
* Ditto, with SCP-173 captured inside of it.
* A Class-D approaching SCP-173.
* SCP-173 with a carved pumpkin in place of a face. Used when the game is played on October 31st.
* SCP-173 model from Indev. Note the broken texture.
* SCP-173 model from v0.1-0.1.2.
* The label outside of SCP-173's containment chamber.
* SCP-173's document.
* SCP-173 as it appears in the loading screen.
SCP-939

**SCP-939**, also known as **"With Many Voices"**, is a hostile SCP encountered in *SCP - Containment Breach*.

## Description

SCP-939 are pack-based predators. Their primary method of luring prey is the imitation of human speech in the voices of prior victims, often in a fashion that implies significant distress.

## In-game

Three specimens of SCP-939 can be found in Storage Area 6. Each will be patrolling the area in a clockwise pattern. Upon approaching an instance, it will mimic the voice of Foundation personnel in an attempt to lure the player towards it. When it senses the player it'll take chase and attempt to kill them.

When the player is in close proximity of a SCP-939 instance, it will detect the player's footsteps. Crouching or walking decreases chance of detection, but doesn't prevent it completely. When the player gets detected, SCP-939 will begin pursuit until losing track of the player.

SCP-939 are not very capable of chasing the player around a corner. After approximately 1-3 corners, the SCP-939 specimen will stand still shortly before returning to its clockwise pattern.

SCP-939 are not detectable by the S-Nav Ultimate.

## Quotes

#### Specimen One

Upon detecting the player
* "*Who the hell is there?!*"

* "*Show yourself!*"

* "*Who's there?!"*

Luring the player
* "*Hello?*"

* "*Is there someone there?*"

* "*To think, today of all days.*"

* "[sigh] *I hope the rest of them are alright.*"

* "*I wonder what the hell's going on up there.*"

* "[sigh]"

* "*H..hello?*"

* "*Is...is someone there?*"

* "*Researcher Tole to main, please respond.*"

* "*Tole to main, anyone out there?*"

Attacking the player

#### Specimen Two

Upon detecting the player
* "*What the hell are you?*"

* "*Hey, who's there?!*"

* "*Oh god, what the hell is that?!*"

Luring the player
* "*H-hello?*"

* "*Heh...maybe I'm just hearing things.*"

* "*Hello? Who's there?*"

* "*Are you okay?*"

* "*Where are you?*"

* "*Are you injured?*"

* "*Hello?*"

* "*Who's down here?*"

* "*Anyone down here?*"

Attacking the player

* "*No!*"

#### Specimen Three

Upon detecting the player
* "*Oh thank god, it's just somebody else.*"

* "*Oh, there you are.*"

* "*I thought I lost you for a moment there.*"

Luring the player
* "*Hello?*"

* "*Where are you guys? I can't see you down here.*"

* "*Come on out you guys stop hiding.*"

* "*Guys, come on. They're sending in an extraction team up here. We just gotta make our way to one of the designated shelters.*"

* "*Guys, come on.*"

* "*Guys?*"

* "*Where are you?*"

* "*Anyone?*"

Attacking the player

## Gallery

* A side shot of SCP-939.
* SCP-939 chasing the player.
* Close-up of SCP-939's teeth.
* SCP-939's document.
* SCP-939 as it appears in the loading screen.
SCP - Containment Breach Wiki/mobile

**Welcome to the Official *SCP - Containment Breach* Wiki!**
*SCP - Containment Breach* is a free indie survival horror game based on the stories from the SCP Wiki. The game follows subject D-9341, a Class-D test subject who is forced to survive when the facility undergoes a containment breach. Your goal is to make it out of the facility, although your chances are extremely low. Along the way you will encounter several SCPs which can either aid or hinder your progress, find items to ease your escape, and find clues as to who (or what?) is responsible for the containment breach.