SCP: Containment Breach Remastered

SCP: Containment Breach Remastered

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Light Containment Zone Guide/Walkthrough
By Local CEX Manager
What to do to escape the Light Containment Zone
Also this is my first guide so it might not be all too good
   
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Post Intro
Alright so assuming you have not died during the intro sequence you should be in a room that looks like this
When you get out of this room you should see a guard walking out of the room and SCP-173 infront of the guard, you will have to wait until the guard is out of the room or you will get shot, once he is out of the room SCP-173 will despawn too and you can leave SCP-173s containment area.

Now you are out of the area you can should start moving right as on most seeds this is where all the useful rooms should be.

Also if its your first or second time playing then you might want to check out the "Not so useful SCPs" section to be informed about all of the main threats in light containment .

Level 0 Keycard
If you want to skip finding a level 0 keycard then refer to the Level 1 keycard section for a way of getting an L1 keycard before an L0 keycard.

So there are 2 main ways of getting a level 0 keycard.
The first way is through finding the recursive room wich looks like this from the outside Going inside the recursive room you will find multiple shelves wich will have a level 0 keycard on them. If the shelves do not have a keycard then move further into the recursive room and you will find one.

The second way of getting a level 0 keycard is by finding the storeroom wich looks like this
To one of your sides there will be a scientist and a janitor discussing escape routes before being killed by SCP-173. To your other side there will be a room with multiple shelves inside these shelves will have an L0 keycard and a gasmask inside, take both of them so you wont end up reading the gas mask section later
Gas Mask
(When upgraded) The gas mask is a really usefull item all the way through the game thats why we better get one now so we dont have to go scavenging for one later.

There are 3 ways of getting the gas mask (Only 2 of wich i actually recommend)
The first way is through finding the store room wich i talked about in the Level 0 keycard section so go read that because im not explaining it all again

The second way is by finding SCP-1123s containment chamber wich looks like that from the outside

It is pretty easy to find because of the big sign outside and it doesnt require a keycard to get into the room meaning it is most likely the easiest way of getting the gas mask
Level 1 Keycard
Now that you have a Level 0 Keycard you can start looking for storage room 6H wich is a little hard to find but it does have a sign outside of it

Once you have found the room you use your level 0 card to open the door, inside the room there is a ballistic helmet wich you dont have to take but you can if you like, and the level 1 keycard






There is also a way of getting the level 1 keycard without having the level 0 card, i did mention this in the level 0 section wich is probably the reason why you didnt read it but oh well
Anyways the level 1 keycard can also be found in SCP-066s containment cell wich has a broken door and a sign outside

By the way SCP-066 is inside its cell just dont get too close to it and you will be fine
Level 2 Keycard/S-NAV
So there is only 1 main way of getting a level 2 keycard and the S-Nav and that is by locating the light testing chamber 2B wich can be identified by the sign outside





In the testing chamber there is a window that separates you from SCP-173, keep your eye on 173 while you are grabbing the level 2 keycard and S-Nav and shut the door to the chamber behind you when you get out
Upgrading all of those items + Medkit
Alright so now you should have all of the past listed items now and maybe some others now im going to tell you how you can make them better.

So you are going to have to track down SCP-914 there is a sign outside of its containment chamber and it requires a level 2 keycard to open (wich you should have by now anyway) When the door has opened up the first thing you will notice is the huge machine standing before you (that i forgot to take a picture of) to the right side of the chamber there is a shelf with a medkit on take that medkit and now we can get to work with SCP-914

The first thing you are going to want to do is drop your level 2 keycard, gas mask and medkit into the input part of the machine
then you will go to the middle part of the machine and turn the dial thing to where it will say "fine" then you turn the nob under the dial and a refining process can begin
after the process is done you can go to the outtake part of the machine wich is on the right and take your level 3 keycard wich can open more doors (most notably SCP chamber doors) your super gas mask wich gives you infinite sprint when worn and your small medkit wich despite being smaller it will give more health to the player than a normal medkit.

After you have collected all of those items you can go back to the input section and drop your S-Nav in there (if you have a ballistic helmet then you might want to put that in too) then move to the middle of the machine and turn the dial to where it says "very fine" turn the nob again and a new refining process will begin.

when the process is done you will be given the S-Nav Ultimate wich shows you the entire map AND shows the location of nearby SCPs

When you are all done with SCP-914 you should have:
- A level 3 keycard
- The super gas mask
- The S-Nav ultimate
- A small medkit
Other items
This part of the guide contains some other items wich you can find in the Light containment zone wich are not as useful at that point in the game but still are a bit worth grabbing
(i apologise in advance for not taking pictures of many of these)

The Wallet
The wallet is a very useful items becuase you can put other items inside of the wallet like keycards and coins it can be found next to a dead janitor inside of the storeroom.

The clipboard
The clipboard acts the same way as the wallet but it holds documents and other papers (including keycards) it is also found in the storeroom.

The severed hand
The severed hand is used to open DNA acces doors in the Heavy containment zone it is found in SCP-012s containment chamber (you should put on SCP-714 before going into SCP-012s chamber)

The infirmary
This section is a bit of an expansion to the other items section but i took pictures for it so ill give it its own seciton

The infirmary is a room in the Light containment zone wich requires a level 3 keycard to open it is identifiable by a sign outside

This room contains a medkit and multiple syringes.
The medkit will heal a chunk of your health you can also upgrade it in SCP-914 for it to heal more, and the syringes give you an adrenaline boost wich makes your stamina go down slower so they come useful in running away from SCPs

I should note that despite the infirmary being full of useful items the "Dead body" on the ground is actually SCP-008-2 and it will stand up and attack you if you get too close so once you have grabbed what you need from the infirmary you should get out as soon as possible and shut many doors behind you.
The Surveillance Room
Alright now you have all of your upgraded items its time to lift the Light containment zone lockdown so you can get into the Heavy zone and move further on in the game

So to lift the lockdown you will need to find the Surveillance room wich looks like this from outside The door requires a level 3 keycard to open wich you should have by now anyway so you should have no problem getting in.
Now that you are inside the surveillance roon you are going to flip the "Light containment zone" switch the opposite way that you found it.
If you have been looking at the cameras then you may have noticed a new character approaching the surveillance room
and that is becuase by lifting the Light containment zones lockdown you have just let out SCP-049 from the depths of the Heavy containment zone.

Though with the super gas mask you should be able to outrun SCP-049 out of the surveillance room and be able to move on into the heavy containment zone


Usefull SCPs
Now despite SCPs being the creatures that traumatise and kill you throughout the game there is a few SCP objects that are quite useful for the player

SCP-207
SCP-207 will make your stamina go down significantly slower making running around alot easier but drinking to much SCP-207s can lead to your death so its better to just have 1.





SCP-714
SCP-714 is a ring that when worn by the player will give immunity to many SCPs including:
SCP-012
SCP-895
SCP-1025
SCP-1123
SCP-049
And a few more
Despite SCP-714 giving immunity to all of those SCPs plus more, it decreases your stamina by alot even with SCP-207 so it should only be worn for short periods of time.


SCP-1499
Now the reason SCP-1499 gets its own big blue text thingy is becuase it is probably the most useful SCP in the game and there is quite alot to it so lets begin.
SCP-1499 is a gas mask that when worn by the player it will take them to an entirely different dimension where nothing can get to the player, basically giving you your own pocket dimension

Now as SCP-1499 brings you to a new world this means that it will get you out of any dangerous situation. Also wearing SCP-1499 will despawn SCP-106 making it extremely powerful all the way through the game.



SCP-1499s containment chamber has a sign outside of it making it pretty easy to find too and the chamber only requires a level 3 keycard to acces.






SCP-1499-1
Probably the only downside to SCP-1499. Having to share it with a civilisation of funky humanoid monsters known as SCP-1499-1

Now despite the one in the picture literally chasing me down instances of SCP-1499-1 are normally quite docile as long as you do not get too close to them.
Know i think thats it for SCP-1499 and the rest of the helpful SCPs
Now i know there are plenty of other useful SCPs but these are just a few that you can get with a level 3 card, alright time to move on.
Not so useful SCPs
Now this section of the guide wont tell you about every dangerous SCP object in the game but it will just tell you about the main threats of the light containment zone, starting off with

SCP-173 SCP-173 Is the main antagonist of the game and you have most likely already encountered it even before reading this guide so i wont go too into detail on him all i will say is that you should keep your eyes on it as much as possible.




SCP-106 The SCP-106 is the second main antagonist in the game and you will see him just as much as SCP-173, SCP-106 will randomly appear from the floor and will start to make his way towards you (its worth noting that he can walk through walls) if he touches you, you will either die or be sent to a pocket dimension wich i wont go into detail on becuase this isnt an SCP-106 guide. The best way of getting rid of him is by luring him through a tesla gate or putting on SCP-1499




SCP-049 The plague doctor, SCP-049 will only start spawning after you have disabled the light containment zone lockdown after that he will be constantly searching for you and most of the time he will succeed in finding you, he is probably the most consistent SCP in the game and he will not leave you alone most of the time (he also never despawns and cannot be recontained)


SCP-008-2 Often confused with SCP-049-2, The dead body of a guard in the medical bay will stand up and start to chase you if you get too close to them, they are slow moving and do not instantly kill you but after they snuck up on me and killed me while i was in SCP-914s chamber i think they are worth putting down here (note that SCP-008-2 might not be able to open doors, i am not fully sure)
Now that is it for not so useful SCPs, there are alot more sentient and hostile SCPs in the game but these are the main few that roam the light containment zone.
The end
Well thats the end of the guide, thanks for reading the guide (well i hope people read this, it took me a whole day to write) have a jolly time making your way through light containment with this guides tips to help you.
4 Comments
engineer but dark and twisted 12 Apr, 2024 @ 8:47am 
thanks i was stuck in the area with scp-914 and i kept getting attacked by scp-106
Local CEX Manager  [author] 15 Jun, 2023 @ 2:06pm 
I would have made one for the heavy and entrance zones but someone else has already done them by now.
Tygo 14 Jun, 2023 @ 8:41pm 
id love one on the rest off the game too
The Medic bird from Lakeside 11 Oct, 2022 @ 9:30pm 
The hazmat suit can provide some protection from the plague doctor's touch, although not for very long. He'll make a comment about the suit saying, ''Let's get this strange garment out of the way.''