SCP - Containment Breach Wiki
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SCP-106
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Info
Object Class Keter
Animate? Yes
Harmful? Yes
SCP Link SCP-106
Containment Chamber
Gallery

SCP-106, known as "The Old Man", is considered the secondary antagonist of SCP - Containment Breach.

Description

SCP-106 appears to be an elderly humanoid, with a general appearance of advanced decomposition. This appearance may vary, but the “rotting” quality is observed in all forms. SCP-106 is not exceptionally agile, and will remain motionless for days at a time, waiting for prey. SCP-106 is also capable of scaling any vertical surface and can remain suspended upside down indefinitely. When attacking, SCP-106 will attempt to incapacitate prey by damaging major organs, muscle groups, or tendons, then pull disabled prey into its pocket dimension. SCP-106 appears to prefer human prey items in the 10-25 years of age bracket.

SCP-106 causes a “corrosion” effect in all solid matter it touches, engaging a physical breakdown in materials several seconds after contact. This is observed as rusting, rotting, and cracking of materials, and the creation of a black, mucus-like substance similar to the material coating SCP-106. This effect is particularly detrimental to living tissues, and is assumed to be a “pre-digestion” action. Corrosion continues for six hours after contact, after which the effect appears to “burn out”. SCP-106 is capable of passing through solid matter, leaving behind a large patch of its corrosive mucus. SCP-106 is able to “vanish” inside solid matter, entering what is assumed to be a form of “pocket dimension”. SCP-106 is then able to exit this dimension from any point connected to the initial entry point (examples: “entering” the inner wall of a room, and “exiting” the outer wall. Entering a wall, and exiting from the ceiling). It is unknown if this is the point of origin for SCP-106, or a simple “lair” created by SCP-106.

Limited observation of this “pocket dimension” has shown it to be comprised mostly of halls and rooms, with [DATA EXPUNGED] entry. This activity can continue for “days”, with some subjected being released for the express purpose of hunting, recapture, [DATA EXPUNGED].

In-game

SCP-106

SCP-106

A demonstration of SCP-106 as of v0.6.4.

SCP-106 is the second SCP that the player will encounter, even if indirectly. Infact, when the player will enter in the following room next to SCP-173's containment room, the player can clearly hear his distorted laugh and also can see on the lower floor an huge puddle of his corrosive liquid, where some furniture as tables and chairs can be seen disappearing in it, probably with the personnel situated close to it.

SCP-106 is a mobile threat, and appears quite often. It can spawn at any time near the player (either from the floor or from the ceiling). If SCP-106 manages to catch the player, it will injure him and pull him through the floor and into its pocket dimension.

SCP-106 can also spawn in scripted events, such as in the Maintenance Tunnels or in front of SCP-895. It can also be seen traversing across the grated hallway and the T-shaped room where it drops a dead scientist from the ceiling, or in an End Room dragging down in a puddle of his corrosive liquid a janitor attempting to escape.

SCP-106 appears at the Gate A ending, attempting to escape when it is effectively halted with the H.I.D. Turret, causing it to retreat to its pocket dimension. If the player contains SCP-106 and then goes to Gate A, SCP-106 will not appear, and the second Gate A ending will commence.

Judging by the corrosion found in Dr. Maynard's room and the fact that the player can find his security code note in the pocket dimension, it's safe to assume that Maynard was taken by SCP-106. Also, SCP-106 drops a heavily decomposed body to scare the player. This body appears to be a Foundation researcher, and perhaps what remains of either Dr. L or Dr. Maynard.

Judging by the fact that Dr.L's office is made with the mossy stone from the Pocket Dimension, that there is corrosion under his office door, and his notes are burned and covered in blood, it can be presumed that Dr. L was captured, and that the body dropped by SCP-106 is either Dr. L or Dr. Maynard.

SCP-106 can be detected using an S-NAV Ultimate, even if the corrosion sound is not heard.

Evasion

He can be evaded in a way similar to SCP-096 which is to locate a tesla gate, stun him, and sprint as fast as you can and hope you can get out of his range. Or more simply, get far from him as fast as you can and hope to be enough far, in that case making him retreat again in his Pocket Dimension.

Recall Protocol

Upon entering SCP-106's containment chamber, the player has the option to use the Recall Protocol to re-contain SCP-106. The following is a step-by-step process to successfully recapture SCP-106:

  • Obtain a male individual between the age of 10-25.
  • Turn off the magnets switch (ELO-IID magnetics).
  • Turn on the intercom to transmit the sound throughout the facility.
  • Press the femur breaker button (automated hydraulic press) and wait for SCP-106 to appear.
  • Once SCP-106 appears, quickly turn the magnets back on.

This should successfully re-contain SCP-106 and it will no longer appear around the facility. It should also be noted that if the player hasn't turned the magnets back on by the time the screen goes static, then SCP-106 will start to chase after the player. The player can also turn off the magnets once SCP-106 is contained if they want to re-release it. If the player fails to correctly contain the SCP or lets it out again, it is impossible to re-contain it again. If the player wishes to obtain the first Gate A ending, they must re-release SCP-106 from its container if he is already been contained by the player or the MTF soldiers.

A document about the protocol can be found on a desk next to a keyboard. A level 4 key card can also be found next to the controls.

Trivia

  • Turning on "God mode" with console commands will not prevent SCP-106 from teleporting the player to the Pocket Dimension.
  • In v0.5, SCP-106 got an A* based pathfinding algorithm, so that it wouldn't simply float towards the player through the map anymore. However, when SCP-106 got its new model in v0.6, this pathfinding algorithm was scrapped until it was re-added in v0.7.2.
  • As of V0.9, SCP-106 has a new scripted event. If the player chooses to enter the first end room they find, a blue-uniformed foundation employee will run to the player. However, SCP-106 will emerge from the ground and take him to the Pocket Dimension before they reach the player. If the player stays in the room a short time afterwards, SCP-106 will return and chase them.
  • SCP-106 has a hidden spawn timer in the debug menu. Once this timer reaches zero, it will emerge from the floor next to the player.
  • SCP-106 will not spawn in rooms that are close to SCP-173's containment area.
  • "Radical Larry" is widely used as SCP-106's nickname.
  • When entering Dr.L's office with SCP-106 disabled using console commands, the secret spawn timer will start.

Gallery

List of SCPs

Item Number Object Class Added In Effects
SCP-008
Euclid
v0.7

Infects the player with a virus that slowly turns them into a zombie.

SCP-012
Euclid
v0.7 Causes the player to walk up to the composition and cut their wrist to finish it with their own blood.
SCP-035
Keter
v0.9 Attempts to manipulate the player into freeing it in exchange for advice on escaping the facility.
SCP-049
Euclid
v0.7 Chases the player down and turns them into SCP-049-2.
SCP-066
Euclid
v1.0 Rolls into the player and plays various sounds.
SCP-079
Euclid
v0.1 Causes doors to randomly open or close. Can also open Gate B.
SCP-096
Euclid
v0.6 Chases down and kills the player if they view his face.
SCP-106
Keter
v0.1 Walks through solid matter and chases the player.

SCP-148

Euclid

v0.9 When put through SCP-914 on coarse or rough and put an item it will get destroyed (not all the items),in 1:1 it will give you something similar to the item you put in SCP-914, then on Fine or Very Fine it will turn items to "Fine" items.
SCP-173
Euclid
v0.1 Moves at rapid speeds when the player is not looking at it and killing the player.
SCP-178
Euclid
v1.1 If worn, causes the player to see strange creatures that will attack if touched.
SCP-205
Euclid
v1.2 Two flood lamps that cast the shadow and events of a woman leading up to her death.
SCP-294
Euclid
v0.8 Allows the player to get a cup of anything they desire.
SCP-372
Euclid
v0.2.1 Follows the player and can be seen in the corner of the player's peripheral vision.
SCP-500
Safe
v0.7 Heals wounds, SCP-008, and symptoms gained from SCP-1025.
SCP-513
Euclid
v0.8 Can be rung to spawn SCP-513-1.
SCP-682
Keter
v0.3 "Breaches containment" and attacks a helicopter at Gate B.
SCP-714
Safe
v0.6.4 Shortens your sprint meter and negates the effects of SCP-012, SCP-049, SCP-420-J, SCP-895 and SCP-1025.
SCP-860
Safe
v1.0 A key that transports you to a forest.
SCP-895
Euclid
v0.1 Causes a heart attack if viewed with an electronic device.
SCP-914
Safe
v0.1 Refines items.
SCP-939
Keter
v1.0 Tries to lure the player with a human voice.
SCP-966
Euclid
v1.2 Humanoid entities that are only visible when using the night vision goggles.
SCP-970
Euclid
v1.0 An endless hallway.
SCP-990
Keter
v0.1 Appears on a random loading screen.
SCP-1025
Safe
v0.7 Causes the player to develop the symptoms they read about.
SCP-1048
Keter
v1.0 Appears to be a stuffed bear, moves away when player loses sight of it.
SCP-1048-A
Keter
v1.0 Appears to be a stuffed bear shaped from what is believed to be human ears. May be found in some hallways and screams at the player if approached. The scream causes ears to grow all over the player and in the lungs which results in death after a few seconds.
SCP-1074
Safe
v1.1 A painting that will cause the player to fall in a catatonic state if watched for too long.
SCP-1123
Safe
v1.1 When touched, makes the player revive some experiences of an Jewish Holocaust victim during the Second World War.
SCP-420-J
Totally Safe
v0.1 Stops blood loss and nausea.
SCP-789-J
Safe
v0.1 An audio clip of it can be heard when entering the WC room.
Anomalous Ducks Not Specified v0.6 Duckies!!

Rejected SCPs

Item Number Object Class Purpose Reasons for Rejection
SCP-650
Euclid
Meant to be a jumpscare when not observed at, similar to SCP-173 Development Halted
SCP-689
Keter
Player would have to maintain eye contact with it, or it would kill the player. Too overpowered

Referenced SCPs<br\> These are SCPs which have been mentioned in the game but are not seen in-game.

Item Number Object Class Appearance
SCP-055
Keter
The ending screen checklist contains a "Recontained SCP-055" task.
SCP-093
Euclid
A heavily redacted document references this SCP.
SCP-132-ARC
Safe
Mentioned in the document found inside the control room for SCP-035's containment chamber.

See also

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