SCP: Containment Breach Remastered

SCP: Containment Breach Remastered

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SCP: CB Remastered Walkthrough/Guide
By snipingquietly
A guide for newbies that aren't sure how to progress in SCP: CB Remastered.
   
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Welcome To SCP: CB Remastered!

Here I will lay out some of the basic information that I feel is necessary to understand before beginning your playthrough.

Difficulties & Map Seeds
When starting your game you'll be asked whether you'd like to enable the Intro Sequence as well as which difficulty you'd like to play on and the choice of a map seed as maps are randomly generated, I will list off each difficulty and the differences between them:

Safe difficulty allows you to press F5 to save at any time within the facility, a good way to practice.

Euclid difficulty is different in that you cannot use F5 to save at any time and instead must find monitors around the facility to save at.

Keter difficulty is much harder than the previous two in that there is no saving your game, you get one life and one chance to escape the facility, the hostile SCPs will also be more aggressive, this is best done on a map seed you've practiced on.

Apollyon difficulty is the same as Keter save for the hostile SCPs being much more aggressive, this difficulty is unlocked after beating the game.

Leaving the Intro Sequence enabled for your first playthrough is encouraged to get yourself acquainted with the game and its mechanics.

There is also a 5th Custom difficulty in which you can choose what settings you would like, those being Permadeath, Saving Anywhere, Aggressive SCPs, Two Inventory Slots, and Easy, Normal or Hard difficulties, Normal and Hard will increase NPC speeds by 10% and 20% respectively.

Blinking & Sprinting
Blinking and Sprinting are two very important mechanics in this game.
In the Image you'll notice two bars filled with smaller bars one with an eye, and one with a person running, these are your Blink and Sprint meters respectively, there are certain hazards within the facility that will effect these meters, examples being: Gas, SCPs and Items, some are beneficial but most are not. Certain equipment such as the Gas Mask can be used to negate the effects of Gas and even upgraded to allow infinite Sprinting.

Inventory & Controls
Once you're playing the game you'll need to know how to use the items you take while finding your way out of the facility, by default the button to open your inventory will be the Tab key.

When viewing your inventory you can left click an item to use it, some items require a door to use, some items are containers for other items, some items are single use, some are equipment, some are devices and others might be virtually useless.

If you find any devices they will require batteries to operate, you can replace them by taking a new battery and dragging it into your device. You can also drop items by dragging them out of their inventory slots.

Here is a list of the default keybinds:

Blink = Space

Move = WASD

Sprint = L-Shift

Crouch = L-Ctrl (Effective against humans)

Console = F3/Fn+F3 (Disables most achievements)

Pause = ESC (When paused will sometimes unpause with messages like "Stop Hiding")

Inventory = Tab

Use/Interact = Mouse1

Save = F5

SCPs & Hazards

There are a ton of things that can kill you in this game, I will list the dangerous SCPs and a select few things that can kill you.

SCP-173 : He will kill you if you blink within his radius or look away, closing doors behind you, checking corners and maintaining visual contact easily counter him.










SCP-106 : He appears periodically or during scripted events, if he touches you, you will be transported to his pocket dimension, while you're here you will take damage, there are a few ways out but some will kill you, you can lead SCP-106 into a Tesla Gate to get rid of him temporarily.




SCP-049 : He will start looking for you once you flip the switch in the Surveillance Room, if he touches you, you will be instantly killed and turned into a zombie, he is the easiest to deal with as SCP-1033-RU completely negates his damage and running around him is fairly simple, closing doors behind you will also slow him down.






SCP-939 : Appearing only in Storage Area 6 these might be the least dangerous within the facility, if they hear you they will begin chasing you and if close enough will bite you, killing you in a few hits, turn corners quickly and sharply to outmaneuver them or use Night Vision Goggles to tell when they can't hear you.




SCP-966 : First seen when opening their Containment Chamber in Heavy Containment instances of SCP-966 are invisible to the naked eye and will follow you, if you get too close to them they will attack you, the best way to deal with these guys is to use your Night Vision Goggles to spot them and find ways around them, these SCPs will also drain your Sprint meter at twice the normal rate if nearby.






SCP-096 : Encountered within Heavy Containment a scripted event will occur where he will kill a guard, looking at SCP-096 results in him chasing you down, nothing can stop him from killing you at this point, your best bet is to listen for his audio and to look at your feet while getting around him.





SCP-1048 : A minor threat as they only appear in specific hallways in Light Containment, stepping near them will trigger their scream which will kill you if you stay within range, to get past you can quickly run in the room and back out then SCP-1048 will disappear after screaming.








Tesla Gates : You can find these in all 3 Zones, if you walk through you will be electrocuted, to get past these slowly walk up and then quickly take a step back so the electricity doesn't touch you, you can then run through it safely.







Decontamination Gas : You will come across pipes spewing a black smoke, this smoke is harmful in that it quickly drains your Blink meter leaving you open to attacks from SCP-173 who is often found in these rooms, a Gas Mask easily remedies this problem.






SCP-106 Puddles : Seen in Light Containment these Puddles are dangerous in that when you walk into them you will be transported to SCP-106's Pocket Dimension, you will take damage over time here and getting out is not guaranteed, although this can be used as a shortcut into the Heavy Containment Storage Closet.





Human Enemies : You'll encounter these once you reach the Entrance Zone, there are two types, Nine Tailed Fox and See No Evil, there are no major differences between them but they are both armed and extremely dangerous.






Countering them is no easy feat, they can use cameras to determine your location, they can also radio in to deactivate Tesla Gates, crouching is effective as long as there are no cameras nearby and they don't know your last position, using a Ballistic Vest or Helmet will negate some of the damage done by their guns as well.
Intro
Welcome to Site-19

When starting with the Intro Sequence enabled you will wake up in your cell, you have a moment to take a look at the paper sitting on the table next to you which informs you of your identity, being that of D-9341.





It's time to go do some testing with SCP-173, two guards will open your cell and ask you to step out and come with them.






From here the guards will guide you to your destination, you may look around and catch glimpses of the staff doing their jobs within the facility.








Once you arrive outside SCP-173's Containment Chamber the guard who walks in with you will hand you a document detailing exactly what SCP-173 is.







You and two other D Class Personnel are ordered to enter the chamber for testing, if you try to leave the guard will order you back inside and shoot you if you don't.






The guards cannot get the door to close and ask you to keep an eye on SCP-173 until they can do so, but before that can happen the lights go out and SCP-173 kills the other two D Class before turning his attention towards you.






After getting away from SCP-173 there will be a monitor on the wall next to a door, the door is unlocked as well as the one on the right after it, this is where it will take you, the Light Containment Zone.





Light Containment
Acquiring Items & Navigating Light Containment
When you reach Light Containment you will have nothing of use aside from a couple documents, if you want to progress you'll have to search for a Level 0 Keycard and supplies in some of the following places:

The Storeroom, here there will be a Level 0 Keycard, a Gas Mask, a Clipboard for your important documents and some Batteries.







There is a scripted event in which SCP-173 will kill two site personnel on the other side of the room, you can choose to ignore him or get past him and obtain the Wallet which can store keys cards and coins.


SCP-970 is a spatial anomaly where a collection of rooms are looped in on themselves and is connected to an average looking hallway.







The inside of SCP-970. You can obtain a Level 0 Keycard and a Battery here.








From there you need to find this storage room containing a Ballistic Helmet and a Battery or alternatively find SCP-066's Containment Chamber to get a Level 1 Keycard.















Using your new Level 1 Keycard you can unlock the Light Testing Chamber to acquire a Level 2 Keycard and an S-Nav.


Be careful in this room as SCP-173 is behind the glass and will break through to kill you once you blink.









To find these rooms you may have to take one of the working elevators down into Storage Area 6 and then get to the other side before going back up the other elevator, to do this you must locate the switch to open the door, this area is especially dangerous for new players, but outmaneuvering SCP-939 is fairly easy, when turning corners turn sharply and quickly, SCP-939 will get stuck on them, you can also find a pair of Night Vision Goggles and a Severed Hand useful in Heavy Containment.

Then you'll need to find SCP-914's Containment Chamber to upgrade your Level 2 Keycard into a Level 3 Keycard.



Here you can use SCP-914 to upgrade, downgrade or dismantle certain items you've collected, see this guide for more information: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3015232321

Optionally you can also visit SCP-372's Containment Chamber using your Level 2 Keycard for a radio and a document with a code to a door in Heavy Containment.









Before you continue you'll likely not want to have to come back to Light Containment if it isn't necessary, you will also most likely need SCP-860 to progress later within the Entrance Zone, so locate SCP-860's Containment Chamber and grab it, this will require a Level 3 Keycard.






There is also a Severed Hand located within SCP-012's Containment Chamber but it is difficult to get as SCP-012 requires a Level 3 Keycard and will pull your screen towards it to force you to finish the piece of music, you can negate the effects of SCP-012 by first finding and equipping SCP-714, it will require a Level 3 Keycard, be sure to unequip it afterwards though as it drains your Sprint meter.








Unlocking Heavy Containment
Once you've acquired a Level 3 Keycard, an S-Nav Ultimate, an upgraded Gas Mask and a pair of upgraded Night Vision Goggles you should be more than safe to proceed to the next area.

As you'll see if you attempt to progress, the doors to the Heavy Containment Zone are locked down, in order to unlock them you'll need to locate the Surveillance Room.






The door requires a Level 3 Keycard, proceed up the stairs and into the viewing room, there will be a switch you can flip to deactivate the lockdown, when you flip this switch SCP-049 will spawn outside the Surveillance Room door and walk up the stairs, once he gets to the top you can Sprint around the equipment down the stairs and straight to Heavy Containment to avoid him.
Heavy Containment
Acquiring Items & Navigating Heavy Containment

When you get to Heavy Containment things will become more convoluted, the items you've gathered up to this point will be invaluable to you as you proceed through this section of the facility.

You will likely be doing alot of exploring in this section as these rooms are more complicated than the ones in Light Containment, the S-Nav Ultimate will be useful here as well as any Severed Hands you've found.





Your first objective will be to find a Level 4 Keycard as most doors in this area have a Level 4 clearance or above.


There is only one place you can acquire a Level 4 Keycard, and that is within SCP-049's Containment Chamber, you must first take an elevator down to get there. There is also a door locked with a hand scanner that will allow you to take a shortcut considering you have the corresponding Severed Hand although you will still need to go into SCP-049's Containment Chamber for the Level 4 Keycard.






When you arrive the power will go out, the Night Vision Goggles you upgraded earlier will be useful here, you can grab the Level 4 Keycard from the table outside SCP-049's room, to turn the power back on you must first flip the switch across from 049's room and then the corner room switch.


Once both switches have been flipped the bodies littering the floor will start to rise and attack you, make your way to the elevator straight ahead of the corner room, SCP-049 will come out of the elevator, you can lead him backwards some and then sidestep around him to use the elevator before he reaches you.



Your new Level 4 Keycard can open most doors within Heavy Containment, but you'll still need a Level 5 Keycard to get to the next zone.





To get the Level 5 Keycard you'll need to locate SCP-106's Containment Chamber, unlocking it requires a Level 4 Keycard, once inside you'll find the card near the control panel.


While you're here you can choose whether or not you want to re-contain SCP-106, to do so first turn the Electromagnet Reboot switch to the off position, then turn on the Sound Transmission switch, the next part requires you to activate the Femur Breaker, you must wait a second before it sounds like SCP-106 has re-entered his chamber and then switch the Electromagnet Reboot back on.


If done correctly you shouldn't see SCP-106 for the rest of your playthrough unless you come back and let him out.



Preparing For Entrance Zone

Now that we've gathered the necessities and recontained SCP-106 we can begin working on the next step, things will be fairly straightforward from here.

You'll want to go to SCP-035's Containment Chamber, listen to what he has to say and exhaust his dialogue, he will give you a code to the closet behind you, 5731, should you choose to let SCP-035 out he gives you a tip on how to progress.

"Unfortunately, I never had any intentions of taking you with me, so this is where we part ways. But for the sake of my freedom, I have reason to believe that SCP-079 is taking control of the facility's systems, including the door system. Your best bet is to appeal to it somehow, hopefully you can come to a compromise, however it does not control the warheads, which you should disable remotely in the event that something goes wrong."


To appeal to SCP-079 you must locate the Electrical Center within the Entrance Zone and deactivate the Remote Door Control, but to get there you must first re-contain SCP-008.



When you enter SCP-008's Containment Chamber the room on your right will contain a Hazmat Suit that will protect you from SCP-008's deadly effects, put the suit on and enter the next room, be careful blinking in here as SCP-173 is in the viewing area and will break through the glass to kill you, quickly shut the lid on SCP-008's container and leave the room.



You can now proceed to the Entrance Zone, although I advise you find SCP-079's Containment Chamber before doing so as it can be hard to locate, it often spawns at one of the Light Containment Lockdown Doors so you may have to backtrack.
Entrance Zone
Navigating Entrance Zone

This Zone is arguably the most dangerous as you'll be pursued by both human enemies and SCPs, your items won't be as useful here and you will have to rely on your instincts to outmaneuver your adversaries.



Finding the Electrical Center will be your first objective, it may be difficult to locate without trouble so use everything you've found and learned up to this point to avoid death.





Keep in mind that SCP-860 may be necessary to progress, it will unlock this wooden door and transport you to another dimension, walk down the paths until you come across another door and go through it, avoid running unless you're being chased as your Sprint meter will deplete faster here.







Once located go inside the Electrical Center to turn the Secondary Lighting back on and switch the Remote Door Control off.



From here you can backtrack to SCP-079's Containment Chamber and come to an agreement with him.



"Human, listen carefully. You need my help. And I need your help. You have disabled the remote door control system. Now, I am unable to operate the doors. This makes it significantly harder for me to stay in control of this facility. It also means your way out of here is locked. Your only feasible way of escaping is through Gate B, which is currently locked down. I, however, could unlock the doors to Gate B, if you re-enable the door control system. If you want out of here, go back to the electrical room, and put it back on. Until then, I have no business speaking to you."



Escaping

Go back to the Electrical Center and re-enable the Remote Door Control, you can now leave through Gate B.


The next part might be the trickiest part of the entire run, outmaneuvering the soldiers guarding Gate B, having the Ballistic Vest and Helmet will increase your chances of survival as well as crouching, watching out for cameras and listening to make sure you don't alert them to your presence.




SCP-173 can be useful in distracting them as they attempt to re-contain it and forget about pursuing you.


Once you've made it past the soldiers and arrived at Gate B you can use your Level 5 Keycard to leave the facility.









Be careful here as the soldier deployed on the wall will open fire on you albeit with poor accuracy, run towards him and proceed through the door on the left.







The ending sequence will begin once you enter the tunnel, depending on whether you disabled the warheads in Heavy Containment or not you will get two different endings, not disabling the warheads results in SCP-682 becoming stronger than before and disabling the warheads assumedly results in SCP-682 being re-contained.



End Here
Congratulations!

You've beaten SCP CB: Remastered and subsequently unlocked Apollyon difficulty, from here you should be able to use what you've learned to see what else Site-19 has to offer on your next playthrough.

As there are many things I didn't include in this guide feel free to share your thoughts and ideas in the comments.