SCP: Containment Breach Remastered

SCP: Containment Breach Remastered

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Mapped Seed Guide
By FinbatMilk
A guide using a mapped seed I created to hunt for the last few achievements I needed.
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Introduction
So I only recently found out that Containment Breach had been ported to Steam, and as an achievement hunter and SCP lover, I instantly downloaded it and got to work. After my first few playthroughs, I then found myself spamming through random seeds trying to find one that had all the SCP's I needed to get 100%. I eventually found that seed and that is the one I decided to map and thus what this guide will be using as reference.

I really wish it had a cool name, but after using actual words over twenty times, I eventually started just throwing random sounds into the box which is how we ended up with the seed for this guide:

hurhurhur

(Seeds are case sensitive so make sure you don't capitalise it.)

There are some things to note about this seed. For instance, there is not a single Tesla Gate in it. I didn’t actually know that was even possible and didn't even realise it had occurred until I was half way done with mapping. Depending on your outlook, you could view it as a positive, if like me, you constantly die from them due to the death zone being far wider than indicated.

For this reason however, I would say that it is of the utmost importance that you acquire 1499 as soon as possible, as without it, you will be unable to deal with 106 when he inevitably shows up.

With that disclaimer, lets go onto the first part of this guide, Light Containment.
Light Contaiment

Something I really like about this seed is that it has a very smooth Key Card route that doesn't require a metric ton of backtracking.

First you can either go to the shelves next to where the 173 event occurs as indicated on the map (if you acquire this card make sure to get the gas mask that spawns here too as it's a surprise tool that will help us later) or the looping corridor; both areas have a level 0 key card spawn.

Then, with your level 0, you go to the store room and use it to get the level 1 and right next door to that in the light testing room, where there is a level 2 card as well as an angry peanut.

Then with all 3 (or 4 if you've collected both level 0's) you can go to 914 and upgrade them further. You will need a level 4 of higher key card to get into 1499's room, so bare that in mind as you upgrade your cards.

If, like me, you believe that save scumming is a valid method of play, you can keep putting the cards through on fine to get higher levels and reloading if 914 decides you should be running a casino instead of escaping the facility.

If you need the achievement for the omni card, the general consensus is that the more in game achievements you have, the better your odds will be to acquire it. If you have the 3 (or 4) cards when you start, you will have an easier time of getting the level 4 or omni as you can refine multiple items at once within 912.

One of the items you should definitely refine on fine whilst you are here is the gas mask, as the super gas mask it will create makes it so your stamina will not diminish and that will make running around the facility a lot less of a ball ache.

Another SCP I recommend grabbing whilst you are roaming around Light Containment is 860 as it will allow us to explore Entrance Zone completely.

Now, to be able to actually enter Heavy Containment, you will need to go into the Surveillance room to override the lock down. The issue with this is that going into the Surveillance room will trigger 049 and have him start roaming the map. Depending on what difficulty you are on, this might not be a problem, but for my Keter run I will say I did what I saw suggested online which was to get into Heavy Containment via 106's pocket dimension and bypass the Surveillance room entirely.

It's a high risk high reward strategy as if you manage it, you will be in Heavy Containment without 049 roaming about, and if you manage to re-contain 106 not long after you get there, you will only really have to deal with 173 trying to get his grubby little nubs on you.

If however the idea of voluntarily going into pocket hell makes your skin crawl, there are two entrances to Heavy Containment you can use once you've dealt with the lock down. Either are viable and I will explain the pros and cons of both.

HC1 might seem the more favourable option due to the fact you won’t have to enter the 939 tunnels, but unless you have acquired the white severed hand in 012 and used 914 to turn it into the black variant using the 1:1 setting, you won’t get very far into Heavy Containment without having to go into 049’s tunnels which I believe will trigger him to start roaming if you haven't already triggered him via the Surveillance room event.

I personally like to avoid the tunnels as this game already scares me enough and the tunnels are just so much worse than the rest of the game.

So that leaves HC2 which means going through the 939 tunnels. Now if like me you hate these tunnels with a passion, I will say Nepheron has a really helpful video explaining the tunnels and how each of the 939 instances operate within them. (The video in which she explains it is called How To Beat SCP: Containment Breach - With Commentary I definitely recommend it if you are new to Containment Breach) Once you know how they move and where to expect them the tunnels become far less scary.

Whilst you are in the tunnels, make sure to grab the severed hand down here as it will make your exploration of Heavy Containment easier.

Once you've gone through the tunnels, you only have two SCP's on this side of Light Containment, one of which I would describe as the most helpful SCP in the game. 005, the skeleton key, allows you to bypass pretty much any lock in the game, regardless of its level or type. The key make achievement gathering a cake walk, as you can now access any door with a number pad without having to find the code for it first. If you have 005, you won't need either of the hands, or the maintenance tunnel code in Heavy Containment.

Of course something like this has to have a down side and the down side of this SCP is that you firstly need a level 4 card to even access its room and secondly, it might not even be n there. The key can spawn in its room (where 106 will promptly jump you if it is there) or in 409's room in Heavy Containment (if it is there you, will need an instance of 500-1 to survive after picking it up).

It can also be taken by Dr. Maynard and replaced by a note from him. I'm not sure if the key even exists in the game anymore if Maynard takes it as I saw some say online it will then be in his office in Entrance Zone if he does take it, but when I went there, it wasn't there either so if anyone does know where it spawns in this instance, please feel free to let me know.

With that, lets move onto Heavy Containment.
Heavy Containment

Depending on what entrance you chose, whether you have 005, the maintenance code, either one or both hands, your route through Heavy Containment will vary.

Your general goal is to get to Entrance Zone, but whilst 008 is spewing out into the air, you won't be able to leave Heavy Containment. Therefore you first task after checking out all of the fun SCP's in this area, should be to go to 008 and re-contain it. Peanut will be there to make your life harder, but it's not that hard to work around him.

If like me when you are trying to re-contain 008, you think your game is glitched because the lid isn't moving, don't worry, it isn't. For someone reason the mouse movement to close the lid to 008 only works if mouse smoothing is enabled, so if you play without it, make sure you turn it on for this area and then promptly turn it back off when you leave.

Once that's done, head to one of the doors to Entrance Zone. I would recommend you use either EZ1 or EZ2 as EZ3 is sort of pointless as you will soon see.

You will be coming back to Heavy Containment to talk to a certain grumpy AI, but until then, let us move on.
Entrance Zone

As you can see, if you have taken the EZ3 entrance into the Entrance Zone, you will be confronted with a weird dead zone that only contains offices and supply closets. Sometimes the map generation is this game is just *chefs kiss*.

If you go via the 2nd entrance and have 005, you can explore each of the offices here and get some nice lore for your troubles. The Electrical Centre in this area is where we need to go in order to take control of the doors away from 079.

Thing is, even when you do this, the Gates are still locked which means we need to now go back to Heavy Containment and have a word with him.

Once he has bribed us with freedom, go back to the Entrance zone and give him back his door controls. Once that is done, head to either Gate A or B as either will now be open.

Depending on what gate you pick and what choices you have made along the way, your ending will differ. For Gate A, whether or not you re-contained 106 will have an effect, and for Gate B, whether or not you turned off remote access to the Omega War Heads will have an effect.

As you can see, if you want to go via Gate A you will need to venture through 860. If you picked up the key whilst you were in Light Containment you can go straight in, otherwise you will need to back track and grab it as there is no way to bypass the door without it, even with 005. If you can't be bothered to do either you can just finish the game via Gate B and leave that area of the Entrance Zone un-explored. I will say however that 860-1 is not as bad as it seems. If you're using the super gas mask it's easy as you can just breeze through it without ever even seeing 860-2

Once inside of 860-1, the paths through it might seem random, but it's set just like the rest of the map so you can either figure out the route on your own or you can follow this simple guide here:

R, L, R, S.

I will add that the directions are only for when there is a choice. If the path bends left or right, it's still the same path. The directions are only for when the path splits.

For the way back just reverse it (I.e S, L, R, L.)

Now that we are on the other side, we can explore a few interesting areas. Including the office that contains 420-J (blaze it), Dr. L's office (RIP), and the 05 councils meeting room. The latter two require 005 to access, and the former, at least a level 4 card.

But with that done, you can either go straight to Gate A of go back through 860-1 and exit via Gate B. Now we are free! Sort of! :D
To Conclude and Tip for Keter Run Achievement
I hope you all enjoyed this guide, it was a lot of fun to make :D

Before I wrap up, I just wanted to add my tip for finishing the game on Keter. Now you might view my methods as a little cheaty, but I did what I must for the achievement as I am but a simple girl with a simple desire to 100 percent every game I play.

The trick I used was to make manual copies of my save. When you play on Keter, the only way you can save your game is via 'save and exit'. Thing is, if you die, your save is wiped and that's the end of the run. If however, you go into your game files, you can make a copy of your Keter run save, paste is somewhere and bam, you have your Keter run backed up. Then if you die, you can just put the file back into your saves file and open it up and play as if nothing happened.

Now, I will state, even though I was backing up my saves as I went, I never actually died at any point during my Keter run attempt (believe me, I was as shocked as you) and therefore never actually needed to put the file back into my saves and play from it to get the achievement.

I personally think the fact I had the safety net of a backup save there made me play better as I knew if I died I wasn't going to have to start from the beginning. The issue is I now don't know if putting the save file back and playing from it will give you the achievement. I assume it would, but if someone tries this and it doesn't please let me know!

Anyway, with that, I will finally wrap up.

Thanks for reading :D
7 Comments
Wvitor0777_Dev 15 Oct, 2024 @ 1:18pm 
About the SCP 005, I also checked maynard office it wasn't there as well, so the most logical conclusion is well, since he took the key it is not anywhere in the site as he escaped the site
Endo_Gamer 11 Sep, 2024 @ 5:47pm 
wait guys seed does have tesla gate
Aria <3 22 Aug, 2024 @ 9:31am 
@FinbatMilk I wish you the best of luck lol
FinbatMilk  [author] 22 Aug, 2024 @ 9:19am 
@nicky Looool, no you are indeed correct, he is also not here XD Its so hard finding seeds that have them all in there! I went through a few just now, and still haven't had any luck :s
Aria <3 22 Aug, 2024 @ 8:45am 
@FinbatMilk Yeah I overlooked that as well at first lmao, After i looked at the seed a little bit more i also noticed that 789-J is also not present if im not mistaken, But other than that i havent noticed anything missing But i am currently playing through the seed so Ill see if i can find anything else loll
FinbatMilk  [author] 22 Aug, 2024 @ 8:34am 
@nicky Omg I didn't even think of that. As I already had the shell shocked achievement from another play through, it didn't even dawn on me that this seed wouldn't give 100%. I might have a look and see if I can find another seed that has everything needed for 100%, but also has a tesla gate XD
Aria <3 22 Aug, 2024 @ 6:19am 
holy moly this is awesome, ive been trying to find a seed that lets you 100% the game in one play through and here it is. the only thing that is a little upsetting is that it isnt possible to completely 100% the save due to there being no tesla gate to get shell shocked but other than that its perfect. I will def be using this seed many times to just get the rest of my achievements and to just play casually for fun :steamthumbsup: