Oh, I thought about it and I'm adding this to Cell Zero's information, not as an actual piece of information of course.
SCP Containment Breach Game Behavior
Description: At first, you will see him in his cell. He will be tied up in his jacket. If you decide on going inside, make sure you turn off the voltage for the walkway to his island. He will then subconsciously say to you, "Human... you are a human... if you value your life... leave... before I kill you." If you get close to him, he will then say, "Human... I will strike a deal with you. Let me out of here... and I will spare your life." You set him free by grabbing the "Emergency Straight Jacket Remover" found on a desk. You switch off the lever labeled, "Iron Clasps." Once you turn it off, you go over to SCP 2000-1 and use the "Emergency Straight Jacket Remover" to rip off his jacket. Once that is done, a black mist taking a humanoid figure will emerge, which is the embodiment of SCP 2000-2. He will then rush over to you. He will then say, "Heheheh... thank you. I will spare your life... for as long as we don't meet, that is. Heheheheheh..." He will then leave. You will not be able to meet him for a while. He will then re-spawn in one of the tunnels or one of the SCP's containment rooms. If you do meet him, he will chase you. If you run away, he will chase you at the same speed that SCP 096 would. He will endlessly chase you until you are dead, saying "DIE HUMAN!!!" If you face him in time, he will stop in front of you. He will then say, "You... you're the one who freed me. I'm a smart man. I'll strike yet another deal. I can tell you want to escape. You help us escape, and I will protect you from living SCPs." He will then follow you. If you spend 5 minutes looking for the exit, he will say, "You'd better hurry up. I'm growing restless." After 7 minutes, he will say, "You're trying my patience." After 10 minutes, he will stop and say, "Enough! I will look for the exit myself. The next time we meet, it will be your death." He will leave. If you see him again, he will chase after you, saying "DIE HUMAN!!!" until you die. If you do find the exit, he will say, "At last! The exit! I needn't your help any longer. Leave before I kill you." He will commence killing all of the personnel. Once he is done, he will begin chasing you. If you wish to trap him, then make sure he is not around you. If he is, then he will begin attacking you, whether or not he is in a safe state or not. You must go to the desk in the containment chamber control booth. There, you must pick up a straight jacket and a sleep drug. Turn off ALL voltage in the room. Walk over to the body and apply both items to the body. Find SCP 2000-2. If he starts chasing you, lead him towards the body. If he touches it, he will merge with his body. You have 1 minute to escape the room, close the door, and turn on all of the voltage and the iron clasps. Once you do so, he will stay asleep. If you fail, he will wake up and chase after you until you die. If he is captured, you can roam around safely. After 5 minutes, you can hear a faint screaming from wherever you are. It will be SCP 2000, screaming "LET ME OOOUUUTTT!!!!"
Locations found: SCP 2000-1 will be found in his cell. After you remove the jacket, he will take off and his spawn points will be either in tunnel areas or in other SCP's containment chambers.
Moralities: Imprisonment mode (Still in his cell): Safe.
Release mode (Right after you free him): Safe.
Roaming mode (After he goes away): Hostile if not facing him, safe if facing him.
Follow mode (When he decides to help you): Safe.
Hostile mode (After roaming around with him for too long in follow mode/ After you reach the exit): Hostile.
Movement: Imprisonment mode: Stable
Release mode: As fast as SCP (Old Larry)
Roaming mode: As fast as SCP (Old Larry)
Follow mode: As fast as you.
Hostile mode: As fast as SCP 096.
Main form of transportation: Floating. Can float through walls.
SCP Containment Breach makers, please look at this!
SCP Containment Breach Game Behavior
Description: At first, you will see him in his cell. He will be tied up in his jacket. If you decide on going inside, make sure you turn off the voltage for the walkway to his island. He will then subconsciously say to you, "Human... you are a human... if you value your life... leave... before I kill you." If you get close to him, he will then say, "Human... I will strike a deal with you. Let me out of here... and I will spare your life." You set him free by grabbing the "Emergency Straight Jacket Remover" found on a desk. You switch off the lever labeled, "Iron Clasps." Once you turn it off, you go over to SCP 2000-1 and use the "Emergency Straight Jacket Remover" to rip off his jacket. Once that is done, a black mist taking a humanoid figure will emerge, which is the embodiment of SCP 2000-2. He will then rush over to you. He will then say, "Heheheh... thank you. I will spare your life... for as long as we don't meet, that is. Heheheheheh..." He will then leave. You will not be able to meet him for a while. He will then re-spawn in one of the tunnels or one of the SCP's containment rooms. If you do meet him, he will chase you. If you run away, he will chase you at the same speed that SCP 096 would. He will endlessly chase you until you are dead, saying "DIE HUMAN!!!" If you face him in time, he will stop in front of you. He will then say, "You... you're the one who freed me. I'm a smart man. I'll strike yet another deal. I can tell you want to escape. You help us escape, and I will protect you from living SCPs." He will then follow you. If you spend 5 minutes looking for the exit, he will say, "You'd better hurry up. I'm growing restless." After 7 minutes, he will say, "You're trying my patience." After 10 minutes, he will stop and say, "Enough! I will look for the exit myself. The next time we meet, it will be your death." He will leave. If you see him again, he will chase after you, saying "DIE HUMAN!!!" until you die. If you do find the exit, he will say, "At last! The exit! I needn't your help any longer. Leave before I kill you." He will commence killing all of the personnel. Once he is done, he will begin chasing you. If you wish to trap him, then make sure he is not around you. If he is, then he will begin attacking you, whether or not he is in a safe state or not. You must go to the desk in the containment chamber control booth. There, you must pick up a straight jacket and a sleep drug. Turn off ALL voltage in the room. Walk over to the body and apply both items to the body. Find SCP 2000-2. If he starts chasing you, lead him towards the body. If he touches it, he will merge with his body. You have 1 minute to escape the room, close the door, and turn on all of the voltage and the iron clasps. Once you do so, he will stay asleep. If you fail, he will wake up and chase after you until you die. If he is captured, you can roam around safely. After 5 minutes, you can hear a faint screaming from wherever you are. It will be SCP 2000, screaming "LET ME OOOUUUTTT!!!!"
Locations found: SCP 2000-1 will be found in his cell. After you remove the jacket, he will take off and his spawn points will be either in tunnel areas or in other SCP's containment chambers.
Moralities: Imprisonment mode (Still in his cell): Safe.
Release mode (Right after you free him): Safe.
Roaming mode (After he goes away): Hostile if not facing him, safe if facing him.
Follow mode (When he decides to help you): Safe.
Hostile mode (After roaming around with him for too long in follow mode/ After you reach the exit): Hostile.
Movement: Imprisonment mode: Stable
Release mode: As fast as SCP (Old Larry)
Roaming mode: As fast as SCP (Old Larry)
Follow mode: As fast as you.
Hostile mode: As fast as SCP 096.
Main form of transportation: Floating. Can float through walls.
SCP Containment Breach makers, please look at this!
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