11/13/2023 0 Comments Scp containment breach 1499![]() ![]() It will open in the beginning, and once the player enters with the other Class D's, the door will close, but only to malfunction and then open again. If the player does not enter the chamber, the guard will terminate the player.Blast Door: This is the door leading to SCP-173's containment chamber. They are used to handle and test on Euclid- and Keter-class SCP's.Guards: The guard is there to make sure the Class D's get into the chamber of the SCP. These characters are criminals from prisons that have long terms, life sentences, or are even on death row. Instances of SCP-1499-1 can sometimes be spotted seemingly conversing with each other with hand gestures and head movements whilst inside SCP-1499 although, no conversation can be heard.This door cannot be opened after it has been walked through.A door: This door will remain locked untill the Intro Sequence is over.D-Class Personnel: There are two other D-Class personnel waiting when the player arrives.There is a small chance, upon putting on the mask, that you will be surrounded on all sides by multiple instances of SCP-1499-1.If SCP-1499 Is placed in SCP-914 on coarse or rough, It will result in a pile of ash, which is completely useless.If SCP-1499 is placed in SCP-914 on 1:1, it will result in a normal gas mask.Trying to read SCP-1499's description paper will crash the game.If SCP-1499 is placed in SCP-914 on fine, SCP-1499 will grant the player unlimited stamina (Just like upgraded gas mask) in its dimension.If SCP-1499 is placed in SCP-914 on very fine, it will result in an instance of SCP-1499-1 appearing, which is very hostile.SCP-1499 can be worn to escape from the Nine Tailed Fox and, given enough time, from SCP-106, SCP-173, and SCP-966.If it's unavoidable, the best option is to sometimes remove SCP-1499, but in tight situations, such as being chased by another SCP, it can result in a predicament not unlike "being stuck between a rock and a hard place". Upon equipping SCP-1499, the player will often spawn in the vicinity of stationary versions of SCP-1499-1, and it is usually beneficial to carefully move to an area with as little presence as possible. In this small amount of time, the player will be still vulnerable to immediate threats. The player must be wary when SCP-1499 is about to be worn, as a few seconds delay will occur before its effect takes place. Any injuries sustained in this dimension are transported to the real world as well. When worn, the player is transported into a dimension containing many entities designated SCP-1499-1.Īpproaching a stationary instance of SCP-1499-1 will cause all instances of SCP-1499-1 within the dimension to become hostile and attack the player, though approaching an instance of SCP-1499-1 while it is walking will cause it to walk directly away from the player. It can be found in the same side as the room with the safe which doesn't contain SCP-500. SCP-1499 can be found in the Light Containment Zone, near the two door hallway which requires level 3 keycards to access. Subjects have also sighted entities in this landscape. ![]() Subjects have reported that it appears barren and inhospitable, with tall black towers filling the area. Upon wearing SCP-1499, test subjects report completely different surroundings than they were in prior to wearing SCP-1499. Testing has revealed that two-way radios remain capable of both receiving and transmitting, despite the subject being undetectable. The subject reports no feeling of motion at this time. Approximately one second after SCP-1499 is fully secured on the subject's head, the subject vanishes from view, and is no longer detectable. The anomalous effects of SCP-1499 activate when a human places SCP-1499 on their head. A seal test performed on the object suggests that the object retains its original functionality. SCP-1499 is an object in SCP: Containment Breach, used mainly to escape SCPs, Nine-Tailed Fox, and Mobile Task Force. ![]()
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