![]() ![]() When all 3 are fully counted down and activated, the generators will overload the system and kill the AI. Once the generators are open, a switch is flipped to activate the countdown. To re-contain the AI, Humans must find 3 generators located throughout Heavy Containment and access them with the appropriate keycards. The AI will gain new abilities as it interacts with the environment by filling its Experience Meter. A Support Party Member for the SCPs, the AI is capable of aiding its allies while hindering Human progress, such as by spying on Humans/surveying the situation through hacked security cameras for his team, opening/closing and locking/unlocking doors, shutting off the lights to rooms, turning on the tesla gates to fry anyone unlucky enough to be in it, and by hacking into loudspeakers to say whatever it thinks might be appropriate. SCP-079 / "The AI": The anomaly responsible for the mass containment breach, this AI has integrated itself into the site systems and holds control over much of the buildings functions.The time it takes for the Plague Doctor to convert a body to a zombie quickens the lower his health gets. From their fresh corpses the Doctor can revive the dead player as a zombie to do the bidding of both him and his allies, but only for a short time after their death. SCP-049 / "The Plague Doctor": A being that takes the form of a Plague Doctor and obsesses over curing an unspecified 'plague,' this SCPs curing touch is an instant kill to all humans it comes in contact with.The Chaos Insurgency win the game by eliminating all Foundation staff. Depending on tank, they come armed with either an AK, a Shotgun and Revolver or a Logicer LMG, but all come with a first aid kit and painkillers/adrenaline, and a hacking tool that is equivalent to an MTF Captain keycard. Chaos Insurgency: An enemy of the Foundation, this splinter faction is tasked with eliminating all Foundation personnel and rescuing any D-Class still stranded inside.The Mobile Task Forces win the game by eliminating all D-Class, Chaos Insurgents and SCPs MTF equipment varies between ranks, but all members start with an MTF-E11-SR assault rifle/Crossvec submachine gun, a long range radio, a first-aid kit and keycards of varying access levels depending on the rank. Mobile Task Forces: The Foundation's specialist teams sent in to recapture the site once the situation escalates, their job is to rescue all Foundation personnel, execute any encountered D-Class and re-contain any SCPs on the loose.Like the Scientists, they are allied with all formal Foundation members from the Scientists to MTF, but are also hunted down by both SCPs and Chaos Insurgency. They begin in the Entrance Zone and are tasked with finding a way to rescue the stranded Scientists and stop the D-Class advance while navigating the maze that is the Heavy Containment Zone. Security Guards: Foundation guards that begin the game with an FSP-9 submachine gun and a Guard Keycard capable of opening the checkpoint doors and some armories.Scientists await rescue from the Mobile Task Forces and surviving Security Guards still trapped in the facility, but are hunted down by both the Chaos Insurgency and SCPs. Whether they like it or not, they must often work together with the D-Class to combine their resources and escape together. ![]() ![]() Scientists: Civilian scientists that were trapped in the mass containment breach, they begin with a Scientist Keycard that is just enough to access some locked doors but is not enough to escape the facility.D-Class are allied with the Chaos Insurgency, whose mission is to find and rescue them, and are considered enemies with all other factions. Unarmed and unsupplied, they must work together to raid the facility for items they can use to save themselves while avoiding the various SCPs and security personnel on the prowl. D-Class: The former Death Row convicts who have taken the site-wide power outage as an opportunity to escape from their Foundation captors. ![]()
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