SCP: Secret Laboratory | No Mic SCP-079 Gameplay | Extremely Improbable Victory

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Published on ● Video Link: https://www.youtube.com/watch?v=QRBs_7WScyI



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Duration: 14:16
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A list of all the unlikely shit that should've killed us:

- At 1:25, generators start being activated in Heavy Containment. There are three generators on the map which take around 2 minutes to spool up when unlocked and activated; if they are turned off by an SCP or human during this spooling phase, they will need to spool up again to be fully activated. Once all three are turned on, the chamber to SCP-079 opens and the computer can be recontained with a button in its room. These generators require a mid-tier keycard to be activated, which spawn in only two locations in the entirety of Heavy Containment; both containment chambers for SCPs.

Furthermore, to open the chambers containing these cards, you require a low tier card of a kind which facility guards (who start closest to heavy containment) can only find in rare lockers or set spawn points inside heavy containment. I cannot stress how rare it is for guards to enter heavy containment immediately, find the low-tier card, beeline for the mid-tier card, and then successfully locate the generators; they usually spend several minutes seeking equipment in entrance zone, go to light containment, or just die.

- At 2:42 SCP-106 misses a jump and hits a killplane. This instantly cuts 25% of the SCP team's firepower, and also removes the most useful SCP when it comes to cutting off escaping humans and deactivating generators / nuke.

- At 3:33 the third generator starts spooling up, and the Alpha Warhead Nuclear Bomb is triggered. This requires the highest clearance level keycard in the entire game to do, which can only be manufactured prior to all three generators being turned on via repeated cycles of card upgrading in SCP-914. SCP-914 is a chamber which upgrades, sidegrades, or downgrades items placed into it, depending on the user's choice.

Starter keycards must be upgraded 2-3 times to reach the required clearance level to unlock the gates leading to the surface-access elevators, and then open the nuclear football on the surface. Furthermore, for the bomb to work, someone needs to be in Heavy Containment and turn on the nuclear warhead at its source, thus requiring two independent groups (guards and scientists) acting with exceptional coordination in spite of zero communication from the start of the round.

The Warhead locks *all* doors in an open position when it is turned on, vastly diminishing SCP-079's usefulness until the warhead is deactivated in Heavy Containment. For reference, keycard access to the warhead detonation button is so hard to acquire that most rounds end after 15-25 minutes without it being activated even once.

- At 7:09, SCP-049 makes a mad dash into a swarm of MTF. For reference, it takes only 5-6 armed humans to be considered "overwhelming" for any SCP besides 096. I was forced to use all my attention and energy just to keep him alive, and it's still a miracle that he wasn't killed. The only reasonable explanation as to how he didn't die at 7:50 was that MTF were missing more than 70% of their shots and giving him time to heal between engagements.

- At 9:00 I make a massive mistake and lock down a room full of MTF at Gate-A. Unfortunately, this also closes the Blast Gate, which prevents my allies from cornering and massacring them, potentially costing us a huge numerical advantage leading into the midgame.

- At 10:26 an MTF armed with a super-high DPS anti-SCP weapon (the Micro HID) charges into the fray and starts fighting. He wastes the entire shot for seemingly no reason; a competent player in his position probably would have killed SCP-049, or even the entirety of the SCP team.

- At 11:05, the car containing a Chaos Insurgency spawn wave pulls up, and I have no way of warning SCP-939 and my other allies that they are about to spawn. Not only do they have spawn protection (immunity to damage) for several seconds after spawning in, but SCP-939 also chooses to take shelter in the dead-end nuclear detonation room instead of going upstairs and retreating into the facility. Again, it only takes 5-6 MTF to be considered an unwinnably strong squad for an SCP; here there were 15 Chaos, who are considered to be a stronger faction.

- The gunfight at 11:13 should have been so laughably one sided in favour of Chaos that it would be considered grounds to just leave the game altogether. Instead, almost none of them carry flashlights (meaning that they are completely blind during a blackout), a majority choose to pursue a tiny group of MTF at Gate-B, their focus on SCP-939 means that about a third of the squad doesn't notice that SCP-049 is attacking them until halfway through the fight, and several choose to flee instead of standing their ground.

- At 13:28 the last two MTF choose to corner themselves instead of entering the facility and splitting up. The last chaos is not a required kill (SCPs can leave up to 25% of a chaos wave alive and still finish the game if there are no D-class, scientists, or MTF remaining).

30/43 kills.




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Other Statistics

Containment Statistics For Cherry “Prunus Avium Nomad” Nomad

Cherry “Prunus Avium Nomad” Nomad presently has 40 views for Containment across 1 video, with his channel publishing less than an hour of Containment content. This makes up less than 0.21% of the total overall content on Cherry “Prunus Avium Nomad” Nomad's YouTube channel.