Once you pick it up and every time you take a step, the bell will ring.After about 5 minutes or so, you'll see the ghost as per usual, and it'll disappear when it leaves your sight.Įventually, it'll appear closer, and you'll have to avoid it like that of 173. However, the bell is still inside the casing and can be picked up. The bell itself won't be a randomly occurring event, but it'd appear in-person in it's containment chamber, where it's left in a lorn condition the coolers have failed, and the suspended case is tipped over and partially destroyed. Omniary wrote:So, me and a couple of others have been discussing the possibilities and circumstances of re-adding 513 into the game and how it would be improved from its previous use. I think combining those with my mechanics of choosing to ring it AND possibly having to drop it would make it work perfectly, not to mention be a lot better than 372 in the first place. He would flash behind doors after you open them and then dissapear, he would pretend to be 106 in the grated hallway, he would appear in behind windows, behind the fog, and frequency and intensity of his appearances would increase as time goes on.I really like the containment chamber and the idea of where he shows up. (Suspended by chains for an imposing feel) After this, you can go back down the stairs and pick up 513, which at this point is pointless, and it just takes up inventory space (huehuehuehuehuehue.) And this is the selling point, if you need to pick something up you may drop the bell, but since you're an idiot you drop it a little hard and it RINGS! After this 513 appears in a fashion modified to avoid similarities to 372. You can use a keycard to access the control room in the chamber and lower the cage the gelatin is in. The gelatin 513 is suspended in is starting to melt and part of it is showing. It went like this: 513's chamber is in the facility somewhere.Ī part of the wall is blown apart (There's a door behind this so it's a room2 or a corner room., possibly by a feud with escaped SCPs and the refridgeration system is broken. Destructoid wrote:That dude on the old forum made a good idea of this as I said. He would flash behind doors after you open them and then dissapear, he would pretend to be 106 in the grated hallway, he would appear in behind windows, behind the fog, and frequency and intensity of his appearances would increase as time goes on. (Suspended by chains for an imposing feel) After this, you can go back down the stairs and pick up 513, which at this point is pointless, and it just takes up inventory space (huehuehuehuehuehue.) And this is the selling point, if you need to pick something up you may drop the bell, but since you're an idiot you drop it a little hard and it RINGS!Īfter this 513 appears in a fashion modified to avoid similarities to 372. A part of the wall is blown apart (There's a door behind this so it's a room2 or a corner room., possibly by a feud with escaped SCPs and the refridgeration system is broken. It went like this: 513's chamber is in the facility somewhere. That dude on the old forum made a good idea of this as I said. As an alternate ending, it wouldn't take away seeing as both of the Gate B endings have you killed anyway. What about an alternate ending if you chose to ring the cowbell? Spoilers Like, for the ending where you are captured by the Chaos Insurgency, before they get you it shows 513-1 appearing in front of you after the CI do their lines, and getting right up in your face for a split second to show that he's still to be 'haunting' the main character strongly. If it were to be re-implemented I think it should be optional whether you screw yourself over by ringing the cowbell in it's own containment chamber. If you use 513 (double-click on it in the inventory) it will play a cowbell ring, and 513-1 will be able to kill you. If you pick up 513, you will start seeing him occasionally. Once you see it, the game will play sounds of 513-1 being nearby. I think you should try it again, using these mechanics.You can find 513's chamber. But it's the one that, personally, scares me the most. Why was 513-1 removed? I never actually encountered it in the old version of the game, so I don't know how it worked. The SCP Foundation is a top secret MIB agency that researches. In the indie horror game SCP - Containment Breach, an unspecified site is the main setting, being a large system of hallways, tunnels, and catwalks that makes up one of the many containment facilities of the SCP Foundation.
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