Daughter of Shadows: An SCP Breach Event

Daughter of Shadows: An SCP Breach Event

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Guide for easy win
By Crescent Rose
Just a guide how to beat this game.
   
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Few Intro Words
Your goal in this game is simple, make it out of the facility alive. However, that proves not to be as easy as it looks because there are dozens of weirdos like you that want to get out and some humans that are trying to keep you all locked up.

This is not the perfect way, nor it will work 100% times, but there is no other guide, so I may as well write down how I did it, until someone actually bothers, and plays this game.
Enjoy.
Basics
You move only left and right by pressing A or D. By pressing W you can enter doors and interact with computers or other certain objects. By pressing Space you send your attack, if it hits any male guard or D-class personnel, it will disappear from the world and will be added to your inventory. It doesn't have any effects on SCPs, female guards or anything else. Pressing S will send 1 of these converted guys in direction you are facing and will return to your inventory once it hits the edge of screen (or place where the edge was at the moment you send him). If he hits any guard, he will take it out at cost of his life. If he hits hostile SCP, like 106, 173 or 682, he will just die. There is a possibility that sending a lot of people at 1 SCP will kill or contain it again, but I did not try that.

You need these "thugees" because if you have at least one with you, you can access powered up (= blue screen) computers, pick up certain SCPs and occasionaly receive helpful information about how to escape. They also serve as an additional lives for you, as 1 of them will die everytime you are supposed to lose 1 life.

You alone can't fight, don't regenerate health over time and get your lives reduced to 1 everytime you stand in light. You deal with guards by using thugees, or other SCPs - like SCP-106; it can spawn in nearly every room, it always spawns on the opposite side of the room from where you entered and it kills any person it meets on it's way, making it the most effective way of dealing with guards. It just takes a few years for him to make it through the whole room...

Your goal is to explore the facility, find a way to escape and hopefully not die in the process.
General
K, how to escape this place? First off it would be nice to find out the door.


Also, there will always be 2 male walking and 2 female stationary guards first time you enter this room.

The Power Rerouting Station is always in Safe section. There will always be 1 male guard walking around.



In Euclid and Keter you have to find a certain (female) scientist that you have to kill as any other female guard to get the Override code from her. That means you have to always have at least 1 thugee to get the code! This scientist is in the containment room of the most dangerous SCPs from that section - SCP-173 for Euclid, and SCP-029 for Keter. You can tell in what containment room you are by the picture on the wall right next to the door as well as from computer that should be nearby.



Once you've done all three things, make your way back to the door and hooray, you did it.
"Safe" Section
Do not be fooled by the name of this place. SCPs classified as safe are safe only if you contain them properly. And that is not exactly point of this game, is it? Still, nothing here chases you through rooms and if you watch your steps, you should not die.

Only necessary thing to do here is to find the Power Rerouting station, dispatch 1 male guard there and interact with computer.

In this place you can find a lot of useful SCPs. So get to exploring, because if you find either of these two, you're gonna have easy time:

SCP-005 - The Key
You may find it in its containment room in Safe Section. It will always be guarded by 1 female guard. You also need to have at least 1 thugee to pick the SCP-005 up, he will not be consumed.
If you have this in your inventory, you need only 1 key card from the other 2 sections, reducing the probability of dying to really low numbers as you're effectively skipping that whole one section of facility.

SCP-429 - The Teleporter
ONLY AVAILABLE WITH DLC
Can be found in about the same containment room as SCP-005. Always 2 female guards. And you still need 1 dude to pick it up.
With this you can teleport, duh. Not whenever, nor wherever you want though. First you have to press T. Now you have locked that location to the teleporter and wherever you go, you can press T again and you will teleport back to that locked location.
IMO the most useful place to lock is the main gate. You have to go through there anyway to get to other sections and you have to escape through there as well. So lock there, and you'll save a lot of time.
Euclid Section
Theoretically the mid-dangerous place. In practice it's the most interesting place because you meet all the not-so-dangerous-to-be-deadly-but-enough-to-be-interesting SCPs.

Well, as I said already, you're here for a Code. Nothing too much to say about that, just explore the hallways until you stumble upon containment chamber of SCP-173 The Sculpture. Watch out, chamber of SCP-049 The Plague Doctor looks almost the same, but has no Code in it.

If you have followed my instructions in Safe Section, you should have either Key or Teleport with lock on gate. If you have the Key, don't even bother going into Euclid Section. Keter section is much simpler to get through. With the Teleporter you just kill the scientist, get the Code and teleport back. ez

If you have to go in there and get back by yourself:
Walk to the doors and use them. Go right until a scientist appears on the edge of the screen. STOP immediately and send a thugee after him. By now you're probably hearing screeching and other weird noises; that's SCP-173, it just lets you know it's there, waiting for you to make a mistake and turn around.
So, now to get out; press A for just long enough to move a bit and turn around. Repeat until you get to the first door. As 173 has a slight delay between you not looking at it and actually moving, you can get away from it even if it's right next to you.
After you use the door, notice where is SCP-173. From now on you can see it, so you have to retreat carefully only if it's close to you.
Keter Section
According to SCP Foundation, if you are contained here, you are either: object that pose serious threat to mankind, or: object that is near impossible to contain. So, fun stuff. In the game it's not that bad, as everything is slower than you or doesn't directly harm you.

Anyway you should not stay here longer than you have to so get exploring. Here you are looking for a place where it all began - your own containment chamber. In there, there will always be 3 female guards on lower floor + 2 female scientist and 1 female guard on upper floor. If you don't rush in, SCP-106 will spawn almost immediately and will clean the lower floor.

After that is done, you just quit and enter again, to despawn it, and go for the door in the middle of the room to get to upper floor. There is no trick around, just use 3 thugees to kill the people here and grab the Code. SCP-106 should be spawned by now and will try to chase you in similar way as SCP-173 in Euclid. However 106 is much slower than you so you just lure it to one side and then simply run for the door.

Again, Teleporter will save you time on your way back.
4 Comments
NiKOLE Jul 21, 2022 @ 9:09pm 
Not similar to CB at all lmao
Crescent Rose  [author] Dec 16, 2020 @ 9:02am 
@drakomatic "so it's just SCP Anomaly breach with 4 SCPs and your one of them? wow good job making this."

There are more than 4 SCPs in the game, but yes, it is a very similar game to Containment Breach, in terms of objective.
drakomatic Aug 3, 2017 @ 5:15pm 
containment breach not anomaly :P
drakomatic Aug 2, 2017 @ 12:23pm 
so it's just SCP Anomaly breach with 4 SCPs and your one of them? wow good job making this.