“Welcome to our guide for beating Keter mode in SCP Containment Breach Remastered! This guide is based on _wania’s guide, so make sure to check it out first if you’re new to the game. We’ll share some tips and tricks to help you easily get the “Survival In a Nightmare” achievement or beat Keter mode by dealing with just one SCP – SCP 173. Yes, you read that right, you can skip other SCPs like 096, 049, and 106 if you follow our strategy correctly. Let’s get started!”
Introduction
The “Surviving In a Nightmare” or Keter (keh-ter) badge is the achievement you get when you beat the Keter mode in the game (note that you should NOT use and activate the console, otherwise you will not get the achievement. Make sure you disable the console in the options before you start your run[/i])
Keter mode is the hardest mode in the game, apart from Apollyon (which is just Keter, but with 2 inventory slots). It is the hardest mode already set for you to try. The things that make it difficult are:
- You cannot save unless you use the “Save and exit” option (at least at the moment I am writing this guide, and in the current version of the game)
- Death is forever and you cannot return to any savegame and must restart the run from scratch
- The upgrade chances for the keycards in SCP 914 (The Clockwork Machine) are as low as they have ever been (If you want to know what the chances are, I recommend you check the wiki or a guide I saw here about SCP 914)
- Highest chances of encountering each of the hostile SCPs
- The speed of the hostile SCPs is increased by 20%
- And most importantly, SCP 173 will REALLY like you here and wait for you around every corner or tricky spot when he has the chance
However, if you’re new to the game or don’t yet know how most SCPs work and how the game is structured overall, I recommend taking a look at the wiki or Nepheron’s video on how to beat the game.
Wiki link: https://scpcb.fandom.com/wiki/SCP_-_Containment_Breach_Wiki
Nepheron’s video: https://www.youtube.com/watch?v=mylTTAsDbls&t=156s
The seed and it’s benefits
The seed used is the same as _wania guides one. Seed: die
This seed is quite good due to the following factors:
- Keycard progression in LCZ is really close and easy to do (Level 0 to level 2 and then level 3 at 914)
- You can skip the encounter/activation with SCP 049 (via the pocket dimension of SCP 106 when you have to go to HCZ) and skip the encounter with SCP 939
- You have easy access to 914 and the useful SCPs (although you do not have to use them, I think at most you need SCP 714 to get the black hand and do what you want in SCP 914, but I personally did not have to do that)
- You have quick and pretty much guaranteed (If you are not slacking/i]) access to SCP 1499 before the random encounter with SCP 106, which means you can easily counter SCP 106 from the start.
Heavy Containment Zone (HCZ):
- If you have gone through the 106 pocket dimension to get to the Heavy Containment Zone (Please do, escaping SCP 106 is much better than having to deal with SCP 049, TRUST ME.), you can skip the second encounter with 049 in his chamber and SCP 106 if you make your way through keycard level 5 in SCP 914 in the LCZ (I will show you a way to get the keycard easier without it taking as much time. It still requires patience though)
- If you went through pocket dimension 106, you will also skip SCP 966 and SCP 096 in Heavy and not activate them, which means that during the first part in HCZ you just need to quickly go to SCP 008 and then directly to the Entrance Zone (which I will mention in the next topic about how close SCP 078, SCP 008 and the electric part are)
Entrance Zone (EZ):
- After going through 008, you can easily go to the electrical room, come back and talk to 078, activate the doors and escape through gate B. In doing so, the chance is EXTREMELY LOW (if not 0) that you will run into one of the 2 types of MTF guards if you do this in a rush, which basically means you skip the MTFs and room 860.
(BUT PLEASE NOTE: THIS SEED HAS SOME DIFFERENT VERSIONS, MAKE SURE THAT THE SEED YOU ARE ON IS THE ONE WITH THE 106 POCKET DIMENSION PORTAL ON THE RIGHT SIDE, IF NOT, YOU WILL HAVE TO GO TO THE DIMENSION BY EITHER THE SCP 005 CHAMBER OR THE RANDOMS 106 ENCOUNTERS
As mentioned in the summary, this guide only serves as a supplement to the guide created by _wania. So if you mainly want to understand the seed, then you should look at _wania’s guide as it is better explained. However, I’l still explain each section of the game (LCZ, HCZ and EZ) and PLEASE, if you are confused with the seed layout, go into Ssafe mode, use noclip and god on the console and check the seed layout with S-NAV as well.
The tactics and strategy (MOST IMPORTANT PART)
So at this point you should have your keycard level 3, a very fine S-NAV, a very fine gas mask, SCP 1499 and a fine medkit (SAVE THIS MEDKIT IN YOUR SCP 1499 OR YOUR INVENTORY, YOU WILL NEED IT LATER) and most importantly have a wallet (KEEP THE 2 COINS IN IT, IT WILL BE IMPORTANT).
With all these items in your inventory, follow these steps to get keycard level 5:
For this method you will need the wallet, as it already contains some coins that you can convert into keycards and it gives you extra space to storage more keycards. You will also need to know how to make mastercards with SCP 914. If you don’t know this, just put any keycard from any level into it in “Very Fine” and it should turn into a Mastercard (and even get a omni card in the process if you’re THAT lucky)
Extra: Before you get to 106 pocket dimension, you can get SCP 1033-RU here if you’re not sure if you can dodge the guards’ bullets in Gate B ending (and I’ve heard you can apparently upgrade it in 914 too, I’ve never tried it so it’s up to you)
Of course, you must already know how to deal with SCP 106 Pocket Dimension and all its variations, so I recommend you check the wiki or Neph’s video and do some training yourself.
Wiki link: https://scpcb.fandom.com/wiki/Pocket_Dimension
Video by Nepheron: https://youtu.be/g7QghDvxPRw?si=uhT6A2ALDb1u27Sc
How you escape is a matter of preference, though I think the best variant is always the one where you have to go to the throne room and kneel before 106 to teleport to the room where you have to go forward while avoiding looking at the big bird in the sky. Because if you kept the small medkit I mentioned earlier, it will easily regen your health once you escape and heal up. (You will even get an extra medkit if you end up in the HCZ room with the medkit and level 3 keycard after your escape!)
If you do not know how to get to the throne room and do not want to look it up on the wiki, you basically have to go this way: (For those who know how to get to the throne room and then the flying bird, ignore this part down)
Go into the room where you can take 4 paths. Check each corridor and see if there is one with a very bright red light (but do not confuse it with the other one where he holds his victims captive…)
This is the throne room, the room where you need to crouch (Ctrl) to be teleported to the next room. Do it quickly, because I have heard that your life decreases faster in the throne room.
And this is the room you are teleported to, which is the trench (I think). You must escape it by continuing forward while avoiding looking at the “flying bird” in the sky that will damage you if you look at it.
After escaping from the trench, you will be teleported to the room above this mensage. All you have to do is go forward and you are done! You should be teleported to the room with the medkit and the level 3 keycard! (The room below this mensage)
You have now skipped the LCZ and 95% of the HCZ and can now go straight to 008 and then to the EZ!
This part doesn’t involve any strategy, it’s just an average HCZ and EZ part, but we use this seed advantage to avoid dealing with any SCP in HCZ (except 173 and 106, but you can easily counter 106 with 1499) and finish the EZ part without crossing with the MTFs.
However, the sections where you have to go are very strict, if you follow the wrong paths, you can accidentally activate 096 or cross the path with an MTF, so pay attention and follow the S-NAV with caution, I will mark on the S-NAV in the screenshots the paths you should go and the sections you should NOT go.
After you just escaped the 106 dimension with the path I mentioned, exit the room with the medkit and go to the far right part of the map, ignore the rest of the HCZ, the rest has the SCPs you don’t want to activate. On the far right is 008, 078 (and 035, but don’t go to him or you’ll have to deal with the tentacles in EZ). Below are the screenshots of the rooms and the part you should go.
As you can see in the pictures and marked on the S-NAV, 008 is near the bell SCP, so go there and do the things you need to do with 008. After that, just go straight ahead and to the path that I didn’t block with a red line on the S-NAV, that’s where the electrical part and also the gates are. The picture below also shows the position of the electrical center.
After that, go back to the bell SCP and all the way to the right to SCP 078 and talk to him about the remote control system, then of course go back to the electrical center to activate it.
However, as you may know, you activate the MTFs when you go to EZ. There are 2 types of MTFs in this version, the NTFs (Nine Tailed Fox) and the MTFs See no Evil (some blue suit MTFs). The NTFs spawn at Gate A and the See No Evil spawn at Gate B. Due to this seed structure, if you complete the electric and 078 part in EZ at the correct speed, you should not encounter either MTF! That’s because both types of MTFs follow the same path, and that path doesn’t go through the electric center! This means that if you simply wait for them to make their way to the HCZ and you go to one of the gates (which are side-by-side with the electrical center), you can easily finish the run without encountering them. But if you want to know the path they take, in the pictures below I have marked on the S-NAV their spawn point and path they take.
Now which Gate ending you want is totally up to you, because as already mentioned, both gates are located next to each other. The following pictures show the position of the two gates in the S-Nav.
And that’s all!
(Picture above is “Nobody” from SCP by the way)
And that wraps up our share on SCP: Containment Breach Remastered: Strategy to easily get “Survival In a Nightmare” achievement or beat Keter mode. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Wvitor0777_Dev, who deserves all the credit. Happy gaming!