A guide for those looking to have an easy-going run for their Keter difficulty in the latest version, using a seed I found very recently. If you don’t like standard seeds of the past and/or just don’t want to deal with the RNG of other seeds, this one is for you. The seed I used for this that I got randomly is laz1zp. This seed is also really good for Apollyon if you get the SCP-005 spawn, as you can then use the Super Gas Mask & SCP-005 to beat the entire game while only having to deal with guards and 173.
Light Containment
For those that can see, refer to the image posted & loot the rooms in order from 1-6, maybe 1-7 if you want the maintenance tunnel code should SCP-005 not spawn or clip through the map. For those that are blind… while I have zero clue how you’re going to beat a horror game centered on seeing an entity that will snap your neck if you’re not looking at it, I’m still going to help you on doing this route.
After you’re done with the entrance cutscene where 173 has a face-off with a guard and a scientist, head right for 5 rooms. Be careful not to fall into the 106 corrosion puddle(unless you want to as to skip SCP 049 later on), as you want to head all the way to the right until you reach the area where you hear two men talking about a quick way to escape the facility. Find and obtain the gas mask & battery. If you can manage, also take the wallet from one of the men 173 just crunched(note he will be down there trying to crunch your neck too), it will allow you to store keys and cards in it. Then head right again where you’ll end up finding SCP 066, he’ll have a level 1 card laying around which you can take and then head three rooms back the way you came to open the light testing chamber, where the navigation device and a level 2 card is. Head back to spawn and then left from it until you reach the elevator leading to SCP 939. These guys are as blind as you are, but they are also pretty deaf as echolocation clearly doesn’t seem to work for them. Even still, they will be your greatest challenge in light containment, as it will be very hard to get a grasp of their movement patterns without being able to see them. So when they speak, do not go towards their voices. Instead, continue stepping in place as to distract them, or try to slowly move away until you find a spot where they won’t try to munch down on you, preferably one where you can move and they won’t kill you for it. Behind some of the boxes in the rooms is a black hand. Take that for SCP 049’s personal room.
Make your way through 939 without being spotted, and you’ll reach SCP 914. Obtain Super Gas Mask and S-nav from putting them in 914 on Very Fine. Use the ‘Save & Quit’ function to farm your level 4 key card via Fine on 914(recommended that you grind until level 5 as you will need a level 5 later), do not save while the machine is processing as doing so will cause SCP 914 to turn your cards into playing cards since the default position for it to be loaded in is 1:1.
After all that, you want to head just one room to the right of spawn and take a left down a hallway, at the room before it splits into an intersection is SCP 1499 and 3 SCP 500s in a bottle. Use SCP 1499 to avoid SCP 106 encounters. And if you’re willing to risk going through dogs again, put a SCP 500 into SCP 914 on Fine for a locket that will heal you to full overtime infinitely, and prevent death from 008 without the need of a hazmat suit. From here, you can either tango with SCP 049 in surveillance, or risk 106’s pocket dimension so you can be spat out in heavy containment. Make sure before you leave however to pick up SCP 860, as you will need to use it for Gate A’s ending, which can be a guaranteed victory that will grant you the achievement.
Heavy Containment
Like with the last guide, refer to the image posted. The ones labelled as ‘NO’ are SCP-966(a very dangerous enemy if you’re trying to make sure 173 is a non-threat as they reduce blink) and SCP 096(Both too scared of him, and if you see his face the elevators will lock, dooming your keter run). If you’re somehow in heavy containment and still blind… respect. But you’re probably going to break here; it only gets worse from here on out.
Since you have 4 possible entrances from Surveillance, I’m just gonna opt to not cover them. Sorry if that bothers you, but rest assured SCP 049 is better off not being in this blind keter run of yours since his touch is insta-kill, and even if you have SCP-714, you’re likely going to get stuck on walls and thus pinned by 049, or have your neck snapped by 173 due to being too slow at a crossing point.
If you spawned at 106’s containment chamber(done via the stone path), contain him, proceed to head four rooms to the right, then take a left for 9 rooms past maintenance tunnel with the code if you stopped at 372 to pick it up along with the black hand in 939. Then take another left, and you will find SCP-008.
If you don’t have the 372 code, only head towards rooms to the right until you reach 096’s room… I jest. You may be blind in real life, but in the game your character is not, and if your character sees SCP-096, the game will shutdown your means of escape even if you were already at Gate A or B, and you will be forced to die. Instead, stop 7 rooms to the right(just before that room), then take a right for two rooms. Take a left for until you hit the edge of the facility, then take another left. You will have then reached SCP-008
If you spawned in the supply closet, same gist except you take a left for one room, and keep walking until six rooms. But if you want to contain SCP-106 out of spite and/or to get the 05 card you will need in order to escape(you could’ve also grinded for that at 914, you were suggested this, don’t blame me), head south, then head right past maintenance tunnel with the code and SCP-049 with the black hand from dogs. take another right after those two rooms for four rooms, and then take a left. Refer to the part where I talked about the route where you spawned in 106’s chamber after that.
You must wear the hazmat suit or use SCP 427 to close the lid, as if you blink while trying to do so, 173 will break some glass and infect you with SCP-008. This sets you on a timer that will kill you before you can reach the gates; for a normal player they might make it just barely in time, but it will kill you.. After you’ve contained SCP-008, take a right from the elevator, then take another right down some stairs, up some stairs, and into another room requiring special movement.
Take some steps to the right as to avoid falling into SCP-009, as you’ll be in that room. Fumble around with the keycard until you hear the door open. Walk straight for a bit after heading through, then left, and open the door in front of you. You’ll make it to a checkpoint; where you’ll need to use an 05 keycard to then make it into entrance zone.
Entrance Zone
Although you likely don’t need to be told what to do from here if you can see, let us enjoy this part of the guide for our blind brothers and sisters. Who likely at this point have not only done 3x more than a fully trained military squadron specialized in re-containing anomalous creatures, but is also about to show just how ♥♥♥♥ at their job they are, and have shown themselves worthy of SCP status.
After successfully exiting heavy containment, walk straight for two rooms. To your right will be the electrical room. Assuming 173 isn’t waiting there to kill you, enter as quickly as possible, and shut down the remote door control. The lights will go out, but you can’t see them anyways, so that never mattered. Then wait for a bit, as those soldiers I mentioned from earlier will find SCP-173 still hot on your trail, and will contain them for you thus finally ending the game… not! Unfortunately, these soldiers are salty that you, a blind person, did a better job than them in every possible sense of word, action, and deed, so they’re going to use their guns to kill you and take all the credit. So don’t move after turning off the door controls. Wait for about a couple dozen seconds, perhaps even minutes after they contained SCP-173.
Then, assuming all the soldiers are gone(they might not so be quick), move two rooms straight and take a left for another two. There is a tesla gate on the way there, so do be careful not to shock yourself, or all this will be for nothing. Take a right for two more rooms. Then take a left so you can go talk with SCP-079. He will explain that you then have to backtrack all the way to the door controls so you can be let free, which you will have to do so.
For Gate B’s ending assuming you’re capable of also dodging a lot of bullets while blind: After backtracking, head one room straight ahead, and then take a right. You’ll meet SCP-066 on the way there again, which is a sign that you are heading in the right direction. Open the gate, move right a bit to get inside the elevator, then as you go up and leave take a left. Dodge the bullets as you open the door to the left, walk down the hall and head left, and you only just have to sit around and wait for the inevitable claiming of your prized achievement.
For Gate A: You will have to deal with an extra set of guards. They will be where the door for SCP 860 is. You will need to hide from them via SCP 1499 or use some trickery; after getting close to them but not seen they will wander the facility in search of you. Open the wooden door with the SCP 860 key, and travel down the path as quickly as you can in order to reach the end, left, right, left, right, left, left, left, right. If you don’t make it in time, you will be mauled. After that, just make it to Gate A. If you contained 106 already, it is an automatic win, you can let go of your keyboard and mouse using the elevator. But if you didn’t… you will need to take a left from where you hear 106 emerging. Go right through the tunnel over there via your keycard. Then take a left going down some stairs, and then continue hugging the left wall into you find a door. Go through that door and down the tunnel as quickly as you can. Then you will have won.
There are some minor things, like disabling the nuclear warheads in Gate B for slightly altered endings. But that’s not as important, as you along with however many others are the first blind people to have beaten SCP: Containment Breach with audio only. And, if you really are this masochistic, on Keter nonetheless. If so, then you definitely know this facility better than I do.
That’s it, then. Hope you all had a good read, and that you will find yourself with an easy achievement in the near future.
And that wraps up our share on SCP: Containment Breach Remastered: Survival In A Nightmare: Keter Achievement. 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 hythunza, who deserves all the credit. Happy gaming!