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It's never easy being the new guy. You keep forgetting people's names, you still need to
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get to grips with office politics, and the senior staff keep eating your pudding cups out of the
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office fridge – even though they were clearly labelled with your name. And if you thing being
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a regular new guy is rough, then you can only imagine the terror of being the greenest employee
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at The SCP Foundation. As a humble research assistant, you feel like you're basically one
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rung above D-Class. You're itching for a chance to prove your mettle and climb the ranks, and
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lucky for you, you're about to get that chance. Okay, well, lucky may be a funny way of putting
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it. You were so wrapped in mourning the pudding cup that you're pretty sure you saw Dr. Dan eating
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earlier that day that you didn't even notice the alarms for a containment breach going off.
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You also barely registered the faint hiss, like a chemical burn, as a black scorch-mark begins
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to spread across the wall behind you. It's only when you can smell the unmistakable stench of
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rotting human flesh that you put down your empty pudding cup and turn to see something
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horrifying standing right behind you: It's the yellow-toothed grin of a decaying old
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man oozing his way through the wall. That's right – you're face to face with SCP – 106.
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One of two things can happen right now: Uncle Larry here can grab you with his dirty,
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grey fingers and introduce you to the kind of pain that would make Pinhead from Hellraiser blush. Or,
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you can think fast, remember your Foundation training, survive the night, and perhaps even
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help your co-workers get this wall-walking monster back into containment. Then, you
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might finally get the respect you deserve around here. You swallow your fear, steel your nerves,
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and try to recall everything they taught you about this creep during orientation.
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Keep your wits about you and keep your eyes on the walls: This is You Vs SCP – 106, aka The Old Man.
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Theoretically, you have all the knowledge you need to survive this containment breach,
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but while we were reading the intro, the Old Man managed to fully seep in through the walls – and
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now he's heading right for you! Our first piece of advice for you is to turn tail and run like hell,
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putting some major distance between you and him. SCP – 106 has proven pretty much immune to all
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physical damage, so even if you're packing knives, guns, and a Bruce Lee level of combat efficacy,
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it's better to just not engage. Despite its appearance as a frail old man who'd
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been left dead in a ditch for two months, this creature is incredibly strong. He's dealt out
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massive physical trauma to victims in a matter of seconds once he's gotten his hands on them,
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and what comes after is even worse… But we'll get to that later. For now,
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you run out of the room and bolt around a corner. You realise security has probably been deployed
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elsewhere, and just hope that they can get to you in time. Though seeing as SCP – 106 can shrug off
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machinegun fire like spit balls, they're probably more the illusion of security than the real thing.
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You don't even bother closing the doors behind you as you run, because it's not
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like this thing even uses doors. There's almost no physical barrier that can keep the Old Man
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from getting his hands on his favourite prey: Terrified, running humans. For example, you.
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While you're putting the pedal to the metal and trying to get away from this sadistic
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freak as quickly as possible, here's a little background on what you're up against. SCP – 106
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is an extremely dangerous Keter-class anomaly that's operated as far back as World War One,
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when he's believed to have been created. For the uninitiated, the Keter class is reserved for the
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anomalies that are exceptionally hard to contain and require complex and extensive methods to do
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so, and SCP – 106 earns that classification with its truly exceptional skills as an escape artist.
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It's believed to be capable of, if given enough time, passing through any form of solid matter.
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Doors? No problem. Walls? Forget about it. Think even a ten-foot-thick brick of concrete can keep
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him away? You're in for a world of pain, my friend. In terms of its ability to walk
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through solid matter, there are only three things that may work to your advantage here.
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Tests on SCP – 106 have shown that it has a certain aversion to lead. Lead won't hurt it, or
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entirely stop it, but it'll slow him down for long enough to formulate a plan of action. SCP – 106
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also appears to become confused when it's required to pass through more complex physical structures.
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For example, it would be far easier to pass through a simple wall than, say, a car – where
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there's a variety of shapes and materials at play. The Old Man has also shown a pronounced aversion
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to liquids, which also cause it to become confused. It's for all these reasons that its
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containment area is comprised of sixteen spherical “cells”, each filled with various fluids and a
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random assembly of surfaces and supports, to keep the capricious Old Man too confused to attempt
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regular containment breaches. 106 is an ambush predator at heart, sometimes waiting completely
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motionless months at a time. But it only needs a few key seconds to turn the tables on its captors.
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Its attacks are most likely to occur just after the people observing it let their guard down…
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Again, we have to reiterate, there is no way you can fight this creature. You have to play
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defensive, or you'll end up as a plaything to one of the most sadistic creatures under the
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Foundation's lock and key. Despite its rotted appearance, the Old Man is no mindless zombie.
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He's one of the more intelligent and cunning creatures you'd be unlucky to run afoul of
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while working on a Foundation containment site. There's a killer instinct behind those black,
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shark-like eyes and that toothy, lipless grin. Before you're ready to survive this nightmare,
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you need to first understand all the numerous ways the Old Man can murder you.
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As we mentioned before, while the Old Man isn't exactly a martial artist in the agility
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department, he's freakishly strong. If the Old Man catches you in his deathly tight grip, there's
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probably no saving you. He'll likely tenderise your body and incapacitate you by attacking major
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organs, muscle groups, and tendons. We wouldn't advise screaming for help as he does this,
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because you'll probably just excite him. After all, SCP – 106 doesn't hunt out of hunger – we
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haven't even seen the creature eat. 106 hunts because of desire, and that desire is to cause
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maximum pain and suffering in its victims. His entire body is also covered in a kind
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of powerful, corrosive mucus that can be dangerous to both objects and organic tissue,
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and the burning caused by said acidic mucus won't abate until around six hours after first contact.
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So even touching SCP – 106 is a huge no-no if you want to get out of this containment breach intact.
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But the horror won't end there. No, once you're in his clutches, it's just the beginning of your
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terrible ordeal. Once you've been sufficiently incapacitated, you'll see that the Old Man is
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sinking back through the wall – and taking you with him! And I'm sorry to say that where you're
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going isn't just the other side of the wall. You're being dragged into the Old Man's pocket
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dimension. This is SCP – 106's lair, a little universe of endless dark corridors where he has
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absolute control. If you're in there, and somehow watching this video on otherworldly 5G, then I'm
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afraid it's probably already too late for you. In the pocket dimension, 106 has total mastery
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over spacetime. You can be trapped, hunted, and tortured for what feels like centuries on end.
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If it's feeling particularly cruel or bored, it might let you go for a little while, just to
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hunt you down and trap you again. People who have finally been released from the pocket dimension
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are often dead or on the edge of death, heavily mutilated, with their faces locked into a final,
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agonised scream. The only consolation for any of these people is that they probably
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lost their minds long before they died. To SCP – 106, it's all just a sick, twisted little game.
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If you want to survive, you can't play his game. The Old Man wants to be entertained by your fear
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and suffering, so if you scream and flail and panic, you're just gonna encourage him.
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As hard as it is, you need to adopt a steely calm if you want to maximise your chances of surviving
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the breach. As you run from him, try to stay in the absolute middle of the hallway. When the Old
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Man enters his pocket dimension, which must always be against a solid surface, he can re-emerge from
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any point connected to the initial entry point. In other words, he can merge into the wall on one
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end of a long hallway, and instantaneously appear on the other end, cutting you off.
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You're not even immune to attacks from above, as SCP – 106 is able to walk across the ceiling
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for an indefinite period of time. Being 100% aware of everything around you at all times
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is the only way to ensure your survival. If you can, get out of the narrow corridors
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of the Foundation's hallways and find your way into a more open area with high ceilings as soon
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as possible. 106 is less likely to head you off there, and if you can maintain vigilance, you'll
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be able to see him coming and get a head start. Of course, you can't run forever, and the patient
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Old Man is positively counting on that. Your next mission will be to rendezvous with your colleagues
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and commence the grisly containment procedures, but that's not so easy with 106 on your tail.
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One proven method of buying time against the monster is exposing it to extremely bright light.
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While, once again, this light cannot cause 106 any actual harm, it may startle the creature and cause
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it to retreat back into its pocket dimension. When the Old Man is hiding, that's when you
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have a golden opportunity to grab a member of D-Class personnel and drag them into the vacant
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containment chamber. What comes next isn't pretty, but it's the only tried and true method of getting
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this thing back into containment – so you may need to leave your morals and empathy at the door.
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While 106 is still distracted, you'll need to subdue the D-Class and set up a direct feed to
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the building's intercom. The Foundation has found that the best way to lure the Old Man back into
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containment is with the prospect of causing more suffering. In order to do this, you essentially
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need to torture the D-Class until they scream into the microphone, showing a certain rotting,
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grinning sadist that there's fun to be had back in the containment chamber.
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It's recommended that you mutilate the D-Class at intervals of twenty minutes in order to give
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the Old Man enough time to hear the screams and estimate the location of their source.
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Not a natural born torturer? Don't worry, if you don't like the idea of slashing a
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man's tendons yourself, you can make use of a special hydraulic press they keep on site,
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lovingly nicknamed “the femur breaker”, to wring some screams out of your unfortunate D-Class.
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Once the screaming begins, it's time to vacate the area and wait. When, inevitably,
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SCP – 106 returns to enjoy the little treat you left for him, it's time to seal the containment
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behind him. The screams of the D-Class you sacrificed may haunt you until your dying day,
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but at least your dying day won't be today, thanks to the tips and techniques you've learned here.
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Thanks to your excellent handling of the latest containment breach, you might be lucky enough
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to find yourself promoted from assistant to junior researcher – meaning you'll be
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spending even more time with charming creatures like SCP – 106. So just keep the things you've
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learned here in mind today. After all, you may be needing them again real soon…
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Check out our You Vs playlist for more info on battling fiction's biggest badasses,
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and if you want more SCP content, check out our new channel: SCP Explained – Story and Animation!