Items

Gas Mask
The gas mask is used to circumvent the effects of the decontamination gas used in the lockrooms or the gas catwalks. The gas will normally cause the player to cough and make them blink faster, but using the gas mask will help abate these symptoms, despite obscuring the player's vision when doing so.

Super Gas Mask
When put through SCP-914 on "Fine" or "Very Fine", the Super Gas Mask is made. When it is equipped, it will constantly replenish the player's stamina, allowing for long periods of sprinting while equipped. It will counteract the negative effects that the ballistic vest has on sprinting, though it won't regenerate and keep stamina infinite if SCP-714 is equipped.

Heavy Gas Mask
If the gas mask is combined with an ingot of SCP-148 and put through SCP-914 on "Fine" or "Very Fine", it will produce the Heavy Gas Mask. This variant of the gas mask grants the player immunity to SCP-012's effects and accelerated stamina regeneration.

First Aid Kit

 * See also: Injury System

First aid kits are used to alleviate or stop bleeding, and recover health from gunshots and various other wounds. Upon using it in the inventory, the player will crouch and start patching themselves up. Since it takes a few moments until the player finishes patching themselves, it is not recommended to use it while being shot or near a hostile SCP. Depending on how severe the injury is, it can either stop blood loss entirely or slow it down. Even with a first aid kit, the player will more than likely not survive several gunshots. A first aid kit is mostly recommended for bloodloss, when a small first aid kit will heal mostly wounds. They can be found in SCP-914's containment chamber, in a maitnaince shaft, sometimes in archive rooms and Dr. Harp's office.It also can be created by a fine syringe in SCP-914 on "Coarse".

Small First Aid Kit
The small first aid kit is created by placing the normal kit into SCP-914 on the "Fine" setting. It should be noted that the small first aid kit is more effective against wounds and heals faster, compared to the normal first aid kit, though a first aid kit is recommended for bloodloss mostly. It can be also created by a fine syringe in SCP-914 on "Coarse".

Blue First Aid Kit
The blue first aid kit is created by placing the normal kit into SCP-914 on the "1:1" setting. This kit has the same effect on the player as the normal kit, but will affect the player with any of the following conditions, thus not recommended :
 * Increased speed, followed shortly by death.
 * Inverts mouse controls (if they're already inverted then it will un-invert them).
 * Blurred vision for 70 seconds.
 * Fully heals the player.
 * Sets injury level to 3.5 (highest is 4), regardless of any previous injuries.

Syringe
The syringe is a one-time use item that allows the player to be injected with a serum that gives them an adrenaline rush. When used, it will cause the stamina meter to decrease at 50% its normal rate for 20 seconds, while healing any injuries at a slow rate for 30 seconds. However, in that 30 second period the player will slowly be inflicted with blood loss.

Fine Syringe
The fine syringe can be acquired by placing a normal syringe in SCP-914 on the "Fine" setting. When used, it will heal the player's injuries and cause the stamina meter to decrease at random rates.

Very Fine Syringe
The very fine syringe can be acquired by placing a normal syringe in SCP-914 on the "Very Fine" setting or placing a fine syringe in it on the "Fine" or "Very Fine" settings. Three different effects can take place once the player is injected with this item:


 * The player's stamina will decrease at 10% its normal rate for 30 seconds while the player will be healed at a random rate.
 * The player's speed will be increased shortly before they die.
 * The player will begin retching for 30 seconds before they vomit.                                                Putting the very fine syringe in SCP-914 on one of the "Fine" settings will create a doctor infected with SCP-008 virus.

Ballistic Vest
The ballistic vest is an item that provides protection from bullets. However, it does not protect the player from being hit in areas such as the leg and head. This protection allows the player a chance to escape from the MTF, but this is unlikely, given that they usually rapid fire. The ballistic vest takes a while to be equipped, during which time it will heavily impede the player's movement speed. Once the vest is donned, the player's turning speed becomes slower. If the vest gets hit, the player's stamina will begin to drop, as well as receive minor injuries but will not bleed. They can be found in the Warhead room and Dr. Maynard's office.

Heavy Ballistic Vest
The heavy ballistic vest protects all but the player's head from bullets. Once donned, the vest will cap the player's stamina at 60% of the normal maximum, but will give the player more protection against MTFs. If the vest is hit, the player will receive minor injuries, but will not receive any further drops to stamina. It is created by putting the Ballistic Vest in SCP-914 on "Fine".

Bulky Ballistic Vest
The bulky ballistic vest is unable to be picked up due to its weight. It is created by putting the Ballistic Vest in SCP-914 on "Very Fine".

Hazmat Suit
The hazmat suit is used for protection from SCP-008 when the player enters its chamber, and it is located in the small storage area right outside its chamber door. Like the ballistic vest, the hazmat suit takes a while to be equipped, during which time it will heavily impede the player's movement speed. Once donned, the suit will cap the player's stamina at 60% of the normal maximum. It will also protect the player from SCP-049's lethal touch, though SCP-049 will eventually remove the suit if given enough time. No other items can be used alongside the hazmat suit.

Heavy Hazmat Suit
The heavy hazmat suit is created when the player puts the hazmat suit and an SCP-148 ingot through SCP-914 on the "Fine/Very Fine" settings. The heavy hazmat suit protects the player from SCP-012's memetic properties, and protects from the tentacles that spawn from the floor in SCP-035's containment chamber, though they still damage you.

Mysterious Hazmat Suit
The mysterious hazmat suit grants the player with the increased stamina regeneration of the super gas mask. It can be obtained by putting the hazmat suit through SCP-914 on the "Fine" or "Very Fine" setting.

9V Battery
The 9V batteries can be found throughout the facility, and are used for powering the S-Navs, radios and night vision goggles.

18V Battery
When the 9V battery is placed in SCP-914 on "1:1", the player will receive an 18V battery. It can only be put into the radio. Attempting to put it in the S-Nav will print a message reading: "The battery doesn't seem to fit".

Strange Battery
This version of the battery can be obtained by placing it in SCP-914 on the setting "Fine" or "Very Fine". However, the player cannot use it without using the GODMODE console command, as attempting to touch it will electrocute the player.

ReVision Eyedrops
ReVision Eyedrops are a small, blue bottle that, when consumed, will slow down the blink meter for a short period of time. They can be used most effectively when encountering SCP-173. By putting it through SCP-914 on the "1:1" setting, the player will obtain ReVision Eyedrops with a red label, titled "RedVision Eyedrops". However, it is to be noted that no form of eyedrops will work while wearing SCP-714. They also cannot be used whilst wearing a gas mask or a hazmat suit.

Eyedrops
The eyedrops are obtained by putting the ReVision Eyedrops through SCP-914 on the "Fine" or "Very Fine" setting. The resulting item from converting it on "Fine" or "Very Fine" setting have different effects. "Fine" eyedrops will slow down the blink meter for a longer period of time and alleviate some of the player's blood loss. "Very Fine" eyedrops will cause the player to stop blinking entirely for a prolonged period of time. However, the player's vision will become blurry over time until the player becomes completely blind for a set period of time, which can be dangerous when near SCP-173.

Pill
A pill or white pill can be obtained by placing SCP-500-01 into the SCP-914 on 1:1 setting. It serves no function.

Upgraded pill
The upgraded version of the SCP-500-01 pill can be obtained by putting it through SCP-914 on "Very Fine". The pill doesn't heal any of the player's ailments, and instead will eventually turn the player into an SCP-427-1 instance.

Severed Hand
The severed hand is used to open doors with DNA scanners. It can be found inside SCP-012's containment chamber beside the door to the chamber itself. It can used to open the small blast door in the large testing chamber, as well as the door to the control room in SCP-079's containment chamber.

Putting it through SCP-914 on the "1:1", "Fine", or "Very Fine" settings will turn the hand into one with a darker color. This hand can be used to access the small blast door in SCP-049's containment chamber, bypassing its tunnels. This darkened variant can also be found inside Storage Area 6 behind several crates in the first portion of the area.

Clipboard
The clipboard allows the player to store documents, notes, Emily Ross' badge and keycards whilst using only one inventory space. The clipboard is able to hold up to 10 at a time. Inside the inventory, the player can drag and drop a document or keycard over the clipboard to attach it. Double clicking it will display all the documents/keycards currently attached to the clipboard.

Putting it through SCP-914 on the "Fine" setting will make the paper clip stronger, increasing the clipboard's capacity to 15 documents/keycards. Putting it through the "Very Fine" setting allows it to hold 20.

Wallet
The wallet allows the player to store key cards, quarters, coins, the Lost Key, Emily Ross' Badge, Movie Ticket and SCP-860 whilst using only one inventory space. The wallet is able to hold up to 10 at a time. Inside the inventory, the player can drag and drop a card or other item over the wallet to put it into it. Double clicking the wallet will display all the items currently stored in the wallet.

It can be found in the storeroom near the dead bodies of a janitor and a scientist.

Night Vision Goggles
The night vision goggles require 9V batteries to operate. When equipped, the player's view will be covered in green, pixelated scan lines. A battery indicator is displayed on the left lens, showing how much battery life remains.

Equipping the night vision goggles enhances the player's vision, allowing them to see clearer and farther. They are capable of letting the player view SCP-966 instances and resisting the memetic effects of SCP-012. They can also be used in junction with the hazmat suit, to gain the benefits of both it and the night vision goggles. The disadvantage to using them however is that the goggles themselves are difficult to see out of due to the scan lines covering the lenses. In addition, the goggles provide no protection against SCP-895, and will kill the player should they linger near its containment chamber when equipped.

The super night vision goggles are obtained by putting the night vision goggles through SCP-914 on the "Fine" or "Very Fine" settings. The "Fine" variation notably tints the goggles red and does not require batteries to function. SCP-895 and SCP-012's effects will be strongly resisted by the goggles.

The "Very Fine" variation tints the goggles blue and provides slightly more coverage than the "Fine" goggles. SCP-895's effects will be weakly resisted by the goggles, although it can still kill the player quickly. The goggles will also detect and show the player's distance from nearby SCPs or other hostile threats in their vision. The actual points being triangulated are only updated every 10 seconds though, indicated by a timer seen at the top of the lenses. Unlike the "Fine" goggles, they require batteries in order to function. Caution is advised though since the timer's reset causes the player's vision to be obscured momentarily, allowing threats such as SCP-173 to move when in line of sight.

The normal night vision goggles can be found in Sector 1 of Storage Area 6 in the small hallway where a SCP-939 instance is spawned (sometimes) besides a black severed hand. They can also be found in the Heavy Containment Zone inside SCP-966s' containment cell, and in the Entrance Zone in an underground server hub.

Item SCPs

 * SCP-148
 * SCP-427
 * SCP-500 Pill
 * SCP-513
 * SCP-714
 * SCP-860
 * SCP-1025
 * SCP-1162's Nostalgia Items
 * SCP-1499
 * Some SCP-420-J
 * Cups

Joint/Smelly Joint/Cigarette
The joint and the smelly joint are received by putting SCP-420-J through SCP-914 respectively on "Fine" and "Very Fine". Upon using either one of them, a message will appear saying, "UH WHERE... WHAT WAS I DOING AGAIN... MAN I NEED TO TAKE A NAP...", followed by death.

The cigarette is obtained by putting SCP-420-J through SCP-914 on "1:1". Using it will display one of the following messages:


 * "I don't have anything to light it with. Umm, what about that... Never mind."
 * "I quit that a long time ago."
 * "Even if I wanted one, I have nothing to light it with."
 * "Could really go for one now... Wish I had a lighter."
 * "Don't plan on starting, even at a time like this."
 * "You are unable to get lit."

Strange Bottle
The strange bottle is an item that can be received by putting the first aid kit in SCP-914 on the "Very Fine" setting. Using the bottle has varied effects, which include: It should be noted that the nausea cannot be cured using SCP-500, but rather smoking SCP-420-J. Also, even if SCP-106 is contained, the player will still be teleported to the Pocket Dimension, but SCP-106 will not appear in it.
 * Being teleported to the Pocket Dimension.
 * Curing all injuries and ailments.
 * Heavy bleeding.
 * Nausea, blurring the player's eyesight for a period of time.

MasterCard/Playing Card
The MasterCard is an item that has a chance of being spawned when putting any keycard through SCP-914 on "Very Fine", or it can be obtained by putting the playing card through on "1:1". It can be converted into 4 quarters by being put through SCP-914 on "Coarse".

The playing card is an utterly useless item that can spawn when putting any keycard through SCP-914 on "1:1" or "Fine".When both set to "Fine" or "Very Fine" in SCP-914 they will be refined to a Level 1 and 2 Key Card, respectively.

Both items can also be retrieved by interacting with SCP-1162.

Origami
When placing a document into SCP-914 and refining on a "Fine" or "Very Fine" setting, the player can receive the origami. It can also be retrieved by interacting with SCP-1162.

It is a piece of paper folded into the shape of a crane. It serves no role in the game.

Emily Ross's Badge
A badge which appeared to have belonged to Assistant Emily Ross.

The QR code at the bottom left reads:

"''Emily Sharon Ross

''Assistant Researcher

''Lvl 2  Code: 55.678741-4.065784''"

The code on the badge is a set of geographical coordinates, which point to a shop entitled "Emily Ross Furnishings" in the United Kingdom.

Quarter
The quarter is an item that is required to use SCP-294. The player needs two quarters in order to acquire a drink from it.

Quarters can be created by putting a MasterCard through SCP-914 on "Coarse", which will make 4 of them.