Item #: SCP
Object Class: Keter
Special Containment Procedures: SCP should be kept in a sealed standard containment chamber in Site XXX, powered off at all times. An accessible containment chamber adjacent to SCP’s containment chamber should contain one video game console capable of running at least one video game that meets the conditions required for a SCP-A. A site member of Level 3 clearance or higher should be in SCP’s adjacent containment chamber at all times, operating this console. The operator should work to mitigate any effect of SCP-A to the best of their ability, with express contact to Site Director Anderson and MTF Lambda-5 (“White Rabbits”). Site XXX’s reality anchor network should be routinely checked by maintenance staff. All site personnel should be familiarized with the nature of all games introduced to SCP’s containment chamber.
Description: SCP is an anomaly affecting a copy of the 1980 video game ‘Zork’ running on a DECsystem-10 mainframe computer. When the DECsystem-10 is powered on, the game runs for as long as user input is provided every 5 minutes. If this input quota is not reached, the computer will power down. SCP’s anomalous effects manifest in alterations of the coded parser outputs in the game. These alterations can range in significance greatly, often going unnoticed by the untrained eye. When an alteration appears, the next user input will result in a shift in global Hume levels in the area for a short amount of time. Immediately after this shift, SCP will warp reality in some way related to the user’s input (see Test Log A). The sentience of SCP is currently in debate.
While the DECsystem-10 remains powered off, SCP gains the ability to ‘move’ between electronic devices within 5 meters of it that is running any video game that contains dialogue-related user input options. SCP is able to influence these games in a similar manner as it does its host device, at which point the affected device becomes an instance of SCP-A. However, SCP’s ability to shift Hume levels is negated significantly when operating on any console other than its original DECsystem-10, mitigating the effects of its reality alterations. Other than this discrepancy, instances of SCP-A behave in the same way as the host console, powering off after 5 minutes of inactivity to move to another console. It should be noted that SCP’s reality altering abilities are bolstered with each transition, hypothesized to reach its original power after just 5 jumps.
The only known way to prevent the spread of SCP is to trigger its primary anomalous effect, which will send it back to the device it had jumped from. No attempt should be made to destroy SCP or any instance of SCP-A (See Incident Report 5A).






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