Malice/Varaxous Collaboration Spectacular
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Description: SCP-HHHH are nine standard 64GB USB flash drives, on which is stored a single executable (.exe) file. SCP-HHHH's exterior consist of black plastic, with a non-standard copper-zinc alloy USB connector. The labels on the sides of SCP-HHHH change sporadically, proclaiming the program stored on the drives to be "The Chronicles Animous", "Untold tales of West", and "the HEARTFIST saga", among others. This has no identified effect on the contents of the cartridge, save for the initial 'title screen'.

SCP-3124 can and has been used like a normal flash drive. However, if direct contact with SCP-3124 is made by a human, a USB port emerges from the base of the subjects skull above the C1 vertebra. The time from initial contact with SCP-3124 and completion of the USB port is precisely 10 seconds. All test subjects to date have described the formation of the USB port as "uncomfortable, but in no way painful". If SCP-3124 is then plugged into the port, the subject will enter a state of reduced perception and awareness, and will be compelled to seek out the nearest writing implements and suitable stationery. Once these items have been located, they will begin to transcribe short paragraphs and sentences, regaining control of their motor functions when prompted by the text.

The contents of SCP-HHHH are not fully understood, but appear to be a simple text-based adventure game revolving around a saloon in a stereotypical 'Wild West' setting. Gameplay is limited, but changes to the game environment remain constant across iterations.

The following documents are the first recorded interactions with the 'game', conducted by D-000120 on standard A4 paper.

THE HEARTFIST SAGA
An interactive experience by Ralph Gyre
All rights reserved.



You stand in a SALOON, facing away from the door. The occupants of the room seem strange, and oddly quiet — it's the early evening, and you were expecting the place to be bustling. To your left is a table around which a group of men are playing cards. To your right sits a LONE FIGURE, hunched over a drink. In front of you is the BAR.
What do you do?

>Talk to bartender


You walk up to the BAR TENDER. He looks up briefly from the glass he's polishing, grunts, and returns to his work. He appears normal, for the most part, but a foul scent wafts up from the vicinity of his legs. Disgusting. You clear your throat, hoping to grab his attention.

"Yes, can I help you?"

>Ask for a drink

You check your wallet, and you have enough for ONE BEVERAGE. Gesturing to the board behind him, the BAR TENDER reads off a list of drinks. His accent is thick and unplaceable.

The drinks are:

  • RUM
  • WHISKEY
  • BAR NUTS
  • WHISKEY
  • BEER

>Order a beer

The BAR TENDER shrugs, and pours out a tall frothy stein of BAR NUTS. You hand over the money, and he pockets it quickly. Without a second glance, he returns to polishing his glass.

>Talk to group of men


They don't want to talk

>Talk to lone figure


You walk up to the LONE FIGURE, and sit down next to him. Sliding your ONE BEVERAGE over, you attempt to make conversation.
What do you say?

>"Hello?"

"Hey."

>"Where am I?"

"In the SALOON."

>"I'm not sure I understand."

"It's not rocket science. You're the PROTAGONIST, and you're in the SALOON

>Ask about the men

"You realise you just said the phrase 'ask about the men' to me, right? In any case, you won't get any information out of them — they don't want to talk. RALPH never got round to adding the relevant dialogue. They're happy enough playing cards.

>"Are you self-aware?"

The LONE FIGURE nods. For the first time, you catch sight of his hands: human hearts, still beating, ventricles curled round like fingers.

"As much as anyone else, at least. Thanks for the BAR NUTS, by the way — they're the closest thing you can get to beer around here."

>"Thank you for your time."

"No problem. Always happy to help."

>Leave saloon

"I can't, and neither can you at the moment. You'll need to restart the GAME to exit dialogue mode with me. There's a lot RALPH never implemented.

>"Thank you."

"Any time."

At this point, SCP-HHHH was removed from D-000120, and the game reset.

Retμrn to WξSτLAηD
An interactive experience by Ralph Gyre
All rights reserved.



You stand in a SALOON, facing away from the door. The occupants of the room seem strange, and oddly quiet — it's the late evening, and you were expecting the place to be bustling. To your left is a table around which a group of men are playing cards. To your right sits a LONE FIGURE, hunched over some BAR NUTS. In front of you is the BAR.
What do you do?

>Leave saloon

You leave the saloon.


You decide to walk back into the saloon.


You stand in a SALOON, facing away from the door. The occupants of the room seem strange, and oddly quiet — it's the late evening, and you were expecting the place to be bustling. To your left is a table around which a group of men are playing cards. To your right sits a LONE FIGURE, hunched over some BAR NUTS. In front of you is the BAR.
What do you do?

>Look

Looking around the room, a number of features catch your eye. A dart board on one wall, a WINDOW on another, and a set of STAIRS leading down.

>Examine dart board

There's no "dart board" here.

>Examine stairs

The STAIRS are behind the BAR. You'll have to talk to the BAR TENDER if you want to go down.

>Talk to bartender


You walk up to the BAR TENDER. He looks up briefly from the glass he's polishing, grunts, and returns to his work. He appears normal, for the most part, but an extremely foul scent wafts up from the vicinity of his legs. You clear your throat, hoping to grab his attention.

"Oh, you again. Can I help you?"

>Ask about stairs

"Those stairs are for employees only, and you haven't a hope in hell of getting a job here."

>Incapacitate bartender

You grab a bottle of BAR NUTS, but as you do so the BAR TENDER leaps up. He's surprisingly spry for a man of his apparent age, and vaults the BAR with ease. Behind him, an oversized stomach trails in place of legs.

>Run

You run for the exit. The BAR TENDER screams after you, his accent dropped entirely. You have about five paces to get to the DOOR, but the BAR TENDER can reach you in half that.

>Swing nuts

There's a crash, and the BAR TENDER is lying unconscious in a puddle of BAR NUTS. You sprint for the door, slamming it behind you. You've escaped.


You decide to walk back into the saloon.


SCP-HHHH ceased functioning at this point and was presumed to have 'crashed'. D-000120 underwent non-fatal cardiac arrest shortly afterwards, and the game was restarted with D-408550.

THE W{{//;}}
An interactive experience by Ralph Gyre
All rights reserved.



You stand in a SALOON, facing away from the door. The occupants of the room seem strange, and oddly quiet — it's the late evening, and you were expecting the place to be bustling. To your left is a table around which a group of men are playing cards. To your right sits a LONE FIGURE, who tilts his head and looks at you strangely. In front of you is the BAR.
What do you do?

>Look

Looking around, you notice a WANTED POSTER on the wall to your left, and a WINDOW on the wall to your right. The sky outside is dark and flickering.

>Talk to bartender


You walk up to the BAR, but there is no BAR TENDER to be seen.

TODO