Kilowatt34
rating: 0+x
Item#: XXXX
Level2
Containment Class:
euclid
Secondary Class:
none
Disruption Class:
vlam
Risk Class:
warning

Special Containment Procedures: Foundation-developed spyware has been deployed to all escape game facilities1 on the island of Ireland to monitor for entrances to SCP-XXXX. When an entrance is detected, Foundation personnel are to be deployed to secure the site and administer Class-A Amnestics as needed. If SCP-XXXX has inflicted serious injury or death upon entrants, personnel are to isolate the anomaly. If entrants instead returned safely, 1 member of D-Class personnel is to be introduced into SCP-XXXX every 48 hours. Communication with SCP-XXXX-1 is no longer considered a priority.

Description: SCP-XXXX is an extra-dimensional space entered via an escape game facility on the island of Ireland. When individual(s) enter the escape game acting as an entrance to SCP-XXXX, they will de-manifest from baseline reality, returning 60 minutes later. Previously installed surveillance equipment within the facility will display a live feed from within SCP-XXXX during this time. The entrance to SCP-XXXX will remain stationary until it is entered 3-12 times, or 48 hours pass without entry. The entrance to SCP-XXXX will then appear in another escape game facility.

SCP-XXXX-1 is a human male of Irish descent, 1.67 meters in height and answering to the name 'Jack'. Upon entry to SCP-XXXX, SCP-XXXX-1 will manifest in close proximity to entrants. SCP-XXXX-1's memories and personal effects will vary between manifestations, with the exception of a silver cross and hollowed-out turnip that are present in all cases. SCP-XXXX-1 will attempt to assist entrants in escaping SCP-XXXX.

SCP-XXXX contains a set of rooms and phenomena based on the fictional narrative of the escape game used to enter it, with significant deviations in tasks required to progress as well as physical space compared to baseline reality. SCP-XXXX will always contain a 2m tall gate constructed from an unknown pearlescent material, containing 12 keyholes. This gate is theorized to be the intended method of safely exiting SCP-XXXX, although all attempts to open the gate have thus far been unsuccessful. 60 minutes after entry, SCP-XXXX will generate an effect in line with the entrance's fictional consequences for failure before ejecting entrants.

The following is a list of recorded SCP-XXXX entrances and their corresponding effects on entrants:

Game Title Narrative Excerpt Recovery log
The Killer's Cabin Trapped in the basement of a twisted murderer, you have 60 minutes to escape before he returns! Whatever you do, don't lose your head… Entrants return suffering severe lacerations to the neck and torso. All expired upon return or shortly thereafter.
Escape the Boat You're lost aboard a sinking ocean liner! Make it to the lifeboats in 60 minutes, or go down with the ship! Entrants return having been exposed to a large volume of water. One suffered from respiratory impairment and was successfully resuscitated. D-Class using this entrance were supplied inflatable life vests.
Worst Date This is the worst possible time to lose a handcuff key. If you can't find it in the next hour, your in-laws will have some very awkward questions for you… Entrant returned unharmed and in a state of partial undress. A set of handcuffs was affixed to their left wrist.
Baba Yaga's Hut What secrets await within the old witch's hut? Plunder her magical treasures and escape before she returns in 60 minutes, or else… Several toads returned from SCP-XXXX. The toads were captured by personnel and are currently under observation at Site-17.
Space Station Disaster The power's failing, and you have only 60 minutes of oxygen remaining! Reach the escape pod, or suffer a cold death in the depths of space! Entrants returned suffering from generalized hypoxia. All were treated via oxygen concentrators and suffered no permanent damage.

Thank you very much for reading, kind stranger!