 Item number SCP-687 Object Class Safe Special Containment Procedures SCP-687 is to be kept in a secured room at site 15. The room is to contain a desk with locking drawers, a standard office chair, and a 12-inch analog color television, as well as equipment to record and remotely monitor testing of SCP-687. When not being actively tested, SCP-687-1 is to be powered down and disconnected from its power source, and SCP-687-3 is to be kept in an anti-static envelope and locked in the top drawer of the desk supporting SCP-687-1 and SCP-687-2. SCP-687-2 should remain attached to SCP-687-1 to prevent wear on the connecting hardware. When being tested, SCP-687-1 and SCP-687-2 are to be plugged into one standard UPS, uninterruptible power supply, that is connected to the facility power grid. UPS is to be replaced after each 100 hours of use. Under no circumstances are Class D personnel to be used for testing SCP-687. Testing is permitted by personnel with clearance 3 or above, with written approval by the site director. Description SCP-687-1 is a Commodore 64 home computer built in 1980 serial number S-000 Non-invasive examination of the hardware confirms that it has not been obviously modified and all parts appear to be from the original manufacturer. SCP-687-2 is a Commodore 1541 5.25 inch disk drive built the same year as SCP-687-1, serial number S-000 As with SCP-687-1, all parts appear original and not obviously modified. If an attempt is made to turn on SCP-687-2 when it is disconnected or connected to any computer other than SCP-687-1, it will fail to operate. When SCP-687-2 is connected to SCP-687-1, both units perform to the manufacturer's specifications, except when loading SCP-687-3 as specified below. SCP-687-3 is a 5.25 inch floppy disk without manufacturer's markings. A fixed to the disk is a handwritten label with the word documents in block capitals. Attempts to read the disk with any drive other than SCP-687-2 results in severe read errors and potential damage to the hardware. Passive scans using f***ing inconclusive and produce conflicting data. When SCP-687-2 is connected to SCP-687-1, SCP-687-3 can be loaded into the drive and read like any normal disk. Only one file, noir, is visible to the operating system. This file can be executed by typing load quote noir and quote comma 8 comma 1 period. When loading and running the noir program, the heat output of both SCP-687-1 and SCP-687-2 increases by 400 percent and power consumption will double. Any testing equipment attached to ports on the computer or drive will experience severe and random voltage spiking. These anomalies do not appear to impact performance or cause any damage to SCP-687-1 or SCP-687-2. Once the noir program is loaded, the user is presented with a short graphic stating, cracked by the time lords. After approximately one minute, a title screen appears. The title screen reads noir, a hard-boiled adventure by f***ing games. Copyright 1981, there is no record of f***ing games releasing a game with this title. Pressing the space bar will launch the game. Noir appears to be a text-based adventure game similar to many other games released about the same time. However, the parser appears to be able to comprehend any intelligible English command, even with some words misspelled. In addition, there seems to be no functional limit to the game's territory and it will respond to queries about its environment in detail beyond what should be possible, given the data storage limitations of the hardware running the game. The setting of the game will also change based on who is playing. A new player will be placed in a new random environment. A returning player will be placed at whatever point that player ceased playing last. All initial environments so far presented by the game have been within urban areas within the United States between the years 1923 and 1942. By using command's look itself and inventory, it has been confirmed that a player's in-game avatar matches the appearance and dress the player had when starting the game. The player's in-game avatar will also possess whatever objects or equipment the player had on their person when starting the game. The game is freeform and gives no obvious clues about how to win. However, it does keep a score that prints after every action. The score can go up or down, with no indication of an upper or lower bound. High and low scores to date are 1 and minus 1. If a player dies in-game, the score is set at 0 and any future command typed in by that player during any future game session will receive the following response. You cannot do that. You are dead. No abnormal effects are detectable on a player during gameplay. However, after a game session, the next time the player enters a REM sleep state, they will have an unnaturally vivid dream where they experience the events that occurred during the game. During the dream, the player's perceptions are indistinguishable from reality. Extreme cases will show physical manifestations of injuries suffered within the dream. Examples include one subject who presented with bleeding of the fingernails after dreaming of unsuccessful attempts to escape the trunk of a car driven into the Red River, another subject who developed severe bruising of the face and strain of the anterior longitudinal ligament after dreaming of being beaten by a hostile police officer and another subject who presented with partial paralysis after dreaming being a victim of a 1929 gangland execution in a Chicago garage. Typically, such injuries are transient, even in cases where the dreams end in fatality. However, severe psychological after effects are likely and will tend to be more severe than if the dreamed trauma had actually happened during a waking state. This is in large part due to the lack of volition subjects experience in the dream and the foreknowledge of what is about to happen to them. All subjects report a complete belief in the reality of the dream world even knowing they are replaying events from the game. If a subject has died violently in the game, the subsequent dream of the event can be traumatic enough that this belief can foster a delusion that the real world is unreal. Victims of this delusion report being convinced that they are still dreaming or are in purgatory. Both physiological and psychological reactions are not clinically abnormal for the stresses subjects report experiencing within these dreams. Given the experimental evidence of in-game actions having actual historical impact, it is theorized that the dreaming state is a side effect caused by the player's perceptions of game-directed activity catching up to the present day. Addendum 1. Experiment Log for SCP-687 Experiment Log 687A Test 005 Date 19 Subject D Procedure Subject is provided an unloaded .45 automatic handgun then is told to play the game and issue the command inventory followed by the command Drop Gun Results Subject's game avatar has an unloaded .45 automatic handgun and inventory of same-making model provided to subject. The command Drop Gun results in the gun being left in a dumpster next to subject's avatar. At this point, the subject is ordered to exit the game. Physical gun is still in subject's possession and surrendered back to Foundation personnel. Test 006 Date 19 Subject D Procedure Immediately after test 5, subject is provided a box of .45 caliber ammunition then is told to resume the game. Results Subject's game avatar appears in same-place gameplay stopped during prior test. Subject types pick-up gun followed by the inventory command. Subject's avatar now has both gun and ammunition in inventory. Subject score increased by 10 points after gun is loaded. Physical gun is still in possession of Foundation personnel. Test 007 Date 19 Subject D Procedure Subject with in-game possession of a loaded firearm is instructed to type command Shoot Self. Results Subject's game avatar shoots itself. Score is reset to zero. All commands entered after this receive the response You cannot do that. You are dead. Subject expresses disappointment but suffers no immediate effect. The following morning, Subject evidences considerable distress showing uncontrolled tremors and weeping. When asked about cause of distress, Subject responds I couldn't stop myself. Test 015 Date 19 Subject D Procedure Subject with a game avatar occupying the city of 1838 is instructed to place a classified ad in the Gazette reading Dr. is a loser. Results Subject types in command Place ad in Gazette that reads Dr. is a loser. The game parses command and prints five pages of narrative in response covering approximately three hours of game time including a bus ride to the Gazette offices small talk with the receptionist and a discussion with an editor about the content of the ad Foundation researchers uncover microfiche records of the 1201 1938 issue of the containing the ad Dr. is a loser. Score increases by 100 points Given the importance of these results I will overlook the fact that I am not amused. Dr. Test 023 Date 19 Subject D Procedure Subject with a game avatar occupying the city of 1924 is given a first edition hardcover of slaughterhouse five by Kurt Vonnegut inscribed by Dr. once subject is playing game subject is instructed to go to bank and place in-game copy of the book in a safety deposit box results subject attempts to comply but is caught in the crossfire of a gang war game avatar dies and score reset to zero note a routine audit of foundation archives uncovered SCP an anomalous hardcover edition of slaughterhouse five recovered from a used bookstore in Los Angeles, California in 1947 the book bears inscription by Dr. and the additional phrase miss me yet? Written in human blood second inscription is consistent with the handwriting of D67895 SCP is reclassified SCP EX Addendum 2 of escape of D67895 document number I6871 personnel involved D67895 male 27 years of age sociopath convicted of the series of killings and agents A and C and research assistant Dr. G date location containment room of SCP 687 description for a period of two weeks D67895 had been extremely cooperative with foundation personnel and had logged 25 hours of gameplay covering approximately two months of in-game time during January and February 1934 in Cleveland, Ohio D67895 proves highly intelligent and adaptable using the sophistication of the game's parser to complete very complex tasks with one or two commands permission granted to allow D67895 to read newspapers of the era as well as retain paper and writing implements to take notes three days before scheduled monthly termination D67895 is brought in for a routine scheduled session with SCP 687 halfway into the session D67895 types the following unauthorized command do everything written on page one upon entering the command approximately 150 pages of narrative text are printed on screen Dr. G, observing remotely orders immediate end to the session and initiates containment breach protocols Agents A and C in the room with D67895 attempt to restrain the subject and remove him from contact with SCP 687 D67895 laughs saying too late boys when the narrative text completes printing data expunged Aside from SCP- EX no trace of Agent A Agent C or D67895 has been recovered by the foundation to date Good Lord Did no one even think to look at the history of Cleveland in the mid-30s and compare it to D67895's record? Could someone please Google torso? Dr. W This might be worse than that If SCP-687 does rewrite history it's quite possible that the torso murders or for that matter might not have even existed before the security breach Do we have any way to know? From this point forward no class Ds are allowed near this thing 05 Lesson complete If you missed the previous orientation go watch SCP-686 Infectious Lactation Right now Or for the complete course watch this playlist