|Effects||Walks, pulls the player into its Pocket Dimension, corrodes anything it touches.|
SCP-106 is a hostile, Keter-class SCP object. It is of high importance to keep contained due to its hazardous and hostile nature. According to a document, some of the SCP personnel refer to SCP-106 as "Radical Larry" as a Foundation joke. It is known on the Foundation site as "The Old Man".
SCP-106 appears as an elderly humanoid, with the general appearance of advanced decomposition. This SCP is not very agile, and will remain motionless in a "dormant" period for up to three months. It comes out of this condition in a very agitated state and will start to look for prey to abduct into its Pocket Dimension. It can scale any vertical surface and can remain suspended upside down indefinitely. SCP-106 causes a "corrosion" effect in all solid matter it touches, and it can pass through solid matter, leaving behind patches of its corrosive, black mucus.
SCP-106 is one of several Keter-class SCPs that have escaped during the containment breach in the beginning of the game. Presumably, many of the Site's personnel have been abducted in the beginning moments of the breach—such as Dr. George Maynard, who was returning to his personal office—made evident by corrosive stains in various sectors.
SCP-106 is an active SCP and can be found almost anywhere throughout the facility, but tends to adopt to dim and tenebrous locations, such as the maintenance tunnels and the underground shafts containing SCP-895. Once encountered, SCP-106 will search the map for the player and gravitate towards them. SCP-106 can materialize through solid walls and doors as it pursues the player. SCP-106 may appear on the S-Nav Ultimate, even before its corrosion sound is heard.
SCP-106's contaiment chamber is a large, magnetically-elevated and steel-lined container. A secondary room of its chamber has a control panel which is used to perform the Recall Protocol ██-███-█, a procedure dedicated to recontaining SCP-106 using a lure subject. The panel has a button controlling a hydraulic femur-press, an ELO-IID Magnetic System, a sound transmission speaker and a CCTV monitor displaying the unfortunate D-Class. Once the magnetic support system has been shut off and the sound transmission system initiated, breaking the lure subject's femur will initiate the Recall Protocol. The sound emitted by the subject as a result of the trauma will attract SCP-106, luring it into the containment chamber after an enduring process. At this point, the player must activate the magnet system, trapping SCP-106 inside its containment cell. Once contained, SCP-106 will enter a dormant state and will not appear again for the rest of the game. However, SCP-106 can be reactivated by turning off the magnets to lower the chamber. Upon reactivation, it will chase the player.
There is no way to confront SCP-106 directly. The player may evade SCP-106 by moving away from its effective range, or lure it into a Tesla coil, eletrocuting it and forcing it to retreat into its Pocket Dimension. The only weapon used against SCP-106 in the containment breach to halt its progress is the H.I.D. Turret situated at Gate A, which forces it to phase through the floor, rendering it defeated.
If the player fails to evade SCP-106, it will jab into their abdomen and then pull them into its Pocket Dimension. Little is known about this location. Refer to the dimension's article for more information.
SCP-106 constantly patrols this dimension and is actively hunting the player. If one hesitates for too long, SCP-106 will reappear and begin pursuing the player once more. Failing to evade SCP-106 for a second time will ultimately result in the player's death.
As of v0.6, SCP-106 has a new skin, making it nearly nude. Its texture was eventually edited to give it the black vest that it is seen wearing in its SCP Foundation picture. It can also emerge from ceilings, although it will drop down and appear to have come from the ground.
Version 0.1 (April 14, 2012)
- Added SCP-106.
Version 0.2 (May 18, 2012)
- Added SCP-106's pocket dimension.
Version 0.3 (September 14, 2012)
- Added SCP-106's containment room.
Version 0.3.1 (September 17, 2012)
- Fixed the levers and buttons in SCP-106's containment room.
Version 0.3.2 (September 22, 2012)
- SCP-106's recall procedure finally works.
Version 0.5 (October 31, 2012)
- SCP-106 uses an A*-based pathfinding algorithm, so it won't just float towards the player through the map.
Version 0.5.2 (November 2, 2012)
- The lure subject can no longer appear outside 106's cell.
Version 0.5.3 (November 5, 2012)
- Added a keycard in 106's containment room.
Version 0.6 (November 29, 2012)
- New SCP-106 model.
Version 0.6.3 (December 10, 2012)
- Fixed the bug that caused SCP-106 to get stuck inside its containment cell if you turned off the magnets after recontaining it. So now it's possible to release it after it has been contained.
Version 0.6.6 (January 28, 2013) Containing 106 now works the way it should, thanks to MonocleBios.
- If SCP-106 is in pursuit and the player walks through the rectangular metal corridor, it may go through the walls like it originally does to scare the player, only to re-chase them after the animation is finished.
- If one disables SCP-106 via console, it will still perform the animation of crossing the hallway and can still chase the player, making the command useless until it is entered again.
- SCP-106 had escaped its chamber shortly before the current containment breach. Details of said breach are presented in one of the documents, called Incident Report SCP-106-0204. SCP-106 was assumed to capture Agent Skinner and to damage SCP-079's containment door, but the door's faults were actually caused by SCP-079.
- In the halls where SCP-106 passes through the walls to shock the player, it can now notice said player and begin chasing them down.
Decay0.ogg's ID3 tags contain the phrase "THE OLD MAN IS HERE".
- SCP-106 can now appear in Gate A, coming through the floor on the stairwell to the right. It will not attack the player, only the guards. However, if the player stands in its path, the player will still be sent to the Pocket Dimension.
- If the player contains SCP-106, it will be impossible to escape through Gate A because the guards will shoot the player. In order to finish the game via Gate A, the player must release SCP-106 by turning the ELO-IID Electromagnetic Manual Reboot to off.
- After SCP-106 captures the lure subject in the containment cell and the player has not turned the ELO-IID Electromagnetic manual reboot to on, it may be able to go after the player, thus making it impossible to contain again.
- In the Pocket Dimension, an extreme close-up of SCP-106's face will flash in front of the player's eyes after every random amount of blinks.
- SCP-106 may spawn in SCP-914's chamber if the player is in the room for too long.
- So far, SCP-106 can only appear in the ceiling in the metal corridor, the 4-3 pathed tunnels, and (sometimes) the maintenance tunnel.
- If one has camerafog set to 10,000, one can see that the glowing eye graphic 'oldmaneyes' is actually set over its neck, not over its eyes. This is due to the old file being set to match SCP-106's old model, but was never updated to match the newer model.