rating: 0+x
SCP-XXX as depicted on original packaging

Item #: SCP-XXX
Object Class: Safe
Special Containment Procedures: SCP-XXX is to be kept inside a security locker at Site-29, with access restricted to personnel Level 2 or higher.

SCP-XXX is a virtual reality game helmet. It was found at the used game store ████ in ███████, Michigan. The helmet itself is black in color, with its make and model number scratched off prior to Foundation custody. The manufacturer is a now bankrupt company known as Videx Games, a failed start up in the late 80s promising the next generation of gaming experience. Located by Agent ███ after receiving a tip from a contact located in ███████'s mental hospital. The patient, Andrea ███, was admitted to involuntary lockup following a psychotic episode where she had severely beaten an acquaintance with a laptop computer, following prolonged use of SCP-XXX. Reports show she had gone into a catatonic state wearing the headset, and became violent after the assault victim physically removed the headset.

SCP-XXX projects the user's conscience into a 3D environment based upon visualized scenery. The areas created have strong tendencies to be based upon memories of the wearer, especially emotional ones. The headset comes with a single electrical plug, as well as outputs for three A/V cables. Scenery generated is intermittently broadcasted via video output, though audio signals are continuous with mild distortion. Areas created by SCP-XXX are several generations ahead of any known visual processing software of the time, although the hardware inside the headset does not appear to be of significant make or model of comparable specimens.

Upon wearing SCP-XXX, a user will enter a trance like state, becoming physically unresponsive to outside stimuli. Recordings captured via outputs show subjects reacting to external sensations. Video displays are sporadic, becoming increasingly distorted the longer a subject uses SCP-XXX. Contents of video feeds have no determinable standard of appearance or angle. Each instance appears to have random 'camera dynamics', with some views being perceived as first person, while others have been distant views of the general area, with the subject not visible. Audio feeds vary greatly in quality, from no interference, to heavy static and distorted vocal patterns.

After initial start up sequencing, in 100% of all tests, a default area appears around the user which appears to be a hallway composed of several luminous blue cubes of equal shaping. A voice can be heard asking for destination, upon which a gateway of sorts will form in the wall nearest to the subject. Upon entering, video feeds have roughly a 5% chance of remaining active, with most only maintaining audio. The locations created are described as indistinguishable from real life, with subjects reporting all sensations as being realistic, from smells to ambient sounds. These central areas are formed primarily from a subject visualizing a location, at which point what is envisioned is created within the virtual environment. Upon first entry, locations outside of the primarily generated zone will be formed as the user explores.

Inside the generated areas, subjects encounter virtual humans, with numbers varying depending on the area. Upon the first few hours of use, instances of these entities will address the subject in a 'warm and friendly manner'. Most of these are reported to have very atypical personalities, generally being reflections of facets of the user, or instances of a mental projection of someone the subject knows or knew. Those of particular emotional dispositions to the subject will be the most talkative of these projections. After reaching 5 hours of use, virtual individuals within the environments become increasingly negative or hostile to the subject, often turning what was uncovered in earlier conversations against them. It is about this time most users being to request to leave the device, though removal is only possible by someone physically removing SCP-XXX.

After 10 hours of immersion, the environments will begin to degrade with the primary projected zones becoming unreachable due to wandering by the subject. Attempts to return to the default hall area are possibly by a stern and strong command of exit or restart, at which point the process will repeat, creating new locations. However, projected individuals in these new environments will continue to display hostility if SCP-XXX has been in use beyond 5 hours. The hostile behavior appears to be a cumulative effect, with subjects experiencing hostile reception in separate sessions. Subjects also report increasing feelings of dread and physical endangerment, believing the projections are trying to kill them. In all cases, after a cumulative total of 20 hours in SCP-XXX's virtual environment, the user will become violent toward the virtual entities and attempt to kill them at all costs. In some cases, even against directives by research staff, subjects will generate locations that make the destruction of these entities easier.

Following the successful destruction of a projection, the subject will begin to exhibit mental instability as if having endured brain trauma. The most typical symptoms being a retarded or absent capability of expressing the corresponding emotion or sensation that was associated with the entity. In one instance, subject D-8912 encountered a projection of his father who was documented as being abusive and angry. After a skirmish which was captured by the video feed, the subject was removed from SCP-XXX and his demeanor was reported as being very 'positive and friendly'. Separate testing in attempts to provoke hostile reactions proved fruitless, with the subject almost showing masochistic tendencies in the level of punishment he endured before testing was suspended and subject eliminated.

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