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SCP 106

Deyvid Campos edited this page Jul 25, 2026 · 1 revision

SCP-106 — The Old Man

SCP-106 is a roaming hostile encounter introduced in the 3.0.8 development version. It appears through a staged floor or wall emergence and immediately begins hunting a Survival player.

Natural encounters

Natural spawning is controlled by:

/gamerule 106spawn true

The first SCP-106 check begins after approximately two minutes. Later checks occur every five minutes while no SCP-106 is active.

Each normal check has a one-in-three chance to continue to placement. If another supported roamer is already active, the chance becomes one-in-five. Creative and Spectator players do not advance an encounter timer.

SCP-106 requires a valid nearby floor or wall emergence position. A failed chance or invalid placement waits until the next scheduled check instead of retrying every tick.

See Commands and Gamerules for force-spawn, despawn, and global roamer controls.

Hunt behavior

SCP-106 persistently tracks its selected player and does not disappear merely because ordinary mob distance rules would unload a hostile creature.

The duration of an encounter is intentionally variable. Some hunts end relatively quickly; most last longer, and an interested SCP-106 can remain active for several minutes.

If the player moves far enough away, SCP-106 sinks out of sight and searches for a valid emergence point ahead of the player's route. It may reappear from the ground or a nearby wall rather than simply teleporting in view.

Creative and Spectator players are not valid attack targets.

Close-range attack

At close range, SCP-106 deals 5 damage and applies Wither I for five seconds.

A successful close-range hit also increases how long SCP-106 may remain interested in the hunt, up to the encounter's maximum limit.

Ranged corrosion attack

When the player remains in clear view at medium distance on roughly the same vertical level, SCP-106 may stop and perform a committed ranged attack.

The attack:

  • tracks the target during its wind-up, then locks its direction;
  • releases a straight sequence of corrosion along the floor;
  • stops when solid geometry blocks the path;
  • deals 8 damage on a direct hit;
  • applies Wither I and Slowness I for five seconds.

The ranged attack has a cooldown and is canceled early when its clear path is lost during the initial aiming phase.

Corrosion fields

SCP-106 leaves temporary corrosion while pursuing and through its ranged attack.

Visible corrosion remains dangerous for approximately nine seconds. Survival players who cross it receive Slowness; Creative and Spectator players are ignored.

Phasing

When ordinary pursuit is blocked or SCP-106 becomes stuck, it enters phase travel:

  • collision is disabled while it enters or overlaps solid blocks;
  • movement becomes slower inside the obstruction;
  • entry and exit portals are tracked on the affected surfaces;
  • normal pursuit resumes after SCP-106 reaches clear ground with line of sight.

This allows closed routes and ordinary solid walls to delay SCP-106 without serving as permanent safety.

Tesla Gate counterplay

A Tesla Gate discharge repels SCP-106. It sinks away, ends the current encounter, and suppresses the next two scheduled SCP-106 spawn checks.

When SCP-079 System Control is active, the AI may spend processing power to temporarily suppress a Tesla Gate for a useful pursuer. This interference is not guaranteed and never grants unexplained safety to a player already inside the gate's lethal volume.

Audio

SCP-106 has synchronized emergence, phasing, attack, and chase audio. Its chase soundtrack suppresses vanilla background music until the active SCP soundtrack has completely ended.

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