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Be an SCP or Guard SCP-106 — The Old Man Guide

Attrition, pocket pressure, and how Guards survive tunnel chases.

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SCP-106 Guide

SCP-106, the Old Man, is Be an SCP or Guard’s attrition specialist. Instead of winning every fair duel, 106 wins the map—punishing overextensions, deleting flex players, and forcing MTF to waste time on rescues.

Use this page with Playable SCPs, How to Contain SCPs, and Facility Map. If you are still learning roles, skim How to Play as SCP first so you understand replacement rules and when to take the slot.

Role fantasy and win condition

106 thrives when Guards believe they can chase alone. Your job as the anomaly is to:

  • Isolate one player from the stack
  • Convert that isolation into a pick or heavy damage
  • Relocate before the team collapses on your last seen position

You are not SCP-682. Do not ego-charge a full MTF squad in an open hall unless the lobby is already broken. Think of 106 as a tempo thief: every successful vanish buys other SCPs time to snowball.

Playing SCP-106 well

Early round

Hold near tunnel transitions and door clusters where Guards naturally peel. Let them come to you. First blood should feel inevitable, not flashy. Avoid announcing yourself with loud pathing through spawn staging halls—those areas favor human guns.

Mid round

After a pick, change floors or wings. Repeating the same ambush angle teaches the lobby your pattern. Coordinate informally with louder SCPs—when SCP-173 or SCP-096 draws attention, your tunnels become free real estate. If SCP-457 is holding a choke, hunt the Guards who peel to find another route.

Late round

If MTF is up, play delay. Every second they spend clearing your last path is a second they are not recontaining SCP-966 or focusing 682. Delay is a win condition when the breach is already messy.

Pocket pressure checklist

  1. Confirm a Guard is alone or soft-paired.
  2. Force a decision: chase you into a bad space or abandon a teammate.
  3. Exit before the stack arrives—do not farm one body while three guns rotate.
  4. Reset to a different connector so callouts go stale.

This loop is why 106 feels oppressive in public lobbies that refuse to stack. It is also why disciplined trios make the kit feel weak.

Guard counterplay

MistakeFix
Solo tunnel chaseAlways pair flex players
No call after a vanishPing last seen and collapse
Ignoring doorsClose flanks before pushing
Ego revive attemptsWait for MTF tools
Spreading for lootHold two rooms max when 106 is confirmed

Read How to Play Guard and the MTF Guide for the human habits that make 106 miserable. Containment-focused drills also live on How to Contain SCPs.

Map notes

Favor:

  • Narrow connectors
  • Multi-door junctions
  • Areas far from spawn staging
  • Dark connectors that sit between loud fight zones

Avoid:

  • Wide open floors with three shooters watching
  • Dead ends where you cannot exit after a failed grab
  • Pure staring contests against prepared blink teams near SCP-173

Synergy with the roster

  • With 173 / 096: they steal attention; you steal flanks.
  • With 049 / 035: your picks create bodies and confusion for conversion or deception kits—see SCP-049 and SCP-035.
  • With 682: you stall while the bruiser anchors late pressure.

If the lobby is silent and stacked, consider swapping to a louder kit or playing pure delay until someone peels.

Tier and practice route

Community lists often rate 106 as a strong teaching SCP—great for learning map control even when not top of the SCP Tier List. Practice plan:

  1. Two rounds focused only on first pick, then relocate.
  2. One round where you refuse open-hall fights entirely.
  3. One round reviewing deaths: information fail, greed, or bad exit?

Check Patch Notes after server restarts—pocket feel and chase tools can shift with hotfixes. Redeem any working Codes before long practice sessions.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Is SCP-106 beginner friendly?

Yes for map learning. It rewards patience more than aim, so new SCP players often improve faster on 106 than on blink-heavy kits.

How do I stop dying to SCP-106 as a Guard?

Never chase tunnels alone, close flanks, and call vanishes immediately so the team can collapse together.

Does SCP-106 beat SCP-682 in value?

Different jobs. 106 deletes overextensions; 682 anchors late-round pressure. Pick based on lobby chaos, not a single tier letter.

When should I abandon a chase as SCP-106?

As soon as two or more guns rotate onto your last seen. Reset to a new connector instead of forcing a fair fight.