SCP: Secret Laboratory

SCP: Secret Laboratory

73 ratings
Complete guide for SCP: Secret Laboratory(OUTDATED)
By Patriotic Hoopoe
This guide will go in detail on the current state of the game and explain the basic gameplay basics, mechanics, as well as more obtuse and complicated inner workings of this horror(comedy) game. It's always going to be a work in progress as the game is in alpha and constantly being updated, however it will be updated as updates come and go.
   
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A quick word before the guide
I'd like first to formally apologize for any misinformation that may be present in here at time of reading this. It is in my best interest to provide the best information and knowledge to you the viewer, however, I am limited as a human and because of this, mistakes may very well be present. Please do understand that if I don't know something for certain I will try my best to add a note informing you such information, though I may very well be wrong on some things. If it occurs, don't hesitate to let me know how stupid I am and point out what I did wrong, you'll help out me and lots of others. With that thank you, god bless you, and God bless the S.C.P. Foundation and its personnel.
Read if you've never played this game before/have no idea what this game is.
If you've never played this game before, or have no idea what it is, this sections for you. In a nutshell without explaining the history behind the SCP fan fiction website[www.scp-wiki.net], you are in a multiplayer horror game in which after joining a server are randomly selected during the loading time for a role. This role can be either a 'Class-D personel', a 'scientist', a 'Mobile Task Force squad "aka Nine Tailed Fox" ', a 'Chaos Insurgent' (Otherwise known as the Chaos Insurgency), or as an 'SCP' which can include a number of interesting creatures. More info will be provided in the later sections.

During each 'round' you are tasked with a different objective goal, and must complete it in order to win the round for your team. For example, as any SCP you must kill every last player on the map (excluding Chaos Insurgency at the time of writting this) in order for the round to end and the next round to begin. If you fail to kill every last opposing player, then after a certain time (typically 5-10 minutes) a new set of either NTF or Chaos will spawn in (dictated by random chance, though NTF have a statistically higher chance of spawning then Chaos).

If this sounds fun, or even interesting, I recommend you keep reading, obviously.
Controls explained
The controls
[W],[A],[S],[D] to move forwards, left, backwards, and right. Moving backwards slightly slows you down. Hold [SHIFT] any direction to 'run' which creates additional noise and can be heard from farther away. Only humans can sprint, take note. [R] to reload any weapon you have if you have the ammo for it, and aren't at max capacity already. [TAB] to open up your inventory, which can hold a maximum of (8) items. Hold [C] to walk extremely slow, but you make absolutely no noise at all, which is vital for catching people off guard if you hear then before they hear you, or sneaking past enemies as they move past you in for example a checkpoint room. [LEFT MOUSE] to fire your weapon, and hold [RIGHT MOUSE] to aim down any scopes or ironsights on your weapon. Furthermore, pressing [RIGHT MOUSE] with a radio out changes the radios frequency, which goes in order of 'short range', 'medium range', 'long range', and 'ultra range'. I recommend medium range, as the battery drains reasonably, and should last you the entire round, which providing enough range for most people to hear you on your level. Note radios only work on the floor you're currently on. Hold [E] to pick up available items off the ground. Holding [Q] activates voice chat, which can allow you to speak to others in the game if your mic works, and granted the imfamous 'mic glitch' isnt in effect, which basically means no one can hear you, nor you hear anyone, until the next round restarts(typically for most players). Pressing [N] brings up the player list menu, which shows everyone currently in game, and allows you to mute them as well.
Available Classes
There are five possible 'factions' you can be randomly selected to be apart of at the beginning of a round, this being "Class-D personnel", "Scientists", "Nine-Tailed Fox", "Chaos Insurgency", or as the "SCP's". Each have their own objectives, desires, and ways of playing, which will be detailed in this section in an extremely basic way to familiarize yourself with how it works.

Class-D Personnel
Class-D are prisoners, and used for experiments in the lore. However in game, they're let loose, and given free reign with their only objective being to 'escape' to the surface and turn into Chaos Insurgency. Because of this it's a given Class-D work with Chaos Insurgency should they run across them because they can turn into one of them. It is also because of this, that scientists and NTF commonly(and with good reason) gun them down whenever possible. As a D-Class you're given nothing from the start, and you must scavenge for whatever items you can get.

Scientists
A more rare spawn, but still likely, you are responsible for testing SCP's as well as using D-Class for experiments, as they are prisoners and thus only useful for testing purposes. In game, you are tasked with escaping from the facility to live another day and continue being useful. If you manage to escape, you will turn into a 'Nine-Tailed Fox Scientist' and be given an assortment of useful gear that will be detailed later in the guide. Because of this Class-D and Chaos Insurgency are out to gun you down whenever possible. You however have the advantage in that you spawn with a scientist keycard, level two, which gives you 'medium' containment access, which can net you possibly guns, better keycards to escape, as well as spawning with a first-aid kit which can be invaluable to yourself incase you're injured, or NTF if they need help.

Mobile Task Force 'Nine-Tailed Fox'
A specialized and in facility recovery team, the 'NTF' are responsible for re-securing the facility, as well as executing any Class-D personel, SCP's, and Chaos Insurgency that feel the need to attempt rescues on the Class-D or kidnap the SCP's(in game they do not kidnap, but in lore they commonly try.) There are differeing ranks of the NTF squad, including the 'Guard', 'Lieutenent', and most powerful 'Commander' which will be explained in more detail. In short, you must kill all Class-D personnel, Chaos Insurgency(should any show up), rescue the scientists, and neutralize (or recontain in certain cases) all SCP's.

Chaos Insurgency
A former MTF unit that broke away early in the days of the foundations creation, the Chaos Insurgency seek to destroy, expose, and take the SCP foundation down. In game, they are responsible for rescuing all Class-D personnel, and killing all scientists and NTF members. Curiously as of writting this, Chaos do not have to kill the SCPs in order for the round to win, thus making SCP's working with Chaos Insurgency a common practice, though a heavily looked down apon, and commonly rule breaking engagement on most servers. However, most should agree that Chaos has no interest in gunning down the SCP's because of this, and can instead focus their attention almost solely on the previous tasks, unless the SCP's give them trouble and vice versa.

The 'SCPs'
Strange, anomaly ridden creatures, the SCP's only objective is to kill every last player on the map (excluding Chaos Insurgency technically due to the fact they can win with Chaos Insurgency still alive) but may kill them if it assists them in winning in certain situations. SCP's are able to communicate with other SCP's from any range, giving them a tactical advantage, and are all different, unique, powerful, and weak in their own respective rights as each SCP goes. No SCP is the same, and because of this it gives them a strong utility based team that can easily crush all players on the map if they work together (and granted no one is hiding in some corner to prolong the round and let another set of NTF or Chaos respawn).
The maps many floors, rooms, and items.
In order to understand what the heck you are suppose to do, you must understand the map and how it works. Each round a map is randomly generated, each different from the last, however each map has specific rooms, specific elevators, and specific entrances that never change and thus can be used for an educational advantage (location of these rooms will change with each map generation, however the room will always perform the exact same). To begin, we will start off with describing the 'floors' and what 'rooms' are on each of these floors.

Surface Level
On the surface level is where NTF and Chaos spawn, and are seperated by a large 'blast door' which cannot be broken down by anything, only opened by pressing E on the door itself, or the keycard buttons which open it as well. On the surface level as well, there are two elevators, known as gate A, and gate B. They both lead to the 'Entrance Zone' however where they lead to in the entrance zone is randomized with each map generation, however the surface level is the same generation every single time, including where gate A and B are; use this to your advantage.

No items spawn on the surface level, and there is only one unique room found on the surface level, and that is the surface level nuke room. To access it, you must have a keycard that gives "ALL" access to "Containment Chamber".

The areas and rooms on surface level include
Surface level blast door


Surface level nuke room

Gate A

Gate B

Escape Tunnel


Entrance Zone

On the entrance zone level is a number of useful rooms which will be described in more detail later in the guide, but for beginners it connects to 'heavy containment' which is on the same floor as the entrance zone, seperated by a large room known as the 'checkpoint' room, with two unbreakable doors which can only be opened with a keycard that gives authoration to the 'checkpoint' catagory on said keycard. No SCP's spawn in entrance zone, however they can find their way in there without needing a keycard for the checkpoints because of game mechanics. Wether or not they find their way their immediately or late is based on the paths they choose, map generation, and a variety of other factors such as where they wish to go, and etc. You can find a number of important items in entrance zone, such as, though not guaranteed;
  • Facility Manager Level 2 Zone Manager Keycard
  • M1911
  • Flashlight
  • Radio
  • MTF Commander Level 4 Security Card
These items can be found in file cabinets found in specific rooms only found on the entrance zone floor, and can be searched by holding [E] over them and waiting to 'search' them, then pressing [TAB] to see if you found anything in your inventory.

As for rooms found in entrance zone, they spawn the following;
Heavy Containment Checkpoint

8 Searchable Filing Cabinet Room

Useless Red Room

Emergency Evac

Gate A


Gate B


Intercom-Room


Heavy Containment

On heavy containment is where the majority of SCP's spawn, as well as other important items that are guaranteed to spawn which include;
  • (2) Epsilon-11 Rifles
  • (1) MTF Commander Level 4 Security Keycard
  • Tons of SFA ammuniton
  • (1) First-aid Kit
  • (1) Guard Level 1 Security Keycard
The list just read is guaranteed because they are set spawns in specific rooms, and only wont be there unless previously taken.

Then, still likely though not guaranteed, include the following;
  • (1) Senior Guard Level 2 Security Keycard
  • (1) M1911

Light Containment

Light containment is where the D-Class personnel, scientists, and a few SCPs, only one if which that wants to kill you. As well as some more important items, such as, though not guaranteed, include;
  • (1) M1911
  • Scientist Level 3 Containment Keycard
  • Janitor Level 1 Containment Keycard
  • Scientist Level 2 Containment Keycard

To reaffirm, some of these items will spawn, though not all will.
Weapons, Items, and Keycards
There's an adequate number of items currently in the game, and all will be listed here, catagorized for convience. Quick note as well, these damages have only been tested on humans and not SCP's. I cannot confirm nor deny if the damage is the same, or headshot damage is the same, but I can guarantee the damage for humans is exact.

Weapons

M1911
A modestly powerful semi-automatic pistol, the M1911 uses PAT ammunition, which can be identified by pistol shaped magazines on the ground. Useful early in the game as a Class-D or as a scientist for ambushing unaware individuals with two quick shots to the head(excluding NTF commander), it can be used to get their keycard, first aid kits, or any other items they may have, even ammo for further slaughter.
Damage
21 Bodyshot
61 Headshot

Epsilon-11 Standard Rifle
A powerful, automatic rifle that fires SFA rounds can dish out strong damage, with automatic fire, as well as being able to control the recoil it produces effectivley hip firing, or aiming down sights, with the latter providing increased visual sight as well as better recoil by a large margin. It suffers slightly in close quarters, as it only holds 30 rounds in its magazine and doesn't fire as fast as the Logicer heavy machine gun. However it excells in long range(especially if using the sights and seeing further then you could without it), and does enough headshot damage to two shot most humans(excluding Chaos), especially at long range when the enemy is unaware of your presence, or in tight hallways with bunches up enemies. An example of this is seen below.

Normal sightage

Extra-long sight range

Damage
18 Bodyshot
54 Headshot


Logicer heavy machine gun
A strong close quarters machine gun, the logicer uses RAT ammo. It can cut down humans, and SCPs alike with ease because of its ability to dish out sustained fire with its large magazine(100 rounds per magazine), and rapid fire. While each individual bullet doesn't do much, even in a headshot, the previous stats make it available to deal heavy damage quite quickly to humans, and even more so to SCP's which have large health pools. However it suffers heavy recoil that you must combat, and poor long range usage because of the recoil. Combined with the fact other weapons are simply superior at long range usage, it's mainly a close quarters combat weapon, and can twoshot all enemies excluding NTF Lieutenant and NTF Commander.
Damage
18 Bodyshot
52 Headshot

SBX-7 Pistol
A stronger version of the M1911 but still semi-automatic, it uses SFA ammo, has a sight similar to the epsilon rifle, and does even more headshot damage then the M1911 with a more accurate sight picture for long range headshot usage. It holds 12 shots in its magazine, and can be used to see further then possible. As well, it can two shot all humans excluding an NTF commander.
Damage
21 Bodyshot
63 Headshot

Skorpian SMG
A weak, automatic sub machine gun. It uses PAT ammo, fires faster then all other weapons, but does pitiful damage even with a headshot. However it has a niche use, and that is using it on SCP-106(AKA 'Larry'). Because he takes 2 damage with each shot, and it has a high firerate, it can be used on him effectivley. However because PAT ammo doesn't spawn in large bunches, and to get more you must use the SCP-914 to convert ammo to it, and the fact you're more likely to have better weapons, it's not advised by me. But use at your own discretion.
Damage
9 Bodyshot
25 Headshot

Micro H.I.D.
The most powerful handheld weapon in the game by far, the H.I.D. will melt any SCP that's unlucky enough to be caught in the range of it, and unable to kill the individual who'se melting them with it. Dealing insane amounts of damage, it's only purpose truly is to kill SCP's, or any other creative uses involving large amounts of NTF/Chaos where you can perfectly time their arrival in a very close quarters scenario(like in an elevator). Be warned however, as it take (10) whole seconds for the weapon to 'charge' up, before firing for a long (5) seconds. You must be uncomfortably close to anyone you are using this weapon on, and have the wit to charge it before the combat situation begins, thus making it a high risk-high reward weapon. However when used right, it's the perfect weapon for dispatching most SCP's(SCP-106 being the exception, as he can teleport away if he's informed on the signs of it charging).

Positronic Grenade
A powerful electric field generating grenade, the former purpose of this weapon was mainly for killing SCP-106, however it was changed as to do no damage to SCPs. For better or worse, it now does intense damage once more to SCPs. It's extremely effective and can be used in a variety of ways to eliminate your foes. With a five second timer that's silent, it can be used to kill enemies hiding behind doors, arriving in elevators, or in doorways expecting people. Even as a distraction to make people believe you are somewhere via noise, when you are in fact somewhere else.
Damage
Enough to kill any human.
At least 1170 to 049. To other SCPs I cannot comment, however I presume the damage is just as if slightly less/more intense.

Smoke Grenade
An interesting and usually wasted grenade, the smoke grenade obscures the vision of anyone attempting to view past it after a few seconds fully, even when using the scopes of the epsilon-11 rifle or SBX-7 pistol. It can be upgraded in SCP-914 into a Positronic grenade however, and because of this could be considered useful in certain situations. As well, it can aid as a distraction both by its sound, as well as to obscure enemy sight down a long hallway, especially if an NTF is camping with his epsilon rifle. Or if worse comes to worse, it can be used to hotbox a room(does not work with Chaos, as they have gasmasks).

Disarmer
As the name implies, it disarms enemies of your team. It also drops everything they have on them, and handcuffs them so they can no longer pick items up. However, they can be reverted back to their original state by leaving far enough away from their foe who disarmed them. The exact range I am unsure of, however by going down an elevator without your foe in it works.

Flashlight
There isn't much to the flashlight as of this current patch. It illuminates a pathetic amount of light to the person holding it unless right up close to what you're trying to reveal, however to others around you it works alright. Not extremely useful, unless, you are trapped in SCP-106's pocket dimension and you are attempting to loot items from the extremely dark corridors, or any other dark areas, then it's pretty useful indeed.

Radio
A great tool for the NTF, and anyone else who finds one, you can tune in to SR(Short Range), MR(Medium Range), LR(Long Range), UR(Ultra Range). Each one drains your battery a set amount, with SR being the lowest and UR being the quickest. My suggestion is keep it to either short, or medium range.


Keycards

The following keycard information has been taken from the SCP:Secret Laboratory Wiki[scp-secret-laboratory-official.wikia.com] for convience, as well as its accuracy. I thank whoever compiled the list, as it's greatly explained and streamlined for reading convenience.

Keycards



How to play as Class-D Personnel
Just some good 'ol boys, never meaning no haaaaarrrm. As Class-D you're really on your own for the most part. Everyone wants to kill you(save for Chaos)and your fellow Class-D don't often help eachother out(from my experience). So how do you do well as a D-boy?

Beginning of round
As soon as you spawn, exit your cell, and take a look around. Locate the door to exit the prisoner area, and go out. From here, you have a lot of strategies that you can implement that vary on the kind of way you want to play the game. For me, what I do typically depends on my mood, and what I want to do that round, as well as what the map ends up being. However, I commonly avoid following the 'herd' of D boys, as this results in you not being able to get good items since there is so much clustering around items because of the herd, so I try to get away and do my own thing. This usually nets me good items anyway like a gun or a keycard. Regardless of what you do, pay attention to what your fellow D-boys find and are doing. If one of thems got a keycard and you've got nothing, might be worthwhile to follow them. If you find a keycard, inform your fellow D-boys, and lead them to safety. The herd can be useful for soaking up fire, distracting SCP's, and if everything works out well, turning them into Chaos Insurgency to mess up the NTF, remaining SCP's and Scientists.

But let's get real specific, what are some solid strats to get out of light containment as a D-boy? First, you should look for this room here

Accessable without a keycard, there are three potential spawns;
  • Scientist Keycard Level 2 Containment
  • Zone Manager Level 1 Administrator
  • M1911 Pistol
  • Flashlight
The pistol spawns in the middle of the glass room, while the keycards can spawn on the console to the right of the blastdoor, and inside the cabinet as well as a flashlight. What you find dictates what you should and can do next, but let's say you find a pistol, well you can then find a scientist and blast him with it to get his keycard. If you find a scientist keycard you can then look for SCP-914, which is a machine which will upgrade all keycards(for more information on that SCP look here). If you get lucky and find the zone manager keycard, you can find SCP-914 or just escape immediately out of light containment. And if you find a flashlight, you're just as useless as you were before.
Potential M1911 Spawn

Potential keycard spawn and cabinet you can search.


Presuming you've now upgraded your cards to escape into heavy containment, you've snuck past some SCP's/NTF's entering light containment, or a mix of the two, you are now in...

Mid-game

In heavy containment, stuff gets real now. More then likely you're on the same floor as NTF and SCP's, and if lucky enough Chaos to help you out. Regardless, you're still likely on your own, and you need to find your way out. Depending on your loadout, you have a couple of options, but the most important items you need is a keycard with either Containment chamber access * medium or higher. However, it is not neccessary, but hastens the process to get out. Some rooms you want to look for almost regardless of what you've got are the following;

SCP-096's Containment Chamber

This room is amazing if you have a keycard with Containment chamber access * Medium or above, because inside is a guaranteed MTF Commander keycard which gives access to everything, except Containment chamber access * all.

SCP-049's Containment Chamber
(Elevator on the left)

(Inside containment area just after exiting elevator)

(Armory door on the right)

Another good room, however you will need a keycard with Armory access * Medium to get inside the armory that's located in his containment area. Inside is an epsilon-11 rifle, as well as a first-aid kit.

SFA ammo storage

You will need a keycard with Armory access * Medium to get the ammo inside, but if you can, you've netted yourself 200 SFA rounds if you take every last ammo drop, which is plenty to kill NTF and perhaps even an SCP or two.

Server room
(One entrance into it)

(Another entrance into it)

(In the middle of the server room, ontop of one of the servers in the corner)

One of my most important rooms to look for, this room nets you a Senior Guard level 2 security keycard, which gives you access to a lot of important containment chambers, and most of the armories in the game, and can get you higher level keycards as well.

Assuming you've gotten a keycard with checkpoint authorization, you are now ready to leave heavy containment, however, you are not ready to leave the facility if you don't want to leave it to random chance. You need Entrance Zone Authorization * YES to actually leave through either gate A or gate B if they are closed. However you can risk it and hope a dolt left the gate open for D-boys like you to abuse, or attempt to ninja sneak past NTF when it's opening, avoid gunfire, and escape through the elevator. Personally, I suggest the former. Regardless of what you do, you now know what you can do, and that's more powerful then what I could suggest to you, since you need to know what your individual situation calls for and act on it according to your own perception of the situation.

If you've made it this far, and you've managed to get to the entrance zone, you are now in...

Late game

Now you must make a run for gate A or gate B. There is nothing on the entrance zone floor worth your time, as your so close to escape, and with potentially a gun and keycard to shoot and get past security, there's little reason to stop for anything else. Finding the gates are your top priority, it's what you've worked so hard to achieve. Assuming you find either gate A or gate B, you should open it up, and close it behind you(so SCP's dont go to the surface), and find your way to the escape zone, which is shown below.
(To the right is the escape zone)

Run through there, and don't stop running until you enter the final door that turns you into Chaos!
How to play as Nine-Tailed Fox
An elite division apart of the larger mobile task force, Nine-Tailed Fox are tasked with rescuing the Scientists, destroying all SCPs, and killing all D-boys as they've been very naughty and attempted to escape the facility, resulting in immediate termination. As a note, whatever a D-boy may tell you in hopes of surviving, should not be listened to. They will tell you anything to survive. The only time a Class-D personnel is useful, is when SCP-106 is still alive, and you need a sacrafice in order to not have to use one from your own squad. However, be warned, that they will most likely not have the same goal in mind as you, and will at any opportune moment break away and attempt another escape. Attempt to sacrafice at your own discression. Now with that out of the way, what the heck do you do? Well, it depends on what kind of NTF you spawn in as. However before we get into specifics, there are guidelines you must follow if you want to perform your best. In general...
  • Kill all D-boys unless they are being used as a sacrafice.
  • Turn on your radio to SR or MR. I recommend MR, as the battery should last all game, unless it's a very long round.
  • Don't stray from the pack, you are all stronger together, as sustained firepower is formidable against most SCP's.
  • Don't spam your voice over the radio and try to keep everyone informed on what is occuring in short, sweet sentences.
And finally, for the love of humanity, God, and all that is good in this world.
  • Do not send the elevator down before everyone gets in unless they are afk or way, way behind the main group. Just don't. It's done every single round, in every single game, and it's not funny. It happens nearly every game, and it breaks up the group, and really pisses most people off.
Now that the general basics are out of the way, let's get specific.

Guard
The most basic NTF. You spawn in with an SFX-7 pistol, ammo, a senior guard level 2 security keycard, a radio, and (100) hit points. Keep close to your Lieutenents or Commander, as you do not have the kind of firepower, or access they do. However if you get a better keycard or weapon, feel free to venture a little further or feel more powerful. Starting off in the game as well, you cannot open the entrance zone gates which permit you further access to the facility, only a Lieutenent or Commander can, however after that you have most access to everything in the facility.

Lieutenent
You're the second most powerful NTF. Spawning with an epsilon-11 rifle, ammo, an NTF Lieutenent level 3 security keycard, radio, positronic grenade, a disarmed, and (120) hit points, you're a powerful foe in a strong army of NTF. Responsible for laying down heavy fire and granting gate access, you as well have the option to disarm your enemies with the disarmer; most useful for disarming Class-D who you wish to sacrafice, or any Chaos who you encounter in close quarters and don't feel like you can win a gunfight fair and square. Be warned though, that you must be very close to use it and that you might not get it off. But if you do, they're done for. Oh, and you can boss around any guards that come your way, granted they want to obey orders. They don't have to, and you should be aware some just will flat out ignore you.

Commander
The most powerful human class in the game, you spawn in with the exact same loadout as a Lieutenent, however you have a Commander level 4 security keycard, and (150) hitpoints instead of (120). As commander, you have free reign to nearly everything inside the facility, your keycard granting access to all rooms excluding containment cells which require all access instead of medium. Further more, you can order around any NTF unit who comes your way(excluding other commanders which may spawn if the game progresses long enough).

So now that each rolls described, how do you perform the best as you can as NTF? Well luckily, there's a few individual actions you can take to help your team out, other by following the general guidelines listed above, here are some actions you could consider taking.

Apon entering the facility, if you're capable of it, close the blast doors leading to the surface as you enter, as you don't want any Class-D escaping without earning their way to freedom by finding or crafting any keycards. If you can't, ask if someone can, but don't force anyone to, as they likely won't care enough or understand why to anyway, and your time can be spent on more important things than bickering. Secondly, before entering heavy containment, look for this room in particular, shown below.

Inside of this room are eight searchable filing cabinets. As of writting this guide, in each cabinet may spawn either a Zone Manager level 2 Administrator keycard, an M1911 pistol, a radio, or a flashlight. However, the only two cabinets worth searching, are the ones shown below.


The thing you want the most is the keycard, as it gives access to all containment chambers, which can be used to enter SCP-106's chamber and re-contain him almost immediately at the start of the round, saving countless NTF lifes(and unfortunately, others in the process most certainly.) Regardless, it's a major blow into the SCP lineup, and one they will feel.
If you don't find a red keycard, it's alright. The next thing you want to do is get into heavy containment. Be careful though, as SCP's very well may find their way to the entrance zone first before you find your way to heavy containment, and if so may make attempting to gain access exceptionally dangerous. If you do however, making your way to light containment is a great idea, as you can murder all the Class-D and rescue the scientists if they haven't made their way down yet. To do this, look for gate A or gate B in heavy containment, as those elevators take you to light containment. Inside light containment, you will then want to look for SCP-914, which can upgrade your weapons, and keycards on the appropriate setting. In short, if you want to upgrade weapons or keycards, set it on fine.
How to play as Chaos Insurgency
Chaos, your only goals to go hard and kill all NTF and scientists in the facility by any means neccessary. Spawning in with a heavy machine gun, Chaos Insurgency level 3 Administrator keycard which grants access to nearly everything in the facility, as well as an ammo checker and smoke grenade, you are exceptional at killing not only humans in close range, but SCPs as well due to your heavy machine gun. As a note, you do not have to kill the SCPs to win the match. However, if you do kill the SCPs, and it's only class-D left, you will win the round.

To do well as Chaos is slightly different from the other human classes, as your only real goal aside from rescuing the class-D is to simply kill all other NTF and scientists. Depending on wether you're the first team to enter the facility(as in, Chaos spawns first and not NTF), you can take by surprise the scientists in light containment(or heavy if they make it that far) and wipe the floor with them. Furthermore, rescuing class-D also turns them into fellow Chaos Insurgents, which can be exceptionally helpful when NTF arrive, or you need to kill the SCPs for one reason or another.

If you are anything but the first, then you have a slightly better approach, but still great nonetheless. Chaos spawning throws a big wrench in the plan of the NTF and scientists, and makes their job all that much more difficult. While I can't give any specifics on how to use your equipment well as Chaos as your loadout is basic and the same across all, you should know that you spawn in with 120 HP, and that your smoke grenade can be used to obscure NTF sight lineage down hallways when they're attempting to scope in with their rifles or pistols.
How to play as a Scientist
You're like a Class-D, but with a Ph.D, beautiful mustache, SCP Containment level 2 keycard, as well as a first-aid kit. Spawning in a random location in the light containment zone, where you spawn should dictate where you go, and what you're able to do. Sometimes you spawn right next to the bathrooms, and get lucky enough to find the M1911 on the sink, giving you the ability to then have SCP-914 all to yourself and upgrade your weapon and keycard to your hearts content(because you can kill any Class-D who get inside with you).

Regardless of what occurs, you should focus on doing the same thing as the Class-D; escaping. This can be achieved by multiple ways, however what I suggest is finding either a weapon, zone manager keycard, SCP-914, or by hiding near one of the checkpoints to heavy containment and sneaking past any SCPs or Chaos who open the door.

I'd heavily recommend you take the same approach as the Class-D, and that section can be found in the 'How to play class-D' as it explains quite well the in's and out's of escaping from light containment.
How to play as the SCP's
Depending on the SCP, you must play in a specific playstyle that makes maximum use of your strengths, while minimizing the plays your enemies can make on your weaknesses. I'll do my best to explain from my time playing what I find to be the best way to play each class, and some big no-no's playing each one as well.
NOTE: Scp-079 is an SCP that was in the game, but no longer is, therefore when he is re-added I will write a guide on how to play him once more.

SCP-049 "Plague Doctor" (and 049-2)
049 is an extremely effective killing machine, capable of massacaring entire rooms of enemies in seconds. Due to his one hit kill by merely touching enemies(left clicking on them) and without anything keeping him from spamming left click or hindering his movement, you are quite possibly the best SCP at killing. However, you are quite also possibly one of the weakest in terms of damage resistance and HP; NTF and especially Chaos being able to cut your health down quite quickly. To do well as 049, you must employ stealth tactics, and resurrect anyone you kill by holding [E] over their dead body some-what quickly after you kill them. The amount of time you have to resurrect people is variable completely on your HP. The higher your HP, the longer it takes to resurrect. So in practical terms, if you kill someone, you have only a second or two to resurrect a dead human, while if you're very low HP, you have lots of time to resurrect, due to the fact that you can res very quickly; leading to being able to resurrect possibly three people in the right situations.
Regardless of your HP however, the most effective use of 049 is hiding behind corners, doors, and other blind spots to ambush humans, and slaughter them as they're all clumped up. When they clump up, you can spam left click and absolutely demolish them before they even have time to react.
Here are some quick, simple tips as well to do well as him regardless of your play style.
  • It's not worth it to resurrect a zombie if you are being shot at. The amount of damage that's done to you while you're resurrecting can be substantial, and can really put a dent in your long-term ability to survive.
  • If you have a mic, guiding your zombies to 'tank' hits for you down long hallways is very helpful for you, since they're expendable units. Though even better if they can jump up and down and side to side as well as you, both of you can avoid lots of damage.
  • Resurrect anyone you can if you're able to. Having tons of zombies can overwhelm humans, and make your job of killing them that much easier.

SCP-096 "Shy guy"
The only other SCP who can kill just as many people as 049 and rival him in terms of being dangerous, you are debateably the most dangerous SCP due to a number of impressive factors. There are two states you are in, either unaggro'd, or aggro'd. If you are in an 'unaggressive' state, you walk slow, cry, and cannot attack anyone. However, when someone looks at you or near you, suddenly the tables turn. You enter a panic, rage state, and for five seconds you scream and begin revving up your engines. Then, for fifteen seconds, you are a monster; smashing down almost all closed doors, ripping people to shreds by spamming left click, and being the second fastest SCP in the game, you can chase down running humans with ease. However after your fit, you enter a cooldown state, and must wait 20-30(not sure) seconds before you can be 'triggered' again. Tips are below.

  • Getting lucky and finding the entrance zone before the NTF or Chaos do is a great way to nearly guarantee a squad wipe. Go through the checkpoint, and wait behind the corner to the first normal entrance zone door with a see through window. When you hear them coming, walk into the open, and reveal yourself. Don't open the door though. They'll trigger you, and you can chase them all down in entrance zone and slaughter them.
  • Try to avoid getting caught in the open or in cooldown mode. You are very good in tight quarters, long hallways, and other places people cannot escape from you. When in cooldown, you're easy to kill and be delt damage to.
  • Due to your very slow movement speed, you can get trapped in certain rooms like SCP-914, SCP-012, or other lockable places because of it.
SCP-106(The old man)
A great SCP with lots of utility, as 106 you are neigh impossible to kill via conventional fire, as most damage done to you is in the 1-3 damage range, allowing you to 'tank' lots of fire without the need to dodge and weave like other SCPs. Furthermore you can walk through doors, and teleport to a set teleport spawn(do-able by holding down tab, and clicking the left option, then going there by clicking the right). However, it can be difficult to kill people, as spamming left click is not an option. When you attempt to attack, you must left click right as your looking over them and in close enough range. After attacking, you must wait to attack again, indicated by the circle completing, making mass attacking like 049 not to great of an option. And even if you do 'kill' someone, they are not killed on the spot(unless low enough health, about half), and are instead teleported to a 'pocket dimension' where they have 8 hallways to choose from. If they choose the right hallway(1 in 8 chance, and the hallway to safety is static), they live.
If they die, then their corpse is present in the hallway, and others you grab will know that hallway will kill them. Meaning, after a couple successful kills, grabbing people will more often then not result in them escaping, meaning you must re-grab them and hope they are low enough HP that it will result in an actual kill that doesn't give them a chance to be teleported. When they do escape as well, they are teleported to your containment cell, meaning if they have a keycard to access your chamber, they can kill you potentially by 'sacraficing' themselfs in a femur breaking machine. In a short explanation, SCP-106 is attracted to the sounds and screams of humans in extreme, unimagenable agony, and when one person kills themselfs by entering the femur breaker machine, another must press the "RECONTAINMENT PROCEIDURE" button to initiate the machine. You will know you are screwed when you hear the screams of some poor human wherever you are in the facility.
Your skills are best used by entering locked doors other SCPs cannot access, and forcing them to open it up, or be taken to your pocket dimension, or tanking shots from humans so SCPs behind you are free to charge and not be forced to dodge and weave. Here are some tips to make the most of 106.
  • If you see someone staring at you as you move to them, reconsider grabbing them, as they may want to be grabbed so they can go to your containment cell, and activate the femur breaker machine. It may be more worthwhile to allow a different SCP to kill them instead.
  • Put a spawn point outside the door to your containment cell, or to the door leading into your containment room. That way after a mass grabbing, you can teleport back there, and see if anyone made it out to attempt to finish them off.
  • If you see someone with a red card or black card, do not grab them. They will either die in your pocket dimension with the keycard, and others can pick it up, or they will survive and use it on your containment cell door to open it up, making killing you a breeze.
SCP-173 "Concrete baby"
Quite the opposite as 096, you are amazing when no one stares at you, and near useless when being stared at. Do your best to ambush everyone you can, as you can spam left click around corners to kill anyone who walks out from them. Due to lack of available space left, I simply recommend being sneaky, and not getting caught in the open, or you will very quickly succumb to death. When enemies are blinking, hold left click to instantly kill them.
Essential tips and tricks for beginners
This is a general tips and tricks page, and are in no order of importance or anything.

  • You can tell what kind of SCP and human is coming based entirely on their footsteps.
  • Furthermore, if you can hear footsteps, they can most likely hear yours!
  • When upgrading your keycards in SCP-914, don't leave the door open, even if it's for one upgrade cycle. You never know if having that blast door closed will save your life.
  • Closing doors behind you is smart when you're being chased, but if you arent, you might regret suddenly turning around and having to open all the doors you closed yourself.
  • Shooting at your teammates is never a good idea. If friendly fire is on, you hurt or kill them. If it isnt, then your projectiles don't go through them, and can block whatever you're trying to shoot at.
  • Camping in one spot can be a good way to catch people off guard, but if you've been there for more then five minutes, you are probably the reason the round is not ending, so get a move on.
  • If you turn off the nuke when you're anything but the SCPs and your SCP buddies arent on the surface and ready to kill everything, you should stop doing that. Immediately.
  • Spawning in as Class-D and shouting "D Boieeeeez!" into your mic increases morale, intelligence, and wit in all Class-D nearby. It's just a fact.
  • As NTF, don't close the elevator door too soon on your fellow team members, unless they're really lagging behind, then they can catch the return elevator.
  • Further more, close blast doors as NTF and Chaos. You don't want any SCPs finding their way to the surface, it's really bad news.
  • Locking people in rooms is a really awful move, as you prolong the round, and whatever plan you had will probably not work out, resulting in an unhappy player and even more unhappy game.
  • As a scientist, take all keycards you find. Don't want D class gaining access to anything they shouldn't be, like SCP-914, or any rooms in heavy containment to get even better keycards.
  • As a scientist or Class-D, if you find a weapon don't keep it out! Use it as an ambush weapon when one of them are standing still, then headshot them quickly to get their gear without a fuss.
  • Don't F@&K with your fellow Class-D, or they will F&#K with you.
  • Hide in the corners of checkpoint rooms if you cant get through. More often then not, people passing through don't even check, and you can get a free pass out.
  • Try not to scream at people for doing stupid stuff. They probably just don't know it's stupid, and won't do it in the future if you simply explain why what they did is stupid.
A final note/server recommendation
I hope you've learned something from this guide, and even more hope that you've found this guide to answer almost any and all questions you have. I as well apologize for any spelling errors or anything factually wrong, though I've done my best to ensure that is not the case(cannot be said for spelling, as I didn't spellcheck).

As well near the end, I rushed this guide out so I can get it out to the public, as well as edit it in time for my convience. I've rapidly lost interest in writting this guide, and being as specific and helpful as I can, though I did want to get it out there to the public for educational purposes.

If you've liked this guide, give it a thumbs up and rate if possible, helps others learn and see it as well! Comment as well and give your thoughts. Was it good? Was it ♥♥♥♥♥♥? See something I should add? I'll credit anyone who wishes to contribute, and give my thanks as well in a new section.

And if you want a good server community to join with not too strict of rules, a good playerbase, and admins/mods who don't do stupid stuff, check out ACE. I'm just a player whose found them to be good, not encouraged nor told to add this. https://discord.gg/QYTscu9
36 Comments
2005 Burnt Bread 20 Jan, 2019 @ 2:41pm 
peanut
Slingexe 27 Jun, 2018 @ 4:42pm 
ok then
Patriotic Hoopoe  [author] 24 Jun, 2018 @ 1:37pm 
yeah i should but i wont until i get the actual desire to
Slingexe 24 Jun, 2018 @ 11:12am 
You should edit The Wepons because they changed...








alot...
Patriotic Hoopoe  [author] 24 Apr, 2018 @ 8:12pm 
That's fair Wheat, and while I would add it, I personally just don't want to because I don't enjoy SCPs and others working together. And there's plenty of guides already detailing how to do that, either memey or in some way seriously. I do appreciate it though regardless.
WroughtWheat 24 Apr, 2018 @ 2:31pm 
I'd like to add another side note: Bargaining
With all other means of escape or gone, you can bargain with the SCPs to the best of your ability. If you are Chaos or D-class, the SCPs are very likely to grant you freedom as they can win with Chaos alive. You can bargain two ways...
1. Offer assistance via keycards or using gun
2. Seducing the SCPs with your charm and wit (works more than you think)
arttgog 7 Apr, 2018 @ 12:23pm 
Pee Nut
buh 6 Apr, 2018 @ 2:43pm 
yep, D-boys. and Praise the Holy Peanut.
Gleaves 6 Apr, 2018 @ 1:15pm 
D-BOIIIIIIIIIIIZZZ!!!
D.theBULL 6 Apr, 2018 @ 11:13am 
oh boi