Garry's Mod

Garry's Mod

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Rxsend Guide for English speakers
By ✝ Orthodox ✝ Dest ✝
This guide was created to help newcomers to RXSEND servers
   
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Introduction
The guide is mainly aimed at English-speaking beginners, so there may be very obvious things here, and also my English is not well, so I apologize in advance for possible mistakes
Beginning of a round
You are in the Foundation complex. At one point, a massive containment breach hаppen, because of it the SCP objects came out of their rooms. The head of the complex includes the evacuation protocol and the destruction of the complex, which is why after 16 (or 14) minutes the complex will explode. You play for one of the characters located in the complex (This could be a SCP, a Scientist, a MTF, or even a D class).
If you are playing as a Scientist, then you should find a MTF squad that will take you to the Entrance Zone for evacuation, avoid class D, they can kill you unchecked
If you play as a D, I advise you to reunite with someone from D, better with all of them with your hacker, because the hacker is the main communist in the D-class squad, he is able to break into any door, including doors where weapons are located, The most effective tactic is to go to the main warehouse area and hack the weapons room, and then try to go to the Entrance Zone and hack the gate
If you play as a MTF, then your main task will be to evacuate scientific personnel and liquidation of D class, your commander аre Lieutenant, head of the MTF or head of the complex, do not forget to take ammo in a special room and reload your weapon, since the beginning of the round you have no ammo
If you play as a SCP, your only task is to completely eliminate everything that moves, and if it doesn’t move, move it and kill it. But you have allies in the form of another SCP and Serpent's Hand (or SH).
If you play as security service, you need to take ammo in a special room, after which your task is to help the scientific faction, optionally eliminate class D
The complex map
The map is divided into 4 zones
Light Containment Zone
- security service, scientific personnel and class spawn there
In this zone there is an additional room - the main warehouse area where different loot spawns
ADDITION
-Red room - room with SCP
-Blue Room - Weapon Room
-Yellow room - Room with loot
Heavy Containment Zone
SCPs spawn in this zone, it is the middle between the Light Containment Zone and the Entrance Zone, it has some loot, most often these are cards, flashlights and tools for repairing generators, which are needed to turn on the lights in the complex.
Entrance Zone
Entrance Zone is the last zone with access to the surface, this zone has no special rooms (except for the intercom) or loot, only a monitor with information about the personnel in the complex can be found here, there are also a lot of computers here, keep an eye on them, if the fund sign is on on one of the computer monitors, know that the support UIU has arrived, advice: If you have a military role, guard this computer, because if they hack it, it will be impossible to escape without a special key card
There is also an exit "Consul O5", for this you will need a card O5 or D class hacker, this is available at any time of the round
Surface
Welcome to the finish line! Here are the main exits for all factions, the list of exits is here:
APC - For D class and Chaos Insurgents
Helicopter - For scientists and military factions of the foundation, but D class in scientist/hazmate uniform can escape too
Car - For all factions but SCP and you will have to get to the end of the tunnel, at the end of the map, this is available at any time of the round
Wormhole - for SCP and SH
Public access exit (UIU) - Available for absolutely all factions, gives the least amount of experience, this is available at any time of the round
The Hand - Also for everyone and always available
Chaos Insurgency Walkie Talkie - Exclusively for D class, gives the most experience, this is available at any time of the round
Additional Information: Vending machine
The vending machines contain all 3 drinks that can be purchased using coins. Vending machines are located in the interior of the complex in the Light Containment Zone and Entrance Zone.

Generators
Generators are located throughout the interior of the Complex, primarily in the Heavy Containment Zone and Entrance Zone. They are used to restore light power in the Complex. To turn on the lights you will need to activate 5 generators, and to activate them you need toolboxes or the MTF Engineer ability. Generators are marked in blue on the map of the Heavy Zone, Office Zone, Light Zone.

Monitors with information
Monitors with personnel information are located in the Entrance Zone, and monitors with a timer are located in the Light Containment Zone. Personnel Information Monitors provide accurate information on the number of remaining personnel in the Complex, namely: Scientific Personnel, Military Personnel, Class-D and Unknown Personnel. The proper operation of these monitors can be disrupted by IUIU/UIU operatives by successfully hacking all 5 computers; the monitors will show incorrect information and change its readings after some time. Timer monitors show the time remaining before the countdown begins until the Light Containment Zone begins closing. Also, in the Light Containment Zone, you can press the E key on the monitor for any MTF employee, after which a number will appear about the remaining scientific employees.
Scientist/medic Uniform
Only D class can wear this uniform, the disguised D class looks like a scientist/doctor, this can confuse the armed employees, but they don’t have ID, they can find it, but they can also be caught with the help of SCP-215, and always remember, if an ordinary scientist is standing in front of you, this does not mean that in the next second he will not take out a knife or gun to kill you

Hazmats (Chemical Protection Suit)
This form can be worn by D class and Scientists, the role of the wearer will be hidden until the moment the form is removed, for example, this may be requested by senior personnel in order to understand who you are, аny hazmat also protects from gala in the Light Zone, SCP-409 statues (In case of a direct blow, you you will also die instantly), SCP-009
Any hazmat provides additional protection from any effect, but the black suit is considered the best, because it provides 50% protection from bullets

MTF form
Available for scholars and D grade. When dressing you start to look like a soldier, you may be asked to take off your suit or show a guard ID, if you don't have an ID, the chance of death increases by about 99%
Supports or how to turn the complex into a stove
I will only take the long round as it is more convenient and clearer
If you died at the very beginning of the round from a ♥♥♥♥♥♥♥♥♥♥ with a knife, you can spawn for one of the supports, there are only 2 of them per round:
IUIU
CI
GOC
SH
NFT
COTK
Optional:
UIU
QRT
IUIU
Their main task is to hack 5 computers so that the gates cannot open during evacuation, all computers are located in the Entrance Zone, on the map above they are marked with green squares, but in the game you will have to look for the computer yourself, when they hacked them, they can be evacuated through their exit UIU.
But right now I’ll mention the optional support of UIU, it is visible with the help of the UIU spy, the task is the same

CI
One of the most frequent and recognizable support, they have only 2 tasks, sаving D class and blowing up the helicopter with the help of a demomаn from Africa who has RPG-5, their team also has a juggernaut who can calmly eat bullets with his head and, in retaliation, hit opponents with a machine-gun burst from the M60, if you're alone and don't have a shotgun to kill him at point-blank range, it's better not to even try to kill him.

GOC
The kindest support of all, why? They don’t want the SCP to escape, for this reason, they try to reach the warhead and make the boom earlier than planned, but if they did this, then no one, except them, wont be able to escape, they will be teleported a second before the explosion.
❝It's better to ♥♥♥♥♥♥♥ blow up everyone and everything than to save someone❞ - The GOC spy
One of the features of their team is that they have a commander who is capable of becoming invisible to everyone (the exception is if someone has a thermal imager on them). Their juggernaut is capable of creating an impenetrable shield in front of itself, but it is worth remembering that this shield can only be penetrated by their special weapons and not otherwise. And the specialist puts a teleport mark and then can teleport to this mark at any time

SH
To be honest, this is the most useless support, they should help the SCP objects escape, but in fact, they are not the ones who help, but they are helped to survive when the SCPs become a kind of shield, but they have the most fun ability in the commander’s team, this is teleport for everyone, he places it in front of himself and it can teleport you to any point on the map, well, or to send an unproblematic enemy to the closed light zone, where he will die from poisoning, remember that SCPs can get into the teleport too, this can help if the SCP behaves inappropriately and wants to kill you, and for such bad behavior, the commander can send him on a free trip to Siberia

NFT
they are an improved copy of the MTF, but the tasks are the same, the commander can scan for 4 factions in a complex, 1) D class 2) Scientific faction 3) SCP 4) Unknown factions They have a relatively good P90 weapon and a sniper who is capable of killing the SCP in just 5-15 shots, if you are a sniper, do not forget about this feature, 1 bullet does 200 damage and eliminating the SCP can be greatly accelerated thanks to you
There is also optional QRT support, it appears with the help of the Head of the complex, they are worse than MTF in all aspects, but they attack not with weapons, but with numbers, up to 12 QRT people can arrive in one call

COTK
According to the lore, they are religious fanatics, their goal is to summon the Scarlet King (Some call him аllah or Satan) using a special book and a subsequent ritual, the book is located in one of the SCP chambers: SCP 079, SCP 427 or SCP 049. No one but them, cant see the book before the ritual begins, and after the complex has 2 minutes to cancel the ritual, if no one can stop them, then the Scarlet King comes and kills everyone, ending by it the round

The worst thing happens when there are many factions warring with each other in the complex, in 1 round you can see at the same time COTK, GOC Spy, UIU, QRT, CI and a bunch of D class, in this case, absolutely everyone lacks air and free space from enemies
Non-game SCP Objects
There will be SCPs that cannot be played as, but they can be taken and actively used
SCP-005 - Key to All Doors
SCP-005 is a rusty orange metal key. SCP-005 appears in the Light Containment Zone, in one of the random SCP item containment chambers. SCP-005, as you might guess, can open any door in the complex.

SCP 009 - Red Ice
This SCP is like a grenade, you can throw it and it will kill everyone in the vicinity turning them into red statues

SCP-038 - The Tree of Everything
SCP-038 is a tree similar to an apple tree, except that it lacks any fruit growing on it. SCP-038 has its own containment chamber. SCP-038 has the ability to clone objects and weapons thrown close enough to it. Cloned items cannot be cloned again. SCP items cannot be cloned.

SCP-207 - Coca-Cola
SCP-207 is a regular 0.5 liter red can of Coca-Cola. SCP-207 appears in the Light Containment Zone, in one of the random SCP item containment chambers. When using SCP-207, you are given the effects of Booster (reduces damage by 50% and increases movement speed by 2 times), Soda (Restores 25% of your maximum HP.) and Adrenaline (does not waste stamina.) SCP-207 is a one-time use.

SCP-215 - Paranoid Glasses
SCP-215 appears as ordinary glasses with brown frames. SCP-215 appears in the Light Containment Zone, in one of the random SCP item containment chambers. When equipped, SCP-215 will highlight all players who are not your allies at you, must not be worn for more than 15 seconds or you will die

SCP-268 - Invisibility Cap
SCP-268 appears to be a regular gray eight-piece cap. SCP-268 appears in the Light Containment Zone, in one of the random SCP item containment chambers. SCP-268 grants you invisibility for 20 seconds. 45 seconds must pass before SCP-268 is used again. Invisibility may end prematurely if you pick up another item or touch another player.

SCP-409 - Ice
SCP-409 is a large collection of crystals. The crystal fragment itself looks like an icicle. SCP-409 has its own containment chamber. The fragment itself can be taken by pressing the E button from the very cluster of SCP-409 crystals. You can only break off 1 fragment. SCP-409 is highly contagious. You can easily become infected from it if you come close to the SCP-409 cluster itself or the crystallized statue.Hitting a person with a shard of SCP-409 will instantly crystallize the person.

Using a fragment of SCP-409, you can infect SCP Objects, but the crystallization process in them will take place as slowly as after a normal infection, namely 60 seconds
SCP-1033-RU - The Perfect Protector
SCP-1033-RU is a small silver ring. SCP-1033-RU appears in the Light Containment Zone, in one of the random SCP item containment chambers. Unlike other SCP items, SCP-1033-RU is equipped with a special outfit. slot and after that it can no longer be removed, even from a corpse. SCP-1033-RU grants you damage resistance based on a percentage of your health. Lasts 5 hits, then doesn't add any protection to you. As standard, it gives the character 200 armor points.

SCP-1499 - Gas Mask
SCP-1499 is an old Soviet GP-5 gas mask without a filter. SCP-1499 appears in the Light Containment Zone, in one of the random SCP item containment chambers. When wearing SCP-1499, you are transported to another dimension. When removing SCP-1499, you are returned to the place where you put it on. Also, stamina does not replenish in the dimension. The dimension itself is presented in the form of a field with black high columns.

SCP-3238 - Dado Juice
The best and most fun SCP
SCP-3238 is represented by gray cans with the inscription "DADO JUICE" and a pictogram indicating the taste. SCP-3238 appears in the Light Containment Zone, in one of the random chambers containing SCP items. SCP-3238 has 2 types - "Radiation Flavored" and "Caution, Hot!". The effects, after absorbing the contents, will affect you very negatively, or more precisely, you will die in any case. Once you drink any of SCP-3238, the timer until you die cannot be stopped.
When you drink radiation-flavored SCP-3238, white particles will emanate from you and you will gradually begin to die. Nearby players will lose health. Upon death, your corpse will emit radiation.
When you drink SCP-3238 "Caution, Hot!", after a while you and those standing next to you will be torn apart by a powerful and deafening explosion. Delay before explosion is 10 seconds. If they try to kill you, you will detonate prematurely.
Why is this the best SCP? Imagine a full MTF elevator, 10 people, and 1 D cаme аnd dronk SCP-3238 “Caution, Hot!”
Levels
The level allows you to open access to new roles. You can see your current level in the lower left corner, next to your current role, and in the players table. To increase your level you need experience, the required experience for the next level is calculated by the following formula: 680 * n (n is your current level). There are many ways to gain experience:
Survival.
Perform the main tasks of the role.
Escape after evacuation.
Premature escape.
Repairing generators.
Healing allies (medics only).
Murder in the head.
Killing SCP objects.
Destruction of evacuation means (armored personnel carrier and helicopter).
for every 5th level the level icon will change in the lower left corner









Key cards
The game has many key cards that open different doors.
General access
Level №
Level 1
Level 2
Level 3
Level 4
Level 5
Access to SCP items
No
No
Yes
Yes
Yes
Access to the main warehouse elevator
Yes
Yes
Yes
Yes
Yes
Access to the armory in the warehouse
No
No
No
No
Yes
Pistol room access
No
No
No
No
Yes
Access to the SS Arsenal
No
Yes
Yes
Yes
Yes
Access to SCP-409
No
No
No
No
Yes
Access to the armory at the outermost checkpoint between EZ and HCZ
No
No
No
No
Yes
Access to the GAUSS room
No
No
No
No
No
Access to MTF arsenal
No
No
No
Yes
Yes
Access to the consul's secret button O5
No
No
No
No
No
Gate - A, B, С, D.
No
No
No
No
No
Access to the shelter
No
No
No
No
No
Access to the Intercom
No
No
No
No
Yes
Helipad checkpoint
No
Yes
Yes
Yes
Yes
MTF key cards
Level №
Level 1
Level 2
Level 3
Level 4
Access to SCP items
No
No
No
No
Access to the main warehouse elevator
No
Yes
Yes
Yes
Access to the armory in the warehouse
No
No
No
No
Pistol room access
No
No
No
Yes
Access to the SS Arsenal
No
No
No
No
Access to SCP-409
No
No
No
No
Access to the armory at the outermost checkpoint between EZ and HCZ
No
No
No
Yes
Access to the GAUSS room
No
No
No
No
Access to MTF arsenal
No
Yes
Yes
Yes
Access to the consul's secret button O5
No
No
No
No
Gate - A, B, С, D.
No
No
No
No
Access to the shelter
No
No
No
Yes
Access to the Intercom
No
No
No
Yes
Helipad checkpoint
No
Yes
Yes
Yes
Key cаrds 2
Research staff
Level №
Level 1
Level 2
Level 3
Level 4
Access to SCP items
No
Yes
Yes
Yes
Access to the main warehouse elevator
No
Yes
Yes
Yes
Access to the armory in the warehouse
No
No
No
No
Pistol room access
No
No
No
No
Access to the SS Arsenal
No
No
No
No
Access to SCP-409
No
No
No
Yes
Access to the armory at the outermost checkpoint between EZ and HCZ
No
No
No
No
Access to the GAUSS room
No
No
No
No
Access to MTF arsenal
No
No
No
No
Access to the consul's secret button O5
No
No
No
No
Gate - A, B, С, D.
No
No
No
No
Access to the shelter
No
No
No
No
Access to the Intercom
No
No
No
No
Helipad checkpoint
No
Yes
Yes
Yes
Security Service Key Cards
Level №
Level 1
Level 2
Level 3
Level 4
Access to SCP items
No
No
No
No
Access to the main warehouse elevator
No
Yes
Yes
Yes
Access to the armory in the warehouse
No
No
No
Yes
Pistol room access
No
No
No
No
Access to the SS Arsenal
Yes
Yes
Yes
Yes
Access to SCP-409
No
No
No
No
Access to the armory at the outermost checkpoint between EZ and HCZ
No
No
No
No
Access to the GAUSS room
No
No
No
No
Access to MTF arsenal
No
No
No
No
Access to the consul's secret button O5
No
No
No
No
Gate - A, B, С, D.
No
No
No
No
Access to the shelter
No
No
No
No
Access to the Intercom
No
No
No
No
Helipad checkpoint
Yes
Yes
Yes
Yes
Key cаrds 3
Special key cards
They are extremely difficult to obtain, and some can only be give only by using SCP-914
Nаme
OMNI card
Support card
Consul Card O5
Access to SCP items
Yes
Yes
Yes
Access to the main warehouse elevator
Yes
Yes
Yes
Access to the armory in the warehouse
Yes
Yes
Yes
Pistol room access
Yes
Yes
Yes
Access to the SS Arsenal
Yes
Yes
Yes
Access to SCP-409
Yes
Yes
Yes
Access to the armory at the outermost checkpoint between EZ and HCZ
Yes
Yes
Yes
Access to the GAUSS room
Yes
Yes
Yes
Access to MTF arsenal
Yes
Yes
Yes
Access to the consul's secret button O5
No
No
Yes
Gate - A, B, С, D.
No
Yes
No
Access to the shelter
Yes
Yes
Yes
Access to the Intercom
Yes
Yes
Yes
Helipad checkpoint
Yes
Yes
Yes
End
That's all, although I haven't written about many things yet, but I think this will be quite enough for a beginner, the guide will be supplemented with time and updates
Remember, I am not responsible for each server individually and some information may vary