SCP: Secret Laboratory

SCP: Secret Laboratory

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Advise for scp-914 and keycards that I think will prove useful.
Hi everyone, there's something that I quickly want to mention about scp-914 and keycards in order to help players use their time more effectively (as well as hopefully stop some players from annoying their teammates). We all know how scp-914 settings work with rough and course degrading objects, 1:1 turning objects into other objects of equal value, fine upgrading things and very fine being a gamble version of fine. With this in mind it makes logical sense that only using fine would be the quickest way to get an 0-5 keycard however it's actually better to set scp-914 to 1:1 first if you have a janitor or scientist card. The reason you should do this is because 1:1 will turn them into a zone manager keycard which you only need to upgrade two times in order to get an 0-5 card (so a total of three scp-914 uses) while just using fine will result in four to five uses of scp-914 to get an 0-5 keycard. Some people might be questioning what's the point of doing this for what seems like a minor difference however please remember that this is only meant to be some simple helpful advise and that scp-914 is essentially a death trap the longer you stay in it since everyone knows (including the scps) how crucial it is when trying to escape so less time spent in scp-914 means you're less likely to get stuck at the mercy of any scps.
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Showing 1-3 of 3 comments
Saphirr Aug 20, 2021 @ 8:50pm 
Every one who has spent a decent amount of time in SCP:SL already knows what settings give what cards. There's even a flow chart floating about for it.

The issue arrives when some one wants it on fine after they did 1:1 and some one that just arrived wants it back on 1:1. It gets flipped back and forth randomly until it ends up on the rough settings, then no one gets out.

That's really what happens in 914 when all the clowns arrive. So your best bet is to get there solo or with a friend early and get out asap. Every one is in it for themselves.

My most often used strat is to either just let others do their card if I have none and wait for them at one of the light containment entrances. Or else if I find a scientist card, find one of the zone manager cards and leave light containment asap to find the lieutenant in 096's chamber. The problem with the latter strat is usually a guard gets to it first, before running off with it and dying some where.
Last edited by Saphirr; Aug 20, 2021 @ 8:54pm
RocketPillow Aug 21, 2021 @ 3:27am 
Originally posted by Saphirr:
Every one who has spent a decent amount of time in SCP:SL already knows what settings give what cards. There's even a flow chart floating about for it.

The issue arrives when some one wants it on fine after they did 1:1 and some one that just arrived wants it back on 1:1. It gets flipped back and forth randomly until it ends up on the rough settings, then no one gets out.

That's really what happens in 914 when all the clowns arrive. So your best bet is to get there solo or with a friend early and get out asap. Every one is in it for themselves.

My most often used strat is to either just let others do their card if I have none and wait for them at one of the light containment entrances. Or else if I find a scientist card, find one of the zone manager cards and leave light containment asap to find the lieutenant in 096's chamber. The problem with the latter strat is usually a guard gets to it first, before running off with it and dying some where.

If all guards who have lieutenant cards (soon to be sergeant card) always focused on recontaining 079, we'd be in a better world.

My strategy with 914 is to do the usual 1:1, fine, fine, but if D-Boys enter at some point, I'll usually leave with a red card. While the door is opening and the orange pajamas are flooding in, I'm usually able to enter input on fine before they're able to to hinder me. Then it's running off time for me.
sigma Aug 21, 2021 @ 3:39am 
Originally posted by Rocket:
Originally posted by Saphirr:
Every one who has spent a decent amount of time in SCP:SL already knows what settings give what cards. There's even a flow chart floating about for it.

The issue arrives when some one wants it on fine after they did 1:1 and some one that just arrived wants it back on 1:1. It gets flipped back and forth randomly until it ends up on the rough settings, then no one gets out.

That's really what happens in 914 when all the clowns arrive. So your best bet is to get there solo or with a friend early and get out asap. Every one is in it for themselves.

My most often used strat is to either just let others do their card if I have none and wait for them at one of the light containment entrances. Or else if I find a scientist card, find one of the zone manager cards and leave light containment asap to find the lieutenant in 096's chamber. The problem with the latter strat is usually a guard gets to it first, before running off with it and dying some where.

If all guards who have lieutenant cards (soon to be sergeant card) always focused on recontaining 079, we'd be in a better world.

My strategy with 914 is to do the usual 1:1, fine, fine, but if D-Boys enter at some point, I'll usually leave with a red card. While the door is opening and the orange pajamas are flooding in, I'm usually able to enter input on fine before they're able to to hinder me. Then it's running off time for me.
I usually don't even bother with 914, I just rush 012 to get Zone Manager card and get the ♥♥♥♥ out of light zone. If the card in 096 chamber isn't taken, I take it and open every generator on my way and escape, if it isn't then I just hang out with guards until MTF spawns. Worst case scenario chaos spawns, best case scenario the guard that took the card has a brain.
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Date Posted: Aug 20, 2021 @ 5:03pm
Posts: 3