SCP: Secret Laboratory

SCP: Secret Laboratory

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The Ultimate SCP:SL Handbook
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This guide covers the basics, mechanics, tactics and general tips and tricks in SCP: Secret Laboratory.
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Welcome!
Let's say, you're a Class D, sitting in your cell, waiting for your inevitable death.. When suddenly, a containment breach breaks out! What do you do?

If you answer "I don't know!" to that question, then this guide is for you.

Since the number of sections is rapidly growing, here's a quick breakdown.

Section 1 - Classes

Section 2 - SCPs

Section 3 - Items

Section 4 - Weapons

Section 5 - Combat

Section 6 - Zones

Section 7 - General gameplay

Section 8/9 - Bonus content

Guide reverted to 09/02/2021[web.archive.org]
Section 1 - The Classes
"Know your enemy..."

Class D
Scientist
Facility Guard (FG)
Nine Tailed Fox (NTF)
Chaos Insurgency (CI)
SCP

Class D Personnel
"D BOYS, D BOYS, D BOYS!"

Spawn: A cell block in the LCZ
Your equipment:
N/A

Commonly nicknamed "D-Boy", Class D is a challenging class to play at times. You spawn with a few others Class Ds in a cell block, which is located in the Light Containment Zone.

Your only objective is to escape using whatever means necessary. That includes killing scientists, scavenging for keycards, and so on.

Unfortunately, Class Ds are almost everyone's enemy. The scientists and Class Ds are fierce rivals. Keep that in mind. You're not friends at all. When near scientists, tread carefully. If one of them has a pistol, they surely won't hesitate to shoot you. Though, if you end up finding a pistol, do not hesitate to kill scientists for their keycards and medkits!

Another huge threat to the Class Ds are the Facility Guards. They spawn in the EZ and if they navigate the facility quick enough, they'll be in the LCZ quite soon. They also won't hesitate to shoot you, but there's a chance that you'll get disarmed, which is basically being handcuffed.

Your only saviors are the Chaos Insurgency. It it wise to have them escort you out of the facility if you run into CI.

Here's a rough to-do list of a Class D (This is a simplified version! Things may be a bit more complicated, depending on how the match develops):
Obtain a keycard, maybe even a pistol
Locate SCP-914 (The Upgrade Machine)
Upgrade keycard enough to open gates
Find the armory, get weapons/Gun it for the LCZ checkpoint
Enter the Heavy Containment Zone, and locate the Entrance Zone.
Find Gate A or B, and take the elevator to the surface
Escape! (After escaping, you'll spawn as a member of the Chaos Insurgency.)

Scientist
"NEEEEERD!"

Spawn: Random location in the LCZ
Your equipment:
Scientist keycard
Medkit

Being a scientist can be difficult, maybe even annoying, since you and Class Ds spawn in the LCZ.

Same as the Class Ds, your objective is to escape. Your only friends are the Facility Guards and NTF. Chaos Insurgency won't hesitate to kill you.

Scientists are generally a bit more well off than Class Ds, since they're better equipped.

The procedure for escaping is similar to a Class D's.

At first, you need to find SCP-914 in order to upgrade your card. This task is harder than it sounds, as if a group of Class Ds run into you, they'll most likely follow you around to 914 and possibly steal your keycard. Worst case scenario is that you get swiftly killed by someone with a pistol.

Once you get an O5 card, you can either visit the armory first or just go straight to the HCZ. Then, you navigate through the HCZ, enter the EZ, exit through Gate A/B and escape.

When you escape, you become a NTF scientist.


Facility Guard
"Let's go in and out, and get this over with quickly."

Spawn Location: Random location in the EZ
Your equipment:
MP7
Guard keycard
Disarmer
Radio
Medkit
Weapon Manager

A Facility Guard is essentially the first responder to the containment breach. The purpose of them is to die fighting SCPs in the HCZ, giving scientists and Class Ds more time to escape without any interference. Though, what's interesting is that it doesn't work that way most of the time. The guards reach the LCZ first, and end up slaughtering the Class Ds. This makes the FGs a huge threat to Class Ds.

Normally, the course of action for a Facility Guard is to find the HCZ as soon as possible, and get to the LCZ.

The objective of a Facility Guard is the same as NTF's objective. Escort the scientists to the escape zone, kill/disarm Class Ds, recontain/terminate SCPs.

The Facility Guards can have one neat trick up their sleeve - and that is getting a high-level keycard very early in the match. If you locate the room in the EZ which has 2 file cabinets in it, go ahead and search them. If you get lucky, you'll get a Facility Manager keycard, which basically unlocks everything except the armories. This allows for quickly recontaining SCP-106, or activating the Alpha warhead early in the match.

Nine Tailed Fox
"I swear to God, if any of you throw a grenade in the elevator..."

Spawn: The surface, near the elevator to Gate B.
Your equipment (Depends on rank. Ranks are randomized!):
P90 SMG (Cadet)
Epsilon 11 Rifle (Lieutenant, Scientist, Commander)
MTF Keycard (Access depends on rank)
Disarmer (Lieutenant, Scientist, Commander)
Flash Grenade
Frag Grenade (Lieutenant, Scientist, Commander)
Radio
Weapon Manager

The NTF spawn mid-game in waves consisting of several players. If you are spectating, you have a chance to spawn in the next NTF wave!

The Nine Tailed Fox are the heavy artillery. They're elite units tasked with neutralizing various threats. Their main rival is the Chaos Insurgency.

The NTF are well armed and close to the facility entrance. They normally get inside through Gate B.

The NTF are quite interesting, as they have ranks. There are 4 ranks - Cadet, Scientist, Lieutenant, Commander. A Cadet has the worst equipment, and the Commander has the best equipment, while the Scientists and Lieutenants are roughly in the middle. The NTF ranks are completely randomized.

The objective of the NTF is to recontain/terminate SCPs, escort scientists to the escape zone and neutralize Class Ds.

Eventually, the NTF may want to detonate the Alpha warhead to flush out any remaining CI or SCPs.

Chaos Insurgency
*deafening sound of a dozen LMGs firing at once*

Spawn: The surface, near the Alpha warhead detonation room and elevator to Gate A.
Your equipment:
Logicer LMG
Chaos Insurgency Access Device (Same access level as the MTF Commander card)
Medkit

The CI.. Well.. They cause chaos! Just like the NTF, they spawn on the surface, in waves.

The CI's main objective is to kill every Nine Tailed Fox and Facility Guard and rescue Class Ds.

They are also well armed, equipped for close-range combat. If they don't obtain a rifle, they will struggle at mid-long range engagements.

The CI don't have any ranks - everyone is equal, everyone gets the same equipment.

Since the CI want to cause chaos, they may detonate the Alpha warhead as well.

The CI spawn location isn't the most convenient. They can easily be caught by surprise and attacked from above by NTF.

What's unique about the CI is that they can befriend the SCPs and win the game with them. If there's only CI and SCPs left alive, the game automatically ends.
Section 2 - SCP-173/106
The part you all have been waiting for..

There are a total of 11 SCPs currently in the game, with 6 of them being playable.


Our lord and savior, the Peanut.

Spawn: 173's chamber (Labeled PT 00), Light Containment Zone
Ability: 173 can move at a breakneck speed (pun intended) when it isn't being looked at.
Health: 3200
Base speed: 12.5 m/s
Max speed: 20 m/s
Nicknames: Peanut, Captain Crunch

So, let's start with Peanut, shall we? SCP-173, or very commonly called Peanut, is a statue made out of concrete and rebar.

Because it spawns in the LCZ, Class Ds and scientists are guaranteed to encounter it at some point. SCP-173 has an unique moving sound. Whenever it moves, a stone scraping sound can be heard. 173 kills it's targets by snapping their necks.

If a person directly looks at 173, it won't be able to move until that person blinks, allowing it to cross some distance. A cool fact about this, is that it actually switches to an entirely different movement system when in direct line of sight. 173 has the ability to move anywhere in a 360 degree area around it. However, if the end point is in the air, they will be lagged back, and 173 can't move through objects or people. This means that, if played right, 173 can get some very strange kills.

If 173 runs into a NTF squad, it's chance of survival is quite low, even if it is quite durable.

The lower 173's HP is, the faster and further it'll move.

Tactics:

Sneaky sneaky!

As SCP-173, you may want to be sneaky, and avoid being looked at. That is, trying to catch your prey from behind, or hiding behind doors. 173's speed allows it to quickly relocate and flee the scene, if there is no one looking at it.

Corner hugging

Essentially, you'll be hiding in the corners, and waiting for someone to pass by you. When they do, quickly go in for the kill.

Teaming up

The good old 173 + 096 combo is very lethal. If the target looks, 096's rage will activate, and if they won't look, you'll be able to snap their neck.

SCP-106 "Old Man"
"Time to camp my containment chamber!"

Spawn: 106's chamber, Heavy Containment Zone.
Abilities: Teleportation, ability to pass through closed doors, no matter if they're keycard locked.
Health: 650 (effective HP against bullets: 6500)
Base speed: 6 m/s
Nicknames: Larry, Old Man.

SCP-106 is a pretty useful SCP. His ability to pass through doors is a godsend at times. For example, if there are a number of people who are hiding in SCP-914, 106 can just pass through the gate and kill them. He also can teleport by putting down portals. (Press TAB)

When 106 manages to attacks someone, they lose around half of their HP and get sent to his pocket dimension. However, if the nuke has gone off, it will kill people immediately on contact.

In the pocket dimension, there are several tunnels, and only one tunnel (by default) gets you out of the pocket dimension. If you enter a wrong tunnel, you die. However, there are some tips you can use to increase your chances of survival in the pocket dimension.

People sometimes "mark" tunnels by dropping an item in front of one before going in. If you don't see a dead body in a marked tunnel, try going in it. It is also wise to mark tunnels yourself. When you choose a tunnel, drop an item in front of it, and then go in. If it is the right tunnel, you'll know which one it is the next time you get caught by 106.
Note: This only applies to servers that have randomisation disabled. If random tunnels are enabled, every time a player dies or escapes, the correct tunnel will be changed again. Because of this, escapes can't be reliably marked and everything is down to chance.

If you are careful enough, you can pick up medkits from dead bodies in the pocket dimension to prolong your time there. However, the damage dealt to you will ramp up the longer you are, so after a period, even using medkits constantly won't keep you alive.

If you manage to escape the pocket dimension, you get teleported to his containment chamber.

Adding up to 106's uniqueness, there are 2 ways to kill him. One way is the good old fashioned "shoot em' up", and the other way is recontaining him.

To recontain 106, you need a high level access keycard (Containment Access must be "All"), and a player who's willing to sacrifice themselves. The first thing you need to do is locate 106's containment chamber, which is located in the HCZ. Then, go straight and you'll see a locked control room, open it. After the sacrifice has entered the sacrifice chamber, you need to press the big red recontainment button. A loud scream of pure pain will be released throughout the entire facility, and shortly after, SCP-106 will be recontained, taking him out of the match.

Because of this, if you're playing as 106, it is wise to check up on your containment chamber every once in a while. Feel free to put down a portal there.

SCP-106's attack range is really short, you need to be practically hugging your target to capture them. This means that others can easily juke 106.

106 isn't that fast to catch up with his targets. He has a distinct, loud footstep sound which sounds like thunder.

Tactics:

Support

Given the fact that 106 can walk through doors, 106 can work well as a support SCP, since he isn't that tanky. SCPs do not take any fall damage, so feel free to use that to your advantage on the surface.

The wrap around

Since 106 can teleport freely to his portals, a common and powerful technique can be to scare someone in a certain direction, and then portal around to intercept them. This method can be very effective against lone guards and scientists, as they will have very little ammunition, so 9/10 will flee.

Detonation denial

Since 106 can put down portals, he can be a real thorn in the side when it comes to detonating the Alpha warhead. If you put down a portal in the Alpha warhead control room, you can quickly cancel the detonation by teleporting there. The same can be done with the intercom room, which brings hilarious results when someone is using it.
Note: Camping the Alpha warhead control room is often frowned upon. In some servers, it's even forbidden. Camp the control room at your own risk.
Section 2 - SCP-096
SCP-096 "Shy Guy"
"Don't look at me..."

Spawn: Heavy Containment Zone
Ability: When someone looks at you, you enter a rage mode, getting more powerful with each person that looks.
Base speed: 4.5 m/s
Enraged speed: 12 m/s
Charge speed: 25 m/s
Nickname: Shy Guy

SCP-096 is a mixed bag. If your rage isn't active, you are quite vulnerable, but once raged... Good luck stopping you.

Docile

The first thing you'll notice about 096 is the fact that there are two health bars. HP and AHP (hume shield). The HP starts at 1500 and the hume shield at 350 (sometimes glitches and goes to 500). The hume shield is very special, as it passively regenerates over time at a rate of 5 p/s after 10 seconds of not taking damage. 096 has one special ability when docile. It is able to lean or doors and gates, almost entirely silencing 096's cries. However, the ripples in the air from the hume shield can be seen through some doors, and you can't move or turn when leaning against it. As of the Scopophobia update (24th of July 2020), it will trigger as soon as its face is viewed. This means that players looking straight down or at 096's back won't trigger it.
Note: To lean on the doors in entrance zone, you need to look at the solid part, as the windows aren't counted as an interactive area.

Enraged

It becomes enraged whenever anyone views its face. During the enraging period, 096 moves even slower (3 m/s). The time it takes to fully rage depends on how far away the targets are (the further away, the longer it takes). The base rage time for 096 is 15 seconds, with another 3 seconds added on for each person that looks at it. This value is capped at 30 seconds, but still subject to change. On top of adding another 3 seconds to the rage timer, each target that views 096s face or shoots it, will add another 70ahp to the hume shield (anything above base hume will vanish once 096 unrages). The final thing that happens when 096 is enraged,is all non-targets become invisible, with targets being highlighted with large, glowing red orbs which can be seen through walls (the hat will have no affect). Finally, 096's speed massively increases and it can jump very high.

Now for the active abilities. The first and most obvious is the AOE attack. When left clicking, 096's arm will swing, damaging everyone in range and instantly killing whoever is in front of it. 096 can hit "invisible" players. This attack will destroy doors, and doors will be prioritised above players, meaning some will try to avoid 096's attacks that way. If you have an 079, try to be careful not to destroy them all. The next ability is 096's charge. Activated on a right click, this will more than double it's movement speed, destroy any doors in it's path and slaughter anyone in a small bubble around it. Hitting a person or wall will instantly cancel 096's charge however. There is a small indicator at the bottom of the screen that shows your charge cooldown. If 096 charges at a closed gate, or right clicks while enraged near it, 096 will temporarily force gates open, allowing SCPs to pass through (it will instantly kill any humans).

Overall, 096's biggest strength is the community refusing to adapt to new meta. Most people will try to stand still or simply run away when you're raged... Take advantage of that.

Tactics

Defensive playstyle

A good way to play 096 is to play defensively and carefully. With your slow speed, you won't be able to carry out an offensive. Try and get in a position which would force enemies to look at you.

Teaming up

As said in 173's description, teaming up with 173 is a good way to make yourself way bigger of a threat. On the other hand, you could stick close to other SCPs.
Section 2 - SCP-049/-2/939
SCP-049 "Plague Doctor"
"I am the cure!"

Spawn: 049's chamber, Heavy Containment Zone
Abilities: 049 is able to turn people who he kills into zombies.
Health: 1700
Base speed: 6 m/s
Nicknames: Bird boi, Doctor, Daddy

SCP-049 is a force to be reckoned with. He is one of the most powerful SCPs in the game, able to kill enemies with only a single click. On top of that, he can turn people who he kills into zombies, giving him the ability to create a zombie army, as there is no limit to how many zombies 049 can have. People can be resurrected within 10 seconds of dying, which the process taking 7 seconds. 049 can still attack while doing this. The Plague Doctor is able to take a fair amount of damage before going down. Though, 049's zombies are supposed to act as meat shields. SCP-049 is on the slow side, but not as slow as 096. 049's footsteps are slow and have a very unique sound, meaning other humans will hear him coming from a long way away.

The zombies can kill enemies in 2 to 3 hits. The lower their health is, the faster they can attack.

Tactics

Zombie Army

Self explanatory. Kill people, turn them into zombies until you have a decent-sized army of them.

Corner Hugging

Mentioned in SCP 173's tactics, this works for 049 as well. Camp a corner near a door, and as soon as someone passes, go in for the kill. This tactic works better for 049 than 173. Keep in mind that this tactic is not that effective when people check their corners before advancing.

The Elevator Surprise

If Gate B is open and NTF spawns in, make your way to the elevator ASAP and wait till the NTF take the elevator. As soon as the elevator door opens, immediately rush them before they manage to react. This way, you can effectively wipe out more than half of the NTF most of the time.

SCP-049-2 "Zombie"
"One of us..."

Spawn: Where the player died
Abilities: Slowly beating people to death
Health: 300
Base speed: 6.5 m/s
Nicknames: Children, disease babies

SCP-049-2 is a zombie created when 049 resurrects a dead player. They are definitely made for a more cooperative playstyle, favouring swarm tactics over most others. While they move faster than 049, -2s aren't the strongest, being limited to only a simple melee attack (40dmg). If shot in the head, zombies take a lot more damage, however, if shot in the arms or legs, the damage taken will be halved. This means that if played right, 049-2s can be very effective bullet sponges, capable of tanking a lot of damage for other SCPs.

SCP-939 "With Many Voices"
WOOF WOOF!

Spawn: Heavy Containment Zone
Abilities: Can talk to humans, see through walls.
Nicknames: Lizard, Doggo, Scooby Doo, Clifford

SCP-939 is the latest SCP added in the game, and it is quite dangerous. It's vision is based on sound, so if someone makes a lot of sound, 939 can see them from far away, even through walls.

SCP-939 attacks by biting the cranium or neck (65hp). This attack also gives the victims amnesia. Amneisa prevents players from reloading or opening their inventories for 3 seconds.

What's special about 939 is that it can voice chat with humans (by pressing V).This means that you can lure people into traps, convince them to open doors, etc... This ability can also be used to effectively communicate with people you've teamed up with. (For example, Chaos Insurgency)

When walking normally, 939 is completely silent. SCP-939 can also sprint, bringing it up to the same speed as a human. This makes evading SCP-939 quite difficult if it's already on your tail. If you don't make any sound, SCP-939 will have a hard time being able to see you, as you become completely invisible to it. Though, if it gets in very close, it can see you even if you don't make any sound. Walking is advised when around this SCP (hold C).

SCP-939 is quite squishy, so caution is advised.

Tactics

Lure

Self explanatory. Use your special ability to pretend that you're human, and kill others.

Support

This can be a supporting SCP. Stick with your fellow SCPs, and tell where the enemies are, if they make sound. (Reminder, you can even see enemies through walls.)
Section 2 - SCP-079
SCP-079 "Old AI"
"Got any games on ya?"

Spawn: 079's chamber, Heavy Containment Zone.
Abilities: Can control the facility.
Nicknames: Computer

079 section isn't 100% finished. More info will be added as I get experience with using it.

As of 2018-07-12, 079 is still deactivated. and is being reworked. Please stay patient. Readded in megapatch #1.

SCP-079 is a pure support SCP. It's goal is to support other SCPs by controlling the facility. Examples: Opening doors, activating tesla gates, watching the cameras and giving intel on enemy positions.

Communicating with fellow SCPs is highly recommended to ensure success.

079 can do things like locking doors to create a dead end for the enemy when he's being pursued by an SCP, or opening gates, such as the SCP-914 gate. Other things he can do are activating tesla gates and controlling elevators.

There are cameras all around the facility. If they're moving around and have a blue light on them, it means that 079 is currently watching through the camera.

To use any of it's abilities, SCP-079 must use some of it's auxiliary power(AP). Certain abilities use up more power. (For example, opening SCP-914's gate eats away more power than just controlling a door.)

SCP-079 starts off at access level 1. That level will go up as 079 gains experience points by using it's abilities. Higher access level means that 079 will be able to use more of it's abilities, and recharge AP faster.

SCP-079 has an unique recontainment method. There are generators which are located all over the Heavy Containment Zone. If all generators are turned on, SCP-079 will be overloaded with power and will shut down. Though, if only some generators are turned on, 079 will receive a boost to it's AP. In order to activate a generator, you need to have a high level keycard to open it up, and a weapon manager tablet to start the activation process. Once the tablet is attached, wait a few minutes, and the generator will be activated. SCPs, of course, can cancel the activation process.

Tactics

Support

Pretty much the only viable strategy here. Help out your fellow SCPs to kill everyone. Communication is important. Lock doors when people are being chased by SCPs, or open gates. Alternatively, you could try and activate the tesla gates to prevent people crossing them.

Future SCPs
These SCPs will be added in future updates. Stay tuned! Source is Hubert himself.
SCP-457
SCP-372

Blacklisted SCPs
These SCPs are officially blacklisted and won't be added to the game.
SCP-035
SCP-999
SCP-682
SCP-076
Section 2 - SCP-914
SCP-914 "The Clockworks"
"Great, SCPs are behind the door..."

Location: 914's chamber, Light Containment Zone
Abilities: Can upgrade items.
Nicknames: Upgrade room/machine

SCP-914 is a crucial part of every match. It can upgrade various items, like keycards and weapons. It is locked behind a keycard-locked gate. To access it, you need a keycard. Any keycard will unlock it.

For the most part, people use 914 to upgrade their keycards. Class Ds and scientists normally want to get there ASAP.

In the middle, there's a knob and 5 options - Rough, Coarse, 1:1, Fine, Very Fine. Using Rough and Very Fine is not advised. These settings may be faster, but they can completely destroy the item that's being upgraded. Stick to Fine and Coarse.

Fine is a safe way to upgrade your items. It normally takes around 3-4 runs to upgrade your keycard to an O5 keycard.

1:1 changes the type of the item. For example, you can change a scientist card to a zone manager card.

Coarse downgrades your items. Yes, there's an use for downgrading items. For example, if you want to upgrade your weapon to a Micro HID and you get a Logicer, you downgrade and then try again. Though, you can also use the "Fine" setting to get an Epsilon 11 rifle, which is usually safer.

914 is usually, quite literally, a death trap. Most of the time, when you're all set to leave, SCPs will be waiting behind the door, ready to strike. This often results in groups of players being trapped in 914. As of megapatch #1, being in 914 is even more dangerous, as SCP-079 can just open the gate, allowing other SCPs to come in and kill you.

Tactics

The scientist card

If you spawn as a scientist, or are able to find a scientists card as a class-d, it only takes two upgrades to get a card capable of escaping. Place the card in 914 once on 1:1 and then again on fine. It'll upgrade to Zone Manager and then to Facility Manager.

Minimizing risk of keycard stealing

This one only applies if the server you are playing on doesn't have the inventory upgrades plugin. One tactic is to start up 914, then immediately get in the intake booth before the doors close. When you're in there, drop your keycard till it gets upgraded. Rinse and repeat. This method reduces the chance of your keycard getting stolen. Note: On some servers, this will not work. Only the keycard will get moved to the output booth, and you'll need to run over to it to get your keycard. If this happens, then drop the keycard in the intake booth, and as soon as you activate 914, get in the output booth instead.

Keycard stealing

If all else fails, you may want to resort to playing dirty and stealing keycards in 914. This is heavily frowned upon, so do this at your own risk.
Section 3 - Items (Keycards)
This section will be about items in SCP Secret Laboratory.
"One keycard to open them all.."


KEYCARDS

Keycards play a huge part in this game. Without them, you can't even exit the LCZ. There are keycards scattered all over the map in set locations. Now, here are the card types and the cards themselves.
Note: Not all cards naturally spawn in game, so for these cards there won't be a detailed description.

SCP Containment

Janitor: Found in the “Washroom” Labelled WC-00. On either the floor, the sink on the men’s side, or the sink or toilet seat on the women’s side.
If you get a Janitor Card, the most efficient upgrade process in SCP-914 is as follows; 1 to 1 (turn into Zone Manager) > Fine (turn into Research Supervisor) > Fine (turns into O5).

Scientist: Found in;
  • CHANCE to spawn in Washroom (WC-00) On either the floor, the sink on the men’s side, or the sink or toilet seat on the women’s side.
  • GUARANTEED to spawn in the PC Room (PC-15), randomly placed on a computer desk.
  • CHANCE to spawn in a Locker. Lockers are 3 compartment storages that have a chance to spawn; GR-18, PT-00 (SCP-173’s Containment) The PC Room (PC-15), VT-00 (Informally called Vegetation Room) in a side room.
If you get a Scientist Key Card the most efficient upgrade process in SCP-914 is as follows; 1 to 1 (turn into Zone Manager) > Fine (turn into Research Supervisor) > Fine (turns into O5).

  • Research Supervisor card

  • Containment Engineer card

    Security

    Guard: Found in;
    • CHANCE to spawn on one of the shelves in nukeroom.
    • CHANCE to spawn on the shelf in 049s containment chamber.

    • MTF Cadet card (Med. containment & armoury, checkpoint access)
    • MTF Lieutenant card (Med. containment & armoury, checkpoint, entrance gate access)
    • MTF Commander card (Med. containment & all armoury, intercom, checkpoint and entrance gate access)

    Administration
      Zone Manager Card: The Zone Manager Card can spawn in either;
      • CHANCE to spawn in a Locker. Lockers are 3 compartment storage that have a chance to spawn; GR-18, PT-00 (SCP-173’s Containment) The PC Room (PC-15), VT-00 (Informally called Vegetation Room) in a side room.
      • GUARANTEED to spawn in SCP-012’s containment (Renamed SCP-330 in Halloween Update) on the desk. *REQUIRES A SCIENTIST CARD TO ENTER.
      If you get a Zone Manager Card, the most efficient upgrade process in SCP-914 is as follows; Fine (turn into Research Supervisor) > Fine (turns into O5). It is the quickest way to get an O5 card.
    • Facility Manager

    • Chaos Insurgency Access Device

    • O5 card
Section 3 - Items (General)
Other items
The following items can be found in file cabinets.
Scientists, CI, Facility Guards spawn with medkits

Flashlight
Radio
NTF Commander keycard (EZ only)
Facility Manager keycard (EZ only)
COM15 Pistol (EZ only)
Scientist keycard (LCZ only)
Frag Grenade (EZ only)

The only item worth explaining here is the radio. With the radio, you can communicate with NTF units or Facility Guards. The radio has a battery that depletes as you use one of the settings. To conserve the battery, you can turn off the radio with the right mouse button.

There are 4 settings - SR, MR, LR, UR.

SR - Short Range (low battery usage)
MR - Medium Range (medium battery usage)
LR - Long Range (high battery usage)
UR - Unlimited Range (very high battery usage)


Medkit

This is a quite valuable item. The medkit heals up to 50% of your HP. It it advised to stock up on as much of them as you can.
Section 3 - Items (SCP)
Around Light Containment you can find small SCP Bulletproof Lockers (opened with Containment Access 2 key cards) 1 of 3 items. *THESE ITEMS ALSO SPAWN IN HEAVY CONTAINMENT.

SCP-207
"I am speed!"

Abilities: Increases players speed
Base speed (x1): 8.82 m/s
Max speed (x4): 11.47 m/s

SCP-207 also referred to as the “Cola” or “Coca-Cola”. This item heals for 30 HP initially, as well as increases the player’s speed. The side effect is that as you move you start taking damage based on how fast you are moving. Standing still will make you to take damage but very slowly. SCP-207’s effects stack up to 4. D-Class can use this item to speed up how quickly they escape, or outrunning most players in game.

SCP-018
"Bounce. Bounce. BOOM!"

Abilities: Exponentially increases in speed before going out with a bang

SCP-018, also referred to as “The Ball.” This item can be used to escape sticky situations. It can be thrown once and will continue to bounce off each wall in a room, each bounce accelerating in speed, dealing damage to whoever it hits, before eventually exploding dealing damage. It can be used to scare off SCPs, kill pursuers, or open doors*

SCP-500
"The cure to end all cures."

Abilities: Heals all wounds

SCP-500, also referred to as “The Pills” or "Panacea". This item can be used to heal all your health no matter how low. It is quickly consumed; it is a self-explanatory healing item. It also removes the effects of SCP-207, resetting your speed and healing your health to full.

SCP-268
"Now you see me..."

Abilities: Grants temporary invisibility

SCP-268, also referred to as “The Hat.” When equipped, the player becomes invisible for 15 seconds now showing to anyone except SCP-939 and SCP-079. This item can be used to escape hoards of MTF or dupe SCPs.
Section 4: Weapons
If you don't want to end up throwing shoes at your enemy, you better be armed.

NOTE: All weapon stats are taken from the weapon manager.

Weapon list
  • COM15 Pistol
  • MP7
  • Epsilon 11 rifle
  • P90
  • Logicer LMG
  • Micro HID
  • USP

COM-15 Sidearm

Ammo type: 9mm
Magazine size: 12 rounds
Max damage: 32.76222
Effective damage: 32.524
Shots per second: 6
Available attachments: 2 (Suppressor, flashlight)

This pistol can be found in file cabinets, various rooms in the LCZ, and the LCZ armory.

In the right hands, this pistol is very potent. Headshots can kill people in 1 hit, and ammo is plentiful, provided you keep killing players. For maximum damage potential, put on a suppressor.

Only 2 COM15s spawn in the LCZ. One spawns somewhere in the LCZ, and the other one spawns in the armory.

USP

Ammo type: 9.00mm
Magazine Size: 18 rounds
Base damage: 25.5
Max damage: 31.9
Max Damage: 127.6
Available Attachments: 4 (Collimator sight, silencer, heavy barrel, flashlight)

This pistol can only be found within the secured lockers that spawn within either the nuke silo or 049s chamber, spawn count ranges from 0 to 2. What it lacks in fire rate it makes up for in power, when at its best ability it can kill almost any human foe in one shot, perfect for taking out single enemies when stealth is on your side

MP7

Ammo type: 7.62mm
Magazine size: 35 rounds
Max damage: 15.18
Effective damage: 15.0495
Shots per second: 9
Available attachments: 4 (Suppressor, holo/red dot sight, ammo counter, flashlight.)

A standard issue Facility Guard weapon. It gets the job done. The MP7 can be found on Facility Guards and the LCZ armory.

Epsilon 11 Rifle

Ammo type: 5.56mm
Magazine size: 40 rounds
Max damage: 15.4275
Effective damage: 15.43982
Shots per second: 8
Available attachments: 8 (Suppressor, muzzle brake, zoom/night vision/holo/red dot sight, flashlight, ammo counter)

Standard issue NTF rifle.

This is one of the best guns in the game. It's damage is decent, it is very stable with little recoil with the right attachments.

Since headshots in the game deal a lot of damage, the best thing to do with this gun is aiming for the head. If you do that, Chaos Insurgency will be dropping like flies at mid-long range.


So far, the most stable setup with as little recoil as possible for the Epsilon 11 is the Night Vision scope and the muzzle brake.
When you use these 2, you'll have 90% less recoil while zoomed in, and 70% less recoil while not zoomed in. If you don't like the Night Vision scope, then feel free to use the zoom scope. Although, if you use the zoom scope, you'll have 10% more recoil while zoomed in.

The Epsilon 11 Rifle can be found on NTF Lieutenants/Commanders and the HCZ.

P90

Ammo type: 9mm
Magazine size: 50 rounds
Max damage: 10.56
Effective Damage: 10.51081
Shots per second: 10
Available attachments: 8 (Muzzle brake, oil filter suppressor, suppressor, red dot/holo sight, ammo counter, laser, flashlight

Standard issue SMG for NTF Cadets.

The P90 is mediocre at best. Just like the MP7, it gets the job done. If you use a muzzle brake, it has very little recoil and is easy to control. If you come across an Epsilon 11, I suggest you pick it up.

The P90 can be found on NTF Cadets and the LCZ armory.

Logicer LMG

Ammo type: 7.62mm
Magazine size: 100
Max damage: 19.8
Effective Damage: 16.81869
Shots per second: 11
Available attachments: 0

Standard issue LMG for the Chaos Insurgency.

The Logicer is king at close quarters combat, with it's high rate of fire and decent damage, huge magazine size. Few people will stand a chance.
Although, the Logicer suffers because of it's accuracy and recoil at mid-long range and will be easily outclassed by the Epsilon 11.

The Logicer can only be found on Chaos Insurgency. Or, you could upgrade an Epsilon 11 rifle in SCP-914 and hope you get one.

Micro HID
Magazine size: 1 (No reloads!)
Max damage: Very high

The Micro HID is primarily an anti-SCP weapon. This gun is quite unique, as it can deal a lot of damage in a short burst.

Before firing, it must be charged for 5 seconds with a 2 second delay. It will then fire until it runs out of M1 is released. There is an alternative charge. By using M2 (right-click), the HID will slowly charge, waiting for you to fire, however, this will slowly drain its energy.

The HID's range is short, so you need to get in close to a SCP, which is very dangerous. The SCP has around a 3-4 second time window to kill you before the HID kills it.

The Micro HID can be found in the Micro HID chamber located in the HCZ. Or, you can upgrade an Epsilon 11 rifle in SCP-914 and hope you get a Micro HID.

If you put a Micro HID in SCP-914 and set it on "1:1", "Fine" or "Very Fine", it will recharge the Micro HID.

Frag Grenade

The Frag grenade, when used correctly, can wreck havoc on both SCPs and humans. Grenades can be used to scare off players, clear rooms, etc..

They're quite effective against SCPs as well. If a grenade detonates close enough, it'll have devastating effects. Another thing that is great about them is that you can use them to blow up keycard locked doors. The only door the grenade can't blow up is the Alpha Warhead detonation room door.

Flash Grenade

The Flash Grenade is mostly used as a trolling device, but it can help in combat situations.

The Flashbang's blinding range is actually quite big, so use that to your advantage.

The Flashbang can be useful for tactical offensives.

Weapon Workshops

If you want to put attachments on your weapon, you need to find a weapon workshop. These are scattered all over the facility.

Some spots are: Gate A/B, LCZ armory, Alpha Warhead control & detonation room.

To use a weapon workshop, you need to have a weapon manager.

After you start using a weapon workshop, it'll load for about 5 seconds. Then, depending on the weapon you're holding, you'll see a list of attachments. Pick as you want. :)

When you want to put on an attachment, just select it in the menu and leave it. Same for other attachments.

Your attachments will always save through servers and matches, so you won't need to keep using the weapon workshop.
Section 5: Combat
At some point, you'll be forced to fight. Here are some tips.

As said in the items section, stocking up on medkits is important to increase your chances of survival. When you're wounded, don't risk it. Go into cover, heal up and get back to the fight.

Tactics

Favorable conditions

You might want to try and lure the enemy into a location that's more favorable for you. For example, if you're Chaos, you can try and lure NTF into a close range engagement, where you'll ultimately have a huge advantage.

Chickening around

Since SCP:SL has no movement accuracy penalty, you can run, jump, do whatever you want without taking a hit to your accuracy. So, make yourself a difficult target. Jump around, strafe, etc.

Overwhelming Firepower

Ever seen one of those Chaos Insurgency rushes towards the NTF after they spawn? Tactics like that are sometimes successful, but with heavy losses. What you'll be doing is bum rush towards the enemies. This tactic is more effective if you have the advantage in numbers.
This is more of a novelty tactic, but it can work if the enemy is caught by surprise. Use as a last resort.

Teamwork

Teamwork is a tried and true tactic. When you work together with your teammates, you'll always have an advantage in combat. Cover each other, work together and you'll make it out against an uncoordinated enemy.
Section 6 - Light Containment Zone
Light Containment Zone (LCZ)
"Light Containment Zone is locked down, and ready for decontamination. The removal of organic substances has now begun."

This is the zone where Class Ds, scientists and SCP 173 spawn. Learning the Light Containment Zone Hallway and Room Codes is a good idea in the long run if your looking for more efficient escapes, learning what rooms to avoid will make your escape quicker! There are many places you can go for resources to help you escape.

After 15 minutes have passed, the Light Containment Zone will be decontaminated, killing anyone who's still in it. In the last 30 seconds, all checkpoint doors are opened automatically, giving a chance to escape for people without keycards.

To get out of the LCZ, you need to get past the checkpoint and take the elevator to the HCZ. To unlock the checkpoint, you need a keycard that has checkpoint access.

Keep in mind that the COM15 pistol spawns in only one of the rooms listed here!


Rooms of interest

Class D cell block(CD01)

Class-D Chambers (Labelled CD01) is the original Class-D spawn chambers, when trying to find the exit, avoid re-entering this room to save time, though, it is a good place to hide when avoiding a pursuing SCP.

SCP-914

Everyone wants to get in there to upgrade their cards. Once in 914's room, be careful of SCPs waiting behind the door.

SCP-012's chamber

The door to this chamber is keycard locked. To access it, you need a card that has medium containment access or higher.

Possible loot:
  • COM15 pistol (On the counter)
  • Zone Manager keycard (On the counter)

SCP-372's chamber(GR18)

AVOID GR18 after getting a good card. Only seek out GR18 within the first few minutes of the round to get cards out of potential lockers, OR for the low chance a gun (COM-015 Sidearm) will spawn within the glass box in the middle of the room. When looking for exit, this room is, much like CD01, a waste of time to enter, but can be used to hide from pursuing SCP’s or duping them around the chamber.

Armoury(##00)

The armoury is guaranteed to hold 3 Guns, 3 Flash Grenades, 3 Standard Grenades and some ammo, it also has tablet stations where, if you have a tablet, you can upgrade your gun, customising the attachments to your liking.

SCP-173's chamber (PT00)

AVOID PT00. Only seek out PT00 within the first few minutes of the round to get cards out of potential lockers, OR for the low chance a gun (COM-015 Sidearm) will spawn in the small room at the top of the stairs. It is a risk to go to this room at the start of the round in case there is an SCP-173, but it’s a risk that’s worth taking!

Computer room (PC15)

The computer room. Not much to say. The keycard is on one of the desks.

Loot:
  • Scientist Keycard

Toilets (WC00)

you can pass through the hallway. Only seek out WC00 within the first few minutes of the round to get cards out of potential lockers, OR for the low chance a gun will spawn on the men’s sink. The Washrooms MAY be good for hiding but most seasoned SCP players will check washrooms.

Possible loot:
  • Scientist keycard
  • Janitor keycard
  • COM15 pistol
Section 6 - Heavy Containment Zone
Heavy Containment Zone (HCZ)

This is by far the most dangerous zone. Numerous SCPs spawn here, so tread carefully. There is also a checkpoint here leading to the Entrance Zone. In addition, there are a few tesla gates in this zone. As Heavy Containment doesn’t have Hallway Codes like Light Containment, it is more of a gamble making your way around, the only certain way of knowing your way around is memorizing the 5 possible map layouts, the simplest being “The Line.”

Rooms of interest

SCP-049's chamber

SCP-049 Containment’s entrance is in a hallway, it is an elevator close to a door that leads down to the containment. This containment has an armoury that can either;
  • Be entered by shooting the glass behind the armoury and jumping through the broken window.
  • Using a Containment Access 3+ Key Card to open the door.
    This armoury can either contain an assortment of lockers, containing items.
    Note: A Bulletproof Locker and generator can spawn in this room.

    Loot:
    • Epsilon 11 rifle
    • Ammo
    • Grenades
    • Loaded pistol
    • Medkit

    SCP-096's chamber

    SCP-096 Containment is a small room that contains a Lieutenant Key Card, a Containment Access 2 is required to open it. A Bulletproof Locker can spawn in the entrance to this locked room.
    A Generator can also spawn in the entrance.

    SCP-079's chamber

    This room is light colored. It's nothing special, since 079 is removed, but it's very good as a
    hiding spot. Only keycards with maximum containment access can open it.

    SCP-939's chamber

    SCP-939's Containment is a large hole with platforms overlapping up to the top of it. This containment is useless, most players are just passing through. 939’s Containment can spawn Bulletproof Lockers with items or a generator.

    SCP-106's chamber

    SCP-106 Containment is a large room that contains a side room (requires Access 3.) As a D-Class, eliminating every obstacle possible to ensure your escape is a smart strategy, one possible obstacle that can be eliminated is SCP-106, informally called Larry/Old man Larry. In the side room is the “Femur Breaker” which requires two players to operate. A sacrifice is needed, taking a Scientist/Facility Guard hostage or sacrificing a fellow D-Class to eliminate 106 will assist you in your escape.
    Note: A Generator can also spawn in this room near the entrance door.

    As said in 106's description, in the room there's a sacrifice chamber and the recontainment button.

    Tip: If the door to this room is closed, you can see a bit of red lighting around the door from the outside. This way, you can know that this is 106's chamber.

    Alpha Warhead control room

    Alpha Warhead Elevator leads to the Alpha Warhead, informally called “Nuke Room.” The Warhead is essential if you plan to nuke the facility in your playthrough, passing through to turn on the nuke is an easy quick thing to do BUT you can also use the armoury in Alpha Warhead for items. (REFER TO SCP-049 CONTAINMENT FOR INFO ON ARMOURY LOOT.) If at this point in the playthrough you somehow don’t have a Zone Manager Card, you can find a Guard Card in the Alpha Warhead to open checkpoints. It cannot open the Exit Gates A/B.
    Note: A Generator can spawn in this room.

    In the control room, there's a guard keycard, a lever to enable/disable the Alpha warhead and a button to disable the detonation process. There's also another room that's keycard locked. To access it, you need a keycard with medium armoury access or higher.

    HCZ Armory

    This room contains a weapon workshop, and a lot of 5.56mm ammo. It's located in the 3-way room with the catwalks. To open it, you need a keycard with low/medium or higher armory access.

    HCZ Micro Armoury

    Micro HID Armoury is a hallway that contains a side windowed off room. You need Armoury Access 3 to open it, it contains the “Micro” gun, which is a powerful gun used to kill/damage SCP’s. The Micro requires a charge up and has limited use, so it must be used wisely. A Class-D with a Micro is a force to be reckoned with as it also works on players, though not recommended, you can shred through a spawn of NTF in an elevator with the Micro.
    A Generator can Spawn in this room.

    The Server Room

    Servers Room is a two story room containing rows of servers, A Scientist card will always spawn in one of two places in the room among the server rows, and a Generator can spawn in one of two places (sometimes two generators can spawn) in the upper area of Servers. Servers Room is essential if you didn't get a scientists card in LCZ.
Section 6 - Entrance/Surface Zones
Entrance Zone (EZ)

When in Entrance Zone is it smart to try keep in mind how long the match has gone on so far, as around the 5-minute mark roughly, there’s a chance for either NTF or Chaos Insurgency to spawn. NTF are armed and can easily take down a Class-D, “The Hat” is quite useful in these situations where a wave has spawned when your in Entrance Zone. If you hear an announcement about a Mobile Task Force, you know they are on their way.

Rooms of Interest

Gate A

This is the gate to the exit. The Gate A elevator is closer to the Chaos Insurgency spawn and the Alpha warhead detonation room. Chaos Insurgency often comes in through Gate A, so keep that in mind. Contains a weapon manager

Gate B

Gate B isn't much different from Gate A, only that they're in different locations. Gate B elevator is much closer to the escape zone and NTF spawn. NTF often enters through Gate B, so if you're Class D, stay away from it when NTF spawns. Contains a weapon manager

File cabinet room

I call this room the file cabinet room. Inside this room, there are computers and 2 file cabinets. One near the door, and one up the stairs. The file cabinets can contain the same loot as the lockers (refer to 049's containment).

Intercom room

Ah, yes. The ultimate meme room. The intercom room is keycard locked, so you need a card with intercom access to unlock it. Inside the room and down the stairs, there is the intercom. To use it, hold down the voice chat key. A noise will be heard, and then you can talk to the entire facility. Or, play memes or music. Up to you ;)

The Surface

If you're escaping, this'll be your last destination.

Areas/Rooms of interest

Escape Zone

This location is practically next to the NTF spawn, to the right from NTF's perspective. The escape tunnel is behind 2 doors. Once you reach the end of the tunnel and enter the control room, you'll escape.

Alpha Warhead Detonation Room

This is where you detonate the Alpha warhead once it's been activated.. To open the door and detonate the warhead, you need a keycard with maximum containment access. There's a weapon workshop and a screen either saying "DISABLED" or "READY", depending on the current state of the warhead.

CI spawn

The CI spawns under a bridge near the detonation room. They arrive via car.

NTF spawn

The NTF spawn next to the escape zone, and near the Gate B elevator. They arrive via helicopter.
Section 7 - General Tips
General tips to use

1: As a Class D, do not trust any scientist. Try and kill them off whenever you can, as they likely have intentions of doing the same to you.

2: ALWAYS pick up medkits whenever you can.

3: If you're alone and start to hear a voice, think twice! It may be SCP-939 trying to lure you in.

4: Be respectful to other players.

5: If you're a Class D and didn't manage to get a keycard, don't fret! You can hide next to the checkpoint windows and wait for a guard or SCP to open the door. When you think the coast is clear, immediately slip in through the doors before they automatically close.

6: If you're a scientist and 914 seems to be overrun by Class Ds, you can wait till they're gone, and then go upgrade your cards. This will take you longer to get out of the LCZ, but at least you won't get killed or get your keycard stolen.

7: If you're a Class D or a scientist and find a pistol, keep it unequipped. Take it out when you're sure you can kill someone quickly. If you'll always have your pistol out, people will run away from you, making it hard to get kills.

8: Reminder that 939's vision is based on sound. If you're sure that 939 is around, keep quiet till the coast is clear.

9: Found 106's chamber, but you don't have a person to press the button for you? If you have a high level keycard, leave it by the door and jump into the sacrifice chamber and leave the keycard on the floor. Hopefully someone else will know what to do.

10: If you're a Class D and hear the NTF announcement, hide. You're severely outnumbered, and can't take on a squad alone unless you have a huge position/aiming advantage.

11: As CI or NTF, try not to shoot your teammates if you don't know if friendly fire is on. Friendly fire can often spark conflict in teams, ending up in half the squad getting teamkilled.

12: If you're in the HCZ and the Alpha warhead is going to be detonated, quickly head to the control room and cancel the detonation. Disable the warhead as well. This way you'll have plenty of time to exit to the surface.

13: Always listen! If you hear slow footsteps, it's either 049 or 096. And if you hear slow, thunder-like footsteps, it's 106. Listening to guns firing in the distance can also give you an idea if either NTF or CI is nearby.

14: Take the ammo off dead enemies. You can never have too much ammo.

15: If you're a Facility Guard, try and disarm Class Ds with the disarmer instead of killing them.

16: If you hear loud screaming in the distance, it means 096 is currently enraged. Wait till the coast is clear, unless 096 is far away.

17: As Chaos Insurgency, try and befriend the SCPs. You can win the game with them!

18: The map is always randomized, keep that in mind! Every match will be different.

19: Study the hiding spots in the facility. Some are: 049's chamber, the intercom room(sometimes), 096's chamber.

20: Don't throw a flash grenade in front of your teammates. Just don't.

21: If you're a Class D or a scientist, it is wise to have 2 weapons. If you run into a fellow Class D/Scientist, you can give them the second weapon to increase your chances of survival.

22: Always aim for the head, especially with the Epsilon 11 rifle. It'll deal a lot of damage to the enemy and make you a force to be reckoned with.

23: If you're holding a strategic point(Alpha warhead control room in the HCZ for example), try and find the best position possible for you to defend. A positioning advantage goes a long way against unsuspecting enemies.

24: The Micro HID charging sound is quite loud. You won't mistake it for anything else.
Section 7 - Escaping
As a scientist or class-d, there are a few simple methods to getting out as soon as possible. Here are a few of the most common ones.

Overpowered!
As every seasoned player knows, an O5 is the best card obtainable as it can open every door/room/SCP containment, but it isn’t inherently necessary if your main goal is to just escape. If you intend to get weapons, SCP items, maybe getting the micro or potentially activating the Alpha Warhead, an O5 will help you achieve these goals.
An O5 run consists of first locating a card, there are many methods of doing this which I will go in more depth with later. Once a card of any level is obtained, using SCP-914 to upgrade your card to an O5.

Zone Manager > Servers Room > Lieutenant Card > Escape.
This is a speed-runner go to strategy. If your trying to get the achievements or just quickly escape, this is the way to go.

- In Light Containment locate a Zone Manager Card, escape the Checkpoint to Heavy Containment, locate the Servers Room to get a Scientist card*, locate SCP-096’s Containment to get the Lieutenant Card, escape to Entrance Zone, Locate Gate A / Gate B. Escape.

*you can also get a Scientist Card when obtaining the Zone Manager Card.

Bare Minimum.
This option requires obtaining the bare minimum card via SCP-914 to escape. The bare minimum card to escape is the Research Supervisor, this card will allow you through checkpoints and Gate A/B.
The Strategy is as follows:
Section 8: Extras

Chaos Insurgency spawn under this bridge.


This is where you detonate the Alpha Warhead after it's been enabled.


NTF spawn. In the distance, you can see the escape zone doors.


SCP-106's chamber




SCP-939's vision in action



Escape zone doors


File Cabinet room, EZ
Section 9: Closing Words
A good amount of effort went into this guide. I hope it'll help new players, veterans, etc.! Some info was taken from the SCP:SL Wiki. I'd like to thank them!

This guide is constantly being improved. Any and all feedback is appreciated. This guide is meant to be as accurate and informative as possible, so if you notice that something is wrong or missing, let me know and I'll correct it!

I would also like to thank Hubert Moszka and his team for making this fun, awesome game.

And you, the person reading this guide, I wish you luck in the game!

Made by Nevuvio
Changelog
2018-07-14: Added a small "The Surface" section in Rooms of Interest.
Added Section 9: Closing Words.

07-15: Minor changes to SCP-914 section. (Fine setting can turn Logicer into Epsilon 11. Thank you, Moros!)

07-16: Added another item in the "Items" section. (Frag grenade can be found in entrance zone file cabinet)
Added more general tips. (21-24)

07-17: Fixed a small typo. (Thanks, Lettuce!)

07-18: Added 2 more nicknames to 939, edited 049's chamber section in Rooms of Interest(Can open with med armory access), very minor aesthetic changes.

07-19: Added toilets in the LCZ rooms of interest(How did I forget?), changed up the computer room description.

07-21: Added future and blacklisted SCP list. (SCPs pt.2)

07-23: Changed the name of Section 5 (Zones and Rooms), made edits to the ammo room. (Thanks, TheAwesomeGuy1212!

12-14: Edited the frag grenade section to be in line with the current state of it.

2019-01-19: Updated SCP-079 section and a few minor tweaks to be in line with megapatch #1. USP is missing for the time being

02-12: Changed guide icon, minor tweaks to some sections

Dec 2020
Changed naming scheme/minor corrections (Also thanks to Wheelchair)
096 rewrite + new SCP/item images
Added player/SCP speed stats
Added SCP health stats
Updated 106 info
Rewrote 049 info
Added 049-2
Added SCP items category (Info provided by Tree)
Redid keycards section (Info provided by Tree)
Rewrote zone guides (Info provided by Tree)
Added images to zone rooms + USP stats (Provided by Astral Starzer)


Jan 2021
Minor stat corrections
Updated Micro HID section
Updated room images
111 Yorum
Schizophrenia 22 Tem 2024 @ 4:16 
cyborg3481 this is outdated
Unprofessional Degenerate 5 Nis 2024 @ 14:43 
Note, this is a little.. well, actually pretty outdated..
cyborg3481 12 Oca 2024 @ 9:14 
this thing is huge, will use during game.
Herr Gans 8 Ara 2023 @ 0:33 
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ComradhenrykPL 2 Ağu 2023 @ 3:44 
outdated bruh
CySheep 13 Mar 2023 @ 21:06 
L + outdated
ZENITSU_MENTOR 13 Oca 2023 @ 11:12 
Thank u
Skullbattle78 3 Eyl 2022 @ 5:59 
damn this deserves an award
Skullbattle78 3 Eyl 2022 @ 5:59 
you spent so fucking long on this omg
Rin 3 Mar 2022 @ 15:03 
would it be cool if you made this a real handbook