SCP: Secret Laboratory

SCP: Secret Laboratory

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SCP Secret Laboratory For Noobs
By beast
▸ A guide for people starting to play SCP: Secret Laboratory
▸ Bad art made by me :]
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Map for noobs
(Click on for better experience) (Rough sketch some rooms are missing)

THE FOUR LEVELS
1. THE SURFACE
2. ENTRANCE ZONE
3. HEAVY CONTAINMENT
4. LIGHT CONTAINMENT
The Surface
GATE A/B
Both Gate A and B are what allow transportation between the surface and the laboratory down below. The room the gates lead to will have a workstation, which allows human players to change the attachments on their guns. To open the gates, you will need a Lieutenant keycard or better. MTF will always spawn closer to Gate B and Chaos will spawn closer to gate A. All SCPs can open gates.

CHECKPOINT
Checkpoints are the places that connect the 3 lower levels (Entrance, Heavy and Light). To open a checkpoint, you need a Major Scientist Card or better. All SCPs can open checkpoints. Once you get passed a checkpoint, you will be able to use a pair of elevators which will take you to the level below you and back.

WARHEAD CONTROL ROOM
The Warhead control room is located on the surface. The only way to open the door to this room as a human is by using an 05 keycard. SCPs can't open the door to this room at all, however, SCP 106 is still able to phase through the door.

INTERCOM
The Intercom allows players to broadcast a message from their mic to speakers all around the facility for 20 seconds followed up by a 120 second cooldown. To open this room, you will need a Commander keycard or better.
Class D Personnel


Objective: Escape the facility; this is much easier to accomplish if you can reach the saftey of SCP-914 (Upgrade Room) with the help of Scientists. Negotiations with Facility Guards and SCPs are possible, but very dangerous.
Spawn: Cells in Light Containment Zone
Health: 100
Equipment: Flashlight, coin, janitor card (not guaranteed & server specific)
Allies: Chaos Insurgency
Scientist


Objective: Escape the facility; obtaining an 0-5 keycard to help your team win in the long run. Escaping the facility will turn you into an MTF Scientist, which is basically the same as an MTF Lieutenant.
Spawn: Outskirts of Light Containment Zone
Health: 100
Equipment: Scientist Keycard, Medkit, Disarmer (sever specific)
Allies: MTF, Facility Guards
Facility Guard


Objective: Escorting the Scientists; saving Class-D players if your server has the option to make then respawn as MTF. Because of your Guard keycard, you have the ability to open checkpoints and the armory (very useful earlygame).
Spawn: Enterance Zone
Health: 100
Equipment: MP7, Guard Keycard, Disarmer, Medkit, Radio, Weapon Manager
Allies: MTF, Scientist
MTF


Objective: Save all of the Scientists and kill all of the SCPs; setting off the nuke with an 0-5 card can result in an easy victory, but the chances of an SCP or D-Class canceling the detonation is very possible. Unlike other classes, the MTF have different ranks you might spawn as.
The better ranks are rarer to spawn as:
  • Cadet ⋆
  • Lieutenant ⋆⋆
  • Commander ⋆⋆⋆
Spawn: Surface, down the road of Chaos spawn
Equipment: (depends on rank)

Cadet- P90, Senior Guard Keycard, Radio, Weapons Manager
Health: 100

Lieutenant- Epsilon Rifle, Lieutenant Keycard, Frag Grenade, Radio, Weapons Manager, Disarmer
Health: 120

Commander- Epsilon Rifle, Commander Keycard, Frag Grenade, Flash Grenade, Radio, Weapons Manager, Disarmer
Health: 150
*Some servers will not let MTF spawn with certain items
*Scientists that escape become an MTF Scientist, which spawn with the same stuff as a Lieutenant except they get a Medkit and lose the Disarmer
Allies: Facility Guard, Scientist
Chaos Insurgency


Objective: Get the Class D out of the facility and have them recruited as Chaos. Negotiations with SCPs are possible because your win conditions do not require them to be killed and vice versa.
Spawn: Surface, down the road of MTF spawn
Health: 120
Equipment: Logicer, Medkit, Chaos Insurgency Device (keycard on par with commander card)
Allies: Class D Personnel
SCP 173


Gameplay:
‣ Moves at high speeds when not looked at
‣ Human players that look at 173 will occasionally blink, allowing 173 to move and attack for a split second.
‣ Can instantly kill players by snapping their neck, creating a loud and distinct sound.
‣ Is not a very tanky SCP and is vulnerable when spotted, 173 is well suited for a stealthy and support playstyle rather than going out in the open (unless your trying to kill D-Class or Scientists).
‣ Movement speed increases as health decreases

Counter:
‣ Backpedal while looking at SCP 173.
‣ If SCP 173 is in a room with one exit, chuck a grenade in there and stare at it from the exit so it can't escape.

Spawn: Light Containment Zone
SCP 106


Gameplay:
‣ Can walk through all doors in the game
‣ Instead of killing a player when you hit someone, you teleport them to your pocket dimension.
‣ Pocket dimension diminishes health over time, only 1 out of several paths is safe.
‣ Choosing the right path teleports the player to 106's spawn room, all others result in death.
‣ SCP 106 can lay down 1 portal, which he can teleport to at any time.

Counter:
‣ Sacrificing a player to terminate SCP 106. This sacrificial chamber is located in 106's spawn, which is located in Heavy Containment.
‣ Using fragmentation grenades
‣ Don't close any doors behind you when running from 106. This will only slow you down if you ever have the need to open those doors again.

Spawn: Heavy Containment Zone
SCP 049


Gameplay:
‣ Can insta-kill all human players he hits.
‣ Can resurrect players he's killed as zombies.
‣ The rate you resurrect dead players increases as your health decreases.

Counter:
‣ Fire at SCP 049 from a safe distance, you can easily outrun him.
‣ Check corners often as he relies on ambushes to kill.

Spawn: Heavy Containment Zone
SCP 096


Gameplay:
‣ SCP 096 is the slowest SCP in the game and cannot attack (when not enraged). Also has smallest jump.
‣ When looked at from a medium range by a human, 096 will go into rage mode, starting with a 5-second animation that leaves him vulnerable to attacks.
‣ After this animation, 096 will run at great speeds, insta-killing human players and being able to break through closed doors for about 15 seconds. (Cannot break through entrance gates, checkpoints and upgrade room).
‣ After this ability, 096 will be on a 8-10 second cooldown and once again starts to move slowly and cannot attack.

Counter:
‣ Get SCP 096 enraged and retreat into a room that has a door he can't break down then shoot him when he's on his cooldown.
‣ Jump on high objects he can't reach you at, SCP 096 has the lowest jump in the game.
‣ Shoot at 096 when he is on cooldown or during his rage animation with multiple people.
‣ Look at the ceiling or at the floor when walking past 096. He can't get enraged if you are looking away.

Spawn: Heavy Containment Zone
SCP 939


Gameplay:
‣ Sprint using SHIFT, you move as fast as human players.
‣ Hold "V" to communicate with human players (proximity chat).
‣ Biting players deals about 50 damage, D-Class, Scientists and Facility Guards die in 2 bites.
‣ SCP 939 has an echolocation-esque vision. 939 can see enemies that are making noise (sprinting, jumping, walking, talking, shooting) through walls and doors, but cannot see enemies that are standing still or holding "C".
‣ There are 2 versions of SCP 939. They are basically reskins of eachother and can both play in the same round.
‣ 939 moves faster when shot at.

Counter:
‣ Be quiet and stand still when 939 is coming your way.
‣ Quieter weapons will make your detection radius smaller to 939. (Suppressors and Oil filters help).
‣ Close doors behind you when 939 is chasing you. This can buy you time in the long run if done continuously.

Spawn: Heavy Containment Zone
SCP 079


Gameplay:
‣ Play as a computer and assist your SCP teamattes
‣ Look through cameras and interact with doors, speakers and tesla gates
‣ Primary strength is the ability to open doors other SCPs can't such as SCP 914 (upgrade room)
‣ Can only be killed if nuke is detonated or all 5 generators are activated
‣ Gains experience when interacting with doors, tesla gates etc.
‣ Interactions cost AP, which is a resource that automatically replenishes over time
‣ Levels up when exp bar is filled, regenerating power faster and unlocking new doors to interact with


Interactions:
‣ Certain places in the facility can have their power shut down, causing the room to turn pitch black and the doors connected will lock such as the elevator to the nuke room in heavy containment
‣ When the power is shut down, SCP 173 will be able to freely roam regardless if people are looking at it or not, resulting in effortless kills and a good combo with SCP 079
‣ You can make the tesla gate activate with the press of a button labeled above it, timing the activation when someone is jumping through it will result in a kill
‣ When you are level 1 as 079, you will be able to open both Gate A, Gate B, SCP 914, the commander keycard room, ammo rooms, the armory, the micro gun room, the checkpoint and more
‣ To go up/down a level, you must first go to an elevator room of the level you're currently in. Then press a rectangular button between the 2 elevators

Counter:
‣ Can only be killed if nuke is detonated or all 5 generators are activated

Spawn/Location:
‣ Heavy Containment Zone

Generator Locations:
‣ SCP 106's spawn
‣ Room with elevator to 049's spawn
‣ SCP 939's spawn
‣ SCP 096's spawn
‣ Micro gun room
‣ Enterance to 079's chamber
‣ Enterance zone checkpoint
‣ Nuke room
‣ Three way intersection on the wall of the ammo room
‣ Server room
100 Comments
CT Slugcat ツ Apr 12 @ 11:11am 
very outdated guide at this point, especially with the keycard revamp coming up
Sadly, there's no more sacrificial chamber.
TheBadHumour Jan 1 @ 12:15pm 
Eh, who cares about this? Im gonna just go in a room with a M134 and kill everybody while playing kalinka mix in the background
Stoney :3 Nov 22, 2024 @ 9:47pm 
i wish the dog could speak again lol
kdals_guy Oct 30, 2024 @ 10:51pm 
nice guide
:steamsalty:
herbert the german medic Jul 15, 2024 @ 11:35pm 
oh my god it is barry from guts and blackpowder im so sorry i could not save you so i did the next best thing i gave my life lowing the platform it may of costed us both our lives but it was worth it so your death was not in vain
ЯАдольф 24/7 Jun 2, 2024 @ 12:27pm 
Nice
The Depressed One May 28, 2024 @ 6:08pm 
old guide. disarmer no longer
exsists
kaydenbaird321 Apr 11, 2024 @ 1:31pm 
thank you i needed this because i am only good at CS:S
Subject 106 Apr 10, 2024 @ 5:56pm 
helpful.:steamthumbsup: