SCP: Secret Laboratory

SCP: Secret Laboratory

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SCP SL: Comple Comprehensive Guide to the Facility Guard [UPDATED - MEGAPATCH 1]
Por NAPOLEON
Originally introduced to replace the first wave of MTF, the facility guards are a weak MTF-like class that spawn in low(ish) numbers at the begining of each round. They are generally the first to kick the bucket to the SCPs. I'm not going to lie, when they were first added, I hated playing as them, it was a garunteed death sentance.

But it doesn't have to be this way. If played correctly, guards can cause some serious damage early on. If you play smart enough, you can significantly alter the balance of a match.

This guide will get you comfortable with one of the more unappreciated classes of SCP:SL; the facility guard. How to play as them, survive, and win.
   
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Prologue and Objective

When each of the 6 classes spawn, they are given objective as shown by the UI.
  • As a D-Class/Scientist, you must escape.
  • As MTF/Chaos, you must protect D-Class/Scientists and clear out the facility (and terminate SCPs if you are MTF).
  • As a SCP, you must kill everyone (though being friendly is an option for certain classes).

As a facility guard, you are the only class with no clear objective, despite what the game tells you.
Since you do not have access to spectator prior to spawning, you do not know what SCPs there are.

Depending on the size of the server, the amount of SCPs there are will vary, as with how many fellow guards with you. For this example, I will be using a 20-player server. Note that this applies to whatever server you play on, however you always have a better chance of surviving as any class when there are less players.

Typically, there will be:
  • 3-4 SCPs
  • 4-6 Facility Guards

All SCPs except for SCP-173 spawn in Heavy Containment Zone, which is right beside Entrance (where you spawn!). Therefore, knowing what SCPs you'll be facing is crucial to how you'll play. I'll go in depth about SCPs later in this guide.

General Gameplan
Even if you play near perfectly (or get extremely lucky), you are still very likely to die at any point of a match. This applies to all classes and guard is no exception.

Regardless of how you chose to play, the guard gameplan generally goes like this:
Entrance Zone -> Heavy -> Light -> Surface.

Note that the MTF's objective is your objective, they are your friends.

Other Tips
Gamesense is key in order to plan what your intend to do next. Try to know what SCPs there are so you'll know how to deal with them, try to figure out if any D-Class are armed, and also try to spawn if Chaos spawns. Chaos makes a noise when they spawn, but you won't always hear it. If MTF doesn't spawn around 5 minutes after the game begins, there's a good chance Chaos has spanwed. You can also tell Chaos by their unique gunfire sound and walking noise.
Inventory

Get used to your inventory, as it will be both your greatest asset and greast weakness.
You have the strongest inventory of any starting class in the game (unless Chaos spawns instead of guards). That being said it's still pretty mediocre and outclassed by even MTF Cadets.

You have 6 items in your inventory.

Guard Access Card
The card you get is incredibly weak, that being said it will still get you places.

THINGS YOU CAN OPEN
Light/Heavy Containment Zone Gate
Light Containment Zone Armory
THINGS YOU CAN'T OPEN
Gate A/Gate B (This means you can't leave!)
SCP-096's Chamber
SCP 106's Chamber (Obviously)
MicroHID Room
SCP-012's Chamber
Intercom

MP7
An overall garbage gun. It does low damage and an average fire rate. TRY TO CONSERVE AMMO WHENEVER POSSIBLE (more on this later).

It has 35 rounds loaded and 35 in reserve. Meaning you have very little ammo, this also applies to any other weapon you pick up. Collecting ammo throughout the game is a necessecity.

Medkit
Your most powerful defensive tool. Great if you've been bitten by 939 or been shot. As with other classes, collecting medkits is incredibly useful for dealing with non-SCPs.

Disarmer
More on dealing with D-boys later on in this guide. The disarmer (as the name implies) can force an enemy class to drop their weapons and be unable to pick up any more. If you don't intend on killing D-Class, this can be used for screening and confiscating. Keep in mind that if someone disarmed goes far enough away from you, they'll break loose.

Note: Only use this if you're on a server where disarming D-Class and allowing them to escape makes them MTF, otherwise this is pretty much useless.

Radio
Though not usually useful, if you're able to communicate with your other guards, do it. Teamwork always leads to the best results. That being said, this is a cheerful game, so actual team communication happening is very rare. I recommend always putting this on short range. Oh and if you're going to play music/micspam, please turn your radio off.

Flash Grenade
Very situational and overall not very useful. You can blind opponents if you're creative with it though. Don't throw it away, as you can upgrade it into a regular grenade in SCP-914 on 'Fine'.

Weapon Manager
NO LONGER USELESS! Keep this item in your inventory, grab several if you can. This can be used to change your gun loadout and attack SCP-079.
Phase I: Entrance Zone
As a guard, you want to exit Entrance Zone as quickly as possible.

You can hide from the SCPs, however note that the more you hide, the less time you'll have to prepare for Chaos, fewer teamates, and possibly armed D-Class.

If you've played the game for long enough you should be able to exit Entrance Zone very easily and without fail. I won't go over tips for doing so in this guide, but one trick is sometimes to look at the doors with a shadow infront of them.

This is a room you'll want to find. If you reach HCZ first and do not encounter this room along the way, I suggest not going to look for it, since time is key. That being said, if you do run into it, hold E along the two shelves, some of the times you can get are:




  • MTF Commander Card
    (Can open the MicroHID Room)
    (Can open Gate A/Gate B)
  • MTF Lieutenant Card
    (Can open SCP-096's Chamber)
    (Can open Gate A/Gate B)

    You are likely to find other items, but none of these are very useful (sorry flashlight).

    Stick to your team if you can, and move onto heavy ASAP. You want to get there before the SCPs arrive in EZ first.
Phase II: Heavy Containment Zone
Once you're in Heavy, you have two options:

OPTION A
Find the elevators to Light Containment Zone as quickly as possible and move on from there.

OPTION B
Get a stronger card first, grab the MicroHID, Epsilon-11 rifle, ammo, and then move onto Light Containment Zone.

Since option A is generally pretty easy to understand, I'll mostly talk about option B. Note that of course, it is far more dangerous, but very rewarding.


Before I go on any further, I'll have to talk about SCPs and you should deal with them. The general strategy is just to run for your life. ALWAYS CLOSE THE DOOR BEHIND YOU WHEN RUNNING FROM SCPS (do not close the door on teammates though). The specifics are:

SCP-939
The one you're most likely the see first, sometimes as soon as you enter Heavy. Avoid shooting at them, they move faster when you shoot and they can take a lot of punishment. As said earlier you want to conserve ammo. Try to run past them if you can, which shouldn't be too hard if they're distracted with the other guards (though sticking together is still the best option).
SCP-096
Run. If you're in a group it's very likely he'll get triggered, so try to run and hide. If you're alone, avoid looking at him and getting cornered if possible. He is very slow so he is easy to get away from if he's all by himself.
SCP-049
The hardest SCP to run past due to his insane kill radius and no cooldown. Like the others, simply run. He does have the lowest HP however so shooting isn't always a bad idea.
SCP-049-2
Zombies can tank through your bullets, and since you have low amounts of ammo, only shoot when absolutely nessacary. They are quite fast too, so try to escape using elevators if possible. Make sure to use your medkit as soon as you get hurt, even on the run.
SCP-106
Easy to run past due to his bad kill radius. That being said he's the only SCP you can't hide from, and he eats your bullets like candy. So take note of that.
SCP-173
Doesn't spawn in heavy, but if you survive long enough you'll have to deal with him. He has lots of HP so avoid shooting him if you don't have ammo. He also gets faster with lower HP, so don't underestimate him.
SCP-079
Unless you grab a commander card in entrance or in heavy, there is no way of dealing with this SCP as of yet. SCP-079 can spy on you through the cameras and lock doors on you. DO NOT UNDERESTIMATE HOW POWERFUL THIS SCP CAN BE. The ability to close doors can cause you to be locked in a hallway with another SCP and face certain death. Make sure to check if he's watching you (blue lighting on the cameras), especially by tesla gates. One thing to take note of is that later in the match, 079 will likely gain the ability to shut off the lights in heavy. If he does this, SCP-173 can snap necks freely. Be careful if 079 and 173 are both alive, have a flashlight if you must.

Knowing if there is or is not someone playing as SCP-079 should be one of your top priorities, as it dictates how you will play later on. If there is, be careful in rooms such as SCP-914, by tesla gates, and make sure to gather weapon manager tablets for attacking his generators. Generally speaking, the more you attack him, the better (it also serves as a distraction for other SCPs). With all that being said however, he poses little threat when there are no SCPs around. Know where the generators spawn.


Rooms of Interest
If you don't get any better keycards in Entrance, look for the server room. There's almost always there.
The card you'll get from either one of these areas will be able to open 096's chamber. Once in, you can grab a commander card. With that card you can get the MicroHID, grab the Epsilon-11 rifle, aswell as open most areas in the facility.

MicroHID
Unless you need to escape being chased from SCPs quickly, I always recommend getting the Micro. Getting the Micro early on can grant some kills against SCPs and you won't have to deal with them later. This applies to all SCPs, but 096 especially. Killing 096 early on will make the job of your MTF comrades a lot easier.

Light Containment Zone - Elevator System A/B
Regardless of what you chose to do in heavy, you should do it quick. The more time you waste the more time you'll be unprepared for SCPs and potentially Chaos. It doesn't matter which elevator system you go down, but find it as soon as possible. It also serves as a good escape route should you need it.

Phase III: Light Containment Zone
And now we move onto why the guards are usually hated (besides them dying first); treatment to the Dbois.

There are 3 main ways to deal with D-Class. Note that regardless of how you chose to treat your orange jumpsuit friends, you should never hesistate to shoot one, especially if they have a gun. By the Foundation, your life is more valuable than theirs.
Option A
The pacifist. You can let D-Class escape freely, sometimes in large masses. Although this is fun (and nice) to do, I highly advise you don't do this. The D-Class may be nice now, but once they're chaos, they aren't going to show any mercy back. Furthermore D-Class, aside for some circumstances, are NOT your friends.
Option B
The intermadiator. You can chose to detain a D-Class and have him escape and become MTF (if there is a server plugin for it). You can spare other D-Class or shoot them if nessacary. Note that as mentioned earlier, the disarmer only works if you are in close proximity, furthermore you can only detain one at a time. Many Dbois will tend to escape if you're distracted and sometimes kill you. Again, D-Class are not your friends, and do not hesistate to shoot, and always be suspicious.
Option C
The ♥♥♥hole path. You execute order 66 and kill everyone. Although this is a very deplorable thing to do, given that every D-Class that becomes Chaos makes your job harder, it does make sense. Bear in mind it's very easy to chow through your entire ammo reserve doing this. If you don't want to be seen as an ♥♥♥hole, then don't do this. Even if you do, it isn't always nessacary.

Helping Scientists
Up until now I've been ignoring your actual goal given by the game, that being rescue the scientists. Mainly because you can't actually help them since you can't exit the facility right off the bat, so you either have to get a card in heavy first or go in Light. Scientists won't always need to be escorted out, however if you need to help them, then do it.

SCP-914
This is what you are actually here for. Upgrade your card to an 05, that's all there is to it.
Phase IV: Surface & Finale
After you're finished with Light, you're up to do whatever you like. By this point you've survived long enough in the game for many situations to occur. What you do next is entirely round dependant.

If Chaos spawns, deal with them. If MTF spawns, help finish off the SCPs. Generally speaking however you should go back into Heavy and turn on the Alpha Warhead, then go to the Surface and detonate with your 05.

If all goes well, the rest of the round should play out on the surface.

Closing Words
Hopefully you'll not die as much as the facility guard. It can be an infamous, though fun class to play, and it is definitely the one I think is the most unappreciated and the most fun. Of course, in this game you die a lot, and the facility guard is no exception.

*More content to be added to the guide in the future.
5 comentário(s)
Max The Seal 9/ago./2019 às 19:03 
why do people hate facility guard? i dont know why, they get a gun and a medkit.
NAPOLEON  [autor(a)] 22/out./2018 às 16:27 
thanks! i made this guide through my own experiences playing as a guard, since hearing "oooh guard sux help me" gets old fast
Tyler 22/out./2018 às 15:49 
a very detailed guide, cheers!
NAPOLEON  [autor(a)] 20/out./2018 às 14:22 
it must've been a very heroic death
Toster 20/out./2018 às 13:35 
Instructions for A plan in the II Phase Unclear killed Sientist wirth MICRO