SCP: Secret Laboratory

SCP: Secret Laboratory

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Tricks, Hiding-spots, And How to Find Places! (Outdated) :/
By Ryley Robinson and 1 collaborators
In this guide I'll be showing everyone of you reading this, Techniques of hiding, tricks. And things you should know as SCP's or humans!
However, we won't be telling about all spots sadly, (It'd be to much and I'm lazy). And SCP-079 isn't going to be featured in this guide. Beware, this is the first guide I've ever made by myself, so I need all comments I can get. Thank you!

Note: Most hiding spots are against SCP's, I can make a seperate guide for more Killing and ambushes.

Special thanks to Sniffycheese for helping me with the pictures.
Special thanks to Ali-B for telling me about SCP-173's teleportation, and giving me pictures, absolute mad lad!
   
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SCP-173's Teleportation
SCP-173 has a teleportation system, which when it's being looked at it teleports forward, any obstacles or higher elevated terrain, will be ignored. And SCP-173 will teleport directly to the person staring at it. (ONLY IF the player is watching him which enables him to teleport). By that I mean, if SCP-173 is stopped and unable to move, and just "teleport".

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Hiding Spots - 914
Jump onto the ledge to the right of 914 once you've gone the highest you could on the ledge proceed, to attempt to jump onto the "key" of 914. Once you've made it there just mind your buisiness. Unless you have work to do. However this is only effective against SCP-939. So be aware!

Bonus: It makes you look cool B)
And you can escape SCP-939 - Chances are quite slim but plausible.






Hiding Spot - Server Room
Yes the good ole' hiding spot in the server room, but it doesn't always work on experienced players. So try this other one instead!







It's much better indeed depending on your current state,
but be quiet once hiding.
And make sure they didn't hear you go to this hiding spot.

Bonus: Survival
Hiding Spot - Triple Corridor, and Heavy Containment Zone (HCZ) Ammunition Room.
If your fortunate enough to be a bit far away from SCP-939 so he can't see you, take a moment to look around where you're at. If you're at Heavy Containment Zone and lucky enough to be in the room who has 3 doors, (No not the Ammunition room). You can jump onto the slanted wall, and hide.




If you're getting chased by any SCP, and is lucky to find The Heavy Contaiment Ammunition room. Jump, onto the ledge and jump to the small slanted area and just hide. Sometimes however, if you know the player is bad, make yourself present. They'll probaly try get'cha but instead they fall. Trust me it's tons of fun. Or yunno juke em' while they try jump to you.
Bonus: You can juke tons of SCP's with these spots - And survival :)
MICRO - H.I.D Room
Only Commander and cards above can access the Micro room. Your best bet is the two doors to access the Micro room, both of them have good space to hide from SCP'S just stick to the left or right, and close the doors.

Bonus: If you know what I'm talking about, you'll get a chance of surviving longer.
SCP-106's Room And SCP-079's Room
(Sorry that the pic is small)
If you are SCP-939, or someone is. And there's SCP-106 hide up here and tell SCP-106 to capture some people, or tell them to hide up there, and capture people. The deal is that once being taken to the Pocket Dimension you get approximately 50 HP taken away, and while in there it slowly kills them. So when they escape, SCP-939 and kill them in 1-2 Hits, depending on class.
How to get up!? You must go onto the ledge with the Speaker, and just face the wall while holding W-And just jumping, eventually, you'll get up, and then jump onto the speaker. And tell em' you're ready! - Bonus: You protect SCP-106, and get to give "some" people a good scare, and kill them in 1-2 hits!

Oh no! You've been chased to 079's containment chamber! Don't worry there are 2 ways to escape or waste their time.
If you're lucky enough the SCP-079's generator is there, you can climb the wall next to it, and jump onto the generator, and finally the Speaker, don't let the SCP'S See this! They might do the same. But there's another more tricky spot. NOTE: Don't jump onto the camera, you'll die of anti-cheat.


NOTE! Don't stare at Peanut! It enables him to "teleport" to ya and snap yer ♥♥♥♥♥♥♥ neck. Due to Peanut's decrease in jumping, he won't making up, unless you enable the teleportation.



If you're a skilled enough at jumping, you can make this without breaking a sweat, for those regular players, I suggest you train on this. This can help a ton, depending which SCP it is, So far I think only the dog can reach to you. Unless that you just might immortal! How to get there you ask? You gotta use the slanted walls and straffe around the flat walls, onto, one another, and jump to the other side, or just stay. It's funny to see them fail - Bonus: Survival and SCP's lose interest in you.



This one is tricky, and can get SCP'S STUCK! As long as they don't have SCP-079 on Tier 2. However if you're in SCP-106's room, jump onto the windows, jump from the ledge. There is a "Invisible" Ledge on the Windows, and you can jump onto all 3 Windows! So have fun watching em'. So far I think SCP-106 and SCP-939 can reach you. And probaly Peanut, depending on it's HP, but if it reaches. It'd probaly fall down.

Bonus: Tricky, and can get SCP'S STUCK! And of course that delicous survivalbility.



If you manage to make it inside 106's chamber, simply jump on top of these electronics to make it hard for people to find you, and 939 is not as likely to check up there than other spots. You can even use this as 106 yourself to catch people trying to break into your chamber

Bonus: You can scare people by jumping on them if you do it right
Hiding spot - SCP-173's Room
For those moments you've been trapped in SCP-173's contaiment area, you can hide up here against numerous SCP'S. Just run up, and once all the way up. Go to the "Entrance to SCP-173's chamber" and jump onto the fence and slide a bit down onto a "invisible" line. And watch them try figure something out.


If you somehow, failed the previous jump and survived, there's one chance left. Hiding in the right cornor to SCP-173's Containment cell, close to the doors. Last chance right? Worth a try.
SCP-096'S Cell
If you're unlucky enough to not have a card high enough to enter, you'll be on your merry way to the spectators, or try juke em' in that room. Or if fortunate enough, open the door and just wait until things have cooled down, or accept your fate when you see the door open.
Light Containment Zone (LCZ)
Well, try hide in the cell's,
or just accept your fate,
there's no way out of this.
Unless you pull some sick moves on em' Good luck!





Yeah, this is a dead-end unless you have a Scientist card and above (Guard cards can't access this door). Probaly a safe haven for D-class and Scientist, if they're getting chased. Unless the SCP'S have a PC, this is the most common if you ask me. So good luck!




This is a headache to get stuck in, if it's a dog, your best bet is to jump ontop the sink in the Men's bathroom. If any other SCP is chasing you, go into the Womens bathroom, and that one stall which is opened. High risk hiding spot, you'll probaly die.
Entrance Zone (EZ)
You're chances here is either hide ontop of the lockers, or juke the SCP'S around the Pc's (Jumping over the Pc's and making sudden moves). Be aware all SCP'S can get up there, but SCP-096 and SCP-173 has the most problem getting up. This is obvious to get up on no explanation needed.
Bonus: Super slim chance of survival if caught up with 2 SCP'S, if 1 you have a chance of surviving.



YOU'RE ♥♥♥♥♥♥♥ DEAD YOU DON' GOOFED UP! UNLESS YOU PULL SOME HONKO BONKO ♥♥♥♥♥ RIGHT HERE

Bonus: A trip to the spectators.
Intercom room
If you are in intercom room, there are 2 spots you can hide in that are really effective due to how dark and/or covered they are, and the fact that people don't likely check these unless they know you are there. Beware, if you used intercom, most likely they will check these spots
Surface
On the surface there is really no hiding place, only one is good, the escape zone of scientist and D-class. In fact there's a bullet proof glass there, that only one can shoot out of and the shooter can't get shoot! But however dog's have "Wallhacks" in surface, and can see all targets regardless they're standing still.
Techniques (In work)
This one will save you so much time and save your ♥♥♥♥♥♥♥ life if you didn't know this. As zombies or SCP-173-SCP-096-SCP-049-2 Can jump onto this little bit on wall and jump onto the fence on the "Bridge" as I call it. And chase those gosh darn bridge campers.

Bonus: A easier life, and the ability, to kill bridge campers.


As SCP-173 it takes time to the blast doors to open, once open you tend to use the stairs like a pleb, Hell naw! Jump straight down if there's no-one there, and give those D-class below a nice nutty suprise!

Bonus: Nut-scare the ♥♥♥♥♥♥♥ D-class!



In SCP-939's containment cell, you can jump onto the pillars, and eliminate all fall damage taken. However it's about a "60% Success ratio". Many people are aware of this trick, so don't be suprised they jumped down with ya.

Bonus: Kinda depends yunno?



On surface, you can jump down this pillar while pressing against this to eliminate fall damage as a human. Other people are well aware of this trick as well so don't be surprised if they jump down to finish you off

Bonus: Escape SCPs and get down to the bottom quickly as a human

Note: For the tips that eliminate fall damage for humans, you might get banned from a server if they consider it to be exploiting
How to find Elevators, Chambers, Omega-Warhead, Micro Room, ETC
Sure the map is randomly generated you say, but there's a trick I've found out. Listen carefully -

All maps have a middle point, and have seeds where only the rooms are generated randomly, but the layout is the same for example. There's something I call and "I" Map it's litterally a straight line. It's happened multiple times to me, same with a cube layout. But all layouts have a end-point, where it leads to a dead end, and the dead end has to either be a: NOW LISTEN - Checkpoint systems, Chambers, Locked gates, and elevators. So the trick is stick to a side, and keep sticking to it. Eventually following it it get's you to one "dead end". Now in detail each zone.

Heavy Containment Zone:
Keeping to either the right or left will get you to - SCP-096's chamber, SCP-106's Chamber, Elevator system A-B, SCP-079's Chamber. (As I know of please say it to me in the comments if I said something wrong).

Light Containment Zone:
Keeping to either the right or left will get you to - SCP-012 Chamber (The room with the stairs down to the red room). Checkpoint A-B, Weapon's room, Mostly 914, GR-18 (SCP-372, The room the the glass cube and locker). PC-15 (Room with the computers and Scientist card).

Entrance Zone: Dead end's, Evacuation shelter, Gate A-B, Communications center.

In the middle of the maps are the once I didn't mention. So keep that in mind! I'll make a list of it later.
Questions?
If you didn't understand the guide very well, or didn't understand how I explained it, please let me know. In order to fix my mistakes to help you read it better. I am open for comments.
If you want help in personal, just feel free to add me.

Please let me know about: Things I should add - For example: SCP-173's teleportation system.

I'll be searching for more spots so be aware!

Experienced players may reach to ya, if they're good.

Survival is not guaranteed, but it will increase survival probability.

Please no bully :( my first time making a guide.
26 Comments
Ryley Robinson  [author] Aug 31, 2019 @ 3:05pm 
That's a big yikes.
Aspen Aug 29, 2019 @ 10:32am 
Also, that thing with jumping onto the pillars in 939's room, that's considered an exploit since the new EULA, and can actually get you game banned if you get caught doing it.
Source: Wavepoole.
evolved caveman Aug 24, 2019 @ 2:33pm 
oh ok thanks for the help i didnt know cause im still new
Meleecrab Aug 24, 2019 @ 7:41am 
Best thing to do is keep using the machine on fine
Ryley Robinson  [author] Aug 24, 2019 @ 7:31am 
Errrm, You need to upgrade it in SCP-914 Aka: Room 9#14. And yeet your card inside the machine. And get either a Engineer card, Facility Manager or 05 Card. Or yunno, kill a Scientist or D-class that has it :)
evolved caveman Aug 23, 2019 @ 2:52pm 
i has a question.




HOW THE FRICK DO YOU GET THE KEYCARD FOR THE WARHEAD ROOM OUTSIDE
Pruskey Aug 21, 2019 @ 9:53am 
thanks for the hidden places.
Meleecrab Aug 13, 2019 @ 3:53am 
I can get pictures for you
Ryley Robinson  [author] Aug 12, 2019 @ 11:06pm 
Yeah, this is rather embarassing, but I could use someone to help me get some pictures. Feel free to add me and help me out. Thanks!
Fake Trash Panda Aug 12, 2019 @ 11:43am 
who else subs to sniffy?