SCP: Secret Laboratory

SCP: Secret Laboratory

42 ratings
The Conclusive SCP:SL Encyclopedia
By ape oil salesman
New to SCP: Secret Laboratory? Need help understanding the game, knowing absolutely nothing about it? Don't worry, I used to be like that too - I learned everything the hard way, so I decided to create a guide to allow new players learn it the easy way. Read below!

- UPDATE: I don't play this game anymore. I don't think I will finish this, but it's comprehensive enough. -
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Introduction
SCP: Secret Laboratory is a cat and mouse horror game akin to its predecessor Garry's Mod: Breach. The D-Class and Scientists must escape the facility; the Facility Guards and MTF must escort Scientists and either cuff or kill D-Class; Chaos Insurgency must escort D-Class and either cuff or kill Scientists; SCPs must kill them all to win. Conditions determine who wins, such as if 4 D-Class escape, it's a D-Class victory, but that will be explained later. This is the very brief overview of what your goal is when you spawn - if you want to learn more yourself, stop reading, but if you want to learn some strategies, tips, and have more linear guidance to each class, then carry on.
Controls & Game Overview
Very basic. You know how to move around, and how to sprint, so I'll spare you the details.

C - Crouch. Walk very slowly, and give off no noise. Completely invisible to SCP-939.
Tab - Inventory. Useful for selecting items.
E - Interact with objects, mainly doors.
Shift - Sprinting. There's no sprint metre, so abuse this as much as you like.
N - Player list.

There's really not much to it. It's a fast paced game, how many different controls can it have?

The round always sticks to this timeline.

Class-D and Scientists spawn >
Most get killed by SCPs, some escape >
Most get killed by Chaos or MTF, some escape >
Chaos and SCP team to kill MTF >
Shoot outs and escorting the last Scientist/Class-D that's probably stuck in some room >
Round ends when either SCPs and Chaos or MTF perish.

Scopophobia is the new update to SCP:SL which will buff SCP-096 and provide some changes. There will be a disclaimer which parts are of the game, and which parts I discovered when playing the beta.

SCOPOPHOBIA EXCLUSIVE

Sprinting has a limit - this makes escaping from SCPs much harder. Close doors behind you all the time and take a break from sprinting when you make some distance.
The Classes (1/3)

"Goatee gang."
The D-Class
The D-Class is the most common class you can spawn as, meaning you will probably end up playing as them more than anyone else. Commonly referred to as "D-Bois", they spawn in a cluster, along with Scientists (Whom are spread out.), in the Light Containment Zone. Compared to the Scientists (Commonly referred to as "Nerds".), they are noticeably harder to play.

The D-Class spawn with an empty inventory. Your goal is to get out of Light Containment through a checkpoint (Labelled EXT-A or EXT-B.)to Heavy Containment. There are several ways to do this, listed below.

Light

"Rush to 914!"
The most common method is to find a Scientist keycard, which are scattered around in lockers (Location of which will be explained in the Facility Layout section.) or on the floor in certain rooms. Quickly rush to a room labelled "#914", containing SCP-914. It's an anomalous machine which can upgrade all of your equipment when you drop it in; make sure to choose "Fine" on the slider, an don't be tempted by "Very Fine". The rule of thumb is, everything short of "Fine" or "1:1" will destroy your items.
Once you level up your keycard up to any shade of blue, you can leave. It's recommended to get the black colour though, because it unlocks all locked doors, while the blue ones do not. However, if you know there are SCPs waiting outside, you have to make do with what you have; SCP-914 is called "The Grinder" for a reason. More in-depth explanation of this machine will be provided in its section.

"Don't rush to 914!"
My favourite method when all hell breaks loose and you have nothing on you, is to find a good hiding spot, wait 5 minutes, and rush to #914. If the SCPs have done a good job clearing out the room, there will be a lot of corpses around, most of which will have semi-upgraded keycards. Take everything you can, and upgrade them to black level. Be careful though, a lot of the SCPs are still around, but if you waited long enough, they might have left to Heavy Containment.

"Uh oh, he saw me!"
Find the checkpoint, and hide behind one of the windows, where you cannot see the door behind the exit. Wait it out until you hear a high pitched buzzer - that means the checkpoint is open, and one of two things will happen.
A - An SCP opened the door. He may or may not have noticed you. In which case you stay silent, or run for your life.
B - A Facility Guard opened the door. He may or may not have noticed you. They might spare you, but it's best not to put your life in the hands of a person who is legally allowed to kill you.

Assuming you stay unnoticed, which is rather uncommon, you can sneak through the door, holding button C to do so. Enter the elevator.

Heavy

~Good job! You're 33% of the way to getting out of here! Heavy Containment next.~


Heavy Containment is much harder. Most of the SCPs spawn here, and be on the look out all the time. Don't be surprised if you see anyone when you turn any corner. From here on out, while harder, your strategy becomes more straight-forward. Here is an another list.

"Damn it, someone turned the nuke off again."
If you have a good enough keycard, look for an elevator titled "Alpha Silo". This is the nuclear warhead room. Down in the control centre, there are 4 things of value here.
  • Activation Switch - Will allow the warhead to be enabled on surface.
  • Cancel Detonation - Will halt the countdown once activated. Won't cancel the activation switch though, so if you want to make sure it doesn't turn on again, switch off the activation lever.
  • One (1) safe class SCP. (Not guaranteed, they don't always spawn.) - See appropriate section.
  • High level armory. - Either contains 9 high level lockers, or one Epsilon-11 rifle.
Refer to the list above and decide what you want to do. It's advised to turn on the nuke, to make sure everyone in the facility perishes. (Apart from you, but not always.) Obviously arm yourself with guns, in case you encounter MTF in Entrance Zone, which depending on your speed, is now extremely likely.
More information on the nuke room will be provided in the Facility Layout section.

"Elevator's up, doctor's around."
Go down the unmarked elevator to enter SCP-049's chamber. There are only 2 items of note in this room, and is of lesser importance than the Alpha Silo, but if time is short and this is the first elevator you come across, by all means choose this route.
  • High level armory - Same as in the warhead room.
  • Max two (2) safe class SCPs - Refer to appropriate section.
Arm yourself, and leave quickly. Similarly to the nuke room, it's a dead end and will turn into certain death if an SCP corners you.
Tip - The window in the armory can be broken by shooting at it. Use it to get out of tight situations.
Tip - If the elevator is up when you come across it, high chance SCP-049 is around. If it's down, high chance someone is in there - either a fellow Class-D, a neutral Scientist or the enemy Facility Guard.


"Nah bro, let's just head straight to Entrance."
Don't bother with any rooms, and sprint towards Entrance Zone as equipped as you were when you entered Heavy Containment. Not advised, as you are sure to run into MTFs when you progress. With no methods to defend yourself, you rely on their mercy, and mercy is rare. Even though you cannot fight off an entire battalion, you can scare them off by shooting at their general direction. It works often as the hivemind of the MTFs doesn't want to get hurt.

"I volunteer!"
Head to SCP-106's containment chamber. It's large, spacious and has a big levitating cube in the centre of it, between the catwalks - you'll know it when you see it. If you have a black keycard, you can open the door to the control room, and put yourself into the femur breaker. (Small space in the middle, attached to a wall.) Make sure you come with someone else, so that they can activate the breaker once you enter. Do note, this WILL KILL YOU. You'll lose, but you can help MTF defeat the SCPs, because doing so will instantly kill SCP-106.

Entrance

~You're miles ahead of your competition, and now you found yourself in the Entrance Zone.~


The Entrance Zone is the smallest out of the 3 levels. Navigate towards Gate A or Gate B, but since MTF always goes to Gate B and Chaos Insurgency to Gate A, your chances of survival go up if go through Gate A after having heard the CI jingle. Other times, go through Gate B, as it's much closer to the exit than A. Of course, you can also head to the Intercom...

"Dude, shut up!"
Only one room is locked, and that's Intercom. Using the machine in there, holding Q while inside, will allow your thoughtful messages to be broadcast to everyone in the facility, dead or alive. Make it quick, then head to Gate A or B.

Surface

~Wow, you actually made it! Class-Ds never make it out alive, or, well, very rarely. Enough talking, run as fast you can to the exit!~


Surface Zone now. Nothing to do here, so just run to the leftmost point of the map. If you're going upwards, you're going the right way. Head left at the end dead, and at the end of the path you'll be escorted out and spawn as Chaos Insurgency. Did I say nothing to do here? Well, I lied.

"Later, losers!"
There is a single locked door on surface. That's the nuke activation button mentioned earlier. You need a black keycard to access this room, or a pink one - very high level. Activate it - this will kill everyone in the facility after 90s.

You did it! :)
The Classes (2/3)
"Nerd!"

The Scientist

You're much like a D-Class, and to avoid wasting your time, I won't rewrite the strategies used by D-Class. The Scientists start off with a Medkit and a Scientist keycard. This allows you to be ahead of the game - look for SCP-914. Upgrade your keycard, and quickly leave. However...

"We've got a new sheriff in town, boys!"
...you can look for a gun first. A horrible pistol is extremely powerful when you're in an environment where everyone is defenseless. Guns openly spawn in three locations - GR (SCP-372 chamber - Safe to go.), WC (Self explanatory - tight corner, so make sure to get ahead of everyone to have a chance.), #012 (Music sheet room, danger of being trapped by other Scientists if you're a Class-D.) and PT. (SCP-173 chamber - Extremely high chance of death.) Look for those rooms, but none of them are guaranteed to have a gun. In my experience, the most common to least common spawns are WC > PT > GR > #012.

In GR, there can be a gun in the large glass chamber in the middle, in WC on a sink on the left side and in #012 a gun appears next to the Zone Manager card on the desk.
If you do decide to go to PT, accept the fact that you might not come out alive. In the control room to the side at the top of the staircase, a gun lies on the desk next to the broken lever. SCP-173 has a timer until which it can open its containment door. Be quick.

"Screw this keycard, it can't even open checkpoints."
If you're thinking this, it's advised you head to a room titled #012. There's a Zone Manager card there, right next to the aforementioned gun.,

Tip - Right next to the chamber is a locker, not always though. But what's guaranteed is that less people loot it out of fear of dying, so be bold, and get some more loot.



"Take no prisoners."

The Facility Guard
Your primary job is to escort Scientists to safety, and kill/imprison Class-Ds. Killing Ds on sight will ensure that they won't escape and become Chaos Insurgency, and cuffing them will ensure they will escape and become NTF Cadets and help you fight the SCPs. Your choice what to do with them, as at this point in the game, they will be completely at your mercy.
Tip - Look for lockers early on. You don't spawn with much ammunition, and it will be helpful to have more on hand. Look for long magazines, thinner on top and thicker on bottom.

You spawn with:
  • Medkit - Use it to replenish ~60% of your health.
  • MP7 - Your gun. One step above a handgun, so don't run into SCPs guns blazing.
  • Disarmer - Left click on D-Class to handcuff them. They cannot interact with anything and lose their inventory.
  • Radio - Hold V to communicate with your teammates across the entire level you're on.
  • Flashbang - Blinds everyone for several seconds.
  • Tablet - Drops ammo, serves as a way to counter SCP-079. Will be explained later.
  • Guard keycard - Opens checkpoints, LC armor... that's it.

There are several layers to your radio - higher levels cost more of your battery. Once you run out, it will stop working, but it can be recharged using SCP-914
  • SR - Short range; covers the level you're on.
  • MR - Medium range; covers the level you're on, plus the closest ones. (If you're in HC, you can communicate with LC and EZ.)
  • LR - Long range; covers the entire facility.
  • UR - Ultra range; covers even the pocket dimension.
Higher amplitudes cost more battery per second.

"Rush into heavy!"
As a guard, you're expected to die - that's your job. Place Scientist's life above yours in case 𝐬𝐡𝐢𝐭 𝐡𝐢𝐭𝐬 𝐭𝐡𝐞 𝐟𝐚𝐧. Your chances of surviving are much higher if you meet the SCPs in Heavy Contaiment than in Entrance Zone, simply because EZ has many dead ends, and as you have a terrible keycard, you cannot open the gates. Your greatest weapon against SCPs are elevators. HC has many of them, 4 in fact.
Tip - Close the elevator using the button outside, then run it. It gives much less time for your pursuers to catch up to you.

"What are you morons doing? Can't you hear them?"
Hang back a little. Wait until the game's violent start becomes less violent, the SCPs enter LC and leave HC unguarded. However, you run into the risk of them entering EZ and becoming cornered, but it's a guarantee that the SCPs will be more spaced out, and your encounter probability with them goes down substantially.

Light

Once you enter LC, you have a few options on what to do, but essentially it boils down to being just an upgraded version of a scientist, since you have a better keycard, more stuff and guns. Remember that SCPs still at this point in game roam the LC. When you sprint, jump - your steps will be spaced out and harder to hear.

"914, boys."
There's a reason why all the SCPs gather around this room. Most of the Class-Ds in the game are in this spot, and that's either bad news or good news for you. Good news, if you want to massacre them. (You don't have enough ammo to kill all though, MP7 has a surprisingly low DPS.) Bad news, if you either want to disarm them (Can't manage, there's also a bug where Class-Ds can just uncuff themselves randomly.) or, worse, they have a gun. Since they're in 914, they definitely have a better gun than you, in which case, run.
If you're alone and too late, upgrade your gear. Never know when Chaos Insurgency can spawn.

"Traitor!"
What I like to do is a little teaming with the SCPs sometimes, but this can be bannable on some servers. In exchange for your survival, you can let them into #914, resulting in the death of most, if not all, Class-Ds trapped. There is a downside though, if there are Scientists stuck in there, you've killed them also.
The Classes (3/3)
"Listen to me, I'm your commander!"

MTF

MTF, (Nine Tailed Fox, Mobile Task Forces or Epsilon-11) are a group of high level Facility Guards with the aim of killing SCPs and saving Scientists second. Their firepower is much stronger, and in groups they pose a big threat to any SCP. MTF spawn on the far end of the map next to the exit, when their helicopter comes.
MTF spawn with:
  • Weapon - P90 for Cadet, E-11 for Lieutenant, Commander and Scientist.
  • Keycard - Senior Guard for Cadet, Lieutenant for Scientist and Lieutenant, Commander for Commander.
  • Medkit - Restores ~60% of health.
  • Radio - Useful for communicate position of SCPs throughout the map. Use V. Channels explained in the Facility Guard section.
  • Disarmer - Cuffs Class-Ds. You need all the help you can for killing SCPs; prioritise disarming when close to SZ.
  • Tablet - Drops ammo and counters SCP-079.

There are 4 classes of MTFs.

  • Cadet - Most common and least powerful. Are equipped with a Cadet keycard and a P90.
  • Lieutenant - Only two of these per spawn. Are equipped with a Lieutenant keycard and an E-11.
  • Commander - Only one commander per spawn. Is equipped with a Commander keycard and an E-11.
  • Scientist - Once a Scientist escapes, they become an MTF Scientist. Identical to Lieutenants.

Tip - MTF guns are much better at long range, and Chaos guns are much better at short range.

There are no strategies to playing as MTF, it's mainly tracking down SCPs and the Scientists left alive. However, when coming into a firefight with Chaos, there are a number of things you need to keep in mind.
  • When engaging in a fight with Chaos, keep as much distance as you can. Their weapons can kill you in seconds at point blank.
  • In EZ especially, take advantage of the cover doors can provide. Hide in corners, and in emergencies doors can give you a lot of time to escape.
  • In EZ it's possible to flank players because of its grid-like design.
  • If alone, don't sprint as this will attract a lot of attention.
  • If you see a dead Lieutenant or Commander, pick up what they dropped. The E-11 is much stronger than a P90, but CQB Logicier is the king. If you see a dead Chaos, take their weapon and keycard.
  • Don't think you can fight Chaos on your own. Statistically they're all MTF Commanders with even better weapons.
  • Move along walls to minimise detection.
  • When fighting SCPs, don't run. Together with your squad you have much higher chances of surviving, and the amount of damage most SCPs will take from so much firepower will scare them off.
  • Aim for the head - it takes more damage than any body part.
  • Surface Zone is your greatest advantage. When the nuke drops, Chaos are forced to escape to SZ, where you can gun them down with long range weapons like E-11.
  • Fighting SCPs on your own is a great risk, follow these tips.
    • SCP-173: Walk backwards and shoot all of your ammunition into it. Contrary to how Containment Breach worked, don't close doors behind you. Maintaining a line of sight will keep 173 far away and closing doors lets it get closer.
    • SCP-096: In the event where he becomes enraged, hide as fast as you can. Unequip your gun, and hide behind a corner of a door. When 096 moves past, quickly jump back onto the other side of the door. When it calms down, shoot it as much as you can, because it has a 10s cooldown to when it rages again.
    • SCP-049: Check all corners of the room you enter. If the doctor begins retreating, follow him at a safe distance - he's baiting you into an ambush, and if you manage to trick him, you'll be able to take off a lot of health. 049 is very fragile.
    • SCP-106: There's no specific counter. Don't close doors behind you - 106 can go through doors, and you can't. However, if there is more than just 106 around you, always run into 106 as escaping from the pocket dimension are 10%, while dying is a 100%.
    • SCP-939: Crouch to avoid detection. If you're running away, close doors behind you. After you made some distance, stop moving and start shooting. If the distance closes, start moving again. Repeat.

"Wait! Stop shooting!"

Chaos Insurgency

Chaos Insurgency is easily the most powerful class in the game. As I mentioned before, an entire squad of Chaos is equivalent to a squad of purely MTF Commanders. The Logicier destroys all targets in CQB and are the best counter to SCPs. Chaos killing SCPs is very rare though. CI spawn under the bridge around Gate A on surface when their car drives up.
They spawn with:
  • Logicier - A weapon of unparalleled CQB power.
  • Keycard - Opens everything except SCP-106 and SCP-079.
  • Medkit - Heals ~60% of your health.
Follow these tips to have an idea of how to play as this class.
  • SCPs are your greatest weapon as Chaos. Maintaining a gentleman's agreement is the easiest way to win the game as Chaos, since you're not wasting bullets and health on a class you can win alongside.
  • When fighting with MTF, rush and close the distance. They will get overwhelmed and die often.
  • It doesn't matter where you aim, but preferably the torso since more bullets go in at the same time. Logicier has a big bullet spread.
  • Your greatest priority is killing MTFs and rescuing Class-D.
  • There is one problem with the SCP + Chaos team - their interest conflict when it comes to Class-Ds. When it ultimately comes to a situation where you can defend or ignore Class-Ds from SCPs, it's best to kill the monsters.
  • You spawn with a keycard that's able to open Intercom. (Spam it.)
  • If on surface, hide as fast as you can. MTF can gun you down in seconds at long range.
All About Guns
It's possible to add attachments to guns - if you have a Weapon Manager Tablet, find a Weapon Manager Station to give yourself the edge with a scope, or a laser. If you do this as MTF when they spawn, your preferences will save and you will spawn with this specific combination of attachments each time. Does not work if you pick up a gun that you didn't spawn with though. Guide for attachments and useful combinations follows in the next section.

COM15
"Drop your keycard, nerd!"
The COM15 is the weakest gun in the game - slowest rate of fire, least damage, smallest magazine. However, its power is unrivalled when picked up at the start of the match when everyone is unarmed. As a Class-D, you can "mug" Scientists for their keycards, or just kill them. As a Scientist, it can reduce competition if you kill them off.

Tip - Putting the COM15 on 1:1 will grant you the USP - a powerful version of the COM15 that can instantly kill upon headshots.

USP
"This is loud as hell."
The USP is a great unique weapon that is extremely overpowered early in the game, capable of killing even armed Guards in a single shot. Modifying it with a heavy barrel adds salt to the wound, and is highly recommended. It's a bad idea though, if you have an AR, such as the P90, on you already since its DPS is much lower. If you believe you have a good enough aim, by all means keep it.

Tip - You can get a USP by putting a Tablet on Very Fine in SCP-914.

MP7
"Seriously? 60 shots? I can't even kill a single Class-D with this!"
The MP7 is a weak weapon in comparison to the other available options. Guards spawn with these, and its DPS is too low to kill a Class-D in 10 shots. If you pick this up, consider picking up a lot of ammo with it. Prioritise other weapons over this gun.

Tip - Don't use this weapon, but it's better than nothing.

P90
"This can do some damage."
Great weapon of choice - relatively common, high chance of spawning in HC armories, guaranteed to spawn in the LC armory. High DPS, big magazine - all around reliable.You'll come across this gun in later stages of the game, when self defense from Chaos, MTF or SCPs becomes a need.

Tip - Jump around with the P90. There is no punishment in-game for moving around, and makes you much harder to hit.

Epsilon-11
"Now that's what I'm talking about!"
The best all-rounder, and easily the best at long range. It shreds in SZ and does unbelievable damage even at CQB. It does enough damage to scare even SCP-173 off. It spawns in one of the HC armories, and spawns alongside with Lieutenants, Scientists and Commanders. Obtainable by using the standard upgrade path (Repeat Fine.) in SCP-914.

Tip - Aim for the head, as it has a fairly slow fire rate. With a scope, it will turn into a sniper rifle, and with a gyroscopic stabiliser, recoil will be negligible and you will become a force to be reckoned with.

Logicier
"Stand back! Chaos!"
The Logicier is considered the best weapon in the game. Its DPS is unrivalled, but its bullet spread makes it weak at long distances. However, since there are 3 close-range levels (LC, HC and EZ) and only 1 long-range level (SZ), the bullet spread is not that horrible. The other two biggest disadvantages is that you cannot equip attachments or aim down its sights, but with the caliber this beast of a gun provides, these cons are negligible. It has the biggest magazine out of any gun, even the E-11.

Micro-HID

"Come here, 096!"
The holy grail of killing SCPs. Charges up, shoots only one shot, fires for 10 seconds straight, and kills every SCP that it manages to lock on. If you have this, don't be afraid to counter SCPs 1 on 1; but don't get too cocky. Dying with this is very frustrating. Only found in its own room under its own lock.

My favourite gun is the E-11; the trade-off of customisation, aiming down sights and the CQB makes the Logicier boring to use. But if it comes to effectiveness, Logicier is the best.
Effective Weapon Mods
Weapon Mods

They do make a difference. Big one, actually, and it will define whether you die or lose in a firefight.

MP7
Equip everything for this gun, except suppressor. As a Facility Guard, you don't care about stealth while firing, because you won't be using this gun otherwise. (...and you often won't survive until Chaos spawn.)

P90
Any Sight + Heavy Barrel + Laser
The greatest weapons come from recoil reductions and damage boosts - keep this in mind when experimenting with modding. This is no exception; great hipfire accuracy, and headshots can melt enemies in seconds.

Any Sight + Heavy Barrel + Ammo Counter
Great if you're developing an ammosense. I used this for a long time until I learned how to conserve ammo, and had a general feeling of how much I had left.

E-11
Sniper Sight + Muzzle Break + Gyroscopic Stabiliser
The greatest combination in terms of lethal aim and insane damage. This will shred any human class at long range as well - it excels on SZ. Even though, it's not that great at CQB if you don't aim for heads. Don't choose iron sights - they don't help with accuracy and just slow you down. For greatest effectiveness jump around.

Sniper Sight + Heavy Barrel + Laser
Alternative loadout for the E-11. It's higher damage, but lower recoil. Choose this if you're confident in your aim.

Sniper Sight + (Choice) + Ammo Counter
Again, good for ammosense.

SCOPOPHOBIA

Gyroscopic Stabiliser has been nerfed. The crosshair is much more vague, but if you're seasoned with this weapon it won't be game changing - just a hinderance.

USP
Iron Sight + Heavy Barrel + Anything
These are your only options, but if you pick them, headshots will become instant kills. Extremely OP even for Guards.
Facility Layout
Knowing the layout is extremely important - if you know what exactly to look for, you can massively cut down on time. This can help you prepare and save your life.

There are 4 major levels in SCP:SL; Light Containment Zone, Heavy Containment Zone, Entrance Zone and Surface Zone. They are all randomised, so don't expect them to be similar each time.

Light Containment Zone

LC is a long winding maze of dead ends and loops. It's the hardest to navigate. Each room is named with large letters on top of the doorway leading to it. Below is a list of all rooms with their loot.

After 15 minutes, LC will enter decontamination - lock all checkpoints and elevators, then kill everyone still left inside. In the last 30 seconds, all checkpoints will open, so don't worry about not having a keycard, though your greatest worry will be finding the exit in time. In Scopophobia, there is an ongoing timer at each elevator and checkpoint.

Room
Card Needed
Loot
Locker Spawn?
Description
#00
Tier 1 Armory Access
• MP7
• COM15
• P90
• Ammo
• 3 Flash Bangs
• 3 Frags
• 2 Workstations
No
An armory - you can trap SCPs to save on time.
#012
Tier 2 SCP Access
• COM15 (Low chance)
• Zone Manager Card (Opens checkpoints)
No
SCP-012 containment chamber. Trap SCPs in here to buy yourself time. The actual chamber is also great for hiding.
WC00
None
• Janitor keycard (Low chance)
• COM15 (Low chance)
No
Toilets. Everyone knows this is a hiding spot, so avoid this if possible.
PC15
None
• Scientist Keycard
Yes
Office with several desks. On one will be the card.
GR18
None
• COM15 (Low chance)
Yes
SCP-372 chamber. In middle of chamber COM15 can spawn.
#914
Tier 1 SCP Access
None
No
SCP-914. Crucial for upgrading your inventory.
VT00
None
None
Yes
Hallway with a possible locker on its side.
PT00
None
• COM15 (Low chance)
Yes
SCP-173 chamber. Extremely dangerous; lockers next to chamber and gun spans on desk in control room.
AL0x
None
None
None
Airlock. Great hiding space on its side.
HC0x
None
None
No
Numbered 1 to 9. Curved hallway joining 2 rooms.
HS0x
None
None
No
Numbered 1 to 9. Straight hallway joining 2 rooms.
IT0x
None
None
No
Numbered 1 to 9. Three way intersection joining 3 rooms.
IX0x
None
None
No
Numbered 1 to 9. Four way crossroads joining 4 rooms.
EX-y
Checkpoint
None
No
EX-A and EX-B. Checkpoints that lead into Heavy Containment.

Head for rooms with COM15 / keycards first. You need something in your inventory that will allow you to get out of LC. Go to #914 when you found all you need.

Heavy Containment Zone
Two zones away from escaping. HC is a grid, and since most good rooms are on the corners of the map, try to get as far into corners as you can. Most people walk aimlessly - use this tactic to beat SCPs to the elevators. (If you're a Guard.)

Room
Card Needed
Loot
Description
Checkpoint
Checkpoint
None
Leads to EZ.
Elevator A & B
None
None
Leads to LC.
Tesla Gate
None
None
Special corridor with a gate that will kill you upon contact. Make sure to wait for the first blast, then sprint past it.
Server Room
None
• Scientist Keycard
Two staircases lead into the server room. Nobody checks behind the servers, so it's a great hiding spot.
Alpha Silo Warhead
None (Tier 2 Armory for the armory.)
• Safe SCP (High chance)
• 9 lockers and a workstation OR 1 E-11 and a workstation. (Armory)
Great place to get gear, and kill everyone on the map.
T-Cross Armory
Tier 1 Armory
• A lot of ammo for all guns.
• Safe SCP
Three-way intersection with a room containing a lot of ammo.
Micro H.I.D
Micro H.I.D
Micro H.I.D
Gun most efficient at killing SCPs. Able to be recharged at 914.
SCP-049
None (Tier 2 Armory for the armory.)
• Safe SCP (High chance)
• Safe SCP (Low chance)
• 9 lockers and a workstation OR 1 E-11 and a workstation. (Armory)
SCP-049 chamber.
SCP-079
Tier 3 SCP Access
None
Nothing of note here. Only good as a hiding space since nobody checks this.
SCP-096
Tier 2 SCP Access
• Lieutenant Card
• Safe SCP
If you don't have a good enough card to open the gates and escape, this is your best option.
SCP-106
Tier 3 SCP Access
None
You can instantly kill SCP-106 by getting into the femur breaker. Explained in further detail on its section.
SCP-939
None
None
SCP-939 spawns here. Great hiding place.

Entrance Zone

Almost there! Second smallest area. Following the darkness will usually get you to Heavy Containment.

Room
Card Needed
Loot
Description
Gate A and B
Gate
• Weapon Workstation
Provides access to Surface Zone.
RED
None
None
Dead end. You'll be able to see it through the window of each door by its red illumination.
Barricades
None
None
Also dead end. Similar to RED.
Evacuation Shelter
None
• Weapon Workstation
False gate. You can see it's locked by the green tint.
Intercom
Intercom
None
With this, you can broadcast a mic message to everyone on the server, dead or alive.
Checkpoint
Checkpoint
None
Provides access to Heavy Containment.

Surface Zone

You're here! Just reach the end of the road, and you won!

Room
Card Needed
Loot
Description
Nuke Room
Nuke
None
Will activate the nuke if the switch is turned on inside the nuke room in HC, beginning a 100s countdown which will kill everyone upon ending.
Elevator A and B
None
None
Provides access to EZ.
Chaos Spawn
None
None
Under the bridge close to Elevator A. Car spawns.
MTF Spawn
None
None
At the end of the road close to the exit. Helicopter spawns.
Exit
None
Sweet victory!
At the top end of the road.
SCPs (1/3)
SCPs are the killer machines of SCP:SL. There's a few of them, so take a read on the strategies that will aid you in massacring everyone in your path.

SCP - 173


SCP-173 is an extremely fast, instantly killing anyone in his way by snapping their neck. The main caveat is that it cannot move when people can see it. Below are strategies you can use to use 173 (AKA Peanut) to its fullest potential.

"The Corner Camper"

Stand behind corners if you hear anyone approaching. This will let you instantly kill them as they pass by - though make sure they're alone. The hardest place to do this is EZ, as the doors have windows through them.

Tip - Hold M1 to instantly kill anyone who passes by the door.

"The Aggressor"

Make yourself known at the LCZ, move by hugging the walls where the D-Class cannot see you. This can backfire though, if you find more than 2 people then you'll have trouble closing the distance. This will also most definitely kill you if you encounter MTF on SZ.

-Notable Synergies-

SCP-173 + SCP-096

The deadliest combination; the monster you have to look at, and the monster you can't look at. As 173, you'll mainly force people to look at 096, while he does all the killing. As a human class, there is no counter - your best bet is to hope that some other poor soul sacrifices himself to stare at 173 while you run.

SCP-173 + SCP-939

As it will be mentioned later, the best tactic for 173 is immobilizing them. Having a 939 will prevent this, as human classes will be forced to run.

COUNTER

" -silent staring- "

Find a long hallway while being chased by 173, make some distance, and stop moving. Backpedal every so often so that you don't die, but doing this delays 173 by a long time, and they are more inclined to stop chasing you.
SCPs (2/3)
SCPs (3/3)
SCP-914 & Keycards
SCP-914 is a large anomalous machine which can degrade or upgrade your items. The SCP:SL wiki created a beautifully simple graphic which will tell you all possible combinations that you can do.

How does it work?

There are 5 options on the cog that you can select, with two rooms labelled "input" and "output". A general rule of thumb is to put the cog onto "Fine" (Press E to spin it.) as it has the lowest risk, and then quickly rush into the "input" chamber. Some servers allow you to upgrade what you have in hand, and even your entire inventory, but unmodded servers only upgrade items that have been dropped - so make sure you drop your keycard at the last second to avoid it getting stolen. Below is a diagram that simplifies upgrade paths.

Medical
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


Guns
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


Miscellaneous
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


Keycards
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


Keycards and their Access Tiers

There are so many buttons on a keycard, and it can be very confusing for new players. Here I'll explain what each button means, as shown on the graphic below.
  • 1; Containment Level 1 - Opens some Safe class SCPs. (SCP-914)
  • 2; Containment Level 2 - Opens Euclid class SCPs. (SCP-096, SCP-012)
  • 3; Containment Level 3 - Opens Keter class SCPs. (SCP-106, SCP-079)
  • 4; Exit - Opens Gates A and B.
  • 5; Nuke - Opens the surface nuke room.
  • 6; Armory Level 1 - Opens the armory in LC.
  • 7; Armory Level 2 - Opens the armories in HC.
  • 8; Armory Level 3 - Opens the MicroHD room in HC.
  • 9; Checkpoint - Opens the borders between LC & HC, and HC & EZ.
  • 10; Intercom - Opens the intercom room in EZ.
If you have both Checkpoint and Level 2 Contaiment, you can open all Safe SCPs.
The quickest way to get an O5-Level keycard, as seen on the guides above, is to put a regular Scientist keycard on 1:1 setting and get the blue Zone Manager. Place that on Fine, to get a pink Facility Manager, and Fine again to get O5. Compare that with the Scientist > Research Scientist > Containment Engineer > Commander > O5. O5 can be overkill however, if you don't care about the nuke and just about escaping, save yourself the time and only get a Facility Manager or Lieutenant.
Win Conditions
SCP Win - Only SCPs left alive and no one escapes.
Class-D Win - Some Class-Ds escaped, and only SCP/Chaos are left.
MTF Win - No Class-Ds escape and only MTF is left alive.
Chaos Insurgency Win - No Class-Ds escape and only SCP/Chaos are left.

Note - Scientists and cuffed Class-Ds do not influence win conditions.
Juking
Achievement Help
Miscellaneous Tips
Follow these tips to make sure you survive as long as you can.
  • Many classes have different footstep sounds. Knowing these sounds will let you know what's behind a corner without peeking and giving away your position.
    • Chaos Insurgency - Metallic, loud steps.
    • D-Class, MTF, Facility Guards and Scientists - Default steps.
    • SCP-096 - Slow, hollow steps with an ambience of a man crying.
    • SCP-049 - Slow, hollow steps without an ambience.
    • SCP-173 - Sliding stone.
    • SCP-106 - Very distinct, loud footsteps which sound like walking on very deep mud, with enhanced reverb.
    • SCP-939 - Default steps, but very quick and overlapping.
  • Doors can be closed using the door model, not just the button. Very useful in quick chases.
  • Speed is key. Cut corners by jumping/strafing on the edge of walls in the LC. Especially useful in the 106-sinkhole room.
  • If you're in SCP-914, and can hear SCP-106, open the door. He can pass through doors and you can't, so if it remains closed, you've essentially trapped yourself.
  • Speaking of trapping, lock pursuing SCPs in high-level rooms, such as #914, surface nuke room, or my favourite, #00.
  • When in hurry and an elevator is in sight, click the button outside to call it down before you enter. There's a delay between when you press the button and when the door closes. This delay can either save or end your life.
  • Stay away from Scientists as a D-Class. They're neutral to you, but can turn into enemies quickly once they find a gun.
  • Follow Scientists as a D-Class. They're neutral to you, but can turn into friends quickly and can lead you out the checkpoint with their keycard. Doing this though can put you at risk of being killed by Guards.
  • TURN OFF STEAM OVERLAY. There will be times where you will have to open your inventory while sprinting, and shift+tab opens the overlay. It will invariably end in your death.
Glossary & Player Slang
LC - Light Containment Zone
HC - Heavy Containment Zone
EZ - Entrance Zone
SZ - Surface Zone
CQB - Close Quarters Combat
Conclusion
References + More Guides & Further Reading
12 Comments
John Ultrakill Oct 30, 2021 @ 3:22pm 
ive seen it
John Ultrakill Oct 30, 2021 @ 3:22pm 
ok actually before parabellum com-15 on very fine DOES make USP you dumb ding dong
Dr.Tied -FF- Nov 29, 2020 @ 2:21pm 
corretion scp 079 is euclid class entity
ape oil salesman  [author] Nov 20, 2020 @ 8:28am 
no, you put the weapon's tablet on very fine to get the USP, you put the com-15 on 1:1 to get the USP.
ape oil salesman  [author] Nov 20, 2020 @ 8:27am 
thank you guys :)
ricecrispies Nov 19, 2020 @ 7:47pm 
Amazing, actually wasted your time for other people to help starters play, your an amazing person.
ClayClay Nov 19, 2020 @ 5:21pm 
YOU NEED THIS AWARD TAKE IT THIS HELPED ALOT
kibibyte Nov 19, 2020 @ 4:17pm 
I think the way you get a USP is putting a com-15 on very fine, not 1:1.
ape oil salesman  [author] Nov 19, 2020 @ 8:37am 
thank you :)
ape oil salesman  [author] Nov 17, 2020 @ 8:37am 
I wouldn't, as it's got damage reduction. You have just one clip at the beginning so the damage reduction could get you one less kill for not much more benefit.