SCP: Secret Laboratory

SCP: Secret Laboratory

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SCP:SL All Classes
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This guide is for people who want to know all the classes in SCP:SL currently, as a new update. In this guide it'll explain what the classes do, and what their objective/goal is.
   
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Human Classes
All human classes in the game currently
Tutorial
The Tutorial class is a hidden class in SCP: Secret Laboratory. It can only be accessed through commands or the Remote Admin panel. In the early stages of SCP: Secret Laboratory, they were used in the Tutorial stages found on the main menu. However, that has since been removed.
Tutorials have a bright orangish-red Facility Guard model, and have a bright green role color. Tutorials spawn with nothing in a tower on the Surface.

The Tutorial class does not affect win conditions and does not have any goals other than to "Follow the tasks to complete your objective." As such, they are often used by moderators patrolling their servers, and various plugins such as the Serpent's Hand plugin.




Spawns in (when force-classed): Tutorial Tower

usually admins use this class to just idk be abusive mfs
Class-D Personnel

In-Game
D-Class personnel is the most common class to get in the game, you spawn with nothing (on default server settings, depends on the server. Some servers have you spawn with different item(s)

Their main goal is to escape the facility and avoid/kill all other factions, excluding the Chaos Insurgency. Chaos Insurgents will cooperate with Class-D to help them escape.

Like the original game, SCP Containament Breach [www.scpcbgame.com] you spawn in a cell, and unlike the original game there are no guards to escort you, you have to figure out how to make your own path out of light and heavy containment and depending on the circumstances youll have your fellow d-class to help you.

Escaping as a Class-D will respawn you as a Chaos Insurgent. Escaping as a Disarmed Class D will respawn you as an MTF Cadet.

Basically as a d-class, youre out to escape while evading SCPS and NTF. There are chances Chaos will spawn within the round and they will make their own way to light containment to help you escape.

Spawns in = Light Containment Zone (random cell)
Allies = Chaos Insurgents
Enemies = MTF, Facility Guards, SCPs, Scientists



Class-D Model
Chaos Insurgency

In-Game
Chaos Insurgents can spawn in waves throughout the round. They also have a chance of spawning in the beginning of the round, replacing the Facility Guards. They can be identified by their gas masks and green camouflage.

The Chaos Insurgency starts with 14 respawn tickets at the start of a round. In order to spawn throughout the round, the Chaos Insurgency team must have at least 1 respawn ticket. Running out of respawn tickets will stop the Chaos Insurgency from spawning.

Chaos Insurgency spawns arrive by an armored vehicle and are located under the bridge at Gate A. Upon spawning, only Class-D and other Chaos Insurgents will hear the Chaos Insurgency theme.

Their goals are to rescue Class-D and kill all MTF and Scientists. They can choose to remain neutral towards SCPs. There is no Chaos Insurgency victory, but a Class-D victory can be won through the Chaos Insurgency.

Any Class-D or Disarmed Scientists that escape the facility will respawn as a Chaos Insurgent.

Unlike the MTF, Chaos Insurgents do not have ranks and spawn with the same equipment. Chaos Insurgents spawn with a Logicer, First Aid Kit, Pain Killers and a Chaos Insurgency Access Device.

Spawns with: Logicer, First Aid Kit, Painkillers, Chaos Insurgency Device. (Can access everything but the surface nuke room, evac gate)

Allies: Class-D
Enemies: SCPs, MTF, Facility Guard, Scientists




Chaos Insurgency Model
Mobile Task Force [MTF]

In-Game
The Mobile Task Force operatives, also called MTF, NTF (Nine Tailed Fox) or Epsilon-11, spawn in waves throughout the round. They can be identified by their blue uniforms and face masks.

The MTF start with 24 respawn tickets at the start of a round. In order to spawn throughout the round, the MTF team must have at least 1 respawn ticket. Running out of respawn tickets will stop the MTF from spawning.

MTF spawns arrive by helicopter and are located at the surface around Gate B. Upon spawning, C.A.S.S.I.E. will announce that MTF have arrived, followed by a random squad designation and the amount of SCPs that are alive.

Their goals are to rescue Scientists, re-contain the SCPs, and kill all Class D and Chaos Insurgents. A MTF victory can only won when they are the last standing faction alongside Scientists and Facility Guards.

MTF Scientists spawn when a Scientist escapes. MTF Cadets can spawn when Disarmed Class D escape.

MTF are randomly given a rank upon spawning and have varying health levels and equipment based on their rank (shown below). Ranks given are scaled to the amount of people joining. A squad of three people will only have a Commander and two Lieutenants, whereas a team of over ten people may have at least three Cadets.

Health:
Commander = 150
Lieut. + Scientist = 120
Cadet = 100

Allies: Scientists, Facility Guards.
Enemies: Class-Ds. SCPs, Chaos Insurgency

Spawns in: Surface Zone, (Always Gate B)



MTF Model
Facility Guard

In-Game
A Facility guard spawns within the facility, and spawns with 100% hp. They also spawn with full ammo. The items you spawn with as a facility guard class are -

- MP7
- Guard Keycard (Cannot open gates, but can open checkpoints/certain other locked doors)
- Weapon Manager (Allows you to change sights/attachments on your gun.)
- First Aid Kit
- Radio (use to communicate with your fellow guards)
- Disarmer
- Flashbang grenade (if used correctly, temp blinds SCPS chasing you.

Allies = Scientists, and fellow NTF.
Enemies = Class-D Personnels (Depending on the server rules, some dont allow guards to rdm d-class, (basically kill them without a reason) and say to give them a chance to surrender, but on default settings they are vs. d-class personnels.), Chaos insurgents (no matter what these are enemies to facility guards), and SCPS.

They spawn in entrance zone, (in a random location everytime) Unlike MTF, they all spawn as the same rank, and all have the same items. Their goals are to rescue scientists, and re-contain SCPS, and kill all Class-D (again depending on the server) and chaos insurgents.

(they look like this in-game)
Scientist

In-Game
Scientists will usually spawn at a one-to-two ratio to Class-D, in a randomly chosen list of rooms located within Light Containment Zone. They can be easily identified by their white lab coats and glasses.

Scientists spawn with a First Aid Kit and a Scientist Keycard.

Their main goal is to escape the facility and avoid any other hostile faction. Facility Guards and MTF cooperate with Scientists to help them escape.

Escaping as a Scientist will respawn you as a MTF Scientist. Escaping as a Disarmed Scientist will respawn you as a Chaos Insurgent.

Scientists share a victory with MTF, which is won if at least one Scientist escapes and all Chaos Insurgents, Class-D and SCPs are killed.

Health: 100
Allies: MTF, Facility Guards
Enemies: SCPs, Class-Ds and chaos insurgency
Spawns with: First Aid Kit, Level 2 Scientist Keycard
Spawns in: Light containment zone (random location, seperate from d-class cells)

Scientist Model
All Playable SCPS
All current SCPs you can play
SCP-939-89/SCP-939-53

Up to two instances of SCP-939 can spawn in Heavy Containment Zone in SCP-939's Containment Chamber. They are functionally identical and only differ in appearance.

SCP-939 attacks players by biting them, dealing 65 damage per bite while also giving victims amnesia for 3 seconds.
SCP-939 can speak to humans by pressing V, and can sprint at 7 m/s with the sprint key. SCP-939 is able to sprint forever, unlike humans. SCP-939 makes no sound while walking, but it does makes the human sprinting sound while sprinting.

Another one of SCP-939's unique abilities is to see movement through walls, with its vision range based on movement, but it can only see in grayscale.
There are three levels of vision range based on what type of movement a player is doing. If a player is running, SCP-939 can see them from a long distance. If a player is walking SCP-939 can see them from a moderate distance. If a player is sneaking or standing still, SCP-939 cannot see them unless they are in extremely close proximity to 939 (Within biting distance). On the Surface, SCP-939 can see players regardless of whether they are moving or not.

SCP-939 can also see humans based on the loudness of weapons. The louder the weapon, the further away from where 939 is able to locate it. This is also affected by attachments on the weapon: suppressors and oil filters will reduce the range in which SCP-939 can see you, whereas barrel extenders will increase its range of vision. SCP-939 is also able to see grenades that have been thrown or dropped.

SCP-939's vision:

Stengths:
- Can sprint without stopping.
- Can talk to humans
- Silent when walking
- Can see players who make noise through walls.
- SCP-268 does not affect its "sight".

Weaknesses:
- Sprints slower than humans.
- Large hitbox
- Attacks have cooldown.
- Can only "see" those that make noise.

Abilities:
- Can "see" players that make noise through walls
- Can speak to humans
- Walks silently
- Has amnesic bites.
- Has infinite Stamina.



SCP-173

This one is pretty basic.

In-Game

SCP-173 spawns in Light Containment Zone inside SCP-173's Chamber. At the beginning of the round, the blast door preventing its escape will have short timelock before it is unlocked.
SCP-173 has the unique ability to move quickly and instantly kill human players by left clicking on them.

Another unique ability is as SCP-173's health gets lower, it starts to move faster, allowing it to move further when being looked at.

If SCP-173 is seen by a human, it will be unable to move (Other SCPs don't affect SCP-173 when viewing it). Humans staring at SCP-173 will start blinking at regular intervals, the time of which is increased when more players stare at SCP-173. When a human blinks, SCP-173 is only able to move a short distance in one direction.

If SCP-173 is within a room that has the lights turned off, it is able to move freely, regardless if being stared at by a human (Unless they have a flashlight equipped/on).

Stengths, Weaknesses, Abilities

- Moves fast.
- Has insta-kill attack.
- Can freely move in darkness.

- Cannot move when looked at
- Multiple humans staring at it increases blink time.

- Neck Snap (instant kill)
- Fast movement when not viewed by a human.





(SCP-173 Christmas Edition)
SCP-096

In-Game
SCP-096 begins the game with 500 HP and 500 Hume Shield. Hume Shield is similar to Artificial HP, but will absorb 100% of the damage SCP-096 takes.

When docile, SCP-096 can hold Right Click on a closed door to lean up against it, causing its crying to become near silent.

SCP-096 will become enraged when looked at or when shot at by humans. Once enraged, SCP-096 will move slower for 6 seconds before gaining its enrage buffs.

Anyone that shot or looked at SCP-096’s face will become a target. SCP-096’s rage will last for 15 seconds, plus an extra 3 seconds for each additional target. Targets are made visible by markers only visible to SCP-096 (even targets wearing SCP-268 will be visible).

Each active target SCP-096 has will increase his Hume Shield by 200. There is no limit to the amount that can be gained.

While enraged SCP-096 can do the following:
  • Jump very high and run incredibly fast.
  • View targets through walls.
  • Perform an AOE attack with Left Click that will instantly kill any targets and deal damage to anyone who got hit by it that wasn't a target.
  • Left Click on doors to destroy them while enraged.
    - Blast gates, Checkpoint doors, Prop doors, gates, and elevator doors cannot be destroyed.
  • Perform a charge attack with Right Click that lasts 0.8s and causes SCP-096 to run at 25 m/s.
    - This attack can be used to jump over large gaps.
    - Humans in the charge's path will be killed.
    - Doors charged at will be destroyed.
    - If SCP-096 charges at a closed gate, they will temporarily force the gate open and go through it.

  • Humans attempting to get past SCP-096 during this will be instantly killed.
  • Other SCPs may go through the temporarily opened gate unharmed.
  • The charge attack has a cooldown after being used. Charging through a gate will force the cooldown to end.

After the rage state ends, SCP-096 begins to calm down and moves slowly for a few seconds. SCP-096 will then enter a short cooldown phase before he can enrage again.

Once SCP-096's rage wears off, his Hume Shield returns to 500. If SCP-096 takes no damage for 10 seconds, its Hume Shield will slowly regenerate at 2 Hume Shield per second.

Abilities, Weaknesses, Strengths

- Abilities make it difficult for targets to escape
- Incredibly fast and strong when enraged.
- Hume shield protects hp and can regenerate

- Vulnerable to fragmentation grenades, the micro h.i.d, and high RPM weapons.
- Slow when docile
- Cool down makes it vulnerable
- Low base HP.

When Docile -
- Can lean against door to become silent.
- Will become enraged when looked or shot at.

When enraged -
- Rage induced AOE 1-hit kills.
- Gains 200 HS & +3s of rage per target
- Can break doors
- Can charge
- Gains speed and jump boost
- Can see targets through walls



SCP-049

In-Game
SCP-049 spawns in the HCZ and has the ability to instantly kill human players and resurrect them as SCP-049-2 instances.
SCP-049 attacks with the left mouse button with a 1.5s cooldown on a successful hit. SCP-049 is able to turn dead players (the cause of death does not matter) into SCP-049-2 instances by holding E on them. Corpses older than 10 seconds cannot be resurrected. The conversion takes 5s.

SCP-049-2 instances have little functionality apart from being able to attack nearby players. SCP-049-2 instances have 300HP and move faster than SCP-049.

Stengths, Weaknesses, Abilities

- Walks faster than humans
- Can kill while reviving humans
- Can kill players with 1 single touch.

- Walks slowly
- Attack is close range only
- Low HP

- Instakill
- Ability to revive any corpses
- Lethal touch

(SCP-049 Christmas Edition)




SCP-049-2

In-Game
SCP-049-2 spawns in when a recently deceased player is revived by SCP-049.
SCP-049-2 instances have 300HP and move at 6.5 m/s.

SCP-049-2 instances attack with the left mouse button with an attack wind-up speed of 0.2s, with a 1s cooldown on every attack. Every successful hit deals 40 damage. The attack can also destroy glass windows.

Despite other SCPs not having headshot multipliers, SCP-049-2 is the only SCP to have a headshot multiplier.

Abilities, Stengths, Weakneses.
- Can be created from dead humans.
- Moves faster than walking humans.

- Can be headshot
- Has low HP

- Can hit humans to kill
- Can break glass windows.

SCP-106

In-Game
SCP-106 spawns in Heavy Containment Zone at the bottom of SCP-106's containment chamber.
SCP-106 is easily recognizable from a distance due to its loud, unique sounding footsteps.
SCP-106 can walk through almost any form of door and glass window in the facility, only excluding doors which serve only as props.
SCP-106 has the unique ability of teleportation. Holding tab will display 2 options, one creates a "portal" (hole with a plus sign) while the other allows SCP-106 to teleport to the portal if it has been placed (hole with 2 arrows coming out from it).
SCP-106 has a unique attack, which injures and teleport humans in close range to his Pocket Dimension by clicking on them. SCP-106 has a 2-second cooldown on successful hits.
Once the Alpha Warhead explodes, players caught by SCP-106 will not be sent to the Pocket Dimension and will instantly be killed instead.

Players teleported to the Pocket Dimension are presented with eight possible hallways to walk into. Six of the hallways will kill the player instantly, the other two will teleport the player to SCP-106's containment chamber. Servers can change the number of hallway exits and randomize which hallways are the exit, which change every time someone escapes.
SCP-106 can be re-contained using the "femur breaker" located in 106's containment chamber, located in Heavy Containment Zone. One player is required to enter a small alcove in the control area, after which they will die. Another player is then required to press a button on the opposite wall. After being pressed, ten to fifteen seconds of screaming will be broadcast over the entire facility, there is no way to cancel this. Afterwards, SCP-106 will be recontained.
Despite having the second lowest health out of all the SCPs (650 HP), SCP-106 can arguably take the most bullets. This is due to the fact that it has a high bullet resistance, usually taking only 2 points of health per bullet. The only sources of damage not affected by this resistance are non-bullet sources such as the Micro HID, Tesla Gates, and Fragmentation Grenades.

Stengths, Weaknesses, Abilities

- Is highly bullet resistant
- Can walk through closed doors
- Can teleport
- Insta-kills after warhead detonates
- Moves faster than walking huamns

- Femur breaker can recontain it
- Micro H.I.D and tesla gates and frag grenades are not affected by its bullet resistant
- PD exit leads to its containment chamber
- Its walking sound is loud and distinct.

- Teleportation
- Walking through doors
- Attack sends humans to its Pocket Dimension






SCP-079

In-Game
SCP-079 will spawn Heavy Containment Zone in SCP-079's Chamber. There must be at least one other SCP for SCP-079 to spawn in.

SCP-079 begins with 100 Auxillary power and access level 1. Movement and abilities require Auxilary power, which is constantly regenerated.

SCP-079's movement is completely unique from any other SCP, as it can only move from one camera to the next using the WASD keys or the map (default: Tab). It uses the mouse to rotate its camera. You may also switch to a different view mode by pressing the Space key to move the camera faster using your mouse.

Keep in mind that SCP-079 must be at the Checkpoint system between the Heavy Containment and Entrance Zones and use the WASD controls or click on the cameras on the other side of the checkpoints to move between zones.

A camera currently being used by SCP-079 will have a blue light and will rotate to match the point of view of SCP-079.

With the map (default: Tab), the entire layout of the current Zone will be revealed. At the top left of the map, information on which classes are alive and how many of them there are is shown

Other than using tesla gates, SCP-079 has no direct means of killing humans. However, it has various abilities it can use to help other SCPs kill humans:
  • SCP-079 can click on door icons to open/close or lock them.
  • With access level 3, a warning triangle icon in the middle of a room can be used to temporarily lock all doors and turn off the lights within the room. This ability is unusable in rooms that have a destroyed door.
  • SCP-079 can click on the tesla gate's icon to instantly produce a deadly shock.
  • SCP-079 can click on a speaker icon to speak with humans through the use of a speaker.

SCP-079 cannot be recontained by being shot, due to it not having health. It can be recontained by detonating the Alpha Warhead, activating all generators, or killing all other SCPs.

Stengths, Weaknesses, Abilities

- Can help other SCPs and humans gain kills,
- Can talk to humans,
- Can navigate through the facility quickly,
- Cannot be killed by normal means.

- Has one way of attacking humans directly,
- Is recontained once all SCPs are killed,
- Activation of 5 generators starts recontainment.

- Cannot be directly killed,
- Moves through cameras,
- Interacts with elevators, doors and tesla gates,
- Can blackout a room thus turning the lights off and locking the doors.




[/previewimg] [previewimg=20959749;sizeOriginal,floatLeft;CC_079_Entrance (wecompress.com).png][/previewimg
All item SCPS
All current item SCPs (you cant play these, but can pick them up and use them.)
SCP-914

A list of upgrade paths can be found Here. [scp-secret-laboratory-official.fandom.com]

SCP-914 is located in Light Containment Zone in SCP-914's chamber. It is used to upgrade/downgrade various items, possibly destroy them, using one of five different settings.

Using 914
The player can refine items inside SCP-914 by going inside the 'Intake' booth, then dropping an item inside it. The player can then turn the upper knob on the selection panel to select any of 5 different settings. Once the desired setting is selected, the "key" under the upper knob must be used to activate SCP-914.

SCP-914 has five (5) settings – "Rough", "Coarse", "1:1", "Fine", and "Very Fine" are displayed around the knob on the Selection Panel.

"Rough" and "Coarse" settings generally downgrade the quality of items, or even destroy them.

"1:1" changes items to another item of equal value. It will also recharge Radios and the Micro H.I.D.

"Fine" and "Very Fine" are used to upgrade or recharge items. "Very Fine" may upgrade items to higher tiers than "Fine" can, but has a higher chance to destroy items.

SCP-012

In-Game
Currently, SCP-012 itself does not feature in the game. However, its containment in the Light Containment Zone is a spawn for the COM15 and a keycard.






SCP-372

In-Game
SCP-372 itself is not featured in the game, but its containment chamber can be found inside of the Light Containment Zone. SCP-372's containment chamber can be found under the label "GR-18", which is comprised of a large glass containment area alongside a Locker in the corner. The room is separated from the hallways by a large gate door that is accessible without any form of keycard.

The room is also a potential spawn location for the COM15 Pistol, where it would be found in the center of the glass chamber.



SCP-018

In-Game
SCP-018 can only be thrown once. Upon being thrown it will begin bouncing and rebounding faster until it gains enough speed that it explodes. Different speeds can induce differing degrees of damage: at low speeds, it can break through glass and hurt players; at its maximum speed, it can destroy doors (excluding any blast doors or any inaccessible doors), deal heavy damage to targets that get hit by it, and eventually explode.

SCP-018 will not activate when dropped from a player's inventory, although it can roll around on the ground.

Obtaining
Only one instance of SCP-018 can spawn in one of the four to eight locked Bulletproof Locker №7, which are located in several locations throughout Light Containment Zone and Heavy Containment Zone.

SCP-018 can also be made in SCP-914 by putting a Fragmentation Grenade in SCP-914 on "Very Fine".

SCP-207

In-Game
When held, SCP-207 can be used by left clicking. Right clicking before SCP-207's bottlecap is twisted will stop the user from using it. SCP-207 is a consumable item that boosts the consumer's speed, grants them infinite stamina, and heals 30 HP; the only downside of it is that it drains the consumer's health slowly. SCP-207's speed boost and health drain can stack up to 4 bottles total.
The effects of stacking SCP-207 can be seen Here [scp-secret-laboratory-official.fandom.com]

Obtaining
Multiple instances of SCP-207 can spawn in one of the four to eight locked Bulletproof Locker №7, which are located in several locations throughout Light Containment Zone and Heavy Containment Zone.

SCP-207 can also be made in SCP-914 by putting a Flashbang Grenade in SCP-914 on "Very Fine".

SCP-268

In-Game
When held, SCP-268 can be used by left clicking. Right clicking before SCP-268 is worn will stop the user from using it.

Upon use, SCP-268 will make the user invisible for 15 seconds. The invisibility effect will be instantaneously canceled if the user does any interactions such as shooting, reloading, opening a door or using an item. Using the First Aid Kit, Painkillers, Adrenaline, SCP-500, and SCP-207 will not cancel SCP-268's invisibility effect.

Players that used SCP-268 will have a 2 minute cooldown before they can use SCP-268 again, other players are not affected by this cooldown however.

SCP-939, SCP-096 (when you're a target), and SCP-079 can still see players using SCP-268. SCP-268 does not prevent any damage from hurting the user.

Obtaining
Only one instance of SCP-268 can spawn in one of the four to eight locked Bulletproof Locker №7, which are located in several locations throughout Light Containment Zone and Heavy Containment Zone.

SCP-500

In-Game
Upon use, the user must wait 1.2 seconds for it to be consumed. After it is consumed, SCP-500 will instantly fully heal the user's HP and remove the SCP-207, concussed, and burned status effects.

SCP-500 also gives a regenerative effect with a duration of around 12 seconds, which heals approximately 36 HP.

Obtaining
Multiple instances of SCP-500 can spawn in one of the four to eight locked Bulletproof Locker №7, which are located in several locations throughout Light Containment Zone and Heavy Containment Zone.

It can also be obtained by putting Adrenaline in SCP-914 on “fine” or any other medical items on “very fine.”
Extra
I really like playing this game so i wanted to add a guide with all the classes and etc, and all of these pictures are not mine, a lot of the info you see here, came from the official page.

But thanks to everyone for reading this guide.

Follow @twisted_ichor_waters


SCP Foundation

doggo bork

Happy halloween everyone! - Spooky peanut


4 kommentarer
The man of sex 1. sep. 2021 kl. 7.21 
Now this guide need update but its very usefull :)
fathead_mcgee 23. okt. 2020 kl. 22.54 
EEEEEEEEEEEEEE
vigilantnone 21. okt. 2020 kl. 16.30 
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
John Ultrakill 17. okt. 2020 kl. 15.17 
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