SCP: Secret Laboratory

SCP: Secret Laboratory

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How to play SCP:SL for Beginners (2023)
Av Babtyoda
This tutorial will help even the newest of players understand the game to some extent.
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Intro
It has come to my attention that there are a lot of new players in SCP:SL. This obviously means that lots of people don't know how to play SCP:SL, and since all the popular guides are outdated I thought I would make one.

Secret Lab is a game where your gonna die a lot. You have to learn the ins and outs of the SCPs and how to juke them, as well as good statergies for other classes if you wanna live for more than 2 minutes.



Structure of a match
The premise of SCP:SL is that the SCP foundation has had a containment breach in one of their facilities. The MTF have to come along and rescue important personalle as well as terminating any SCPs or D-Class.


There are three main teams in Secret Lab. The teams are:


SCPs - The deadly monsters that can easily control the game if played correctly

MTF - The foundation forces. These consist of Scientists who have to escape, Facility guards who have to aid in a scientists escape and MTF who kill SCPs. In most servers, the MTF and Facility Guards can kill D-Class on sight, so keep your widths about you.

Chaos Insurgency - These guys are more or less terrorists. This team consists of D-Class, who also have to escape, but don't spawn with a key card and Chaos Insurgents, who are there to help the D-Class escape and are the most well equipped class in the game. However, they only spawn 10 or more minutes into the game.

The Zones are Surface, Entrance, Heavy Containment and Light Containment

The match starts with D-Class and Scientists spawning in Light Containment, SCPs spawning in heavy containment and Facility Guards spawning in entrance. When a D-Class escapes they join the Chaos Insurgency and when Scientists escape they join the MTF. Waves of MTF or Chaos insurgents will spawn every 5 minutes on the surface. The team that spawns will be the team that is playing the best. If D-Class deal damage to SCPs and Guards or Scientists do not, chaos will spawn. MTF tends to spawn first as the facility guards deal damage to SCPs, unless they all get wiped out.

The spawn wave consists of about 10-15 people, choosing from who has been dead the longest. Please note that this can be changed based on how many players are in a server.

So what does every team have to do?

The MTF have to save foundation personalle and terminate any threats to the saftey and secrecy of the foundation. This means the SCPs, D-Class and Chaos. Some serevrs don't allow MTF to kill unarmed D-Class however.

The D-Class have to do whatever they can to get out of the facility. The Chaos being an anti foundation group wants to help free the D-Class and wipe out the MTF. They will only need to kill SCPs if it means saving a D-Class.

SCPs must kill everyone involved with the foundation. This means anyone but the Chaos, which they only have to kill a few of. They can't let anyone escape and need to prevent the MTF from detonating the Alpha Warhead.


The round ends when there are no enemies left to fight.

For an MTF victory, all the SCPs and Chaos must be dead, at least one scientist must have escaped and less D-Class muss have escaped then scientists. If no scientists escaped but the other conditions are met, it is a stalemate.

For a Chaos victory, all the SCPs and MTF team must be dead, at least one D-Class escape and less scientists than D-Class must have escaped. If no D-Class escaped but the other conditions are met, it is a stalemate.

For an SCP victory, all the foundation personalle, including D-Class must be dead and 75% of the Chaos Insurgency must have been killed.


There is a heavy incentive for both MTF and SCPs to prevent D-Class escapes, as both will hinder their objective. This means if an SCP is made to chose between and Scientist and a D-Class, they should chose the D-Class.




The SCPs
One of the main things you need to know about this game are the SCPs. They are what the game is centred around and will almost always control how a match goes.


SCP-173 is a peanut like statue that can move at incredibly fast speeds when unobserved. However when observed he cannot move at all. Everyone on the server blinks simultaneously when SCP-173 uses his blink ability. This allows him to teleport and if he reaches you, you will die. SCP-173 is fairly easy to counter, just run away and keep your eyes on him. Don't shut doors unless your in entrance zone and keep shooting. If you hear concrete scraping, SCP-173 is nearby and you should leave the area.




SCP-096 is a tall humanoid creature which is completely harmless when unobserved. However, if you were to look at his face, you will become one of his targets. Once someone looks at him, he has 15 seconds where he can chose to enrage. Once enraged, he can attack, move incredibly fast and kill targets. He can only see targets when enraged, meaning if you don't play your cards right, you can get caught out in the open after leaving your enraged state and get totally obliterated. You can tell if SCP-096 is nearby as he makes a loud sobbing noise. If you hear crying, just keep your head down.



SCP-106 is also a tall humanoid creature. SCP-106 in my opinion is quick gimmicky. He can walk through walls and teleport around. If he touches you, you will begin to corrode. If you are touched again you will be sent to the pocket dimension. Once your in the pocket dimension its a matter of luck. Two of eight corridors will lead you out, while 6 will lead to your death. If you escape the pocket dimension, you will become traumatised. This means next time SCP-106 touches you, you will die on the spot. It used to be if someone got into SCP-106s containment, sacrificed someone and pressed a button, SCP-106 would die. This got removed in 12.0 but it might return to the game, so I thought it was worth noting.



SCP-939 is a large red dog like creature. It can run very fast, or walk at human speeds completely silently. It has a swing attack that deals 40 damage and a lunge attack that allows SCP-939 to pounce on unsuspecting victims and insta-kill them. He can also create an invisible cloud that makes him invisible to anyone inside. People inside this cloud cannot reload, heal or open their inventory. You will know if your in this cloud as there will be whispers. When SCP-939 kills someone, he steals their last 10 seconds of voice audio. This means if you say 'Guys, it's safe, come in.' and then he pounces on you, he now has that voice. This means if he plays his cards right, he can lure people in to kill.



SCP-049 resembles a medieval plague doctor. This one is pretty simple. If he touches you, you have a heart attack, which can be cured with adrenaline or SCP-500. It can also be outlived with 3 medkits. When someone dies, SCP-049 can revive them within 10 seconds of their death and make them into a zombie to fight for the SCP team. One zombie isnt very many, but many zombies is equal to its own SCP, and can very easily kill unarmed players. SCP-049 is slower than normal players, but if you press F, you can speed up and see them through walls. Plague doctor is the only SCP that you can 1v1 without a micro. Two different guns with max ammo and a few adrenaline shots will kill him, so if your feeling brave you might wanna take him on.



SCP-079 is everyone's least favourite. It is a sentient computer which can control anything electrical in the facility. This means doors, tesla gates, lights and gates. A good 079 player can be the difference between and win and a loss for the SCP team. He can be killed by activating 3 generators around heavy containment. Once these generators are activated, an overcharge can be activated from SCP-079's containment chamber, which will kill him.






Although they may not act like it, SCPs cannot afford to get shot too much. A coordinated MTF team can easily take down the whole SCP team in minutes, but this rarely happens because everyone on this game is completely incompetent.
Human Classes
As fun as SCps are to talk about, most games you aren't gonna get to play as an SCP. So that's why it's important that we also go over the human classes and what they do as well.

The D-Class is what you will find you spawn in the most as. Playing as D-Class is fairly simple. You find a keycard, you go to SCP-914 (more on that later), you upgrade your keycard to something that can open gates and then you escape. Sounds easy? Wrong, everything is against you as a D-Class. Not only do the SCPs want you dead, but so do the facility guards. And god forbid a scientist gets their hands on a gun.


Scientists are like D-Class but better. They spawn with a keycard and the Facility Guards don't want you dead, so your only obstacle is the SCPs and sometimes D-Class if things take a turn for the worst. Your goal is more or less the same, upgrade your card and escape. It is probably a good idea to wait out for MTF to spawn before making your escape as it makes navigating and fighting 10x easier.



Facility Guards spawn in the Entrance Zone with a Guard Keycard, an FSP-9, Light Armour, A flash bang and some meds. A guards primary objective is to help Scientists escape and terminate D-Class. Guards may seem useless however if you stick together you can easily overpower any SCP other than 096. Your best bet as a guard is to get to light as fast as possible, find a scientist and get the ♥♥♥♥ out of there. Light containment becomes a bloodbath very quickly. If you don't make it to Light within 2 minutes, your chances of finding anyone or even surviving yourself are very low.



MTF are guards on steroids. They spawn in after 5 minutes and their primary objective is to take out SCPs or nuke the facility. Does this normally happen? Absolutely not. Normally MTF just split up and die. Sometimes you'll get lucky and someone will get the micro and 1v5 every SCP, but that never usually happens. It takes at least 2 waves of MTF to even kill half the SCP team, by which times the SCPs have won. Your best bet as an MTF is to upgrade your key card to an 05, active the alpha warhead and get the ♥♥♥♥ out. SCPs will either turn it off, get pushed to surface or all die. The quicker you do this the better as more of your teammates will be alive to fight on surface with you.



Chaos are the evil version of the MTF. A chaos's primary objective is to rescue D-Class. No D-Class alive? I dunno just overpower the SCPs and kill them I suppose. As long as one of your comrades hve escaped, a coordinated chaos team can easily win the game. Unfortunately, much like the MTF, Chaos are never coordinated. So, whats your best bet? Turn on the nuke again. Any fighting class will benefit from an Alpha Warhead detonation. Do bear in mind as chaos only 75% of you have to die for SCPs to target you, so you might be able to come to some kind of agreement.



Some servers have serpents hand but I am not gonna cover that because I have no idea how it works.
Items
There are many items in SCP:SL, so I will only cover the ones that stand out or you might have trouble using.

SCP-018 Is a bouncy ball, but like a really deadly one. Once thrown it will speed up over a period of 20 seconds. Once at full speed it will deal 1000 damage to anyone it hits, making it deadly for SCPs in an enclosed space. It will explode after 180 seconds.



SCP-207 is a cola that makes you run much faster, but at the cost of slow health drain. It can be stacked up to three at a time and can be removed with SCP-500. Make sure to keep an eye on your health whilst using this item as you can very easily lose track and die.



SCP-207? is a reverse cola. It Slows you down and regenerates health. Pretty simple. If used at the same time as SCP-207, you will explode and deal 1000 damage to anyone around you.



SCP-244 is a vase that when dropped will create fog around it which will slowly kill the player.



SCP-268 is a hat that makes the wearer invisible. It can be used to get past SCPs and spawn waves. SCP-939 can still see you, and if you've enraged SCP-096, he can also see you.



SCP-500 is a pill that sets you to full health, resets your stamina and removes any effects on you, even negative ones.



SCP-1576 is a grammar phone that will allow you to speak to spectators. It is very useful if your trying to get early game information, granted they don't just tell you your the last one and to kill yourself.



SCP-1853 is a little vile you can use to make your take out and reload guns faster. The worst SCP item if you ask me.



SCP-2176 is a ghostlight. It will lock down any room you throw it in. If SCP-079 is looking in that room, he will be disabled for 10 seconds. It's great for trapping SCPs or killing your friends.



SCP-330 is a candy Bowl. The candy's give cool effects, unless your take 3. If you take 3, your hands will be chopped off and you will die. How fun is that.



SCP-914 isn't exactly an item, but I will go over it here. I won't teach you the ins and outs as it is complicated, but if you put an item in and set it on fine, a better item will come out. If you set it on 1:1, an item of the same value will come out. Coarse will downgrade and rough will destroy. Very fine can make your items so much better, however it might also outright destroy it. This applies for keycards as well. An easy route to an 05 with SCP-914 is to put a scientist/janitor card on 1:1, then fine twice.



Armour makes you more immune to damage and increases ammo storage.



The MICRO is a mini gun essentially. You have to rev it up for 6 seconds with right click, and then whilst holding right click, use left click to fire. It will shred any SCP in seconds. It is also good for taking out whole spawn waves. Be careful how you use it though, as it has limited charge. If you put it in SCP-914 on fine, it will recharge.





The jailbird is a big stick that hits things. Need I say more?

Miscellaneous
In this section I will cover everything that doesn't really fit into a category.

Alpha Warhead

The Alpha Warhead is a procedure in the facility which can be activated with an 05 or Facility Manager keycard. It is armed in the Warhead Silo in Heavy Containment and then turned on on surface in the Alpha Warhead control room. You will need one of the mentioned keycards to open the button. Once activated, all the lights will go red and alarms will start. From that point people inside will have 90 seconds to get out of the facility before it detonates. This can be deactivated from the Warhead Silo, however it could be dangerous trying to find it and turn it off as it may detonate before you reach it. Ten seconds before detonation, it will be become impossible to turn off.

Decontamination:

This one is simple. After 15 minutes, light containment zone will be locked down and everything inside will be killed by gas. This is to prevent camping. Thirty seconds before decontamination, all the doors will open, meaning if your trapped you might be able to escape. There is no way to prevent this from happening, so make sure your out before there are 2 minutes left, or you might get lost.

Escaping:

If your a D-Class or scientist, go to SCP-914 and upgrade your keycard like how I said to earlier. Then find a checkpoint, go to heavy, find another checkpoint, go to entrance, find a gate, got to surface and escape. Some cards can open checkpoints but most cannot open gates, so you'll want a MTF Operative card or better.

Keycards:

Keycards have different types of accesses. Containment 1 for SCP-914, Containment 2 for SCP-330, SCP-096, SCP-106 and SCP items. Continent 3 will get you into SCP-079s room when all generators are activated. Amour 1 will get you into some lockers. Armoury 2 will get you into cabinets and all lockers. Armoury 3 will get you a micro. Alpha Warhead will allow you to open the Nuke button. Checkpoint allows your to open checkpoints. Gates open gates. Intercom opens intercom. That should have all been self explanatory.

Intercom:

This allows you to broadcast your mic to the whole server. This is rarely used strategically.

SCP-3114:

This is an SCP that got added in the 2023 Halloween update and has since been removed, however a few servers have a plugin that allows it to spawn normally. It can wear the bodies of dead people, allowing them to have the same name and talk to humans. It cannot attack while disguised. It can strangle which renders the victim useless. It can also do a swipe attack that does 10 damage and regens his health.
Outro
That's pretty much it for core game play. I've left out a lot as i didn't think it was necessary to include everything especially since this is for beginners. I hope this helps you understand SCP:SL more and with some luck you might actually enjoy it.

PLEASE NOTE THIS IS ALSO THE SCRIPT FOR YOUTUBE VIDEO I AM MAKING. I DID NOT PLAGIARISE .
12 kommentarer
Kovu 3 maj @ 3:24 
SCP 035 fehlt noch
Stoney :3 22 nov, 2024 @ 22:17 
i live in a pickle jar dude
Sammadily 17 jul, 2024 @ 13:08 
Not much has changed since 2023, and even then it's better than a guide from 2018. Though 939 has outdated information (Somehow.) though the SCP: SL Wiki exists.
Lu 1 jan, 2024 @ 19:21 
no
Rote Vergeltung 1 jan, 2024 @ 9:03 
will this work in 2024?
сок 25 dec, 2023 @ 16:53 
thanks
gun goes bang 22 dec, 2023 @ 12:21 
I recommend you learn a few basic 914 recipes, they can make or break your run. For example,

- 1853 (funny green juice) placed on fine can be turned into 207 (funny cola). Not many people know this, so you can easily find 2 and turn into du flash.
- Flashbangs on very fine either turn into colas (207) or just cease to exist.
- Putting 2176 (funny ghost lightbulb) on fine will turn it into a com-18. Hilarious to use as a D-Boi detaining every scientist in light.
- 1576 (expensive anti-therapy from spectators) on coarse turns into 2176 (ghostlight). Ghostlight on fine turns into pistol. Pistol detains scientists.
- Chaos Insurgency's AK47s and MTF's Epsilon-11 DO NOT benefit from being placed on fine. They simply alternate between each other.
There are several more hilarious applications for items in 914, however these are the most notable ones. For more, see this pastebin (https://pastebin.com/fGw22PGU) or go to a 914 crafting website and see what hilarious things you can do.
takusi 19 dec, 2023 @ 1:28 
ghost light can also open doors locked by 079
Валера 100G-Drive 15 dec, 2023 @ 2:52 
SCP
m0nesy 12 dec, 2023 @ 5:45 
E SEX