SCP: Secret Laboratory

SCP: Secret Laboratory

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Comprehensive Guide to SCP:Secret Laboratory
By Steelpoint
A comprehensive guide to the entirety of SCP:Secret Laboratory
   
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Introduction
This guide will cover all aspects of SCP:Secret Laboratory (SCP:SL) in as much depth as possible, due to the ongoing nature of the development of the game this guide will continually be updated as new features are added and current features are tested and confirmed.

Basic Overview
SCP:SL features around twenty (20) players who are attempting to survive and emerge victorious within a randomly generated underground facility, owned by the Foundation, an organization dedicated to the protection of humanity via securing and containing highly dangrous individuals, items, machines and similar classiifed as SCP's that are of a paranormal nature.

Players who join a round will be placed as one of several roles at round start. Alternativly if a player dies they may be respawned as a 'reinforcement' for either a Foundation Mobile Task Force (MTF) or a Chaos Insurgency assault group (CI), as detailed below.

These roles are...

  • Class-D: Lowest of the low. Class-D's spawn with no items on their person and start in the furtherst and most isolated part of the facility within the Light Containment zone. Their objective is to escape the base alive. The majority of players will spawn as a Class-D, you are antagonistict to all factions save Chaos Insurgency forces. You are not expected to survive.
  • Researcher: A member of the Foundations science team. Researchers spawn with a Level 2 Scientist keycard and a medkit. All researchers spawn in a random location within the Light Containment zone. Their objective is to escape the base alive. Researchers are allied with MTF forces who are expected to assist in your evacuation.
  • SCPs: The SCPs make up the primary antagonists of the round. There are currently four (4) SCPs in game. SCP-049[www.scp-wiki.net], a entity that visually represents a 17th century Plague Doctor that will murder and mutilate Humans and ressurrect them as zombie like creatures. SCP-096[www.scp-wiki.net], a monstorus humanoid entity that goes into a near uncontrollable rage whenever directly observed by a Human. SCP-106[www.scp-wiki.net], a humanoid entity that can phase through solid matter and works to capture and murder any Human it can find. Finally SCP-173[www.scp-wiki.net], a sentient creature made of concreate that can move extraordinarily fast while not observed. All SCPs are working togther to exterminate all other Humans in the site.
  • Facility Guard: Facility guards are security personal employed by the Foundation to protect site assets. At the start of any round, there is a high chance a small group of guards will spawn in the Entrance Zone. No additional guards can spawn. Guards are lightly armed and are expected to attempt to rescue any science personal and slow the spread of escaping SCPs until reinforcements arrive.
  • MTF Epsilon-11: A Foundation special forces squad deployed to contain the containment breach. A MTF squad has a high chance of spawning during the first 'reinforcement' wave a certain amount of time after the round stgarts, and may continually deploy additional squads into the base as the game advances (and as more people die). The MTF are very well equipped with advance Foundation weapons and equipment. Their objective is to contain the escaping SCPs, terminate any loose Class-D personal and rescue any surviving Science personal.
  • Chaos Insurgency: A splinter organization of the Foundation. The Chaos Insurgency are antagonistic to the Foundation. A squad of CI forces have a small chance of spawning at round start, and a small chance of spawning later on in the round continually in liue of a MTF squad. CI forces are not as well equipped as the Foundation troops, being armed with more traditional armaments. Their objective is to rescue any surviving Class-D personal, terminate any surviving Science personal and exterminte any Foundation MTF forces.

The facility is divided into three zones. The Light Containment Zone, the deepest part of the facility. The Heavy Containment Zone, where most of the dangrous SCPs spawn or appear, and the Entrance Zone which leads to the exit. Moving between these zones requires high level keycards, which can prove a challange for surviving base personal to acquire.
The Facility
As noted the site is seperated into three main areas and one minor fourth area, these are.

  • Light Containment Zone
  • Heavy Containment Zone
  • Entrance Zone
  • Surface

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LIGHT CONTAINMENT ZONE
The Light Containment Zone (LCZ) is one of the more heavily contested areas of the game due to the high presence of players and useful items that either spawn or appear in this zone. The groups that spawn here are...

  • Class-Ds
  • Researchers
  • SCP-173

Important areas of note or items that appear in the LCZ include.
  • SCP-914: Extreamly important to gain access to in order to acquire a higher level ID card, can allow access to other zones, or even be the requisite to gain access to the rooms nessecary to either contain certain SCPs, or to detonate the 'alpha' nuclear warhead.
  • Main Armoury: The LCZ armoury contains an array of useful self defence weapons. Including a M1911 Pistol, a Fusion Pistol, a SMG, three Smoke and Positronic Grenades and four Fusion ammo cells.

Others area's of minor interest that appear in the LCZ include the Containment Chambers for SCPs 372 and 012, both of which are missing, either having escaped or being relocated before hand.

Side rooms within the LCV can contain minor items of note strewn around. Generally expect to find low level (Lv1 to Lv2) access cards.

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HEAVY CONTAINMENT ZONE
The Heavy Containment Zone (HCZ) is a dark, foreboding, and dangerous area of the site that holds an array of important items and areas. While early game the HCZ will be mostly abandoned, but towards the mid game the HCZ will be hotly contested. While dangrous, the HCZ offers many a good hiding area for the wary Class-D or Scientist.

SCP's 049, 096, 106 and 939 all spawn here.

Important areas or items that appear here are...
  • SCP-106's Containment Chamber: The containment chamber for 106, while requiring a high level access card to get into (typically acquired by upgrading a ID card via SCP-914 in the LCZ), this room can allow someone to recontain SCP-106. In order to do so, someone must sacrifice themselves by entering a metal closet within the room, which will despawn them, then a second person must activate the containment procedure via hitting the big red button, doing so will contain 106 and despawn 106 if he is still active.
  • SCP-079's Containment Chamber: This abandoned computers physical self is located deep within the HCZ. A high level (lv4) card is needed to access this room, this room currently contains nothing of value, and is a holdover from when this SCP was in the game. It makes a great hiding area however.
  • SCP-049's Containment Chamber: This area is accessed by an elevator and leads to a unique sectioned off area. The only items of note in this area is a locked room, requiring a mid level keycard, which contains a Medkit and a MTF Assault Rifle.
  • SCP-096's Containment CHamber: A small room in a small corner. SCP-096 spawns here. In this room is a single door requiring mid level access with a containment keycard which contains a MTF Commanders keycard.
  • Alpha Warhead + Secondary Armoury: Access to the Alpha warhead can be found via a elevator within a T shaped junction. In order for someone to detonate the alpha warhead via the Surface zone, the Warhead must have its 'Remote Activation' set to 'ON', while it always starts in the 'OFF' position at round start, however anyone can turn this on, a level 2 guard keycard can be found in this room. Furthermore this room contains a secondary armoury that holds one (1) MTF Assault Rifle, no spare ammo, it requires a level 3 or higher guard keycard to access.
  • H.I.D. Prototype Firearm Armoury: This room, which requires a level 4 Security keycard, holds a prototype H.I.D. Firearm. This gun excels in terminating any SCP However it can only fire once before being rendered useless.

Side rooms within the HCZ typically have little to no items of value within. A single mid to high level Security keycard can be found within a containment chamber, and a low level security keycard can be found within a two level Server Room, both of which likely will grant access to the armouries within the zone. A second Assault Rifle can be found in SCP-049's underground spawn point.

A special ammo room can spawn within a T shaped junction that will contain a large reserve of SMG weapon ammo and a workshop.

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ENTRANCE ZONE
The Entrance Zone comprimises the office spaces of the Foundation employees, it is the main nexus of which the exits to the facility can be found, and as such is often patrolled by arriving MTF forces or hostile SCPs looking for a new victim, all must come through here at some point.

Facility Guards spawn here.

The main areas of note within the Entrance Zone are...
  • Gate A and B: The only access points between the site and the surface, and freedom. The entrances are protected by large Blast Doors that require a 'entry access' keycard to open, preventing most SCPs from moving through them unless foolishly left open. Gate A is the primary entrance and is typically where Chaos Insurgency forces will enter. Gate B is the secondary entrance but is where MTF forces will typically enter.
  • Intercom Room: The Intercom room allows a individual to, for a short time (15 seconds usually), access the sites intercom system and comunicate to everyone within the site. This can be used to inform the survivors of your presence, inform survivors of where to go or otherwise just to spew memes and bad jokes. The room requires a special access keycard to enter, typically held by the MTF Commander or CI forces.


Multiple offices spawn in this zone, some of these rooms can be searched for access cards and similar. You may find a high level access card within any searched file cabinet.

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SURFACE
Sweet freedom. The surface zone is the dream of all Class-D's and Researchers. Unlike the rest of the site, the Surface zone is not randomly generated.

MTF and Chaos Insurgency forces will spawn here.

MTF forces will appear via helicopter insertion near Gate B. Chaos Insurgency forces will arrive by a military vehicle near Gate A.

The two areas of importance on the Surface zone are the Alpha Warhead control room, and the escape room.

The Warhead control room requires a all access keycard (O5 lv4 Admin Keycard or Containment Engineer lv4 Scientist Keycard) to enter. The escape zone requires no access and is located past Gate B near where the MTF will spawn. Researchers and Class-D that reach here 'escape' for all intents and purposes and will despawn.
Playable Factions/SCPs Pt1
This section will give a detailed overview of all playable individuals or factions in game.

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Class-D Personal
Spawn Location: Light Containment Zone - Prisioner Holding Cells
Spawn Items: None
Health: 100


Class-D personal make up the majority of the round start population. They spawn in the furthermost room in the facility from the entrance, and are often not far from SCP-173's spawn location. The objective of Class-D's are to escape the site, a monumental task considering the poor start of Class-D personal.

The best strategy for Class-D personal is to quickly fan out and attempt to locate Keycards within the light zone. Best case scenario you may locate a high level keycard that can let you leave the zone right away. Otherwise if you find no keycard, or a card with insufficient access to leave the zone, you should attempt to locate SCP-914 and upgrade your card, or hide near an exit and hope someone opens it and you can sneak through.

Early game threats are other Researchers and SCP-173. Rarely a Researcher may get access to a firearm, though most of the time Researchers will cooperate with Class-D's to act as a meat shield for their survival. SCP-173 is the main threat early game as it spawns in the LCZ, but can be avoided with some skill.

With some luck you could attempt to access the LCZ armoury. If successful you'll gain access to an array of effective guns to defend yourself with, mostly against MTF units. However failure is more likely as the longer you are in the LCZ, the more likely more SCPs will enter to find you.

Escaping the LCZ will lead to the Heavy Containment Zone. Dark, expansive, dangrous. Odds are you'll run into SCP-106 or SCP-049 before you even get to the HCZ, both of whom are more than able to quickly dispatch you. However the smart Class-D may be able to locate a few hidden Assault Rifles within the HCZ that can help in fending off threats, or even prototype guns.

Once you reach the Entrance zone your main threat are rogue SCPs and MTF forces combing the area. If against all odds you manage to reach the Surface, then you are a god among men.

(Of course if a wave of Chaos Insurgency soldiers spawn then your task to escape is a lot easier, don't count on it)

Researcher
Spawn Location: Light Containment Zone - Random Location
Spawn Items: Tier 2 'Scientist' Keycard, Medical Kit
Health: 100

Researchers are similar to Class-D's however they start better equipped with a keycard and can be expected to be rescued by incoming MTF troops or guards.

The roundstart access to a Keycard can faccilitate quicker access to areas of the zone and can allow you to start upgrading your card faster to escape.

Use the Class-D's as god intended, meatshields to throw at runaway SCPs.

Otherwise, act akin to a Class-D that is escaping. Except odds are you may run into a MTF instead of a Zombie.

SCP-049
Spawn Location: Heavy Containment Zone - Sub Basement
Health - 1200


049 is seen as the most powerful SCP in the game currently by many. It has a extraordinarily powerful melee attack and is capable of reviving dead Humans into zombie like creatures (SCP-049-2).

The primary attack for SCP-049 is a hitting a Human in melee with your hand. Your attacks are extraordinarily lethal as a few rapid clicks will instantly kill any Human target.

The main strength of SCP-049 comes from its ability to revive a dead Human it killed. By simply holding 'E" for around a few seconds will result in you reviving the dead Human as a instance of SCP-049-2, a zombie like creature.

How To Defeat

While SCP-049 has a large pool of health and is incredibly powerful in melee, it lacks the armour of other SCPs and will very quickly die under sustained gunfire from enemy forces. Approach with care and maintain gunfire and even a single man with a gun can dispatch 049 with time. Just don't let it lure you behind a corner into melee.

SCP-049-2
Health: 400

Revived zombie like entities created by SCP-049, these creatures move at roughly the same speed as SCP-049.

They attack with a slow moving melee attack that deals moderate damage per hit, the attack is slow so hitting a moving target is hard.

How To Defeat

Instances of SCP-049-2 are quick to succumb to massed gunfire, and head shots can kill 049-2 very fast, however their strength is their ability to act as shields for more valuable SCPs and to overwhelm enemy forces.

SCP-106
Spawn Location: Heavy Containment Zone - 106 Containment Cell
Health - 700

SCP-106 is one of the more balanced SCP's in game. It has a good balance of attack power and can reliablly retreat, but has a crippling weakness that Humans can exploit.

Your primary method of attack is a one hit 'teleport' attack that, if you connect your melee hit to a Human target, will teleport them away to a pocket dimension, which 95% of the time will result in them dying. There is a small chance they can escape the dimension alive, but they will sustain a bit of health damage, if they escape they will teleport outside of your containment chamber.

106 moves at a sub-moderate movement speed, slightly slower than an average human walk.

106 has the unique ability that they can walk through any and all closed doors. This makes 106 the only SCP that can easily move between zones and the entrance zones since it does not need someone else to open them.

106 has access to a unique personal teleport ability via hitting the 'TAB' key. When held you can place a single marker on the floor. Once placed you can use your second ability to teleport yourself back to that marker. Only one marker can be on the floor at any time.

The ONE critical weakness of SCP-106 is that a Human can enter your Containment cell and initate your containment procedure. This process does require the 'sacrifice' of one Human who will die but this procedure will, if executed, contain and despawn you from the game. Fortunatly a very high level ID card is needed to access your containment chamber. You should keep a close eye on your containment chamber when able.

How To Defeat

Gunfire is mediocre in killing 106, but it will eventually kill it though it will take a lot of time and ammo to do so. Your best bet to terminate it is to lure it into grenades, find and use the HID Gun which will kill 106 after approximately three seconds of sustained fire or to initiate its containment procedure to contain it. Evading 106 is easy as its footsteps are loud and obvious

SCP-173
Spawn Location: Light Containment Zone - 173 Containment Cell
Health - 2000


SCP-173 is a highly aggressive and fast moving entity that is capable of instantly killing any target it is able to attack.

While not being observed by a Human, 173 can move at an incredibly fast pace. Furthermore, as 173 loses health it will start to move even faster. However once 173 is being observed by a Human, 173 will freeze in place. At this point 173 will only move when all nearby Humans 'blink', blinking is universal in that all Humans will blink at the same time every 4 seconds, ensuring that 173 can continue to move forward to engage a target.

173 has a early game edge in that it spawns in the LCZ and can quickly move to engage surviving Class-D and Research personal. However in the late game 173 is the weakest SCP (aside 079) since 173 will quickly succumb to massed gunfire since it will have a hard time retreating.

How To Defeat

Shoot it. 173 is the easiest SCP to deal with as it struggles significantly when it runs up against a squad of armed soldiers. Be wary of its increased movement speed as you decrease its health.
Playable Factions/SCPs Pt2
SCP-096
Spawn Location: Containment Chamber, Heavy Containment Zone

A unique SCP. By default it moves very slowly, akin to standard Human walking speeds. However if this SCP is observed by any Human for a short period, it will enter a 'rage' state, after a few moments standing stationary it will be able to move at an incredible fast pace, and instantly destroy almost any door in its path, while being able to instantly kill any Human it hits in melee.

When 096 exits its rage state it'll return to its passive state and will have to wait a short time before it can rage again.

The time someone can 'accidently' view 096 directly before it enters its rage state decreases as it loses health. As such if this SCP is at full health you can glance at it for a short period without triggering it, but as it loses health it'll become far more sensitive to the point where even glancing at it will trigger it.

How to defeat
The most reliable way to terminate this SCP is to mass gunfire at it after it has finished one of its rage states, continual fire from multiple guns will quickly terminate this SCP.

Mobile Task Force Epsilon-11
Spawn Location: Surface - Gate B
Spawn Items...
  • All MTF: Radio. Ammo Box
  • MTF Guard: P90, Tier 2 'Senior Guard' Keycard, Flashbang. 100 Health
  • MTF Lieutenant: Assault Rifle, Frag Grenade, Tier 3 'MTF Lt' Keycard, Disarmer. 120 Health
  • MTF Commander: Assault Rifle, Frag Grenade, Tier 4 'MTF Co' Keycard, Disarmer. 150 Health


The Mobile Task Force is responsible for securing the site and getting the situation back under control. Their primary objectives are to recontain or destroy any escaping SCP's, terminate all Class-D personal and any assaulting Chaos Insurgency forces. Their secondary objective is to rescue any surviving science personal .

While a round is in progress there is a 65% chance that every 4.4 to 5.8 minutes that a new reinforcement MTF squad will deploy, drawing from all spectating players, these squad deployments will be announced over the site intercom system automatically.

Extra note, any Scientist that evacuates will instantly respawn as a 'MTF Scientist'. A MTF Scientist is identical to a Lieutenant except they spawn with a Medikit.

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Individual MTF operatives are very well equipped with powerful and effective items. Most spawn with a powerful Assault Rifle while the low level guards will spawn with a P90. These weapons can very quickly kill any Human with a few well placed shots, and sustained fire will deal massive damage to most SCP's except for SCP-106 who has a high damage resistance to most attacks.

MTF Frag Grenades are highly lethal and will usually kill or gravely wound (75% or more health) most SCP's.

MTF units also come equipped with a personal radio, allowing MTF units to remain in contact with one another over long ranges, further increaseing the effectivness of the MTF.

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Strategy wise, MTF forces will want to work to rescue any surviving Science personal and to begin work on recontaining the escaping SCPs.

Best objective to accomplish this is to locate a sufficiently high level keycard (Facility Manager, Containment Engineer of O5 Card) and begin containment on high level SCPs. Rescuing Scientists can yield extra benefits (scientists become MTF soldiers instantly when rescued) and may provide good equipment.

Threat List
  • Class-D: MINOR threat - Terminate on site but don't expend massive effort to kill. Majority of Class-D will be unarmed and pose no threat. Consider taking one hostage for 106's containment procedure.
  • SCP-173: MODERATE threat - Sustained gunfire will quickly drain its health and kill it. Keep large distance between you and target to avoid it moving into melee and snaping your neck.
  • SCP-106 MAJOR threat - Rifle gunfire will deal little damage to target. Prototype HID Gun is effective on target. Terminate target with with a HID Gun (which will kill it in one burst) or initiate its containment procedure.
  • SCP-049 MAJOR threat - Sustained gunfire will quickly terminate SCP. However SCP is extraordinarily lethal in melee range and can revive dead Humans as instances of SCP-049-2. Terminate on site but maintain a path of retreat.
  • Chaos Insurgency Forces: MODERATE to MAJOR threat: CI agents possess less advance weapons than MTF forces. Headshots can quickly terminate CI agents but they possess the element of surprise and their firearms are very lethal against Humans in close range. Excercise caution.

Chaos Insurgency Strike Force
Spawn Location: Surface - Gate A
Spawn Items: M249 Machinegun, Tier 3 'Chaos Insurgency' Keycard, Medkit
Health: 120


As agents of the Chaos Insurgency your orders as dictated by Delta Command are to infiltrate the Foundation site, attempt to 'liberate' any surviving Class-D personal for information extraction and to terminate any surviving science personal and incoming Foundation MTF forces. Termination of escaping SCPs is not necessary for mission completion and should only be done out of survival.

At the start of the round there is a 10% chance a CI squad will spawn in lieu of a guard squad. Furthermore during the round there is a default 35% chance of additional CI squads being deployed instead of a MTF force at the appropriate times (as noted in the MTF section above). The deployment of CI forces is NOT announced unlike MTF arrivals to all players, however other CI and Class-D's will hear a 'musical string' to indicate an arrival of another CI squad.

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Equipment wise CI agents are not as well armed and equipped as their MTF counterparts. The Logicar Machinegun is an effective weapon with a large ammo supply but it performs poorly at mid to long range combat and lacks the precision elimination of the MTF Assault Rifles. CI agents have access to a special issue Hacked Keycard which grants near total access to the entire site, with the exception of 106's and 079's containment chambers, and the Alpha Warhead activation room (their access is equivalent to the MTF Commander).

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The strategy for CI forces is surprise. If hostile forces are expecting you then they can prepare in advance, but rushing a squad of unaware MTF with Logicars will usually result in your victory.

Threat wise, MTF forces will typically have the advantage in combat as their weapons deal more damage, have better range and are far more accuracte than yours, as well as them having inbuilt night vision. But if you can close the gap your Logicar will quickly dispatch a MTF.

SCP's are a dangrous issue to deal with, your strategy's to deal with SCPs are akin to how MTF will deal with them as noted in the above section.

Do note that you can 'win' the round without having to kill any of the active SCPs. So long as all the Researchers and MTF are dead, and all the Class-D's are evacuated, you'll end the round.
Non-Playable SCPs
This contains a list of all non-playable SCP's currently in game in some capacity.

SCP-914
SCP-914 is located within the Light Containment Zone. It is a unique device that is capable of refining items inserted into it, in this case it can upgrade, alter or downgrade keycards placed into it. Currently it is capable ONLY of altering Keycards, and no other item.

The machine has five settings. Rough, Coarse, 1:1, Fine and Very Fine.

Rough and Coarse will typically downgrade the Tier of a keycard. 1:1 will typically exchange a keycard for a equilivant card in the same tier (so a Security tier 2 card for a Administration tier 2 card) and Fine and Very fine have a chance to upgrade a card by one or more tiers.

A primary strategy is to place a desired keycard into the machine, set it to 'Fine' mode and continue to upgrade a card until you get a desired card. This can take a long time as the machine is not 100% guaranteed to upgrade or change a card, and may refuse to or even downgrade a card.

The Weapons, Attachments and Misc Items
This section will list all known weapons and items in game currently.

Weapons

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COM15 Pistol
- 15 Round Magazine
Common issue pistol, a rare spawn in all zones. While it offers poor damage it is nonetheless very effective on Human targets if you can land successive headshots. A researcher with this Pistol can easily gundown any Class-Ds and vice versa.

MP7
- 30 Round Magazine
Standard issue weapon for Facility Guards. It can prove somewhat effective on more armoured targets such as MTF or CI forces, and can hold its own on slow moving SCPs, but it won't likely terminate a SCP alone. Can be found in the LCZ Armoury.

Project 90
- 50 Round Magazine
Uncommon issue weapon. Standard issue weapon for low ranking MTF units, some P90's spawn in restricted areas of the site. Akin to the MP7, gets the job done but mediocre.

Epsilon-11 SR
- 40 Round Magazine
Standard issue MTF firearm. Two Rifles spawn within the Heavy Containment Zone, one in the Alpha Warhead armoury and one in SCP-049's spawn room. It is the most customizable weapon in the game and is a very powerful weapon, it has a moderate rate of fire, a good zoom, great accuracy and can kill most Human targets with four or so well placed rounds. The weapon also packs a punch against SCP's if sustained fire can be maintained.

M249 "Logicar" Machinegun
- 100 Round Box Magazine

Standard issue Chaos Insurgency weapon. This weapon has terrible accuracy at range and massive recoil issues. But is is a very effective weapon in close range combat due to its output of damage. Spray and pray is the name of the game for this weapon.

H.I.D. Prototype Handheld Firearm
- 1 Non-Reloadable Cell

A rare prototype weapon that spawns within a special armoury in the Heavy Containment Zone. This weapon is extraordinarily effective in terminating SCP-106 and SCP-049 and its Zombies. This weapon, due to its early development, can only fire ONCE before being rendered useless. This weapon has a long charge period when the fire trigger is pulled before it'll start firing a sustained high intensity light burst for a short duration before shutting down.

Frag Grenade

Standard issue anti-SCP/Personal grenade issued to MTF forces. All MTF except for MTF Guards spawn with one, and three of these grenades can be found in the LCZ Armoury. These grenades are excellent in hurting SCPs as a direct hit will usually either terminate or significantly wound any SCP within range. The grenade has a 5 second (aprox) timer when thrown before it detonates.

Flashbang

Uncommon issue Foundation grenade. Three can be found in the LCZ Armoury. When thrown it produces a powerful bright flash that will blind Humans and most SCPs for a short time.

Attachments

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The game currently supports an attachment loadout system for more firearms. Attachments serve to enhance or alter the function of a firearm in a positive way. Below listed are all avaliable attachments and which weapons they can be placed on.

Barrel Attachments
Suppressor
Silences the sound of the firearm to a moderate degree.

Oil Filter Silencer
Silences the sound of the firearm to a significant degree.

Muzzel Filter
Acts as a recoil compensator, significantly reducing recoil when the weapon is fired.

Sight Attachments
Red Dot Sight
Provides a different sight to fire with.

Holographic Sight
Provides a different sight to fire with.

Night Vision Sight
Unique sight. Illuminates the area allowing effective vison of dark areas. Provides an internal range finder to determin the range of a target, also provides the ammo reserve in your current magazine.

Sniper Scope
Provides significant zoom in allowing effective engagement of targets at long range.

Accesories
Flashlight
Illuminates the area in front of the user. Cannot be swiched off. Beware of exposing your position.

Laser Sight
Provides a laser sight to assist with firing from the hip.

Misc Items

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Medical Kit
Heals some of your health when used. Researchers and MTF Scientists spawn with one. Rare spawn in drop areas and one Medkit spawns in SCP-049's spawn room.

Flashlight
Rare spawn item inside file cabinets. Infinte power and illuminates the area in front of you.

Radio
Rare spawn inside file cabinets and standard issue item for MTF Forces. Allows the user to communicate with any other person who has a radio AND is turned on. The Radio has four broadcast ranges that will let the user communicate with people at further ranges at the cost of power drain.

Disarmer
Standard issue MTF item. When used on a Human target it strips them of any items they have and prevents them from picking up anything else. Very undervalued.

50 Cent Coin
Rare spawn inside file cabinets. Not useful in your current circumstances. Might be good for a soda if you escape the site.

Keycards

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Keycards are divied into three groups and four tiers. SCP Containment (access to SCP rooms), Security (armoury and entrance gate areas) and Administration (entrance zones and entrance gate areas).

Card prefixes are as follow
CC = Containment Chamber access
AA = Armoury Access
IA = Intercom Access
CA = Checkpoint Access
EGA = Entrance Gate Access

CC = Low | AA = N/A | IA = N/A | CA = N/A | EGA = N/A

SCP Containment
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Tier 1 'Janitor'
CC = LOW| AA = N/A | IA = N/A | CA = N/A | EGA = N/A

Tier 2 'Scientist'
CC = MEDIUM| AA = N/A | IA = N/A | CA = N/A | EGA = N/A

Tier 3 'Major Scientist'
CC = ALL | AA = N/A | IA = N/A | CA = YES | EGA = N/A

Tier 4 'Containment Engineer'
CC = ALL | AA = N/A | IA = N/A | CA = YES | EGA = YES

Security
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Tier 1 'Guard'
CC = LOW| AA = LOW | IA = N/A | CA = YES | EGA = N/A

Tier 2 'Senior Guard'
CC = MEDIUM| AA = MEDIUM | IA = N/A | CA = YES | EGA = N/A

Tier 3 'MTF Lieutenant'
CC = MEDIUM| AA = MEDIUM| IA = N/A | CA = YES | EGA = YES

Tier 4 'MTF Commander'
CC = MEDIUM| AA = ALL | IA = YES | CA = YES | EGA = YES

Administration
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Tier 1 'Zone Manager'
CC = LOW| AA = N/A | IA = N/A | CA = YES | EGA = N/A

Tier 2 'Facility Manager'
CC = ALL | AA = N/A | IA = YES | CA = YES | EGA = YES

Tier 3 'Chaos Insurgency Hacking Device'
CC = MEDIUM| AA = ALL | IA = YES | CA = YES | EGA = YES

Tier 4 'O5 Command Keycard'
CC = ALL| AA = ALL | IA = YES | CA = YES | EGA = YES
Ending the Round
The average round will end typically when only one faction remains standing. This can vary slightly depending on the circumstances.

The 'Foundation' forces, Scientists and MTF, will end the round if all SCP's, Chaos Insurgency agents and Class-D personal are dead.

The 'SCPs' will end the round if all Scientists, MTF and Class-D personal are dead. Chaos Insurgency forces do not need to be killed to end the round.

Conversley. The 'Chaos Insurgency' forces will end the round if all MTF's and Scientists are dead and all Class-D personal are succesfully evacuated (or killed). The SCP's do not need to be terminated or contained for the CI to end the round.

28 Comments
NoNwarrior 16 Oct, 2022 @ 2:56pm 
Just read this whole thing only to realize it was last updated in 2018
mooarki games 12 Nov, 2020 @ 9:43am 
do you need to purchase servers to play or just to keep them private? are there public servers
Tombeauman 14 Sep, 2020 @ 6:49am 
0-79?
PJ_2005 18 Aug, 2020 @ 5:27pm 
update
Aloaargh 30 Mar, 2020 @ 8:42am 
Might wanna update the guide man;)
Obi-Have 9 Oct, 2018 @ 9:45am 
Thank you very much for this comprehensive guide.
Beers for you.
marko 1 Oct, 2018 @ 1:05am 
SCP-079?
pANCAKE GUy 2 Jul, 2018 @ 12:15pm 
I don't see anything about 096
Sasha Mason 5 Jun, 2018 @ 9:32am 
@TheRandomGuy
It's likely just a server side script.
I've noticed how per default, if you enter 914 you don't actually end up in the output booth. Except, there was a server where that was the case, and it was only on that server.

I also had another server where everything dropped or dead in the pocketdimension would be deleted. Like, if there were items on the ground, or ragdolls, those would be deleted.

So I'm pretty sure that you might've been on a server where they had a custom script that allowed zombies to be cured. Try hosting a server yourself with a few friends to see if in vanilla that's still the case.
TheRandomGuy 5 Jun, 2018 @ 1:39am 
Just a heads up, SCP-914 can cure zombies if set to fine (I think), I was on a server once and a D-Class / SCP 049 kept killing me and curing me (of zombification) using the machine.