SCP: Secret Laboratory

SCP: Secret Laboratory

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[PARABELLUM] Foundations - The Ultimate SCP: SL Guide
By Minirow
Welcome to SCP:SL Foundations. Created and written by fans of the game around the world to make one of, if not the best, Unofficial SCP:SL Guide's out there. Each page serves to act as a wonderful introduction to the game for new players, and helping older players stay up to date.
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Welcome
SCP: Foundations is a project dedicated to creating comprehensive guides for SCP media, with a current focus on the game SCP: Secret Laboratory. We have a website, video series, Steam guides, and a nice community. If you want to join in or just want to chat with some of the people here, feel free to join our server or check out our website!
https://scpslguide.com
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Section 0: Parabellum
^ 173 guide made during beta, so will need to be updated.
Section 1-1: Class-D Personnel
"Inmates kept within the bowels of the Foundation sites as lab rats; test subjects at the mercy of the Foundation’s cruel practices. Escape from your confines and rebel against your imprisoners — by any means necessary."

Spawn Location: Light Containment Zone - CD01
Health: 100
Base speed: 4.05 m/s
Sprint speed: 5.51 m/s
Nickname: D-Class, Class-D, D-Boy, Prisoner, Escapee

Unfortunately for you, class Ds are almost everyone’s enemies. Keep that in mind… When near scientists, tread carefully, because if one of them has a weapon, they won’t hesitate to end you.

Goals
Your main objective is to escape the facility by any means necessary. The moment you spawn you’re already fighting for survival, starting in the cell block alongside 40% of the players within the server. Firstly, you need to gain access to a keycard, but where do you find them? And what can you use to better help your escape?

Goal checklist
  • Obtain a keycard and/or weapon.
  • Locate SCP-914.
  • Upgrade your keycard.
  • Get to an elevator system to get into the HCZ.
  • Find the entrance zone checkpoint and make your way to a gate.
  • Take the elevator to the surface and escape into the bunker.

Light Containment Zone
Upon exiting your cell, you can either follow other Class-D, which can give you protection but results in you not being able to get your own items, or alternatively go your own separate way to find your own items, which can sometimes be rewarding but also more dangerous.
The most common ways of obtaining a keycard is by making your way around Light Containment Zone in search of the key rooms that have loot. These are rooms labelled as:
- GR-18
- PC-15
- PT-00
- VT-00
- WC-00
All five of these rooms have a chance for either keycards and/or lockers (which contain keycards, medical and other general items) to spawn which can prove beneficial for Class-D. Another room that contains a keycard is #0-12, which is restricted to being accessed without a Scientist Keycard or higher (excluding the Zone Manager Keycard). Do note that you won't be able to open the door if you get trapped inside, even while being able to access to keycard at the bottom of the chamber since it is a Zone Manager Keycard.
Upon obtaining a keycard, you should make your way to the room #9-14 (also known as SCP-914). Using the keycard that you have obtained, you will be able to enter 914 and upgrade any items that you have with the respective settings, with it being preferable at upgrading on the Fine setting. Setting it to the wrong options could destroy or delay the upgrades of items that you have when entering the machine.
It is usually recommended to get a Facility Manager or O5 Keycard as they give you the freedom that a lot of other cards cannot give you. After you have finished your upgrades, get ready to leave and make your way to an Elevator System, which will lead you up into Heavy Containment Zone.

Heavy Containment Zone
In Heavy Containment you should be cautious at all times due to the distinct nature of the zone. Unlike Light Containment Zone, there are no markings on or above any doors to guide you throughout the map, leaving you alone to explore and hope you find the way out.
Along with this, there is also the underlying issue of other SCPs and MTF scurrying around which can be a big obstacle since it's not that easy to get around them.
In the event that you do not have items in this zone, there are a few locations where you can obtain items to progress to your escape.
Your first objective here would be to get to the Server Room where a Scientist Keycard is located on one of the two floors. Your next objective would to then get to SCP-096's Containment Chamber as it contains a Sergeant's Keycard inside, which has Gate access and can allow you to escape. Once you have this keycard, you will be able to access all items in the armouries located in SCP-049's Containment Chamber and in the Heavy Containment Zone's Nuke Silo, as well as SCP Items located in pedestals around Heavy Containment Zone.
Once you are prepared with enough gear, you should be able to get through Entrance Zone without needing to face as many obstacles.

Entrance/Surface Zone
Once in Entrance Zone, the only objectives here are to find either Gate A or Gate B to lead you into Surface Zone. Although you are near the end of your journey, since a lot of time has most likely passed, either NTF or Chaos are getting ready to spawn if they have not already, and as a Class-D near the exit, many of them are most likely spectating you.
Due to this, it is important you quickly find either one of these rooms before a respawn, preferably Gate B since it is closer to the escape zone, because you may get unlucky and have NTF spawn over Chaos, delaying your escape and possibly resulting in your eventual termination.

Allies/Enemies
Your only ally is the Chaos Insurgency.

Nine-Tailed Fox, Scientists, Facility Guards and SCPs are your enemies and they will not let you survive.
Chaos Insurgency respawn later on in the round in waves. They start off with 14 tickets, meaning 14 players can spawn in the first wave unless altered. Their goals are to rescue Class-D, kill Nine-Tailed Fox and wipe out the Scientists to get a victory for the Class-D.
Scientists are considered neutral, however they will not hesitate to turn on you if they gain access to weapons or no longer find you useful.
Finally, Mobile Task Force units are purely enemies. They have next to no reason to keep you alive besides bait for SCPs and as a sacrifice for SCP-106.

Advantages/Disadvantages
Advantages
  • There are a lot of you.
  • SCPs being less likely to kill you massively increases your chance of survival.
Disadvantages
  • You spawn with nothing.
  • You have only one ally.
  • Having multiple allies is good.
Win Conditions
  • No scientists have escaped.
  • At least one class-d has escaped.
  • There are no NTF or scientists alive.

Approachable Playstyles
Useful ways to play the game
  • Stealth
    The Stealth strategy is based on barely being seen and minimizing risk. The first thing you want to do is not be in a group. Always keep your sprint just in case you need to run and if you know an SCP is near, hide and keep quiet. You want to stay back from 914 until you know the SCP’s are gone and pick up any items you can. The next part is the hardest part in this. You have to go into HCZ where SCP’s will probably be. You should avoid tesla’s as much as you can and always listen to your surroundings as the SCP’s make noise. If you get caught by an SCP, book it out of there and hide when you know you are safe. If you find EZ, go through but keep to the sides because the hallways are straight and there are limited hiding spaces. Find Gate A or B and go through the elevator. Hope nothing will spawn when you’re up there and escape!

  • Group
    The Group strategy is based on sticking with allies. Use your sprint to catch up with teammates to not be left behind. When traveling try to collect items before your allies can, items with healing properties will greatly benefit you. Find 914 and upgrade to at least Facility Manager or Senior Researcher, it is advisable to upgrade further, but either of these cards can get you out of Light. Stay with your group as you travel into heavy and run away if it means life or death, hopefully you can find another group to stick with. Find EZ, and keep in close proximity with others until you find Gate A or B. If something moves towards you and your group, you can escape while those ahead of you are captured.
Section 1-2: Scientists
"Researchers, engineers, and division specialists; you must ensure your own survival until an MTF extracts you from the ensuing pandemonium. Use your wit — and access cards — to survive. But be wary of the Class-D scurrying beneath you; they’ll do anything to escape their confines."

Spawn: Light Containment Zone - GR18, WC00, EX-A, EX-B and Outside #00
Abilities: N/A
Base speed: 5.4 m/s
Sprint speed: 7.35 m/s
Nickname: Nerds

Goals
Your main objective is to escape the facility using the items given to your class as an advantage. As well as all the fights against SCPs, you’ll be fighting against class-dl; the majority of players in the round. As a basic keycard has already been obtained, there's more incentive to upgrade your card and reach heavy early on.

Goal checklist
  • Locate SCP-914.
  • Upgrade your keycard.
  • Find facility guards/NTF.
  • Activate the nuke.
  • Find the entrance zone checkpoint and make your way to a gate.
  • Take the elevator to the surface and escape into the bunker.

Light Containment Zone
Scientist keycards can open SCP-012’s containment cell, which will contain a Zone Manager card, and/or a gun. If found early, upgrading your card in SCP-914 is recommended, as it provides a great advantage, however beware of any class-d personnel, as they may be armed. Arming yourself is less necessary, as you have guards as allies. It may be more beneficial to find them in Heavy Containment than try to hang around light any more than needed.

Heavy Containment Zone
In HCZ, you should try to avoid tesla gates, as they bring unwanted attention to your location. As you have likely gotten out of light quicker than class-d, SCPs will be near elevators, checkpoints or lurking around heavy. I’d recommend staying low, and avoiding any non-human footsteps. If you see any guard, stick close to them. Guards have come from the Entrance zone, and most likely know where it, and other important locations are. Notable locations for un-upgraded cards are SCP-096’s room and Nuke Room. SCP-096’s room contains a Lieutenant card, which can open gates, while Nuke Room contains a guard keycard on the shelves which can open checkpoint doors.

Entrance/Surface Zone
Escaping provides the Nine Tailed Fox team with one spawn ticket, on servers where tickets are limited this can give your team an advantage. You will spawn back as an NTF Specialist (Provided they are not cuffed, or any other server specific exception applies), which is, for all intents and purposes, the same as a servant.

Allies/Enemies
Your allies are Nine Tailed Fox and the Facility Guards.
  • You can assist the facility guards by:
  • Opening 096’s containment
  • Leading them to 914 to upgrade their cards and kill the Class-D.

You can assist the Nine Tailed Fox by:
  • Escaping so they can win.
  • Having an upgraded card for them.
  • Killing the Class-D and Chaos Insurgency
  • Dealing as much damage as SCPs.
  • Arming the nuke to explode the facility, limiting the playing area.

Class-D, Chaos Insurgency and SCPs are your enemies and they’ll attempt to kill you if they can.

Advantages/Disadvantages
Advantages
  • You spawn with a medkit and scientist card. This ensures you have items and you can immediately access 012 and 914.
  • There aren’t many of you.
  • You have multiple allies.
  • Having many allies to help you out is beneficial to your survival.

Disadvantages
  • More players will be out for your blood
  • No audio cue to when Chaos Insurgency spawn

Win Conditions
  • No Class-D escaped and are dead.
  • All SCPs and Chaos Insurgency are dead.
  • At least one scientist has escaped (including you).
  • One member of your team or allies is alive at the end of the round.

Gameplay Strategies
Useful ways to play the game
  • Speedrun
    The Speedrun strategy is based on escaping as fast as you can. The first thing you want to do is find SCP-012’s containment chamber. Open the door to the chamber and get the zone manager and sometimes the gun. Use your sprint to walk around faster. Find Exit A or B to leave light containment zone. Once you’re in heavy containment zone, try and find 096’s containment room as fast as you can. Once you’ve found it you should get the sergeant card and run around and find the entrance zone checkpoint. When you’ve found it, go through and find gate A or B, preferably B as it reduces the amount you need to walk. Go down the elevator and head to the escape zone. Don’t worry about something spawning because if you’re quick, nothing will spawn for the next minute or two. Once you’ve escaped see what time you got and if it’s below 3 minutes you get an achievement. Then flex how easy this game is.

  • Stealth
    This Stealth strategy is based on barely being noticed and ensuring your safety. Once you have spawned you should immediately hide next to the checkpoint. Wait until an SCP opens the checkpoint and passes you then slowly sneak past them. Head into the elevator and up into heavy. This strategy is even better due to facility guards being your allies, and if they open the gates instead they won’t kill you.
Section 1-3: Facility Guards
Facility guards are the dedicated security for the facility and are supposed to act as first responders to any incidents or breaches that may occur.

Spawn Location: In various locations around Entrance Zone
Spawn Items: FSP-9, med kit, radio, flash grenade, facility guard keycard
Health: 100
Base speed: 4.05 m/s
Sprint speed: 5.51 m/s
Nickname: Guard

As a facility guard, you are the first line of defence for the SCP Foundation. Though hardly equipped to deal with the major threats of a security breach, your primary goal is to escort vital personnel to safety or to extraction, and to eliminate minor threats to the foundation's security until the MTF sends reinforcements to secure the facility. Scattered across the Entrance Zone, your only hope is to work together and follow your mission.

Light Containment Zone
Entering Light Containment Zone is when your real mission begins. Search around this section for scientists as swiftly as possible as each second that passes is another second closer to danger. You will find many Class-D personnel in this zone, many of them being aggressive, a threat to either you or the scientists, and on rare occasions armed with weapons. Guards should only ever take one willing class-D to act as bait for SCPs, or as a sacrifice for the femur breaker in the event that SCP-106 is active in the round. Most Class-D should be dispatched of quickly as to prevent complications in the future. If you're lucky enough, you may find additional ammo in the lockers in unique rooms of Light Containment Zone, or on the corpses of Class-D that happened to be carrying some for ill-intent purposes.

Prioritising scientists, Facility Guards should make their way to the common place where scientists can be found, that being 914. Sometimes class-D can prove useful and guide you to 914, to which you should extract the scientists, and terminate any potential threats to their lives. You may come across scientists on your way to 914, who you should also guide to safety. Once you have found enough scientists, your team should focus on escorting them back to the Entrance Zone, or if an access card capable of opening the gates has been acquired, extracting the scientists.

Heavy Containment Zone
Once in heavy containment, try to locate a small T-intersection armoury if you weren't able to find ammo in the lockers, as extra bullets may help in fending off SCPs that chase after you. If you have obtained a scientist Keycard, try locating SCP-096's room, as acquiring the sergeant's keycard from that room will prove useful in aiding the scientists. Vigilance is recommended as one wrong step you take may be your demise. Listen out for SCPs, as avoiding them is the best idea while you try and find an elevator up into light containment zone. Communicate with your fellow guards to keep them safe from danger, as sticking together may prevent SCPs such as 939 away from your group.

Entrance Zone
At the beginning of the game, you will spawn in a random location in the entrance zone, along with other facility guards littered around nearby. Finding your fellow guards is key to surviving Heavy Containment Zone, and other guards should be encouraged to work as a team. Equipped with a radio, locating your allies is simple enough and intel should be shared as you never know what information could save your life, or theirs. Lockers are spread across the offices and contain a variety of useful items such as additional ammo, various medical supplies, and scientist keycards which can be useful in your mission. Being grouped is the best way to survive as a facility guard. Once you've grouped up, you're ready to head into heavy containment. Being cautious is recommended, as there are many undesirable threats that lurk beyond the checkpoint doors.

Surface Zone
Guards should only go to surface zone for two reasons; if they are extracting scientists from the facility, or if the Alpha Warhead is about to detonate. They should then assist in securing an NTF win by any means necessary. Otherwise once the vital personnel are safely extracted, and your primary objective is completed. You must move onto the secondary objective of securing the foundation by recontaining the SCPs and terminating all threats to the foundation such as Class-D and Chaos Insurgents.

Enemies/Allies:
Your allies are Scientists and Nine-Tailed Fox.
You can assist the scientists by:
  • Damaging/distracting SCPs
  • Showing them the way out
  • Eliminating all threats to them

You can assist the Nine-Tailed Fox by:
  • Providing more units
  • Having an upgraded card for them.
  • Killing the Class-D and Chaos Insurgency
  • Dealing as much damage to the SCPs.
  • Arming the nuke to detonate the facility, limiting the playing area.
  • Providing valuable intel about the inside of the foundation.

Your enemies are the SCPs, Class-D, and Chaos Insurgency. These teams will take any opportunity to kill your team and your allies as well as impede your progress in any way they can. These enemies must be terminated to secure an NTF Victory.

Approachable Playstyles
Useful ways to play the game
  • The Enforcer
    This PlayStyle focuses on killing all the Class-D personnel and leaving the scientists for later on. The Enforcer is all about ensuring there are no threats to the foundation by killing all non-essential personnel and spending ammunition just to hurt SCPs. The Enforcer doesn't care which SCP gets shot and will spend every last bullet on the SCPs once he is sure the Class-D are neutralised. Often viewed and portrayed as cruel and heartless, this playstyle is for those who don't want to take risks with the Class-D personnel, by terminating all the Class-D, The Enforcer ensures that no Class-D escape the facility.

  • NTF's Best Friend
    Caring little for the Class-D, this playstyle offers a less bloodthirsty route, focusing on the mission rather than focusing on the threats. This Facility Guard will ensure that scientists get escorted out of Light Containment Zone, and will take steps to assist with 079's recontainment by obtaining the Sergeant's keycard for the sole purpose of activating generators, and opening gates for the scientists. These players will mainly spend their ammo on SCPs to keep them away from the scientists and will often sacrifice their own life to protect them.
Section 1-4: Nine-Tailed Fox
"The first MTF units to respond to the emergency. Eliminate or re-contain any SCPs that have escaped."

Spawn Location: Surface Zone
Health: 100
Base speed: 4.05 m/s
Sprint speed: 5.51 m/s
Nickname: MTF, NTF

These soldiers are outfitted with the Epsilon 11 rifle for captains and sergeants, designed to deal with targets at both close distances and long distances with high efficiency; and the crossvec for the Cadets, which are effective at dealing high amounts of damage at close to mid range of their target. These weapons are customizable to suit the users needs for the situation. In addition to these guns, these soldiers are also given frag grenades to assist with recontaining SCPs or as a temporary area denial. Every unit is given a radio to give intel over long distances as well as an access card respective to their rank.

Light Containment Zone
This is the last place the Nine-Tailed Fox would search, as by the time units have made their way to light containment zone, decontamination has commenced or is about to. This zone is only entered if a unit wanted to upgrade their equipment with SCP-914 or has just escaped SCP-106's Pocket Dimension and was teleported to either PC-15 or an X-Intersection.

Heavy Containment Zone
This is the zone where Nine-Tailed Fox operatives will spend the most time, as most vital personnel that remain will be in this zone awaiting extraction with the NTF or hiding away from the SCP Dangers until the NTF are able to safely escort them. Heavy Containment zone is also home to SCPs as they will find Heavy Containment Zone to be the most beneficial because of the close-quarter nature of the area. This makes teamwork vital for this segment, as separating or splitting up often results in units being disposed of very quickly. Heavy Containment zone holds a lot of useful items that will assist them in their mission to recontain the escaped SCPs. These items include: SCP-268, SCP-207, SCP-018 and SCP-500. There are also certain rooms in Heavy Containment Zone that are of great interest to the NTF, including a T-intersection Armory filled with ammunition in the event units run out during the mission, 2 additional armory rooms inside SCP-049's Chambers, or the Alpha Warhead Control Room. Either of these small armory rooms hold an Epsilon 11 rifle with ammo for the weapon, whereas the other will contain a surplus of various supplies and ammo in small cubic compartments.

Entrance Zone
Entrance Zone is where the NTF first begin their mission. They should devote a bit of time to search this zone before advancing, keeping an eye out for SCPs that are plotting an ambush, or for any threats to the foundation to neutralise, as well as searching each room in this zone for any essential personnel that are hiding and awaiting extraction. This zone is when the team should be on high alert, as majority of gunfights between Chaos Insurgency and the Nine-Tailed Fox occur in Entrance Zone and Heavy Containment Zone. Listening for specific sounds, as well as giving/receiving intel over the radio can also be extremely useful. Additionally, NTF Captains can access the intercom room to broadcast a message to everyone in the game, though the broadcaster has to be careful not to share vital information to their enemies if they intend to inform other units without radios of plans/details about the mission objectives.

Surface Zone
Surface Zone is where the NTF are initially deployed. The helicopter will land at the facility and respawn up to 20 NTF, though number of NTF spawned is dependent on how many spectators there are and how many spawn tickets they have remaining. Once deployed, if the facility is still operational, the task force should make their way to the Gate B Elevator which is located at the end of the right side catwalk. Once they enter the elevator and make their way down into the facility, they should be wary of surprise attacks they might encounter once the doors open back up. If already opened by someone, there is a small room at the bottom of Gate A's stairs that initiates the detonation sequence for the Alpha Warhead. Keep in mind that only 3 keycards can access the Detonation Sequence Initiation room, that being the Containment Engineer, the Facility Manager, and the O5 Card. No access card is required to disarm/arm the warhead within heavy containment zone and it can be disarmed or cancelled by every class. Note that cancelling the detonation sequence rounds the remaining time to the closest multiple of 5. Keep this in mind when heading back down into the facility to re-arm the warhead.

Allies/Enemies
The Allies of the NTF are the Scientists, Facility Guards, and survivors from previous NTF spawn waves.
You can assist Scientists by:
  • Neutralising any threat that endangers the Scientist's life.
  • Escorting the Scientist to the Extraction Zone on the surface.
  • Staying close to Scientists and giving them medkits when they need it.

The enemies of the NTF include: Class-D Personnel, Chaos Insurgency, and SCPs. These teams will actively try to eliminate Scientists and fellow NTF and must be neutralised to secure an NTF Victory.

Class Playstyles
Useful ways to play the game
  • Private
    The main bulk of the NTF, the Private comes equipped with the Crossvec, commonly mistaken as 'expendable' because of their access card's inability to open gates, high quantity and lower health values than their superiors. The Private is as valuable as any other rank and should not be taken lightly. With high numbers comes high firepower, and these members should use that to their advantage. Sticking closeby and using the power of many crossvecs can create a wall of bullets that SCPs will have to endure to get close. Thanks to the Crossvec's shredding power at close to mid range, Privates can also flank and get close and personal with the SCPs to maximise their damage. Getting too overzealous is a major weakness for the Private, as their HP doesn't support getting too close.

  • Sergeant
    As the rank above Private, the Sergeant's slightly larger health pool offers better survivability, but limited numbers makes the Sergeant unable to replicate the Private's more assertive playstyle. Being equipped with the FR-SR, its effective range is from mid to long range. Sergeants should find themselves behind frontline Privates, picking off targets that are out of reach from Privates. Their access card allows gates to be opened, and thus Sergeants should lead Privates towards objectives will eliminating threats. Keen eyes and ears as well as fluent communication is vital for the Sergeant as this will keep both him and his team alive.

  • Specialist
    Scientists that escape the facility and are extracted become NTF Specialists. The Specialist should behave similarly to the Sergeant, having the same access level of a Sergeant makes them able to access gates as well. Equipped with the FR-SR, Specialists should play a little bit conservatively, as their intel of the inside of the facility is vital to the team. These guys should be the ones to navigate the team safely throughout the facility as well as assiting the team from the backlines by either laying down fire support, or throwing grenades from the back towards enemies.

  • Captain
    The Captain is the most crucial rank, having the highest health pool and the highest access card of the team makes it only one Captain being able to spawn in a single wave. Outlining the importance of the Captain, his role is to provide orders, keep the team in check and grant access to locations that only his keycard can access. Being equipped with the FR-SR, he should support his team from the very backlines, as putting his life in danger may put the team in jeopardy.
Section 1-5: Chaos Insurgency
"Once a mere splinter cell force and now a formidable military power, yet still but a shadow of their former Foundation employers. Your primary objective is to purge the facility of Foundation personnel and seize the “assets” that are deemed to serve the best interests of Delta Command, your elusive overseers."

Spawn Location: Surface Zone, Underneath the Bridge
Health: 100
Base speed: 4.05 m/s
Sprint speed: 5.51 m/s
Nickname: Chaos

You're part of a deadly strike force responsible for taking apart the foundation's operations. Armed to the teeth with Logicers, Shotguns and AKs, your team can carve misery for any that stand in your way. Thanks to their pure lethality, the Chaos Insurgency will not spawn as often as NTF, having a lower chance to spawn and fewer spawn tickets. Your objective is to dismantle the foundation by rescuing the Class D personnel, and eliminating all other staff and MTF units.

Each unit serves their unique role in the squad, the Chaos Repressors being designed to handle CQC with the shotgun while riflemen and conscripts can handle medium to long range encounters with their AK. The Marauders are effective in all ranges with the Logicer, but are slowed down while the weapon is active. With this in mind, you should communicate and cooperate with your team. Without radios, sticking together is recommended as you are more formidable as a large force.


Light Containment Zone
Unlike the NTF, you have a reason to go into this area. As so many class d spawn in the round, there is a high chance that some are left behind without a keycard, trapped in rooms, or are lost and need help in escaping. Scientists often trap them in 012 at the start of the round, so that's a good place to start it's also likely they are left stuck in SCP-914's room as it is also keycard accessible. You realistically only need one class d to escape to fulfil your win conditions, but it is beneficial to round upas many as you can find in LCZ to increase the chances of at least 1 escape. You shouldn't have to worry about SCPs once entering this zone as they rarely have reason to be there.

Heavy Containment Zone
This is where your group thrives. Regarded as the most labyrinthian zone in the game, it pays to force gun fights here. The CQC nature of this area allows for advantageous ambushes as well as being able to escort D Class without drawing too much attention. There are many helpful items scattered around this section to help your objectives, such as medkits, SCP items and more. Caution is advised will transporting your assets to safety, as anomalies will prioritise killing Class D over scientists or MTF. Since you don't have access to radios in your kit, it's wise to escort with other chaos to help ward off those that would otherwise impede your mission.

Scientists, facility guards and NTF squads also pose a threat to you. Thankfully, you're far more efficient at handling those threats in this zone. Try not to get overzealous by this fact, your weapons are only superior if you use them properly. NTF can pick your group off easily from afar, so utilising the maze-like structure can really help you out in shaking off adversaries.

Entrance Zpne
This is your first glance to the inner workings of the foundation. However, your job doesn't get easier from here. Your first objective should be to secure the area from any foundation personnel or SCPs. This is to create a clear path for guiding the prisoners to the surface zone. You'll want to keep them away from Gate A if convenient, as Gate B offers a much faster path. There's also the high probability of fighting the NTF in this zone. You should try to control the fight in your favour by positioning yourself close to the checkpoint for a quick retreat into a more favourable zone.

Surface Zone
Thanks to the 11.0 "Parabellum Update", you have a far better chance to win against the NTF on the surface. With enough coordination in your squad, you can easily clear a spawn wave to allow easy passage for class d personnel. You should also aim to detonate the alpha warhead as it will force all players to come to you making for easy prey.

Allies/Enemies
Your only ally is the Chaos Insurgency.

Nine-Tailed Fox, Scientists, Facility Guards and SCPs are your enemies and they will not let you survive.
Chaos Insurgency respawn later on in the round in waves. They start off with 14 tickets, meaning 14 players can spawn in the first wave unless altered. Their goals are to rescue Class-D, kill Nine-Tailed Fox and wipe out the Scientists to get a victory for the Class-D.
Scientists are considered neutral, however they will not hesitate to turn on you if they gain access to weapons or no longer find you useful.
Finally, Mobile Task Force units are purely enemies. They have next to no reason to keep you alive besides bait for SCPs and as a sacrifice for SCP-106.

Advantages/Disadvantages
As a Chaos Insurgent. Your only allies are eachother, and Class D Personnel.

You can assist the Class D by:
  • Providing them the much needed protection, fire support and medical support.
  • Guiding them to safety or the escape zone.
  • Killing all enemies that threaten their safety.

Your enemies are the SCPs, MTF, and Scientists. These teams will try to kill you, or your allies by any means necessary. Scientists and MTF teams must be eliminated in order to secure a Class D victory.

Approachable Playstyles
Useful ways to play the game
  • Chaos Marauder
    Marauders are given the Logicer followed by heavy armour which means these guys aren't designed to run away but to stay and fight. The Logicer can handle any distance, but because of a marauder's inability to run away from danger, it's likely you should be around the medium to long distances from targets.

  • Chaos Repressor
    The repressor gains a shotgun and a revolver for their weapon kit. The shotgun makes them the most effective at close range, and the revolver to prevent repressors from being completely useless in long range combat. These soldiers are well equipped and deal massive amounts of damage when they get close to their enemy.

  • Chaos Rifleman
    These guys receive a standard AK, good for close to mid range, but inaccurate in the longer distance. An all-round class, these soldiers are best suited in the mid-close ranges, to help repressors and to lay down overwhelming fire if need be.

  • Chaos Conscript
    The escaped variant of the Chaos, these guys gain the same loadout as a Rifleman, but hold valuable intel about the inside of the facility. You should focus on preserving yourself more, sticking behind the riflemen and closer to the marauders.
Section 2-1: SCP-049/-2
"An archaic plague doctor with the sole intent of “curing” those ridden with the “pestilence”. Contact means death, but only momentarily; you may find that one of the side effects of the good doctor’s surgery is being denied such an easy end."

Name: SCP-049
Spawn Location: SCP-049's Containment Chamber, in Heavy Containment Zone.
Health: 1700
Base speed: 6 m/s
Nickname: Doctor, Plague Doctor

SCP-049 is a force to be reckoned with. He is one of the most powerful SCPs in the game, able to kill enemies with only a single click. On top of that, he can turn people who he kills into zombies, giving him the ability to create a zombie army, as there is no limit to how many zombies 049 can have. People can be resurrected within 10 seconds of dying, which the process taking 7 seconds. 049 can still attack while doing this. The Plague Doctor is able to take a fair amount of damage before going down. Though, 049's zombies are supposed to act as meat shields. SCP-049 is on the slow side, but not as slow as 096. 049's footsteps are slow and have a very unique sound, meaning other humans will hear him coming from a long way away. The zombies can kill enemies in 2 to 3 hits.

Light Containment Zone
Due to the low movement speed and amount of time it takes to revive people, SCP-049 is usually one of the last SCPs to enter light containment. Once there, you should act as a sweeper of sorts. Because of the zombies speed on top of your ability to get humans onto your side, it should be fairly simple to split up and cover a lot of ground in a short space of time. LCZ is also quite maze-like so an effective strategy can be to get the zombies to chase people back into your waiting arms.

Heavy Containment Zone
Spawning in the heavy containment zone, SCP-049 is the only SCP with a containment chamber isolated from the rest of its respective zone, accessible only via elevator travel. SCP-049 is quite slow, so it's usually best to try and hide around corners and behind doors to catch people off-guard. As 049 needs 049-2 to become more powerful, it's usually better to immediately head towards the entrance zone and kill the facility guards early on. Once you've resurrected all of them, it should be a lot easier to track down either of the elevator systems and kill stragglers. 049 can only revive people that died in the last 10 seconds, so keep that in mind before allowing your zombies to go on a killing rampage. It is usually quite effective to make them lead the victims back to you. One big thing to be mindful of is how slow and relatively weak you are. Due to your lack of agility as 049, it is quite easy to get pinned down by gunfire, especially early on in the round. It is also important to note that you should never get overconfident. Instances of 049-2 are quite weak, and even a class-d with subpar aim will be able to take them out given enough time. Strength in numbers will only take you so far. Once you've gather a small group, you should usually start heading down into light containment.

Entrance Zone
As Entrance Zone is simply a network of corridors and sharp turns, the best and only strategy here is to hide around corners to get a jump on any enemies you may encounter. As X corridors are the most common type of hallways, it is actually quite a viable strategy to revive zombies and slowly build up a horde to push humans back.

Surface Zone
As with almost every other SCP, surface zone is the worst place to be. If you're on surface, you should use any 049-2s as bullet sponges to prolong your life. Some areas are quite good for getting the jump on unsuspecting humans or briefly evading gunfire.

Approachable Playstyles
Useful ways to play the game
  • Zombie Army
    Self explanatory. Kill people, turn them into zombies until you have a decent-sized army of them.

  • Corner Hugging
    Mentioned in SCP 173's tactics, this works for 049 as well. Camp a corner near a door, and as soon as someone passes, go in for the kill. This tactic works better for 049 than 173. Keep in mind that this tactic is not that effective when people check their corners before advancing.

  • The Elevator Surprise
    If Gate B is open and NTF spawns in, make your way to the elevator ASAP and wait till the NTF take the elevator. As soon as the elevator door opens, immediately rush them before they manage to react. This way, you can effectively wipe out more than half of the NTF most of the time.

"SCP-049-2 instances are reanimated corpses that have been operated on by SCP-049. These instances do not seem to retain any of their prior memories or mental functions, having only basic motor skills and response mechanisms. While these instances are generally inactive, moving very little and in a generally ambulatory fashion, they can become extremely aggressive if provoked, or if directed to by SCP-049. SCP-049-2 instances express active biological functions, though these are vastly different from currently understood human physiology. Despite these alterations, SCP-049 often remarks that the subjects have been "cured"."

Name: SCP-049-2
Spawn Location: Your location of death
Health: 500
Base speed: 4.875 m/s
Nickname: Zombie, Children, Disease Babies

SCP-049-2 is a zombie created when 049 resurrects a dead player. They are definitely made for a more cooperative playstyle, favouring swarm tactics over most others. While they move faster than 049, -2s aren't the strongest, being limited to only a simple melee attack (40dmg). If shot in the head, zombies take a lot more damage, however, if shot in the arms or legs, the damage taken will be halved. This means that if played right, 049-2s can be very effective bullet sponges, capable of tanking a lot of damage for other SCPs.

In any zone, the best strategy is to stay close to other SCPs, stay constantly on the move, and always remain aware of your surroundings. Due to the attack windup for 049-2, it is a good idea to attack where you think a human will be rather than where they are.
Section 2-2: SCP-079
"A sentient A.I. that has access to most of the facility's hardware and monitoring systems. With the facility under its control, beware the doors you lock tight for safety becoming the reason for your demise."

Name: SCP-079
Spawn Location: SCP-079's Containment Chamber, in Heavy Containment Zone
Health: 100,000
Nicknames: PC, Computer

SCP-079 has access to most of the facility's hardware and monitoring systems. With these systems under 079's control, it makes it one of the hardest SCPs and sometimes the hardest SCP to counter and defeat if controlled by an experienced player, additionally as well with a coordinated SCP team. 079 starts off weak with little Auxiliary Power (AP) generation per second (1.2AP/s) but with every Access Tier that 079 gains, its power generation increases as well. At the maximum tier (Access Tier 5), 079 generates a base speed of 11.2 AP/s, almost 10 times more than the amount per second from tier 1. This can be increased further by turning on generators around the facility but it comes at the cost of risking your recontainment.

Auxiliary Power Regeneration
__________Tier 1_____Tier 2_____Tier 3____Tier 4____Tier5
0 Generators | 1.200 AP/s | 2.500 AP/s | 4.100 AP/s | 6.800 AP/s | 11.2 AP/s
1 Generators | 1.440 AP/s | 3.000 AP/s | 4.920 AP/s | 8.160 AP/s | 13.44 AP/s
2 Generators | 1.740 AP/s | 3.625 AP/s | 5.945 AP/s | 9.860 AP/s | 16.24 AP/s
3 Generators | 2.460 AP/s | 5.125 AP/s | 8.405 AP/s | 13.94 AP/s | 22.96 AP/s

Open/Close Doors
SCP-079's most commonly used ability is its door/gate interactions. It can open and close doors at a cost of 5 AP, and lock doors with the cost of a gradual decrease in AP. Locked doors will remain locked unless you right-click which unlocks all locked doors, or until you run out of AP.

Lockdown
Once SCP-079 reaches Access Tier 2, it will be able to lock down rooms that have no broken doors at the cost of 60AP. This is extremely useful when synergised with SCP teammates, especially that of SCP-173 as they can move around a locked down room with ease and kill everyone inside.
The only problem with having a 173 enter a locked down room is the fact that using a flashlight item, or a night-vision scope/flashlight attachment on a gun can allow human classes to see them.

Tesla Overcharge
This ability allows 079 to activate Tesla gates at the cost of 50AP, which can obliterate human classes that get caught at the right time. Due to the high cost of Auxiliary Power, it is advised to stick towards getting your Access Tiers up before relying on the use of Tesla Gates to kill human classes.

Virtually Indestructible
SCP-079's final ability is its indestructability. It cannot be penetrated in any way and instead it needs to get recontained through the activation of generators or via the detonation of the nuke. It gives 079 the vulnerability that it needs to encourage it to be a support class and work with its teammates to prevent recontainment. Due to this vulnerability, it also means that having no teammates left will result in a forced recontainment.

Light Containment Zone
Light Containment Zone is one of the best areas that SCP-079 can get experience to climb access tiers earlier into the game. Using the map feature (by pressing TAB), 079 can guide SCPs to SCP-914; a common place for many Class-D and Scientist Personnel to be in the early stages of a round.

Once at SCP-914, 079 can open the blast-door, letting in any SCPs to massacre everyone inside. It is a good choice to make sure to lock the door behind them as this will give you experience, which you need to increase your Access Tier. If done properly, 079 can boost his experience further into his higher tiers, which is all dependent on the amount of people in 914. In the case that SCP-173 is in the game, sending 173 to 914 is an effective strategy, as when 079 gets to Access Tier 2 it gets the ability to lockdown rooms; turning the lights off and locking all doors in that room for a brief period of time. This makes the room a killzone if 173 is present, which speeds up the process and guarantees the experience for all the kills.

Besides massacaring in 914, SCP-079 can scout the hallways of Light Containment to find any remaining people and guide any teammates nearby to them. 079 is also very useful when it comes to giving and denying room access to both SCPs and human classes, as it can lock doors on unsuspecting people allowing SCPs to catch up with them. Along with this, 079 can also open restricted rooms like SCP-012, SCP-914 and the armoury for SCPs to enter as they cannot get access to the room (besides SCP-106).

Heavy Containment Zone
Heavy Containment Zone provides with a new way of eliminating targets via the use of a Tesla Gate. At the cost of 50AP per trigger, 079 can instantly kill several people at once.

There also are 3 generators located around Heavy Containment. If all 3 generators are activated, SCP-079 will be susceptible to recontainment. Whenever a generator is activated, SCP-079 gets a message on their screen saying that they are being attacked, and on the map you will be able to see the specific room highlighted in red. You can guide SCPs to that room if you wish to turn that generator off, because having generators active is a bad thing and progresses possible recontainment.

Entrance Zone
Entrance Zone is a good place to ambush unsuspecting Nine-Tailed Fox and Chaos Insurgents as there are multiple cross intersections which make great hiding spots for SCPs, as humans will walk into the room while SCPs are hidden and 079 will be able to lockdown the room. This can allow SCPs such as SCP-173 to go on a murder spree and kill all the human classes without being seen.

Surface Zone
SCP-079's interactions in Surface Zone are limited but are sometimes useful and can decide the win condition in particular cases. A high Access Tier 079 can go onto Surface Zone where an escapee is about to escape and lock the escape doors to prevent them from escaping. This can allow SCP teammates such as SCP-173 to hurry over and kill them to prevent a win to another faction or a stalemate.

Approachable Playstyles
Useful ways to play the game
  • 173 Synergy
    Your aim here is to focus your attention and support on SCP-173 and their whereabouts at all times. 079 and 173 can single-handedly win the round by themselves if played right. You should start out in Light Containment Zone by locking doors on humans for SCP-173 or other SCPs to catch up and kill them. Once Access Tier 2 is unlocked, SCP-173 becomes an absolute killing machine when in locked-down rooms, 173 can simply massacre everyone in the room.

  • Ambush
    Your goal is to trap unsuspecting targets and kill them with the help of SCPs to gain Access Tier 2 where you can start to lockdown rooms throughout the facility. This becomes really helpful when Nine-Tailed Fox or Chaos Insurgency spawn as you can send your SCP teammates to Entrance or Heavy Containment Zone where you can lockdown rooms.

  • Support
    You should help and communicate with all your SCPs to trap and assist in killing players. This is usually considered the "regular playstyle" of 079.
Section 2-3: SCP-096
Section 2-4: SCP-106
"SCP-106 is a pretty useful SCP. His ability to pass through doors is a godsend at times. For example, if there are a number of people who are hiding in SCP-914, 106 can just pass through the gate and kill them. He also can teleport by putting down portals (press TAB)."

Name: SCP-106
Spawn Location: Bottom of 106's containment in Heavy Containment
Health: 650
Base speed: 6 m/s
Nickname: Larry, Uncle Larry, Black man

You are considered a tank for the SCPs. 106 excels at pursuing human prey while also having high mobility because of his portal and can take lots of damage from bullets that the other SCPs can’t.

Light Containment Zone
This is where the fun begins. The tides of the match depend on what you do in this section. Once you arrive here, there will be a lot of scientists and D-Class scrambling around trying to escape and you can use this to eliminate them swiftly and efficiently. As all SCPs would, they would instantly check the room labeled “#914” which is an upgrade room where you can commonly find groups of D-Class and scientists hiding inside. The door to the room however is locked and cannot be opened by any other SCP except SCP-079 but yet they would most likely have to wait a lengthy time for their power to re-charge and to open the door. You can save a lot of time by passing through the locked door and taking out all the defenseless players inside. They might also even panic and open the door letting your fellow SCPs to finish off the runners. Setting your portal at a checkpoint and frequently teleporting to it can sometimes be effective in catching players who are just about to escape. Be weary about any scientists or D-Class escaping Light containment. They most likely have a keycard that can access your containment chamber, these keycards could be the containment engineer card, the facility manager keycard, or the O5 keycard. If you suspect that any human player has any of these keycards in their possession, then you should make that human a high priority.

Heavy Containment Zone
You will spawn at the bottom of your containment cell and can walk up a flight of stairs and pass through your containment door into Heavy Containment. There are many strategic spots in Heavy to place your portals in. You can always place one in your Containment to protect from people who will try to contain you, the nuke room silo to deactivate the nuke when needed, 096 chamber which is a place a human player can spawn after escaping your pocket dimension or the light containment elevators to prevent and annoying scientists or D-Class from ever getting to heavy. It is also important to let your fellow SCPs know if human players are trying to enter your containment chamber. Humans can re-contain you if one of them jumps into the femur breaker and another pushes the red button next to your chamber door.

Entrance Zone
Since all facility guards spawn in Entrance zone, it will be quite helpful for you to take them out first since you can withstand their bullet fire better than any other SCP. If they end up escaping your pocket dimension, they will most likely end up in Light containment which allows you to push them further in the facility to pressure them. You can also set your portal in the Gate B elevator and ambush the MTF before they even get into the facility which saves a lot of trouble for your other fellow SCPs if they are already dealing with other problems.

Surface Zone
106 doesn’t have the strongest surface game. Since he can’t cover long distances quickly and has a very close ranged attack, it makes it easier for human players to run away and slowly chip away at his health. The only beneficial things that 106 can do on surface is to camp the spawn for MTF and take them out as soon as they spawn or set his portal at the escape exit and teleport back to it when someone is about to escape. However, 106 is a bit stronger when the nuke has gone off while on surface. If the nuke has exploded, then anyone he touches on surface will instantly die instead but that doesn’t fix his other slaws on surface.

Approachable Playstyles
Useful ways to play the game
  • Support
    Given the fact that 106 can walk through doors, 106 can work well as a support SCP, since he isn't that tanky. SCPs do not take any fall damage, so feel free to use that to your advantage on the surface.

  • The wrap around
    Since 106 can teleport freely to his portals, a common and powerful technique can be to scare someone in a certain direction, and then portal around to intercept them. This method can be very effective against lone guards and scientists, as they will have very little ammunition, so 9/10 will flee.

  • Detonation denial
    Since 106 can put down portals, he can be a real thorn in the side when it comes to detonating the Alpha warhead. If you put down a portal in the Alpha warhead control room, you can quickly cancel the detonation by teleporting there. The same can be done with the intercom room, which brings hilarious results when someone is using it.
    Note: Camping the Alpha warhead control room is often frowned upon. In some servers, it's even forbidden. Camp the control room at your own risk.
Section 2-5: SCP-173
"A mere concrete sculpture, upon first glance. On second glance, you’ll notice it’s somehow closer. There is no third glance — you're dead by then."

Name: SCP-173
Spawn Location: PT-00
Health: 3000HP + 1500AHP
Base speed: 7.5m/s
Max speed: 12.8m/s
Nickname: Captain Crunch, Matthew, Walnut, Tumour

You are the Sculpture, an assassin-styled SCP built to support your team. Your ludicrous speed makes you the most capable in chasing down targets and repositioning with ease. You are not without weakness, you aren't able to move while in direct line of sight and must wait for humans to blink. Despite this flaw, you can travel 15 meters during a blink and can use this opportunity to snap the necks of humans that get too close to you or to run away from a losing battle.
Additionally with the Breakneck Speeds ability, you can travel up to 30 meters during a blink which can allow you to evade units like a Nine-Tailed Fox spawnwave. This effectively creates an active area denial around SCP-173 while being looked at. Your objective is to prevent any escapes by killing all human players. By needing to be looked at to prevent a kill, SCP-173 can create a deadly synergy with other SCPs.


Passive Abilities
SCP-173 has two passive abilities; Witness, and Reinforced Concrete.
Witness is the system that affects how you as SCP-173 can move. Depending on the number of human players staring at you, it can affect its abilities in different ways, primarily being the scaling and cooldowns for other abilities. Reinforced Concrete is an armour system that makes SCP-173 the second SCP in the game to receive a hume shield so far. SCP-173's hume will regenerate at a rate of 10 Artificial Health Points per second, after 10 seconds of not taking damage. It also reduces bullet damage by 60%.

Blink
Blink is a new system that has been implemented to replace the old blinking mechanics. In the past players would blink every 3 seconds, but with this new system, the player can now have full control.
When blinking using the Right Mouse Button, you will move up to 15 meters and kill the closest human to you within a 2 meter radius. By default the ability cooldown for this is 2.5 seconds, but it increases by 0.3 seconds for every human observing you.

Breakneck Speeds
Breakneck Speeds is a special ability that can be toggled on and off at will. It lasts until someone observes you, at which point you will have 10 seconds to break line of sight, or the ability will be cancelled. After this, it will have a 45 second cooldown. While active it increases your movement speed 1.45x as well as the distance you can blink, with the caveat that you are unable to kill whilst it is still active. In certain cases, skilled players may be able to use this ability to blink behind a human, immediately deactivate it, turn around, and break their neck.

Tantrum
Tantrum is a powerful ability that creates a 5 meter (16 foot) wide puddle of fecal matter and blood. It lasts for 180 seconds and has a 30 second cooldown, that can only be used when unobserved. While SCPs are immune to it, all human classes that come into contact with the puddle will be given the "Stained" effect, which lasts up to 2 seconds after contact is broken. Stained reduces player speeds by 20% and prevents them from sprinting. On top of this, any player killed by SCP-173 with the Stained effect will replenish 100AHP immediately.

Light Containment Zone
As the only SCP that spawns in Light Containment Zone, you are the closest SCP class to Scientists and Class-D Personnel. You start off the round in PT-00 with a large door that is initially locked. Once unlocked, you should focus on picking off any humans early on in the round. They can be found en route to SCP-914 or to unique rooms that contain keycards or the COM-15. Due to the labyrinthian layouts of this section, it is quite easy to sneak up behind someone and kill them before anyone else notices. It's best to clear out the common rooms, do a few laps, and then head into the Heavy Containment Zone.

Heavy Containment Zone
Heavy Containment Zone is an entirely different experience to Light Containment. Most of the level is compiled of long hallways and sudden turns which can make for very easy kills and getaways. One of the biggest hazards of this zone are the tesla gates, which can kill you in as few as 15 consecutive charges from full health. When passing through them, be aware that a human looking at you is enough to trap you. By this point, you should be grouping up and communicating with your team about strategies as well as locations of targets. Additionally ensuring doors are closed before crossing a tesla gate can prevent issues occurring where human classes see you.

Each SCP has their own downside which makes combining them significantly more difficult for humans to take advantage of them. Nine-Tailed Fox and Chaos Insurgency spawnwaves can prove a little challenging as each person looking at you increases your blink cooldown by 1 second. Thanks to your bullet resistance and Breakneck Speeds ability, you're able to easily escape huge groups of armed forces and only lose a lot of Artificial HP. Alternatively, if you are surrounded you can place down a pool and kill 'Stained' humans to keep yourself in the fight.

Entrance Zone/Surface Zone
Due to the mostly open nature of these zones, they should be avoided at all costs. Entrance Zone is a series of long corridors for the most part. You can place down pools in choke points or where humans will end up needing to go to, in order to slow them down and get the jump on them. As 173, you are the least viable class to survive on the surface leaving you completely exposed in the majority of places. However, camping an elevator or hiding around a corner to catch unsuspecting enemies off-guard can prove useful.

Approachable Playstyle
Useful ways to play the game
  • Sneaky sneaky!*
    As SCP-173, you'll most likely want to be sneaky and remain out of sight, as being looked at renders you entirely powerless in many situations. For this playstyle to work, you must have a basic understand of positioning and game sense to predict where targets will be and act accordingly. This can also work with hiding behind doors, waiting inside elevators, and moving up the raised sides of heavy containment. Rooms such as servers, airlocks and elevated offices are perfect hiding spots for 173.

    With the new mechanics now in game, it is far easier to play 173 as an assassin. By utilising breakneck speeds, you're able to blink much further than usual, and tantrum puddles can serve as distractions due to their distinct noise. A good strategy here would be to lay down a puddle behind a doorway and hide in the opposite direction from it, waiting for the sloshy footsteps to strike.
Section 3-1: SCP-018
Section 3-2: SCP-207
Section 3-3: SCP-268
Section 3-4: SCP-330
Section 3-5: SCP-500
Section 3-6: SCP-914
Section 3-7: SCP-2176
Section 3-8: SCP-2536
Changelog
18/09/2021
  • Added Class-D, Scientist, Fac Guard and NTF.

    19/09/2021
  • Class-D/Scientist art.

    21/09/2021
  • Added Chaos Insurgency.

    9/10/2021
  • Updated Chaos Insurgency.
  • Added all placeholder art.
  • Added 049/-2, 079, 106 and 173.

    17/11/2021
  • Added SCP item category.
14 Comments
a odd one 19 Nov, 2021 @ 10:19am 
update happened with chaos very nice
Omega 12 Nov, 2021 @ 2:00am 
nice guide
:steamthis: :steamthumbsup:
Hamlicar 16 Oct, 2021 @ 2:32pm 
well written guide
Lazar 9 Oct, 2021 @ 7:25am 
on the chaos conscript description, you have made a spelling mistake, you tried to type should I believe
FBI 8 Oct, 2021 @ 9:24pm 
Wow! I love this guide! I've personally played for about 850 hours and learned everything via experience, but for new players, it's awesome and will help them. So new players won't use 268 on 939 like me. Ugh, that was painful. I've personally struggled with the new 173 as I'm so used to spam clicking near a human to kill them and now I need to time and use it correctly and your 173 guide sort of helped me on the mechanics on 173. Well done!
Minirow  [author] 8 Oct, 2021 @ 3:56pm 
@-=Cosmic Pirate=- Most of the summaries from the classes are copied from either the Steam store page for SL, or their official wiki. That's what Northwood says about Class-D.
Tempest 28 Sep, 2021 @ 8:15pm 
I met hubert moszka in a random parabellum server it was cool
Cosmic ☠ Pirate 27 Sep, 2021 @ 9:55pm 
The Foundations is Cold, Not Cruel. (lore theeng)
mech70 26 Sep, 2021 @ 1:51pm 
Sick art, bro
Mpa4Haйa_ФYru_RR 23 Sep, 2021 @ 8:21am 
iam gay