This guide will show you almost everything that you should know in SCP: Geheim laboratorium. This guide has info for beginners such as HP values, what team does, controles, and descriptions of basically everything in the game.
What is SCP: Geheim laboratorium?
SCP: Geheim laboratorium (SCP: SL or simply SL for short) is a game where you are at Site-02, an SCP foundation site made for experimental technology and systems. A containment breach happens and the SCPs roam free, you must escape these monstrosities and your other enemies, or even attempt to help solve the breach.
Basic Controls
- Werd – beweging
- Left click – use item
- Right click – ADS
- Verschuiving – sprint
- E – interactie aangaan (press E on doors to open them, hold E on items to pick them up etc)
- Lab – open inventory
- Q – use voice chat
- I – inspect weapon
- T – throw item
- V – alternate voice chat (talking to humans as SCP-939 or using the radio)
- C – sneak (makes it so you make no footstep sounds, Dus 939 can’t see you)
Klassen
Human classes move at 4.1 m/s while walking, 5.5 m/s while sprinting, en 1.5 m/s while sneaking.
Class D – civilian class, spawns in the Light Containment Zone with nothing, teams with chaos insurgency, goal is to escape.
Scientist – civilian class, spawns in the Light Containment Zone with a Scientist Keycard and a medkit, teams with Guards and MTF, the goal is to escape.
Guards – military class, spawns in Entrance Zone with a Guard Keycard, a FSP-9, a medkit, a flashbang, a radio, and light armour, goal is to escort Scientists to the exit (and detained Class D).
MTF – military class, spawn 4 or more minutes into the round on Surface, hebben 4 ranks with progressively better stuff (Privé, Specialist, Sergeant, and Captain) goal is escorting (like Guards) and killing SCPs/CI.
CI – military class, has a chance to replace MTF spawning, hebben 4 classes (Conscript, Rifleman, Repressor, and Marauder) each with different weapons (except Conscript and Rifleman) goal is escorting Class Ds and killing everyone else.
SCP – spawn in the Heavy Containment Zone or the Light Containment Zone, goal is killing everyone. Er zijn er momenteel 7 different playable SCPs, listed below:
SCPs
Before we get to the SCPs, you must know about Hume Shield (HS), Hume Shield is the second bar of HP that regenerates after being out of combat for a while, you must break through it to damage the base HP.
Larger pictures can be found at the end of the guide
SCP-049 “the plague doctor”– 049 has a 1 shot kill which makes no noise. Moves at 4.5 mevrouw. 049 can hold E on a corpse to revive it (reviving takes 7 seconden, and the corpse needs to be under 10 seconds old), which creates an instance of SCP-049-2. 049 heeft 2500 HP. Spawns in the Heavy Containment Zone.
SCP-049-2 “the cured” – A weak class with 500 HP. Moves at 4.9 mevrouw. 049-2’s attack does 40 schade, but has a long cooldown, and applies even if they miss.
SCP-079 “old AI” – 079 is easily the most complex SCP. 079 can open and close doors and has a power bar. 079 heeft 5 tiers, at each tier the power bar gets bigger and regenerates faster. 079 can blackout a room at tier 2. 079 can press tab to see a map of the zone he is currently in and can click a room on it to view that area, he can also see his teammates on the map. When 079 goes to a room with an elevator, a bar will appear in the middle of the room in order to switch floors. Er zijn 3 generators that each take 2 minutes to activate, once all 3 are active 079’s cell opens and he can be contained with a button. 079 heeft 100,000 HP (although shooting him is unnecessary due to the button in his room). Spawns in the Heavy Containment Zone.
SCP-096 “the shy guy” – A tall pale humanoid with self-image issues. Moves at 3.8 mevrouw. 096 is normally docile (can’t attack and is very slow) however when his face is seen he goes into a 6 second windup where his speed is decreased to 2.3 mevrouw, before becoming enraged. Als 096-1 is farther from 096 and has his face farther from the center of their screen when they initially see him a mechanic called rage delay activates, this makes it so 096 takes longer to go into the windup phase, during this he can be shot and looked at with almost 0 consequences. While enraged, 096 moves at 9 mevrouw, can only see and attack those who have seen his face, referred to as 096-1. 096-1 is highlighted with a big glowing red dot, this dot can be seen through walls. 096 can destroy doors by attacking them while enraged, and open blast gates with right click. 096 can dash with right click while enraged, this makes him go at 18.8 m/s for 0.8 seconden, killing any 096-1 that touch him and dealing 40 damage to non 096-1, 096 also opens gates as well as breaks any door he touches during this. The enraged state lasts 15 seconden +3 seconds for every person who saw him in windup up to a cap of 30 seconden. After this rage, 096 has a 6 second cooldown before it can activate again. While docile 096 can press right click on a door to muffle his crying. 096 heeft 2000 HP and 1000 HS (25 seconds to start regeneration, 40 HS/s). Spawns in the Heavy Containment Zone.
SCP-106 “the old man” – 106 can walk through doors. Moves at 4.5 mevrouw. 106 can place a portal by holding tab and selecting the create portal button (a portal with a plus next to it), he can then use this portal by holding tab and pressing the use portal button (a portal with arrows coming out of it), teleporting takes 8 seconds in total, 4 to sink into the ground, en 4 to emerge. 106 has a pocket dimension (when you attack someone they go here, where they have a ¼ chance to escape). 106 has the femur breaker in his cell, activating this kills him instantly. The femur breaker needs a sacrifice to use. 106 heeft 850 HP with a 90% bullet resistance. Spawns in the Heavy Containment Zone.
SCP-173 “the sculpture” – 173 moves at 7.5 mevrouw, but stops when seen. When 173 is seen, A 3.6 second timer starts, once this timer is up, he can press right click to teleport (seen as blinking for human classes), if he teleports to an area close to someone, they die. Dit “blink” allows him to move 9.375 meter. 173 can press shift to activate breakneck speeds, which increases his speed to 12.8 mevrouw, also cutting the blink timer in half, at the cost of his lethality. “Blinking” with breakneck speeds allows you to go 16.875 meter. 173 can press F to defecate on the floor, this feces inflicts stained, this effect is constantly applied to anyone standing in the feces. 173 regains 100 HS instantly when killing someone with stained. 173 heeft 3000 HP, 1500 HS (10 seconds to start regeneration, 15 HS/s), heeft 60% armour. Spawns in the Light Containment Zone.
SCP-939 “with many voices” – 939 sees via sound (however doesn’t see players who are talking), she can see everyone on the surface even if they aren’t moving. 939 can sprint, increasing its speed to 5.3 mevrouw, when walking she is silent, and moves at 3.4 mevrouw. 939 deals 50 damage per bite, bites give an effect that limits the target’s vision called amnesia. there can be 2 939s per round. 939 heeft 1800 HP and 600 HS (5 seconds to start regeneration, 25 HS/s). Spawns in the Heavy Containment Zone.
Medical Items
Medical items can be quickly equipped by pressing X
Painkillers – short use time. Starts with a slow regen that gets faster, and gets rid of the concussed effect. Classes that spawn with it: CI Conscript, CI Rifleman. Places it is found: lockers.
Medkit – medium use time, instantly gives you 65 HP upon usage. Classes that spawn with it: Scientist, Guard, MTF Private, MTF Specialist, MTF Sergeant, MTF caption, CI Conscript, CI Rifleman, CI Marauder, CI Repressor. Places it is found: medkit boxes, lockers, 049 arsenaal, warhead armory.
Adrenaline – short use time. Gives you 40 AHP that slowly disappears over time. Refills your stamina and gives you invigorated for a short time. Removes concussed effect. Classes that spawn with it: MTF Captain, CI Repressor. Places it is found: adrenaline boxes, 079 arsenaal.
SCP Items
These are found in special SCP lockers throughout the Heavy Containment Zone and the Light Containment Zone.
SCP-018 “super ball” – bounces for 80 seconden, starting off slow, getting faster and faster with each bounce to the point it starts dealing massive damage and breaking doors. After the 80 seconds are up 018 explodes, inflicting damage and burned.
SCP-207 “cola bottles” – heals 30 hp upon drinking, gives you speed but has hp drain attached to it, you can stack this effect up to 4 keer. Gives you infinite stamina.
SCP-268 “cap of neglect” – makes you unnoticeable to everyone (behalve 079, enraged 096, en 939) voor 15 seconds unless you interact with something or pull out an item. 268 has a 2 minute cooldown before it can be used again.
SCP-330 “take only two” – pressing E on 330 allows you to take a candy, which puts it in a candy bucket in your inventory. Picking up 3 candies instantly cuts off your hands, causing you to die from blood loss. Er zijn 6 different types of candy you can get from 330, these are:
- Red Candy – 9 HP per second for 5 seconden.
- Purple Candy – 20% damage reduction for 20 seconden, slowly regens 15 HP.
- Blue Candy – 30 AHP that doesn’t fade unless adrenaline is used.
- Green Candy – 1.5 HP per second for 80 seconden, gives vitality effect for 30 seconden.
- Yellow Candy – 10% speed boost and invigoration for 8 seconden, your stamina restores by 25%.
- Rainbow Candy – Instant 15 pk, 5 seconds of invigoration, permanently reduce bodyshot damage by 5%, rainbow taste status effect and 20 AHP that doesnt fade for 10 seconden.
SCP-500 “panacea” – gives you high regeneration for a few seconds and gets rid of most status effects.
SCP-914 “the clockworks” – a large machine that refines items depending on one of its 5 instellingen (rough, coarse, 1:1, fine, and very fine), you can switch the setting by pressing E on the knob, pressing E on the key activates 914 and anything in the intake booth gets refined and appears in the outtake booth.
SCP-2176 “ghostlight” – causes a blackout for 10 seconds in rooms it’s thrown in, if the room already has a blackout then 2176 stops it. 2176 can be used to overcharge a Tesla gate, making it instantly fire and be unable to fire again for 10 seconden. Dropping 2176 causes the glass to crack, and then break after 10 seconden.
Kamers
Lichtinsluitingszone
Light containment becomes inaccessible after 11 notulen, everything inside dies
- ##00 – Armoury, Armoury Tier 1, several guns, granaten, piles of armour, munitie, en 2 weapon manager stations.
- #914 – 914’s containment chamber, Containment Tier 1, has a chance for a keycard.
- CD01 – Class D spawn.
- EX-x – Checkpoint, Checkpoint Access, has elevators that lead to the Heavy Containment Zone.
- GR18 – Glass box room, has a chance for a card, lockers, a gun, medkit box, and a weapon manager station.
- PC15 – Always has a Scientist keycard, has a chance for a locker.
- PT00 – SCP-173’s containment chamber, has a chance for a gun, an SCP locker, regular lockers, and a weapon manager station.
- TC01 – Testing chamber for SCP-330, Containment Tier 2, has zone manager, combat armour, SCP-330’s testing log, and a chance for a com-15, SCP locker, lockers, and a weapon manager station.
- VT00 – Vegetable room, has a chance for a keycard, an SCP locker, a normal locker, or a medkit box.
- WC00 – Badkamer, has a chance for a gun and a keycard.
- AL0x – Luchtsluis.
- HCxx – Corner hall.
- HSxx – Straight hall.
- ITxx – 3 way intersection.
- IXxx – 4 way intersection.
Zware insluitingszone
- SCP-049’s containment chamber – Hallway with an elevator up to 049’s cell, has a small armoury (Armoury Tier 2), has a chance for a generator, a keycard, a medkit box, and an SCP locker.
- SCP-079’s containment chamber – Containment Tier 2 (Echter 3 generators need to be activated in order to open it), has an armoury and 079’s containment button, has a chance for a generator.
- SCP-096’s containment chamber – Containment Tier 2, has a chance for a generator, medkit box, an SCP locker, or a weapon manager station.
- SCP-106’s containment chamber – Containment Tier 3, has a chance for a generator or a medkit box.
- SCP-939’s containment chamber – Has a chance for a generator, medkit box, an SCP locker, or a weapon manager station.
- Micro room – Armoury Tier 3, has the micro HID and a weapon manager station, a chance for a generator, medkit box, or an SCP locker.
- Warhead silo – hallway with an elevator up to the silo. You can arm and disable the warhead at the silo, if the timer has 10 seconds left however, you cannot disarm the warhead. Has a small armoury, also has a chance for a generator, medkit box, or an SCP locker.
- Tesla gate – A massive tesla gate in the middle of a hallway, you have to time yourself correctly to get through.
- Server room – 2 floor room, has a chance for a generator or medkit box.
- Armoury – Armoury Tier 1, small armoury with ammo, a Com-18, and a weapon manager station, has a chance for a generator, medkit box, or an SCP locker.
- Checkpoint – Checkpoint Access, checkpoint leading to Entrance Zone.
- Elevator A and B – 2 elevators linked to EX-A and EX-B in the Light Containment Zone.
- Normal straight hallway.
- Normal corner hallway.
- Normaal 3 way hallway – has a chance for a weapon manager station.
- Normaal 4 way hallway.
Entreezone
- Checkpoint – Checkpoint Access, checkpoint to the Heavy Containment Zone (same one mentioned in the Heavy Containment Zone section).
- Intercom – Intercom Access, a room with an intercom system in it, you can broadcast a message to the entire site, has a chance for a medkit box.
- Gate A and B – Gate Access, 2 gates that lead to Surface, has a weapon manager station.
- Evacuation shelter – A room that looks similar to gate A and B, but the gate is broken and you can see several bodies inside, has a weapon manager station.
- End room – A big wide open room with nothing inside.
- Debris room – A hallway with debris cutting it off.
- Desks (normaal) – A room with a few desks, has a chance for lockers or a medkit box.
- Desks (staircase) – A room with several desks and a staircase to a higher level, has a chance for lockers and a weapon manager station.
- Desks (small staircase) – A room with a few desks and a small staircase to a lower level.
- Normal straight hallway.
- Normal corner hallway.
- Normaal 3 way hallway.
- Normaal 4 way hallway.
Surface
- Warhead activation – Warhead Access, you can detonate the warhead here if it’s armed, has a weapon manager station.
- Escape zone – Running here as a Class D or Scientist will make you escape, and respawn as either MTF or CI instantly.
Weapons and Armour
Firearms can be quickly equipped by pressing 1 en 2, while grenades can be quickly equipped with G
Firearms can have their attachments changed using weapon manager stations, or by pressing tab while a spectator.
Ammo types are:
- JHP – increases damage but reduces penetration
- FMJ – normal damage and normal penetration
- AP – normal damage and increased penetration
Damage charts can be found hier.
Foundation
- Com-15 – Classes that spawn with it: none. Places it is found: GR18, WC00, PT00, TC01. Uses 9x19mm ammo.
- Com-18 – Classes that spawn with it: none. Places it is found: ##00, armoury, 049 armoury, warhead armoury. Uses 9x19mm ammo.
- FSP-9 – Classes that spawn with it: Guard. Places it is found: ##00, 049 armoury, warhead armoury. Uses 9x19mm ammo.
- Cross Vector – Classes that spawn with it: MTF Private. Places it is found: ##00, 049 armoury, warhead armoury. Uses 9x19mm ammo.
- Epsilon-11-SR – Classes that spawn with it: MTF Specialist, MTF Sergeant, MTF Captain. Places it is found: 049 armoury, 079 armoury, warhead armoury. Uses 5.56x45mm ammo.
Chaos Insurgency
- AK – Classes that spawn with it: CI Conscript, CI Rifleman. Places it is found: none. Uses 7.62x39mm ammo.
- Revolver – Classes that spawn with it: CI Marauder. Places it is found: none. Requires holding click for 0.1 seconds to fire if it isn’t cocked, press the middle mouse button (scroll wheel) to cock the revolver. Uses .44 mag.
- Shotgun – Classes that spawn with it: CI Marauder. Places it is found: none. Uses 12/70 buckshot.
- Logicer – Classes that spawn with it: CI Repressor. Places it is found: none. Uses 7.62x39mm ammo.
Granaten
- HE grenade – Classes that spawn with it: MTF Specialist, MTF Sergeant, MTF Captain. Places it is found: ##00, 049 armoury, 079 armoury, warhead armoury. Does 750 damage at point blank, inflicts concussed and burned.
- Flashbang – Classes that spawn with it: Guard. Places it is found: ##00, 049 armoury, 079 armoury, warhead armoury. Inflicts flashed (if target is facing towards it) and deafen.
Special weapons
- Micro HID – Classes that spawn with it: none. Places it is found: micro room. Has a limited charge, holding right click will keep it in a standby mode (consumes power, but less than firing) holding left click will fire it. Has a 5 second arm time and does 1150 dps, the charge lasting 10 seconden. Has a -10 second stamina penalty.
Pantser
The damage reduced is based on the formula, x = a(100% − P), where a is the armor protection level, p is the penetration amount of a weapon, with x being the actual damage reduced.
- Light Armour – Classes that spawn with it: Guard. Places it is found: 049 armoury, warhead armoury. Bieden 40% body protection and 45% head protection against bullets/grenades, increases your ammo capacity by a little, and allows you to carry another firearm.
- Combat Armour – Classes that spawn with it: MTF Private, MTF Specialist, MTF Sergeant, CI Conscript, CI Rifleman, CI Marauder. Places it is found: ##00, 049 armoury, 079 armoury, warhead armoury. Bieden 60% body protection and 80% head protection against bullets/grenades, increases your ammo capacity by a medium amount, allows you to carry another firearm and grenade, gives you -4 seconds on stamina if you are a civilian class, en -2 if you are a military class.
- Heavy Armour – Classes that spawn with it: MTF Captain, CI Repressor. Places it is found: ##00, 049 armoury, 079 armoury, warhead armoury. Bieden 80% body protection and 80% head protection against bullets/grenades, increases your ammo capacity by a large amount, allows you to carry 2 extra firearms, granaten, en 1 extra medical item. gives you -6 seconds on stamina if you are a civilian class, en -3 if you are a military class. Gives a -0.4 m/s speed penalty while walking, -0.6 m/s while running (civilian class, for military it is halved).
Keycards
Keycards can be quickly equipped by pressing the left ctrl
Er zijn 10 different clearances on keycards, they are:
- Containment Tier 1/2/3 – used for opening certain SCP containment chambers.
- Armoury Tier 1/2/3 – used for opening armouries and certain lockers.
- Gate Access – used for opening gates.
- Checkpoint Access – used for opening checkpoints.
- Warhead Access – used for opening the warhead activation room.
- Intercom Access – used for opening intercom.
Containment
- Janitor Keycard – Containment Tier 1. Classes that spawn with it: none. Places it is found: lockers, #914, GR18, VT00, WC00.
- Scientist Keycard – Containment Tier 2. Classes that spawn with it: Scientist. Places it is found: lockers, #914, GR18, PC15, VT00, WC00.
- Research Supervisor Keycard – Containment Tier 2, Checkpoint Access. Classes that spawn with it: none. Places it is found: none.
- Containment Engineer Keycard – Containment Tier 3, Checkpoint Access. Classes that spawn with it: none. Places it is found: none.
Armoury
- Guard Keycard – Containment Tier 1, Armoury Tier 1, Checkpoint Access. Classes that spawn with it: Guard. Places it is found: lockers (Entrance Zone only).
- Private Keycard – Containment Tier 2, Armoury Tier 2, Checkpoint Access. Classes that spawn with it: MTF Private. Places it is found: none.
- Sergeant Keycard – Containment Tier 2, Armoury Tier 2, Gate Access, Checkpoint Access. Classes that spawn with it: MTF Specialist, MTF Sergeant. Places it is found: 096’s chamber.
- Captain Keycard – Containment Tier 2, Armoury Tier 3, Gate Access, Checkpoint Access, Intercom Access. Classes that spawn with it: MTF Captain. Places it is found: none.
- CI Hacking Device – Containment Tier 2, Armoury Tier 3, Gate Access, Checkpoint Access, Intercom Access. Classes that spawn with it: CI Conscript, CI Rifleman, CI Marauder, CI Repressor. Places it is found: none.
Administratie
- Zone Manager Keycard – Containment Tier 1, Checkpoint Access. Classes that spawn with it: none. Places it is found: lockers, TC01, 049’s chamber, warhead silo.
- Facility manager – Containment Tier 3, Gate Access, Checkpoint Access, Warhead Access, Intercom Access. Classes that spawn with it: none. Places it is found: none.
- O5 keycard – Containment Tier 3, Armoury Tier 3, Gate Access, Checkpoint Access, Warhead Access, Intercom Access. Classes that spawn with it: none. Places it is found: none.
Miscellaneous
Weerstand – humans have 20 seconds of stamina, different things can affect how long this timer is, such as the weight of guns and armour.
Radio – the radio has 4 ranges, short range (rondom 7 hallways), medium range (rondom 12 hallways), long range (rondom 73 hallways), ultra range (rondom 485 hallways). You can switch ranges with left click, right click turns the radio on and off. The radio has a battery that goes down faster the higher range it’s using. Hold V to talk using the radio if it’s in your inventory. Found in ##00, 049 armoury, 079 armoury, and warhead armoury.
Munt – press left click or I to flip the coin. Found in lockers.
Zaklamp – press F to turn the flashlight on and off. Found in lockers.
Detaining – hold E on an enemy while holding a gun to detain them, this makes them drop all their items, and if they’re a Class D/Scientist, they can be brought to the escape zone to convert them to your team.
Status effects – there are several status effects ingame, here is a list of their effects and how to get them (I will only include ones that are actually possible to obtain in-game):
Positive
Mixed
Negative
Decontamination – Light Containment Zone gets decontaminated 11 notulen (displayed as 15 minutes ingame) into the round, flooding the zone with gas and killing everything inside, after this, you cannot access the Light Containment Zone.
Warhead detonation – all lights become red, en een 90 second timer starts, if this timer reaches 0 the underground portion of the facility gets locked down and everything inside dies.
Dat is alles wat we vandaag hiervoor delen SCP: Geheim laboratorium gids. Deze handleiding is oorspronkelijk gemaakt en geschreven door krustylesponge. Voor het geval we er niet in slagen deze handleiding bij te werken, U kunt de laatste update vinden door dit te volgen link.