Welecome to our SCP Secret Laboratory Pro SCP: 079 Guide. Two of SCP:SL’s best 079 players teach you how to master one of the most difficult SCPs.
We know that there are people who have a hard time finishing the SCP Secret Laboratory game. If you are one of those who find it difficult to finish the game, let’s take you to our SCP Secret Laboratory guide.
SCP Secret Laboratory Pro SCP: 079 Guide
This comprehensive guide has been created with the sole purpose of helping both completely new and fairly experienced players improve their skills with SCP-079. This SCP is notoriously the most confusing to pick up for new players, and only an extremely small subset of players have actually mastered it. We aim to improve the average player’s knowledge and skills with SCP-079, which is one of the most fun SCPs to play once you’ve learned how.
Why should you trust us? We are two of the most experienced 079 players in the game and have roughly 2,000 hours combined playing SCP:SL (we know, rookie numbers compared to some others). We have spent hundreds of hours and matches specifically perfecting SCP-079 and figuring out the best strategies possible, both in 12.x (Mimicry) and previous versions.
This guide will be routinely updated as the game updates and more information is discovered.
Before We Begin…
There are a few things you’ll want to know before beginning your journey into 079 mastery.
First, this guide was created under the assumption that the reader has a microphone that they can use in-game. !!! If you do not have a microphone, SCP-079 will be SIGNIFICANTLY harder to play. !!! You are still able to help your team and be an effective player, but it will be much more difficult. Remember that 079 is an extremely supportive role and that you and your teammates rely heavily on communication in order to win. Neither of us are micless players, so the guide will be written as if the reader has a mic.
Head to Settings at the top of the title screen and go to the Gameplay tab. Towards the bottom, you will see two boxes for 079. You will want to make sure the first box “Toggle View Mode” is enabled. This makes looking around as 079 much easier; you simply tap spacebar and the camera moves freely. You can tap spacebar again to toggle it off at any time.
You can also choose to disable 079’s post-processing (the cool camera filters) if you don’t like it.
If you’d like to get 079 more often in order to practice, you’ll want to adjust your SCP preferences. You can do this by going to the Operational Guide at the top of the screen, clicking “SCP Anomalies,” and clicking the gray arrow on the right side of the screen to go to the next page. You can click through each SCP by clicking the dots at the bottom of the screen.
On the second page, you’ll see a slider at the top right. You can adjust these for each SCP to your liking, but if you want to get 079 more often, you’ll want to slide it all the way to the right.
!!! This does NOT guarantee you will be 079 each round you are SCP, it just helps assign it to you more often. !!!
You can also practice 079’s abilities alone by creating your own private locally hosted server. You can do this by pressing the ~ (tilde) key on your keyboard (next to the 1 key and above TAB) to open the console and typing cst. Next, click Create Server above the server list, and click Create Anyway. You will spawn into a paused round. Open the console again with ~ and type adminme. Press M to open the RA panel. From here, navigate to Round & Events and make sure Round Lock is enabled. Then, click your name on the left side, click Role Management, click SCP-079, and click Set Class. You can now close the RA panel by pressing M again. Click Force Start to begin practicing. If you want to give yourself EXP, you can do so by re-opening the RA panel, clicking open the text-based remote admin console on the bottom, and typing add079exp [PlayerID, probably 1] [EXP amount] without brackets.
We would also like to emphasize that the gameplay sections of this guide are NOT definitive for every single 079 game. SCP:SL is a game where every round is unique, and things can often go chaotically wrong. As you play 079 more, you’ll start to learn how to adapt to different situations you are presented with — new teammates, micless players, disconnects, etc. We have tried our best to describe how the average game goes and give tips as best as we can. If it ever seems like we missed something or you have questions, you are more than welcome to leave a comment, and we will be happy to respond or update the guide as necessary.
Abilities (Access Tier 1)
If you know how SCP-079’s Access Tiers and abilities work already, you are free to skip to further sections of the guide.
When you first spawn, you are only Access Tier 1. You have a small amount of Auxiliary Power (referred to as AP from now on) that regenerates slowly. You gain experience (referred to as EXP from now on) to reach higher Access Tiers by assisting teammates in killing humans. First, we will go over the abilities you start with and what everything listed on the screen means. Important abilities will be explained in more detail further into the guide.
- The name of the room you are currently viewing.
- You can use WASD to move to adjacent rooms. Moving rooms this way does NOT cost AP and will be one of your main ways of getting around the facility. W takes you to the room you are looking at, which you will probably use the most.
- Pressing TAB opens your map. This will be one of your other main ways of traversing the facility. You can use it to see your teammates’ locations (indicated by red dots)* and to swap to any zone or room from anywhere, so long as you have enough AP. You can also view the total amount of lifeforms at the top left; at Access Tier 1, you can only see how many SCPs and humans are currently alive, and it does not specify human classes.
- By pointing your mouse at any location on your screen, you can press E to ping a location for your teammates. Pings are only visible from roughly a room away, so be aware of your teammates’ locations when doing so. Using a ping costs 5 AP, and only 3 total can be used at any given time. Humans cannot see pings.
- Speakers exist in virtually every room in the facility and can be used to talk to humans. Your voice will have a robotic filter, and your teammates will not be able to hear you in SCP team chat. While speaking, AP regeneration will be paused. The keybind is the same as your radio key (the keybind listed in the screenshot is not the default).
- This bar lists your current Access Tier and how much EXP is needed to reach the next. You can view a comprehensive list of what actions give EXP here.[en.scpslgame.com] Effective ways of gaining EXP will be explained later in the guide.
- This bar shows how much AP you currently have out of your maximum. AP regenerates slowly or quickly depending on your Access Tier. Nearly every action except moving your mouse and swapping cameras with WASD takes/drains AP or halts regeneration.
You also have another important ability — door locking. You can lock a door by hovering over a door icon and right-clicking. This costs 5 AP initially and drains over time, draining faster the longer the door is locked. Locking a door prevents humans from opening it unless blown up by a grenade or destroyed by SCP-018. You can press R to release all door locks at any time. Moving to a room not connected to the door you are currently locking will also unlock it. Unlocking a door puts that specific door on a short cooldown before it can be locked again. SCPs can still open doors while they are locked.
Bonus: You can zoom with scroll wheel. This doesn’t cost AP. Zooming in on a camera leaves it zoomed in when you switch to a different one.
*At the time of writing this guide, there is currently a bug with SCP-079 that occasionally causes teammates’ dots on the map to not update/show properly until Access Tier 3.
Abilities (Access Tier 2)
Once you gain 80 experience, you will rank up to Access Tier 2. Along with all abilities previously stated, you gain 10 more power, slightly faster power regeneration, and a new ability — Blackout. This costs 15 power and disables all of the lights in the room you are currently in. Blacking out a room gives your SCPs significant vision advantage against humans. It is especially useful for SCP-173, who can move freely in blacked out rooms, so long as humans are not using flashlights. At Access Tier 2, only one Blackout can be done at a time.*
The information at the top left of your map has also been upgraded to specify between civilian (Class-D, Scientists) and military (Guards, MTF, Chaos).
*There is an extremely rare bug that causes you to be unable to use Blackout in a room, saying the limit has been reached despite not using it, or giving an extremely long cooldown time. This can usually be fixed by going up another Access Tier.
Abilities (Access Tier 3)
After gaining 130 more experience, you will reach Access Tier 3. You have 15 more power (for a total of 125), can now Blackout two rooms at a time, and have another new ability, Lockdown. It costs 100 power and locks every door in the room you are in for 10 seconds, preventing humans from opening them. SCPs can still open doors locked using Lockdown.
At Access Tier 3, using Lockdown prevents power from being regenerated while it is active. Lockdown CANNOT be cancelled once used, so use it carefully.
Your teammates’ dots on your map have also been upgraded to arrows that show their exact movement at any given time, and the information at the top left has been upgraded to specify between Class-D, Scientists, Guards/MTF, and Chaos.
Abilities (Access Tier 4)
After 250 more EXP, you will reach Access Tier 4, which allows you to black out one more room (3 total) and grants you 25 more AP (150 total). Additionally, the markers for your teammates on your map will specify which SCP they are. The Lockdown ability will no longer completely halt AP regeneration, and instead will cut AP regeneration in half for the duration that it is active.
!!! Not currently implemented: !!!
In the future, there will be a passive ability called Breach Scanner. This ability, activated from your map, attempts to scan the facility for players who have been in one area for too long. If a player meets this criteria, you are notified of their location, and a loud siren is played in the room. Breach Scanner is a great anti-camping measure to help find players who may be hiding or stalling the round. AP regeneration is cut to a third of its normal rate while Breach Scanner is active.
Even though Breach Scanner may be useful, at Access Tier 4, you will have enough AP to quickly check every room in the facility yourself. It will probably work best to have the ability running in the background while you are doing other things around the facility. This ability will be explained more in-depth once it is officially added.
Abilities (Access Tier 5)
Once you have gained 500 more EXP, you will reach Access Tier 5, the final tier. You have 200 total AP, and it regenerates extremely fast, making most actions non-issues. Currently, you only gain one ability — Zone-Wide Blackout. This ability costs 200 AP and blacks out every room in the specified zone for one minute. It has a 90 second cooldown, meaning there is a 30 second delay before it can be activated again. Zone-Wide Blackout is activated by pressing the ! icon next to the zone names on your map.
!!! Not currently implemented: !!!
There will soon be a new Access Tier 5 ability called Alpha Warhead Override. Costing 200 AP, you will be able to manually activate the Alpha Warhead yourself and survive the blast if it goes off successfully in this manner. If all of your teammates die either by the blast or afterwards on Surface, you will still be recontained. Specifics regarding activation are currently unknown and will be explained in detail once it is implemented.
Generators
Unlike every other playable SCP, 079 is not contained by typical means; instead, it is recontained by three points around Heavy Containment Zone known as Generators being activated by humans. Generators can be opened with any card that has Armory Access 2, and can be turned on by opening the case and interacting with the lever inside. Generators can be disabled by interacting with the red button.
From initial startup, it takes a Generator roughly 2 minutes to become engaged if not turned off. Once a Generator is engaged, it cannot be disengaged. Turning off a Generator makes the time slowly tick back to its maximum of 2 minutes depending on how much time was left. You will want to deal with Generators as swiftly as possible to prevent their remaining time from snowballing out of control.
SCP-079 is recontained when all three Generators are engaged and a human goes into its containment chamber and shoots the emergency overcharge button. It is also recontained when all of its other teammates die. 079’s containment chamber cannot be accessed in any way (except by SCP-106, who cannot activate the button anyways) unless all three Generators are engaged, or 079 is recontained due to its teammates dying.
When the facility overcharges, all HCZ lights go out and all doors are locked for a short period of time.
Generators can spawn in the following locations and are randomized each round:
- Alpha Warhead Silo (2 possible)
- Server Room (2 possible)
- Micro HID Hallway (2 possible)
- HCZ Armory (2 possible)
- 079 Containment Hallway (2 possible)
- 049 Containment Hallway (1 possible)
- 096 Containment Room (1 possible)
- 106 Containment Room (1 possible)
- 939 Containment Chamber (1 possible)
- HCZ Test Room AKA “Old 939 Containment Chamber” (1 possible)
When a Generator is enabled, you are given a warning at the bottom left of your screen and told where the Generator is located. The room will also flash red on your map. There is no way to disable Generators yourself; you must rely on your teammates to do it for you by instructing them to turn them off and leading them to their locations, using verbal directions and/or pings.
Tesla Gates
Tesla Gates are large electricity coils located in at least one and at most three hallways in Heavy Containment Zone. When an SCP or human approaches them, they will fire off a large wall of electricity after a short startup, and cool down long enough for them to pass. Any humans that walk into them when activated will immediately die, and any SCP will take heavy damage. Tesla Gates are very loud and can usually be heard from many rooms away when activated.
SCP-079 has the ability to activate Tesla Gates. When interacted with, they will instantly fire off another wall of electricity and be put on a 5 second cooldown before 079 can interact with them again. They will still set off normally if an SCP or human is nearby while 079 is on cooldown. Firing a Tesla Gate costs 40 AP.
Tesla Gates are intended to give 1.5x EXP if you kill a human with them; however, it currently seems to be bugged and only rewards normal EXP as if it were a termination assist. It is unknown if this is will be fixed or if it is intentional.
When being looked at by 079, Tesla Gates will appear to be ready to activate. This is usually an easy giveaway to nearby humans that 079 is watching. However, in most situations, simply just staring at a Tesla Gate will be enough to scare off humans and will force them to go a different direction.
Alpha Warhead Detonation Sequence
As an 079, the Alpha Warhead detonation sequence (AKA “nuke”) is one of the worst scenarios for you to be in. The detonation sequence forces all doors in the facility to stay open until it is deactivated, meaning you will be completely unable to close doors to assist your teammates in pursuing or running from humans. However, you will still be able to call elevators, activate Tesla Gates, and use Blackout.
Countering the nuke is quite simple; just periodically check the Alpha Warhead Silo to see if the lever is switched ON. It will be green if the nuke is armed, and red if it is unarmed. If you notice that the nuke button is green, try to call for one or more of your teammates to make their way over and disable it.
When the Alpha Warhead detonation sequence is engaged, calmly let your SCPs know that you cannot control any doors and lead them to the Alpha Warhead Silo to disable it. Be cautious before sending your SCPs down the elevator, as MTF will often attempt to defend the nuke by setting grenade traps in the elevator or positioning themselves to shoot any aggressors.
The nuke is disengaged by pressing the large red button, then flipping the lever on the left to OFF. Make sure whoever turns the nuke off does not forget to also flip the lever.
If the Alpha Warhead is activated multiple times in a match, the countdown will start at the lowest ten second interval that the countdown has passed. For example, if you cancel the detonation at 67 seconds, the next time it is engaged, the countdown will start back at 70 seconds. The only exception to this is when it is at or below 30 seconds; the timer will always go back up to 30 seconds and never any lower. At 10 seconds, the Alpha Warhead can no longer be disengaged.
In EXTREMELY rare scenarios, it can be a good idea to let the nuke go off. This will kill you. However, if the Alpha Warhead was flipped on while you weren’t paying attention and there isn’t enough time for your SCPs to get to the Alpha Warhead Silo, the only thing you can do is accept your death and hope they win in your stead on Surface Zone. It is very hard to back yourself into this situation.
SCP Teammate Strengths and Weaknesses
Your potential teammates all have significant strengths and weaknesses that need to be accounted for. It’s important to be well aware of both what you can utilize to the fullest, and what can potentially be your downfall.
Most tips given for dealing with your teammates’ weaknesses basically boil down to “lock doors and make sure they have a teammate nearby.” However, it’s still important to understand what specifically their biggest weaknesses are so you know what to watch for, especially in chaotic moments. Your teammates will not always communicate with you when they are in danger.
SCP-096 will not be discussed in this section; as of 12.0, it is hard-coded that 079 and 096 cannot spawn together under normal circumstances. The only way it can happen is if every single SCP is forced to spawn due to an extremely large server population. This is because 096 is the only playable SCP that is an active detriment to a teammate at almost all times, as it destroys 079’s doors. We do not play on servers with large player counts, nor do we plan to; just know that 079 and 096 are a horrendous combination with almost no benefits to either player. Any benefits you can think of for 079 could be fulfilled much better by a different SCP. Can you tell we don’t like SCP-096?
SCP-049/049-2
Pros
- Even a horde of just a handful of 049-2 subjects can be one of the most powerful forces in the game. They can easily split up an entire wave just by picking people off or causing them to use their medkits. You will still get full EXP for any humans killed by 049-2 subjects. They also make amazing scouts for disabling Generators and the Alpha Warhead so you don’t have to send one of your stronger teammates out of the action to deal with them.
Cons
- Good Sense of the Doctor and Lobotomized Bloodlust cannot activate in Blackouts. Avoid blacking out rooms where 049 and 049-2 subjects are chasing people, and instead try to lock doors or use Lockdown.
- 049 has the lowest Hume Shield (HS) of all playable SCPs (049-2 not included) and is prone to getting quickly melted. Always ensure they have backup from either 049-2 subjects or another SCP.
- 049 needs to be stationary for long periods of time in order to revive 049-2 subjects and is extremely squishy. You can assist them by locking any doors in the room they are in that have hostile humans nearby.
- 049’s killing potential on their own is extremely poor, especially against MTF/Chaos. It is helpful to try and lock them in rooms with only one or two targets at a time if possible, or call over another SCP teammate to assist them.
- You cannot view the locations of 049-2 subjects on your map.
SCP-106
Pros
- 106 is able to effortlessly slip out of most combat situations fairly unpunished with good ability/HS management. They have an extremely large amount of HS the lower their HP gets and can regenerate it with Stalk. Ensure that they are in a safe location when using Stalk, as they are vulnerable during the startup animation.
- 106 is the best flanker in the game after the first spawnwave. 106’s footstep sounds easily get lost among all of the other sounds in the game (human footsteps, gunfire, grenades, etc). They also have an ability called Hunter’s Atlas that allows them to teleport to any room nearby within a decent radius to pick off people from behind who aren’t paying attention.
Cons
- No longer boasting bullet resistance, 106 is now incredibly squishy, especially while their Stalk is on cooldown. Try to make sure your 106 is not going in alone and lock doors for them if they are attempting to retreat from hostile humans.
- Due to Vigor not regenerating while Stalk/Hunter’s Atlas is on cooldown, 106 can be left incredibly vulnerable if a flank goes wrong. If you notice they are going for a flank, attempt to spread out humans by cutting them off with door locking so 106 only has to deal with smaller and far less dangerous groups.
SCP-173
Pros
- 173 is immensely powerful in Blackouts and can freely move and instakill anyone in a blacked out room. This is incredibly powerful early-game when virtually nobody has a flashlight to stop them.
Cons
- Due to all doors having windows, 173 is much weaker in Entrance Zone compared to other zones, as it can constantly be prevented from moving. If you have the AP, use your Blackout ability liberally around 173 to help them safely traverse.
- Despite being amazing in Blackouts most of the time, if even one person has a flashlight, 173 will be unable to move freely. Make sure another SCP is with 173 during fights to deal with flashlight users.
- 173 is prone to getting trapped in rooms, especially SCP-914, forcing you to waste large amounts of power to help them get out. You can assist them by using Blackout to ensure they safely escape before doors are closed, or locking doors while they are getting kills to prevent humans from shutting them.
SCP-939
Pros
- 939’s abilities make it one of the best SCPs to help set up ambushes for your team. Amnestic Cloud is extremely powerful in high-combat areas (especially Server Room) as it prevents usage of medical items and reloading. Its silent footsteps and Lunge ability also make it an amazing ambusher on its own.
Cons
- Since it is blind, 939 cannot see stationary/sneaking humans. You can easily assist them by pinging the location of hiding humans. This negative can basically be a positive in some situations, as humans will instinctively sneak or stop moving when they see 939, allowing them to be easily trapped and killed after a ping.
- 939 is incredibly vulnerable to gunfire and even the Micro HID when out of stamina. If you notice your 939 is in danger and can’t sprint, try to lock and/or close doors on hostile humans as long as possible until they are somewhere safe to regenerate their stamina.
Gameplay: Assessing Your Situation
Now that you know about 079’s Access Tiers and abilities, it’s time to learn how to actually play.
When you spawn, the very first thing you want to do is assess your current situation. First, always try to talk to your teammates right when you spawn and say hello. Your teammates knowing they have a cooperative 079 will always boost their confidence. Check the top left of your map to see how many SCPs there are (dependent on server size) if some teammates aren’t talking. You can also check the red dots on the map and your teammates will probably still be in/near their containment chambers.* Remember to tap the space bar to get your camera moving freely.
The first assistance you will want to give to your teammates is directions to Light Containment Zone, marked as Elevators A and B in Heavy Containment Zone. For example: “049, go to the right from your room to get to elevator” or “106, go straight all the way to get to elevator.” You can even make a path by opening doors for them that lead to the nearest elevator if necessary. If you have an 049 on your team, it can be helpful to make sure their elevator is called for them so that they can get to Light Containment quicker.
!!! It is STRONGLY ADVISED to NOT lead your teammates to the Entrance Zone checkpoints. !!! It is VERY easy for Facility Guards to kill an SCP at the beginning of the game, and you will be powerless to help them as you will be a low Access Tier. Try to direct them away from checkpoints as much as possible. If you are Access Tier 1-2 and a teammate is requesting help with Facility Guards while you’re busy in LCZ, instruct them to run away as soon as possible.
*As stated earlier, at the time of writing this guide, there is a bug where occasionally teammate dots do not show correctly in Access Tiers 1-2. This is why it is a good idea to simply ask what SCPs you have. If a teammate isn’t talking, ask them to press their microphone button so you can see what SCP they are.
Gameplay: The Light Containment Massacre (Tiers 1-3)
The most important thing for any 079 player is acquiring as much EXP as possible. Higher Access Tiers grant you increased AP regeneration, higher maximum AP, and more abilities, allowing you to do your job much more effectively. You gain EXP from a multitude of different ways, but the most significant one is witnessing/assisting kills. You will just need to be in the same room as the victim in order to get witness EXP, and will need to do an action such as door closing/locking or Blackout to get assist EXP. Witness EXP is half of what assist EXP would be.
List of human EXP values
- Scientists: 50 EXP Assist, 25 EXP Witness
- Class-D: 40 EXP Assist, 20 EXP Witness
- MTF/Chaos: 30 EXP Assist, 15 EXP Witness
- Guards: 25 EXP Assist, 12.5 EXP Witness
There is roughly a five minute time-frame before the first spawnwave. This means that, most of the time, your generators and teammates will be safe from harm, allowing you to focus all of your AP on getting kills rather than protecting your teammates. This is also the point in the game where Scientists and Class-D are still alive, each giving significantly more EXP than Guards/MTF, while also being much more powerless and easy to track down.
As stated in the previous section, it is strongly recommended to assist teammates in LCZ instead of HCZ. Aside from Guards being able to significantly harm your teammates, in order to reach Access Tier 2, it takes roughly 3 Guard assists, while only taking two Class-D/Scientist assists.
Now that we’ve given our teammates directions to LCZ, it’s time to actually start getting assists.
As an 079 player, SCP-173 will be your best friend at the beginning of the game. If you notice you have one, immediately go to their chamber after directing your other teammates to LCZ. If you don’t have a 173, simply assist the first SCP that makes it to LCZ.
It’s usually a good idea to give your teammates directions to SCP-914, as that is where most Class-D and Scientists will be. We suggest using first-person perspective and WASD to move rooms, as this saves your AP, which you have very little of at Access Tier 1. Assist them in killing anyone on their way to 914 by closing the door on their prey. You will typically have to do very little door locking, as just closing a door is usually enough to get a kill. You will also want to refrain from excessive door locking at Access Tier 1/2 anyways, as it heavily drains your power.
Once the SCP reaches 914, get a glance on the inside to see how many victims there are. You can either wait for a human to open the door, as one almost always does, or try to open it right away if you have enough power. It’s suggested to just wait for a human to open it, as it costs 50 AP to open 914’s gate.
SCP-173 will most likely get trapped inside or be unable to kill everyone in time, so if you are still Access Tier 1, save more AP than the 50 required if you need to manually open 914 so you are able to lock the door while it’s open and assist in the cleanup chase afterwards. If possible, try to get a second SCP to 914 to assist in cleanup. If you are Access Tier 2 by this point and 173 is outside of 914, wait until you have 65 AP to open the gate, then Blackout the room by pressing F.
If no one is in 914 or it’s already cleared, simply follow the nearest teammate around and ask your teammates to tell you if they’re chasing someone. If you have a 939, you can assist them by pinging any humans near them that you see; making a habit of pinging humans anyways is a good idea, as pings can be one of the best ways to help your teammates in any situation.
Don’t forget to check rooms such as Test Room/TC01/”candy room,” Glass Room/GR18, Armory, and any other dead end rooms for anyone that may be hiding in them. You can also ask your teammates to check the Airlock cubbies and WC/Bathroom, as there are no cameras that can view these spots.
After you sweep LCZ once, it’s time to get some of your teammates back to HCZ to deal with Guards, Class-D or Scientists who slipped past, and any generators that may have been activated. Remember to give them directions back to the elevators.
Gameplay: The First Spawnwave (Tiers 3-4)
By now, you have hopefully reached a decent Access Tier, and your SCPs are either finishing up their sweep of LCZ, or roaming around HCZ.
A lot of pressure lies on you to coordinate fights for your teammates and assist their movement around the facility, and the best way to learn what to do comes down to experience and gamesense. How the game plays out begins to differ massively from here depending on how the round has gone so far. MTF will typically spawn first, but just know that if Chaos spawns first, the game is basically over. This is because win conditions suck. All tips for fighting MTF typically apply to Chaos as well.
The first and most important thing for you to focus on is taking care of yourself and your SCPs. Your teammates have limited health, and you have three Generators that need to be protected.
!!! Do NOT encourage your team to rush MTF in EZ right after a spawn unless you are all able to coordinate incredibly well. !!! Even then, rushes are difficult to pull off without your teammates receiving heavy damage. If any teammates are in EZ post spawn, strongly encourage them to return to HCZ. Inform your teammates which checkpoint is closer to Gate B, and advise them to stay away from there for the time being. Playing defensive with your team is ALWAYS safer than playing aggressive. When in doubt, wait for enemies to come to you.
If you haven’t been able to already, take a mental note of where your Generators are located. Some Generators are much easier to hold than others, such as Generators in Alpha Warhead Silo, Server Room, and any that may be directly in front of a checkpoint. Remember that long sightlines are a massive advantage to the MTF — any place where they can blow up doors and give themselves a long corridor to shoot down is incredibly dangerous to your team.
Smart MTF teams may attempt to camp your Generators; in these situations, you will need to decide if the Generator is worth fighting for, or if it should be classified as a lost cause. Factors such as door access, number of MTF camping, and Generator placement are important things to consider. This is up to you to decide personally and depends on the status of the match.
Setting up Ambushes and Knowing Your SCPs
Setting up ambushes will be your best tactic against competent MTF teams. Possibly the best rooms to do these in are X intersections, as they have the most paths for your SCPs to approach and retreat the room from. Checkpoints themselves can also be great ambush spots, as the blast doors before them can be locked and are unable to be destroyed by any means, trapping any humans inside. You’ll just want to be cautious and make sure there are not an overwhelming amount of MTF for your team to deal with. These ambush setup spots are not definitive, so feel free to experiment and find what works best for you.
Each SCP benefits differently from ambushes:
- 939’s Lunge ability works great as an opener as it allows for an immediate instant kill. Their Amnestic Cloud may give away their presence, but it also prevents reloads and healing for all players affected by it. If you have a 939 on your team, Server Room is an extremely powerful Amnestic Cloud spot.
- 173’s Tantrum ability can slow down MTF who are attempting to escape if they manage to open locked doors (grenades, SCP-2176 “Ghostlight,” SCP-018 “Ball”). They can also swiftly kill everyone in the room if none of them have a flashlight and Blackout is used.
- 106 can flank behind the group of MTF with Stalk or Hunter’s Atlas while the rest of your team pushes from the other side for a devastating pincer attack.
- 049 might be the worst SCP for ambushing on their own; however, if they have a sizable amount of 049-2 subjects, you can have an incredibly powerful force. Each 049-2 subject is an extra pair of eyes and up to 700 more HP per subject for your team if Good Sense of the Doctor and The Doctor’s Call are used. 049-2 subjects can also be revived after being killed if they consent, allowing you to completely overwhelm the opposition with sheer numbers.
Gameplay: Further Spawnwaves, Ending the Game (Tiers 4-5)
As the game progresses, spawnwaves of MTF become more and more dangerous. This is because players have knowledge of Generator locations and SCP health, and can continue to blow up more doors. It is also likely that they have managed to acquire a card to open the Alpha Warhead button on surface. In servers with Autonuke plugins, each wave means you are closer to unstoppable death.
Thankfully, you can still follow the same principles you used for dealing with earlier spawnwaves — split up MTF to make them easier to deal with and minimize damage taken by your team, lock doors behind your fleeing teammates to help them safely retreat, etc. As your teammates get weaker and waves become stronger, you need to really decide if you want to be offensive or defensive; it’s up to you, and entirely dependent on the state of the match.
If Chaos spawns and there are only a couple Foundation targets left, it may be a good idea to have your teammates hide while Chaos cleans them up. Logicers and Shotguns can easily shred your teammates, and there isn’t much reason to take unnecessary risks with Chaos when they are capable of ending the game themselves. We do not suggest attempting to team with Chaos, as it is hard to know if they are immediately hostile or not. Plus, teaming is boring. If your teammates have good health remaining and you feel you can take on a Chaos wave, feel free to satiate your bloodlust and slaughter them.
Around this time, you’ll hopefully also reach Access Tier 5, with a whopping 11.2 AP per second regeneration and the Zone-Wide Blackout ability. It’s a good idea to use Zone-Wide Blackout pretty much constantly in HCZ, as your power will regenerate extremely quickly and it makes it much harder for the MTF to traverse and enable Generators.
However, do realize that your teammates can’t keep killing MTF forever. You’ll have to eventually end the game by killing all members of the opposing faction before your SCPs lose all of their health. Most humans will die inevitably, but it can be difficult to find the last few, especially since Breach Scanner is not currently implemented. Some hiding spots to be aware of are the escape tunnel on Surface, surface nuke room, SCP-049’s Chamber, SCP-106’s Chamber, Server Room (under stairs/behind servers), Alpha Warhead Silo, dead ends/red rooms in EZ, Micro HID, and SCP-096’s Chamber. It’s very likely that your teammates will check everywhere else, so if it’s been a while and you haven’t found the last person, start checking those rooms.
Tips and Tricks
This section is dedicated to advanced tech and pieces of information either didn’t fit anywhere else in the guide, or are placed here for ease of access.
Just Closing Doors is Enough
Type: Power Conservation
Seriously. Especially early in the game, just closing the door without locking it can be enough to score a kill, as people will often assume 079 closing it means it will be locked, or it gave your SCP just enough distance to confirm the kill. They may also try to go in different doors if in an intersection, which you can also close on them to delay them for longer and cheaper.
Lock Juggling
Type: Power Conservation
Lock juggling is similar to simply closing doors, but it’s useful in certain situations to avoid locking two doors at once. If someone sees a door is locked in an intersection, they will typically try to go for the other unlocked doors. Lock the door, and once they turn away from it, immediately press R to unlock it, then quickly lock the next one they are traveling to.
(Video example coming soon)
Miscellaneous Sources of EXP
Type: Gaining EXP
Aside from termination assists and witnesses, there are several different events that you can trigger to gain EXP.
- Chase Assist: 5 EXP. Gained for closing a door on a fleeing human victim. Will likely happen naturally. This bonus has a 5 second cooldown.
- Protecting a Teammate from attackers: 10-60 EXP. Requires you to close and lock the door between an SCP and their attackers after the SCP has taken at least 100 damage (excluding HS). Amount of EXP scales with the amount of attackers blocked off, up to 5 for 60 EXP. It has no cooldown, but after triggering, the SCP must meet the damage taken threshold in order to activate it again.
- Preventing use of the Micro HID: 50 EXP. You must close a door between one of your SCPs and a human using the Micro HID, and you will get it once the human cancels the attack. The human must have fully revved the Micro HID to fire, and it must have at least 80% charge remaining. You will also get this EXP reward on top of the termination reward if a door is locked in the room. This can only occur once per game.
Tesla Camera Hiding
Type: Direct Killing, Gaining EXP
Tesla Gates are currently the only way 079 can directly kill humans. It’s also really funny. Doing so is pretty difficult, however, since when you are occupying a camera in the same room as a Tesla Gate, it will hum and emit particles as if it is ready to fire. With some planning and quick reactions, you can basically get completely free Tesla Gate kills.
- Identify a Tesla Gate that you believe humans will soon walk through.
- Position yourself in a camera one room past the Tesla Gate, away from the side that the humans will be walking into. Face the room with the gate.
- When the humans begin to approach the gate and it starts to hum, quickly press W and move your mouse to the Tesla Gate icon. Wait for it to zap once, then click the button.
Early Ambushing With SCP-106
Type: Killing MTF, Gaining EXP
SCP-106 is a very powerful ambush SCP, and you can assist them greatly with the use of Blackout. You can score some early kills on an MTF spawnwave by having them hide near the corner of the Gate B elevator before MTF spawn, and blacking out the room when the elevator comes down. Make sure 106 doesn’t go into the elevator, or they will be in an extremely dangerous spot. You will also want to make sure they have their Stalk/Hunter’s Atlas ready so they can swiftly escape if needed. This strategy can be very risky, and we only suggest doing it if you really trust your 106 player. You can see this strategy executed in this video clip: https://youtu.be/beBUqUIAGiw