SCP: Secret Laboratory – Tricks, Strategies,Guide, Cheats, Tips and Secrets
Status Completed
Type Novel
Author GameguideeBooks
Posted By
Posted On
Updated On

SCP: Secret Laboratory – Tricks, Strategies,Guide, Cheats, Tips and Secrets

Synopsis SCP: Secret Laboratory – Tricks, Strategies,Guide, Cheats, Tips and Secrets

SCP: Secret Laboratory

Cheat Codes:
Submitted by: David K.

Item IDs and Class IDs for Server Owners:
Written by Lawfulpotato

A few of the cheat codes available in this game, only accessable by server


Use ~ to open console.

-===Spawn Item Commands===-
Use Give ### to spawn items.

-=Item Numbers=-
000 Janitor keycard
001 Scientist keycard
002 Major scientist keycard
003 Zone manager keycard
004 Guard keycard
005 Senior guard keycard
006 Containment engineer keycard
007 MTF Lieutenant keycard
008 MTF Commander keycard
009 Facility manager keycard
010 Chaos Insurgency device
011 O5 keycard
012 Radio
013 M1911
014 Medkit
015 Flashlight
016 MicroHD
017 Coin
018 Cup
019 Ammo meter
020 E-11 Standard rifle
021 SBX-7 pistol
022 SFA Ammo (Warning: Not item that can be usually in inventory)
023 Skorpion SMG
024 Logicer
025 Postitron grenade
026 Smoke grenade
027 Disarmer
028 RAT ammo (*)
029 PAT ammo (*)

* Warning: Not item that can be usually in inventory & does not affect
ammo count.

-===Class IDs===-
Force class syntax.

Forceclass ###

000 SCP 173
001 Class D
002 Spectator
003 SCP 106
004 Nine tailed fox scientist
005 SCP 049
006 Scientist
007 SCP 079
008 Chaos Insurgency
009 SCP 457 (Warning: As far as I know, this SCP doesnt work yet)
010 SCP 049-2
011 Nine Tailed Fox lieutenant
012 Nine Tailed Fox Commander
013 Nine Tailed Fox Guard
014 Tutorial

Gameplay Tips:
Written by Agent doub1e

1.Doors can really help you or hurt you if used a certain way. In some
cases where
  079 is there then you must make
sure most doors around are open and you have other
  escape routes if you aare caught by
a SCP or an MTF off guard.
2.Doors can also really screw you over if you are with others and they
decide to
  close them on you while on the run
from something or someone.
3.Last thing about doors (For now :D) is that they can REALLY help against
  from SCPs and foes. Yes 106 can
walk through doors, but the doors still slow him
  down quite a lot actually so using
this to get away and maybe find a spot to hide
  is the best way to get out of a
situation like that. Same goes for MTF, CI, Armed
  Class D/Researcher, etc.
4.Do not think you are all high and mightly as ANY class, even if you are a
  SCPs can be quickly taken down by a
well combined MTF or CI Force. MTF can be
  taken down by experinced Class D
who know their way with the weapons and combat.
  Class D can be taken down the same
way if not careful. As each class it’s best
  to stick together in every
situation other than maybe fleeing from an SCP.
5.As an SCP do not underestimate your own power of what you can do. 106 can
use the
  corriosion for faster key transport
like if you wanted to put a spot near your
  chamber so you don’t get contained
you must place it near the button to guard
  and then use it when you feel
someone is about to press it. 049 can make an
  entire army of 400 hp zombies that
can easily take down anyone by suprise.
6.As a Chaos PLEASE know the difference between another CI and a MTF. CI =

teamkilled is not a fun way to go out.
7.As a MTF, Read 6 and vise versa…
8.As a MTF Lieutenant, command who is lower than you. let people know what
  are doing or what plans you have if
you know the basic area and directions.
9.As a MTF Commander, same thing as Lieutenant but you also command them.
  do use your card as much as you can
to get you and your squad down to Heavy
  Containment Zone (HCZ) and eliminate
as many SCPs as possible and maybe keep
  2-4 people remain in Entrence Zone
(EZ) to make sure no Class D or SCPs reach
  the surface.
10.Being a Class D can go many ways and some options are better than others
   it all depends in what type of
lobby you are in with others. Most of the time
   the Class D are all just trying to
hog whatever they can to escape which ends
   in them recklessly all dying. Use
taht to your advantage if you are in that
   type of game and try to slip by or
get what they dropped but also only take
   what you need.
10b.If the others are also communicating and trying to play it safe then
try to
    work with them to get what you
all need which is a high level card. Find ANY
    card and then find SCP 914. You
are now already this close to escapng!
    If you did the tutorial then this
should be easy to find out how to get it
    to a O5 Level Card.
11.Do not touch or mess with something you do not know. That simple!
12.Tesla Gates are more useful then you think and can help you lose your
13.Take your time on the Tesla Gates and do not try to rush past them which
can lead
   to a quick instant death that you
will most likely not be happy about.

Written by Steelpoint

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

(entrance zones and entrance gate areas).

Card prefixes are as follow:

CC = Containment Chamber access
AA = Armoury Access
IA = Intercom Access
CA = Checkpoint Access
EGA = Entrance Gate Access

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

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

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

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

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

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

Tier 2 – Senior Guard

Tier 3 – MTF Lieutenant

Tier 4 – MTF Commander

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

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

Tier 3 – Chaos Insurgency Hacking Device

Tier 4 – O5 Command Keycard
CC = ALL| AA = ALL | IA = YES | CA = YES | EGA = YES

How to Win Against Scientists as a D-class:
Written by Balizaj

Ever wondered how to steal the scientists cards and laugh at them while you

escape, and they die in the decontamination? Well, here is how.

The absolute basics of winning over your scientist overlords.
Get a Gun and Shoot Them
A gun can spawn in a few different places in the light containment zone.
are 3 guns in the armory, but assuming the game just began, you won’t have
good enough keycard to open it. A gun can also spawn in the following

SCP-372’s chamber
SCP-173’s chamber
SCP-012’s chamber

Where the gun spawns is completely random, but you may also find a keycard
the places mentioned above. You can use this keycard to access SCP-914,
a scientist has probably already found his way.

To upgrade your keycard in SCP-914, you need to drop it. Use this to your

advantage. When a scientist drops a card, simply pick it up and upgrade it
yourself. On some custom servers you can also put the scientists on the
or Coarse setting to kill them as a part of a custom plugin. Be careful, as

this will destroy their card as well.

Lesser Known Methods

It’s unlikely that you’re going to get it early in the game, I’ve only
gotten it
about twice my entire time playing this game. In SCP-372’s chambers are 2
cabinets. Holding E on them will search them and grant you a nifty item.
it’s junk like a 50 cent coin or a flashlight, but every once in a while
you can
get a disarmer. Find a scientist and disarm them with it, you can steal
cards, guns and everything else they had. You can also steal their cards
and trap
them in a room with no chance of getting out.

If you are running away from SCP-173, and a scientist is on the other side
of the
door, looking at SCP-173, you can close the door behind him, forcing him to
wait until SCP-173 snaps his neck or turning around to open the door,
SCP-173 snap his neck. Win/win.

Other times, you can convince SCPs to kill the scientists for you. Just
that you will turn into Chaos Insurgency when you escape and you will help
and the open the door to SCP-914 for your new friends while the scientists
busy upgrading.

-=Chaos Insurgency=-
Okay, not really a less known method, but Chaos Insurgency are your friends
will happily destroy and scientist that comes their way. You just have to
out until they get to light containment zone.

Things to Watch Out For

If a scientists feels threatened, they might pull a gun on you. Hint, hint:
don’t want that. Make sure that you or another D-class gets a gun, not a

-=Nine Tailed Fox=-
You might want to stay on a scientists good side for when Nine Tailed Fox

inevitably show up and want to kill you. If you are on the scientists good
they can tell them otherwise and convince them to either disarm you or just
you, which is what you want.

Even your fellow D-class can betray you, if they had a deal with the
Trust no one. If you hear an announcement on the intercom VERY CLEARLY
stating that
they are CHAOS INSURGENCY, example: “Hey what’s up everyone! chaos in
the building,
here to save the d-bois!! immediately assume otherwise.

And Finally…

Be careful, and good luck.

The Section of LCZ:
Written by x3j50

A small summary of the different rooms of LCZ. The new update brought us
numbers on
the walls of rooms. So let’s dive down and see what they identify as.


It means Armory. If you see it, it’s the door to the armory.

-=EX-A and EX-B
Leading to Checkpoint A and Checkpoint B.

The door leading to the hallway containing the door to 012
(the room with the card and the stairs).

It’s the door to SCP-914.

The hallway with the toilets.

-=AL01, AL00, and AL02

The corresponding airlocks.


SCP-372’s Chamber.


PT is obviously short for Peanut. This is the door to 173’s

I forgot what it was after PC, but this is the room with the


Class D Cells.

HS, HC, IX, IT, VT etc

These are just hallways. Nothing much. They have numbers on them to help

Here’s what I know so far on these..

HS: Hallway Straight
HC: Hallway Corner
IX: Intersection (The hallway with four doors on each side)
IT: Intersection (3-Way)
VT: Ventilation (Hallway with the big vent)

Every Item in Light Containment Zone:
Written by Sparragon1

This basic guide will tell you the all the places where you can find items

in Light Containment Zone as a Class-D or Scientist in the early

-=SCP-372’s Chamber=-
You can acess SCP-372’s containment without any keycard and It’s the best
to acess at the start.

(x1) Zone Manager Keycard (next to the drawer)
(x1) Pistol (inside the cell)
(x1 of any) Scientist Keycard / Radio / Flashlight (inside the drawer)

The Bathrooms don’t need a keycard to be acessed, and there’s usualy 1 or

2 items inside.

(x1) Janitor / Scientist Keycard (next to the sinks / on top of the
(x1) Pistol (next to the sinks / on top of the toilets)

-=SCP-012’s Chamber=-
You’ll need a Scientist Keycard or higher to acess this room.

(x1) Pistol (ocasionally spawns on top of the table)
(x1) Major Scientist Keycard (frequently spawns on top of the table)

-=SCP-173’s Chamber=-
This is probably the most dangerous place to look for Items and is usually
you don’t need a keycard to acess this room.

(x1) Pistol (in the control room next to 173’s cell, there’s ocasionally a

-=Armory Room=-
You’ll need a High Level Keycard, obtained via upgrading to acess this room

(x3) Fragmentation Grenade (always appaers inside the crate in the right)

(x3) Flash Grenade (always appears inside the crate in the left
(x1) Project 90 (always appears on top of the table)
(x1) Pistol (always appears on top of the table)
(x1) MP7 (always appears inside the crate behind the table)
(x3) Weapon Manager (always appears on top of the table)
(x3) 7.62 MM ammo (always appears on top of the table)
(x3) 9MM ammo (always appears on top of the table)

This isn’t a room where you’ll obtain items, but where you can upgrad your
or steal Items from others If you’d want to do that for some reason.

Cheat Codes:
While playing the game, press Tilde ~ (The key above TAB) to display the
console window.
Then, type one of the following codes and press [Enter] to activate the
corresponding cheat function.

To list all the COMMANDs you can use, open the console in-game and type in

Gives an item to all players.

Prints a list of all available items.

Clears the console output.

Quits the game.

Shows a list of available commands.

Changes the console refresh mode.

Displays the value of the variable giving its hidden code.

Displays the map seed,

Allows you to fly through the walls,

Switches the RIDS display mode,

Forces a class change.

Prints a list of all available classes.

Move to the selected place,

Unlocks access to the shooting range,

Force round restart.

Configuration file commands.

Bans a player for the period specified.

Reloads the ban list.

Some Tips for Hiding:
Written by Critical Tomatoes

How to hide from an SCP or other baddies.

-=Hiding while Holding Items=-
Ok just when hiding remember that items you are holding may go past the

wall or corner you are using to hide, an example of this is the MTF
rifle as it is quite long and stick out.

-=Hiding from SCPS=-
When hiding from 096 it may be wise to face the wall so if he does go past
your hiding spot he doesn’t immediately get triggered. Hiding from 173 is

similar as he may go past your spot and suddenly stop and turn to see where

he’s being looked at from. Hiding from 939 is quite simple run away from
and close doors, after a while stop, as 939’s movement sense has limited

range he may just assume you went out of range, the next step is simple
hide around the corner. 106 is quite simple to hide from as he is quite
just do the ol’ classic corner trick. 079 if you are afraid of getting
by 079 simple hide under the camera as some of them cant not be moved all
way down, however if you are sticking out a bit 079 may realize that you are

there and tell the other SCPs.

-=Hiding as SCPs=-
Most are pretty simple to hide as, an example is 173 as he is very tall and

doesn’t stick out over the edge of the corner or wall. 939 is a bit tricky
his body is like 173 but horizontal instead of vertical as a result if you
facing the doorway from the corner your head my stick past the wall and
may just see it and go another way, so instead of facing towards the door
facing away or with the door but not at the door’s wall as your head my
through. 096 is hard because of his ambient music and crying (crying only

sounds when he is ready to be enraged) as a result of this either hide as a

last resort or to catch fleeing targets, however if there is a lot of sound

targets may not hear the ambience and just run past you.

-=Hiding as Humans=-
This is quite simple as you just have to make sure no body parts or
is sticking out and can be spotted.

As Captain Price would put it “Check Your Corners”.

Fast Gun Start Guide:
Written by Page Bob Page

Early game strategies for D-class/Scientists to acquire a gun ASAP.

-=Assessing Your Location=-
First thing to do immediately after spawning is to find out what map
LCZ is.

As D-class this can be done immediately after leaving your cell room &
going through a few hallways. As a scientist however this can be more
Scientists spawn at a random important room. This can be a checkpoint, 012,

GR room, WCs, and even 914 in some occasions. Always check behind you when
spawn as a scientist.

A few ways to determine the map layout, is by looking out for how hallways
lined out. If there’s a lot of corners it may be heart or arms. If it
going straight it may be line or loop.

You can also determine the layout based off of important rooms & how
they are

After you’ve found out the map layout it’s time to find a gun!

-=Choosing a Strategy=-
There are two main strategies that may vary based on the situation (How
SCPs/guards arrive, someone has already taken the pistol/looted armoury,
If it is the very start of the game, it can be worth while to hunt for the

pistol along with finding a keycard (If D-class). If scientist however
you haven’t located 914 & armoury yet, this strategy is risky &
most likely
will waste your time.

Rooms where pistol can spawn: 012, WCs (Men’s side), GR room (Inside of the

containment room), and 173’s (PT) room (Door at the top of the staircase

leading into a small security room). There is also an additional one in the

armoury which can be useful if you haven’t found a flashlight yet.

The second strategy is to instead rush to armoury. To do this you’ll
a keycard to access 914 which you’ll need to upgrade said card to a
level to open armoury. Fastest way to do this would be to use 1:1 to get a

guard keycard. 2 times through 1:1 with a scientist/janitor keycard, 1 time

with a zone manager or major scientist keycard.

After obtaining your guard keycard or better, it’s time to find the
If you know the layout of the map this should be relatively simple, and you
have come across it already while searching for the pistol/keycard/914.

The room in particular is marked by ##.

Worst case scenario: Pistol & armoury already looted & SCPs are in
LCZ. In this
situation there’s still hope! But by the time you get your weapon, if at
it will definitely be midgame in the round. You’ll have to bide your time

hiding from SCPs & search every corpse you come across. However, by
this point,
it’ll be much better to just find a keycard that can open checkpoint ASAP
start your search in HCZ instead (Or try to escape).

-=End Notes=-
By this point you’ve either obtained the pistol, or started to loot
If you’re particularly lucky you can easily achieve this before anyone has

found 914, or while everyone is still upgrading their cards. With a weapon

everyone else is at your mercy, and you can defend yourself against
In general I’d advise to always aim for getting a weapon before leaving LCZ

unless SCPs/guards have started to roam the zone.

-=Additional notes=-
When upgrading in 914 do not bother locking the gate. This may sound
at first, but by doing this you are trapping yourself in if an SCP finds
 If there is no one else in 914, or
people you can trust, it is far better
to put your card in the intake before activating the machine, and then
in the corner outside of the gate. This way, if an SCP or other threat
the room, they’ll most likely walk straight into 914 while you can run away

to safety.

Another thing to note: Never upgrade your guns unless you have ammo for
or know you can get ammo for them. If you upgrade your P90 to an
you’ll have one full magazine, and no spare ammo. Much better to just take

the P90 with 2 extra mags from armoury.

Chapter SCP: Secret Laboratory – Tricks, Strategies,Guide, Cheats, Tips and Secrets


Bir cevap yazın

E-posta hesabınız yayımlanmayacak. Gerekli alanlar * ile işaretlenmişlerdir