If you are interested in SCP Secret Lab but
haven't even run it yet, you should install it and make sure you even can. The game is free, but Windows exclusive, needs
a good computer to run, and may not be compatible with all hardware. Most of this video was made between December
and March and was postponed to make revisions for the new 96. So the majority of the footage used in this
video was taken prior to the Scopophobia Update. There is even some pre-Megapatch 2 footage
here. On screen should be everything that differentiates
the footage. The most major thing you need to know while
watching this video is that 96 used to look like "this" and in
the current version of the game, they look like "this". Both are present in the video. To those who haven't played and don't know
much about Secret Lab This game is a very social game and I would
highly suggest you have a microphone. The general experience you will have in this
game is typically determined by the people you play with. Most servers are community hosted, some with
gameplay variations and differing levels of moderation. You can learn about what kind of server you
are playing on by checking the info tab. This appears on the right side of the menu
when you select a server. With that we can get into the guide. The premise of the game is that the SCP Foundation
has had a containment breach at one of their facilities. The foundation sends in the MTF to recover
their important personnel and eliminate everything else. We have 3 teams and 4 locations. The teams are Class-D, Mobile Task Force and
the SCPs. The zones are Surface, Entrance, Heavy Containment
and Light Containment. A match starts with Class-D and Scientists
in Light Containment Facility Guards in Entrance, and SCPs in Heavy
Containment. Except for 173. When D-class escape they join the Chaos and
Scientists join the MTF. Waves of MTF or Chaos Insurgents will spawn
every few minutes on the Surface. These waves consist of about a dozen spectators
choosing from those who have been dead the longest. Now what is each team supposed to do? The MTF of course want to re-secure the facility. They must rescue Scientist personnel and eliminate
any threats to the safety and secrecy of the Foundation. So: the SCPs, D-class and Chaos. The primary objective of the D-class is to
do whatever they can to get out. (ingame) "OK, we're good! Let's go! The Chaos Insurgency, being an anti-SCP Foundation
group, wants to help liberate them and wipe out the MTF team. They only need to concern themselves with
fighting SCPs to the extent at which it helps them save the D-class. SCPs must simply kill everyone involved with
the Foundation. This means the MTF team and D-class. Let no one escape and prevent MTF from retaking
the facility. A match is over when there are no enemies
left to fight. The round ends in an MTF victory when no D-class
have escaped the MTF have retaken the facility and at least
one Scientist got out. If they aren't able to rescue a Scientist
but they achieve everything else the match ends in a stalemate. Alternatively, when the MTF are defeated,
it's an SCP win. Unless a D-class escaped, in which case the
D-class win. Of course the D-class team can also win when
they are the Chaos are the last ones standing but all that really matters is that one of
them survives, and the MTF don't. There is a heavy incentive for both MTF and
SCPs to make a priority out of preventing D-class escapes
because when they do, the only way the D-class can lose is if the MTF retake the facility,
which causes a stalemate. So for SCPs, if they have to make a choice
between killing a Scientist and D-class, they should kill the D-class. This doesn't mean that they should ignore
Scientists. They are still a required part of the MTFs
win condition. If you spawn in a game and are unsure of what
to do, the screen will tell you what your objectives are. If you miss them, hold F1, and it will display
a short overview of your role. In this guide, I'll be covering navigation
and gear before I cover the SCPs themselves. Understanding everything else about the game
first will help provide context to the PVP. Of course, the SCPs are the stars of the game
and all the information in this guide will only be so useful if you don't know about
them and their general gimmicks. So to go over them briefly, SCP 173 is the
statue. Some people call it the Peanut. They cannot move when they are in a clear
line of sight. Everyone on the server blinks simultaneously
every 3 seconds, so they will jump a certain distance when you do so. If they reach you, they will snap your neck
and you will die. They spawn locked in a room up a spiral staircase
in Light Containment. 173 will be unable to leave for 25 seconds. SCP 096 is the Shy Guy. They function opposite of 173 in that you
DON'T want to look at them. When 096 is seen or shot, they will become
enraged, being able to trace any targets who have triggered them through walls
and there won't be many ways to escape them. If you hear an enraged 96 nearby and haven't
seen them, stay out of the way. Anyone who hasn't spotted or shot them won't
be visible during their rage and every additional person who does will
temporarily make 096 stronger. 96 spawns outside the door to their containment
in heavy. They will be immediately free to roam around. SCP 939 refers to these things. We usually call them dogs. Up to two can spawn and they can move at roughly
the same speed you do. They are the only SCP that can sprint like
humans. Their attack deals 65 damage and inflicts
amnesia which prevents you from reloading and using your inventory. They can sneak around without making a sound
or speak to try and convince you they aren't what they are. Your only advantage against them is that they
are blind and can't see you until they have caught you
moving nearby in what WOULD be their line of sight, or you are just making enough noise. You can also be caught if they collide with
you. 939 spawns at the bottom of a pit in Heavy. To get out, they need to travel up this spiraling
ramp. SCP 106 is the Old Man. Some call him Larry. They can walk through doors and set a teleport
location on the ground anywhere they choose. If they hit you, you'll be sent to the pocket
dimension where your health slowly drains. The longer you stay, the faster it will drop,
so you'll want to pick one of the eight halls and walk through them. The odds are slim but you are able to escape
if by chance you manage to choose the right one. When you do, it will drop you outside of 106s
room. When you don't, you just die. Their attack has a cooldown on successful
hits, so if a human has just been grabbed it will take you three seconds before you
can attack again. Another thing to keep in mind is that when
106 sends you to the pocket dimension, they will also deal 40 damage so if you have less HP than 40, you will die on the spot instead. 106 spawns in Heavy at the bottom of their
containment chamber. They will need to travel up a set of stairs
to get out. SCP 049 is the Plague Doctor. They are an SCP that kills on contact but
like 106, they also have an attack cooldown. After someone dies, regardless of how it happened,
there is a 10 second period in which 49 can revive them, turning the player into a zombie. It takes them 7 seconds to revive so they
won't be able to bring back multiple people who have died at the same time. Zombies have a bit more health than human
players but are still prone to headshot damage and can be killed quickly so long as you are
armed. Otherwise they can be trouble. 49 spawns on their own floor, needing to walk down a short hall and take an elevator to reach Heavy. SCP 079 is the Computer. They have access to all the facilities cameras,
doors and tesla gates. While their means of killing you themselves
are limited, if they're traveling with any other SCP, one locked door can mean your doom. There are very few methods of countering an
experienced 79 player. 79 can also talk to humans using speakers
placed in specific rooms. A coordinated SCP team can easily control
the match and wipe everyone out as powerful as they may seem however, they
are definitely not invincible and with the right know-how, they have a few
ways of being dealt with. I'll be getting more into them closer to the
end of the video. If you want to get a feel for the game and
explore the facility without any major threats or time constraints
depending on whether your setup lets you you can create your own private match where you're free to run around by clicking play and create game I’ll be using this to showcase a couple
things. I'm sure if you have ever played a computer
shooter before then you'll know the basic movement controls. They can all be customized but by default:
E is to interact, such as for opening doors or picking up items
Shift is to run, C is to walk Q is for proximity chat and V for radio chat
Tab is for inventory, left click equips and right click drops
N is where you can mute, view steam profiles and report hackers, not rule breakers. P toggles the UI and Control + N opens the radar. Actually that last one isn't real. Ctrl+N crashes the game or something and there
is no map. Not to say there aren't layouts however. There are 5 for each zone. The only thing about them that gets randomized
is what is on each end. The hallways have variants as well. In the Light Containment Layouts however,
the Class D cells, are always in the same spot
and because the following room for each one is different, D-class can immediately know
the layout within the first few seconds of the match. Coming out of Class D spawn, If the first
room is a left turn, you are in the HUB layout. There are also 2 straight halls afterwards
so it's easy to remember. If the first room is a right turn, the layout
is L. This layout normally has no default straight
halls. It's easily the smallest layout and you don't
want to spend a lot of time here. If the first room is a straight hall, the
layout is PSI. If the first room is a T intersection with
hallways on both sides, the layout is Light Ring. However, if the door on the right leads to
an END, then the layout is Mess. This is Light Containment's largest layout. Most of the ends are spaced out from each
other, so you'll want to follow this route on screen for the highest chance of finding
loot. Scientists will spawn at specific ENDS and
the Washrooms hall. With 8 END's each layout and 25 straight hallways
total they have too many starting locations to memorize
the layout from the first room. However, Layouts typically have some distinct
room combinations from each other and eventually start to get familiar. The longer you play, the less aimless wandering
you will be doing. Getting around Light containment isn't all
too difficult. You'll be able to tell what's behind a door
before you open it because each of them are conveniently labeled. HS and HC refer to basic straight and curved
hallways. IT and IX refer to intersections. AL refers to an AirLock. This is a hall variant with a section of doors
where when one opens, the other one closes. There is also a small space in these rooms
for hiding. Other Hall Variants include WC, the Washrooms
and VT, the Green Room. I'll be talking more about the ends later
but the 8 of them are identified as: 914, which is the upgrade room
012, PC 15, GR 18 and PT which are loot rooms. GR 18 being a scientist spawn location and
PT being 173s room 00## is the Light Armory, outside of which
is another Scientist spawn location and then there are 2 Exits, labelled EX A
and B. These are also Scientist spawns. After passing through a checkpoint, there
is a set of elevators that will take you to an end in Heavy Containment. Light will only be accessible for 15 minutes. Afterwards all the doors and elevators lock
shut and anything remaining inside will die to gas. This is referred to as Decontamination. This process is done to prevent people from
hiding in Light and prolonging the match. You'll be safe so long as you can reach an
open elevator and send it to Heavy before the last second of the countdown finishes. The doors will open after the elevator stops,
but only for a moment. To continue on the subject of navigation,
I want to skip over to Entrance Zone which is probably the easiest to get around no matter
what role you have. Like Class D spawn in Light, there is a singular
checkpoint between Entrance and Heavy that is always on the same END of the Entrance
layout. It's always followed by 2 straight halls,
but afterwards If you arrive at 2 turns, usually but not
always with the Intercom room at one of them, you are in the Corner layout, which is pretty
straightforward. Quick side note: The Intercom room is a small
place where, as a human, you can Broadcast your mic across the facility for a set amount
of time. One good use for this would be for the MTF
to try and negotiate a surrender from a non-compliant D-class they wish to detain
but normally, it's just used by the Chaos to expose themselves to everyone. By the way, MTF spawns are announced by the
Facility, Chaos spawns are not. However their theme can be heard by D-class
so only they will know when the Chaos show up. Returning to the layouts, all the other ones
are followed by Cross Intersections. If only left isn't an end, the layout is Branches. It's similar to corner, only that the ends
further down are a little more spaced out. It also only has 5
so if you don't find a Gate at the first intersection, your odds with finding one at any of the "branches"
are pretty good. If back at the first intersection, only the
right side is an end, the layout is Entrance Squares. This is the largest of the Entrance layouts. After meeting with the first intersection,
if on the right there isn't a gate you'll want to turn left and follow the wall. This is where most of the Ends will be. The last two layouts have ends on both the
left and right so you'll need to travel two more rooms to identify them. This one is Entrance Line and this one is
Hook. So long as all the doors are open, these layouts
are pretty sniper friendly, and I'd stay close to the walls if you aren't sure whether or
not someone is waiting to shoot you. Aside from Gate A and Gate B really being
the only things in this zone, there are 3 hallway variants. Side Office refers to this room with the lower
level to it. This is useful for hiding or looping around
an SCP. Cubical Office refers to the office with the
Cubical. You could hide in it, but it's easy to check. The wall isn't high enough to hide the top
of your head either. There is potential for there to be a locker
here, which can carry certain kinds of loot. Locker Office refers to the room with the
upper floor. I suppose it doesn't make sense to call it
locker office anymore but there used to be guaranteed spawns for
lockers here. They don't always spawn now. I guess while going over the maps I should
mention surface, which is the same every game. Chaos spawn under this bridge from a truck
and the MTF up this ramp from a helicopter. The Chaos usually go down the Gate A elevator
over here and the MTF down Gate B elevator over here. The only other two things are the Nuke start
room and the Escape hall. D-class and Scientists will travel down the
Escape hall to get out and join their respective teams. Lastly we have Heavy Containment. The Exit elevators from Light will take you
to a random END and so will Entrance checkpoint so there aren't any consistent locations from
which layouts can be quickly identified. Not that there aren't other tricks for figuring
them out however. Heavy Containment has six ENDs. The three not yet mentioned being 79's room,
106's room, and 96's room. There are a handful of hallway variants being:
Server room, Micro hall, 939 room, 49 hall, Ammo room and Warhead silo. The Warhead silo elevator will take you up
to a room with a nuke inside. The purpose of the nuke is to be a swift means
of eliminating everything that is inside the facility. After the nuke is enabled, there is a button
you can push in this room on surface that will activate it. But it requires a high level keycard. Even if the door could be destroyed, which
it can, 96 can break it you would still need a card to expose the
button, as it is initially sealed closed. The nuke starts with 90 seconds before detonation. It can be stopped by pressing the cancel button
beside the enable switch in the Warhead silo. If you don't want it to go off again, you'll
want to both cancel and disable it. After the nuke is stopped, it takes a moment
before it can be started again, and when it does
It will count down from a time, close to what remained when it was stopped, on an interval
of 10. The lowest countdown time being 30 seconds. If you are going to flee from the facility,
you're going to want to be on the surface BEFORE the countdown finishes. Blast-doors will cover both the elevators
at the last second so you won't be able to slip out right before
the detonation like you can when escaping decontamination in Light Containment. If you are going to try and shut it down,
you need to reach the warhead silo before only 10 seconds remain. After which, detonation becomes inevitable. As one more hall variant there is also the
obstacle of Tesla gates of course. A great reason to watch where you're going. Tesla gates should be respected by all players,
as will kill everything that stands near them. I've seen a few comments on my older videos
asking about how to get past Tesla gates. As for timing, I would take a moment to sit
by one and let it zap a few times to try and take note of how long it takes for it to stop
zapping. There are times where the Tesla will seemingly
skip a zap but I wouldn't count on it if you are fleeing from something. All I can say is that you can jump through
a bit earlier than you might think. As for Heavy's layouts, there aren't a lot
of great ways to identify them beyond just memory. With time it gets easier, but for anyone who
is new, there are maybe a couple tricks I can share. When you come out of checkpoint or an exit
elevator, start by going straight if possible for as long as you can. Normally, you'll find a combination of halls
that will help you learn which layout you're in. If the first room is an intersection and the
following room is an END, the layout is Heavy Line. This is the only layout with Ends in Heavy
that share an intersection. This layout can be really good or really bad
depending on what ends are what. The other layouts have a few distinct ways
of being identified, but not as easily as those in other zones. Heavy Ring is the only layout with 2 consecutive
straight halls that isn't Line. Middle Circle sort of feels like Line if they
added a ...circle...in the middle. Heavy Squares has a lot of Tesla gates. If it feels like you run into one every second
or third hall, this is probably the layout. Tetris is just as big and confusing and Light
Containment's Mess. It does have a lot of unique features that
make it easy to identify though. It's the only map with a Cross and T intersection
adjacent to each other, as well as the only map with 2 turns together, and this hallway
is almost always a Tesla gate. Usually with Heavy, there are just a handful
of room combinations that make it quickly apparent that it ISN'T any of the other layouts. While of course it helps to know all of these,
remembering all of them is not really as important as remembering what tools you need to actually
get around. Before a D-class or Scientist can leave Light
Containment, they have to get past a checkpoint, which requires a keycard. If they want to get to Surface, they'll also
need Gate Access. The D-class don't spawn with anything and
Scientists spawn with the wrong card. If they want to get out, they'll have to find
better cards, or create them. In a match of 20 players, odds are, there
won't be enough cards for everyone. Fortunately, players can only carry up to
3 so you won't need to worry about one person hoarding all of them. There are 3 different cards that can be found
in Light Containment. The Janitor card, the Scientist card and the
Zone Manager card. As for their locations
There's a guaranteed scientist card in PC 15 on one of the desks. There's also a chance to find cards inside
of a locker here. There are 7 locations for lockers and only
3-4 will spawn. Other locker spots in Light include
GR 18, PT and VT. The other three are in the offices in Entrance. Cards can show up in the Washrooms but there
is no guarantee. In 012, a zone card ALWAYS shows up, but you
need to get past this locked door to grab it. In order to open it, you need a card with
the right access. There are 6 Access Types. 3 levels for Containment, 3 levels for Armory,
Checkpoint, Gate, Intercom and Nuke. The Janitor card only has Containment Tier
1, which only makes it good for opening the door to SCP 914. The Scientist card has Containment Tier 2,
which now unlocks 012, as well as the 096 door in heavy. The Zone Manager card only has Containment
Tier 1, but also has Checkpoint Access. While of course you can get to Entrance with
this, you still can't open the Gates. The guards can't go to surface either. The only difference between their cards and
a Zone card is that THEY have armory access tier 1. This allows them to enter the ammo room in
Heavy and the 00 armory in Light. While of course this card is only good for
so much, if you're trying to escape and are in Heavy Containment without cards
you can find a guard card on a shelf in the Warhead silo. Until the Chaos or MTF arrive, the only Gate
card in the facility is the MTF Lieutenant card
which consistently spawns in 096's room. As stated before, you can open 96's room with
a Scientist card. If you are in Heavy but don't have the card,
you can find one in the Server room. There are two places for it to show up and
it will always be there. There is only the 1 gate card of course, and
if you come to 96 and find it has already been looted, you'll probably have to go back
to Light so unless you're able to get into Heavy quickly
at the start of the match, I would just upgrade your cards at 914. The upgrade room, SCP 914, is a room with
a machine that has an input and output with 5 settings. You drop items in the intake, activate the
machine, and pick up an item from the outtake that changes based on the setting the machine
was on. The Rough and Course settings will both downgrade
items. Rough downgrades more than course. 1:1 will usually swap the item with something
of equal value. Sometimes it does other things. Fine is the standard upgrade setting. You'll likely be using this the most. The Very Fine setting is unique, in that it
can have MORE than one outcome for specific items. For a lot of things, Very Fine is a gamble
upgrade between a greater upgrade, no changes at all, and the destruction of the item
so unless you know what you're doing with it, I wouldn't play around with it while you
are trying to escape. Canonically, standing in the machine would
have an impact on you yourself, but by default, for a better game-play experience, it doesn't
do anything so you are free to step inside and watch your
items so long as the server you are playing on hasn't made any changes to 914. Fine will be the most reliable setting for
getting a better inventory. The most ideal keycard to have is the 05 Keycard
as it opens everything. From the Janitor card, here is the upgrade
progression: Janitor becomes Scientist card. Then Scientist becomes Major Scientist, meaning
now you have checkpoint access. This also means now you can access pedestals,
which contain SCP Objects. Pedestals require both checkpoint and containment
2 in order to be opened. The Major Scientist card becomes a Containment
Engineer card. This has Containment 3, Intercom access and
Nuke Access. Containment 3 allows you to enter SCP 106's
room and SCP 079's room. There isn't anything in 79's room so it's
really just a high security hiding spot but 106's room has some important things inside
for re-containing them, which I'll go over when I cover the SCPs more in depth. The Containment engineer upgrades to the MTF
Commander card. You drop to Containment 2 and lose Nuke start
access, but you can finally open gates. You also now have Armory Tier 3. You could leave now, and maybe grab some weapons
from an armory on the way out, but if you upgrade once more, You'll have the 05 keycard. The Guard Card has a different upgrade progression,
but still takes at least 4 upgrades to reach 05. The Guard card becomes an MTF Cadet card. This has Containment Tier 2 and Armory Tier
2. The Cadet card becomes an MTF Lieutenant,
which just now adds gate access. The next two are MTF Commander and then 05. As for the Zone Manager card, it has its own
upgrade progression. Upgrading the zone card turns it into a Facility
Manager card. This card can open everything but armories. Upgrading it once more makes a 05 keycard. This is significantly faster than the upgrade
process from the Janitor or Scientist cards. Luckily, if you don't have one, you can turn
a Janitor or Scientist card into a Zone card, by putting it in 914 on 1:1, which is still
1 less upgrade than normal. The faster you get out of 914, the better. The SCPs know people are going to be here
and they do have a few methods of getting inside. While of course you need cards to escape,
there are many other items that can aid you on your way out. There are 3 types of medical items, each of
which can be found alongside keycards in lockers. There's Painkillers, Med Kits and Adrenaline. Like Keycards, you can only hold a total of
3 medical items. Painkillers restore only 5 health, but have
a regeneration effect that restores around 45 health in half a minute. These can be used quickly but they probably
won't save you if you are in immediate danger so it's best to save them for down time unless
you have nothing else. Upgraded they become the Med Kit, something
that Scientists and Cabinets always spawn with. It restores for 65 health. They'll also remove a burn effect you may
get from explosions, however, you'll need SCP 500 to remove the concussion effect, which
blurs your vision. It takes 4 seconds to use so if you need to
heal, it might be a good idea to flee and shut doors behind you for a room or two. This will be considerably more helpful than
painkillers if you are planning to fight back. Upgrading them turns them into Adrenaline. Adrenaline grants you artificial HP, which
is displayed above your normal health. You can have up to 75 and it will slowly decrease
until it is gone. It also grants you infinite stamina for 20
seconds and some health regeneration. Adrenaline can help you tank loads of damage
that would otherwise kill you, but Artificial health only absorbs 70% of damage
so if you take a hit that wipes out the rest of your regular health, regardless of the
artificial health remaining, you will die. You can get to Adrenaline in 914 from painkillers
faster by upgrading them on 1:1 instead. If you try to upgrade Adrenaline on Fine,
it will become SCP 500, which is one of the 4 SCP Objects. This item category also has a max capacity
of 3. SCP 500 is a bottle of pills that can swiftly
restore all your health and adds some regeneration for any following damage you may take. Besides being the best healing item, it also
cancels the effects of SCP 207, another SCP Object. 207 refers to an abnormal drink that allows
you to move significantly faster. It also heals for 30 hp. Obviously it's super useful for fleeing from
enemies, or perhaps in the odd case where you have the advantage, pursuing them. The side effect is that your health slowly
drains. While running, you lose 1 hp every second. If you remain still, it drops every 10 seconds. You can drink additional 207 and stack its
effects up to 4 times. Your health will drop faster, but you will
easily be able to run past Teslas before they can fire. I wouldn't expect to have these effects too
often. There are two ways you can get SCP 207 in
914. One way to gamble Adrenaline on Very Fine. The odds are low, so I'd only try it if you
have medical items to spare. Upgrading a Flashbang on Very Fine is guaranteed
to create 207, but flashbangs are not a common item for anyone who isn't a Facility Guard. If you have a flashbang, but don't want 207,
you can put the flashbang in 914 on Fine or 1:1 and it will make a frag grenade. If you put a grenade on Very Fine, it has
a very small chance to create SCP 018. 018 is a ball that when thrown, for every
time it hits a surface, it will bounce further and faster. In a regular size room, roughly after 10 seconds,
the ball gets fast enough to deal serious damage and break windows and doors. The smaller the room, the faster it accelerates. Eventually it explodes like a grenade. If you can throw it right, it can be used
to break down doors that you don't have the right keycard to open. It requires some judgement, but the most effective
way to use it as a weapon would be to trap an SCP in an elevator with it
which besides 106, would very likely kill them. SCP 268 is the last of the SCP objects and
it cannot be created using 914. It is hat that makes the one who wears it
invisible to everyone except 939 and 096 for 15 seconds. Afterwards, you won't be able to use it again
for a little less than 2 minutes. The effect will disappear early as soon as
you interact with a door or use an item. One of the best things it can do for you is
get you out of a chase or help you escape from a dead-end or camped elevator. What’s important is that they don’t see
you using it. If they do they can easily ruin your plans
by shutting doors around you, forcing you to wait and end up revealing yourself. The hat can also be used to set up an ambush
so if you hear that someone on the enemy team may have the hat, it’s a good idea to watch
your back. Between 4 and 8 pedestals can spawn and at
least 1 of every SCP object will show up. SCP 500 being the most common and SCP 018
and 268 never showing up twice. There are 3 pedestal locations in Light Containment
and 6 in Heavy. The last of the items are a few tools and
of course weapons. Weapon Manager Tablets, Radios and Disarmers
are a group of items with their own short 914 hierarchy. Weapon Manager Tablets spawn on all MTF and
Facility Guards and are otherwise found in armories. They serve a couple of purposes. By placing them on a Workstation, you can
modify your weapon attachments. Any changes you make while using one will
adjust the default attachments that appear on weapons you spawn with. You can also drop ammo with it, which can
be done with the tablet in hand. You use the arrow keys to navigate it and
select how much of what type of ammo you want to drop in a single mag. By the way, ammo types can be changed in 914. All 914 settings create the same output in
this case so it doesn’t matter which one you use. Weapon Manager Tablets are also used for starting
Generators. Generators play a role in the containment
of SCP 079 but I’ll talk more about that later. When used in 914, Tablets become Radios on
Course, Disarmers on Fine and have the potential to become a USP on Very Fine. Radios are another item that spawns on all
MTF. Radios cannot be found anywhere in the facility
and you can only carry one at a time. MTF are going to want to be able to communicate
with each other over a distance. Especially since they have to terminate the
SCPs and are going to need to work as a team in order to do that. You can turn the Radio on and off with right
click and change the range with left click. You’ll typically want to use medium as it
probably has the best range to power usage ratio. The battery won’t last forever but medium
will last you somewhere around 10 minutes. You can use ultra range if you want to broadcast
information to your teammates across the whole facility. But you’ll only be able to communicate with
players who are also using ultra range. Disarmers are another important tool I need
to cover. The function of the Disarmer is that it can
be used to handcuff a player from the opposite team. When you are handcuffed, your inventory drops
and you can no longer interact with anything. You can be un-disarmed if the one with the
Disarmer right clicks with it, or gets too far away. Allies can also untie you by holding their
interact key on you. The main purpose of the Disarmer is to convert
players with the escape role from the other team onto yours. So if a D-class is detained and escapes while
cuffed, they will become an MTF Cadet instead of a Chaos Insurgent
and add a point to the Scientist escape counter. The same thing can be done to Scientists for
the D-class team. In a small match of say 3 players, the Disarmer
becomes necessary in order for the MTF team to win. One thing about it however is that you can
only be disarmed if you aren’t holding anything meaning most of the time, you can’t force
a player into being detained unless they choose to comply. Scientists and D-class spawn unarmed, but
there are some ways to get your hands on some weapons. Remembering the keycard progressions... If you’re willing to sacrifice overall access
for armory access, you can get into the Light armory pretty quickly. It will have enough to arm you and two allies. If you are alone, you’ll be able to take
up to 2 weapons and 3 grenades. There are ammo limits as well. They aren’t too restricting, but if you
think you are going to take down a whole spawn wave by yourself, you’d best not be wasteful. The fastest way to get armed in Light is to
get your hands on the easily accessible COM-15. It can spawn in 1 of 4 locations, being Washrooms
on the left side, PT in the room at the top of the stairs
GR, inside of the glass box and 012 next to the zone card. Another less accessible but consistent COM-15
spawns in the Light Armory. The COM-15 will spawn with 12 bullets and
can kill most humans with 2 headshots. Unless you are carrying extra ammo, I’d
keep it hidden until you need it. You can find extra ammo in lockers. The COM-15 takes 9mm. If you land your shots right, the COM-15 can
be lethal, but by the nature of human vs human PVP in this game
the low rate of fire makes it a difficult weapon to take on your opponents at close
range. It is best saved for when you have the luxury
of precision and or stealth. The COM-15 can also be drawn the fastest. So if your enemy isn’t currently holding
a weapon in their hands, you’ll have a large of time to take them out. As for modifications... There are 3 categories for weapon attachments
being: Sight, Barrel and Other. In this video I’ll be referring to the Other
category as the Third attachment, just for clarity. The COM-15 has no sight attachments but 1
barrel attachment and 1 third attachment. The barrel attachment is a suppressor. It makes shots quieter and reduces recoil
but also reduces damage from 21.4 to 19.3. It will be 2 headshots for a kill regardless,
but against any human who spawns at the start of the match
the suppressor will increase body shots from 5 to 6. With the low rate of fire, this can be huge
and considering how Secret Lab lacks many opportunities for stealth kills in general,
it may just be best to go without the suppressor. Not that stealth is impossible, it’s just
that most engagements happen in close quarters or in hallways with only so many places to
go. The third attachment is a flashlight. There aren’t many uses for a flashlight
in Secret Lab… But if you get in a room with 173 and the
lights go out, because you can’t see them in the dark, they will be able to move around
freely unless you can shine a light on them. Press F to toggle on and off. If, as a D-class, you get your hands on the
COM-15, you’ll probably want to try and use it to take an MP7 off a Facility Guard. The MP7 carries 35 bullets per mag and the
Facility Guards spawn with 1 extra. It uses 7.62 ammo and has a base damage of
13.2 While the MP7 does less damage per shot, you’ll
be trading up for a higher rate of fire, which makes you much more of a threat. It won’t be too effective against MTF or
Chaos spawn waves though. Their weapons are far more superior in overall
damage output. The MP7 serves to be just enough to put D-class
in their place while giving them a better chance to flee or retaliate. For the Facility Guards, if they use all their
ammo, they may also be capable of taking down a lower health SCP. There are 2 sight attachments, both of which
reduce recoil while aiming. The one you choose is up to preference. There is 1 barrel attachment, being the suppressor. All suppressors have similar effects on all
weapons. The MP7 by default is a 2 headshot kill weapon
on 100 HP opponents, but adding the suppressor will increase it
to 3, bringing the damage down to 10.6 You also have less recoil without it, so you’d
only be using it for the reduced sound. The only third attachment is an ammo counter. It’s better to have it than not, especially
for Facility Guards who need to manage their ammo usually more than anyone else. You can also check the amount of bullets remaining
before you need to reload by going into the inventory and hovering over your weapon. The MP7 can be found in the Light Armory as
well as the 3 by 3 locker in Heavy Armories. While the loot that can be found in the 3
by 3 locker is not consistent, the locker will always spawn in one of the two armories. One in the Warhead Silo and one in 49’s
room. These require armory access tier 2 in order
to be opened. Alongside ammo, medical items, Tablets and
Disarmers, you can find other weapons in here too. A more rare weapon being the USP. The USP carries 18 bullets per mag and can
deal the highest with a single shot in the game. It has a base damage of 25.5. Like the COM-15, it uses 9mm ammo. There is only 1 sight attachment. Whether or not you use it is up to preference. For barrel attachments, there is a silencer,
which in Secret Lab, is like the suppressor, only with higher stat changes. For damage, it is reduced to 20.4
There is also a Heavy Barrel, which does the opposite of the silencer, increasing damage
to 31.9, as well as increasing recoil and sound. It also reduces rate of fire, but with this
attachment, it will become the only weapon that can 1 shot headshot all human players
but the MTF Commander. The single third attachment is a flashlight. It will accomplish everything that the COM-15
does and more. The overall rate of fire is slightly higher,
and at base damage it can kill most humans in 4 body shots. While there’s no doubt about it being a
high damage weapon, it is still a pistol and may not serve you well in all kinds of encounters. If you think you can take on a whole spawn
wave or an SCP with it, be my guest. The USP can be consistently created in 914
from a COM-15 on Very Fine. Upgrading it on just fine, as well as with
the COM-15 and MP7, will create the Project 90, or P90. The P90 carries 50 bullets per mag and takes
9mm ammo. It is the default weapon of the MTF Cadet. It’s base damage is 14. It can be found consistently in the Light
Armory and the 3 by 3 locker in Heavy armories. There are 2 sight attachments: a red dot sight
and a holo sight. Which one you use it up to preference. There are 3 barrel attachments. There is a suppressor and a silencer, which
again lowers damage, recoil and sound though the silencer doesn’t improve recoil
more than the suppressor. The last barrel attachment is a heavy barrel. It increase damage and sound, but reduces
rate of fire. Lastly there are 3 third attachments. There is a flashlight and ammo counter and
also a laser sight. This reduces recoil and dramatically reduces
bullet spread while hip firing. Bullet spread refers to how much your bullets
stray from the center of your crosshair while shooting. The laser will replace the crosshair but it’s
hardly an issue. The P90 can easily stand up to the most powerful
weapons in the game. It exhausts ammo quickly, but it’s also
pretty effective against SCPs. The P90 upgraded on fine will create the Epsilon
11 SR, the default weapon of the MTF Lieutenants and Commander. It carries 40 bullets per mag and is the only
weapon that takes 5.56 ammo. It’s base damage is 18.2. The Heavy Armory that doesn’t spawn with
a 3 by 3 lockers will have an Epsilon locker along with lots of ammo. The Epsilon is debatably the best weapon in
the game besides the Logicer which is the weapon of the Chaos Insurgency. It has the greatest range of attachments as
well, some of which are better than others. It has 4 sight attachments. There is a night vision scope which allows
you to see in the dark. It displays your current ammo and has a slight
zoom as well. For a farther zoom, there is the sniper scope,
which reduces recoil by a little bit, but otherwise allows you to try and aim more accurately
at longer range. The other two sights are the blue dot and
holo sight which reduce recoil more than the others. Next there are 4 barrel attachments. Of course there is a silencer for this weapon. The muzzle break reduces damage to 16.3 but
dramatically reduces recoil. The heavy barrel increases damage to 22.7,
as well as increasing sound. Then there is the muzzle booster
which increases damage a bit less than the heavy barrel and dramatically increases recoil
but also raises the rate of fire. Lastly for the third attachment, there are
4. Like the rest of the MTF weapons, there is
a flashlight and ammo counter, but there’s also a laser sight like with
the P90 and a gyroscopic stabilizer, which reduces recoil. Obviously there’s lots of attachments to
modify the Epsilon to your liking. Whether you want a high accuracy sniper or
a high damage rifle for close quarters. If you are a Cadet and your Lieutenant or
Commander has died, I’d pick up their gun. Finally we have the Logicer, the only gun
that cannot be modified. It only spawns with Chaos, carries 75 bullets per mag, uses 7.62 ammo, and has a base damage of 19.8. You can create one in 914 with an Epsilon
on Fine or an MP7 on Very Fine. With it's high damage, rate of fire and relatively
large magazine capacity, it can easily shred through humans players at close range,
making it perfect for the main task of the Chaos Insurgency, wiping out the MTF. One of its downsides are its bullet spread,
but with the amount of bullets it can fire before reloading,
it can still be used against ranged opponents with some degree of effectiveness. The most significant downside of the weapon
is its damage dealt against SCPs is cut in half. Together, the Chaos can still be a threat
to the SCPs, but alone, they aren't too much stronger than a Facility Guard. If they want to fight SCPs, they should take
weapons off the MTF. There is one more weapon, but I want to talk
about grenades first. Flashbangs will consistently spawn on Facility
Guards and in the Light Armory. If you flash someone well, they can be blind
for 5 seconds, which is way more than enough time to either deal some damage, or get past
them. If you are a Facility Guard, hold onto them. If an SCP charges down Entrance Zone to try
and kill you all, most layouts won't allow you to loop around
them and a flash may just get you out of a dead end. They are also good for trying to clear through
an area you suspect is being camped. If you are a Scientist or D-class and spot
one on a dead body, you are going to want to pick it up. You never know when you might be able to use
it to help you escape. You can throw them a short distance with right
click, and a long distance with left click. Grenades lose a lot of their speed after hitting
a surface, so you'll want to try and make sure it reaches its destination after the
first bounce. You don't need to worry about flashing yourself,
so feel free to not look away. Flashbang effectiveness also relies more on
proximity than than it does on whether or not it's being seen,
meaning you can flash someone on the other side of a door, even if it's closed. Frag Grenades are an equally important tool. (ingame) “Have fun in there!” They Spawn on MTF Lieutenants and Commanders,
and consistently spawn in the Light armory. Sometimes they can be found in the Heavy 3x3
Locker. Grenades take 5 seconds to detonate and make
a beeping sound before exploding. There are usually more than enough cues to
let you know when you need to get out of the way, but sometimes, and most often as SCPs, you can miss them. Grenades can do up to 1000 damage based on
how close you are to the explosion. This is huge, considering most SCPs only have
around 2000. SCP 106 has 10x resistance to projectiles,
but this doesn't include grenades, so they can be taken down in one. If you are being chased by an SCP, odds are
if you throw the grenade behind you, they will probably have enough time to just walk
past it, so in most cases, it's good to throw it ahead. Figuring out how long it takes for an SCP
to reach your grenade will require some judgement, and maybe a bit of luck. Something I forgot to mention in my main script
is that items in Secret Lab have physics, besides blasting things into the air, any
other grenades near the explosion will also be detonated. So you’ll want to watch out for that. We have one more item left to cover, the MicroHID. The Micro spawns in a dedicated room in Heavy. This room requires an Armory Access Tier 3
card to open. So either an MTF Commander, Chaos card or
05. In 914 it can only be destroyed or recharged. The Micro is a powerful tool for taking down
SCPs, potentially from full health. You probably won't be carrying one around
that often, so it's important that you have a basic understanding of how it works. Holding right click will charge the micro. Not in the sense that you are restoring its
power, but that you are preparing it. You need to hold the charge for 7 seconds
before it is ready to fire. It will use a little bit of power to charge
up and maintain a charge. While the Micro can deal hundreds of damage
a second, it's not going to be that effective if you can't use most of its charge for firing. Once you are ready, and while still holding
right click, hold left click to begin firing. It will take almost 2 seconds to start. The power will start draining much faster. The most time that the Micro can fire for
is 7 seconds, so long as NONE of the charge is spent idling. If you need to stop shooting but don't want
to lose the charge, only let go of left click. Despite being far more forgiving than its
predecessor, the Micro is not an easy weapon to use right. SCPs can easily waste charge by closing doors
around you, or by entering an elevator. When you want to kill an SCP using the Micro,
it's best to make sure you know where any escape routes for them may be first. The best SCPs to use the Micro on are 096
and 106. 96 can’t harm you until they are enraged
and are pretty slow during their start up and cooldown animations, so you’ll have
a large window of time to take them down but beware, this time is best spent firing
and NOT charging. If you are going to try and use the Micro
on 96, only one of you is going to walk away. 106 is a good SCP to use the Micro on, because
of how terribly weak they are to it. Remember 106 only has 650 HP. 106 will of
course be capable of retaliating and this goes for most SCPs. As for using the Micro on SCP 049, It might
be a better idea to just shoot them if they aren't being too difficult. If you do plan on using the Micro on them,
remember that they can kill you in 1 hit, and they have a bit more range than you might
think. SCP 939 is probably the most capable of retreating,
and or fighting back. You'll want to make sure, more than with any other SCP, what it might do, or where it might go. It's not the most durable SCP, but a nuisance,
it can be. SCP 173 is probably the worst micro candidate. First, with their health of 3200, you'd most
likely need to use all of the micro's charge on them. Second, because they can teleport, and you
may not be sure where, you'll have to quickly re-adjust and get close
to wherever they are again in order to keep dealing damage. You could pause for a moment, but it's going
to take nearly 2 seconds for you to start firing again, and it only takes 3 seconds
for them to teleport. You also need to consider that in order for
the Micro to be in range, you need to be in 173s range as well, making you an easy target. I'd only ever use the Micro on 173 if they’re
the last one remaining, and or you have a squad to help finish them off. If you want to kill an SCP, only use it on
1. It doesn't have the charge to take out 2. And if you want to kill humans, it does that
as well. I've covered nearly everything that one might
need to know in order to play Secret Lab. But I've only touched on the basics of the
SCPs. It's hard to understand certain parts of this
game without understanding the rest. Now before I go into individual SCPs, I want
to make it clear, that in a large match where mostly everyone knows how to play, SCPs
usually have it rough. I mentioned way at the start that waves of
MTF or Chaos would spawn somewhere around every 5 minutes. By Default, the MTF have 24 spawn tickets
and the Chaos 14. Both teams will want to try and gain more
as the ratio of tickets between them will have an impact on the chances of their
team spawning over the other. MTF gains 1 ticket for every scientist escaped, cuffed dclass escaped and quarter damage to SCPs. Chaos will gain 1 ticket whenever a dclass
escapes or a scientist dies. They'll also gain 2 tickets for every scientist
that escapes cuffed and every time someone on their team uses an SCP object. Unless everyone on the server is an idiot,
while very possible, SCPs don't have the health to tank all of them and will need to play
smart if they want to win. They're absolutely a huge threat to anyone
wandering around on their own, but they are only going to win if they play smart, and
act quickly. The first SCP I want to talk about is SCP
173. We know they are locked in a room in Light
Containment for 25 seconds. Afterwards you are free to roam. When you are close enough, you use left click
to kill. The initial teleport distance is short, but
once you start taking damage, you'll get faster and be
able to teleport a greater distance. Some important things about teleporting. You teleport towards wherever you are looking. If what you are looking at is in range, you
will teleport to it. This means you can look at a spot on the floor
if you only want to move a certain distance. This is good for when you need better spacing. If you are cornering someone, you want to
be just close enough that you can snap them on the next teleport,
but not too close that they'll be able to just run past you. Another important thing to know is that it
IS a teleport. Usually, if the destination is visible, and
you have the range, you will make it there, even if the path is slightly obstructed. This goes for walls, doors, and furniture
such as desks. It also means railings, so be careful teleporting
in the ammo room. You can accidentally warp over the pit. Remember that you can jump as well. 173 can warp to a target at a higher elevation
so long as you hold down your jump key before teleporting. This can be useful for players who are on
top of bookshelves or balconies. As 173, even if you haven't spotted someone
yet, you should always be prepared to attack. The 3 second blink timer doesn't begin every
time someone sees you, rather it starts at the beginning of the match and just keeps
going, so there may be times where you'll be able
to teleport the moment you are seen. 173 is arguably the most lethal SCP. Its weakness is that being seen forces you
to stop moving, and makes you highly vulnerable. Regardless of your team composition, unless
the entrance layout is Squares, 173 will want to avoid being in Entrance, especially during
a spawn wave. It doesn't take long for a squad of MTF or
Chaos to tear 173 apart. Even just 3 players is enough to do serious
damage. Not that you'll want to avoid damage entirely. In fact, it's actually a good idea to try
and get shot a little bit. Every bit of damage increases your speed and
teleport distance by a certain percentage. Most players, even veterans,
will usually assume 173 can only travel so far, so even as little as 100 or 200 damage
can be great for exploiting their judgment. 096 is somewhat of a glass cannon, in that
they have great offense, but not the best defense. I say somewhat, because their weaknesses aren't
the easiest to exploit, but wise human players can deal with 96 quite swiftly. I've named 4 states that 96 can be in. There is the calm state, the build-up state,
the enraged state, and the cooldown state. The calm state is the default state of 96. They are slow and unable to attack. Until they become enraged, their only ability
is to silence themself against doors, which is done by holding right click. Wandering humans will be listening for the
cries of 96, and will likely turn away if they think they are nearby. Silencing yourself as 96 will be useful for
trying to catch humans by surprise. Once 96 is seen from the front, or shot at,
they will enter the build-up state, which after 6 seconds, transitions to the enraged
state. When 96 is enraged, they will now be able
to attack and can move very quickly. The only way a human is going to seperate
themself from a 96 is to escape with an elevator. Otherwise, unless they have a plan to fight
back, they are as good as dead. As 96, you will be able to trace those who
triggered you through walls, break down small doors with your attack,
pry apart large doors with right click, and leap across rooms with a charge attack, also
done with right click. This charge will send you flying in whatever
direction you are facing and kill the first human that crosses your path. The only downside to the enraged state is
that every human that HASN'T ALSO triggered you will become invisible. This invisibility only begins AFTER the build
up state and will disappear early if they see you or shoot you. After a minimum of 15 seconds, your rage will end and you will enter the cooldown state, losing your abilities and all your speed for
nearly 6 seconds before returning to the calm state. It isn't a huge difference, but you do move
slower in cooldown than in calm. For 096s health, They only has 500 HP. This is very little...
but humans will only be able to damage 96 if they can break through their artificial
health, which unlike regular AHP, absorbs all damage
and regenerates after a while. At first, 96 has 500 AHP, making their health
a total of 1000, however, for every human that triggers them, they gain an additional
200. Most guns can't deal over 700 damage in 6
seconds, so trying to do incremental damage alone will likely be futile. If humans want to defeat them without the
micro or grenades, they will have to work together. 96s most vulnerable states will be during
the build up and most especially during the cooldown. When 96 switches to the cooldown state, their
maximum AHP will return to 500, meaning they WILL have 1000 hp or less,
depending on how much damage they have taken during their rage state. Obviously, if you are going to try and kill
96 with guns, they are going to have to be enraged at least once. Assuming every role is using their default
weapons, here is how things may work for attacking 96 in their build up state. Facility guards can just barely turn the ratio
in their favor if there are 4 of them, but they can't miss any shots, and none of them
can be using a suppressor. This would require a lot of coordination for
the facility guards, so in most cases, they will want to avoid 96 as much as they can. Even if they manage to get around for an attack
during a 96 cooldown, they would still need 3 guards if they want to play it safe. 2 if they're smart. The Chaos will still have ammo left in a full
mag after the 6 seconds end, but in that time, 3 Logicers is their safest bet, although,
with 2 chaos, they would only have to deal around 100 damage in the enraged period to
finish them off. During cooldown, 2 chaos will work for certain. With the p90 and epsilon, because of the wide
range of damage altering attachments, I've only made calculations for their lowest and
their highest. With the lowest damage attachments, both p90s
and epsilons have a similar situation to the Chaos. With the highest damage attachments, they'll
only need 2 people for either state. In most cases, so long as 1 of them has a
heavy barrel on their gun, 2 mtf should work regardless of what the other is using. This vulnerability of course is only a big
deal if those fighting 96 know what they are doing. If tons of people spot 96 on accident,
and don't do their part, none of the damage dealt by the people who ARE committing to
their attack will be worth it. Hold on, did you see that guy who jumped through
the gate gap? In the current version of the game, that would
kill you, unless you’re an SCP in which case it’s fine. If the humans can't shut 96 down during the
build-up, for anyone hasn't seen them yet, they can hide and wait to strike during the
cooldown, so 96 will want to know what they are doing
after their rage ends. While not necessary, it would be helpful for
them to travel with an SCP that can actually deal more immediate damage,
like a 939 or a 49 for example. SCP 049, especially in the late game, requires
some strategy. You have the health of 17 D-class. You can be taken down by as few as only 2
Facility Guards. 49s strength comes from their ability to expand
the numbers of the SCP team. 1 zombie on your team is 1 less spectator
waiting to respawn. Zombies may only have 300HP, but they are
strong when they are many. Even just the 1 following 49 around is an
extra chunk of health 49 may desperately need. They're also an extra set of hands for dealing
damage. A solo 49 will probably want to stay in Heavy
Containment and scout out the map while waiting for the Facility guards. Killing them first will make your job a lot
easier. Even better if you can turn them into zombies. Besides serving as extra health and extra
hands, they also serve as extra eyes. They can flush the Scientists and D-class
out of Light Containment while 049 keeps control over Heavy. If MTF spawns and it's up to 49 to deal with
it, they are going to want to get somewhere close to checkpoint and try to set up a trap. The best way you are going to deal some damage
is if you can get the jump on them. Your attack cooldown can be limiting, but
there will be some opportunities to take down multiple enemies at a time. Even if you are safe, sometimes it's a good
idea to push a little bit and skip on reviving someone if it means you can eliminate more
targets. With most engagements, you'll only be able
to revive one person. It will absolutely not be worth it to tank
some damage to revive someone in front of the MTF. Ideally, you want to fall back and grab kills
when you can, then push when you have some zombies who can take some hits for you,
but the effectiveness of 49 depends a lot on whatever the situation is. You are a powerful SCP, but you cannot afford
to take a lot of damage. The only real tank SCP is 106. First thing you should do as 106 is place
a portal inside your room somewhere, especially if you are going to go to Light Containment. If you are grabbing people out of 914, there's
a chance that they’re carrying cards for entering your room,
and players will escape the pocket dimension much more often than you might think. The reason why you don't want anyone inside
of your room is because there is a mechanism inside for recontaining you. Re-containment will mean death, regardless
of your location or health remaining. In the center of the room is a place where
a human can enter the femur breaker. This is a sacrifice as it will kill them,
but following that, another human can press this red button to activate it. You'll know if it's been activated as a unique
yelling sound will play across the facility. Shortly after, you'll sink into the ground
and die. Another important thing to know is that even
if someone opens one of your doors, like with checkpoints,
they only remain open for a short period of time, so you don't need to worry about them
being left open for anyone to walk on into. Because of this re-containment system, it's
easily possible for 106 to be defeated within the first few minutes of the match. If you are going to roam around Light Containment,
watch the targets remaining counter in the top right side of the screen after you grab
someone. If the number doesn't drop soon, it might
be a good idea to teleport back and see if they escaped. 106 will be the best for taking on spawn waves. With their projectile resistance, they have
the equivalent to 6500HP. They CAN still be taken down, but 106 doesn't
need to worry so much about rationing their health out for every push. If you ever decide to move your portal somewhere
else, try to keep it out of sight. If someone with a nade or a micro finds it,
they'll have a pretty clear shot at you when you use it. It takes around 5 seconds to ascend AND descend,
so you'll also want to avoid using your teleport as a means of escaping as well. While 106 has its weaknesses, they probably
have the most options out of any SCPs for how they can handle a match. It won't be hard for them to send dozens of
humans to the pocket dimension. They'll just need to keep an eye on their
containment chamber. SCP 939, while absolutely not a tank, also
has a handful of options due to their mobility. Most SCPs only have 1 movement speed, but
939 actually has a sprint and can move at nearly the same speed as humans. 939 is the most viable scp for chasing players. If you are just walking, your footsteps will
be silent. Most players who listen will turn away from
a door if they think an SCP is on the other side,
and all SCPs have unique footsteps, so walking can be useful for surprising enemies. I mentioned it in the first half of the video
that 939 can use V for proximity chat with humans. You may figure you could use to lure someone
out of a locked room, but the reality is, no one is going to fall for it. At the absolute best, if you happen to be
able to talk to a human through a wall, you could use it
to try and gather information, such as from a recent respawn who might know,
for example, where the last scientist is hiding. Speaking of walls, 939s models are large. If you are pressed up against a door or a
wall, your head or your tail may stick it through it,
so you'll want to stay back just a little. This goes for t-posing zombies as well. Not only will it reveal you, but it will make
you vulnerable too and 939, like 49, will want to preserve as much of their health as
they can. Another thing 939 will want to watch out for
is players fleeing behind locked doors or elevators. Because it requires 2 hits for 939 to make
a kill, you can be easily jumped past, making it easy to lure you into a trap. With elevators, even if you think you can
make it inside before the human can send it, unless it's an elevator to surface,
it might be safer to just wait and see where they go. If you get juked into an elevator, you are
going to lose A LOT of ground on your target. It will be much worse with a locked room if
you don't have a Computer to get you out. SCP 079 has the most unique gameplay in Secret
Lab. Most people don't know what to do with 79,
which can be rough considering that the computer has the potential for the most carnage. Doors are everything in Secret Lab. When all a human can do is run, a door can
mean the difference between life and death. When you take doors away from humans, only
then are they truly hopeless. As 079, you use doors against humans. First of all, let's understand the camera
modes. You have 2 which I will be calling Precision
Mode and First Person Mode. You can toggle between these two cameras using
spacebar. In Precision Mode, they turn slowly to follow
your mouse, moving whenever your cursor gets close to the edge of the screen. In First Person Mode, your mouse is locked
to the center, and you can turn your camera as you would your head like with the other
roles. The only reason you wouldn't be using First
Person Mode all the time is because the camera's can only turn so far,
and sometimes door icons will be too far away to look at directly. In Entrance Zone, Cameras can only turn left
and right, so if there are any icons you want to click on that aren't within your reach,
you'll have to switch to Precision mode to free your mouse cursor. You will want to use a combination of both
camera modes. First Person Mode for looking around quickly,
and Precision mode for interactions. There are 3 different ways to switch the active
camera you are seeing through. 1 is to click on the camera icons, 1 is to
bring up the map of the current zone with tab and click on the specific room you want
to go to, and the other is to use wasd. Cameras aren't often mounted facing the same
direction so you can get a little disoriented when switching. If you are going to use your movement keys,
know that the direction you choose is NOT parallel to the room, but to the camera itself,
so it's possible that with cameras that don't turn all the way, you may end up somewhere
you didn't intend. The only time where you'll HAVE to use something
other than the map is for getting between Heavy and Entrance. The map only displays the zone that you are
in, so you'll have to manually move through the cameras at the checkpoint to get to Entrance. For getting to surface or Light Containment,
you just need to go to the room with the elevator and there will be a button you can click to
switch floors. This goes for all elevators. When you spawn as 079, you'll want to find
one of your allies to follow around. I said at the start of the video that you
should have a microphone. Communicating with your teammates will be
especially important as the Computer. You'll only be capable of so much starting
out. 79 has limited power, exp and levels. You start with 100 AP, auxiliary power, which is what you use to switch cameras and interact with things. It regenerates, but it will take a while to
restore while you are still at Access Tier 1. When you level up your Access Tier, your maximum AP increases and so does your regeneration speed. You'll gain a little bit of XP whenever you
interact with doors, but you'll gain much more if you can assist an ally in getting
kills, usually between 35 and 60 xp depending on
the role terminated. What matters to getting xp for kills is that
a nearby door interaction occurred shortly before a target was killed. As for doors, when you hover over their icon,
it will expand into two buttons. The left one opens and closes the door, and
the right one locks it. Locking doors will drain your power and can
be canceled with right click. You can lock as many doors as you have the
power to sustain. Some things will require more power to use
than others. Elevators cost 15, Switching floors costs
30, 096 and 012s doors cost 40, 914 costs 5, Tesla gates cost 50, Entrance gates cost
60, Locking down a room costs 60, which is a feature
that you need Access Tier 2 for, and 106s doors cost 110 power, making it impossible
to interact with them at Level 1. The Surface Nuke room door also costs 110
power. While all SCPs have a "targets remaining"
counter at the top right of their screen, you will be able to tell exactly what roles
there are. You can check this at the top left of your
map screen. It will also display the number of Chaos Insurgents
if any. There are two ways that 079 can be re-contained. 1 way, which is most common, is for all the
other SCPs to be defeated. When 79 is the last SCP remaining, Heavy Containment
will undergo an overcharge, which is where all the doors will lock and the lights will
go out. During this, 79 will die. The other way is to initiate the overcharge
earlier by activating generators. Generators will appear in most key locations
in Heavy Containment. In some rooms, two can spawn. There will be a total of 5. In order to be turned on, they must first
be unlocked using an Armory Tier 2 card. This means that all NTF will have access. Afterwards they will need to place a weapon manager tablet in this spot in the upper left corner. A timer of 1 minute and 10 seconds will start. When finished, the generator will be active. 079 will receive an alert every time a Generator
has been turned on. They will be able to see the active generator
locations on their map. In order to stop a generator, someone has
to press the cancel button. SCPs can do this too. Obviously you don't want all of them to be
active, but it's actually a good idea to let a few of them go. An active generator will increase your power
regeneration. By the time most generators are on and or
you've reached Access Tier 4, your power will restore fast enough that you won't need to worry about saving up for anything anymore. It's even possible that you can force a tesla
to fire almost constantly, making it impossible to pass. Again, What's most important as 79, is that
you work with your allies. You are the most dangerous SCP, but you aren't
going to win without your team. If you’ve made it this far, then thanks
for watching. While Ii’ve put together a lot of information
for this guide there are a lot of specifics that are probably
bound to change as time goes on, so I wouldn't worry about memorizing everything
so long as you understand the fundamentals. I know in the future, SCPs are going to get
reworked, and more assets replaced, so I don't expect this game to stay the same for too
long. I don't know where the devs plan on taking
this game, but if i can ask anything of Northwood, It would be great if there was a tutorial. "How to play" shouldn't be something you need
to DISCOVER. This video was edited in Hitfilm Express. The low detail characters and items were drawn using Gimp and all the animations were done in Blender. At the end of my previous guide for when 079
was released, I said some things about projects I clearly haven't made. I completely forgot about those and probably
won't be returning to them. For anyone who's been here since before 2016,
I'm sure you'd already know how bad I am with planning anything, which makes it a miracle
that THIS video even made it out. I usually only do something once, then move
on to something completely unrelated. At Least that's how I like doing things. The original guide was thrown together very
quickly, and after it was posted, I didn't think I was going to be making anything relating
to SCP again. Despite not being a very good guide, in my
opinion, that video was received well, so of course I thought about what I could do
better. While I wouldn't have made this video if I
really didn't want to, it did get a bit exhausting the longer it went on. So even if Secret Lab gets flipped on its
head some time in the future, I don't think I'll be making another guide on it. Obviously there are things I would LIKE do
next, but instead of saying I have something planned
again and risk having someone actually wait on those things,
I'll just say I have no idea what comes next, if anything, and i guess that's it.