This guide covers every role in SCP: Secret Laboratory (SCP:SL): Class-D, Scientists, Guards, MTF, Chaos, and the playable SCPs, plus keycards, key items, zone flow, and the tactics that decide rounds.
Researched September 2026. Current as of patch 14.2.7 (May 2026), with Megapatch III (15.0, adding SCP-953) in development. Live games change; check the linked sources if something differs.
| Zone | What's there | Notes |
|---|---|---|
| Light Containment Zone (LCZ) | Class-D cells, Scientist spawns, SCP-173's chamber, SCP-914, SCP-330 (candy), armory | Decontaminated mid-round, so leave in time |
| Heavy Containment Zone (HCZ) | Most SCP containment, generators, SCP-079's room, the MicroHID room, the Alpha Warhead | Most dangerous zone. SCPs roam here |
| Entrance Zone | Guard spawns, offices, Gate A and Gate B elevators | Checkpoint between HCZ and Entrance |
| Surface | Gate A and B exits, escape point, helipad and Chaos vehicle arrival, the warhead detonation surface | Where respawn waves arrive |
The layout is procedurally generated from room pieces each round, so learn rooms and how they connect, not a fixed map.
The refining machine in LCZ. Set it to Rough, Coarse, 1:1, Fine, or Very Fine and put items (or yourself) in the intake. Refining keycards on Fine upgrades them (with some randomness), which is the fastest way for Class-D and Scientists to get access. Refining yourself can have unpredictable results.
| Class | Starts with | Goal |
|---|---|---|
| Class-D Personnel | Nothing | Escape. Escaping turns them into Chaos Insurgency |
| Scientist | A keycard, a medkit or basic item | Escape. Escaping turns them into Nine-Tailed Fox (MTF) |
| Facility Guard | A weapon, armor, a radio, a Guard keycard | Protect Scientists, contain Class-D, slow SCPs until MTF arrive |
| Nine-Tailed Fox (MTF) | Rifles, armor, higher cards (Private, Sergeant, Captain ranks) | Re-contain SCPs, escort Scientists, kill hostiles |
| Chaos Insurgency | Heavy weapons, armor, the Chaos Access Device | Kill Foundation staff, rescue Class-D |
Anyone with a weapon can disarm (cuff) an unarmed or surrendering player. A cuffed Class-D who reaches the escape point as a Foundation prisoner turns into MTF. A cuffed Scientist brought out by Chaos turns into Chaos. Cuffing enemies is often better than killing them because it adds to your side's numbers.
Keycards give permissions in three families: Containment, Armory/Security, and Admin. Inspect a card to see lit squares for each permission.
| Family | Cards (low to high) |
|---|---|
| Containment | Janitor, Scientist, Research Supervisor, Containment Engineer |
| Security | Guard, MTF Private, MTF Operative, MTF Captain |
| Administrative | Zone Manager, Facility Manager, O5 (everything) |
Two special items:
Checkpoint access is what lets you move between zones, so a card that opens checkpoints is your top early priority.
| Item | Effect |
|---|---|
| SCP-500 | Pill that fully heals and removes most negative effects |
| SCP-207 | Cola: faster movement, slowly drains health, stacks dangerously |
| Anti-SCP-207 | The opposite: slower, but gives regenerating protective health |
| SCP-268 | Cap that makes you invisible for a short time |
| SCP-018 | A super-bouncing ball that gains damage with each bounce |
| SCP-244 | Vase that makes a freezing fog cloud, which is great for area denial |
| SCP-330 | Candy bowl in LCZ. Take up to two candies safely. Taking a third cuts your hands off |
| SCP-1344 | Goggles that show nearby players through walls (you start partly blinded, clearing over time). Never take them off: removing them blinds you permanently and rapidly drains your health until death |
| SCP-1576 | Gramophone that lets you talk to spectators briefly |
| SCP-1853 | Boosts weapon handling when you're in danger, but comes with a harmful side effect |
| SCP-2176 | Ghostlight that shorts out room lights and locks doors when thrown |
| SCP-127 | A living submachine gun in HCZ (needs level-3 containment access) that regenerates its own ammo, levels up as you deal damage and get kills, and gives its wielder a small Hume Shield |
| SCP-1509 | "Blade of Rebirth" machete. It hits hard (double damage to SCP-049-2), gives a regenerating Hume Shield while held, and killing a human, SCP-049-2, or SCP-939 with it revives a spectator on your side. Revival has a cooldown, and each spectator can be revived once per round. Found in bulletproof lockers that need containment and checkpoint access |
| SCP | Playstyle |
|---|---|
| SCP-173 ("The Sculpture") | Can only move when no one is looking. Blink-teleports and snaps necks instantly. Uses tantrum (feces) to slow and block doorways. Deadly in groups when humans blink |
| SCP-096 ("The Shy Guy") | Harmless until someone sees its face, then enrages and hunts every target who did. Can also charge and pry open gates |
| SCP-049 ("The Plague Doctor") | Kills with a touch and revives dead humans as SCP-049-2 zombies. Tracks one target at a time. Best as a pack leader |
| SCP-049-2 (zombie) | Revived minions. Tanky melee brawlers that swarm |
| SCP-106 ("The Old Man") | Walks through doors, sends victims to the Pocket Dimension, and stalks from underground. Weak to being flushed out and burst damage |
| SCP-939 | Pack predator that "sees" by sound, mimics voices, and lunges. Shut up and stand still around it |
| SCP-079 ("The Old AI") | Controls the facility from the cameras: locks doors, shuts down lights, triggers the Tesla gates and blackouts, and supports the other SCPs. Is recontained once all three generators are activated and a human triggers the containment mechanism in its chamber (the overcharge starts automatically if it's the last SCP alive) |
Coming in Megapatch III (15.0): SCP-953, a shapeshifter who spawns disguised among humans (Scientists, Class-D, or Guards, each with their inventory) and uses a new Essence resource to reveal herself and use abilities. Details were still subject to change as of the August 2026 showcase.
Is SCP: Secret Laboratory free? Yes, it's free to play on Steam.
What's the current version? As of September 2026, the live build is 14.2.7 (May 30, 2026). Northwood is working on Megapatch III (version 15.0), which will add SCP-953, lockers, reworked surface areas (Gate A and B), and more.
How do I become Chaos or MTF? Escape as Class-D (Chaos) or Scientist (MTF), or wait as a spectator for a respawn wave.
What does SCP-914 do with keycards? On Fine it tries to upgrade the card to a better one. Very Fine is more random. It's the easiest way to get access as Class-D.
Why can't I hear some players? Proximity voice and team radio channels are separate. Patch 14.2.7 also said it "potentially fixed" an issue with players not hearing one another. Check your voice settings and radio.
When is Megapatch III coming? No release date has been announced as of September 2026. Devlogs are showing SCP-953, surface zone rework, and new lockers in development.