SCP: Secret Laboratory: Complete Survival Guide

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.


Quick Start

  1. Know your win condition. Class-D and Chaos want to escape and kill Foundation staff. Scientists, Guards, and MTF want to evacuate Scientists and re-contain or kill SCPs. SCPs want everyone human dead. Some teams will cooperate, so read the situation.
  2. Keycards are progression. Everything in the facility is gated by keycard permissions. Picking up and upgrading cards is how you get anywhere.
  3. Use proximity voice chat. Talking is half the game: surrendering, bluffing, negotiating, and teaming up. Scientists and Class-D teaming up happens a lot.
  4. Learn the zone order. Light Containment Zone (LCZ) leads to Heavy Containment Zone (HCZ), then Entrance Zone, then Surface. Checkpoints connect them, and the escape point is on Surface.
  5. LCZ decontaminates. Partway through the round, Light Containment gets sealed and flooded with gas. Get out before the countdown ends.
  6. Don't look at SCP-096's face, and keep eyes on SCP-173. These two basic rules alone will save you in many rounds.
  7. Escaping changes your team. Escaped Class-D become Chaos Insurgency, and escaped Scientists become MTF. Escaping cuffed switches you to the other side, which is a key tactic.
  8. Respawn waves decide the late game. MTF and Chaos arrive in waves on Surface. The side that has been doing better tends to get stronger reinforcements, so staying alive and completing objectives matters.
  9. Pick up and use SCP items. SCP-500 heals fully, SCP-207 makes you faster at a health cost, and SCP-268 makes you briefly invisible. These items win fights.

The Facility

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.

SCP-914

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.


Human Classes

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

Cuffing and Surrender

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

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.


Weapons, Armor, and Key Items

SCP Items Worth Knowing

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

Playable SCPs

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.

Containment and Countering SCPs


Round Flow

  1. Spawn: Class-D in cells, Scientists near LCZ offices, SCPs in their containment, Guards in Entrance.
  2. LCZ scramble: Class-D rush items and 914. Scientists try to reach a checkpoint. SCP-173 is often loose immediately.
  3. Decontamination: LCZ gets sealed with a warning countdown. Anyone left inside dies.
  4. Respawn waves: MTF helicopter or Chaos vehicle arrives on Surface. Spectators respawn in waves, and how well each side has done affects who spawns and how strong the wave is.
  5. Endgame: the Alpha Warhead can be armed from the control room in HCZ and started at the Surface panel. Once it detonates, anyone still inside dies. It's often used to force an end or wipe SCPs.

Playing Each Role Well

Class-D

Scientist

Facility Guard

MTF and Chaos

As an SCP


Common Mistakes to Avoid


Advanced Tips


FAQ

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.


Sources