SCP: Secret Laboratory Useful Information Guide – Keycards

SCP: Secret Laboratory Useful Information Guide – Keycards 1 - steamsplay.com
SCP: Secret Laboratory Useful Information Guide – Keycards 1 - steamsplay.com

An incredibly done guide, which give all the information that you need AND MORE. Is pretty straightforward, a guide for beginners and to refresh some knowledge about this lovely game.
 
 

Introduction

This is, well what the title says, the Introduction to this guide ! This guide will go over a pretty much everything you need to know to play this game. And also, if there is anything you think I should add don’t even doubt to comment it, and as soon as I can I will update the guide.
 
 
 

Keycards

The KEYCARDS are fundamental on this game, because t hey are the only item who grants you the ability to escape the facility, or access to the different places on the facility. Let’s start with the more basic ones.
 
 
Janitor KEYCARD you can obtain it on the LCZ. And they give almost none access, you have Containment Access Tier 1, you don’t have access to Gates, Warhead, Checkpoint, or Intercoms. This is the most basic of all the Keycards.
 
 
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Scientist KEYCARD you can obtain it on the LCZ. And they give almost none access, you have Containment Access Tier 2, you don’t have access to Gates, Warhead, Checkpoint, or Intercoms. You spawn with this keycard if you are a scientist.
 
 
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Zone Manager KEYCARD You can obtain it by upgrading your keycard on SCP-914. You a have Containment Access Tier 1, you don’t have access to Gates, Warhead, or Intercoms. But you have access to Checkpoints.
 
 
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Research Supervisor KEYCARD you can obtain it by upgrading your key card on SCP-914. And they give almost none access, you have Containment Access Tier 2, you don’t have access to Gates, Warhead, or Intercoms, but you do have access to checkpoints now.
 
 
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[Those KEYCARDS are the ones that I called “Basic Ones.” They all have similar Containment Access Tier and Access to things like, Warhead, Gates, Checkpoints, or Intercom. ]
 
 
Containment Engineer KEYCARD you can obtain it by upgrading your key card on SCP-914. You have Containment Access Tier 3, you don’t have access to any Armory Access Tier, or Gates, but you do have Access to Warhead, Checkpoint, and Intercom.
 
 
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Facility Guard KEYCARD You can obtain it by upgrading your key card on SCP-914. And they give almost none access, you have Containment Access Tier 1, you don’t have access to Gates, Warhead, or Intercoms, but you do have access to checkpoints, and you have a Armory Access Tier of 1 (which is better than nothing especially on this game). You spawn with this keycard if you are a Facility Guard
 
 
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MTF Cadet KEYCARD you can obtain it by upgrading your key card on SCP-914. You have Containment Access Tier 2, you don’t have access to Gates, Warhead, or Intercom, but you do have Access to Checkpoints, and a Armory Access tier of 2. You spawn with this keycard if you are a MTF Cadet
 
 
SCP: Secret Laboratory Useful Information Guide - Keycards - Keycards - EAE08B2
 
 
MTF Lieutenant KEYCARD You can obtain it by upgrading your key card on SCP-914. You have Containment Access Tier 2, you don’t have access to Warhead, but you do have Access to Checkpoints, and Gates, and a Armory Access tier of 2. You spawn with this keycard if you are a MTF Lieutenant
 
 
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[Now this KEYCARDS are the good ones, they grants you a good level of access to almost any place on the facility]
 
 
MTF Commander KEYCARD You can obtain it by upgrading your key card on SCP-914. You have Containment Access Tier 2, you don’t have access to Warhead, but you do have Access to Checkpoints, Gates, and Intercom, and a Armory Access tier of 3. You spawn with this keycard if you are a MTF Commander
 
 
SCP: Secret Laboratory Useful Information Guide - Keycards - Keycards - DA612B0
 
 
Facility Manager KEYCARD you can obtain it by upgrading your key card on SCP-914. You a have Containment Access Tier 3, unlike the other keycards, this is the first keycard that gives you access to all Gate, Warhead, Checkpoint, and Intercom. You don’t have a Armory Access Tier.
 
 
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Chaos Insurgency Access DEVICE you can obtain it by upgrading your keycard on SCP-914. You a have Containment Access Tier 2, this one gives you access to Gates, Checkpoints, and Intercom. But not to Warhead. You can spawn with this keycard if you are a Chaos Insurgency Soldier.
 
 
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05 KEYCARD The 05 Is the highest one, you have access to Warhead, Checkpoints, Intercom, and Gates, a Containment Access Tier 3, and a Armory access tier of 3 too. The only way of getting this one is by upgrading with SCP-914
 
 
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Locations

Here are the main Locations of the facility we are place in.
 
 
Light Containment Zone (Aka) LCZ The Light Containment Zone is one of the four major areas in SCP: Secret Laboratory, which serves as the area where Class-D, Scientists, SCP-173, and SCP-914 will spawn.
 
 
Heavy Containment Zone (Aka) HCZ The Heavy Containment Zone is one of the four major areas in SCP: Secret Laboratory, which serves as the area where SCP-106, SCP-096, SCP-079, SCP-939 and SCP-049 will spawn, as well as houses the Alpha Warhead and its activation switch. It is the zone connecting the Entrance Zone to the Light Containment Zone. This zone is a little more complex, since this is sort of a midpoint between the surface and the LCZ, in the HCZ you have the Checkpoints, which are the places that let us go the Entrance zone, so that we can eventually go to the surface. In this zone we also have the “Elevator systems” A and B which are the lifts that will transport a player to and from the Light Containment Zone. They are laid out in a “T” junction formation, with the elevator system name illuminated on a digital display in the center of the room with the lifts on either side.
 
 
The Entrance Zone The Entrance Zone is one of the four major areas in SCP: Secret Laboratory, which serves to connect the Facility to the Surface and the Heavy Containment Zone. Facility guards spawn here at the beginning of the round. In this zone you have the gates which let you escape from the facility.
 
 
The Surface Zone topmost area of Site-02 in SCP: Secret Laboratory, serving as the spawning area for Mobile Task Force Units and the Chaos Insurgency. The Surface also holds the control room for the Alpha Warhead, as well as the escape route for Scientists and Class D Personnel to leave by.
 
 
The Pocket Dimension The Pocket Dimension is a location in SCP: Secret Laboratory, which servers as the location that players are teleported to upon being attacked by SCP-106. I know this is not a main zone, but I’m pretty sure that half of the hours of me being on this game have been there, so I was feeling like adding it.
 
 
 

Classes

This sections is way more easier to understand than the KEYCARDS, here are the Classes
 
 
Class D Class D are one of the five human classes in SCP: Secret Laboratory. They spawn in at the beginning of the round in Light Containment Zone. Their goal is to escape to the surface and survive while working with the Chaos Insurgency.
 
 
Scientist Scientists are one of the five human classes in SCP: Secret Laboratory. They spawn in at the beginning of the round in Light Containment Zone. Their goal is to escape to the Surface and survive while cooperating with Facility Guards/MTF.
 
 
Facility Guard Facility Guards are one of the five human classes in SCP: Secret Laboratory. They can spawn in at the beginning of the round. The Facility Guards are tasked with rescuing Scientists, eliminating the Chaos Insurgency and Class-D, and re-containing all SCPs. They cooperate with the MTF.
 
 
Mobile Task Force (Aka) MTF The Mobile Task Force is one of the five human classes in SCP: Secret Laboratory. The MTF are tasked with rescuing scientists, killing all class-D, Chaos Insurgency and re-containing all SCPs with the help of site security.
 
 
Chaos Insurgency The Chaos Insurgency are one of the five human classes in SCP: Secret Laboratory. The Chaos Insurgency is tasked with rescuing class-D and killing all Foundation personnel, but are not required to kill SCPs.
 
 
 

SCP’s

The SCP’s are our main group here, and probably the reason why you ended up playing this game. I’m only going to name the 7 most important ones (Most important on my opinion)
 
 
SCP-049 SCP-049 is one of the SCPs in SCP: Secret Laboratory, which can instantly kill players and revive them into SCP-049-2 instances.
 
 
SCP-096 SCP-096 is one of the SCPs in SCP: Secret Laboratory, which will slowly walk in a docile state until it becomes enraged by being hurt or having its face looked at by a human.
 
 
SCP-173 SCP-173 is one of the SCPs in SCP: Secret Laboratory, which can move quickly when not in the line of sight of humans and instantly kill players by snapping their necks.
 
 
SCP-939 SCP-939 is one of the SCPs in SCP: Secret Laboratory, which can talk to human characters and locate other players through walls.
 
 
SCP-106 SCP-106 is one of the SCPs in SCP: Secret Laboratory, which can walk through doors, teleport to a set point and send targets to his pocket dimension.
 
 
SCP-079 SCP-079 is one of the SCPs in SCP: Secret Laboratory, which can traverse the facility by using its many security cameras and tamper with the various electronics it comes across.
 
 
SCP-914 SCP-914 is one of the SCPs in SCP: Secret Laboratory, which can can upgrade, downgrade or destroy items based on a set of inputs.
 
 
 

End

Well, is FINALLY DONE, if you are here I love you, and since I have been sitting here for an astonishing amount of time, if you liked it, or found it helpful I would really appreciate that you show your kindness by giving it thumbs up, so I guess this is all, it was fun I guess. And thank you for reading it, until the next time.
 
 

Written by _AlphaOne_

 
 
This is all for SCP: Secret Laboratory Useful Information Guide – Keycards hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
 


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