SCP: Secret Laboratory

SCP: Secret Laboratory

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(old) Tips and Tricks
By cate
This is a collection of some nice and useful tricks for playing SCP:SL. The guide will require you to have decent knowledge of the game, but is as user-friendly as possible.

This will likely not be updated for parabellum and onwards, because I now hate the game, thanks to the horrible updates and design decisions. Expect many strategies and stuff listed to no longer be applicable to the modern game, because the devs probably made all the damn scps and chaos have thermal vision or some sh*t.
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General Knowledge
This section is about overall game knowledge; these are tips about how the game works.



Door location for D-boi
When you spawn as a D-boi, notice you will be looking slightly to the left or right. Wherever you are looking most is where the door is.
This is nice for saving some time.

Remembering the Layout
To remember locations / areas, instead of mapping out the whole thing and positioning rooms in your mental image, simply just take note of where you've been. For example, if you notice 914 and turn left, then after 2 corridors you see a gate, note the fact going left and forwards from 914 takes you there.
This method is surprisingly easy to do, though if you get completly lost, you'll need to reset this 'map',


How to look away from 096
As of the 096 downgrade (update,) you can't and don't. You will die instantly.


B thou'st friend?
Most likely not. Run.


Avoiding Shift+Tabbing
This ones simple. Rebind your inventory key.
If you've a million dollar mouse, it may be nice to bind it to a mouse key. Otherwise, I heavily advise [F]. It works fantastic.


Keycards in Heavy Server
In heavy, go to the server room and there will certainly be a cadet nerd's card spawn in there. Only one card will spawn, and one always will. This card is extremely helpful, so you should look for it. There is a good chance of there being a card still being in the area when you arrive.

Heavy magical doors
Heavy's doors have a nice feature; you can hide cards and ammo inside the door.
This is very useful when hiding a 05 for later. Very few people know or use this trick, and it is pretty much impossible to find a card this way. So, this is a fantastic to do if:
You are a d boi with guards all around and an 05. You are feeling greedy and don't want the nuke to go off, so you hide the card in a door and then die. Later, you respawn as NTF and retrieve your 05


How not to get tazed
The tesla in heavy gets lots of people killed, but you can be safe if you only pass through the gate when the camera is off(red), or looking away from the gate


Free COKE
You can make a flashbang a coke by putting in 914 at very fine. This works 100% of the time, and is a fantastic feature the devs added because you can go fast


Find heavy from entrance faster
There is a pattern that works the majority of the time, where when you're at a 4-way intersection in entrance, the door to the right relative to the computer's camera, leads to heavy checkpoint. Doesn't happen all the time, but does seem to happen most the time.
Have atleast a chance of living shy guy
Credit: Pengu!!
You (don't) see shy guy down a long dark hallway. Some seconds pass, and next thing you know this invincible bastard has ran you down and slaughtered you.
This can be avoided by looking about 45 degrees, where you don't see his face, but can activate stuff like doors, and can look at peanut, "safely". Still, you're basically confirmed bloody dead if shy guy is even remotely competent. but eh
Areas to hide
This section includes locations that can be used to hide.



Hiding in the server room (HCZ)
The top area should be safe if people don't search, but the bottom area is a death trap - since people can now be on the servers, they can scout everywhere easily, making every single spot very risky. The best bet may be the stairs though this should be used very infrequently as it is extremely unsafe. On the other side, the top area is relatively safe if you are at the opposite place of your chaser. (Apologies for the small text)

Hiding in the Intercom
In the intercom, you can hide from some people in two locations. It is incredibly unlikely you will not be found and shot, so the intercom is a last resort.

Hiding in the toilets
In light containment, there are some toilets that you can hide in. Hiding here works surprisingly well; very few people actually check. If you do decide to hide in them, make sure you're making as little sound as possible.


Hiding in the checkpoints
With both the Light-elevators and Heavy-Enterance checkpoints, you can hide in them rather well. These get checked on a fairly regular basis, so be prepared to make a run for it.
*Note: When avoiding JUST shy guy, it is very effective to jump onto the window near the checkpoints, face the wall, and look up. This way, you are gurranteed not to anger the poor guy. (However, this all changes if someone else is with you...)*


Hiding on the walls near HCZ ammo room
Simply jump onto the gate and run for the corner. You will be safe there 99% the time. You can safely return back with ease.

Hiding in the airlock
In light, there is the red airlock thing. It proves fantastic as a hiding spot, as very few players check it.

Hiding in the dog's stairs
In dog's kennel, he owns some stairs. Hiding under them works fantastic.

Larry's Basement
Larry's basement is a fantastic place to hide; literally no one I've seen in my 700+ hours has even considered checking here. Also, the cubes are nice.

Becoming one with the rock
In entrance, exists rock room. When being chased by anything, you can jump to the right side of the pit and hide surprisingly well. Currently, I am not sure if SCP's can see you well with their red vision. Probably not though.

Escaping doggo as d-boi
In light, you can return to your disgusting, filthy cells to evade the dog. This works because the dog is fat, lazy, and tired, and therefore can't be bothered checking every cell. You'll be safe as long as you don't reveal your position.

Hiding in Entrance Office
In entrance, there is a room with a cubicle. You can 'hide' in it as a last-resort escape. People can see your head w/o jumping, and it's checked somewhat frequently. But, it can work.

Surface stair position
Up in surface, there is a rather nice place to hide / avoid enemies just above the staircase. This location does work well at times, especially against SCP's. Though, expect to be discovered soon.

[Surface elevator A] hiding spot
This is surprisingly efficient at times. This should only really be used to avoid a spawn (hopefully), as the staircase spot is great against SCP's. Anyways, this spot can work well, but most the time, someone will discover you. If you can negotiate well, though, you may survive.

Larry's pole
You can jump on the speaker in Larry's area which is great for avoiding and escaping from most SCP's. Note that peanut could probably glitch his way up to you, all SCP's can get up to the speaker or get near to it, being able to damage you.
Though this should put you in a very vulnerable position, if you just jump to avoid attacks, a less experienced SCP player will leave you be eventually. Otherwise, you're better of doing the window trick.


Parkour in Larry's room
In Larry's room, you can jump up to the camera, above the femur breaker thing. It usually isn't great, but it's nice. Note, standing on the camera can kill you. (Credit - Aeiou)
Since an update or so, the bastards removed the chair, so it is now impossible to reach the place as a slower scp, like the zombie.
Environmental Manouvers
Similiar to general knowledge, but explains useful manouvers for the environment.



EPIC servers manouveur
This is probably the most difficult thing to do now.
This is truly epic, you can hide, duke, and more.
What you wanna do is jump where the pic says and don't go too far forwards. Once on the edge, crouch looking towards the doors but more-so at the ramp, and you'll be able to reach the other, more concealed side. You'll find it's very easy to fall off here.


Becoming a fast d-boi
When anyone is in light containment, you are able to jump onto the ledges of the walls on corners to get ahead of someone extremely well. Doing this manouver is simple; run directly for the door (more-or-less), and jump onto the ledge, then continue jumping.

This can also be done in heavy containment with fences at the dog's containment, and at the T-area intersection (room with ammo).

Jumping on surface fence
Are you someone with weak legs such as 096 and simply can't jump onto the fence? Fear not; you can simply jump onto the little ledge on the walls, then jump onto the fence. This makes it so everyone can get everywhere.
Also, you can safely jump down where the jumping area is if you run at the wall, and keep running.
To do this, jump when you are near the wall bit that's poking out, and run into it. You may take damage, but it won't be fatal. Running into walls can be useful in some cases, I believe it's down to luck.

Becoming a lesser GOD in 914
You can still jump on 914 like you own it in the inputs/output walls. Bit difficult though you will become GOD once again.


Should you give up in decontamination?
Don't. As I said before, never give up.
In decontamination, you're pretty much safe if you remember where a gate is. This is because You can go in an elevator safely at 1 second; it will bring you up regardless the time. (Note though, after decontamination, the elevators cannot be used whatsoever. Make sure you press the button ASAP, then get in the elevator after.

Utilising the lockers in entrance
(Credit to 'colakid,') is the room with the two big boi lockers and the weapons manager. You can jump onto bottom locker and avoid 096 + peanut. (Note all SCP's (excluding compoota) can jump onto the lockers via the side railings. Peanut will have much higher difficulty doing this, though. (However, peanut CAN kill people on top the lockers with some luck. He can also glitch to some places, though this is unlikely. To avoid this, simply jump. -Credit to 'Shibainu25') -Credit to 'W E E B S.') You can also utilize the many desks to avoid lots of SCP encounters.
With dogs, simply jump over the desks and be unpredictable. For peanut, simply make sure a desk is behind you and him. For shy guy, jump from one desk to another, but note this maneuver may not work. With Larry, just outrun the old lad. You bully.

Jumping onto Larry's containment box as SCP
(Credit to Shibainu25)
Simply, jump onto the pillars that support the catwalk, then jump onto the railings, and then jump to the area that bulges towards you. Works as every SCP, though poor peanut will have difficulties. Note, there is a speaker on a pillar that you can jump up on. I doubt everyone can get up there, but apart from that, the spot may be good for evading dogs, 096, and the like.

Becoming GOD in surface
In surface, jump from the fence to the weird black strip on the wall. When doing this, be at like a 4 degree angle, pointing towards the left wall. Keep running even when you should've landed as this is how 'glitching' onto surfaces in SL works. Sounds complicated, but you'll get used to it fast.
As of 096 downgrade (update,) you can still do this and become god but when you get off the platform you will instantly die. Makes this useless but fashionable.
Strategic Strategies
This section is about strategies when playing against/with players.


Elevator Trick
When at a elevator, you can easily use it to escape someone. For example, if you're being chased by 096, dog and a chaos, it is rather reliable to hide in a corner at an elevator, then once they leave, immidiently press the button and run in on the last second.
The more people, the more unlikely this is to work.
I'd recommend when dog passes the yellow line, press the button and run.


BOMB Elevator
Chuck a good 'ol nade in the elevator when you have the opportunity.


Surviving Guards(?)
Accepting defeat is something you should NEVER do; you can always try, and that may work.
With guards, it's a decision of being a good sport and roleplaying along, hoping they won't shoot you, or rushing for that exit.
If you decide to not run, I advise being friendly to guards. Don't run, acknowledge them, and don't equip anything. Negotiate from there.
If you decide to run, close all the doors in a reasonable proximaty. Note, this is the only time when closing doors is fine. If you close all the doors you see, the guard will probably track you down and murder you. So depending on your scenario, keep the door count relatively low.


Escaping enemies
When being chased by an enemy, you can safely hide in a corner and quickly rush out, closing the door then outrunning them. Though, this comes down to luck and the skill of the man murdering you.
When in a corridor, close both doors; the one in-front of you, and the one you came through. Then rush to the door you came through and sit in the corner. When the person comes through, immediately rush through the door, closing it.
When in a dead-end in entrance, repeat ^ but standing closer to the door, invisible from anyone looking at the glass. Note a competent player will always win in this scenario, so you may want to turn to negotiation.


049 Area dodge
If you find you're in a position where an enemy is coming up to where you are: The 049 area; you have a good chance of surviving the encounter. Simply, follow this image:

Evading SCP's With Desks
In entrance, there are some rooms that have desks. With these desks, you can jump from one to another and hopefully survive a hostile SCP.

Evading Enemies in 914
Cred it to Shibainu25
When running from scps, it can be a good idea to go inside the input slot of 914 and turn it on. This is useful for scps like larry and shy guy. If you do this, do not hide in output because everyone frequently checks the output.


Not Getting Tased as Peanut
The tesla gate is known to kill thousands of smol brain peanuts. Let this not happen; simply run to the 'pillar' of the gate, then run through once it's safe. This can not work (a person opening their eyes as you're passing the gate, resulting in a burnt peanut). But, most of the time, it works.

Ending it all as an SCP
Playing as peanut with a team that has no mics, on a 10 player server? Worry not; you can make the ultimate jump! Simply head on down to Heavy and find that ammo room. Jump.

Locking yourself in/out of a door
Ever stole the keycard from 096 but didn't have another to replace it? Or have you saved some people in Larry's pit, but desired to trap yourself in there with them, no chance of escape?
WELL NOW YOU CAN


Computer opens armoury
As computer, it's probably the best strategy to open light's armoury.
Let people get armed, then kill other people - this both gives you much needed EXP, and also gets some easy kills for your scp buds. The concern of dbois/nerds hurting scps with nades or bullets is void because they have little firepower, don't know the map, and are likely cowards (so they won't attack).

Stamina maintenance
In light, run until you hit 0 stamina. Then don't run until it's full. This is the fast/most efficient method of sprinting, due to how the bar fills.
Stop running just before doors though, so that you can preserve a bit of stamina.
In airlock, you can get lots of stamina if you just walk through all of it.
In heavy and beyond, do all these strats but I recommend always preserving like 40% stamina, incase you encounter an enemy and need to sprint to a door - which you'd then close for a bit of safety.
When escaping a dog or larry, sprint and close doors, then walk, closing doors - until either the enemy is close, or you have full stamina.

Silent elevator
When using elevators, and you teleport to the next area, your player moves and makes an audible sound, which the dog uses to see you, and larry for example could use to know you're in the elevator.
I'm not sure, but I think you can avoid this sound so that your character doesn't make any sound when using/teleporting with the elevators. Simply walk/crouch around between the teleport, and you won't step/make a noise.
Weapon Setup Suggestions
Removed / Bad due to Updates
Due to MPII
Don't be escorted
If you've anything valuable, do not let people escort you. They will most likely STEAL EVERYTHING.
To avoid being robbed, close doors on people trying to lead you out the facility. This is the only case where closing doors on 'good' people is acceptable.


Safely descending from a 10 metre fall, in the dog's dungeon
In heavy, there is a pit for dogs. You can run viciously at the pillars whilst falling on them, so you don't die. This maneuver is great for avoiding SCP's.

Hiding in 079 Area
In heavy, you can hide up on 079's very own speaker. It is quite efficient, especially as many players don't have necks able to look up.

Taser's Servers
In heavy, in the taser room, there is a last-resort location to hide. This will rarely work, and is barely considered a spot. But it does well sometimes. Note, sometimes there will be a bug where some black lines are in the location. If you jump on them, you'll be stuck forever.

Larry chamber parkour
You can jump from one end of the catwalk to the other end, by jumping onto the windows. I have tested this very little, and it does pose a great challenge. Though, it offers a fantastic offer; most players won't be able to do it. It is possible to do as a human, but barely.

Becoming God in 914
Jump onto the pillars that bulge it from the machine. To do this, jump then press w. Once you get to a high point, you can jump to the "Input / Output" signs, or Jump on the key. To jump on the key, perform a semi-circular maneuver; jump a bit offset to the key, but later run towards it.
Once you are at the Input/Output sings, you can also jump on the black box things. Simply run and jump into the black wall thing. You will be slightly above the ground.

Jumping on surface lights / camera
On surface, there are two lights and a camera EVERYONE can access. Though, there is a very low chance of survival when descending, and the camera will kill/kick you for being on it. Therefore, this spot really isn't good nor viable. But, eh, it exists.

Surviving the lights in surface
In surface, you can now jump onto the lights, then hop off em safely, and rather reliably!

Due to hotfix 10.2.2
Larry Elevator (Credit to 'Pedro')
In any elevator, Larry can set a teleporter on the top or bottom. If placed on top, then Larry should enter the portal when the elevator is at the bottom. When people come up to the top, Larry will suddenly appear infront of whoever came up. This is extremely useful, though keep in mind, if someone drops a grenade in the elevator, you will probably die.
58 Comments
Stoney :3 22 Nov, 2024 @ 10:13pm 
magic
cate  [author] 11 Jul, 2021 @ 11:28pm 
yeah, player Pengu!! told me you can look down like 45 degrees, so you don't see his face, but can see peanut, making it possible to survive a peanut shy guy combo.
I'm trying this out, learning more about it, testing it a bit, until I understand it well enough to add in this guide.
An issue though, is that even still, if you accidently look 0.5 degrees too high and see a pixel of his face for 0.00001 seconds, he will rage and you will die. so he's still a op piece of shit and the project managers are still complete retards for the the 096 change, but yeah. hopefully when you're good enough you can avoid looking at 096 altogether, so you never activate him.

And for people thinking "just look down nub", usually there's a bunch of other threats like closed doors, guards, other scps, tesla gates, dead ends, peanut, etc which all require you to look up - which is impossible to do with shy guy.
eight 11 Jul, 2021 @ 11:14pm 
I find that looking straight down will no longer trigger 096, and if you out manuever 096, you can look straight again
Frick 10 Jul, 2021 @ 3:56pm 
Silencers with 70-75% sound reduction can be fired around the dog without getting his attention, the 60% suppressors are dumb and don't really provide anything other than less damage, and also all suppressors and silencers remove the flash from your gun when fired, which is handy for not being seen from long distances when you are sniping people.

Also scientist keycards can access S.C.P. 096's containment chamber which will always have an M.T.F. lieutenant keycard which is very helpful when your escaping in a pinch. It's also worthwhile getting the M.T.F. lieutenant card as a facility guard if you want to get all the S.C.P. items, armory lockers, access to generators and gate without having to risk your life in light containment.
BUG INFLUENCER ☢️ NUKE CEO 28 Jun, 2021 @ 12:27pm 
damn cate go outside fr u fatass
Narrowgauge07 27 Jun, 2021 @ 7:16am 
i reccomend sniper scope and laser sight only for e-11, as it allows you to reliabily deal with all situations. if you are good at dealing with recoil use the muzzle booster too.
cate  [author] 26 Jun, 2021 @ 9:41pm 
mm; ill revisit my weapon setups. I should never use suppresor and I'll try heavy barrles and sniper setup
Live Fish Scout Reaction 26 Jun, 2021 @ 4:48pm 
I personally use heavy barrel on all guns that have it
Chargedgeiger 8 Mar, 2021 @ 8:22pm 
Literally the only guide that exists that covers some of these exploits. 11/10 Could add some more exploits if you can find the ones i'm thinking about :)
Barut 16 Jan, 2021 @ 10:13am 
Awesome guide, even gave an award.