SCP: Secret Laboratory

SCP: Secret Laboratory

36 ratings
A Definitive guide to Facility Guard
By XenoRaijin
This is a short guide that will highlight the job of what is considered the most useless role in the game, the facility guard.
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General Goals
  • Kill or Arrest D-Class[scp-secret-laboratory-official.fandom.com] (they wear orange jumpsuits)
  • Escort Scientists[scp-secret-laboratory-official.fandom.com] (they are in white suits)
  • Help NTF[scp-secret-laboratory-official.fandom.com] (military lookin dudes in blue)
  • Kill Chaos Insurgency[scp-secret-laboratory-official.fandom.com] (Military dudes in green)
  • Kill SCP Subjects[scp-secret-laboratory-official.fandom.com]
Pre-Heavy Phase
Acquire Yellow Card:
This is a pretty simple step, on your way to the entrance zone gate[scp-secret-laboratory-official.fandom.com], loot every locker [scp-secret-laboratory-wiki.fandom.com]you see until you acquire a yellow card

Group up if possible:
You will likely spawn away from your fellow guards, and it is important you enter heavy with some backup. Any scp can easily pick you off while your alone, and a D class could easily win a 1v1 against you.
Heavy Phase
Acquire lieutenant card:
For those who don't know, a lieutenant card can be found in 096's spawn. Using the yellow card you picked up earlier, you can open the door into the red room where on the ground you will find the lieutenant card.

Activate generators:
As you explore heavy containment, you will find panels that you can open with the lieutenant card you just acquired. There, once opened, you can place an ipad at the top left corner of the panel to start a count down. Do this once at 5 different panels.

Activate the nuke:
As you explore heavy containment, you will find an elevator with the sign above it stating that it is the silo room. In there you will find a switch that is by default off; you will want to turn it on.
Situational Goals
  • If you find a scientist, escort them at all costs, but only after you acquire a blue card or if they already have a card to escape with.
  • If the nuke has been turned on from the silo room, and you have a way into the nuke room on the surface, your first priority will be to do so and activate the nuke.
  • If the heavy containment zone is overrun, or is unsafe, wait in the entrance zone gate and kill or arrest any escaping d-class. Escorting an arrested D-class to the exit will make them an NTF, which will help alot, so always try to arrest before you kill.
  • If the entrance zone is overrun, or is unsafe, hide in the intercom room or, preferably, on the surface and wait for NTF to spawn.
A few important notes left by a kind commentor:
"some extra stuff you didnt mention" By Macklemore Enthusiast

  • If you get access to the lieutenant card, and you can do it pretty consistently, you are the first class to have access to allllllll of the loot in HCZ. getting those items on your side is game winning. this includes the vast majority of the scp lockers, and an e11 with three full clips of ammo, which is the best gun in a gunfight scenario.
  • in the four way intersection in EZ, if you position yourself so the camera is on your right, the checkpoint is nearly always that way.
  • there is also a scientist card in the server room. this is always present, and you will probably get there first as facility guard.
  • also, some servers dont let disarmed d-class turn into cadets. that being said, i believe you shouldn't kill d-class on sight, because, even though i believe that having such a server setting is optimal, its much, much more fun to let them walk by. not to disarm them, just to let them live. its like being nice to retail employees, except in a universe where you get $10 for harassing cashiers.

HCZ = Heavy containment zone (the area with black walls and tesla gates)
EZ = Entrance zone (the area with office spaces and has the exit)
29 Comments
ON!IITDRL,TARTI.R,IHI.IATAP! 18 Feb, 2024 @ 7:41am 
incorrect guide, you're meant to go to the checkpoint and instantly die to every scp imaginable

or atleast its my facility guard experience
Ragge 16 Oct, 2021 @ 1:03pm 
Pro top: Don't KOS D-Class, cuff them and walk them to the escape zone; then kill them. Makes them even more pissed :ujel:
why it so damn cold 18 Aug, 2020 @ 8:50pm 
also if NTF get a scientist escape (or a disarmed d-class escape) and all the SCPs are dead they win, but if they do everything but scientists don't escape (or disarmed d-class), a stalemate happens. and if nobody escapes scp wins, and if a non disarmed class d escapes, they automatically win if all NTF are dead, unless the ntf takes back the facility by killing all chaos and SCPs, in which case causes a stalemate.
why it so damn cold 18 Aug, 2020 @ 8:48pm 
might be wrong, but it's the basic idea
why it so damn cold 18 Aug, 2020 @ 8:48pm 
also d class escaping while disarmed by foundation personnel (NTF, facility guard, scientist)
counts as a scientist escape and increases the chance of a NTF spawn, basically it's a ticket system where 14 tickets goes to chaos and 24 are for NTF, the higher tickets give you that team's spawn. a d class escaping (not disarmed) is 1+ ticket for chaos spawn, and any scp items they escape with is +2 tickets, while NTF gain 1+ ticket for scientist/disarmed d-class escape, 4+ tickets for a quarter of a scp's damage done (so if you damage larry to 75% of his hp you gain 4+ tickets for ntf spawn)
tl:dr: if you can disarm a d-class and help him escape, it can help in the long run
Ashtimus 17 Aug, 2020 @ 3:46am 
DONT SHOOT D-BOIS ON SIGHT!
darkwood 2 darkwood 2 darkwood 2 31 Jul, 2020 @ 5:05am 
in the four way intersection in EZ, if you position yourself so the camera is on your left, the checkpoint is nearly always that way.

there is also a scientist card in the server room. this is always present, and you will probably get there first as facility guard. 2/3
darkwood 2 darkwood 2 darkwood 2 31 Jul, 2020 @ 5:05am 
some extra stuff you didnt mention

edit: lol theres a character limit.

if you get access to the lieutenant card, and you can do it pretty consistently, you are the first class to have access to allllllll of the loot in HCZ. getting those items on your side is game winning. this includes the vast majority of the scp lockers, and an e11 with three full clips of ammo, which is the best gun in a gunfight scenario. 1/3
XenoRaijin  [author] 24 Jul, 2020 @ 8:51am 
Commissar Grub, it would be better to have an alive cadet on your side, than a dead d-class that has a chance to respawn as a chaos. Every d-class you kill has a chance to respawn later and kill you, while every d-class you convert becomes one less Chaos next spawn wave.
PJ_2005 24 Jul, 2020 @ 8:26am 
commisar grub d class dont increase risk of chaos spawn dumbass