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"Come on out, you're gonna die anyway."
SCP: Secret Laboratory is a spinoff game to SCP – Containment Breach developed by Northwoods Studios. The game takes place within the same setting as Containment Breach and assumes the same backstory that led to the events, but with the added twist that all scientists, guards, D-Class, Chaos Insurgent intruders and even SCPs are now controlled by the players.

Players must work together to either escape the facility or to kill anyone stranded underground by any means necessary. In the wake of the chaos that'll happen, alliances between the factions will be formed and backs will be stabbed as the situation escalates for either survival or for fun.

Currently, there are 5 human roles to assume and 6 playable SCPs plus several anomalous tool that all human factions seek to harness. For the humans, these are:

     Human Factions 
  • D-Class: The former Death Row convicts who have taken the site-wide power outage as an opportunity to escape from their Foundation captors. Unarmed and unsupplied, they must work together to raid the facility for items they can use to save themselves while avoiding the various SCPs and security personnel on the prowl. D-Class are allied with the Chaos Insurgency, whose mission is to find and rescue them, and are considered enemies with all other factions.
  • Scientists: Civilian scientists that were trapped in the mass containment breach, they begin with a Scientist Keycard that is just enough to access some locked doors but is not enough to escape the facility. Whether they like it or not, they must often work together with the D-Class to combine their resources and escape together. Scientists await rescue from the Mobile Task Forces and surviving Security Guards still trapped in the facility, but are hunted down by both the Chaos Insurgency and SCPs.
  • Security Guards: Foundation guards that begin the game with an FSP-9 submachine gun and a Guard Keycard capable of opening the checkpoint doors and some armories. They begin in the Entrance Zone and are tasked with finding a way to rescue the stranded Scientists and stop the D-Class advance while navigating the maze that is the Heavy Containment Zone. Like the Scientists, they are allied with all formal Foundation members from the Scientists to MTF, but are also hunted down by both SCPs and Chaos Insurgency.
  • Mobile Task Forces: The Foundation's specialist teams sent in to recapture the site once the situation escalates, their job is to rescue all Foundation personnel, execute any encountered D-Class and re-contain any SCPs on the loose. MTF equipment varies between ranks, but all members start with an MTF-E11-SR assault rifle/Crossvec submachine gun, a long range radio, a first-aid kit and keycards of varying access levels depending on the rank. The Mobile Task Forces win the game by eliminating all D-Class, Chaos Insurgents and SCPs
  • Chaos Insurgency: An enemy of the Foundation, this splinter faction is tasked with eliminating all Foundation personnel and rescuing any D-Class still stranded inside. Depending on tank, they come armed with either an AK, a Shotgun and Revolver or a Logicer LMG, but all come with a first aid kit and painkillers/adrenaline, and a hacking tool that is equivalent to an MTF Captain keycard. The Chaos Insurgency win the game by eliminating all Foundation staff.

And for the SCPs, there are:

    SCPs  
  • SCP-049 / "The Plague Doctor": A being that takes the form of a Plague Doctor and obsesses over curing an unspecified 'plague,' this SCPs curing touch is an instant kill to all humans it comes in contact with. From their fresh corpses the Doctor can revive the dead player as a zombie to do the bidding of both him and his allies, but only for a short time after their death. The time it takes for the Plague Doctor to convert a body to a zombie quickens the lower his health gets.

  • SCP-079 / "The AI": The anomaly responsible for the mass containment breach, this AI has integrated itself into the site systems and holds control over much of the buildings functions. A Support Party Member for the SCPs, the AI is capable of aiding its allies while hindering Human progress, such as by spying on Humans/surveying the situation through hacked security cameras for his team, opening/closing and locking/unlocking doors, shutting off the lights to rooms, turning on the tesla gates to fry anyone unlucky enough to be in it, and by hacking into loudspeakers to say whatever it thinks might be appropriate. The AI will gain new abilities as it interacts with the environment by filling its Experience Meter. To re-contain the AI, Humans must find 3 generators located throughout Heavy Containment and access them with the appropriate keycards. Once the generators are open, a switch is flipped to activate the countdown. When all 3 are fully counted down and activated, the generators will overload the system and kill the AI.

  • SCP-096 / "The Shy Guy": A naked, hobbling, pale and lanky humanoid creature that constantly weeps to itself, the Shy Guy is completely unable to attack until it is shot, or its face is viewed. This will cause it to enter a rage state as it gains a tremendous amount of speed and an instant kill attack. When the Shy Guy is enraged, it will stand up while clutching its face and begin screaming and wailing loudly, warning everyone near it of what's to come. While enraged, the Shy Guy is faster than every other character in the game and is capable of tearing all doors short of an elevator down. After about 15 - 30 seconds (depending on how many viewed it), the Shy Guy will calm down again and won't be able to become enraged again for a while.

  • SCP-106 / "The Old Man": A black, towering, and decayed humanoid creature that moves with a heavy thud with every step, the Old Man sports a very high amount of health and the ability to phase itself through doors and floors. The Old Man is capable of setting down black portals that allow him summon himself to that location whenever it pleases. Humans touched by the Old Man will be teleported to the Pocket Dimension, a location where they'll begin losing health and will be given a choice between several doors. Should the Human pick the wrong door, they'll die instantly. Should they pick the correct door, they'll be teleported outside the Old Man's containment room in Heavy Containment. To re-contain the Old Man without expending a massive amount of ammunition, a player must gain access to its containment room with a high level keycard. Afterwards, a player must be sacrificed to the 'femur breaker,' a machine that holds the sacrifice down and snaps their femur in half, transmitting their screams of pain over the site announcement systems as a lure for the Old Man. The player controlling the Old Man will lose control as he teleports himself back into his containment room and will be considered 'dead' once he reaches the room.

  • SCP-173 / "The Statue": A concrete and rebar made statue with markings resembling a face spray painted on it, this anomaly is capable of moving at high speeds and instantly killing Humans via a snap of their necks, provided no one is looking at it. When viewed by a human, the Statue will stop in its tracks and will only be able to move once line of sight is either broken or when the human blinks. The Statues speed and the distance it is able to travel increases if "breakneck speeds" is used, however lethality is lost in exchange

  • SCP 914 / "The Clockworks": A machine with 2 doors, one for inputting items and one for outputting items, and a knob that can be cycled through the settings of 'Rough, Course, 1:1, Fine, Very Fine.' This machine is located inside the Light Containment Zone and cannot be played as. Human players can drop items into the 'Input' door and activate the machine with the setting of their choice. After a moment, the 'Output' door will either yield a new item or will reveal that it destroyed the inputted item, depending on the setting chosen, making this machine very useful for upgrading keycards and weapons, such as the lowly Janitor Keycard to the all-powerful O5 Keycard or a mundane rifle up to the Micro H.I.D.

  • SCP-939 / "With Many Voices": Red and muscular reptilian creatures that hunts its prey in packs by mimicking noises, these high HP anomalies are capable of communicating with Human players. Whether this is used to trick Humans on the other side of a locked door into letting them in or for more benevolent reasons remains up to the players choice. These creatures are capable of seeing the movement of players through walls thanks to their motion based vision, but this can also easily hinder them, as standing still will effectively make someone invisible to them.

  • SCP-3114 / "Wouldn't it be Chilly?":An animate human skeleton that can absorb the bodies of their prey, and pick up items. (Thankfully, they can't use said items.) In addition to strangling the deceased, they can also talk with humans! Truly a horrifying sight for sure! Fitting since he was added in the Halloween 2023 update.

The game ends in the victory of a particular faction depending on who has died and who survives. An MTF victory is achieved when all D-Class, SCPs and Chaos Insurgency are dead, a Chaos Insurgency victory will happen when all Foundation personnel except D-Class are dead, and an SCP victory will occur when all humans are killed.

SCP: Secret Laboratory is available for free on Steam and is currently being updated on a semi-frequent basis with plans to include more rooms, game mechanics and SCPs to the game in future updates to come.


The game provides examples of:

  • Almighty Janitor: Averted. The Janitor Keycard has almost no privileges in the facility other than opening some locked doors that lead nowhere in particular. It's essentially just a template for stranded D-Class / Scientists to work with by upgrading it into a higher-ranked Card via SCP-914.
  • Animate Inanimate Object: SCP-1507, a large group of lawn flamingos that mean trouble for everyone.
  • Announcer Chatter: C.A.S.S.I.E. will announce spawning MTF units, deaths of SCPs, activated Generators, the activation/cancellation/re-activation of the Alpha Warhead and the status of the Decontamination Process during a round. The text-to-speech system used for this can be used to make custom announcements.
  • Anti-Frustration Features: Did you get the short end of the stick and, for whatever reason, find yourself without a keycard sufficient enough to open the Light Containment Zone checkpoint doors? When there's only 30 seconds left until the area gets decontaminated, the doors will automatically open and allow any stuck players to escape.
  • Awesome, but Impractical: The Micro H.I.D. can make absolute mincemeat of any player, both human and SCP, that comes in contact with its beam. Just two problems: it takes 6 seconds before it can fire, and it has very limited charge. Better use it wisely.
  • Barrier-Busting Blow: Did you or someone near you just look at 096 long enough to send him into an Unstoppable Rage? You had better find an elevator, because nothing short of it is going to stop him from just tearing the door down to reach you.
  • Bash Brothers:
    • Before the Mimicry update, instances of SCP-939 often came in pairs, so seeing two reptiles from the same pack fighting alongside each other was a common occurrence.
    • SCP-096 and SCP-173, for obvious reasons.
  • Dem Bones: SCP-3114. A trickster skeleton who absorbs human bodies, and strangles their prey.
  • Difficult, but Awesome: A risky, but very quick method of escaping the facility as a Scientist/D-Class entails using a Zone Manager card to get to Heavy Containment, then using a Scientist card (either taken from Light Containment or the server room in Heavy Containment) to get the MTF Sergeant card in 106's room you need to escape. You'll have to go through both Heavy Containment and Entrance Zone without armory access or SCP items from pedestals before getting the Sergeant card, but if you succeed, you're all but guaranteed to escape before the first spawn wave.
  • Death of a Thousand Cuts: SCP-1507's peck doesn't deal much damage, but if you get caught in the middle of a flock of them death is pretty much guaranteed.
  • Drought Level of Doom: For a given definition of 'level,' but the Surface counts as this. There are no supplies, no storage containers to loot, practically no cover, and barely any hiding spots. Better hope Chaos and the MTF were killing each other before you arrive, otherwise you're not getting resupplied. It's the homestretch for D-Class and Scientists trying to escape, but runs the risk of being caught out in the open by your enemies, or worse, passing by just as a chopper/van arrives right next to you to deploy tons of troops who were likely looking at you in spectator mode.
  • Elevator Action Sequence: More common than you think in the elevators to Surface/Heavy Containment/the Nuke Silo/SCP-049 and 173's containment. Although it's usually done by the SCPs.
  • Elevator Escape: A very common scenario for all factions: Is there an unholy abomination or ruthless gunmen on your tail? Duck into an elevator to the surface/the next floor of the facility and close the doors in their face, even armor-piercing machine guns and wall phasing specters can't penetrate those doors, giving you time to escape. This can also be turned against you — for example, you examine a dead body in the elevator and move in to loot its items, only for the doors to close behind you and bring you up/down into the waiting grasp of an SCP or rival army.
  • Fragile Speedster: Arguably 173 can be considered one among the SCPs. SCP-173 can move at high speeds and rush into a room and behind someone's back for an instant kill and zoom back out, but thanks to its habit of standing completely still when viewed, a squad of MTF or Chaos can easily gun down a 173 player caught in the open. This hindrance can become fatal should someone find the Micro H.I.D.
  • Friendly Fire: This can be turned on as a server setting, which makes gun fights much more difficult and perilous as much of the fighting will be done in cramped corridors where everyone will be in each other's firing lines.
  • Gameplay and Story Segregation: The overall power of various aspects of the SCP Foundation was changed to better balance the game for multiplayer. These changes include:
    • SCP-096's in the original document stated that any amount of viewing, no matter how brief, will send it into a nigh-unstoppable rage that has it chase down whoever viewed its face to [DATA EXPUNGED] them, with walls and landscape being torn straight through to reach the target(s). In game, this state is only maintained for 15-20 seconds (increasing depending on how many people look at it) before it becomes docile again, but during which he can kill anyone he pleases (even spare the original viewer) with a simple swipe (every player who didn't look becomes invisible to 096, however). This state can also be triggered by dealing damage to 096, without ever seeing its face. Also unlike the document, 096 can be put down by gunfire, though it does take an entire armory's worth of weapons to put him down if it's raging.
    • To avoid SCP-173 being completely helpless with 2 or more people in the same room (and thus EXTREMELY easy for the guards to take out), when multiple people are in the same room as SCP-173, everyone blinks at the exact same time to allow 173 to move for a split second. Interestingly, this is the only time players ever blink in the entire game.
    • SCP-106's Pocket Dimension is described as a labyrinth of mazes where 106 watches his victims suffer, occasionally stepping in to torture them personally. In game, it is but a simple choice between several pathways that'll instantly kill someone who picks the wrong path. Somewhat alleviated by the fact that inspecting a dead player in the Pocket Dimension reads 'Lost in the Pocket Dimension,' implying they may have suffered the Fate Worse than Death.
    • 049 is capable of speaking fluent English. However, since that isn't his main gimmick (see 939 above instead), he can't talk to players in-game.
    • Consumable SCP objects are apparently just sitting around the facility in little glass stands rather than being contained or locked in a proper storage. This is done for all Human players to have a chance scavenging the various objects to use to their advantage.
    • SCP-079's containment chamber contains a hefty amount of equipment, giving players a reason to go for the generators even if 079 didn't spawn/disconnected.
    • SCP-914 is noted to affect biological material, but in-game, players are safely teleported from input to output, no matter which setting the machine is on.
  • Gas Mask Mooks: Chaos Insurgency players all come with gas masks with green lenses, and by the late stages of the game there's going to be a lot of them.
  • Good Guns, Bad Guns: Played straight.
    • Foundation weapons clearly are based off of NATO firearms, with Facility Guards getting an SMG based off of the MP7, MTF Privates also get an SMG, this time based off of the KRISS Vector. Sergeants get MTF-E11-SRs, which are based off of the Maxim Defense MDX series of AR-15 rifles, and the Captains, they get the almighty FR-MG-0, which is just plainly a H&K G36. Hell, the COM-18 used to be based off of the H&K USP.
    • Chaos Insurgents also irregular patterns. The AKs of their Riflemen and Conscripts are a Mishmash of various real-world AKs, Marauders get a S&W Model 500 chambered in .44 Magnum, and carry a DP-12, and the Repressors get Logicers, which are based off of the H&K MG5.
    • Both the COM-15 and Micro H.I.D are a unique case, there's only one of each, and the COM-15 spawns in an unlocked room in light, and the Micro H.I.D is in its own room locked behind a Tier 3 Armory lock. Whichever side they're on, well, it depends on who gets it first.
  • Guide Dang It!: Subverted. Before the Refracted Reality update added a guide that detailed everything in the game to the main menu, all that was covered was the concept behind keycards and how to use SCP-914, so players used to rely only on their own experience with the anomalies or the wiki.
  • Gun Accessories: Should a player find a Workbench, they can add a variety of attachments to their weapons, such as gun sights, ammo counters, and silencers, to name some.
  • Healing Factor: Players who ingest SCP-500 will be granted health regeneration for a few seconds along with being healed completely, a handy edge to have in a gun fight.
  • Hell Is That Noise: Your survival as a human depends on listening for the noises that your enemies make. Hearing footsteps as a scientist can easily make you paranoid in wondering if MTF has come to rescue you, or if it's SCP-939 patrolling the only path to freedom. On the SCP side of things, hearing the sounds of 173's stone body sliding against the floor, 096's constant sobbing and screaming, and 049's slow but sharp footsteps closing in on you is bound to get some people anxious. On a less (or more) horrific note, there's the sound of some asshole (read: nearly everyone who gets the chance) playing extremely loud music over the facility intercom and blowing out the eardrums of the entire server.
  • Heroic Sacrifice: Before the Mimicry update sealed off the chamber, anyone could volunteer to sacrifice themselves to the femur breaker and exchange their own life to recontain 106. Assuming someone else didn't trick them into stepping into the weird looking tube...
  • High-Voltage Death: The tesla gates are built around Heavy Containment, and will activate when a player approaches them. They emit a powerful burst of arcing electricity every 3 seconds, so players must wait before walking through. Getting shocked by it is almost always an instant kill, and better yet, SCP-079 can control its activation to Bait-and-Switch anyone passing by who thought they were safe to a cheap death.
  • Hyper-Destructive Bouncing Ball: SCP-018 is an anomalous toy rubber ball with double the bounce efficiency, and once it gets bouncing, it'll eventually turn into a dangerous projectile. It can be found and used by players as a bizarre weapon that can smash windows, hurt/kill groups of players, and even smash through doors that normally only SCP-096 can destroy. Note that eventually it will gain enough velocity to straight-up explode through the facility and vanish through an impact hole, so make that throw count.
  • Lethal Joke Item: The COM-45. Although you can get it by putting a COM-15 on Very Fine through SCP-914, it's not that common, and you'd need to go out of your way to get it. And although it can have a max capacity of 39 rounds, all of it's gone in less than a second. However, if you manage to catch an SCP with no hume shield and on half health, well....
  • Lightning Bruiser:
    • SCP-939 by default is just barely fast enough to catch up to humans who are sprinting and deals a high amount of damage that can 2-hit kill a fully healed player.
    • When enraged, SCP-096 is one of the fastest, sturdiest, and most lethal of all SCPs, but this comes at the cost of being docile the rest of the time and lacking the stealthiness other SCPs have with his constant sobbing and screaming.
  • Lightning Gun: The Micro H.I.D. shoots massive amounts of electricity in a straight and devastating beam.
  • Literally Shattered Lives: When SCP-173 dies, it shatters into a pile of rubble.
  • Luck-Based Mission: What surviving 106's Pocket Dimension amounts to. There's just no telling which path is the correct one, as they're all identical and randomized each time someone dies (or escapes) in the pocket dimension.
  • Living Motion Detector: Instances of SCP-939 see in a black and white filter that allows them to see players through walls when they're moving quickly, but targets become effectively invisible to them when they stand still or sneak to move slowly and quietly.
  • Mêlée à Trois: D-Class and Chaos vs The Foundation vs SCPs (note that the Scientists and D-Class are usually working together in the early stages of the game, but once their respective militaries hook up with them, it's likely that they'll turn their guns on each other).
  • Mission Control: SCP-079'a role in an SCP team amounts to this. See Support Party Member below for more details.
  • More Dakka:
    • Chaos Insurgency players come armed with AKs, Shotguns, and Light Machine Guns that can tear down anyone within their effective range very easily. This comes at the cost of being poor for mid-long range engagements thanks to their heavy recoil and low bullet accuracy.
    • As of the 13.2 update, MTF Captains get a Light Machine Gun called the FR-MG-0, which can very easily shred through an entire spawn wave of MTF or Chaos, or an SCP.
  • More Predators Than Prey: The Heavy Containment Zone houses all but one of the playable SCPs, is the location for practically every objective a round has to offer, and becomes the stomping grounds for even the Chaos and MTF looking for their kill targets once Light Containment is locked down. Passing through here without firepower or stealth is a foolish or unfortunate circumstance for any Human player.
  • Morton's Fork: It is possible to have a player spawn as SCP-173, and another as SCP-096. As the two players will likely flock to each other to create the mother of all Bash Brothers when this is discovered, this creates a near-impossible situation for unarmed Human players to deal with: either look at SCP-173 and incur SCP-096's wrath, or avoid looking at SCP-096 and let SCP-173 snap your neck.
  • Necromancer: SCP-049's role in the game to swell the numbers for the SCP faction by reviving recent kills as zombies. Due to the fact that players playing as zombies cannot respawn as MTF/Chaos until killed, this is extremely helpful in bringing an SCP victory.
  • Nuke 'em: The on-site nuclear warhead can be detonated to completely destroy the entire map save for the surface, but it requires the activation of said warhead in Heavy Containment, the confirmation of the action up on the surface with a Containment Engineer or O5 Keycard, and a countdown to detonation. If you hear the sirens go off and the announcer begin the countdown, you had better be near an exit or have a plan to stop the nuke, or else you're not getting out of that base alive.
  • Red Eyes, Take Warning: Inverted. SCP-079 can control cameras, and when it decides to spy on you, the security camera will turn blue to indicate this, but will be red and deactivated if it's not in the room. If the cameras are red, it's usually safe for you to advance, but if it's blue, then you're being watched and probably shouldn't try to walk through that tesla gate.
  • Sense-Impaired Monster: SCP-939 players have impaired vision, but make up for it by being able to detect and track human players by the sounds they make (whether that be walking, sprinting or shooting).
  • Shmuck Bait: None of the SCPs can communicate with the humans... except 939.
    SCP-939: Hey, open up.
    Human player: Yeah, sure, just let me— OH, FUCK, IT'S THE DOG!
  • Skeleton Key: The O5 card. It opens EVERYTHING. And when we say everything, we mean it. From gates, to doors, to even being one of the two cards able to unveil the button to activate the Alpha Warhead.note  And only one of 3 to get into the room with the Micro HID.note 
  • Stalked by the Bell: Light Containment can be relatively secure in certain areas like 914 unless you're unfortunate enough to come across an eager SCP or a trigger-happy Scientist/D-Class. However, stay there for around 12 minutes and the Decontamination Process will start, forcing you to evacuate to the Heavy Containment Zone. Fail to escape in time? The elevator doors will close and gas will start pouring out of the vents, killing everyone who didn't make it, humans and SCPs alike.
  • Stone Wall: SCP-106 isn't as instantly lethal as other SCPs and moves at a steady striding pace, but he has an obscenely high amount of health that soon teaches players that when facing 106, your best bet is to just run unless you think he's wounded enough to be put down with conventional firearms.
  • Support Party Member: SCP-079 is one for the SCPs. While it cannot harm directly, it's capable of trapping humans inside a room with no way out with other monsters, spying on the locations of potential prey to coordinate attacks and shutting the lights off in an area to help SCP-173 and SCP-939 kill targets easier (the former is allowed to move freely in the darkness and the latter is unaffected by the darkness on account of having movement-based vision).
  • Teeth-Clenched Teamwork: D-Class and Scientists are practically forced to work together to escape the first floors of the building despite the fact that they're enemies. It will likely turn into a bloodbath once one of their supportive armies locate them, or if one of them finds a gun to dispose of their rivals.
    • Rarely, MTF and Chaos players may choose to work with each other if there is a threat too great to ignore, usually an SCP that's too skilled and powerful and is wiping out everyone.
    • SCPs can get in on this action too if they can communicate they'd rather ally themselves with a faction to wipe out another — this is typically done if SCP-939 can act as the middle-man between the parties. Humorously, this can result in the supposedly defenseless D-Class/Scientists suddenly siccing their entourage of SCPs on their enemies who thought they found their kill target.
  • Too Awesome to Use:
  • Truer to the Text: Before the Mimicry update, SCP-939 instances could talk to human players with no time limit and with any words they liked, despite the official document limiting their speech to their last consumed prey's words. Since then, they can replay the last 4 seconds of their victim's mic.

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