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* LightningGun: The [[{{BFG}} H.I.D Prototype.]] shoots massive amounts of electricity in a straight and devastating beam.



* LightningGun: The [[{{BFG}} H.I.D Prototype.]]
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The H.I.D Prototype is a giant gun that shoots lightning. Kinda fits if you ask me.

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* LightningGun: The [[{{BFG}} H.I.D Prototype.]]
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The MTF are no longer called the Nine Tailed Fox, instead being given randomly generated squad names as they spawn


* '''Scientists''': Civilian scientists that were trapped in the mass containment breach, they begin with a Level 2 keycard that is just enough to access some locked doors but is not enough to escape the facility. [[TeethClenchedTeamwork 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 Nine Tailed Fox 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 a sub-machine gun and keycards capable of opening checkpoint doors. 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 NTF, but are also hunted down by both [=SCPs=] and Chaos Insurgency.
* '''Nine Tailed Fox''': The Mobile Task Force 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. NTF equipment varies between ranks, but all members start with an assault rifle/sub-machine gun, a long range radio, a disarm tool that renders a human player helpless, and keycards of varying access levels depending on the rank. The Nine Tailed Fox win the game by eliminating all D-Class, Chaos Insurgency and [=SCPs=]

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* '''Scientists''': Civilian scientists that were trapped in the mass containment breach, they begin with a Level 2 keycard that is just enough to access some locked doors but is not enough to escape the facility. [[TeethClenchedTeamwork 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 Nine Tailed Fox 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 a sub-machine gun and keycards capable of opening checkpoint doors. 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 NTF, MTF, but are also hunted down by both [=SCPs=] and Chaos Insurgency.
* '''Nine Tailed Fox''': The Mobile '''Mobile Task Force 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. NTF MTF equipment varies between ranks, but all members start with an assault rifle/sub-machine gun, a long range radio, a disarm tool that renders a human player helpless, and keycards of varying access levels depending on the rank. The Nine Tailed Fox Mobile Task Forces win the game by eliminating all D-Class, Chaos Insurgency Insurgents and [=SCPs=]



The game ends in the victory of a particular faction depending on who has died and who survives. An NTF 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.

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The game ends in the victory of a particular faction depending on who has died and who survives. An NTF 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.



* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. SCP-173 can move at high speeds and rush into a room and behind someones back for an instant kill and zoom back out, and becomes quicker the lower its health gets. But thanks to its habit of standing completely still when viewed, a squad of NTF or Chaos can easily gun down a 173 player caught in the open. This hindrance can become fatal should someone find the [[{{BFG}} H.I.D Prototype.]]

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* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. SCP-173 can move at high speeds and rush into a room and behind someones back for an instant kill and zoom back out, and becomes quicker the lower its health gets. But thanks to its habit of standing completely still when viewed, a squad of NTF MTF or Chaos can easily gun down a 173 player caught in the open. This hindrance can become fatal should someone find the [[{{BFG}} H.I.D Prototype.]]



* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing a mob of boots stomping around on the other side of a wall towards as a D-Class can easily make you paranoid in wondering if Chaos has come to rescue you, or if its the NTF passing by to gun you down. On the SCP side of things, hearing the sounds of 173s stone body sliding against the floor, 096s constant sobbing and screaming, and 049s slow but sharp foot steps closing in on you is bound to get some people anxious. [[NightmareRetardant On a less (or more) horrific note]], there's the sound of some asshole (read: nearly everyone who gets the chance) playing [[SensoryAbuse extremely loud music over the facility intercom and blowing out the eardrums of the entire server.]]

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* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing a mob of boots stomping around on the other side of a wall towards as a D-Class can easily make you paranoid in wondering if Chaos has come to rescue you, or if its the NTF MTF passing by to gun you down. On the SCP side of things, hearing the sounds of 173s stone body sliding against the floor, 096s constant sobbing and screaming, and 049s slow but sharp foot steps closing in on you is bound to get some people anxious. [[NightmareRetardant On a less (or more) horrific note]], there's the sound of some asshole (read: nearly everyone who gets the chance) playing [[SensoryAbuse extremely loud music over the facility intercom and blowing out the eardrums of the entire server.]]



* {{Necromancer}}: SCP-049s 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 NTF/Chaos until killed, this is extremely helpful in bringing an SCP victory.

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* {{Necromancer}}: SCP-049s 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 NTF/Chaos MTF/Chaos until killed, this is extremely helpful in bringing an SCP victory.



** Rarely, NTF 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.

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** Rarely, NTF 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.
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* MortonsFork: 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 BashBrothers 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.
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Currently, there are 5 human roles to assume and 6 playable [=SCPs=] plus 1 anomalous tool that all human factions seek to harness. For the humans, these are:

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Currently, there are 5 human roles to assume and 6 playable [=SCPs=] plus 1 several anomalous tool that all human factions seek to harness. For the humans, these are:
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* HealingFactor: 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.


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* HyperDestructiveBouncingBall: 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 [[TheBerserker 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.
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* AlmightyJanitor: 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.


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* FriendlyFire: 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.


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* ParanoiaFuel: The game runs on skipping direct confrontation in favor of deceiving and betraying the people around you to further your own objectives or to survive yourself. Perhaps those footsteps in the other room belong to your friends here to rescue you, or maybe it's the enemy hunting you down. Maybe that voice asking to be let into your defensive position is a fellow D-Class, or maybe it's SCP-939 trying to trick you into letting it in. Maybe you think you're being watched by SCP-079 in the hallways and can be walking right into an SCP ambush.


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* TeethClenchedTeamwork: 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 blood bath once one of their supportive armies locate them, or if one of them finds a gun to dispose of their rivals.
** Rarely, NTF 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.

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* '''Nine Tailed Fox''': The Mobile Task Force 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. NTF equipment varies between ranks, but all members start with an assault rifle, a long range radio, a disarm tool that renders a human player helpless, and keycards of varying access levels depending on the rank. The Nine Tailed Fox win the game by eliminating all D-Class, Chaos Insurgency and [=SCPs=]

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* '''Nine Tailed Fox''': The Mobile Task Force 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. NTF equipment varies between ranks, but all members start with an assault rifle, rifle/sub-machine gun, a long range radio, a disarm tool that renders a human player helpless, and keycards of varying access levels depending on the rank. The Nine Tailed Fox win the game by eliminating all D-Class, Chaos Insurgency and [=SCPs=]



* ElevatorEscape: 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. [[HoistByTheirOwnPetard This can also be turned against you]]- for example, you examine a [[ShmuckBait dead body in the elevator]], only for the doors to close behind you and bring you up/down into the waiting grasp of an SCP.

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* ElevatorEscape: 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. [[HoistByTheirOwnPetard This can also be turned against you]]- for example, you examine a [[ShmuckBait dead body in the elevator]], elevator]] [[RobbingTheDead 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.SCP or rival army.



** In the document, SCP-939 is described to only be able to mimic the sounds made by the last prey they consumed, and even then it's mostly restricted to sounds of distress and screaming. Ingame, the pack hunters can speak with the knowledge of an entire dictionary if the player controlling them knows that much.

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** In the document, SCP-939 is described to as only be able to mimic the sounds made by the last prey they consumed, and even then it's mostly restricted to sounds of distress and screaming.screaming that they might've made their final moments of their lives. Ingame, the pack hunters can speak with the knowledge of an entire dictionary if the player controlling them knows that much.



* HeroicSacrifice: In the name of stopping 106, anyone can volunteer to sacrifice themselves to the femur breaker and exchange their own life to end 106.

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* HeroicSacrifice: In the name of stopping 106, anyone can volunteer to sacrifice themselves to the femur breaker and exchange their own life to end 106. [[MindScrew Even SCP-106 himself.]]



* HighVoltageDeath: 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 quietly control its activation to BaitAndSwitch anyone passing by who thought they were safe to a cheap death.



* MeleeATrois: D-Class and Chaos vs NTF, Facility Guards, and Scientists vs SCPs (note that the Scientists and D-Bois are usually [[TeethClenchedTeamwork 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.

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* MeleeATrois: D-Class and Chaos vs NTF, Facility Guards, and Scientists The Foundation vs SCPs [=SCPs=] (note that the Scientists and D-Bois D-Class are usually [[TeethClenchedTeamwork 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.



* RedEyesTakeWarning: 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 [[HighVoltageDeath tesla gate.]]



--> Hey, open up.
--> Yeah, sure, just let me- [[OhCrap OH, FUCK, IT'S THE DOG!]]

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--> '''(SCP-939):''' Hey, open up.
--> Yeah, '''(Human player): '''Yeah, sure, just let me- [[OhCrap OH, FUCK, FUCK,]] IT'S THE [[FanNickname DOG!]]



* TooAwesomeToUse: The H.I.D Prototype is extremely powerful and can quickly kill anything in its path, even SCP-106, in a few seconds. But there's only one found naturally on the map, it requires 10 seconds to charge, its energy blast is just as blinding to the operator as it is to the victim, has a short range and cannot be fired again unless recharged at SCP-914 (whose access will be barred in the middle of the game from an automatic lockdown.)

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* TooAwesomeToUse: The H.I.D Prototype is extremely powerful and can quickly kill anything in its path, even SCP-106, in a few seconds. But there's only one found naturally on the map, it requires 10 seconds to charge, its energy blast is just as blinding to the operator as it is to the victim, has a short range and cannot be fired again unless recharged at SCP-914 (whose access will be barred in the middle of the game from an automatic lockdown.)) Its only real use is decimating SCP-173 and SCP-106, who are the most vulnerable to this beam.
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* ShmuckBait: None of the SCPs can communicate with the humans...except 939.

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* ShmuckBait: None of the SCPs [=SCPs=] can communicate with the humans...except 939.
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* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing a mob of boots stomping around on the other side of a wall towards as a D-Class can easily make you paranoid in wondering if Chaos has come to rescue you, or if its the NTF passing by to gun you down. On the SCP side of things, hearing the sounds of 173s stone body sliding against the floor, 096s constant sobbing and screaming, and 049s slow but sharp foot steps closing in on you is bound to get some people anxious.

to:

* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing a mob of boots stomping around on the other side of a wall towards as a D-Class can easily make you paranoid in wondering if Chaos has come to rescue you, or if its the NTF passing by to gun you down. On the SCP side of things, hearing the sounds of 173s stone body sliding against the floor, 096s constant sobbing and screaming, and 049s slow but sharp foot steps closing in on you is bound to get some people anxious. [[NightmareRetardant On a less (or more) horrific note]], there's the sound of some asshole (read: nearly everyone who gets the chance) playing [[SensoryAbuse extremely loud music over the facility intercom and blowing out the eardrums of the entire server.]]
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* 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.

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* ** 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.
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* 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.
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* ShmuckBait:

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* ShmuckBait: None of the SCPs can communicate with the humans...except 939.
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* ShmuckBait:
--> Hey, open up.
--> Yeah, sure, just let me- [[OhCrap OH, FUCK, IT'S THE DOG!]]
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** [[VideoGameCrueltyPotential Or you can just trick a newbie into stepping into the]][[ShmuckBait weird looking tube...]]

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** [[VideoGameCrueltyPotential Or you can just trick a newbie into stepping into the]][[ShmuckBait the]] [[ShmuckBait weird looking tube...]]
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** [[VideoGameCrueltyPotential Or you can just trick a newbie into stepping into the]][[weird looking tube...]]

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** [[VideoGameCrueltyPotential Or you can just trick a newbie into stepping into the]][[weird the]][[ShmuckBait weird looking tube...]]
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** [[VideoGameCrueltyPotential Or you can just trick a newbie into stepping into the]][[weird looking tube...]]
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* ElevatorEscape: 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 [[ShmuckBait dead body in the elevator]], only for the doors to close behind you and bring you up/down into the waiting grasp of an SCP.

to:

* ElevatorEscape: 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. [[HoistByTheirOwnPetard This can also be turned against you- you]]- for example, you examine a [[ShmuckBait dead body in the elevator]], only for the doors to close behind you and bring you up/down into the waiting grasp of an SCP.
Is there an issue? Send a MessageReason:
None


* ElevatorEscape: 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.

to:

* ElevatorEscape: 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 [[ShmuckBait dead body in the elevator]], only for the doors to close behind you and bring you up/down into the waiting grasp of an SCP.
Is there an issue? Send a MessageReason:
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** 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). Ingame, it takes a few seconds of exposure to trigger a rage state and this state is only maintained for 15-20 seconds before he becomes docile again, but during which he can kill anyone he pleases (even spare the original viewer) with a simple swipe. Also unlike the document, 096 can be killed by gun fire, though it does take an entire armory's worth of weapons to put him down.

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** 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). Ingame, it takes a few seconds of exposure to trigger a rage state and this state is only maintained for 15-20 seconds before he becomes docile again, but during which he can kill anyone he pleases (even spare the original viewer) with a simple swipe. Also unlike the document, 096 can be killed by gun fire, though it does take an entire armory's worth of weapons to put him down. He is also scaled down to about a third of the size of his ''Containment Breach'' counterpart, so that he can poke his head into the view of [[WrongGenreSavvy players staring at the ground as they walk]] and trigger himself.
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* MeleeATrois: D-Class and Chaos vs NTF, Facility Guards, and Scientists vs SCPs (note that the Scientists and D-Bois are usually [[TeethClenchedTeamwork 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.
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* BashBrothers: Instances of SCP-939 often come in pairs, so expect to see two reptiles from the same pack fighting alongside each other.
* ElevatorEscape: 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.


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* LiterallyShatteredLives: When SCP-173 dies, it shatters into a pile of rubble.


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* LivingMotionDetector: 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 use the C key to move slowly.
* MissionControl: SCP-079s role in an SCP team amounts to this. See SupportPartyMember below for more details.
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* '''[[http://www.scp-wiki.net/scp-914 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 [[{{BFG}} experiential H.I.D. Prototype.]]

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* '''[[http://www.scp-wiki.net/scp-914 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 [[{{BFG}} experiential experimental H.I.D. Prototype.]]



* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. SCP-173 can move at high speeds and rush into a room and behind someones back for an instant cool and zoom back out, and becomes quicker the lower its health gets. But thanks to its habit of standing completely still when viewed, a squad of NTF or Chaos can easily gun down a 173 player caught in the open. This hindrance can become fatal should someone find the [[{{BFG}} H.I.D Prototype.]]

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* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. SCP-173 can move at high speeds and rush into a room and behind someones back for an instant cool kill and zoom back out, and becomes quicker the lower its health gets. But thanks to its habit of standing completely still when viewed, a squad of NTF or Chaos can easily gun down a 173 player caught in the open. This hindrance can become fatal should someone find the [[{{BFG}} H.I.D Prototype.]]
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SCP Secret Laboratory [[https://store.steampowered.com/app/700330/SCP_Secret_Laboratory/ (Available for free download on Steam)]]is a spinoff game to [[VideoGame/SCPContainmentBreach 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 intruders and even [=SCPs=] are now controlled by the players.

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SCP Secret Laboratory [[https://store.steampowered.com/app/700330/SCP_Secret_Laboratory/ (Available for free download on Steam)]]is a spinoff game to [[VideoGame/SCPContainmentBreach 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.



[[folder: Playable [=SCPs=] ]]

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[[folder: Playable [=SCPs=] [[folder:[=SCPs=] ]]
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* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. Thanks to its habit of standing completely still when viewed, a squad of NTF or Chaos can easily gun down a 173 player caught in the open. This hinderence can become fatal should someone find the [[{{BFG}} H.I.D Prototype.]]

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* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. Thanks SCP-173 can move at high speeds and rush into a room and behind someones back for an instant cool and zoom back out, and becomes quicker the lower its health gets. But thanks to its habit of standing completely still when viewed, a squad of NTF or Chaos can easily gun down a 173 player caught in the open. This hinderence hindrance can become fatal should someone find the [[{{BFG}} H.I.D Prototype.]]
Is there an issue? Send a MessageReason:
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* '''[[http://www.scp-wiki.net/scp-914 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 [[{{BFG}}} experiential H.I.D. Prototype.]]

* '''[[http://www.scp-wiki.net/scp-939 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.

to:

* '''[[http://www.scp-wiki.net/scp-914 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 [[{{BFG}}} [[{{BFG}} experiential H.I.D. Prototype.]]

* '''[[http://www.scp-wiki.net/scp-939 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. \n These creatures are capable of seeing the movement of players through walls thanks to their [[LivingMotionDetector motion based vision]], but this can also easily hinder them as standing still will effectively make someone invisible to them.



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

to:

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



* GunAccesories: Should a player have the Weapon Manager item and find a weapon modding table, they can add a variety of attachments to their weapons, such as gun sights, ammo counters and silencers, to name some.

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* GunAccesories: GunAccessories: Should a player have the Weapon Manager item and find a weapon modding table, they can add a variety of attachments to their weapons, such as gun sights, ammo counters and silencers, to name some.
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SCP Secret Laboratory [[https://store.steampowered.com/app/700330/SCP_Secret_Laboratory/ (Available for free download on Steam)]]is a spinoff game to [[VideoGame/SCPContainmentBreach 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 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, [[EnemyMine alliances between the factions will be formed]] and [[ChronicBackstabbingDisorder backs will be stabbed]] as the situation escalates for either [[RobbingTheDead survival]] or [[ForTheEvulz for fun.]]

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SCP Secret Laboratory [[https://store.steampowered.com/app/700330/SCP_Secret_Laboratory/ (Available for free download on Steam)]]is a spinoff game to [[VideoGame/SCPContainmentBreach 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 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, [[EnemyMine alliances between the factions will be formed]] and [[ChronicBackstabbingDisorder backs will be stabbed]] as the situation escalates for either [[RobbingTheDead survival]] or [[ForTheEvulz for fun.]]



* '''Scientists''': Civilian scientists that were trapped in the mass containment breach, they begin in with a Level 2 keycard that is just enough to access some locked doors but is not enough to escape the facility. [[TeethClenchedTeamwork 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 Nine Tailed Fox and surviving Security Guards still trapped in the facility, but are hunted down by both the Chaos Insurgency and [=SCPs=].

to:

* '''Scientists''': Civilian scientists that were trapped in the mass containment breach, they begin in with a Level 2 keycard that is just enough to access some locked doors but is not enough to escape the facility. [[TeethClenchedTeamwork 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 Nine Tailed Fox and surviving Security Guards still trapped in the facility, but are hunted down by both the Chaos Insurgency and [=SCPs=].



* '''[[http://www.scp-wiki.net/scp-049 SCP-049]] / "The Plague Doctor"''': A being that takes the form of a PlagueDoctor 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 on bodies from people killed by the Plague Doctor and 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.

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* '''[[http://www.scp-wiki.net/scp-049 SCP-049]] / "The Plague Doctor"''': A being that takes the form of a PlagueDoctor and obsesses over curing an unspecified 'plague', this SCPs [=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 on bodies from people killed by the Plague Doctor and 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.




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



* GameplayAndStorySegregation: 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). Ingame, it takes a few seconds of exposure to trigger a rage state and this state is only maintained for 15-20 seconds before he becomes docile again, but during which he can kill anyone he pleases (even spare the original viewer) with a simple swipe. Also unlike the document, 096 can be killed by gun fire, though it does take an entire armory's worth of weapons to put him down.
** 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. Ingame, 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 FateWorseThanDeath.
** In the document, SCP-939 is described to only be able to mimic the sounds made by the last prey they consumed, and even then it's mostly restricted to sounds of distress and screaming. Ingame, the pack hunters can speak with the knowledge of an entire dictionary if the player controlling them knows that much.
* GasMaskMooks: 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.



* GunAccesories: Should a player have the Weapon Manager item and find a weapon modding table, they can add a variety of attachments to their weapons, such as gun sights, ammo counters and silencers, to name some.



* LuckBasedMission: What surviving 106s Pocket Dimension amounts to in early stages of a game. There's just no telling which path is the correct one as they're all identical and randomized each round. This becomes less of a problem when the bodies of players begin piling around the wrong exits much later into the game.

to:

* LuckBasedMission: What surviving 106s Pocket Dimension amounts to in early stages of a game. There's just no telling which path is the correct one as they're all identical and randomized each round. This becomes less of a problem when the bodies of players begin piling around the wrong exits much later into the game.game.
* MoreDakka: Chaos Insurgency players come armed with 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 inability to aim down sights.
* {{Necromancer}}: SCP-049s 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 NTF/Chaos until killed, this is extremely helpful in bringing an SCP victory.
* NukeEm: 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.
* StoneWall: 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 him down with conventional firearms.
* SupportPartyMember: 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.)
* TooAwesomeToUse: The H.I.D Prototype is extremely powerful and can quickly kill anything in its path, even SCP-106, in a few seconds. But there's only one found naturally on the map, it requires 10 seconds to charge, its energy blast is just as blinding to the operator as it is to the victim, has a short range and cannot be fired again unless recharged at SCP-914 (whose access will be barred in the middle of the game from an automatic lockdown.)
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* '''[[http://www.scp-wiki.net/scp-079 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 SupportPartyMember 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 [[HighVoltageDeath 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 5 generators located throughout Heavy Containment and access them with the appropriate keycards, and plug in the 'Weapons Manager' item to activate the countdown to activation. When activated, the generators will supply power to the AI and fuel its capabilities, [[PhlebotinumOverload but all 5 charging it all at once will overload the system and kill it.]]

* '''[[http://www.scp-wiki.net/scp-096 SCP-096]] / "The Shy Guy"''': A naked, hobbling, pale and lanky humanoid creature that constantly weeps to itself, the Shy Guy is completely helpless to attacks up until its face is viewed, which 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 [[BarrierBustingBlow tearing all doors short of an elevator or blast door down.]] After about 15 seconds, the Shy Guy will calm down again and won't be able to become enraged again for a while.

to:

* '''[[http://www.scp-wiki.net/scp-079 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 SupportPartyMember for the [=SCPs=], the AI 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 [[HighVoltageDeath 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 5 generators located throughout Heavy Containment and access them with the appropriate keycards, and plug in the 'Weapons Manager' item to activate the countdown to activation. When activated, the generators will supply power to the AI and fuel its capabilities, [[PhlebotinumOverload but all 5 charging it all at once will overload the system and kill it.]]

* '''[[http://www.scp-wiki.net/scp-096 SCP-096]] / "The Shy Guy"''': A naked, hobbling, pale and lanky humanoid creature that constantly weeps to itself, the Shy Guy is completely helpless to attacks up until its face is viewed, which 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 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 [[BarrierBustingBlow tearing all doors short of an elevator or blast door down.]] After about 15 seconds, the Shy Guy will calm down again and won't be able to become enraged again for a while.
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Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mod_logo.jpg]]
[[caption-width-right:350:''"Come on out, you're gonna die anyway."'']]
SCP Secret Laboratory [[https://store.steampowered.com/app/700330/SCP_Secret_Laboratory/ (Available for free download on Steam)]]is a spinoff game to [[VideoGame/SCPContainmentBreach 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 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, [[EnemyMine alliances between the factions will be formed]] and [[ChronicBackstabbingDisorder backs will be stabbed]] as the situation escalates for either [[RobbingTheDead survival]] or [[ForTheEvulz for fun.]]

Currently, there are 5 human roles to assume and 6 playable [=SCPs=] plus 1 anomalous tool that all human factions seek to harness. For the humans, these are:

[[folder: Human Factions]]

* '''D-Class''': The former DeathRow 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 in with a Level 2 keycard that is just enough to access some locked doors but is not enough to escape the facility. [[TeethClenchedTeamwork 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 Nine Tailed Fox 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 a sub-machine gun and keycards capable of opening checkpoint doors. 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 NTF, but are also hunted down by both [=SCPs=] and Chaos Insurgency.
* '''Nine Tailed Fox''': The Mobile Task Force 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. NTF equipment varies between ranks, but all members start with an assault rifle, a long range radio, a disarm tool that renders a human player helpless, and keycards of varying access levels depending on the rank. The Nine Tailed Fox win the game by eliminating all D-Class, Chaos Insurgency 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. They all come armed with [[MoreDakka light machine guns]] and a hacking tool that is equivalent to a level 3 keycards. Chaos are formidable in close range thanks to their weapons but suffer at long range thanks to their inability to aim down sights. The Chaos Insurgency win the game by eliminating all Foundation staff.
[[/folder]]

And for the [=SCPs=], there are:
[[folder: Playable [=SCPs=] ]]
* '''[[http://www.scp-wiki.net/scp-049 SCP-049]] / "The Plague Doctor"''': A being that takes the form of a PlagueDoctor 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 on bodies from people killed by the Plague Doctor and 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.

* '''[[http://www.scp-wiki.net/scp-079 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 SupportPartyMember 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 [[HighVoltageDeath 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 5 generators located throughout Heavy Containment and access them with the appropriate keycards, and plug in the 'Weapons Manager' item to activate the countdown to activation. When activated, the generators will supply power to the AI and fuel its capabilities, [[PhlebotinumOverload but all 5 charging it all at once will overload the system and kill it.]]

* '''[[http://www.scp-wiki.net/scp-096 SCP-096]] / "The Shy Guy"''': A naked, hobbling, pale and lanky humanoid creature that constantly weeps to itself, the Shy Guy is completely helpless to attacks up until its face is viewed, which 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 [[BarrierBustingBlow tearing all doors short of an elevator or blast door down.]] After about 15 seconds, the Shy Guy will calm down again and won't be able to become enraged again for a while.

* '''[[http://www.scp-wiki.net/scp-106 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 Mans 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. [[FateWorseThanDeath 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.

* '''[[http://www.scp-wiki.net/scp-173 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 between blinks increases the lower its health goes.

* '''[[http://www.scp-wiki.net/scp-914 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 [[{{BFG}}} experiential H.I.D. Prototype.]]

* '''[[http://www.scp-wiki.net/scp-939 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.

[[/folder]]

SCP Secret Laboratory is currently being updated on a semi-frequent basis, and there are currently plans to include more rooms, game mechanics and [=SCPs=] to the game in future updates to come.
-----
* BarrierBustingBlow: Did you or someone near you just look at 096 long enough to send him into an UnstoppableRage? You had better find an elevator or some blast doors, because nothing short of those is going to stop him from just tearing the door down to reach you.
* FragileSpeedster: Arguably 173 can be considered one among the [=SCPs=]. Thanks to its habit of standing completely still when viewed, a squad of NTF or Chaos can easily gun down a 173 player caught in the open. This hinderence can become fatal should someone find the [[{{BFG}} H.I.D Prototype.]]
* GuideDangIt: In terms of a tutorial, all that is covered is the concept behind keycards and how to use SCP-914. Like [[VideoGame/SCPContainmentBreach Containment Breach]], knowing what the various anomalies actually do either comes through already having read the relevant documents on the SCP Foundation website or through experience.
* HellIsThatNoise: Your survival as a human depends on listening for the noises that your enemies make. Hearing a mob of boots stomping around on the other side of a wall towards as a D-Class can easily make you paranoid in wondering if Chaos has come to rescue you, or if its the NTF passing by to gun you down. On the SCP side of things, hearing the sounds of 173s stone body sliding against the floor, 096s constant sobbing and screaming, and 049s slow but sharp foot steps closing in on you is bound to get some people anxious.
* HeroicSacrifice: In the name of stopping 106, anyone can volunteer to sacrifice themselves to the femur breaker and exchange their own life to end 106.
* LightningBruiser: 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.
* LuckBasedMission: What surviving 106s Pocket Dimension amounts to in early stages of a game. There's just no telling which path is the correct one as they're all identical and randomized each round. This becomes less of a problem when the bodies of players begin piling around the wrong exits much later into the game.

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