Welcome to Project: SCP Tutorial/Guide Page, on this page, you will find everything you need to know to play Project: SCP. We recommend you to read everything this page has to offer.
This page is separate from the ingame tutorial. But it shares valuable information from it.
Before playing, it is important to know the rules. The rules allow a safe playing enviroment for users.
The Project: SCP Wiki has a page dedicated to chat commands and controls. These are useful for gameplay.
Project: SCP currently has only 4 factions. Each one having a different objective, though some may have a similar goal with differences.
Each faction will have a short description, and their winning conditions will be stated.
For more information about individual classes, and Admin Panel exclusive ones, check out the Classes and Playable SCPs pages.
The SCP Foundation is the main organization of both the SCP universe and Project: SCP, as the game takes place in one of their sites, Site-47. Their purpose is to contain and study anomalies, which they call “SCPs” and assign them their respective number and classification.
As a Foundation member, your objective will be to escort Foundation Personnel to the exit, recontain all breached SCPs and terminate invading Chaos Insurgents.
Foundation win will override a GOC win if there’s enough Foundation escapes and all objectives have been completed.
The Chaos Insurgency is directly opposed to the SCP Foundation, often sabotaging and disrupting their operations. Lorewise, they are a splinter cell of Mobile Task Force “Alpha-1”, which is directly under the command of the O5 Council. Despite being directly opposed to them, this organization shares various characteristics to the SCP Foundation.
Ingame, Class-D personnel are also included in this faction. Although lorewise they often aren’t allied.
As a member of this faction, your objective will be to escort Class-D personnel to the exit, and eliminate Foundation and GOC members. Chaos Insurgents can ally with SCPs to complete the latter objective, but are forbidden to ally with Class-D personnel.
Class-D win will override a SCP win if there’s enough Class-D escapes and all objectives have been completed.
The GOC is the United Nations’ anomaly-specialized organization, their ideology is focused on the destruction of all anomalies for the protection of humanity.
Lorewise, their relationship with the SCP Foundation is often mixed, some cases allying with them and in others, working against eachother. In Project: SCP, this is potrayed with a “neutral” alliance, meaning they can either team up together to terminate the SCPs, or fight against eachother. Players often chose to fight, due to fear of being killed first or simply being bloodlusted.
As a GOC operative, your objective will be the extermination of the SCPs and Chaos Insurgency.
Foundation win will override a GOC win if there’s enough Foundation escapes and all objectives have been completed.
The SCPs are the anomalies contained by the SCP Foundation, which defy the laws of the universe. They aren’t a team canonically, but in order to have a proper gameplay they are a team in the game. Even though the SCPs are very strong and powerful, they usually have weaknesses, such as SCP-106 and the femur breaker and SCP-457 and fuel shortage.
If Serpent’s Hand has been spawned by a Game Moderator. The SCPs can still win if a Serpent’s Hand operative is the last one standing, but no SCPs are alive.
Class-D win will override a SCP win if there’s enough Class-D escapes and all objectives have been completed.
Depending on the Map ID chosen upon round start, the most zones will change in size, contents and layout.
For more information, visit the Zones Link Hub.
The Light Containment Zone is one of the three main Containment Zones in Project: SCP. Its purpose is the containment and study of anomalies, mostly medium-threat Safe and Euclid class SCPs.
SCP-173, SCP-1770, Foundation Personnel and Class-D Personnel spawn in this zone.
The Sub-levels is a buffer zone inbetween Light Containment, Surface Containment, and Heavy Containment, however, Heavy Containment is unaccesible from the Sub-levels.
It has two floors, the lower floor is mostly aimed for Foundation Personnel, and the upper floor has more important rooms: including some SCP Containments, mostly low-threat Safe class SCPs.
The Surface Containment Zone is one of the three main Containment Zones in Project: SCP. Its purpose is the containment and study of anomalies, mostly low-threat Safe class SCPs; and other important rooms.
SCP-1507 spawns in this zone.
The Heavy Containment Zone is one of the three main Containment Zones in Project: SCP. Its purpose is the containment and study of anomalies, mostly medium-threat and high-threat Euclid and Keter class SCPs.
SCP-106, SCP-049, SCP-457 and SCP-096 spawn in this zone.
The Entrance Zone is the lowest level section of the site, housing no SCPs and working as a buffer from the Surface Zone and other zones.
Security Personnel spawn in this zone.
The Surface Zone is the most external section of the site. It is the door between normalcy and the anomalous. The exit of the site is located here.
Mobile Task Force, Chaos Insurgency and Global Occult Coalition operatives spawn in this zone.
There are many items and weapons in Project SCP. In this section, we will talk about the most important ones.
Keycards are one of the main items in the game, and every player has one in order to navigate throughout the map. There are 2 main “class” of keycards: the Armory Access ones and the Containment Access ones.
You can upgrade any card (and even hack devices) inside SCP-914, which is a machine that upgrades and downgrades anything you put in it. This is the main way to escape the facility as an escapee class, since escapee classes spawn with low-grade keycards (Janitor, Researcher, Zone Manager) and then upgrade them into higher-grade keycards (MTF Commander, Facility Manager, O5 Keycard).
If you wish to learn more about keycards, check the Keycards page.
Weapons are a crucial part of Project: SCP, as it is a PvP focused game. For more information about other weapons, specific stats and Admin Panel exclusive weapons, check out the Weapons & Attachments Page.
The UMP-45 is a SMG designed by H&K in the 1990s as an attempted successor to the MP5.
It is one of the most reliable weapons in the game, being the most well-rounded weapon in the game, chosen by its low recoil and decent damage. Can be used as a primary or secondary weapon depending on your playstyle.
UMP-45 |
The HK51K is a burst fire PDW, based on the real life HK51K, which is a heavily modified G3A3 by the “Fleming Arms” American Manufacturing After-Market. It is characterized by its 3 round burst mechanic.
Arguably one of the most powerful close-quarters weapons, as it is capable of quickly eliminating any regular human regardless of armor if all three bullets hit the head, and being able to fire again with very little delay. It also has the fastest time-to-kill (with the exception of instakill weapons).
Some players may find this weapon difficult to use.
HK51K |
The Revolver is a Double Action Revolver, based on the Raging Bull designed by Taurus.
Despite its slow firerate, it has high potential as it can instantly kill any regular human with a headshot. Most effective at killing single targets. You may only try to consistently use this weapon if you know you are skilled enough.
Revolver |
The AK is a fully automatic rifle, based on the AKS-74 designed by Mikhail Kalashnikov.
Often compared with the SCAR-L due to their similar firepower, it has a decent firerate, medium recoil and good damage. Preferably used on close to medium range. Keep in mind you can only obtain this through SCP-914 or by killing a Chaos Insurgent.
AK |
The SCAR-L is a fully automatic rifle, based on the real SCAR-L designed by FN.
Often compared to the AK due to their similar firepower, it has a slow firerate, low recoil and high damage. It can be used at any range, but its most advantaged for long range combat.
SCAR-L |
The Beowulf is a fully automatic rifle, based on the HK416 (modified to fire .50 Beowulf) designed by H&K.
Undoubtedly the strongest weapon in the game with very high damage and firerate, however, it comes at the cost of very high recoil and inaccuracy, making it only usable on close-quarters combat, even if you are able to control the recoil. You can only obtain this weapon on SCP-914.
Beowulf |
The M110 is a semi-automatic DMR, based on the real M110 SASS designed by the Knight’s Armaments Company.
Although often forgotten or disregarded, the M110 is a very powerful weapon, it has a decent firerate for a semi-automatic weapon, is extremely accurate and has very high damage. It is able to quickly kill any regular human from any distance with only two headshots. Requires the user to be able to time their clicks properly to maximize the firing speed.
M110 |
SCPs in Project: SCP aren’t limited to decorations or playable ones, there also exist SCP items, which human players can use to their advantange.
For more information about every SCP item, check out the SCP Items Page.
SCP-330 is a bowl filled with candies. There exists 6 variants of candy, each one having a different effect on the player.
SCP-330 variants are be used by eating them.
You can only obtain two candies from the bowl, trying to take three will instantly kill the player.
SCP-330-3 is a candy colored green.
Effects
(+5 HP/s)
for 30 seconds. Does not stack.SCP-330-4 is a candy colored yellow.
Effects
+50% Immunity
for 20 seconds. Does not stack.SCP-330-6 is a candy colored pink.
Effects
(+15 MHP)
, and has a use cooldown of 2 seconds between consuming another instance of SCP-330-6. You can only eat this candy variant 2 times.SCP-207 is used by drinking it. After usage, it will disappear from the player’s inventory.
Effects
(+6 Walkspeed)
-1 HP/s
.SCP-207’s effects can be cancelled by the use of a Medkit. SCP-207 cannot be stacked.
SCP-714 is used by holding it.
Effects
(-6 Walkspeed)
and your vision will become black and white. Debuff time will be longer if you keep holding SCP-714.SCP-005 is used like any normal keycard.
SCP-005 is almost identical O5 Keycard. With the exception of being unable to open the nuke button. It can be found in its containment chamber in HCZ, being locked behind a Containment-3 Access door.
SCP-034 is used by attacking a human like a normal melee, a successful hit will instantly kill the target.
After SCP-034’s initial use, it will be destroyed and removed from the player’s inventory. The killer will take the appearance of the victim, taking their role color as well. Spectators will see the tag [DISGUISED]
when spectating a player who has used SCP-034.
SCP-512 is be used by holding it.
Effects
(+15 Jumpboost)
Miscellaneous items are items which usually do not fall under any specific category. Their usefulness can vary.
For more information, visit the Miscellaneous Items Page.
The items on this section can be useful for the player during gameplay.
Items that let the player regain health.
The regular grenade is often the only reliable one. The Flashbang can be avoided and isn’t very effective for SCPs, and the Smoke Grenade’s smoke doesn’t work as cover at all.
The Radios are items that allow players to talk globally regardless of Proximity chat being enabled. They can be useful to collect information, such as the SCP’s current location.
The Handcuffs or “Cuffs” are used to restrain hostile or neutral teams. They can be used to help fullfil the win conditions of your team and switch factions.
Items that can be equipped by the player by using them, they will be visible to other players. Equipment currently can’t be removed.
Allows the player to see on the dark, at the cost of vision range.
Vests are items that reduce the damage you take from most sources depending on which vest the player is wearing. There are only 3 vests in the game.
Vest | Protection (Head, Torso, Limb) | Durability |
---|---|---|
Lightweight | 100 | |
Insulated | 200 | |
Heavy Insulated | 300 |
SCP-914 is an anomalous machine which can modify items depending on the setting they are placed on. To activate it, interact with the key in the middle of the machine. To select a setting, interact with the button above the key until the desired setting is selected.
For more information, check out the SCP-914 Page.
SCP-294 is an anomalous coffee machine, which will dispense almost anything which is typed on it. To type, aim with your crosshair and interact with each individual key like if you were typing, then press Enter
.
For more information about more cups and what you need to type to get them, check out the SCP-294 Page
+15
.+50
, but reduces speed by -5
permanently.5 minutes
by +5
and Jumpboost by +3
, but reduces Maximum Health by -15
permanently. Can stack.+15%
. Unlike other cups, does not stack.80 seconds
by +2
, Jumpboost by +2
and Maximum Health by +10
.-20
, but partially infects the player with SCP-610. Chance of death per drink is 25%
. Five SCP-610 cups will be needed for a full conversion.Every round has a early, mid and end part, and as the game proceeds, the more difficult it is to a player that’s alive since the early game to stay alive. This section will help you to survive from the beginning to the end of around.
Although, it’s not guaranteed you’ll survive as 50% of a round depends on luck, as you may be killed by an SCP or hostile player that arrived in the zone you spawned in quickly, a hostile player may manage to get a gun and kill you, you may not get lucky with map generation, etc.
The early game is when all players spawn as an escapee (Class-D, Researcher/Head Researcher or Janitor), Facility Guard or an SCP. This phase is very important, as all human classes will quickly do their best to get a good loot (keycards, guns and SCP items) and SCPs will rush to the LCZ or EZ to kill hostile players.
When the round starts, all players rush to either complete their objectives or get a better loot. The early game is pretty much the same every round, but you still need to be aware of dangers such as enemy players taking guns early in LCZ or SCPs arriving quickly in it.
Facility Guards usually look for a Cadet or Lieutenant keycard in order to have access to more loot in the Heavy Containment Zone (HCZ), or quickly go to HCZ in order to get to the Light Containment Zone (LCZ) and upgrade their loot in SCP-914.
Janitors and Researchers either rush SCP-914 in order to upgrade their keycard and leave the LCZ or loot other rooms in LCZ to get other keycards or guns.
Class-Ds quickly leave their cells in order to get keycards and upgrade them in SCP-914, as they spawn with none.
And the SCPs either go to LCZ to kill Facility Guards or to LCZ and kill these said escapee classes.
Some players also go through the Surface Containment Zone (SCZ) and the Sub-Level (SL) to quickly go to HCZ from the LCZ or the other way around, or to take the SCP items located there, such as SCP-330 and SCP-512. Just be careful as SCP-1507 spawns in SCZ and may try to kill any human class going through it.
It’s recommended to get the best loot available as fast as possible to survive the incoming Reinforcements and hostiles already in the game. It’s also recommended to quickly leave the LCZ, SCZ and SL before the decontamination process begins.
The mid-game starts when the first wave of players have died (the ones that spawned in the early game) and the first wave of reinforcements are going to arrive soon. In this phase, most SCPs look for players around HCZ and EZ, but sometimes also look for players hiding in LCZ.
Human classes use this phase to look for more loot and prepare for the incoming wave. If you are an escapee, be prepared to rush to the Surface once an allied reinforcement arrives, in order to escape, but if an enemy reinforcement spawn, you can choose to hide in HCZ or, if you are prepared enough, to fight these enemies in EZ.
Be aware because players can perform certain actions, such as femur or using railgun on SCPs, can also happen during this phase, so if you are on the SCP team be aware of these dangers. Be also aware to enemy players hiding in HCZ, as this is the best zone to hide during the mid-game, due to the amount of rooms and size.
The is when the Alpha Warheads are close to be automatically detonated or have been detonated manually. The end game can vary, it can be in your favor, if your team is numerous and/or powerful, it can be not in your favor, if it’s the opposite or if the SCP team is powerful, and it can be not in your favor nor against it, if it’s a fair fight between your and the opposing team.
It may also happen that all hostiles die to the Alpha Warheads, thus ending the round once it detonates. This is why you should always close all doors on Gates, so SCPs and enemy players without a high level keycard may not be able to escape the detonation.
Your main objective should be to stay in the Entrance Zone or Surface, preferably the latter, before the Alpha Warhead is activated, so you can prevent your death to the Alpha Warheads. Closing gates is essential as a human class, as it can prevent SCPs from entering the Surface, thus giving them no chance for survival upon detonation.
On Surface, you should always get your team to camp both Gate-A and Gate-B elevators, this position gives your team a massive advantage. Usage of grenades and long ranged weapons is very effective for this.
If you know there’s hostiles camping Surface, your best bet will be to use either the lower Gate-A or Gate-B elevators. Most players often camp Gate-A, which might leave an opening for you in Gate-B.
It’s recommended to take items that will help you in a fight that happens only in the Surface, such as:
Here are some recommendations for when the Alpha Warheads are being detonated automatically:
When you are fighting on the Surface, stay far away from SCPs, as they may kill you due to their powerful and/or numerous attacks. If you are fighting from afar, always be sure to take cover when reloading or defending.
Always use healing items when you are on low HP, as you don’t know when a hostile player will launch a surprise attack or flank you. If you are low or out of healing items or ammo, look for some in dead bodies.
some cs info and links to CS page and hooks
In this section, users from the Project: SCP Discord Server will give advice to new players. You can add more tips on this section on “Gameplay Tips” thread in the #wiki-announcements channel.
These are some useful tips given by the community.
“tips” - camerongud11
“Be mindful of your surroundings, you can hear other players footsteps or SCPs.” - cheeto11
“In the SCP-330 Containment Zone, you can pick up the candy on the floor and 2 from the bowl without dying.” - RASTER2310
“You can keybind multiple of the same weapon at once. This means you can quickly switch to the second one if you run out of ammo.” - mrflamdunk
“SCP-457 is completely immune to explosive weapons, don’t waste them!” - mrflamdunk
“As an escapee class, you will want to leave the LCZ as fast as possible due to SCPs and Facilitu Guards rushing it.” - Renobriidivii
“As an SCP, be careful when going into rooms to avoid being trapped. Make sure you can open the door to not risk being trapped by someone” - DoggoWhoAsked
“In SCP-914, placing a Janitor in the 1:1 setting then upgrading from there is a faster way to get an O5” - uxorialTax541
“Black candy works exactly like Pink Candy in SCP: SL, but is less powerful overall, use it at your own risk.” - yoursenpaiUwUx3
“If you are a console player, you can connect a mouse and keyboard. This makes the game a lot easier.” - yoursenpaiUwUx3
“Closing doors as an SCP is a great way to slow down human players.” - LLPogChamp1
“If you are being chased by an SCP, close the doors behind you to slow them down. You can quickly do this by pressing on the door button right when you are going through it.” - Renobriidivii
“Memorizing item spawn locations, such as keycards or weapons, can increase your chances of survival.” - SlAyer1762
“As 173, your teleport ability can allow you to fit through small gaps you normally wouldn’t be able to walk through. For example, with enough patience you can enter Intercom through the vent at the top.” - RustedHelmet
“As 106, one of your first objectives must be SCP-914, since it is very likely humans are hiding there. Make sure to check corners and behind the machine in case someone is hiding” - RustedHelmet
“When searching for the last few hostiles, always check common hiding spots like SCP-939 Minilab and SCP-049’s Containment Chamber. It will save you a lot of time.” - RustedHelmet
“If you are about to be killed by 096, try dealing as much damage before dying. While it may not seem significant due to the damage reduction, it will pile up over time if many people do it.” - RustedHelmet
“Do not overestimate your ability to handle crowds as SCP-457. You’re at your best when you’re up close and personal against the horde within the facility. However you are less effective on Surface.” - RustedHelmet
“In the menu, go to the Settings tab and adjust your settings for a better gameplay experience. I recommend using the highest FOV, enabling “True HP”, “Spectator ESP” and “Enable Chat”.” - N_Boi23
“Before spawning as a Reinforcement class, make sure to check the Gates with spectator to avoid danger.” - N_Boi23
“Using particle cosmetics isnt recommended, they can leave a trail of your path which allows enemies to chase you.” - yoursenpaiUwUx3
Cosmetics can be bought through the shop in the menu, but some need you to complete a certain goal within the game.
For more information about cosmetics, check out the Cosmetics Page.
Kill 3 different SCPs on a server with 30+ players in a single round.
Obtain the Railgun then railgun 2 SCPs, preferably a calmed SCP-096, SCP-173 or SCP-049. If they don’t die instantly, you will need to finish them off. You can obtain access to its storage room quickly by:
You may choose 2 paths from now on:
Right-Click
and the keybind you assigned the grenades to. This is the fastest way to drop all grenades.SCP-1507 is very likely to die to the grenade attack. Which will fulfill the requirements for the Recontainment Ranger.
Although, some SCP-1507 are smart and will never enter an elevator with someone inside it.
SCP-106 is very simple as half of SCP-106 players don’t check their femur regularly and maps have a lot of rooms that spawn those keycard/hack devices mentioned
Although, this depends a lot of teamwork, so you may not find players willing to sacrifice themselves to kill SCP-106. SCP-106 may also be a player that camps and checks the femur breaker a lot.
Escape with SCP-005, SCP-034, SCP-207, SCP-512 and SCP-714.
If SCP-207 was already taken from Sublevels, in the Updated Gate-A there’s a chance of it spawning in a box at the left of the upper elevator.
Kill 21 or more players as a human class in one round, with at least 27 players on the server. Teamkilling does not count.
Due to how the challenge works, “steps” cannot be given. However, we can give you tips that will make this challenge easier.