Nom du fichier : SCP: Secret Laboratory Cheat Codes - Auteur : DAV - [PC] |
Cheat Codes: ------------ Submitted by: David K. Item IDs and Class IDs for Server Owners: ----------------------------------------- Written by Lawfulpotato A few of the cheat codes available in this game, only accessable by server owners. Use ~ to open console. -===Spawn Item Commands===- Use Give ### to spawn items. -=Item Numbers=- 000 Janitor keycard 001 Scientist keycard 002 Major scientist keycard 003 Zone manager keycard 004 Guard keycard 005 Senior guard keycard 006 Containment engineer keycard 007 MTF Lieutenant keycard 008 MTF Commander keycard 009 Facility manager keycard 010 Chaos Insurgency device 011 O5 keycard 012 Radio 013 M1911 014 Medkit 015 Flashlight 016 MicroHD 017 Coin 018 Cup 019 Ammo meter 020 E-11 Standard rifle 021 SBX-7 pistol 022 SFA Ammo (Warning: Not item that can be usually in inventory) 023 Skorpion SMG 024 Logicer 025 Postitron grenade 026 Smoke grenade 027 Disarmer 028 RAT ammo (*) 029 PAT ammo (*) * Warning: Not item that can be usually in inventory & does not affect ammo count. -===Class IDs===- Force class syntax. Forceclass ### 000 SCP 173 001 Class D 002 Spectator 003 SCP 106 004 Nine tailed fox scientist 005 SCP 049 006 Scientist 007 SCP 079 008 Chaos Insurgency 009 SCP 457 (Warning: As far as I know, this SCP doesnt work yet) 010 SCP 049-2 011 Nine Tailed Fox lieutenant 012 Nine Tailed Fox Commander 013 Nine Tailed Fox Guard 014 Tutorial Gameplay Tips: -------------- Written by Agent doub1e 1.Doors can really help you or hurt you if used a certain way. In some cases where 079 is there then you must make sure most doors around are open and you have other escape routes if you aare caught by a SCP or an MTF off guard. 2.Doors can also really screw you over if you are with others and they decide to close them on you while on the run from something or someone. 3.Last thing about doors (For now :D) is that they can REALLY help against running from SCPs and foes. Yes 106 can walk through doors, but the doors still slow him down quite a lot actually so using this to get away and maybe find a spot to hide is the best way to get out of a situation like that. Same goes for MTF, CI, Armed Class D/Researcher, etc. 4.Do not think you are all high and mightly as ANY class, even if you are a SCP. SCPs can be quickly taken down by a well combined MTF or CI Force. MTF can be taken down by experinced Class D who know their way with the weapons and combat. Class D can be taken down the same way if not careful. As each class it's best to stick together in every situation other than maybe fleeing from an SCP. 5.As an SCP do not underestimate your own power of what you can do. 106 can use the corriosion for faster key transport like if you wanted to put a spot near your chamber so you don't get contained you must place it near the button to guard and then use it when you feel someone is about to press it. 049 can make an entire army of 400 hp zombies that can easily take down anyone by suprise. 6.As a Chaos PLEASE know the difference between another CI and a MTF. CI = FRIENDLY MTF = NOT FRIENDLY. Being teamkilled is not a fun way to go out. 7.As a MTF, Read 6 and vise versa... 8.As a MTF Lieutenant, command who is lower than you. let people know what you are doing or what plans you have if you know the basic area and directions. 9.As a MTF Commander, same thing as Lieutenant but you also command them. Please do use your card as much as you can to get you and your squad down to Heavy Containment Zone (HCZ) and eliminate as many SCPs as possible and maybe keep 2-4 people remain in Entrence Zone (EZ) to make sure no Class D or SCPs reach the surface. 10.Being a Class D can go many ways and some options are better than others but it all depends in what type of lobby you are in with others. Most of the time the Class D are all just trying to hog whatever they can to escape which ends in them recklessly all dying. Use taht to your advantage if you are in that type of game and try to slip by or get what they dropped but also only take what you need. 10b.If the others are also communicating and trying to play it safe then try to work with them to get what you all need which is a high level card. Find ANY card and then find SCP 914. You are now already this close to escapng! If you did the tutorial then this should be easy to find out how to get it to a O5 Level Card. 11.Do not touch or mess with something you do not know. That simple! 12.Tesla Gates are more useful then you think and can help you lose your chasers quickly. 13.Take your time on the Tesla Gates and do not try to rush past them which can lead to a quick instant death that you will most likely not be happy about. Keycards: --------- Written by Steelpoint Keycards are divied into three groups and four tiers. SCP Containment (access to SCP rooms), Security (armoury and entrance gate areas) and Administration (entrance zones and entrance gate areas). -=Keycards=- Card prefixes are as follow: CC = Containment Chamber access AA = Armoury Access IA = Intercom Access CA = Checkpoint Access EGA = Entrance Gate Access CC = Low | AA = N/A | IA = N/A | CA = N/A | EGA = N/A -=SCP Containment=- Tier 1 - Janitor CC = LOW| AA = N/A | IA = N/A | CA = N/A | EGA = N/A Tier 2 - Scientist CC = MEDIUM| AA = N/A | IA = N/A | CA = N/A | EGA = N/A Tier 3 - Major Scientist CC = ALL | AA = N/A | IA = N/A | CA = YES | EGA = N/A Tier 4 - Containment Engineer CC = ALL | AA = N/A | IA = N/A | CA = YES | EGA = YES -=Security Tier 1 - Guard CC = LOW| AA = LOW | IA = N/A | CA = YES | EGA = N/A Tier 2 - Senior Guard CC = MEDIUM| AA = MEDIUM | IA = N/A | CA = YES | EGA = N/A Tier 3 - MTF Lieutenant CC = MEDIUM| AA = MEDIUM| IA = N/A | CA = YES | EGA = YES Tier 4 - MTF Commander CC = MEDIUM| AA = ALL | IA = YES | CA = YES | EGA = YES -=Administration Tier 1 - Zone Manager CC = LOW| AA = N/A | IA = N/A | CA = YES | EGA = N/A Tier 2 - Facility Manager CC = ALL | AA = N/A | IA = YES | CA = YES | EGA = YES Tier 3 - Chaos Insurgency Hacking Device CC = MEDIUM| AA = ALL | IA = YES | CA = YES | EGA = YES Tier 4 - O5 Command Keycard CC = ALL| AA = ALL | IA = YES | CA = YES | EGA = YES How to Win Against Scientists as a D-class: ------------------------------------------- Written by Balizaj Ever wondered how to steal the scientists cards and laugh at them while you escape, and they die in the decontamination? Well, here is how. -=Basics=- The absolute basics of winning over your scientist overlords. Get a Gun and Shoot Them A gun can spawn in a few different places in the light containment zone. There are 3 guns in the armory, but assuming the game just began, you won't have a good enough keycard to open it. A gun can also spawn in the following rooms: Bathroom SCP-372's chamber SCP-173's chamber SCP-012's chamber Where the gun spawns is completely random, but you may also find a keycard in the places mentioned above. You can use this keycard to access SCP-914, where a scientist has probably already found his way. -=SCP-914= To upgrade your keycard in SCP-914, you need to drop it. Use this to your advantage. When a scientist drops a card, simply pick it up and upgrade it for yourself. On some custom servers you can also put the scientists on the Rough or Coarse setting to kill them as a part of a custom plugin. Be careful, as this will destroy their card as well. Lesser Known Methods -=Disarmer=- It's unlikely that you're going to get it early in the game, I've only gotten it about twice my entire time playing this game. In SCP-372's chambers are 2 filing cabinets. Holding E on them will search them and grant you a nifty item. Sometimes it's junk like a 50 cent coin or a flashlight, but every once in a while you can get a disarmer. Find a scientist and disarm them with it, you can steal their cards, guns and everything else they had. You can also steal their cards and trap them in a room with no chance of getting out. -=SCPs=- If you are running away from SCP-173, and a scientist is on the other side of the door, looking at SCP-173, you can close the door behind him, forcing him to either wait until SCP-173 snaps his neck or turning around to open the door, making SCP-173 snap his neck. Win/win. Other times, you can convince SCPs to kill the scientists for you. Just explain that you will turn into Chaos Insurgency when you escape and you will help them, and the open the door to SCP-914 for your new friends while the scientists are busy upgrading. -=Chaos Insurgency=- Okay, not really a less known method, but Chaos Insurgency are your friends and will happily destroy and scientist that comes their way. You just have to hold out until they get to light containment zone. Things to Watch Out For -=Backfire= If a scientists feels threatened, they might pull a gun on you. Hint, hint: you don't want that. Make sure that you or another D-class gets a gun, not a scientist. -=Nine Tailed Fox=- You might want to stay on a scientists good side for when Nine Tailed Fox inevitably show up and want to kill you. If you are on the scientists good side, they can tell them otherwise and convince them to either disarm you or just spare you, which is what you want. -=Betrayal=- Even your fellow D-class can betray you, if they had a deal with the scientists. Trust no one. If you hear an announcement on the intercom VERY CLEARLY stating that they are CHAOS INSURGENCY, example: "Hey what's up everyone! chaos in the building, here to save the d-bois!! immediately assume otherwise. And Finally... Be careful, and good luck. The Section of LCZ: ------------------- Written by x3j50 A small summary of the different rooms of LCZ. The new update brought us numbers on the walls of rooms. So let's dive down and see what they identify as. -=Rooms ##00 It means Armory. If you see it, it's the door to the armory. -=EX-A and EX-B Leading to Checkpoint A and Checkpoint B. #012 The door leading to the hallway containing the door to 012 (the room with the card and the stairs). #914 It's the door to SCP-914. -=WC00 The hallway with the toilets. -=AL01, AL00, and AL02 The corresponding airlocks. GR18 SCP-372's Chamber. PT00 PT is obviously short for Peanut. This is the door to 173's staircase. I forgot what it was after PC, but this is the room with the computers. CD01 Class D Cells. HS, HC, IX, IT, VT etc These are just hallways. Nothing much. They have numbers on them to help navigate. Here's what I know so far on these.. HS: Hallway Straight HC: Hallway Corner IX: Intersection (The hallway with four doors on each side) IT: Intersection (3-Way) VT: Ventilation (Hallway with the big vent) Every Item in Light Containment Zone: ------------------------------------- Written by Sparragon1 This basic guide will tell you the all the places where you can find items in Light Containment Zone as a Class-D or Scientist in the early round. -=SCP-372's Chamber=- You can acess SCP-372's containment without any keycard and It's the best room to acess at the start. (x1) Zone Manager Keycard (next to the drawer) (x1) Pistol (inside the cell) (x1 of any) Scientist Keycard / Radio / Flashlight (inside the drawer) -=Bathrooms=- The Bathrooms don't need a keycard to be acessed, and there's usualy 1 or 2 items inside. (x1) Janitor / Scientist Keycard (next to the sinks / on top of the toilets) (x1) Pistol (next to the sinks / on top of the toilets) -=SCP-012's Chamber=- You'll need a Scientist Keycard or higher to acess this room. (x1) Pistol (ocasionally spawns on top of the table) (x1) Major Scientist Keycard (frequently spawns on top of the table) -=SCP-173's Chamber=- This is probably the most dangerous place to look for Items and is usually empty, you don't need a keycard to acess this room. (x1) Pistol (in the control room next to 173's cell, there's ocasionally a pistol) -=Armory Room=- You'll need a High Level Keycard, obtained via upgrading to acess this room (x3) Fragmentation Grenade (always appaers inside the crate in the right) (x3) Flash Grenade (always appears inside the crate in the left (x1) Project 90 (always appears on top of the table) (x1) Pistol (always appears on top of the table) (x1) MP7 (always appears inside the crate behind the table) (x3) Weapon Manager (always appears on top of the table) (x3) 7.62 MM ammo (always appears on top of the table) (x3) 9MM ammo (always appears on top of the table) -=SCP-914=- This isn't a room where you'll obtain items, but where you can upgrad your items or steal Items from others If you'd want to do that for some reason. Cheat Codes: ------------ While playing the game, press Tilde ~ (The key above TAB) to display the console window. Then, type one of the following codes and press [Enter] to activate the corresponding cheat function. To list all the COMMANDs you can use, open the console in-game and type in help. GIVE [ITEM] Gives an item to all players. ITEMLIST Prints a list of all available items. CLS|CLEAR Clears the console output. QUIT|EXIT Quits the game. HELP Shows a list of available commands. REFRESHFIX Changes the console refresh mode. VALUE [VALUE] Displays the value of the variable giving its hidden code. SEED Displays the map seed, NOCLIP Allows you to fly through the walls, SHOWRIDS Switches the RIDS display mode, FORCECLASS|FC [CLASS] Forces a class change. CLASSLIST Prints a list of all available classes. GOTO [ROOM] Move to the selected place, RANGE Unlocks access to the shooting range, ROUNDRESTART Force round restart. CONFIG Configuration file commands. BAN [PLAYER|IP], [MINUTES] Bans a player for the period specified. BANREFRESH Reloads the ban list. Some Tips for Hiding: --------------------- Written by Critical Tomatoes How to hide from an SCP or other baddies. -=Hiding while Holding Items=- Ok just when hiding remember that items you are holding may go past the wall or corner you are using to hide, an example of this is the MTF rifle as it is quite long and stick out. -=Hiding from SCPS=- When hiding from 096 it may be wise to face the wall so if he does go past your hiding spot he doesn't immediately get triggered. Hiding from 173 is similar as he may go past your spot and suddenly stop and turn to see where he's being looked at from. Hiding from 939 is quite simple run away from him and close doors, after a while stop, as 939's movement sense has limited range he may just assume you went out of range, the next step is simple just hide around the corner. 106 is quite simple to hide from as he is quite slow just do the ol' classic corner trick. 079 if you are afraid of getting spotted by 079 simple hide under the camera as some of them cant not be moved all the way down, however if you are sticking out a bit 079 may realize that you are there and tell the other SCPs. -=Hiding as SCPs=- Most are pretty simple to hide as, an example is 173 as he is very tall and doesn't stick out over the edge of the corner or wall. 939 is a bit tricky as his body is like 173 but horizontal instead of vertical as a result if you are facing the doorway from the corner your head my stick past the wall and people may just see it and go another way, so instead of facing towards the door try facing away or with the door but not at the door's wall as your head my pass through. 096 is hard because of his ambient music and crying (crying only sounds when he is ready to be enraged) as a result of this either hide as a last resort or to catch fleeing targets, however if there is a lot of sound targets may not hear the ambience and just run past you. -=Hiding as Humans=- This is quite simple as you just have to make sure no body parts or weaponry is sticking out and can be spotted. -=Seeking=- As Captain Price would put it "Check Your Corners". Fast Gun Start Guide: --------------------- Written by Page Bob Page Early game strategies for D-class/Scientists to acquire a gun ASAP. -=Assessing Your Location=- First thing to do immediately after spawning is to find out what map generation LCZ is. As D-class this can be done immediately after leaving your cell room & after going through a few hallways. As a scientist however this can be more complex. Scientists spawn at a random important room. This can be a checkpoint, 012, GR room, WCs, and even 914 in some occasions. Always check behind you when you spawn as a scientist. A few ways to determine the map layout, is by looking out for how hallways are lined out. If there's a lot of corners it may be heart or arms. If it continually going straight it may be line or loop. You can also determine the layout based off of important rooms & how they are positioned. After you've found out the map layout it's time to find a gun! -=Choosing a Strategy=- There are two main strategies that may vary based on the situation (How early SCPs/guards arrive, someone has already taken the pistol/looted armoury, etc). If it is the very start of the game, it can be worth while to hunt for the pistol along with finding a keycard (If D-class). If scientist however unless you haven't located 914 & armoury yet, this strategy is risky & most likely will waste your time. Rooms where pistol can spawn: 012, WCs (Men's side), GR room (Inside of the containment room), and 173's (PT) room (Door at the top of the staircase leading into a small security room). There is also an additional one in the armoury which can be useful if you haven't found a flashlight yet. The second strategy is to instead rush to armoury. To do this you'll require a keycard to access 914 which you'll need to upgrade said card to a sufficient level to open armoury. Fastest way to do this would be to use 1:1 to get a guard keycard. 2 times through 1:1 with a scientist/janitor keycard, 1 time with a zone manager or major scientist keycard. After obtaining your guard keycard or better, it's time to find the armoury. If you know the layout of the map this should be relatively simple, and you may have come across it already while searching for the pistol/keycard/914. The room in particular is marked by ##. Worst case scenario: Pistol & armoury already looted & SCPs are in LCZ. In this situation there's still hope! But by the time you get your weapon, if at all, it will definitely be midgame in the round. You'll have to bide your time hiding from SCPs & search every corpse you come across. However, by this point, it'll be much better to just find a keycard that can open checkpoint ASAP & start your search in HCZ instead (Or try to escape). -=End Notes=- By this point you've either obtained the pistol, or started to loot armoury. If you're particularly lucky you can easily achieve this before anyone has found 914, or while everyone is still upgrading their cards. With a weapon everyone else is at your mercy, and you can defend yourself against MTF/chaos. In general I'd advise to always aim for getting a weapon before leaving LCZ unless SCPs/guards have started to roam the zone. -=Additional notes=- When upgrading in 914 do not bother locking the gate. This may sound strange at first, but by doing this you are trapping yourself in if an SCP finds it. If there is no one else in 914, or people you can trust, it is far better to put your card in the intake before activating the machine, and then sitting in the corner outside of the gate. This way, if an SCP or other threat enters the room, they'll most likely walk straight into 914 while you can run away to safety. Another thing to note: Never upgrade your guns unless you have ammo for them or know you can get ammo for them. If you upgrade your P90 to an epsilon-11, you'll have one full magazine, and no spare ammo. Much better to just take the P90 with 2 extra mags from armoury. |
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Mise à jour : 2021.04.12 |
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