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
Use ~ to open console.
-===Spawn Item Commands===-
Use Give ### to spawn items.
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
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
025 Postitron grenade
026 Smoke grenade
028 RAT ammo (*)
029 PAT ammo (*)
* Warning: Not item that can be usually in inventory & does not affect ammo count.
Force class syntax.
000 SCP 173
001 Class D
003 SCP 106
004 Nine tailed fox scientist
005 SCP 049
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
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
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
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.
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).
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
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
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
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.
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:
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.
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
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.
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
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
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.
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.
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.
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.
The door leading to the hallway containing the door to 012
(the room with the card and the stairs).
It's the door to SCP-914.
The hallway with the toilets.
-=AL01, AL00, and AL02
The corresponding airlocks.
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.
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.
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)
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)
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)
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)
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)
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.
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.
Gives an item to all players.
Prints a list of all available items.
Clears the console output.
Quits the game.
Shows a list of available commands.
Changes the console refresh mode.
Displays the value of the variable giving its hidden code.
Displays the map seed,
Allows you to fly through the walls,
Switches the RIDS display mode,
Forces a class change.
Prints a list of all available classes.
Move to the selected place,
Unlocks access to the shooting range,
Force round restart.
Configuration file commands.
BAN [PLAYER|IP], [MINUTES]
Bans a player for the period specified.
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.
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
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
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).
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.
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
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.