Games listed 43,046
Game guide

Project: SCP Guide: Roles and what each one is trying to do

Project: SCP
Project : SCP, Playing 38, Rating 81.1%
Creator Project : SCP
Playing 38
Rating 81.1%
Is this game fun?
No votes yet. Cast the first one.

About

Overview

Project: SCP is a round-based horror escape game where each player is assigned a role with its own goal — escape the facility, contain the SCPs, or cause chaos. This guide walks you through every role, the zones you'll move through, the items that keep you alive, and the SCPs you'll need to dodge or fight.

What is on this page

Contents
01

Roles and what each one is trying to do

Table
In short Knowing your role the moment you spawn is the single most important thing you can do.

Every round assigns you a role, and each role has a completely different objective. Playing the wrong way for your role will get you killed fast.

D-Classescape the facility via the surface extraction van, with help from Chaos Insurgency
Scientistescape the facility; ask guards or MTF to escort you
Facility Guard / Security Chiefescort scientists out, cuff or kill D-Class, avoid SCPs unless well-armed
MTFextract personnel, kill or re-contain escaped SCPs, eliminate D-Class and Chaos Insurgency
Chaos Insurgencykill MTF and facility staff, help D-Class escape
SCPkill everyone except Serpent's Hand and stay neutral toward Chaos Insurgency; stop D-Class and scientists from escaping
Ask on the board
02

Zones of the facility and how to move through them

Step
In short Every escape route runs through LCZ, then HCZ, then EZ, and finally the surface — and each zone needs a stronger keycard than the last.

The facility is divided into zones. You start in LCZ, work your way through HCZ, reach EZ, then break out to the surface. Each door between zones needs a keycard of the right level, so grabbing cards early is the priority.

  1. LCZ (Light Containment Zone) D-Class and Scientists spawn here, and SCP-173 is also present; pick up any keycard you find, even a janitor card is worth taking
  2. SCP-914 located in LCZ behind a gate that any card opens; set it to Fine and drop your keycard into the input to upgrade it to a higher-level card
  3. SCP-173 Chamber look for the room with a spiral staircase; climb to the observation area to find a Major Scientist card, a grenade, and a medkit, plus a USP pistol in one of the offices
  4. HCZ (Heavy Containment Zone) requires a Major Scientist card or higher to enter; this is where SCP-096, SCP-106, SCP-457, SCP-1507, and SCP-1770 roam
  5. EZ (Entrance Zone) the last indoor zone before the surface; check the armory here for weapons and higher-level keycards before pushing further
  6. Surface reach the extraction van to complete your escape as D-Class or Scientist
03 Live and upcoming events Events

Events running now or coming soon. They have fixed dates, so check them first.

Live now –

Halloween Update 🎃

The 2025 Halloween Update is back, with new content added to the mix. Enjoy Halloween in Project: SCP until November 21!

See the whole schedule
04

Escaping as D-Class

Step
In short Getting a Major Scientist card early and staying hidden from MTF spawn waves are the two things that decide whether you make it out.

D-Class spawn with nothing, so your first seconds are spent grabbing whatever you can find. Move quickly through LCZ before guards rush in, then navigate HCZ carefully before pushing to EZ and the surface.

  1. Grab any keycard immediately even the lowest-level card extends where you can go, so never pass one up
  2. Check the 173 Chamber if you find the spiral staircase room, climb to the observation area for a Major Scientist card, grenade, and medkit; a USP pistol can also spawn in one of the offices here
  3. Use SCP-914 on Fine drop your keycard into the input and upgrade it; watch out for other players flipping the dial to Rough or Very Fine while you are inside
  4. Hide when MTF arrive the PA system announces each MTF wave; when you hear it, stop advancing into EZ and wait in HCZ until the wave settles
  5. Do not hold your weapon out walking through HCZ or EZ with a weapon visible causes guards and MTF to open fire on sight
  6. Reach the surface van if you do not have a Commander keycard to open the gate yourself, wait for Chaos Insurgency to open it for you, then run to the extraction van
05

Escaping as a Scientist

Step
In short Scientists have an easier path than D-Class but still need a good keycard and need to respect the 914 machine.

Scientists spawn with a medkit and a keycard, which already puts them ahead. The main goal is to upgrade that card at SCP-914 and then move through HCZ and EZ without running into an SCP or a Chaos Insurgency ambush.

  1. Check for a Major Scientist card on spawn if one is nearby, grab it before another player does
  2. Find SCP-914 and set it to Fine drop your current card in, upgrade it, and collect the result from the output; leave the machine immediately if someone else changes the setting
  3. Ask guards or MTF for an escort they are allied with you and benefit from getting you out safely
  4. Move through HCZ using the same SCP-dodging tactics as D-Class run from 049 and 1507 while closing doors, and avoid looking at 096 at all costs
  5. When CI are in EZ, retreat to HCZ MTF being present in EZ is actually safer for you; CI spawning there is the bigger threat
06

How to deal with each SCP

Tips
In short Every SCP has a different weakness — learning one rule for each is enough to survive most encounters.

Each SCP in the facility behaves differently, and the wrong response to the wrong SCP gets you killed immediately.

Tips worth knowing
  • SCP-173 freezes completely when at least one person is looking at it, so stare at it and sidestep around it; in a group, throw grenades the moment it moves
  • SCP-049 is slower than a running player, so sprint away and close every door behind you to create distance
  • SCP-096 will kill you if you see its face, so look at the floor and back away
  • SCP-106 walks through doors, so closing them does nothing; your only option is to run and keep running
  • SCP-1507 is fast — sprint away and close doors behind you the same way you would against 049
  • SCP-457 burns players on contact and its fuel decreases every second, with health beginning to reduce after fuel runs out
  • SCP-714, found in LCZ, can be worn to become immune to SCP-049 and its zombies, though it slows you down and blurs your vision over time
07

Items worth knowing about

Check
In short A few specific items dramatically change what you can survive, so learn where to find them.

Most items spawn in armories scattered across LCZ, HCZ, EZ, and the Surface Zone. Knowing the important ones and where to look saves time when you need them most.

  • Medkit heals 60 HP and removes the SCP-207 speed drain; MTF Medics spawn with four, and they appear in most armories throughout the facility
  • Grenade deals 600 damage in a wide area, hurts teammates and the thrower too; takes one second to throw and five seconds to detonate
  • Night Vision Goggles press K to toggle; obtained by upgrading a flashlight in SCP-914 on Fine, or found in select armories; does not work against SCP-096
  • SCP-207 found in the sub-levels containment area; gives a speed boost and infinite stamina but drains 1 HP per second until you use a medkit to stop it
  • SCP-330 candies take no more than two or you die instantly; pink adds 15 max HP, yellow gives 50% damage immunity for 20 seconds, green heals 10 HP per second for 30 seconds
  • SCP-512 umbrella found in the Surface Zone behind a level-2 card door; gives a jump boost and slows your fall
  • Radio held by all guards and MTF at spawn; lets anyone with a radio hear your voice chat with a visible tag
08

Cuffs, conversions, and what they mean for your team

Summary
In short Cuffing an enemy and escorting them out converts them to your side, which can swing the balance of a round.

Guards, Security Chiefs, and all MTF units spawn with handcuffs. You can cuff an enemy who is not holding an item, which makes them neutral. If they reach the extraction point while cuffed, they switch factions. Hold E to uncuff someone.

  • Cuffed D-Class who escapes becomes MTF Cadet
  • Cuffed Scientist or Janitor who escapes becomes CI Beta
  • Cuffed MTF unit who escapes becomes CI Beta
  • Cuffed guards and MTF cannot escape the facility themselves
  • SCPs cannot be cuffed

Community strategy ideas

Community

These ideas and tips come from people playing the game. Share your discoveries too!

No strategy ideas yet. Share a tip you discovered.

Glossary

Glossary
LCZ
Light Containment Zone — the starting area where D-Class and Scientists spawn, and where SCP-173 is located.
HCZ
Heavy Containment Zone — the dangerous middle section of the facility, accessible with a Major Scientist card or higher, where most SCPs roam.
EZ
Entrance Zone — the final indoor zone before the surface, where MTF spawn waves arrive and the last armory can be looted.
SCP-914
A machine in LCZ that upgrades or downgrades items depending on the setting you choose.
MTF
Mobile Task Force — armed units that spawn in waves at Gate B on the surface and work to extract personnel and re-contain SCPs.
CI
Chaos Insurgency — a faction hostile to MTF and facility staff that helps D-Class personnel escape.
Keycard
An item required to open doors between zones; higher-level cards open more doors, and SCP-914 on Fine can upgrade them.
Femur Breaker
A device in HCZ that re-contains SCP-106 when a player sacrifices themselves inside it; requires a level-3 containment card to unlock.
Pocket Dimension
Where SCP-106 sends players it touches; there are six paths and three of them lead back to HCZ while the others are fatal.

Common questions

FAQ

What should D-Class do in the first few seconds of a round?

Grab any keycard you can see — even the lowest-level one is worth picking up. Head toward the 173 Chamber if you can find it, since the observation area there can have a Major Scientist card, a grenade, and a medkit. Do not follow a large group, as other players will take the good items first.

Is it safe to use SCP-914 alone?

It can be risky because other players can change the dial while you are using the machine. Set it to Fine yourself, drop your item in, and watch the dial before you start it. If someone switches it to Rough or Very Fine while your item is inside, the item or you can be destroyed instantly.

What happens when MTF spawn?

The PA system announces the arrival, and MTF units land at Gate B on the surface. If you are D-Class or Chaos Insurgency, stop advancing into EZ immediately and hide in HCZ until the wave has spread out.

Can you close a door to stop SCP-106?

No — SCP-106 walks straight through doors, so closing them buys you nothing. Your only option against SCP-106 is to run and put as much distance between you and it as possible.

What does escaping as a cuffed D-Class give you?

If you reach the extraction point while cuffed, you respawn as an MTF Cadet rather than joining the Chaos Insurgency. An uncuffed D-Class who escapes normally becomes CI Beta instead.

Updated Nov 2, 2026
Game updates can change what is on this page. If you spot something, get in touch and let us know.
Project: SCP Project : SCP, Playing 38, Rating 81.1%
See the game pageAsk on the board
Add it to your home screen and it works like an app. One tap to open, and it loads faster after that.