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.
Zones of the facility and how to move through them
Step
In shortEvery 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.
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
SCP-914located 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
SCP-173 Chamberlook 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
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
EZ (Entrance Zone)the last indoor zone before the surface; check the armory here for weapons and higher-level keycards before pushing further
Surfacereach the extraction van to complete your escape as D-Class or Scientist
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In shortGetting 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.
Grab any keycard immediatelyeven the lowest-level card extends where you can go, so never pass one up
Check the 173 Chamberif 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
Use SCP-914 on Finedrop 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
Hide when MTF arrivethe PA system announces each MTF wave; when you hear it, stop advancing into EZ and wait in HCZ until the wave settles
Do not hold your weapon outwalking through HCZ or EZ with a weapon visible causes guards and MTF to open fire on sight
Reach the surface vanif 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 shortScientists 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.
Check for a Major Scientist card on spawnif one is nearby, grab it before another player does
Find SCP-914 and set it to Finedrop your current card in, upgrade it, and collect the result from the output; leave the machine immediately if someone else changes the setting
Ask guards or MTF for an escortthey are allied with you and benefit from getting you out safely
Move through HCZ using the same SCP-dodging tactics as D-Classrun from 049 and 1507 while closing doors, and avoid looking at 096 at all costs
When CI are in EZ, retreat to HCZMTF 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 shortEvery 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 shortA 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.
Medkitheals 60 HP and removes the SCP-207 speed drain; MTF Medics spawn with four, and they appear in most armories throughout the facility
Grenadedeals 600 damage in a wide area, hurts teammates and the thrower too; takes one second to throw and five seconds to detonate
Night Vision Gogglespress 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-207found 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 candiestake 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 umbrellafound in the Surface Zone behind a level-2 card door; gives a jump boost and slows your fall
Radioheld 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 shortCuffing 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
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Project: SCP
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
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