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|enemies = [[Class-D|Class-Ds]]<br> [[Chaos Insurgent|Chaos Insurgents]]<br> [[:Category:SCPs|SCPs]]
|enemies = [[Class-D|Class-Ds]]<br> [[Chaos Insurgent|Chaos Insurgents]]<br> [[:Category:SCPs|SCPs]]
|gear = [[Keycard|Scientist Keycard]], [[Medkit]]
|gear = [[Keycard|Scientist Keycard]], [[Medkit]]
|ID = 6
}}
}}
=Lore=
=Lore=

Revision as of 18:50, 19 August 2020

Scientist
Stats
Health 100
Faction Foundation
Spawn Gear Scientist Keycard, Medkit
Spawn Zone Light Containment Zone
Movement Speed Walk- 5.4 m/s
Sprint- 7.35 m/s
Allies Facility Guards
Nine Tailed Fox
Enemies Class-Ds
Chaos Insurgents
SCPs
Class ID 6


Lore

Scientists are Site-02 Personnel who are brought in from other containment sites to research SCPs currently contained within the facility For safety reasons, all Science Personnel within the site generally work within Light Containment Zone to distance themselves away from more dangerous SCPs such as SCP-939 and SCP-106.

In the event of a containment breach, Science personnel are equipped with standard issue Emergency Medkits to heal possible wounds during their escape. As another safety procaution, personnel are trained to handle small fire arms such as pistols in case they are ever needed. Scientists who escape the facility during a containment breach are to provide valuable Intel to MTF Scientist Groups on the situation, where they are then brought in to facilitate the containment on escaped SCPs.

In Game

Scientists are one of the two human classes that spawn in the LCZ, the other being Class-Ds. Unlike Class-Ds, scientists spawn with a Scientist Keycard and a Medkit. Scientists will spawn near a random room (such as the Armoury or GR18) or a checkpoint.

In comparison to Class-Ds, scientists have the upper hand due to the card they spawn with. Because of this, scientists typically either search for SCP-914 or a weapon to defend themselves. Scientists are also outnumbered at least 2-1 by D-Class at the start of the game.

Scientists must go to the Surface Zone to escape on the Gate B side. Near where Nine Tailed Fox respawn is a door that leads to the escape zone. When a scientist goes down the ramp they will escape and respawn as a Nine Tailed Fox Scientist, dropping any items they had prior to escaping under them. This also gives NTF one Respawn Ticket.

If the cuffed_escapee_change_team config option is set to true on a server, a Scientist escaping while disarmed will turn them into a Chaos Insurgent, this will give Chaos two Respawn Tickets, effectively giving Chaos three more teammates in that round per Scientist they let escaped while disarmed.
If a Chaos or Class-D kills a Scientist, Chaos will only get one respawn ticket.

Spawn Locations

  • Checkpoint A/B (EX A/B)
  • Near LCZ armory (##00)
  • Near the door to SCP 372’s containment chamber (GR18)
  • Near the bathroom door (WC00)

Objective

The Scientist's main objective is to escape the facility by any means possible, cooperating with NTF and Facility Guards to make it to the exit.

After escaping and respawning as a MTF Scientist, the objective is the same as any other NTF Operative; re-contain all SCPs and terminate all Class-Ds and Chaos Insurgents.

Related Achievements

Escaping as Scientist grants the For Science! achievement.
Escaping under 3 minutes grants the Escape Artist achievement.
Upgrading your card alongside a Class-D grants the Friendship achievement.
Killing an SCP as Scientist grants the If you want something done right... achievement.
Killing 50 Class-Ds as Scientist grants the They Are Just Resources... achievement.
Escaping under the effects of SCP-207 grants the High on the Wings of Caffeine achievement.
As a Class-D, killing a Scientist holding a card grants the NANI?! achievement.

Trivia

  • In older versions of the game, Scientists used to glisten as if they were covered in glitter. This has since been fixed.
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