From SCP: Secret Laboratory English Official Wiki

(Moving from hub)
 
(Reworded, lore somewhat missing)
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|image_size = 100
|image_size = 100
|HP      = 150
|HP      = 150
|Team   = Scientist
|team   = Foundation
|Zone   = [[Light Containment]]
|zone   = [[Light Containment Zone]]
|Speed   = 10
|speed   = N/A
|Allies = [[Nine Tailed Fox]]s, [[Facility Guard]]s
|allies = [[Mobile Task Force|NTF]] Operatives, [[Facility Guard]]s
|Enemies = [[Class-D]]s, [[Chaos Insurgent]]s, [[:Category:SCP|SCPs]]
|enemies = [[Class-D]]s, [[Chaos Insurgents]], [[:Category:SCPs|SCPs]]
|gear = [[Keycard|Scientist Keycard]], [[Medkit]]
}}
}}
 
=Lore=
'''Description:'''
----
 
SCP Foundation personnel known as scientist’s or Doctors are often tasked with the research and experimentation on various anomalous objects contained by the foundation known as "SCP's".  
SCP Foundation personnel known as scientist’s or Doctors are often tasked with the research and experimentation on various anomalous objects contained by the foundation known as “scp’s”.  


level 2 clearance is given to most research personnel that require direct access to anomalous objects and entities in containment.  
level 2 clearance is given to most research personnel that require direct access to anomalous objects and entities in containment.  
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In game behaviour and characteristics:
=In Game=
(These are default, they could be different from server to server.)
----
 
Scientists are one of the two human classes that spawn in the LCZ, the other being [[Class-D]]s. However thats where the similarities end, as Scientists spawn with a Scientist Keycard and Medkit and unlike Class-Ds, Scientists spawn near a random room or checkpoint.
 
'''Items: '''
 
•Med kit
•Level 2 Scientist Key card
•(its also possible to spawn with an empty cup but this item currently doesn't do anything)
•Some servers also give the scientist a radio
 
'''Spawn locations: '''
•Light/Heavy containment security gate A/B on the side of light containment (EX A/B door mark)
•In front of the door to the light containment armoury (##00 door mark)
•Outside SCP 372’s containment chamber (GR18 door mark)
•Outside SCP 914’s containment chamber (#914 door mark)
•The W/C hallway  (WC00 door mark)


Objective:
In comparison to Class-Ds Scientists have the upper hand due to the card they spawn with, but are also outnumbered at least 2-1.
Scientist’s are tasked with escaping the facility alive and not captured by the Chaos insurgency (this  depends on server. Who may have you re-spawn as NTF regardless of whether you are cuffed or not) who will cause you to re-spawn as a Chaos Insurgent. Do not trust D-class personnel or voices beyond a door as they may be trying to use you or it could be SCP 939 trying to eat you. Or both.


In order to escape you must co-operate with facility guards and Nine Tailed Fox in order to reach the exit on the surface at gate B. Its always best to ask for directions if you need to find the exit.  
As they spawn with a Scientist Keycard they can spend less time looking for a card and can instead focus on getting a gun or upgrading their card, and overall can exit the LCZ quicker.


Once you reach the exit its recommended to drop all of your items and ammunition in a safe location before you pass the final door. As you wont re-spawn with them and anything in your inventory will be permanently deleted.


==Spawn Locations==
* Checkpoint A/B (EX A/B)
* Near LCZ armory (##00)
* Near the door to SCP 372’s containment chamber (GR18)
* Near the door to SCP 914’s containment chamber (#914)
* Near the bathroom door (WC00)


'''Tips for playing scientist:'''


•If you spawn at either scp 372 or scp 914 it is possible to “speedrun” out of light containment as it is possible to get a key card that can open the checkpoint doors within 20 seconds, there is also a chance a pistol could spawn in the glass containment chamber within 372. This can help get rid of any undesirables following you out. The effectiveness of this is determined by how quickly you can find a checkpoint door.
==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.


•Try to avoid D-class as much as possible if you cant deal with them. The less D-class that are behind you the less you have to worry about backstabbing you as soon as possible.
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.


•If you have found multiple Key cards and you find yourself in 914 with a few D-class it might be wise to use them to establish a truce or temporary alliance with them, after all, they are death row inmates.


'''Trivia:
=Trivia=
there is a level 3 scientist card in scp 012. its the only one that naturally spawns in the game and has no difference from the level 2 variant scientists spawn with
----
* In older versions of the game, Scientists used to glisten as if they were covered in glitter.


in older versions of the game. Scientists used to glisten as if they were covered in glitter.
[[Category:Classes]]
[[Category:Humans]]

Revision as of 22:15, 1 September 2018

Scientist
Stats
Health 150
Faction {{{faction}}}
Spawn Gear Scientist Keycard, Medkit
Spawn Zone Light Containment Zone
Movement Speed N/A
Allies NTF Operatives, Facility Guards
Enemies Class-Ds, Chaos Insurgents, SCPs
Class ID {{{ID}}}


Lore


SCP Foundation personnel known as scientist’s or Doctors are often tasked with the research and experimentation on various anomalous objects contained by the foundation known as "SCP's".

level 2 clearance is given to most research personnel that require direct access to anomalous objects and entities in containment.

Level 3 scientists are Generally senior research staff and project managers.


In Game


Scientists are one of the two human classes that spawn in the LCZ, the other being Class-Ds. However thats where the similarities end, as Scientists spawn with a Scientist Keycard and Medkit and unlike Class-Ds, Scientists spawn near a random room or checkpoint.

In comparison to Class-Ds Scientists have the upper hand due to the card they spawn with, but are also outnumbered at least 2-1.

As they spawn with a Scientist Keycard they can spend less time looking for a card and can instead focus on getting a gun or upgrading their card, and overall can exit the LCZ quicker.


Spawn Locations

  • Checkpoint A/B (EX A/B)
  • Near LCZ armory (##00)
  • Near the door to SCP 372’s containment chamber (GR18)
  • Near the door to SCP 914’s containment chamber (#914)
  • 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.


Trivia


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