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Scientist
Stats
Health 150
Faction {{{faction}}}
Spawn Gear {{{gear}}}
Spawn Zone {{{zone}}}
Movement Speed {{{speed}}}
Allies {{{allies}}}
Enemies {{{enemies}}}
Class ID {{{ID}}}


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”.

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 behaviour and characteristics: (These are default, they could be different from server to server.)


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: 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.

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.


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.

•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.

•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: 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.

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