Class-D
Overview:
D-Class Personnel serve as the primary test subjects for the foundation and is typically comprised of death row inmates, captured members of hostile groups of interests, and members of the foundation who have been demoted for severe offences.
How to Play:
As a Class-D, you have four choices of what to do. Firstly, you can await a member of the Scientific Department to take you and have you test an anomaly. Secondly, you can await a member of the Medical Department to take you for a check up to ensure you are at the top of your game for when you are eventually taken to testing. Thirdly, you can try to sneakily escape the foundation through the cave system hidden within the Class-D confinement area. And finally, you can take up arms and join the Chaos Insurgency in their never-ending quest of taking down the Foundation once and for all.
Scientific Department
Overview:
The Scientific Department serves as the primary research group within the foundation, responsible for the studying of anomalous items and phenomena. To achieve this, the Scientific Department has the entirety of Class-D personnel at their disposal to conduct whichever tests they deem necessary to bring out the most findings and breakthroughs in their research.
How to Play:
You must first go to the Class-D confinement zone and use the authorize tool on a Class-D personnel by clicking on them. This will allow the D-Class to enter the facility without being terminated by on-site security. You are to then take them to an anomaly(s) of your choosing and conduct a test(s). Once you have finished, the Class-D can be returned to the Class-D confinement zone, or terminated.
Medical Department
Overview:
The Medical Department serves as the primary medical team within the foundation, responsible for the wellbeing of all its staff. The Medical Department are able to perform medical check ups on anyone on-site.
How to Play:
You have two choices. Firstly, you may perform check ups on D-Class personnel by authorizing them and taking them to the medical bay. Or, you could act as a combat medic or first aider for personnel by using your med kit to heal them by holding down your M1 key on them.
Engineering & Technical
Overview:
The Engineering & Technical Department is the primary engineering team within the foundation, responsible for on-site maintenance, and the upkeep of the facility’s power supply.How to Play:
Upon spawning in, you will notice you have a ‘Hammer’ tool. This is your most important tool as an engineer, as it will allow you to repair broken objects on-site. The broken objects come in four variants; broken water pipes which keep the Mobile Task Force’s water cannons and on-site sprinkler system going, generators responsible for a sector’s power supply, broken doors, and holes in walls left by the Insurgency. To fix a broken object, you must hold E on it while holding your hammer. The only exception to this is walls broken by the insurgency, which must be whacked by the hammer numerous times to fix.
Security Department
Overview:
The Security Department is the primary on-site security team within the foundation, responsible for the safety of all personnel, and fighting on the front line against the Chaos Insurgency during raids and Class-D personnel during riots. Additionally, the security department is tasked with escorting scientific and medical personnel during tests, to ensure everyone’s safety.
How to Play:
Point and shoot, Private… point and shoot.Chaos Insurgency
Overview:
The sworn arch-nemesis of the SCP Foundation, the Chaos Insurgency makes it their mission to weaponize anomalies for complete world domination and to do that, they need to also rid the world of the SCP Foundation. Takes a bunch of madmen to take on such missions!
How to Play:
The Chaos Insurgency spawns within the mines, outside the walls of the facility, but close enough to make an undetected entrance whenever they want. There are two ways of entering the foundation; through Sector-1, the stealthier approach for those who wish to take the foundation on by surprise, or by blasting a hole in the wall of the Class-D confinement zone, the approach for those who want the foundation to know of their impending struggle. Whichever path you choose, the mission stays the same. Once inside, you can do a variety of things. You could make it your personal mission to impede the facility combatives by taking the fight directly to them, alone. Alternatively, you could recruit the aid of the anomalies contained within the site and create site-wide chaos. The more chaos you create, the more you’re doing your job. It is what the Engineer desires. For the Engineer.
Mobile Task Force (GAMEPASS)
Overview:
The Mobile Task Force is a group of elite task forces with their own specializations. From acting as the foundation’s primary military force, to being responsible for the containment for a specific type of anomalies, the Mobile Task Force has it all covered. You can unlock Mobile Task Force NU-7 for free by getting to level 15+ on the Security Department team.
How to Play:
Depending on your chosen task force, you will have different tools, purposes and abilities. If you select NU-7, you will have better weaponry than the Security Department and will be responsible for providing additional firepower when things get out of hand. If you select Maz Hatters, you will have immunity to infectious anomalies. If you select Fire Eaters, you will gain immunity to SCP-457 and have access to the flamethrower to tackle infected entities. If you select Samsara, you will have immunity to infectious anomalies, and will have SCRAMBLE goggles to gain immunity to SCP-096.
Intelligence Agency (GAMEPASS)
Overview:
The Intelligence Agency is the foundation’s primary anomaly intelligence gathering department responsible for investigating anomalous reports and gaining information on the field to support the Mobile Task Forces with containment and the Scientific Department with research.
How to Play:
The Intelligence Agency spawns with SCRAMBLE goggles, making them immune to SCP-096.
Internal Security Department (GAMEPASS)
Overview:
The Internal Security Department is the foundation’s primary counter-espionage department, responsible for rooting out traitors and spies within the foundation. The Internal Security Department is also responsible for running the checkpoints within the facility and engaging lockdowns whenever things get out of control within any sector.
How to Play:
The Internal Security Department spawns in Sector 4. Your responsibilities lie in the checkpoint between Sector-3 and Sector-2, and Sector-2 and Sector-1. When you are at a checkpoint, sit at one of the chairs within the checkpoint and the metal shutter in front of it will open. When a member of personnel comes through, ask them to show you their clearance card. If their level of clearance is high enough to enter the sector they are trying to enter, open the door by pressing E. In addition to controlling access to all 4 sectors, you are also responsible for detaining those who so happen to get into places a bit over their level of access. Once someone of an insufficient level of access enters an area of higher level access, they will be marked as “Trespassing”, and will be visible to all ISD personnel on the map. Your mission then is to fire at the trespasser with your taser, and arrest them by using your handcuffs. Once a trespasser has been arrested, they will swiftly be demoted to D-Class.
Alpha-1 (GAMEPASS)
Overview:
Mobile Task Force Alpha-1, or the Red Right Hand serves as the Overseer Council’s personal bodyguard unit, responsible for their protection, and for performing black ops for the Overseer Council.
How to Play:
Upon spawning in, you will find yourself in a room beside the Overseer Council offices. This will give you direct access to the overseers to protect them from the get go. However, if you cannot find an overseer, you can activate your O5 Tracker tool by equipping it and clicking. Doing so will turn the screen green and all overseers on the map will be highlighted and visible through walls. Per minute you guard an overseer, you gain an additional point of XP.
Facility Executive (GAMEPASS)
Overview:
The Managers in-charge of the facility, responsible for running the day-to-day operations within the facility. From directing responses, to handling maintenance, the Facility Executives do it all.
How to Play:
Facility Executives spawn on the mezzanine within the Control Room. This is where the facility plans its responses to any situation, giving you direct access from the get go. You may toggle the alarms in the control room. Facility Executives spawn with a tablet tool which allows them to toggle alarms remotely, access cameras remotely, or make server-wide announcements! Use your tablet to properly run the facility from anywhere within the facility. No matter what, you call the shots.
Overseer Council (GAMEPASS)
Overview:
The people in-charge of the entire foundation… or are they? Thought to be a rumor, the Overseers dwell within the walls of Area-02, running the entire foundation behind closed doors. Each overseer on-site is responsible for a single department.
How to Play:
Overseers spawn in the fancy looking overseer offices, deep within the depths of Sector 3, the underground portion of the facility. From there, you have quick access to the warhead silo, where you may detonate the Alpha Warhead if things do awry. To detonate the warhead, you must open your tablet and click on the ‘Warhead’ tab. From there, you may arm the nuke. Do note that in order to arm the warhead, a majority of current O5s in-game must hit the arm button, when 3+ SCPs from Sector-4 have been breached. Afterwards, you may advance to the warhead silo to activate the warhead at the press of a big, red, shiny button.
If the worst case scenario is not your forte, members of the overseer council come heavily prepared for battle, with a .357 Magnum, and whatever tools your department gets! No matter what the Insurgency brings, you’ll bring it tenfold.
SCP-106 - “The Old Man” (GAMEPASS)
Overview:
SCP-106 is a keter class anomaly that lurks within the depths of Sector 4 of Area-02. Able to manipulate any form of matter via corrosion, SCP-106 is no stranger to getting on the nerves of every foundation department, and the overseer council.
How to Play:
SCP-106 spawns within his containment cell at the front-end of Sector-4. Your objective… to kill. As SCP-106, you have increased movement speed, and the ability to teleport a medium set distance in front of you, to catch any unsuspecting victims. Upon catching up to someone and attacking them, they will be sent to your pocket dimension, where they will be left to rot and decay. If the foundation thinks they can be one step ahead of you by initiating a lockdown, you can show them who’s really one step ahead by walking right through any door that so happens to be between you and them!
SCP-096 - “The Shy Guy” (GAMEPASS)
Overview:
SCP-096 is a former Euclid, now Keter class that dwells within the depths of Sector 4 within Area-02. At first, this anomaly may seem like a harmless crying entity, but one slight glance at his face will change that perception in the blink of an eye.
How to Play:
SCP-096 spawns within his containment cell at the back-end of Sector-4. Your objective… to mind your own business walking around the facility! However, do be warned, the personnel on-site may accidentally have a glance at your face. If this happens, you will start to sob uncontrollably before entering your rage state, allowing you to rid yourself of whoever thought it would be acceptable to look at your face.
SCP-457 “The Burning Man” (GAMEPASS)
Overview:
SCP-457 is a Euclid class anomaly that specializes in adding that much needed flair… or flare to a situation to make the foundation’s lives even more miserable than they are. Made only of pure fire, most of the foundation personnel can barely lift a finger against you.
How to Play:
SCP-457 spawns within its containment cell within Sector-3. Upon spawning in, you will notice a bar at the bottom with some milestones, as well as the fact your HP slowly drains each second. To regain HP, or to get closer to each milestone on the bar, you must ignite oil barrels located around the facility. Once you locate an orange oil barrel, hold E on it for a few seconds, and you will regenerate a small portion of HP, and your bar at the bottom will fill slightly also. It’s just up to you to fill the bar and realize your true potential!
SCP-610 “The Flesh That Hates” (GAMEPASS)
Overview:
SCP-610 is a Euclid anomaly that dwells deep within the confines of Sector-4, and for good reason. It is kept as a small flesh sample in a glass tube that, once touched, is capable of infecting anybody, even those with the healthiest of immune systems. However, that’s only possible if anyone is crazy enough to even open it. No one’s crazy enough… right?