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All 26 SCPs in SCP: Secret Laboratory (2026): How Every One Plays

SCP: Secret Laboratory lists 26 named SCP entries, but only seven are normal playable roles. Here is what every category does and how to choose a playstyle.
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SCP: Secret Laboratory currently lists 26 named SCP entries: seven playable SCP roles, 12 item anomalies, two environmental anomalies and five event-exclusive entries. The seven playable choices are SCP-049, SCP-049-2, SCP-079, SCP-096, SCP-106, SCP-173 and SCP-939. They cover team support, direct pursuit, ambushes, area pressure and behavior-driven traps.

This roster reflects the English Official Wiki index last modified 15 October 2026, with the main-page update reference at v14.2.6. Item, environmental and event entries are part of the game’s SCP universe, but they are not all selectable player characters in a normal round.

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What SCP: Secret Laboratory is and how a round works

SCP: Secret Laboratory is a free-to-play multiplayer first-person horror game developed and maintained by Northwood Studios. Its first release was 29 December 2017. The setting is a catastrophic containment failure at the SCP Foundation’s Site-02: civilians, security forces and anomalous entities collide while the facility breaks down.

At the start of a round, players are assigned to Class-D, Scientists, Facility Guards or a playable SCP. Class-D and Scientists search for access cards, move through checkpoints and try to reach the Surface Zone. Facility Guards and later-arriving MTF units attempt to secure the facility and extract or protect human survivors. Chaos Insurgents enter as an opposing armed faction. SCP players work to eliminate the human presence.

The official game description groups outcomes into Foundation Win, Insurgency Win, SCP Win and Stalemate. A faction wins when its surviving objectives and evacuation conditions outweigh those of the opposing groups; the exact end state depends on who remains and which teams have been eliminated.

The four zones of Site-02

  • Light Containment Zone: contains the SCP-914 and SCP-330 testing rooms and eventually undergoes decontamination, making time management critical for anyone still inside.
  • Heavy Containment Zone: houses playable SCP areas, the Alpha Warhead silo, Micro H.I.D. storage and emergency power stations.
  • Entrance Zone: connects the containment areas to Gate-A and Gate-B.
  • Surface Zone: is the civilian escape area and a reinforcement spawn zone.

The official wiki summarizes the survival problem plainly: “Site-02 is an unforgiving place. Stay alert, adhere to protocol(s), and above all else — stay alive.”

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Playable SCPs at a glance

SCP Core mechanic Practical identity Best suited to
SCP-049 Revives dead humans as SCP-049-2 minions Kill-to-reinforcement snowball Players who want team scaling
SCP-049-2 Reanimated corpse controlled by SCP-049 Melee support unit Direct close-range pressure
SCP-079 Controls and interacts with facility systems Remote information and infrastructure support Strategic, map-aware players
SCP-096 Rages when its face is observed and chases the observer Sightline punishment and pursuit Players who manage timing and cover
SCP-106 Corrodes humans and teleports around the facility Mobility and isolation pressure Solo hunting and route disruption
SCP-173 Snaps nearby humans when unobserved Blink-window and attention management Players who exploit divided attention
SCP-939 Mimics sounds while hunting despite being blind Ambush and audio deception Players who enjoy stealth and baiting

The seven entries above are the normal selectable SCP roster. No canonical source in the current index supplies universal health, damage, win-rate or player-count figures, so those numbers should not be treated as part of the roster description.

How each playable SCP plays

SCP-049: convert casualties into pressure

SCP-049 is the plague-doctor entity that turns dead humans into SCP-049-2 minions. Its strategic value increases after successful kills: every converted casualty can become another body applying melee pressure for the SCP side. That creates a snowball pattern. Early engagements are valuable not only because they remove an enemy, but because they can enlarge the group attacking the next target.

Use 049 when you enjoy coordinating a growing force rather than relying only on personal mobility. It is strongest when the team protects opportunities to revive bodies and keeps the resulting minions moving with the main attack. If the group loses access to victims or allows survivors to separate safely, the conversion advantage is harder to realize.

SCP-049-2: the reanimated melee unit

SCP-049-2 is the reanimated corpse controlled by SCP-049. It is not a separate strategic commander; its identity is straightforward close-range support for the 049 group. A 049-2 player contributes by staying with allied SCP pressure, reaching human targets and forcing defenders to divide attention.

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Choose this role if you prefer immediate movement and attacks over planning facility-wide actions. Its effectiveness is team-dependent: it is a supporting body in the 049 group, not an independent information or infrastructure role.

SCP-079: information and facility control

SCP-079 is an artificial intelligence that supports its team by interacting with and controlling various facility systems. Unlike the other playable entities, it operates from a remote perspective. Its contribution is information, access to facility interactions and the ability to shape how humans move through the site.

079 suits a player who studies the map and thinks several actions ahead. Instead of chasing a target directly, you support allied SCPs by using the facility itself as part of the hunt: information can identify pressure points, while controlled systems can complicate routes and timing. The role is therefore strategic rather than a conventional melee chase.

SCP-096: punish anyone who sees its face

SCP-096 is a tall, pale humanoid that enters a raging fit when its face is observed, then gives chase to the player who glanced at it. The central decision is visibility. Humans can trigger the threat accidentally by looking toward 096, while 096 players must manage when and where that reaction begins.

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096 is effective around sightlines and clustered human teams because one observation can turn a quiet encounter into a pursuit. Cover, approach timing and avoiding premature exposure matter. Select it if you like setting a visual trap and then committing to the chase that the observer has triggered.

SCP-106: mobility, corrosion and isolation

SCP-106 corrodes humans and teleports around the facility to hunt them. Its practical identity is route disruption: it can appear from unexpected directions and pressure players who become isolated from their group.

106 fits a solo-hunting mindset. Use its mobility to make safe routes uncertain and to attack separated targets rather than treating every engagement as a frontal fight. Human teams reduce that isolation pressure when they stay coordinated, so the 106 player benefits from patience and opportunistic positioning.

SCP-173: force eye contact and exploit blinks

SCP-173 can snap the neck of nearby humans when it is unobserved. Humans therefore have to maintain visual attention, while 173 waits for a blink window or a moment when players look elsewhere.

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This is a timing-and-attention role. Divided groups, poor visibility and simultaneous threats create openings because not everyone can watch 173 continuously. Pick 173 if you enjoy reading human behavior and turning a small lapse in observation into immediate danger.

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SCP-939: ambush through sound and deception

SCP-939 is a blind transformed human that can mimic sounds to lure and hunt prey. Its core weapon is uncertainty: players must decide whether a sound is a real teammate, a safe route or bait.

939 rewards patience, positioning and audio control rather than a loud frontal pursuit. It is the natural choice for players who enjoy ambushes and deception. Human groups that communicate clearly and verify suspicious sounds are harder to split, while distracted or separated players are easier to lure.

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Item SCPs: anomalies carried and used by players

The index lists 12 item SCPs. They are encountered through pickup, inventory and use rather than selected as a character role. Their practical effect is therefore mediated by who finds the item, when it is carried and whether the player can safely use it before being killed or forced to drop it.

Item SCP How it fits a round
Anti-Cola Inventory-based anomaly; its impact comes from pickup and use.
SCP-018 Portable item anomaly handled through inventory and deployment rules.
SCP-127 Carried anomalous item whose value depends on access and timing.
SCP-207 Inventory item used by the player rather than a selectable SCP role.
SCP-244 Portable anomaly that affects play through where and when it is used.
SCP-268 Held item with a use window governed by inventory access.
SCP-500 Consumable-style item anomaly encountered and activated by a player.
SCP-1344 Inventory anomaly whose practical value depends on the user’s situation.
SCP-1509 Portable item anomaly, not a normal playable character.
SCP-1576 Item-based SCP accessed through pickup and use.
SCP-1853 Inventory item whose effect is tied to player activation.
SCP-2176 Portable anomaly encountered as equipment rather than a role.

The official index establishes these category and handling distinctions but does not present a single, version-independent numerical specification for each item’s effects on the current page. Treat server rules and the active game version as authoritative when an item’s exact behavior matters.

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Environmental SCPs: rooms and test areas

SCP-330

SCP-330 is an environmental or test-room anomaly. Its testing area is in Light Containment Zone, which later decontaminates. It is part of the facility’s environment rather than one of the seven selectable SCP characters, so players encounter it by reaching and interacting with its designated area during a round.

SCP-914

SCP-914 is the other environmental/test-room entry on the current index. Its chamber is also in Light Containment Zone and is subject to that zone’s eventual decontamination. The important tactical fact is location and timing: reaching the chamber, using its room and leaving before decontamination are part of the round’s movement problem.

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Event-exclusive SCPs

Five entries are listed as event-exclusive: SCP-021-J, SCP-559, SCP-956, SCP-1507 and SCP-2536. They should not be treated as part of the normal seven-player SCP roster. Availability depends on the active event or server context, so a standard round may contain none of them.

When an event enables one of these entries, read that event’s rules rather than assuming it behaves like 049, 079, 096, 106, 173 or 939. The category itself is the reliable distinction: event content is conditional, while the seven playable entries define the ordinary SCP selection.

Which SCP should you play?

Choose by the kind of pressure you want to create, not by a universal power ranking. The official ability descriptions support four useful comparisons.

If you prefer… Consider Why
Information and infrastructure over direct combat SCP-079 It supports allies remotely through facility systems.
Direct combat and close-range pressure SCP-173, SCP-106 or SCP-049-2 These roles threaten humans through proximity, pursuit or melee support.
Ambush rather than open pursuit SCP-939 Sound mimicry and blindness make deception central.
Pursuit triggered by a mistake SCP-096 Seeing its face starts the defining chase.
Team scaling after successful kills SCP-049 Human casualties can become SCP-049-2 support.
Solo mobility and isolation SCP-106 Teleportation enables unexpected routes and separated-target pressure.
Attention and blink management SCP-173 It is most dangerous when humans cannot keep watching it.

For new players, the simplest mental model is: 079 manages the site, 049 builds a group, 049-2 follows that group, 096 punishes looking, 106 appears from unexpected routes, 173 waits for lost observation and 939 makes sound unreliable.

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Roster scope and version notes

The current English Official Wiki index contains 26 named entries: seven playable, 12 item, two environmental and five event-exclusive. The page was last modified 15 October 2026, and its current main-page update reference is v14.2.6. Because event rules and server configurations can change what players encounter, verify the live server’s version and event settings when a particular SCP is missing from a match.

That classification answers the most common roster confusion: “all SCPs” does not mean 26 ordinary character selections. In a normal round, the selectable SCP team is the seven playable entries; the remaining 19 are items, locations or conditional event content woven into Site-02.

Quick Recap

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