Basic Strategies

'''SCP Devolved has many in-game roles. In this page, we will cover what to do as these roles, who they may be best suited for, and if they require experience and/or Robux.'''

Scientists

 * The Scientists possess a vital role in the game- test, test, test! The Scientists have 4 items at spawn: The Scientist Keycard (used to unlock the Scientist spawn door), the Level 4 Keycard, the Security Baton, and the Class-D Authorise Tool.
 * When you spawn as a Scientist, grab the lab coat next to the door (this is optional) and head on over to the Class-D Containment Zone! Open the two doors using your Level 4 Keycard, and ask a Class-D if they would like to be tested. Of course, they don't have to say yes in order for you to be able to test them- that's just manners. Using your Authorise Tool, click on the Class-D. A green "Authorised" label will be pasted above their head. This label means they cannot be shot, as it will do no damage to them. Don't worry, if they have the "Authorised" label, they cannot get past the gates or they will be killed. Remember, have a guard near you at all times when testing, that way you will stay unharmed if the Class-D does in fact have a gun.
 * Next, lead the Class-D to the large door labeled "Sector Two." Refer to the Maps page in this Wiki for information about Sector Two. Open the door, and pick an SCP to take the Class-D to. SCP-500 simply heals you, so don't pick that one.


 * Open the door of the chosen SCP, and use your keycard on only the LEFT keycard slot on the wall. This will open up the outer door. Place the Class-D inside, then when the door closes, open the other door using the RIGHT keycard slot. The Class-D will be able to enter, and will most likely be killed. You may then take another Class-D to Sector Two and continue. (Note: When opening the containment doors, do NOT open them in the wrong order. This will almost always cause a containment breach, which can allow CI to take the upper hand.)

This concludes the Scientist portion of the page.

Security Department

 * The Security team also possesses an important role- keeping the facility safe! There are three main threats to the facility: Chaos Insurgency, disorderly Class-Ds, and escaped SCPs. They spawn with a Security Keycard, a Level 3 Keycard, a UMP-45, and a Security Baton.
 * Chaos Insurgency's strength is in their numbers. One or two CIs is easy to take care of, but 5 or 6 of them can pose a major threat. The Chaos can infiltrate the facility and release both Class-Ds and SCPs. This means that all three of the major threats are released. Chaos can be quickly smothered if members of the Security team are stationed at the main gate, Sector 2 gate, and the Class-D Gate. The generators may also be targeted, so keep those on in order to easily spot oncoming CIs.You can also trap CI inside Sector 3 by closing gates after these poggers enter Sector 3.
 * Disorderly Class-Ds can also pose a threat, but only if they possess a keycard, gaining them access to the outside world. However, if the Class-D Riot event is triggered, all CDs are given both guns and keycards, and this can be a major problem. Remember, if a Class-D escapes, they become Chaos Insurgency, which is even more problematic. Class-Ds can be easily contained if a few security members are stationed inside the cells.
 * Escaped SCPs are possibly the most dangerous threat to the facility, depending on the damage that they do. SCP-049 is easily the most fatal, as anyone they kill is turned into SCP-049-2. SCPs can be hard to contain due to their health and speed, but if enough Security members attack them consistently, they can be taken down.If you are alone you can recontain SCP with at cost of your life.Just lead SCP back to its original or to Incinerator or to any other room that has no access to outer Facility's space and reset your character or wait for your death.

This concludes the Security portion of the page.

Mobile Task Force

 * The Mobile Task Force basically has the same role as security (keeping the facility safe, etc. etc.), however their items are a little different.
 * The Mobile Task Force has both a Blue and a Red uniform on the wall at their spawns, whereas the Security team only has a white uniform. The Mobile Task Force toolkit also includes a new gun, called the "M16," which does more damage but has a lower rate of fire. This gun is best suited for handling escaped SCPs, as the monsters are large and accuracy isn't as important. The Mobile Task Force toolkit also includes a Level 3 Keycard, as well as an MTF Keycard for their spawns. Refer to the Security Section of this page for strategies. (At a certain level, you can get MTF Commander with this team.

This concludes the MTF portion of the page.

Class-D

 * Class-Ds are the basic class that you start with when you join the game. Their goals are to be tested, and if at all possible, ESCAPE! Unfortunately for them, they spawn with a very limited inventory, receiving only one Class-D keycard, which only serves to unlock their cell doors and nothing else in the facility. This makes escaping very hard.
 * Class-Ds can purchase new keycards and guns with Robux, however this may not be possible for new users. Level 3 Keycards will spawn around the cell areas, as well as basic pistols.
 * A few strategies for escaping are get a pistol and a keycard, then either run out the door when all facility employee leaves, or to become authorised by a Scientist, and then shoot them near the main gate, removing the "Authorised" label above your head. Chaos Insurgency is your best bet for escaping, as they possess Level 4 or Level 5 Keycards and extremely powerful guns. Class Ds could also wait for someone to trigger a "All SCPs Breach", which opens all the doors. Class Ds can use this to their advantage by running out of the facility and becoming a CI. This strategy is more useful near the beginning of the event, where the facility personnel are freaking out/confused/running away/being generally disorganised.

This concludes the CD portion of the page.

Chaos Insurgency

 * Chaos Insurgencies are escaped Class-Ds or people who used Robux to buy the team. Their goals are to help Class-Ds escape, kill people working for the Foundation, release SCPs, and generally cause chaos. They spawn with a Level 4 Keycard, and a gun. The guns which the CI possess are generally quicker but deal less damage (the general amount of hits needing to kill a MTF is 15). The gun can be stronger and the CI can have a secondary weapon IF the CI has levelled up. Unlike other teams, a Chaos Insurgent who escaped from the facility only has 4 lives, before they become a Class-D again. Chaos Insurgencies must be wary to this fact, and have to help Class-Ds escape, so that once they become a Class-D again, there will still be a Chaos Insurgency to help them.
 * Chaos Insurgencies are weak when there are only 1 or 2, but when there are more (like 5+), then they are much more powerful, and quite dangerous. CI wearing the CI Suits are also harder to see and more effective when the lights are out.
 * The Chaos Insurgency has several ways to raid the facility, through the Sewers or the the Facility Gate. The sewers open for 2 minutes, with an interval of 8 minutes, and there are 3 possible exits. These are the Sector 1 Main Hallways, the Security Department Spawn corridor, and the ___________. The Facility Door is a door on the outermost part of the facility, which can only be opened by shooting it. The door has 20000 HP and opens for 8 minutes before closing.
 * A few strategies include sending a small team (1-2) of Chaos to the gate and distract Facility Personnel while the rest wait for the sewers to open, and then surprise the Facility Personnel (Note: release the Class-D and help them escape too). Another strategy is to charge the facility gate, while stationing a few CI near the high platforms to shoot any incoming Facility Combatives without being seen (Note 2: once again, release the Class-D and help them escape too). (At a certain level you can get Chaos Insurgency Commander with CI)

Engineering and Technical

 * Engineering and Technical play crucial roles in protecting the facility. They're goal is to fix the power and vents to slow down or completely stop CI from attacking. They spawn with a Level 3 Keycard, a Team Card and a Hammer. They do not spawn with any Guns.
 * The Engineering and Technical team is the only team with a Hammer, which allows them to fix Sewer Vents and Power Breakers. Sewer vents allow CI to enter the facility quickly, and fixing these vents can slow them down. When the lights are down, CI have an advantage, because their suits are black and hard to see when there is no light. If Engineering and Technical can turn on the lights, then the CI will be at a major disadvantage.
 * Strategies include walking around the facility and finding things to fix (if there are multiple Engineering and Technical units, they can each handle a sector). They should avoid CI, as getting back to the place you were fixing can take a long time, especially because Engineering and Technical units lack a Gun, which is needed to sprint/run/go faster.

Medical Department

 * The Medical Department is the only free team whose members can heal players. Medics are an important part in dealing with CI or Class-D, because they are one of the only teams that possess medkits. However, they also possess a Level 3 Keycard, a Team Card, and a Security Baton.
 * To play Medic to the fullest potential, you should stick near Security Department or MTF's spawn. Use your medkit properly: heal players with low HP, heal if your group is risking their life. Also, stay behind a shelter to prevent your death.

Chaos Militia

 * Chaos Militia are the weakest in terms of weapon loadouts in the Chaos team, but they have free access and unlimited attempts to raid facility.If you decided to join Militia then be ready to use such items: Reising and Level 3 Keycard.
 * The objectives are the same as CI's or CC's but rescuing Class-D is the most important, because CM is weak alone.
 * You should gather a number (4+) of militia before raiding, as they are strong in numbers. Then either wait for the sewers or go through the main gate. Kill as many combatants as possible. Then get to the CDC and tell them all to follow you to the facility exit. Defend Class-D at all costs because they can turn into CI, which is much stronger then CM's, which means more effective raiding. (At a certain level you can get Chaos Insurgency team with CM)