Welcome to SteamAH, This guide help you get 100% achievements in SCP Blackout. Feel free to comment or message me additions to make. I am missing a few achievements, myself, but the guide is pretty much complete.
You’ve taken power control into your own hands.
Received by gaining access to the Maintenance Room (South side of the map), and flipping a lever, followed by 5 switches. There is no order for this. Instructions can be found on the computer terminal nearby.
You finally made it. Now what?
The Genesis Program
You’ve finally reached the secrets of Sublab-11.
NOTE: Do not get discouraged if it doesn’t show up immediately. It will show up when the game notices an update (For me, it was reloading my flashlight).
NOTE: Obtaining a higher tier does not obtain the lower tiers
D-1742 escaped on the easiest difficulty. Congrats?
D-1742 escaped on a mild difficulty.
D-1742 escaped from a real nightmare. You earned it.
D-1742 escaped from an impossible situation. Must be an anomaly.
Scared to Death
Your first death. Not your last.
You’ve enjoyed the taste of fear and death, and you come back for more. You’ve died 10 times.
Death may stop your body in these timelines, but you’ll keep dying in others to press forward. You’ve died 50 times.
Nothing can hold you back. You will continue on. You’ve died 100 times.
No amount of deaths will stop you from uncovering the secrets of Site-50. You’ve died 200 times.
Used 5 pain pills.
Used 25 pain pills.
Used 100 pain pills.
Used 250 pain pills.
Used 20 batteries on your flashlight.
Used 50 Batteries on your flashlight.
Used 200 batteries on your flashlight.
Used 500 batteries on your flashlight.
Dumb Ways To Die
You’re not having any of that mess.
Comment if you have the solution to this one.
Easy Way Out
Just get it over quickly.
Get a level 3 Key Card and enter the sub area. When you get to the big room with a walkway, there will be a bloody ledge to your left. Walk off and kill yourself for the achievement.
Did You Really…?
You did, didn’t you?
NOTE: Ends your current run.
You’ve Got a Friend in Me must be obtained on a different play through to get both achievements.
Obtained through locking yourself in one of the holding cells that you spawn in. These require a level 3 key card. Just walk in and let it shut behind you.
You’ve Got a Friend in Me
You tried to help a fellow D-Class in need.
NOTE: Ends your current run.
Very similar to the Did You Really…? achievement. You need a Level 3 Key Card to open up Cell 1, the cell that was talking to you in the beginning. You will see a fleshy mess of a man in there. You just simply need to embrace him for the achievement to pop.
Target eliminated. Brutally.
All you need to do for this achievement is get killed by the ceiling turrets. You only need a Visitor’s Key Card to get to the first turret.
I Have to Know
Did you not see the signs?
This is one of the funniest moments I found in the game. After obtaining a Level 4 Keycard and flipping the switches in the Maintenance Tunnel, make your way to Safe Storage. Mind the giant baby. You’ll want to take the first lift upwards to Level 1 and open up SCP-DEAT’s chamber. Be sure to read every sign and document so you fully realize what you’ve done.
You couldn’t leave well enough alone, could you?
DISCLAIMER: I have not received the achievement. I have solved the puzzle and gotten a congratulations, but it gave me nothing except permission to live longer.
After obtaining a Level 4 Keycard and flipping the switches in the Maintenance Tunnel, make your way to Safe Storage. Mind the giant baby. Use the lift on the other side of the area, aka, not the one from the previous achievement. When you interact with this SCP, you will be playing a “choose your own adventure game.” You must make the right choices to survive. One wrong move doesn’t kill you per se. You just lose a LOT of health.
Here is the solution:
If you would simply like hints so you don’t kill yourself after all your hard work, here are some HINTS:
- Do not try and turn ON the lights
- Do not be nosy
Dr. Geralt’s Office has a glass case with an SCP locked in it. This SCP is supposedly going to make your life easier. It points at valves (open or closed), failsafe codes, and seemingly nothing sometimes. Regardless, the code to get into it is stated on a misc document. The code is .
Inside the Quarters, there is a locked safe. Inside the safe is a flashlight upgrade. Flashlight blasts will now cost less energy and flashlight decay will be slower. Upgrade does not carry on. The code is mentioned in a misc document. The code is .
Gotta Touch’em All!
Activated all the valves in the level.
NOTE: Cannot interact in Easy mode
Inside of the Maintenance Room Office, on the computer, it says that there is a problem with the valves. You are to turn all of the valves in Zone A and return to the Maintenance Room. A way to track your progress with this is to look at the wall with the huge machine with red lights. It labels every valve and says if it’s on. See the following guide:
V-1 (Maintenance Room Left)
V-2 (Maintenance Room Right)
V-3 (Up The stairs from Staff Bathroom)
V-4 (Warehouse Black Valve)
V-5 (Warehouse Golden Valve)
V-6 (Power Room)
V-7 (Dr. Geralt Maintenance Tunnel: Second staircase down, before the switch)
V-8 (Dr. Geralt Maintenance Tunnel: Second staircase down, after the switch)
V-9 (Sector 8/Warehouse Maintenance Tunnel: Right of V-10)
V-10 (Sector 8/Warehouse Maintenance Tunnel: Bottom of Quarters Entrance steps)
V-11 (Sector 8/Warehouse Maintenance Tunnel: Straight past V-10)
V-12 (Sector 8/Warehouse Maintenance Tunnel: By the crawlspace)
V-13 (Sector 8/Warehouse Maintenance Tunnel: Bottom of Decontamination Entrance steps)
V-15 (D-Class Bathroom)
V-16 (Staff Bathroom Maintenance Tunnel: Entrance)
V-17 (Safe Storage Hallway, close to big Warehouse door that opens)
V-18 (Near the underneath of Dr. Curtiz’s Office)
V-19 (Outside of Dr. Harman’s Office/Safe Storage)
V-20 (Outside of Electrical Room)
V-21 (At the bottom of the map in Warehouse Transit
Currently in it’s Early Access status, the lore achievements are locked. You are still able to collect documents in Survival Mode, so I will try to compile a guide with locations soon.
The Quest Begins
You found the first step on a mysterious journey.
You’ve picked up a few logs, you somewhat know what’s going on.
You’ve collected a handful of documents, maybe even some secrets.
You’ve picked up enough logs that you could pass as an employee.
First Hand Account
You know almost everything about Site-50 and its residents.
NOTE: Cannot interact in Easy mode
In the Power Room, there is a door that tells you how many control panels you’ve flipped. There are 18 total. Currently, there is nothing behind this door except for future possibilities.
NOTE: Not available in Easy and Medium
Very easy to miss. Look on every desk very thoroughly.
Ever wonder what’s inside that big door across from the Break Room? Well now we can find out. This is by-no-means all the locations, but this is a list of places I have found the codes in. Some runs are harder than others to find the codes.
- Observation A
- Observation D
- Warehouse Control Room
- Maintenance Room Office
- Equipment Room
- Before the ledge you can jump off of (See “Easy Way Out” achievement)
Here is what you will find inside of the vault. Let me know if you know what’s next from here.
To be fair, you were quite nasty.
There is a Decontamination Checkpoint in Sector 8. It is located to the right if you’re coming from the lobby. Just press the button on the wall, and you’ll be scanned and cleaned. If there is an evil baby in there with you, they will be sad and leave.
You found me. I really wish you would leave me alone, though.
DIFFICULTY UNKNOWN: I found him on Normal Mode, and I haven’t yet noticed him on Easy Mode.
Here’s a list of locations I’ve found SCP-OSPA in:
- Observation D in the corner
- Lab-102 on the floor
- Bottom of the stairs when going to the Transit area
NOTE: The achievement may not pop until your game status updates (Use a battery or pill).
How very suspicious…
Please comment if you find this one.
Credit Where Credit’s Due
You saw all the people who made Blackout possible.
In the hub/menu, all you have to do is walk through the door that says credits, and walk through to the end.
BOOM. Splat. Nice.
In Sublab-11, past the point of no return, there is a lab on the left side when you first enter, labeled HVC testing. Just flip all three switches and press the button to watch the high velocity cannon do it’s work.
You’re basically certified on the machine now, right?
Once you get a Level 3 Keycard, you are able to get into the Warehouse Control Room and operate the crane. Just flip the three switches across from the control panel, and hit the switch at the end of the room. Navigate the crane all the way to the middle right, let it down, and grab the big metal box, and pull it up. Inside the room will be goodies and an achievement will pop up.
I Want to Feel It!
You touched the thing. Gross. Why?
By following the steps for the “Let Me IN!” achievement right below here, you will open the glass case, revealing a huggable friend. Get close to him. It won’t bite.
Deal with it.
After obtaining a Level 4 Keycard and flipping the switches in the Maintenance Tunnel, make your way to Safe Storage. Mind the giant baby. You’ll want to take the first lift upwards to Level 2 and open up SCP-DELP’s chamber. Don’t be frightened, he won’t hurt you. Just press the radio and enjoy. Bonus dialogue if you flashlight blast his character model.
Let Me IN!
Gain entry to lab B-103
This is a door that you cannot simply open with your Level 2 Keycard. You need to override it to enter. The Lab across the hall has an SCP encased in glass. Neat. Let’s let him out. Turn either the blue or the red valve in the corner, then using the computer on the wall, incinerate, or freeze the specimen. Then open the container. Then override the lock on the door. When you enter the lab, the achievement will pop.
You saw what you wanted, and you found a way.
In the Electrical Room, you are able to climb some boxes and go behind the wall into a vent system. As soon as you navigate through, you will drop into the Archive’s locked glass room.
A Tribute Back to the Fans
A thank you for all the support you’ve all given.
Comment if you’ve found this one.
Dr. Stuart Pendium
He just transferred from Site-77, right?
There are four audio diaries left by Dr. Stuart Pendium in this game. I am unsure if you need to collect all of them, or only the final one.
- Diary 1 can be found in Sublab-11. There is a group of cubicles that you will come across, and in one of them, is a computer with a Youtube page open. There is an audio recording on the desk. This will be the last one you find, so listen to it, and you will get the achievement.
- Diary 2 can be found in the Sleeping Quarters
- Diary 3 can be found in the Warehouse
- Diary 4 can be found in the lower level of the Archive
Written by Flabitron