In this guide I'll be showing everyone of you reading this, Techniques of hiding, tricks. And things you should know as SCP's or humans!
However, we won't be telling about all spots sadly (It'd be to much and I'm lazy). And SCP-079 isn't going to be featured in this guide.
Hiding Spots - 914
Jump onto the ledge to the right of 914 once you've gone the highest you could on the ledge proceed, to attempt to jump onto the "key" of 914. Once you've made it there just mind your buisiness. Unless you have work to do. However this is only effective against SCP-939. So be aware!
Hiding Spot - Server Room
Yes the good ole' hiding spot in the server room, but it doesn't always work on experienced players. So try this other one instead!
It's much better indeed depending on your current state, but be quiet once hiding. And make sure they didn't hear you go to this hiding spot.
Hiding Spot - Triple Corridor, and Heavy Containment Zone (HCZ) Ammunition Room
If your fortunate enough to be a bit far away from SCP-939 so he can't see you, take a moment to look around where you're at. If you're at Heavy Containment Zone and lucky enough to be in the room who has 3 doors, (No not the Ammunition room). You can jump onto the slanted wall, and hide.
If you're getting chased by any SCP, and is lucky to find The Heavy Contaiment Ammunition room. Jump, onto the ledge and jump to the small slanted area and just hide. Sometimes however, if you know the player is bad, make yourself present. They'll probaly try get'cha but instead they fall. Trust me it's tons of fun. Or yunno juke em' while they try jump to you.
MICRO - H.I.D Room
Only Commander and cards above can access the Micro room. Your best bet is the two doors to access the Micro room, both of them have good space to hide from SCP'S just stick to the left or right, and close the doors.
SCP-106's Room And SCP-079's Room
If you are SCP-939, or someone is. And there's SCP-106 hide up here and tell SCP-106 to capture some people, or tell them to hide up there, and capture people. The deal is that once being taken to the Pocket Dimension you get approximately 50 HP taken away, and while in there it slowly kills them. So when they escape, SCP-939 and kill them into 1-2 Hits, depending on class.
How to get up!? You must go onto the ledge with the Speaker, and just face the wall while hoding W-And just jumping, eventually, you'll get up, and then jump onto the speaker. And tell em' you're ready!
Oh no! You've been chased to 079's containment chamber! Don't worry there are 2 ways to escape or waste their time.
If you're lucky enough the SCP-079's generator is there, you can climb the wall next to it, and jump onto the generator, and finally the Speaker, don't let the SCP'S See this! They might do the same. But there's another more tricky spot.
If you're a skilled enough at jumping, you can make this without breaking a sweat, for those regular players, I suggest you train on this. This can help a ton, depending which SCP it is, So far I think only the dog can reach to you. Unless that you just might immortal! How to get there you ask? You gotta use the slanted walls and straffe around the flat walls, onto, one another, and jump to the other side, or just stay. It's funny to see them fail and fall!
This one is tricky, and can get SCP'S STUCK! As long as they don't have SCP-079 on Tier 2. However if you're in SCP-106's room, jump onto the windows, jump from the ledge. There is a "Invisible" Ledge on the Windows, and you can jump onto all 3 Windows! So have fun watching em'. So far I think SCP-106 and SCP-939 can reach you.
Hiding Spot - SCP-173's Room
For those moments you've been trapped in SCP-173's contaiment area, you can hide up here against numerous SCP'S. Just run up, and once all the way up. Go to the "Entrance to SCP-173's chamber" and jump onto the fence and slide a bit down onto a "invisible" line. And watch them try figure something out.
If you somehow, failed the previous jump and survived, there's one chance left. Hiding in the right cornor to SCP-173's Containment cell, close to the doors. Last chance right? Worth a try.
If you're unlucky enough to not have a card high enough to enter, you'll be on your merry way to the spectators, or try juke em' in that room. Or if fortunate enough, open the door and just wait until things have cooled down, or accept your fate when you see the door open.
Light Containment Zone (LCZ)
Well, try hide in the cell's, or just accept your fate, there's no way out of this.
Unless you pull some sick moves on em' Good luck!
Yeah, this is a dead-end unless you have a Scientist card and above (Guard cards can't access this door). Probaly a safe haven for D-class and Scientist, if they're getting chased. Unless the SCP'S have a PC, this is the most common if you ask me. So good luck!
This is a headache to get stuck in, if it's a dog, your best bet is to jump ontop the sink in the Men's bathroom. If any other SCP is chasing you, go into the Womens bathroom, and that one stall which is opened. High risk hiding spot, you'll probaly die.
Entrance Zone (EZ)
You're chances here is either hide ontop of the lockers, or juke the SCP'S around the Pc's (Jumping over the Pc's and making sudden moves). Be aware all SCP'S can get up there, but SCP-096 and SCP-173 has the most problem getting up. This is obvious to get up on no explination needed.
On the surface there is really no hiding place, only one is good, the escape zone of scientist and D-class. In fact there's a bullet proof glass there, that only one can shoot out of and the shooter can't get shoot! But however dog's have "Wallhacks" in surface, and can see all targets regardless they're standing still.
This one will save you so much time and save your goddamn life if you didn't know this. As zombies or SCP-173-SCP-096-SCP-049-2 Can jump onto this little bit on wall and jump onto the fence on the "Bridge" as I call it. And chase those gosh darn bridge campers.
As SCP-173 it takes time to the blast doors to open, once open you tend to use the stairs like a pleb, Hell naw! Jump straight down if there's no-one there, and give those D-class below a nice nutty suprise!
In SCP-939's containment cell, you can jump onto the pillars, and eliminate all fall damage taken. However it's about a "60% Success ratio". Many people are aware of this trick, so don't be suprised they jumped down with ya.
How to Find Elevators, Chambers, Omega-Warhead, Micro Room, ETC
Sure the map is randomly generated you say, but there's a trick I've found out. Listen carefully.
All maps have a middle point, and have seeds where only the rooms are generated randomly, but the layout is the same for example. There's something I call and "I" Map it's litterally a straight line. It's happened multiple times to me, same with a cube layout. But all layouts have a end-point, where it leads to a dead end, and the dead end has to either be a: NOW LISTEN - Checkpoint systems, Chambers, Locked gates, and elevators. So the trick is stick to a side, and keep sticking to it. Eventually following it it get's you to one "dead end". Now in detail each zone.
Heavy Containment Zone:
Keeping to either the right or left will get you to - SCP-096's chamber, SCP-106's Chamber, Elevator system A-B, SCP-079's Chamber.
Light Containment Zone:
Keeping to either the right or left will get you to - SCP-012 Chamber (The room with the stairs down to the red room). Checkpoint A-B, Weapon's room, Mostly 914, GR-18 (SCP-372, The room the the glass cube and locker). PC-15 (Room with the computers and Scientist card).
Dead end's, Evacuation shelter, Gate A-B, Communications center.