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	<title>SCP: Secret Laboratory English Official Wiki - User contributions [en]</title>
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		<id>https://en.scpslgame.com/index.php?title=SCP-914/Outputs&amp;diff=12915</id>
		<title>SCP-914/Outputs</title>
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		<updated>2023-06-28T04:17:24Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:9770:7740:F527:B07E:E588:A034: /* Standard Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=All SCP-914&#039;s item outputs=&lt;br /&gt;
{{Main|SCP-914}}&lt;br /&gt;
The following are charts showing every possible outcome for upgrading items in SCP-914. For a linear upgrade chart for keycards. Check the gallery section of the [[Keycard]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, items can only be upgraded by dropping them in the Input Booth, but servers can change this via config to upgrade any item a player is currently holding, or all items in their inventory.&lt;br /&gt;
&lt;br /&gt;
It should be noted that servers can use plugins to change the outputs for items in SCP-914, or even allow you to change teams. These charts are based off vanilla game, so they may not match up for servers that edit 914 outputs. The most common of these plugins is one that lets people upgrade the [[Coin]] into a Keycard.&lt;br /&gt;
==Keycards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;font-size:12px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #1c1c1c;&amp;quot;|Input &lt;br /&gt;
! style=&amp;quot;background-color: #cf1919;&amp;quot;| Rough &lt;br /&gt;
! style=&amp;quot;background-color: #b86b18;&amp;quot;| Coarse&lt;br /&gt;
! style=&amp;quot;background-color: #916b03;&amp;quot;| 1:1&lt;br /&gt;
! style=&amp;quot;background-color: #597a18;&amp;quot;| Fine&lt;br /&gt;
! style=&amp;quot;background-color: #3d8708;&amp;quot;| Very Fine&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Janitor Keycard}}&lt;br /&gt;
| style=&amp;quot;background-color: #cf1919;&amp;quot;| Destroyed &lt;br /&gt;
| style=&amp;quot;background-color: #b86b18;&amp;quot;| Destroyed &lt;br /&gt;
| style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Zone Manager Keycard|}}&lt;br /&gt;
| style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Scientist Keycard|}}&lt;br /&gt;
| style=&amp;quot;background-color: #3d8708;&amp;quot;|  {{914_Item_2|Scientist Keycard|chance = 50%}}{{914_Item_2|Research Supervisor Keycard|chance =50%}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|Scientist Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| &amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (50%)&amp;lt;/span&amp;gt;&lt;br /&gt;
{{914_Item_2|Janitor Keycard|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Janitor Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Zone Manager Keycard|}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Research Supervisor Keycard|}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
{{914_Item_2|Scientist Keycard|chance = 33%}}&lt;br /&gt;
{{914_Item_2|Research Supervisor Keycard|chance = 33%}}&lt;br /&gt;
{{914_Item_2|Containment Engineer Keycard|chance = 33%}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|Research Supervisor Keycard|}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|Janitor Keycard|chance = 50%}}{{914_Item_2|Scientist Keycard|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Scientist Keycard|}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Guard Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Containment Engineer Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
{{914_Item_2|Research Supervisor Keycard|chance = 50%}}&lt;br /&gt;
{{914_Item_2|Containment Engineer Keycard|chance = 50%}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Containment Engineer Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;|&lt;br /&gt;
{{914_Item_2|Scientist Keycard|chance = 50%}}&lt;br /&gt;
{{914_Item_2|Research Supervisor Keycard|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;|{{914_Item_2|Research Supervisor Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;|{{914_Item_2|Facility Manager Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| &lt;br /&gt;
{{914_Item_2|Commander Keycard|chance = 50%}}&lt;br /&gt;
{{914_Item_2|O5 Keycard|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (33%)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{914_Item_2|O5 Keycard|chance = 66%}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Guard Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;|{{914_Item_2|Janitor Keycard|chance = 50%}}{{914_Item_2|Scientist Keycard|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;|{{914_Item_2|Scientist Keycard|}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;|{{914_Item_2|Research Supervisor Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;|{{914_Item_2|Cadet Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
{{914_Item_2|Guard Keycard|chance = 33%}}&lt;br /&gt;
{{914_Item_2|Lieutenant Keycard|chance = 33%}}&lt;br /&gt;
{{914_Item_2|Commander Keycard|chance = 33%}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Cadet Keycard}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| &lt;br /&gt;
{{914_Item_2|Scientist Keycard|chance = 50%}}&lt;br /&gt;
{{914_Item_2|Research Supervisor Keycard|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Research Supervisor Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;| {{914_Item_2|Containment Engineer Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Lieutenant Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
{{914_Item_2|Lieutenant Keycard|chance = 50%}}&lt;br /&gt;
{{914_Item_2|Commander Keycard|chance = 50%}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|Lieutenant Keycard}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;|&lt;br /&gt;
{{914_Item_2|Guard Keycard|chance = 50%}} &lt;br /&gt;
{{914_Item_2|Cadet Keycard|chance = 50%}} &lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Cadet Keycard}} &lt;br /&gt;
|style=&amp;quot;background-color: #916b03;| {{914_Item_2|Containment Engineer Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Commander Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
{{914_Item_2|Lieutenant Keycard|chance = 33%}}&lt;br /&gt;
{{914_Item_2|Commander Keycard|chance = 33%}}&lt;br /&gt;
{{914_Item_2|O5 Keycard|chance = 33%}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|Commander Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;|&lt;br /&gt;
{{914_Item_2|Guard Keycard|chance = 50%}} &lt;br /&gt;
{{914_Item_2|Cadet Keycard|chance = 50%}} &lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Lieutenant Keycard}} &lt;br /&gt;
|style=&amp;quot;background-color: #916b03;| {{914_Item_2|Chaos Insurgency Access Device}}  &lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|O5 Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (25%)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{914_Item_2|O5 Keycard|chance = 75%}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Zone Manager Keycard|}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|Janitor Keycard|chance = 50%}}{{914_Item_2|Scientist Keycard|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Scientist Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Guard Keycard}} &lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Facility Manager Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
{{914_Item_2|Zone Manager Keycard|chance = 40%}}&lt;br /&gt;
{{914_Item_2|Facility Manager Keycard|chance = 40%}}&lt;br /&gt;
{{914_Item_2|Chaos Insurgency Access Device|chance = 20%}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Facility Manager Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|Zone Manager Keycard|}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Commander Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Chaos Insurgency Access Device}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|O5 Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (25%)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{914_Item_2|O5 Keycard|chance =  75%}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Chaos Insurgency Access Device}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|Cadet Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Lieutenant Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Commander Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|O5 Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| &lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (25%)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{914_Item_2|O5 Keycard|chance = 75%}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|O5 Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|Cadet Keycard|}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| &lt;br /&gt;
{{914_Item_2|Containment Engineer Keycard|chance = 33%}}&lt;br /&gt;
{{914_Item_2|Facility Manager Keycard|chance = 33%}}&lt;br /&gt;
{{914_Item_2|Commander Keycard|chance = 33%}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|O5 Keycard}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| &lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (50%)&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
{{914_Item_2|O5 Keycard|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (75%)&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
{{914_Item_2|O5 Keycard|chance = 25%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Weaponry==&lt;br /&gt;
Ammo located inside a firearm will be upgraded alongside the firearm, following the normal [[SCP-914/Outputs#Ammo|Ammo Upgrade Path]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;font-size:12px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #1c1c1c;&amp;quot;|Input &lt;br /&gt;
! style=&amp;quot;background-color: #cf1919;&amp;quot;| Rough &lt;br /&gt;
! style=&amp;quot;background-color: #b86b18;&amp;quot;| Coarse&lt;br /&gt;
! style=&amp;quot;background-color: #916b03;&amp;quot;| 1:1&lt;br /&gt;
! style=&amp;quot;background-color: #597a18;&amp;quot;| fuck&lt;br /&gt;
! style=&amp;quot;background-color: #3d8708;&amp;quot;| Very Fine&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|COM-15 Sidearm}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| Destroyed (50%)&amp;lt;br&amp;gt;{{914_Item_2|9x19mm|chance=50%|rounds=15}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| Randomized Attachments (50%)&amp;lt;br&amp;gt;{{914_Item_2|9x19mm|chance=50%|rounds=15}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| Randomized Attachments&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|COM-18}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|{{914_Item_2|FSP-9|chance=55.5%}} {{914_Item_2|Revolver|chance=29.5%}} {{914_Item_2|COM-45|chance=15%}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|COM-18}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;|{{914_Item_2|9x19mm|chance=50%|rounds=15}}{{914_Item_2|9x19mm|chance=50%|rounds=30}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|COM-15 Sidearm}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;|  Randomized Attachments&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|FSP-9}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{914_Item_2|Crossvec|chance=55%}}{{914_Item_2|Revolver|chance=45%}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Crossvec}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| Destroyed (50%)&amp;lt;br&amp;gt;{{914_Item_2|9x19mm|chance=50%|rounds=60}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|FSP-9}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| Randomized Attachments&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|MTF-E11-SR|chance=60%}}{{914_Item_2|AK|chance=40%}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{914_Item_2|MTF-E11-SR|chance=70%}}{{914_Item_2|Shotgun|chance=30%}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|FSP-9}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| Destroyed (50%)&amp;lt;br&amp;gt;{{914_Item_2|9x19mm|chance=50%|rounds=45}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|COM-18|chance=50%}}{{914_Item_2|9x19mm|chance=50%|rounds=30}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;|  Randomized Attachments&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Crossvec}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|{{914_Item_2|Crossvec|chance=70%}}  {{914_Item_2|MTF-E11-SR|chance=30%}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|MTF-E11-SR}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|COM-15 Sidearm|chance = 50%}}{{914_Item_2|5.56x45mm|chance=50%|rounds=80}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Crossvec}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| Randomized Attachments&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|AK}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|  {{914_Item_2|AK|chance=30%}} {{914_Item_2|Crossvec|chance=30%}} {{914_Item_2|Logicer|chance=25%}} {{914_Item_2|Shotgun|chance=10%}} {{914_Item_2|Micro H.I.D.|chance = 5%}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|AK}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|COM-15 Sidearm|chance = 50%}}{{914_Item_2|7.62x39mm |chance=50%|rounds=90}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Crossvec}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| Randomized Attachments&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|MTF-E11-SR}} &lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{914_Item_2|Crossvec|chance=30%}} {{914_Item_2|MTF-E11-SR|chance=30%}} {{914_Item_2|Logicer|chance=25%}} {{914_Item_2|Shotgun|chance=10%}} {{914_Item_2|Micro H.I.D.|chance = 5%}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Logicer}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|AK|chance = 50%}}{{914_Item_2|7.62x39mm |chance=50%|rounds=120}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|AK}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| Randomized Attachments&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Shotgun}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|{{Hoverimage|{{914_Item_2|AK}}{{914_Item_2|Fragmentation Grenade|total=2}}|text=Multiple Items (60%)}}&amp;lt;br&amp;gt;{{Hoverimage|{{914_Item_2|Shotgun}}{{914_Item_2|Revolver}}|text=Multiple Items (30%)}}{{914_Item_2|Micro H.I.D.|chance=10%}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Revolver}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| Destroyed (50%)&amp;lt;br&amp;gt;{{914_Item_2|.44 Mag|chance=50%|rounds=12}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|COM-18|chance=80%}}{{914_Item_2|Fragmentation Grenade|chance=20%}} &lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| Randomized Attachments&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Crossvec}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|{{Hoverimage|{{914_Item_2|Zone Manager Keycard}}{{914_Item_2|COM-15 Sidearm}}{{914_Item_2|First Aid Kit}}{{914_Item_2|Painkillers}}|text=Multiple Items (50%)}}{{914_Item_2|Fragmentation Grenade|chance=50%|total=2}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Shotgun}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|AK|chance = 50%}}{{914_Item_2|12/70 Buckshot|chance=50%|rounds=25}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|AK}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| Randomized Attachments&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Logicer}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|{{914_Item_2|AK|chance = 40%}}{{914_Item_2|Crossvec|chance=30%}}{{914_Item_2|Logicer|chance=25%}}{{914_Item_2|Micro H.I.D.|chance=5%}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Fragmentation Grenade}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| Destroyed&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Flashbang Grenade}} &lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Flashbang Grenade}} &lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Fragmentation Grenade}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| &lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (50%)&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;{{914_Item_2|Fragmentation Grenade|chance =25%}}&lt;br /&gt;
{{914_Item_2|SCP-018|chance = 25%}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Flashbang Grenade}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| Destroyed&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Flashlight}} &lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Fragmentation Grenade}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Fragmentation Grenade}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt; Destroyed (75%)&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;{{914_Item_2|SCP-207|chance =25%}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Weaponry==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;font-size:12px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #1c1c1c;&amp;quot;|Input &lt;br /&gt;
! style=&amp;quot;background-color: #cf1919;&amp;quot;| Rough &lt;br /&gt;
! style=&amp;quot;background-color: #b86b18;&amp;quot;| Coarse&lt;br /&gt;
! style=&amp;quot;background-color: #916b03;&amp;quot;| 1:1&lt;br /&gt;
! style=&amp;quot;background-color: #597a18;&amp;quot;| Fine&lt;br /&gt;
! style=&amp;quot;background-color: #3d8708;&amp;quot;| Very Fine&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|3-X MD}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;|{{914_Item_2|Flashlight}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;|{{914_Item_2|MTF-E11-SR}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;|{{914_Item_2|Jailbird}} &lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;|{{914_Item_2|3-X MD|chance = Refueled}} &lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|{{914_Item_2|Micro H.I.D.}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|COM-45}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;|Destroyed (50%)&amp;lt;br&amp;gt;{{914_Item_2|9x19mm|chance=50%|rounds=15}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;|{{914_Item_2|9x19mm|chance = 50%|rounds=15}}{{914_Item_2|COM-15|chance=50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;|{{914_Item_2|COM-45}} &lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;|{{914_Item_2|Crossvec}} &lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|{{914_Item_2|Revolver}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Jailbird}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;|{{914_Item_2|Flashlight}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;|&amp;lt;p&amp;gt;{{ItemTable2|Jailbird}}&amp;lt;span style=&amp;quot;font-size:13px&amp;quot;&amp;gt;(Heavily damaged)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;|{{914_Item_2|3-X MD}} &lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;|{{914_Item_2|Jailbird|chance = Refueled}} &lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|{{914_Item_2|Micro H.I.D.}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Micro H.I.D.}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;|{{914_Item_2|MTF-E11-SR}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;|{{914_Item_2|3-X MD|chance = 50%}}{{914_Item_2|Jailbird|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;|{{914_Item_2|Micro H.I.D.|chance = Refueled}} &lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;|{{914_Item_2|Micro H.I.D.|chance = Refueled}} &lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|{{914_Item_2|Micro H.I.D.|chance = Refueled}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;1.The Jailbird will break after one swing or charge&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
Ammo uses an economy system that determines how many rounds is given to a player when converting ammo in SCP-914. This system stops players from turning a weak fully loaded weapon, such as a COM-15, into a stronger fully loaded weapon, such as a Logicer. Any &amp;quot;extra&amp;quot; ammo will be left unchanged.&lt;br /&gt;
&lt;br /&gt;
These paths also apply to any ammo inside a Firearm that is going through SCP-914.&lt;br /&gt;
&amp;lt;div class=&amp;quot;round-tabber&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Input of 15 Rounds=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;font-size:12px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #1c1c1c;&amp;quot;|Input &lt;br /&gt;
! style=&amp;quot;background-color: #cf1919;&amp;quot;| Rough &lt;br /&gt;
! style=&amp;quot;background-color: #b86b18;&amp;quot;| Coarse&lt;br /&gt;
! style=&amp;quot;background-color: #916b03;&amp;quot;| 1:1&lt;br /&gt;
! style=&amp;quot;background-color: #597a18;&amp;quot;| Fine&lt;br /&gt;
! style=&amp;quot;background-color: #3d8708;&amp;quot;| Very Fine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|9x19mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{AmmoExchange|ammoType1 = 9x19mm|ammoType2 = 5.56x45mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{AmmoExchange|ammoType1 = 9x19mm|ammoType2 = 5.56x45mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{AmmoExchange|ammoType1 = 9x19mm|ammoType2 = .44 Mag}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{AmmoExchange|ammoType1 = 9x19mm|ammoType2 = 5.56x45mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{AmmoExchange|ammoType1 = 9x19mm|ammoType2 = 5.56x45mm}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|5.56x45mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{AmmoExchange|ammoType1 = 5.56x45mm|ammoType2 = 9x19mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{AmmoExchange|ammoType1 = 5.56x45mm|ammoType2 = 9x19mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{AmmoExchange|ammoType1 = 5.56x45mm|ammoType2 = 7.62x39mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{AmmoExchange|ammoType1 = 5.56x45mm|ammoType2 = 9x19mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{AmmoExchange|ammoType1 = 5.56x45mm|ammoType2 = 9x19mm}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|7.62x39mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{AmmoExchange|ammoType1 = 7.62x39mm|ammoType2 = .44 Mag}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{AmmoExchange|ammoType1 = 7.62x39mm|ammoType2 = .44 Mag}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{AmmoExchange|ammoType1 = 7.62x39mm|ammoType2 = 5.56x45mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{AmmoExchange|ammoType1 = 7.62x39mm|ammoType2 = 12/70 Buckshot}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{AmmoExchange|ammoType1 = 7.62x39mm|ammoType2 = 12/70 Buckshot}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|12/70 Buckshot}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{AmmoExchange|ammoType1 =12/70 Buckshot |ammoType2 = 7.62x39mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{AmmoExchange|ammoType1 =12/70 Buckshot |ammoType2 = 7.62x39mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{AmmoExchange|ammoType1 =12/70 Buckshot |ammoType2 = 9x19mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{AmmoExchange|ammoType1 =12/70 Buckshot |ammoType2 = .44 Mag}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{AmmoExchange|ammoType1 =12/70 Buckshot |ammoType2 = .44 Mag}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|.44 Mag}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{AmmoExchange|ammoType1 =.44 Mag|ammoType2 = 12/70 Buckshot }}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{AmmoExchange|ammoType1 =.44 Mag|ammoType2 = 12/70 Buckshot }}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{AmmoExchange|ammoType1 =.44 Mag|ammoType2 = 9x19mm }}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{AmmoExchange|ammoType1 =.44 Mag|ammoType2 = 7.62x39mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{AmmoExchange|ammoType1 =.44 Mag|ammoType2 = 7.62x39mm}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-|&lt;br /&gt;
Input of 35 Rounds=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;font-size:12px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #1c1c1c;&amp;quot;|Input &lt;br /&gt;
! style=&amp;quot;background-color: #cf1919;&amp;quot;| Rough &lt;br /&gt;
! style=&amp;quot;background-color: #b86b18;&amp;quot;| Coarse&lt;br /&gt;
! style=&amp;quot;background-color: #916b03;&amp;quot;| 1:1&lt;br /&gt;
! style=&amp;quot;background-color: #597a18;&amp;quot;| Fine&lt;br /&gt;
! style=&amp;quot;background-color: #3d8708;&amp;quot;| Very Fine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|9x19mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 9x19mm|ammoType2 = 5.56x45mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 9x19mm|ammoType2 = 5.56x45mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 9x19mm|ammoType2 = .44 Mag}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 9x19mm|ammoType2 = 5.56x45mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 9x19mm|ammoType2 = 5.56x45mm}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|5.56x45mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 5.56x45mm|ammoType2 = 9x19mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 5.56x45mm|ammoType2 = 9x19mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 5.56x45mm|ammoType2 = 7.62x39mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 5.56x45mm|ammoType2 = 9x19mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 5.56x45mm|ammoType2 = 9x19mm}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|7.62x39mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 7.62x39mm|ammoType2 = .44 Mag}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 7.62x39mm|ammoType2 = .44 Mag}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 7.62x39mm|ammoType2 = 5.56x45mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 7.62x39mm|ammoType2 = 12/70 Buckshot}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 = 7.62x39mm|ammoType2 = 12/70 Buckshot}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|12/70 Buckshot}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 =12/70 Buckshot |ammoType2 = 7.62x39mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 =12/70 Buckshot |ammoType2 = 7.62x39mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 =12/70 Buckshot |ammoType2 = 9x19mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 =12/70 Buckshot |ammoType2 = .44 Mag}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 =12/70 Buckshot |ammoType2 = .44 Mag}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|.44 Mag}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 =.44 Mag|ammoType2 = 12/70 Buckshot }}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 =.44 Mag|ammoType2 = 12/70 Buckshot }}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 =.44 Mag|ammoType2 = 9x19mm }}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 =.44 Mag|ammoType2 = 7.62x39mm}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{AmmoExchange|amountOfAmmo=35|ammoType1 =.44 Mag|ammoType2 = 7.62x39mm}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Medical Items==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;font-size:12px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #1c1c1c;&amp;quot;|Input &lt;br /&gt;
! style=&amp;quot;background-color: #cf1919;&amp;quot;| Rough &lt;br /&gt;
! style=&amp;quot;background-color: #b86b18;&amp;quot;| Coarse&lt;br /&gt;
! style=&amp;quot;background-color: #916b03;&amp;quot;| 1:1&lt;br /&gt;
! style=&amp;quot;background-color: #597a18;&amp;quot;| Fine&lt;br /&gt;
! style=&amp;quot;background-color: #3d8708;&amp;quot;| Very Fine&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Adrenaline}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;|&lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (50%)&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
{{914_Item_2|Painkillers|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;|&lt;br /&gt;
{{914_Item_2|First Aid Kit|chance = 50%}}&lt;br /&gt;
{{914_Item_2|Painkillers|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;|{{914_Item_2|Painkillers}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;|{{914_Item_2|SCP-500}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (70%)&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
{{914_Item_2|SCP-1853| chance = 30%}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|First Aid Kit}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| Destroyed&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Painkillers}} &lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|First Aid Kit}} &lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Adrenaline}} &lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (33%)&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
{{914_Item_2|First Aid Kit|chance = 33%}} &lt;br /&gt;
{{914_Item_2|SCP-500|chance = 33%}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Painkillers}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;|&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;|&lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (50%)&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
{{914_Item_2|Painkillers|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;|&lt;br /&gt;
{{914_Item_2|Painkillers}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;|{{914_Item_2|First Aid Kit}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
{{914_Item_2|Adrenaline|chance = 50%}}&lt;br /&gt;
{{914_Item_2|First Aid Kit|chance = 50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SCP Items==&lt;br /&gt;
[[SCP-330]]&#039;s Candies can not be upgraded via SCP-914.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;font-size:12px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #1c1c1c;&amp;quot;|Input &lt;br /&gt;
! style=&amp;quot;background-color: #cf1919;&amp;quot;| Rough &lt;br /&gt;
! style=&amp;quot;background-color: #b86b18;&amp;quot;| Coarse&lt;br /&gt;
! style=&amp;quot;background-color: #916b03;&amp;quot;| 1:1&lt;br /&gt;
! style=&amp;quot;background-color: #597a18;&amp;quot;| Fine&lt;br /&gt;
! style=&amp;quot;background-color: #3d8708;&amp;quot;| Very Fine&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|SCP-018|}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|Flashbang Grenade}} &lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Flashbang Grenade}} &lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|SCP-018|}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|High-Explosive Grenade|}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{914_Item_2|Coin|}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|SCP-207|}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|Painkillers}} &lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Adrenaline}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{ItemTable2|SCP-207?}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|SCP-1853|}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| &amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{ItemTable2|SCP-207?}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|Painkillers}} &lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Adrenaline}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{ItemTable2|SCP-207}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|SCP-1853|}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| &amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|SCP-244-A|}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| &amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Coin|}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|SCP-244-B|}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|SCP-244-A|}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{914_Item_2|SCP-244-A|}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|SCP-244-B|}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| &amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Coin|}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|SCP-244-A|}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|SCP-244-B|}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{914_Item_2|SCP-244-B|}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|SCP-268|}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| Destroyed&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|SCP-268|}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|SCP-268|}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|SCP-268|}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{914_Item_2|SCP-268|}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|SCP-500|}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| &lt;br /&gt;
{{914_Item_2|First Aid Kit|chance = 50%}}&lt;br /&gt;
{{914_Item_2|Painkillers|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;|{{914_Item_2|Adrenaline|}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|SCP-500}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| &lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (50%)&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
{{914_Item_2|SCP-500|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| Destroyed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|SCP-1576}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|Radio|}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|SCP-2176|}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|SCP-1576}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| &amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| &amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|SCP-1853}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| {{914_Item_2|Painkillers}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Adrenaline|}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|SCP-1853}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|SCP-207}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (50%)&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
{{914_Item_2|SCP-500|chance = 50%}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;| {{914_Item_2|SCP-2176|}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| &amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Activates&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;|{{914_Item_2|Flashbang Grenade|}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Coin|total=12|}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|COM-18|}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;|&lt;br /&gt;
{{914_Item_2|Flashlight|chance = 80%}}&lt;br /&gt;
{{914_Item_2|MTF-E11-SR|chance = 20%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;font-size:12px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #1c1c1c;&amp;quot;|Input &lt;br /&gt;
! style=&amp;quot;background-color: #cf1919;&amp;quot;| Rough &lt;br /&gt;
! style=&amp;quot;background-color: #b86b18;&amp;quot;| Coarse&lt;br /&gt;
! style=&amp;quot;background-color: #916b03;&amp;quot;| 1:1&lt;br /&gt;
! style=&amp;quot;background-color: #597a18;&amp;quot;| Fine&lt;br /&gt;
! style=&amp;quot;background-color: #3d8708;&amp;quot;| Very Fine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Light Armor}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| &lt;br /&gt;
&amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (50%)&amp;lt;/span&amp;gt;&lt;br /&gt;
{{914_Item_2|Radio|chance = 50%}} &lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Flashlight}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Light Armor}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Combat Armor}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| &lt;br /&gt;
{{914_Item_2|Combat Armor|chance=50%}}&lt;br /&gt;
{{914_Item_2|Heavy Armor|chance=50%}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Combat Armor}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| &lt;br /&gt;
{{914_Item_2|Light Armor|chance = 50%}} &lt;br /&gt;
{{914_Item_2|Flashlight|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Light Armor}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Combat Armor}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Heavy Armor}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{914_Item_2|Heavy Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Heavy Armor}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| &lt;br /&gt;
{{914_Item_2|Light Armor|chance = 50%}} &lt;br /&gt;
{{914_Item_2|Combat Armor|chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Combat Armor}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Heavy Armor}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Coin}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{914_Item_2|Coin}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914 Item 2|Coin}}&lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| Destroyed &lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| {{914_Item_2|Coin}} &lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Coin}}  &lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Coin}} &lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{914_Item_2|Coin}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Flashlight}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| Destroyed  &lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| &amp;lt;span a style=&amp;quot;font-size:12px&amp;quot;&amp;gt;Destroyed (50%)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{914_Item_2|Flashlight| chance = 50%}}&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Flashlight}} &lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Radio}} &lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{914_Item_2|Flashbang Grenade|chance = 90%}}{{914_Item_2|SCP-2176|chance = 10%}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #1c1c1c;&amp;quot;|{{914_Item_2|Radio}} &lt;br /&gt;
|style=&amp;quot;background-color: #cf1919;&amp;quot;| Destroyed&lt;br /&gt;
|style=&amp;quot;background-color: #b86b18;&amp;quot;| Destroyed&lt;br /&gt;
|style=&amp;quot;background-color: #916b03;&amp;quot;| {{914_Item_2|Radio|chance = (Recharged)}}&lt;br /&gt;
|style=&amp;quot;background-color: #597a18;&amp;quot;| {{914_Item_2|Radio|chance = (Recharged)}}&lt;br /&gt;
|style=&amp;quot;background-color: #3d8708;&amp;quot;| {{914 Item 2|Flashlight|chance = 75%}}{{914 Item 2|SCP-1576|chance = 25%}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>2600:1700:9770:7740:F527:B07E:E588:A034</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=Bulletproof_Locker_%E2%84%967&amp;diff=12217</id>
		<title>Bulletproof Locker №7</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Bulletproof_Locker_%E2%84%967&amp;diff=12217"/>
		<updated>2023-04-11T02:10:18Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:610:DC60:B1DD:7862:5225:30DC: *SCP-244-A - Creates an area of cold fog that blocks vision and can hurt players. SCP-244-A can only spawn once per round; there was a typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Structure infobox&lt;br /&gt;
|image = Pedestal.png&lt;br /&gt;
|image_size = 250&lt;br /&gt;
|spawn = [[Light Containment Zone]]&amp;lt;br&amp;gt;[[Heavy Containment Zone]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Bulletproof Locker №7&#039;&#039;&#039; is a type of [[Site-02|Structure]] found in &#039;&#039;SCP: Secret Laboratory&#039;&#039;. &lt;br /&gt;
=In Game=&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;Bulletproof Locker №7s are small, locked pedestals that contain an SCP item. They spawn throughout Site-02 in many different areas in both Light and Heavy Containment Zones. They require a [[Keycard]] with both {{HoverKeycard|Required Access1=CC2|Required Access2=CA}} to open. A sign on the box will list what SCP Item is inside it.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pedestal will have one random SCP item spawn in it at the start of every round. &lt;br /&gt;
&lt;br /&gt;
The following SCP Items can spawn in them:&lt;br /&gt;
*[[SCP-018]] - Super bouncy ball that causes chaos when thrown. SCP-018 can only spawn once per round.&lt;br /&gt;
*[[SCP-207]] - Harmfully increases movement speed while giving unlimited stamina. Up to three SCP-207s can spawn.&lt;br /&gt;
*[[SCP-244|SCP-244-A]] - Creates an area of cold fog that blocks vision and can hurt players. SCP-244-A can only spawn once per round.&lt;br /&gt;
*[[SCP-268]] - Turns the wear invisible for a short time. SCP-268 can only spawn once per round.&lt;br /&gt;
*[[SCP-500]] - Fully heals the player plus removes many effects while giving a powerful regen. Up to five SCP-500s can spawn.&lt;br /&gt;
*[[SCP-1853]] - Increases weapon and medical item related motor skills. Up to two SCP-1853s can spawn.&lt;br /&gt;
*[[SCP-2176]] - Toggles a blackout and lockdown of the affected room. Stuns SCP-079 if currently viewing room. Up to three SCP-2176s can spawn.&lt;br /&gt;
&lt;br /&gt;
Every SCP Item will spawn in a given round, meaning there will be a minimum of seven Bulletproof Locker №7s per round. After those initial seven the following spawn priority order is used to spawn additional items:&lt;br /&gt;
SCP-500 --&amp;gt; SCP-207 --&amp;gt; SCP-2176 --&amp;gt; SCP-1853&lt;br /&gt;
&lt;br /&gt;
The game rolls a dice for each of those items, with the smallest number being 0 and the largest being the max times that item can spawn, minus one. For example, in SCP-500&#039;s case, the dice rolled are numbers ranging from 0 to 4, while for SCP-207 it is numbers ranging from 0 to 2. &lt;br /&gt;
&lt;br /&gt;
The game spawns additional Bulletproof Locker №7s equal to the number rolled per SCP Item. So if SCP-500 rolled a 3, then three additional Bulletproof Locker №7s are spawned containing SCP-500. Then the game rolls again but for remaining SCP Items.&lt;br /&gt;
&lt;br /&gt;
There is no maximum amount of Bulletproof Locker №7s that can spawn in a round unless it runs out of spawn locations.&lt;br /&gt;
&lt;br /&gt;
==Spawn Locations==&lt;br /&gt;
===Light Containment Zone===&lt;br /&gt;
*[[Light_Containment_Zone#Airlock - ALXX|Airlocks]]&lt;br /&gt;
**In the side area&lt;br /&gt;
**Multiple different airlocks can have a Bulletproof Locker №7 in a given round.&lt;br /&gt;
*[[Light_Containment_Zone#Garden Chamber - VT|Garden Chamber]]&lt;br /&gt;
**Behind the glass&lt;br /&gt;
**In the side room&lt;br /&gt;
*[[Light_Containment_Zone#Glass Room - GR18|Glass Room]]&lt;br /&gt;
**Along the wall&lt;br /&gt;
*[[Light_Containment_Zone#Office - PC15|Office]]&lt;br /&gt;
**Back of the room&lt;br /&gt;
*[[Light_Containment_Zone#Test Chamber 1 - TC01|Test Chamber 1]]&lt;br /&gt;
**In the control room&lt;br /&gt;
*[[Light_Containment_Zone#SCP-173&#039;s Containment Chamber - PT00|SCP-173&#039;s room]]&lt;br /&gt;
**Side room at the top of the stairs&lt;br /&gt;
&lt;br /&gt;
===Heavy Containment Zone===&lt;br /&gt;
*[[Heavy_Containment_Zone#Ammunition Armory|HCZ Ammunition Armory]]&lt;br /&gt;
**Inside the armory&lt;br /&gt;
*[[Heavy_Containment_Zone#Micro H.I.D. Armory|Micro HID Armory]]&lt;br /&gt;
**Outside the armory in the left corner&lt;br /&gt;
*[[Heavy_Containment_Zone#Alpha Warhead Silo|Nuke Room]]&lt;br /&gt;
**Wedge between servers&lt;br /&gt;
*[[Heavy_Containment_Zone#Server Room|Server Room]]&lt;br /&gt;
**Near the door on the second floor&lt;br /&gt;
*[[Heavy_Containment_Zone#SCP-049&#039;s Containment Area|SCP-049&#039;s Room]]&lt;br /&gt;
**Across from the armory&lt;br /&gt;
*[[Heavy_Containment_Zone#SCP-096&#039;s Containment Area|SCP-096&#039;s Room]]&lt;br /&gt;
**Corner of the room&lt;br /&gt;
*[[Heavy_Containment_Zone#SCP-106&#039;s Containment Area|SCP-106&#039;s Room]]&lt;br /&gt;
**Entrance to control room&lt;br /&gt;
*[[Heavy_Containment_Zone#Testroom|Testroom]]&lt;br /&gt;
**Along the walkway&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;div class=&amp;quot;round-tabber&amp;quot;&amp;gt;&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Light Containment Zone=&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=600px heights=338px&amp;gt;&lt;br /&gt;
GardenBulletproofLockerOverview.png| The Bulletproof Locker №7 behind VT00 Glass&lt;br /&gt;
GardenSideBulletproofLockerOverview.png| The Bulletproof Locker №7 in the Garden Chamber&#039;s side area&lt;br /&gt;
AABulletproofLockerOverview.png| The Bulletproof Locker №7 in the Airlock&#039;s side area&lt;br /&gt;
PCBulletproofLockerOverview.png| The Bulletproof Locker №7 in the Office&lt;br /&gt;
TCBulletproofLockerOverview.png| The Bulletproof Locker №7 in Test Chamber 1&#039;s Control Room&lt;br /&gt;
GR18BulletproofLockerOverview.png| The Bulletproof Locker №7 in the Glass Room&lt;br /&gt;
PTBulletproofLockerOverview.png| The Bulletproof Locker №7 in the side room in SCP-173&#039;s Chamber&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Heavy Containment Zone=&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=600px heights=338px&amp;gt;&lt;br /&gt;
MicroBulletproofLockerOverview.png| The Bulletproof Locker №7 in the Micro H.I.D. Hallway&lt;br /&gt;
SiloBulletproofLockerOverview.png| The Bulletproof Locker №7 in the Alpha Warhead Silo&lt;br /&gt;
ServerBulletproofLockerOverview.png| The Bulletproof Locker №7 in the Server Room&lt;br /&gt;
ArmoryBulletproofLockerOverview.png| The Bulletproof Locker №7 in the Ammunition Room&lt;br /&gt;
049BulletproofLockerOverview.png| The Bulletproof Locker №7 in SCP-049&#039;s Chamber&lt;br /&gt;
096BulletproofLockerOverview.png| The Bulletproof Locker №7 in SCP-096&#039;s Chamber&lt;br /&gt;
106BulletproofLockerOverview.png| The Bulletproof Locker №7 in SCP-106&#039;s Chamber&lt;br /&gt;
TestroomBulletproofLockerOverview.png| The Bulletproof Locker №7 in Testroom&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
*Bulletproof Locker №7s originally didn&#039;t have the sign listing what SCP Item is located inside, nor did it have a small light inside the box.&lt;br /&gt;
**Both of these additions were suggested by a person from the game&#039;s Patreon.&lt;br /&gt;
{{Locations Navbox}}&lt;/div&gt;</summary>
		<author><name>2600:1700:610:DC60:B1DD:7862:5225:30DC</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=Keycard&amp;diff=12211</id>
		<title>Keycard</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Keycard&amp;diff=12211"/>
		<updated>2023-04-07T18:56:47Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:6F00:4590:B406:A352:472B:9752: Undo of revision on 02:47, 2 November 2022, as the page SCP-914/Outputs makes a reference to this part of the gallery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
|caption = [[File:KeycardCycleNew.png]]&lt;br /&gt;
|type	= Equipment (Tool)&lt;br /&gt;
|usage	= Opens certain doors&lt;br /&gt;
|spawn = In random locations,&amp;lt;br&amp;gt; cabinets, and on&amp;lt;br&amp;gt; certain [[Classes|classes]]&lt;br /&gt;
|ID = 0 (Janitor) &amp;lt;br&amp;gt; 1 (Scientist)  &amp;lt;br&amp;gt; 2 (Research Supervisor) &amp;lt;br&amp;gt; 3 (Zone Manager) &amp;lt;br&amp;gt; 4 (Guard) &amp;lt;br&amp;gt; 5 (Private) &amp;lt;br&amp;gt; 6 (Containment Engineer) &amp;lt;br&amp;gt; 7 (Sergeant) &amp;lt;br&amp;gt; 8 (Captain) &amp;lt;br&amp;gt; 9 (Facility Manager) &amp;lt;br&amp;gt; 10 (C.I. Access Device) &amp;lt;br&amp;gt; 11 (O5 Keycard)&lt;br /&gt;
|Pocket = Keycard Override&lt;br /&gt;
|disarmImmunity = Keycard Override&lt;br /&gt;
|weight = 0.01&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Keycards&#039;&#039;&#039; are a type of [[Items|Item]] found in &#039;&#039;SCP: Secret Laboratory&#039;&#039;. They are used to access different rooms in [[Site-02|Site-02]].&lt;br /&gt;
__TOC__&lt;br /&gt;
=In Game=&lt;br /&gt;
Keycards are essential if a player wants access certain parts of the facility, such as the armories, containment chambers, gates, SCP lockers, and other locked doors which require a Keycard to open. Different Keycards will open different doors depending on the Keycard&#039;s access tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keycards must be equipped in order to be used. A player can either equip a Keycard via the inventory, or by pressing {{Key Press|Left Control}}, which is the default hotkey button to equip a Keycard.&amp;lt;br&amp;gt;&lt;br /&gt;
To use a Keycard, the player needs to be close to a door, and must press {{Key Press|E}} on either the NFC Reader located next to the door, or on the door itself. &lt;br /&gt;
&lt;br /&gt;
It should be noted that the correct access tier is required to open certain doors. If a Keycard does not have the required access tier, the door will not open.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When hovering over a Keycard in the inventory, a small group of squares are shown. These represent the keycard&#039;s access tier. Lit squares indicates that the keycard has that access tier, while dark squares mean that it doesn&#039;t.&amp;lt;br&amp;gt;&lt;br /&gt;
==Access Tiers (Keycards)==&lt;br /&gt;
There are currently 12 Keycards in-game. Below is a chart of every Keycard and what access tiers they have.&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;  style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |List of Keycards&lt;br /&gt;
!Keycard&lt;br /&gt;
!Access Tiers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Janitor Icon.png|185px]]&lt;br /&gt;
|{{Access|Keycard=Janitor Keycard}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #2e2e2e;&amp;quot; |[[File:Scientist Icon.png|185px]]&lt;br /&gt;
| style=&amp;quot;background-color: #2e2e2e;&amp;quot; |{{Access|Keycard=Scientist Keycard}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Research Supervisor Icon.png|185px]]&lt;br /&gt;
|{{Access|Keycard=Research Supervisor Keycard}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #2e2e2e;&amp;quot; |[[File:CEngineer icon.png|185px]]&lt;br /&gt;
| style=&amp;quot;background-color: #2e2e2e;&amp;quot; |{{Access|Keycard=Containment Engineer Keycard}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Guard Icon.png|185px]]&lt;br /&gt;
|{{Access|Keycard=Guard Keycard}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #2e2e2e;&amp;quot; |[[File:Private Icon.png|185px]]&lt;br /&gt;
| style=&amp;quot;background-color: #2e2e2e;&amp;quot; |{{Access|Keycard=Private Keycard}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sergeant Icon.png|185px]]&lt;br /&gt;
|{{Access|Keycard=Sergeant Keycard}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #2e2e2e;&amp;quot; |[[File:Captain Icon.png|185px]]&lt;br /&gt;
| style=&amp;quot;background-color: #2e2e2e;&amp;quot; |{{Access|Keycard=Captain Keycard}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZManager icon.png|185px]]&lt;br /&gt;
|{{Access|Keycard=Zone Manager Keycard}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #2e2e2e;&amp;quot; |[[File:Owner Icon.png|185px]]&lt;br /&gt;
| style=&amp;quot;background-color: #2e2e2e;&amp;quot; |{{Access|Keycard=Facility Manager Keycard}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chaos card icon2.png|185px]]&lt;br /&gt;
|{{Access|Keycard=Chaos Insurgency Access Device}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #2e2e2e;&amp;quot; |[[File:O5 icon.png|185px]]&lt;br /&gt;
| style=&amp;quot;background-color: #2e2e2e;&amp;quot; |{{Access|Keycard=O5 Keycard}}&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Access Tiers (Doors)==&lt;br /&gt;
Each door/object has an unique access tier required to open it. Keycards must have the correct access tier in order to open said door/object.&amp;lt;br&amp;gt;&lt;br /&gt;
Below is a chart showing the name of each tier, the icon for each tier, the doors each tier opens, and which Keycards have which tiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;round-tabber&amp;quot;&amp;gt;&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Containment Access=&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:CC914Entrance.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Light Containment Zone#SCP-914&#039;s Containment Chamber - #914|SCP-914&#039;s Containment]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=CC1}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:LCZTC01ControlDoor.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Light Containment Zone#Test Chamber 1 - TC01|Test Chamber 1]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=CC2}}&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:HCZ096RoomDoor.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Heavy Containment Zone#SCP-096&#039;s Containment Area|SCP-096&#039;s Containment]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=CC2}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:HCZ079RoomGate.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Heavy Containment Zone#SCP-079&#039;s Containment Area|SCP-079&#039;s Containment&amp;lt;br&amp;gt;(Locked until all Generators are activated)]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=CC2}}&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:HCZ106ControlEntrance.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Heavy Containment Zone#SCP-106&#039;s Containment Area|SCP-106&#039;s Containment]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=CC2}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:BulletproofLockerGR18.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Bulletproof Locker №7]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=CC2|Required Access2=CA}}&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Security Access=&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:LCZArmoryEntrance.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Light Containment Zone#LCZ Armory - ##00|LCZ Armory]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=AA1}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:HCZAmmoArmoryEntrance.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Heavy Containment Zone#Ammunition Armory|Ammunition Armory]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=AA1}}&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:EZSideWeaponLocker.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Weapon Locker Type 21|Weapon Locker Type 21&amp;lt;br&amp;gt;(Small Cabinets)]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=AA1}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:HCZ049ArmoryEntrance.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Heavy Containment Zone#SCP-049&#039;s Containment Area|SCP-049&#039;s Armory]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=AA2}}&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:EZSideWeaponLocker.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Weapon Locker Type 21|Weapon Locker Type 21&amp;lt;br&amp;gt;(Large Cabinets)]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=AA2}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:MTFE11RackWarhead.png|240px|center|thumb|&amp;lt;br&amp;gt;[[MTF-E11-SR Rack]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=AA2}}&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:HCZServersBackGenerator.png|240px|center|thumb|[[Emergency Power Stations|&amp;lt;br&amp;gt;Emergency Power Station (Unlock)]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=AA2}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:HCZMicroArmoryDoor.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Heavy Containment Zone#Micro H.I.D. Armory|Micro H.I.D. Armory]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=AA3}}&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Other Access=&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:LCZHCZCheckpoint.png|center|thumb|&amp;lt;br&amp;gt;[[Light Containment Zone#Heavy Containment Zone Checkpoints - EX-A/EX-B|LCZ-HCZ Checkpoints]] &amp;lt;br&amp;gt; [[Heavy Containment Zone#Entrance Zone Checkpoint|HCZ-EZ Checkpoints (+ Side Door)]]|240px]] &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=CA}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:EZGateA.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Entrance Zone#Gates|Gate A &amp;amp;amp; Gate B]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=GA}}&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:EZIntercomDoor.png|240px|center|thumb|&amp;lt;br&amp;gt;[[Entrance Zone#Intercom Room|Intercom Room]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=IA}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:WarheadControlTerminalOffline.png|center|240px|thumb|&amp;lt;br&amp;gt;[[Surface Zone#Warhead Activation Room|Warhead Control Panel (Unlock)]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;{{Keycard3|Required Access1=NA}}&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spawning==&lt;br /&gt;
===Classes===&lt;br /&gt;
* Scientist Keycards spawn on [[Scientist|Scientists]].&lt;br /&gt;
* Guard Keycards spawn on [[Facility Guard|Facility Guards]].&lt;br /&gt;
* MTF Private Keycards on [[Mobile Task Force|MTF Privates]].&lt;br /&gt;
* MTF Sergeant Keycards spawn on [[Mobile Task Force|MTF Sergeants]] and [[Mobile Task Force|MTF Specialists]].&lt;br /&gt;
* MTF Captain Keycards spawn on [[Mobile Task Force|MTF Captains]].&lt;br /&gt;
* Chaos Insurgency Access Devices spawn on [[Chaos Insurgent|Chaos Insurgents]].&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
[[Light Containment Zone#Water Closet - WC|Water Closet -WC]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Janitor Keycard and/or a Scientist Keycard will sometimes spawn in the LCZ Water Closet in 4 possible places:&amp;lt;br&amp;gt;&lt;br /&gt;
# The {{Hoverimage|[[File:JanitorkeycardFloor.png|400px]]|text=floor of the Male&#039;s Bathroom.}}&amp;lt;br&amp;gt;&lt;br /&gt;
# The {{Hoverimage|[[File:JanitorKeycardsink2.png|400px]]|text=sink of the Male&#039;s Bathroom.}}&amp;lt;br&amp;gt; &lt;br /&gt;
# The {{Hoverimage|[[File:ScientistKeycardsink1.png|400px]]|text=sink of the Female&#039;s Bathroom.}}&amp;lt;br&amp;gt;&lt;br /&gt;
# The {{Hoverimage|[[File:JanitorToilet.png|400px]]|text=toilet in the Female&#039;s Bathroom.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Light Containment Zone#Office - PC15|Office - PC15]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Scientist Keycard will always spawn on a {{Hoverimage|[[File:PCScientist.png|400px]]|text=random desk}} in the Office PC-15.&lt;br /&gt;
&lt;br /&gt;
[[Light Containment Zone#SCP-914&#039;s Containment Chamber - #914|SCP-914&#039;s Containment Chamber]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Janitor or Scientist Keycard will sometimes spawn on {{Hoverimage|[[File:914Keycard.png|400px]]|text=the shelves}} in SCP-914&#039;s Containment Chamber.&lt;br /&gt;
&lt;br /&gt;
[[Light Containment Zone#Glass Room - GR18|Glass Room 18]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Janitor or Scientist Keycard will sometimes spawn on {{Hoverimage|[[File:GR18Keycard.png|400px]]|text=the shelves}} in Glass Room 18.&lt;br /&gt;
&lt;br /&gt;
[[Light Containment Zone#Garden Chamber - VT00|Garden Chamber]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Janitor, Scientist, or Zone Manager Keycard will sometimes spawn {{Hoverimage|[[File:VT00Keycard.png|400px]]|text=behind the glass}} in the Garden Chamber.&lt;br /&gt;
&lt;br /&gt;
[[Light_Containment_Zone#Test Chamber 1 - TC01|Testing Chamber 1]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Zone Manager Keycard will always {{Hoverimage|[[File:330Keycard.png|400px]]|text=spawn on the desk}} in Testing Chamber 1.&lt;br /&gt;
&lt;br /&gt;
[[Heavy_Containment_Zone#Server Room|Servers Room]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Scientist Keycard will always spawn in the Servers Room either on: &amp;lt;br&amp;gt;&lt;br /&gt;
The {{Hoverimage|[[File:ScientistCardServersTop.png|400px]]|text=top floor of the room}} behind the servers.&amp;lt;br&amp;gt;&lt;br /&gt;
The {{Hoverimage|[[File:ScientistCardServersBottom.png|400px]]|text=bottom floor of the room}} near the corner.&lt;br /&gt;
&lt;br /&gt;
[[Heavy_Containment_Zone#Alpha Warhead Silo|Alpha Warhead Silo]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Zone Manager Keycard will always spawn {{Hoverimage|[[File:WarheadKeycard.png|400px]]|text=on one of the two shelves}} next to the Nuke Armory.&lt;br /&gt;
&lt;br /&gt;
[[Heavy_Containment_Zone#SCP-049&#039;s Containment Area|SCP-049&#039;s Containment Area]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Zone Manager Keycard will always spawn {{Hoverimage|[[File:049KeycardBetter.png|400px]]|text=on one of the two shelves}} in the back of the room.&lt;br /&gt;
&lt;br /&gt;
[[Heavy_Containment_Zone#SCP-096&#039;s Containment Area|SCP-096&#039;s Containment Area]] &amp;lt;br&amp;gt;&lt;br /&gt;
A MTF Sergeant spawns in SCP-096&#039;s Room {{Hoverimage|[[File:096Keycard.png|400px]]|text=behind the locked door.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy_Containment_Zone#SCP-106&#039;s Containment Area|SCP-106&#039;s Containment Area]] &amp;lt;br&amp;gt;&lt;br /&gt;
A MTF Sergeant spawns in SCP-106&#039;s Room &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Standard Locker|Standard Lockers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Scientist Keycards [17.65%], Zone Managers Keycards [17.65%] and Janitor Keycards [11.76%] can spawn in {{Hoverimage|[[File:KeycardLocker.png|400px]]|text=Standard Lockers}} located in both Light Containment and Entrance Zone.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related Achievements==&lt;br /&gt;
*As [[Scientist]], upgrading your card alongside a [[Class-D Personnel|Class-D]] grants the &#039;&#039;&#039;Friendship&#039;&#039;&#039; [[Achievements|achievement]]. &amp;lt;br&amp;gt;&lt;br /&gt;
*Picking up an O5 Keycard grants the &#039;&#039;&#039;Overpowered!&#039;&#039;&#039; achievement. &amp;lt;br&amp;gt;&lt;br /&gt;
*As a Class-D, killing a Scientist holding a card grants the &#039;&#039;&#039;NANI?!&#039;&#039;&#039; achievement.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;div class=&amp;quot;round-tabber&amp;quot;&amp;gt;&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Keycards=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=600px heights=338px&amp;gt;&lt;br /&gt;
Janitor keycard2.png|Janitor Keycard &amp;lt;br&amp;gt; (Tier 1 Containment)&lt;br /&gt;
Scientist keycard2.png|Scientist Keycard &amp;lt;br&amp;gt; (Tier 2 Containment)&lt;br /&gt;
Research Supervisor Keycard2.png|Research Supervisor Keycard &amp;lt;br&amp;gt; (Tier 3 Containment)&lt;br /&gt;
CEngineer Keycard2.png|Containment Engineer Keycard &amp;lt;br&amp;gt; (Tier 4 Containment)&lt;br /&gt;
Guard Keycard3.png|Guard Keycard &amp;lt;br&amp;gt; (Tier 1 Security)&lt;br /&gt;
Private Keycard.png|MTF Private Keycard &amp;lt;br&amp;gt; (Tier 2 Security)&lt;br /&gt;
Sergeant Keycard.png|MTF Sergeant Keycard &amp;lt;br&amp;gt; (Tier 3 Security)&lt;br /&gt;
Captain Keycard.png|MTF Captain Keycard &amp;lt;br&amp;gt; (Tier 4 Security)&lt;br /&gt;
Zone Manager Keycard3.png|Zone Manager Keycard &amp;lt;br&amp;gt; (Tier 1 Administration) &lt;br /&gt;
Facility Manager Keycard4.png|Facility Manager Keycard &amp;lt;br&amp;gt; (Tier 2 Administration)&lt;br /&gt;
Chaos Insurgency device.png|Chaos Insurgency Access Device &amp;lt;br&amp;gt; (Tier 3 Administration)&lt;br /&gt;
O5 Keycard4.png|O5 Keycard &amp;lt;br&amp;gt; (Tier 4 Administration)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Animations=&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
 &amp;lt;td&amp;gt;[[File:Keycard Equip New.gif|thumb|600px|Equip Animation]]&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;td&amp;gt;[[File:Keycard Use New.gif|thumb|600px|Interact Animation]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Linear Upgrade Paths=&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=600px heights=338px&amp;gt;&lt;br /&gt;
RoughPath.png|Progressive Keycard Upgrade Path on Rough&lt;br /&gt;
Coarse Path.png|Progressive Keycard Upgrade Path on Coarse&lt;br /&gt;
1to1Path.png|Progressive Keycard Upgrade Path on 1:1 &lt;br /&gt;
FinePath.png|Progressive Keycard Upgrade Path on Fine &lt;br /&gt;
Very FinePath.png|Progressive Keycard Upgrade Path on Very Fine &lt;br /&gt;
MostEfficientPath.png|Most Efficient Progressive Keycard Upgrade Path &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Old Keycard Icons=&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=600px heights=338px&amp;gt;&lt;br /&gt;
Old Guard Inventory.png|The former appearance of the Guard Keycard&lt;br /&gt;
Old Cadet Inventory.png|The former appearance of the Cadet Keycard&lt;br /&gt;
Old Commander Inventory.png|The former appearance of the Captain Keycard&lt;br /&gt;
Old CI Inventory.png|The former appearance of the Chaos Keycard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
* Multiple Keycards have been renamed throughout the game&#039;s development.&lt;br /&gt;
**The Research Supervisor Keycard was originally called the Major Scientist Keycard.&lt;br /&gt;
**The Private Keycard was originally called the Cadet Keycard, and before that it was called the Senior Guard Keycard.&lt;br /&gt;
**The Captain Keycard was originally called the Commander Keycard.&lt;br /&gt;
**The Sergeant Keycard was originally called the Lieutenant Keycard.&lt;br /&gt;
*Prior to the [[Updates/11.0.0|11.0.0]] update, the Containment Engineer Keycard had access to both the [[Entrance Zone#Intercom Room|Intercom]] and the [[Surface Zone#Warhead Activation Room|Alpha Warhead Activation Room]].&lt;br /&gt;
* Scanning the QR codes on the Keycards will give you binary. When translated the message will be &#039;&#039;&#039;&amp;quot;Secure. Contain. Protect.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
* There used to be Polish versions of every Keycard in-game. These versions were based off the older appearance of a keycard if they had one.&lt;br /&gt;
*While the view model shows the keycard being held vertically, the 3rd person animation shows the Keycard being held horizontally.&lt;br /&gt;
**Additionally, the 3rd person animation of holding a Keycard causes the player&#039;s left arm to freeze, causing it not to move in conjunction with other animations.&lt;br /&gt;
*In older versions of the game, hovering over a Keycard in your inventory would say what type of Keycard it is, and what tier it was. For example, Janitor Keycard would say Containment Tier 1, Scientist Keycard would say Containment Tier 2, Captain Keycard said Security Tier 4. This was removed when the inventory HUD was reworked.&lt;br /&gt;
**Interestingly enough, the Chaos Insurgency Access Device was listed as Administration Tier 3, despite the fact it isn&#039;t an official Foundation Keycard. Meanwhile, the Facility Manager keycard was listed as Administration Tier 2. Because of this, there was no Foundation keycard that was Administration Tier 3 in-game.&lt;br /&gt;
*Throughout the game&#039;s development, the required access tier for certain interactables has changed.&lt;br /&gt;
**The armory in the Alpha Warhead Silo originally required Armory Access Tier 2 to open.&lt;br /&gt;
***This was removed in the Parabellum Update as the Weapon Locker Type 21 was changed so the small doors can be opened with Armory Access Tier 1. (Originally they required Tier 2)&lt;br /&gt;
**PC-15 originally required Containment Access Tier 1 to open.&lt;br /&gt;
***This was removed sometime during the alpha phase of the game.&lt;br /&gt;
**Emergency Power Stations originally required Armory Access Tier 3 to open.&lt;br /&gt;
***This was lowered to Armory Access Tier 2 in Megapatch II.&lt;br /&gt;
**The door to the Warhead Activation Room originally required Warhead Access to open, similar to the terminal inside the room.&lt;br /&gt;
***The Keycard requirement for the door was removed in v11.2.0.&lt;br /&gt;
**SCP-079&#039;s and SCP-106&#039;s containment doors originally required Containment Access Tier 3 to open them.&lt;br /&gt;
***SCP-079&#039;s containment doors were changed to Containment Access Tier 2 in the Parabellum update when his recontainment system was reworked. The door was also changed to be locked until all Emergency Power Stations are activated.&lt;br /&gt;
***SCP-106&#039;s containment doors were changed to Containment Access Tier 2 in the Mimicry update due to the Femur Breaker being removed.&lt;br /&gt;
***These changes have lead to Containment Access Tier 3 being completely unused.&lt;br /&gt;
{{Items Navbox}}&lt;/div&gt;</summary>
		<author><name>2600:1700:6F00:4590:B406:A352:472B:9752</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=Light_Containment_Zone&amp;diff=12210</id>
		<title>Light Containment Zone</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Light_Containment_Zone&amp;diff=12210"/>
		<updated>2023-04-07T15:17:33Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E230:3D60:8447:A60F:189E:D403: /* Heavy Containment Zone Checkpoints - EX-A/EX-B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{CURRENTDAY}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Subsection-03&#039;&#039;&#039; of [[Site-02]], also known as the &#039;&#039;&#039;Light Containment and Testing Zone&#039;&#039;&#039;, or simply &#039;&#039;&#039;Light Containment Zone&#039;&#039;&#039;, is one of four zones found in &#039;&#039;SCP: Secret Laboratory&#039;&#039;. The zone is also called &#039;&#039;&#039;Grayhall&#039;&#039;&#039; by the staff of Site-02.&lt;br /&gt;
__TOC__&lt;br /&gt;
=Operational Guide Overview=&lt;br /&gt;
{{OpGuide2}}&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
Light Containment Zone (LCZ) is one of the four zones in Site-02. &amp;lt;br&amp;gt;&lt;br /&gt;
It is the spawn location of [[Class-D Personnel|Class-Ds]], [[Scientist]]s, and [[SCP-173]], as well as being the location of [[SCP-914]] and [[SCP-330]].&lt;br /&gt;
&lt;br /&gt;
Light Containment Zone is also the only zone that is affected by the [[Decontamination Process]], a process which kills anything within the zone 11 minutes and 45 seconds after the round has started. This forces players to move down to [[Heavy Containment Zone]], and prevents players from camping and stalling a round. &lt;br /&gt;
&lt;br /&gt;
There are a few important rooms that contain supplies for players to aid their journey through the Heavy Containment Zone. A helpful navigation aid is the signs above doors, which primarily informs players of the type of room that lies beyond. Certain rooms will have fixed designations (see next section), whilst others will be pseudo-random.&lt;br /&gt;
&lt;br /&gt;
Despite popular belief, Light Containment Zone is above Heavy Containment Zone and not below it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Related|Soundtrack}}&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Light Containment Zone Ambient.mp3|title=Light Containment Zone&#039;s Theme|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
==Room ID Codes==&lt;br /&gt;
Unique to Light Containment Zone are &amp;quot;Room ID Codes&amp;quot; that reperesent what room is behind a door. These symbols are found above every door in LCZ and allow players to easily identify what room is behind the door.&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px; background-color: #2e2e2e;&amp;quot; | Room ID Codes&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZHS01.png|100px]]&lt;br /&gt;
|Straight Hallway; the number is unique to each Straight Hallway.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZHC01.png|100px]]&lt;br /&gt;
|Corner Hallway; the number is unique to each Corner Hallway.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZIT01.png|100px]]&lt;br /&gt;
|3-Way Intersection; the number is unique to each 3-Way Intersection.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZIX01.png|100px]]&lt;br /&gt;
|4-Way Intersection; the number is unique to each 4-Way Intersection.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZCD01.png|100px]]&lt;br /&gt;
|Class-D Cells (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZTC01.png|100px]]&lt;br /&gt;
|Testing Chamber 01 (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZAL01.png|100px]]&lt;br /&gt;
|Airlock Hallway, the number is unique to each Airlock.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZVT00.png|100px]]&lt;br /&gt;
|Garden Chamber/Greenhouse (Hallway)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ--00.png|100px]]&lt;br /&gt;
|LCZ Armory (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZWC00.png|100px]]&lt;br /&gt;
|Water Closet (Hallway)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZPT00.png|100px]]&lt;br /&gt;
|SCP-173&#039;s Containment Chamber (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ-914.png|100px]]&lt;br /&gt;
|SCP-914&#039;s Containment Chamber (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZPC15.png|100px]]&lt;br /&gt;
|Office (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZEX-A.png|100px]]&lt;br /&gt;
|LCZ/HCZ Checkpoint (End Room); Code will be displayed as EX-B for Elevator Systems B.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px; background-color: #2e2e2e;&amp;quot; |Legacy Room ID Codes&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ-012.png|100px]]&lt;br /&gt;
|SCP-012&#039;s Containment Chamber (End Room); removed along side SCP-012&#039;s room in [[Updates/11.1.0|v11.1.0]]. SCP-012&#039;s chamber was removed due to being a CB Asset and got replaced with TC01.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ-330.png|100px]]&lt;br /&gt;
|SCP-330&#039;s Containment Chamber (End Room); replaced the #012 ID Texture for the Halloween 2020 Event. The room was still that of SCP-012&#039;s chamber.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZVT03.png|100px]]&lt;br /&gt;
|Giant Ventilation Room (Hallway); replaced with VT00 when the Greenhouse replaced the room in [[Updates/7.0.0|v7.0.0]]. The Giant Ventilation room was removed due to being a CB Asset.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZLC2.png|100px]]&lt;br /&gt;
|Placeholder symbol; added in [[Updates/4.0.0|v4.0.0]] and removed in [[Updates/6.0.0|v6.0.0]]. The Room ID was always LC2 and had no meaning. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique Rooms=&lt;br /&gt;
Unique rooms are rooms that spawn only once (with the exception of airlocks and the checkpoints), and can contain valuable items, or can be used as hiding spots. These rooms have fixed designations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class-D Cells - CD01==&lt;br /&gt;
{{ZoneImage|ImageName=CD01Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=ClassDCell|description=Inside a cell}}&lt;br /&gt;
{{ZoneImage|ImageName=CD01Artwork|description=The back of the cells}}&lt;br /&gt;
[[File:SCPSL Art Contest Winner2 MK2.png|400px|right|thumb|The SCP-049 Contest Art made by Moranatol]]&lt;br /&gt;
[[File:SCPSL Art Contest Winner1.png|250px|right|thumb|The SCP-106 Contest Art made by Purplegoop]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Class-D Cells&#039;&#039;&#039; are the spawn location of all [[Class-D Personnel|Class-Ds]]. The room is a long hallway with multiple cell doors that run along the central walls of the room. &amp;lt;br&amp;gt;&lt;br /&gt;
Behind each cell door is a small room containing a small single bed and a table. 1-3 Class-Ds will randomly spawn among these small cells. &amp;lt;br&amp;gt;&lt;br /&gt;
No items will spawn here, and the room has no importance besides being the spawn location of Class-Ds.&amp;lt;br&amp;gt;&lt;br /&gt;
The back of this room contains two pieces of artwork made by winners of an art contest for SCP:SL. These artworks do not appear when the [[Clutter System|Halloween and Xmas props]] are spawned in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Water Closet - WC00==&lt;br /&gt;
{{ZoneImage|ImageName=LCZWCOverview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZWCMen|description=Men&#039;s side}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZWCWomen|description=Woman&#039;s side}}&lt;br /&gt;
The &#039;&#039;&#039;Water Closet&#039;&#039;&#039; is a hallway that contains a male and female bathroom (which can contain loot). This is also a [[Scientist]] spawn location. &amp;lt;br&amp;gt;&lt;br /&gt;
The Water Closet contains 3 toilets and 2 sinks in both the male and female restrooms. &amp;lt;br&amp;gt;&lt;br /&gt;
In the male and female bathrooms, there is the possibility of finding up to two keycards and/or the [[COM-15]]. &amp;lt;br&amp;gt;&lt;br /&gt;
A [[First Aid Cabinet]] will sometimes spawn outside the bathroom door along the wall. &amp;lt;br&amp;gt;&lt;br /&gt;
The bathrooms can be used as a hiding place from SCPs, but may not be as effective against humans who may be checking the room for loot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Outside the Toilets:&lt;br /&gt;
**[[First Aid Cabinet]]&lt;br /&gt;
* Men&#039;s Toilets:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
* Women&#039;s Toilets:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Garden Chamber - VT00==&lt;br /&gt;
{{ZoneImage|ImageName=VT00Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=VT00Locker|description=The side room with a Standard Locker}}&lt;br /&gt;
The &#039;&#039;&#039;Garden Chamber&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Greenhouse Room&#039;&#039;&#039;, contains a greenhouse area with several plants sectioned off from the playable area with large glass windows. The room acts as a straight hallway variant.&lt;br /&gt;
&lt;br /&gt;
Players can access the plants by smashing the window, although the plants cannot be interacted with. It is possible for a  [[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]] to spawn on the ground nearby these plants, or even a [[Bulletproof Locker №7]].&lt;br /&gt;
&lt;br /&gt;
On the wall opposite the plants is a door that leads to a small room which either has a [[First Aid Cabinet]], a [[Standard Locker]], a Bulletproof Locker №7, a [[Workstation]] or nothing.&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, the room&#039;s code, &#039;VT00&#039;, does not match with the room name. Both Greenhouse and Garden Chamber have officially been used when referring to this room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns&#039;&#039;&#039;&lt;br /&gt;
*In the side room:&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
*Behind the glass:&lt;br /&gt;
** [[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Office - PC15==&lt;br /&gt;
{{ZoneImage|ImageName=PC15Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=PC15Overview2|description=Overview of the room from the back}}&lt;br /&gt;
The &#039;&#039;&#039;Office&#039;&#039;&#039; is a medium sized room that has an orderly arrangement of desks with computer monitors, phones, and other utensils. &amp;lt;br&amp;gt;&lt;br /&gt;
A single [[Keycard|Scientist Keycard]] always spawn in this room on a random desk. &lt;br /&gt;
Left to the entrance of the room, along the same wall is a possible spawn location for a [[Standard Locker]].&lt;br /&gt;
&lt;br /&gt;
The right wall of the spawn has two possible spawn locations for [[First Aid Cabinet]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guaranteed Spawns:&#039;&#039;&#039;&lt;br /&gt;
* On a random desk:&lt;br /&gt;
**[[Keycard|Scientist Keycard]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
* [[Standard Locker]]&lt;br /&gt;
* [[First Aid Cabinet]] (up to two)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Glass Room - GR18==&lt;br /&gt;
{{ZoneImage|ImageName=GR18Airlock|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=GR18Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=GR18TheBox|description=Inside the glass box}}&lt;br /&gt;
{{ZoneImage|ImageName=GR18Shelf|description=The shelf that sometimes has a Keycard and/or COM-15}}&lt;br /&gt;
The &#039;&#039;&#039;Glass Room&#039;&#039;&#039; also known as &#039;&#039;&#039;GR18&#039;&#039;&#039; is a medium sized testing chamber found in Light Containment Zone, that contains a large glass chamber and several shelves. Despite the entrance of the room being a gate, it does not require a Keycard to open. Inside the room is a large chamber with breakable glass. A [[COM-15]] will sometimes spawn inside the chamber. The right wall of the room has a chance for a [[First Aid Cabinet]], [[Standard Locker]], or [[Workstation]] to spawn. Further along this wall is a shelf that may contain a Keycard. There is also a small chance for the COM-15 to instead spawn on this shelf instead of instead the glass chamber. &lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
* Inside the glass cage&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
*Along the right wall:&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
*On the shelf:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LCZ Armory - ##00==&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryEntrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryOverview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryTableLeft|description=Left table}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryTableRight|description=Right table}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=AA1&lt;br /&gt;
|AP = 50&lt;br /&gt;
|DestroyLvl=Lvl1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;The &#039;&#039;&#039;LCZ Armory&#039;&#039;&#039; is a medium sized room containing two [[Workstation|Workstations]] and multiple guns, grenades and ammo. The room requires {{HoverKeycard|Required Access1=AA1}} to open it.&amp;lt;/div&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The large amount of loot in this room makes it a great spot for civilian classes to quickly stock up on weapons to arm themselves.&amp;lt;br&amp;gt;&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]], spawning outside the armory.&lt;br /&gt;
The room contains a variety of weapons and ammunition to choose from.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guaranteed Spawns:&#039;&#039;&#039;&lt;br /&gt;
* Firearms:&lt;br /&gt;
** [[FSP-9]]&lt;br /&gt;
** 2 [[Crossvec]]s&lt;br /&gt;
** 2 [[COM-18]]s&lt;br /&gt;
* Grenades:&lt;br /&gt;
** 3 [[Fragmentation Grenade]]s&lt;br /&gt;
** 4 [[Flashbang Grenade]]s&lt;br /&gt;
* Ammo:&lt;br /&gt;
** 9x19mm (150 Rounds)&lt;br /&gt;
*Body Armor:&lt;br /&gt;
** [[Heavy Armor]]&lt;br /&gt;
** 2 [[Combat Armor]]s&lt;br /&gt;
*Other:&lt;br /&gt;
** 2 [[Workstation]]s&lt;br /&gt;
** [[Flashlight]]&lt;br /&gt;
** [[Radio]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Containment Zone Checkpoints - EX-A/EX-B==&lt;br /&gt;
{{ZoneImage|ImageName=LCZHCZCheckpoint}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZHCZElevator|description=The elevators leading down to Heavy Containment Zone}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=CA&lt;br /&gt;
|AP = 10&lt;br /&gt;
|DestroyLvl=RA&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Heavy Containment Zone Checkpoints&#039;&#039;&#039; are the gateways to and from [[Heavy Containment Zone]]. There are two checkpoints found within the LCZ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;Each checkpoint contains two doorways that will both open once a Keycard with {{HoverKeycard|Required Access1=CA}} is used. &amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The checkpoints lead to a pair of lifts denoted under either Lift A or Lift B (depending on the checkpoint), which lead down to the HCZ. There are also screens at either checkpoint displaying the remaining time until Decontamination. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When there are 30 seconds left before Decontamination occurs, all checkpoint doors will be permanently opened and cannot be shut.&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]], spawning on the LCZ side of the checkpoints.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Related|Soundtrack}}&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=The Waiting Game.mp3|title=Elevator Music|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*On the checkpoint itself:&lt;br /&gt;
**[[First Aid Cabinet]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Test Chamber 1 - TC01==&lt;br /&gt;
{{ZoneImage|ImageName=LCZTC01Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZTC01ControlRoom|description=The control room}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZTC01Document|description=The document and Zone Manager Keycard that spawns inside the control room}}&lt;br /&gt;
{{ZoneImage|ImageName=TestChamberOverview|description=The side room with SCP-330}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=CC2&lt;br /&gt;
|AP = 40&lt;br /&gt;
|DestroyLvl=Lvl1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;&#039;&#039;&#039;Test Chamber 1&#039;&#039;&#039; is a small room with two doors that lead to smaller rooms. One doors leads to the control room, and requires a keycard with {{HoverKeycard|Required Access1=CC2}}to open.&amp;lt;/div&amp;gt;&lt;br /&gt;
The room acts as a small testing room for Site-02 staff to perform experiments; it is currently being used to test [[SCP-330]].&lt;br /&gt;
&lt;br /&gt;
The door on the left leads to the control room. It contains a guaranteed spawn for a [[Keycard|Zone Manager Keycard]] and [[Combat Armor]]. The first of which spawns on top of an interactable document of SCP-330 Test Logs. These logs detail events that took place at an unknown year. Inside the nearby coffee mug is a guaranteed spawn for a [[Coin]]. &amp;lt;br&amp;gt;&lt;br /&gt;
The control room has a computer that will unlock the other door in the chamber when interacted with. This door leads to SCP-330, where players can grab candy from the bowl. It is possible to lock the chamber door and trap players inside the room. &amp;lt;br&amp;gt;&lt;br /&gt;
Both rooms are connected to each other by a breakable window that has high HP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guaranteed Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Inside the Control Room:&lt;br /&gt;
** [[Keycard|Zone Manager Keycard]]&lt;br /&gt;
** [[Combat Armor]]&lt;br /&gt;
** [[Coin]] (inside the mug)&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Inside the Control Room:&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
*Outside the Containment Chamber&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SCP-173&#039;s Containment Chamber - PT00==&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173Entrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173StairsOverview|description=The top of the stairs}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173SideRoom|description=The side room}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173MainRoom}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173CC|description=SCP-173&#039;s spawn}}&lt;br /&gt;
&#039;&#039;&#039;SCP-173&#039;s Containment Chamber&#039;&#039;&#039; is a two story room that is the spawn location of [[SCP-173]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the bottom of the floor is a staircase. When climbing up the staircase, a side room can be found and a door which leads to SCP-173&#039;s chamber. &amp;lt;br&amp;gt;&lt;br /&gt;
In the preceding room before SCP-173&#039;s chamber, there is an inaccessible door to the right and a balcony to the left with an inaccessible control room on the upper level. There is also a gate alongside the wall which leads to SCP-173&#039;s Containment Chamber.&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of the round SCP-173, if selected, will spawn in the containment chamber. The door cannot be opened immediately due to a 25s timer.&lt;br /&gt;
The chamber itself can be used as a hiding place from any threats.&lt;br /&gt;
&lt;br /&gt;
In the side room next to the stairs, there is a chance that a [[COM-15]] will spawn on the desk.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Standard Locker]] can sometimes spawn next to SCP-173&#039;s containment cell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
* On the desk in the side room:&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
* On the right side of the wall in the side room:&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
*Outside the containment chamber:&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SCP-914&#039;s Containment Chamber - #914==&lt;br /&gt;
{{ZoneImage|ImageName=CC914Entrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=CC914Overview}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=CC1&lt;br /&gt;
|AP = 50&lt;br /&gt;
|DestroyLvl=Lvl3&lt;br /&gt;
|doorExtra = (Containment Gate)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;SCP-914&#039;s Containment Chamber&#039;&#039;&#039; is a medium sized room that contains [[SCP-914]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;To enter SCP-914&#039;s containment chamber, the player must first open a gate. The gate requires a keycard with {{HoverKeycard|Required Access1=CC1}} to open.&amp;lt;/div&amp;gt;&lt;br /&gt;
SCP-914 is the most important room in Light Containment Zone, as it is used to [[SCP-914/Outputs|upgrade items]]. &amp;lt;br&amp;gt;&lt;br /&gt;
Due to this, it is a popular place for [[SCPs]] to target, making it a dangerous place to be in at the start of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Outside the chamber:&lt;br /&gt;
**[[First Aid Cabinet]]&lt;br /&gt;
*Inside the chamber on the shelves:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Airlock - ALXX==&lt;br /&gt;
{{ZoneImage|ImageName=LCZAirlockEntrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZAirlockOverview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZAirlockBack|description=The side area with a Bulletproof Locker №7}}&lt;br /&gt;
{{DoorDestroy|ImmunityLvl=Lvl1|imageshow=yes}}&lt;br /&gt;
The &#039;&#039;&#039;Airlock&#039;&#039;&#039; is a small, red-lit room with two doors on each side and a small dark side-room. Multiple airlocks can generate in a given round. They will generate in place of Straight Hallways.&lt;br /&gt;
&lt;br /&gt;
When a player opens one of the inner doors, the door on the opposite side will close. This makes Airlocks a great place to slow people down during a chase.&lt;br /&gt;
&lt;br /&gt;
A [[Bulletproof Locker №7]] can sometimes spawn in the smaller side-room. It can also be used for hiding.&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*In the side-room:&lt;br /&gt;
**[[Bulletproof Locker №7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hallways=&lt;br /&gt;
Hallways are repeating connectors that connect unique rooms and other hallways. Most of the time nothing of interest can be found in them and they make up the bulk of rooms in LCZ. These rooms have pseudo-random designations - while the first two letters will remain constant, the two numbers will change with each room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
==Straight Hallway - HS==&lt;br /&gt;
{{ZoneImage|ImageName=LCZLHallway}}&lt;br /&gt;
A simple straight hallway that contains two vents on the upper parts of the walls. One of the upper vents contains one of five hidden Hubertballs in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Corner - HC==&lt;br /&gt;
{{ZoneImage|ImageName=LCZCornerHallway}}&lt;br /&gt;
A simple corner hallway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
==3-Way Intersection - IT==&lt;br /&gt;
{{ZoneImage|ImageName=LCZ2Way}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZThreeWay|description=Overview of the room from a different angle}}&lt;br /&gt;
A simple three way intersection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==4-Way Intersection - IX==&lt;br /&gt;
{{ZoneImage|ImageName=LCZ4Way}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZTheSinkhole|description=A large Sinkhole}}&lt;br /&gt;
A four way intersection.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Status Effects#Sinkhole|Sinkhole]] can sometimes spawn in this room. By default this is turned off, however server owners can change the config to allow for a percentage chance of sinkholes spawning. &amp;lt;br&amp;gt;&lt;br /&gt;
If a sinkhole is present, players who walk through it (that aren&#039;t SCPs) will be slowed down. Unlike in &#039;&#039;Containment Breach&#039;&#039;, sinkholes will not teleport the player to the Pocket Dimension; this is intentional.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=SinkholeAudio.mp3|title=Sinkhole|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Impossible Rooms==&lt;br /&gt;
[[File:OldVT00.png|400px|right|thumb|Impossible VT00]]&lt;br /&gt;
&#039;&#039;&#039;Impossible Rooms&#039;&#039;&#039; are rooms to do not naturally generate under normal ingame conditions despite existing as apart of the generation code. The Impossible VT00 is that of an older version of the room. In version 8.0.0, the update that re-added SCP-079, VT00 stopped generating for unknown reasons. Despite this, the room was still updated to support SCP-079.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Layouts=&lt;br /&gt;
There are five possible map layouts of Light Containment Zone. Special Rooms are randomized in these layouts.&amp;lt;br&amp;gt;&lt;br /&gt;
The Class-D Cells always spawns in the same exact spot for all five layouts, which can allow Class-Ds to figure out the layout early in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
Credits:&lt;br /&gt;
*Mooshua - [https://layout.mooshua.net/ SL Layout Creator]. This website is not official.&lt;br /&gt;
&amp;lt;div class=&amp;quot;round-tabber&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
LCZ Layout #1 =&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_1.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #2=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_2 Fix.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #3=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_3.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #4=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_4.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #5=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_5.png]]&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
* Light Containment Zone used to have SCP-012&#039;s Containment Chamber. The chamber itself was a &#039;&#039;SCP: Containment Breach&#039;&#039; asset, and was replaced with Test Chamber 1 in the [[Updates/11.1.0|11.1.0]] update.&lt;br /&gt;
* The announcement in-game says that the LCZ decontamination process occurs in 15 minutes, while the actual time is 11 minutes and 45 seconds. This was intentionally added to apply pressure to the players.&lt;br /&gt;
[[Category:Zones]]&lt;br /&gt;
{{Locations Navbox}}&lt;/div&gt;</summary>
		<author><name>2600:1700:E230:3D60:8447:A60F:189E:D403</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=Light_Containment_Zone&amp;diff=12209</id>
		<title>Light Containment Zone</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Light_Containment_Zone&amp;diff=12209"/>
		<updated>2023-04-07T15:13:49Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E230:3D60:8447:A60F:189E:D403: /* Heavy Containment Zone Checkpoints - EX-A/EX-B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{CURRENTDAY}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Subsection-03&#039;&#039;&#039; of [[Site-02]], also known as the &#039;&#039;&#039;Light Containment and Testing Zone&#039;&#039;&#039;, or simply &#039;&#039;&#039;Light Containment Zone&#039;&#039;&#039;, is one of four zones found in &#039;&#039;SCP: Secret Laboratory&#039;&#039;. The zone is also called &#039;&#039;&#039;Grayhall&#039;&#039;&#039; by the staff of Site-02.&lt;br /&gt;
__TOC__&lt;br /&gt;
=Operational Guide Overview=&lt;br /&gt;
{{OpGuide2}}&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
Light Containment Zone (LCZ) is one of the four zones in Site-02. &amp;lt;br&amp;gt;&lt;br /&gt;
It is the spawn location of [[Class-D Personnel|Class-Ds]], [[Scientist]]s, and [[SCP-173]], as well as being the location of [[SCP-914]] and [[SCP-330]].&lt;br /&gt;
&lt;br /&gt;
Light Containment Zone is also the only zone that is affected by the [[Decontamination Process]], a process which kills anything within the zone 11 minutes and 45 seconds after the round has started. This forces players to move down to [[Heavy Containment Zone]], and prevents players from camping and stalling a round. &lt;br /&gt;
&lt;br /&gt;
There are a few important rooms that contain supplies for players to aid their journey through the Heavy Containment Zone. A helpful navigation aid is the signs above doors, which primarily informs players of the type of room that lies beyond. Certain rooms will have fixed designations (see next section), whilst others will be pseudo-random.&lt;br /&gt;
&lt;br /&gt;
Despite popular belief, Light Containment Zone is above Heavy Containment Zone and not below it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Related|Soundtrack}}&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Light Containment Zone Ambient.mp3|title=Light Containment Zone&#039;s Theme|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
==Room ID Codes==&lt;br /&gt;
Unique to Light Containment Zone are &amp;quot;Room ID Codes&amp;quot; that reperesent what room is behind a door. These symbols are found above every door in LCZ and allow players to easily identify what room is behind the door.&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px; background-color: #2e2e2e;&amp;quot; | Room ID Codes&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZHS01.png|100px]]&lt;br /&gt;
|Straight Hallway; the number is unique to each Straight Hallway.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZHC01.png|100px]]&lt;br /&gt;
|Corner Hallway; the number is unique to each Corner Hallway.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZIT01.png|100px]]&lt;br /&gt;
|3-Way Intersection; the number is unique to each 3-Way Intersection.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZIX01.png|100px]]&lt;br /&gt;
|4-Way Intersection; the number is unique to each 4-Way Intersection.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZCD01.png|100px]]&lt;br /&gt;
|Class-D Cells (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZTC01.png|100px]]&lt;br /&gt;
|Testing Chamber 01 (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZAL01.png|100px]]&lt;br /&gt;
|Airlock Hallway, the number is unique to each Airlock.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZVT00.png|100px]]&lt;br /&gt;
|Garden Chamber/Greenhouse (Hallway)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ--00.png|100px]]&lt;br /&gt;
|LCZ Armory (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZWC00.png|100px]]&lt;br /&gt;
|Water Closet (Hallway)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZPT00.png|100px]]&lt;br /&gt;
|SCP-173&#039;s Containment Chamber (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ-914.png|100px]]&lt;br /&gt;
|SCP-914&#039;s Containment Chamber (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZPC15.png|100px]]&lt;br /&gt;
|Office (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZEX-A.png|100px]]&lt;br /&gt;
|LCZ/HCZ Checkpoint (End Room); Code will be displayed as EX-B for Elevator Systems B.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px; background-color: #2e2e2e;&amp;quot; |Legacy Room ID Codes&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ-012.png|100px]]&lt;br /&gt;
|SCP-012&#039;s Containment Chamber (End Room); removed along side SCP-012&#039;s room in [[Updates/11.1.0|v11.1.0]]. SCP-012&#039;s chamber was removed due to being a CB Asset and got replaced with TC01.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ-330.png|100px]]&lt;br /&gt;
|SCP-330&#039;s Containment Chamber (End Room); replaced the #012 ID Texture for the Halloween 2020 Event. The room was still that of SCP-012&#039;s chamber.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZVT03.png|100px]]&lt;br /&gt;
|Giant Ventilation Room (Hallway); replaced with VT00 when the Greenhouse replaced the room in [[Updates/7.0.0|v7.0.0]]. The Giant Ventilation room was removed due to being a CB Asset.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZLC2.png|100px]]&lt;br /&gt;
|Placeholder symbol; added in [[Updates/4.0.0|v4.0.0]] and removed in [[Updates/6.0.0|v6.0.0]]. The Room ID was always LC2 and had no meaning. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique Rooms=&lt;br /&gt;
Unique rooms are rooms that spawn only once (with the exception of airlocks and the checkpoints), and can contain valuable items, or can be used as hiding spots. These rooms have fixed designations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class-D Cells - CD01==&lt;br /&gt;
{{ZoneImage|ImageName=CD01Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=ClassDCell|description=Inside a cell}}&lt;br /&gt;
{{ZoneImage|ImageName=CD01Artwork|description=The back of the cells}}&lt;br /&gt;
[[File:SCPSL Art Contest Winner2 MK2.png|400px|right|thumb|The SCP-049 Contest Art made by Moranatol]]&lt;br /&gt;
[[File:SCPSL Art Contest Winner1.png|250px|right|thumb|The SCP-106 Contest Art made by Purplegoop]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Class-D Cells&#039;&#039;&#039; are the spawn location of all [[Class-D Personnel|Class-Ds]]. The room is a long hallway with multiple cell doors that run along the central walls of the room. &amp;lt;br&amp;gt;&lt;br /&gt;
Behind each cell door is a small room containing a small single bed and a table. 1-3 Class-Ds will randomly spawn among these small cells. &amp;lt;br&amp;gt;&lt;br /&gt;
No items will spawn here, and the room has no importance besides being the spawn location of Class-Ds.&amp;lt;br&amp;gt;&lt;br /&gt;
The back of this room contains two pieces of artwork made by winners of an art contest for SCP:SL. These artworks do not appear when the [[Clutter System|Halloween and Xmas props]] are spawned in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Water Closet - WC00==&lt;br /&gt;
{{ZoneImage|ImageName=LCZWCOverview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZWCMen|description=Men&#039;s side}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZWCWomen|description=Woman&#039;s side}}&lt;br /&gt;
The &#039;&#039;&#039;Water Closet&#039;&#039;&#039; is a hallway that contains a male and female bathroom (which can contain loot). This is also a [[Scientist]] spawn location. &amp;lt;br&amp;gt;&lt;br /&gt;
The Water Closet contains 3 toilets and 2 sinks in both the male and female restrooms. &amp;lt;br&amp;gt;&lt;br /&gt;
In the male and female bathrooms, there is the possibility of finding up to two keycards and/or the [[COM-15]]. &amp;lt;br&amp;gt;&lt;br /&gt;
A [[First Aid Cabinet]] will sometimes spawn outside the bathroom door along the wall. &amp;lt;br&amp;gt;&lt;br /&gt;
The bathrooms can be used as a hiding place from SCPs, but may not be as effective against humans who may be checking the room for loot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Outside the Toilets:&lt;br /&gt;
**[[First Aid Cabinet]]&lt;br /&gt;
* Men&#039;s Toilets:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
* Women&#039;s Toilets:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Garden Chamber - VT00==&lt;br /&gt;
{{ZoneImage|ImageName=VT00Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=VT00Locker|description=The side room with a Standard Locker}}&lt;br /&gt;
The &#039;&#039;&#039;Garden Chamber&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Greenhouse Room&#039;&#039;&#039;, contains a greenhouse area with several plants sectioned off from the playable area with large glass windows. The room acts as a straight hallway variant.&lt;br /&gt;
&lt;br /&gt;
Players can access the plants by smashing the window, although the plants cannot be interacted with. It is possible for a  [[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]] to spawn on the ground nearby these plants, or even a [[Bulletproof Locker №7]].&lt;br /&gt;
&lt;br /&gt;
On the wall opposite the plants is a door that leads to a small room which either has a [[First Aid Cabinet]], a [[Standard Locker]], a Bulletproof Locker №7, a [[Workstation]] or nothing.&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, the room&#039;s code, &#039;VT00&#039;, does not match with the room name. Both Greenhouse and Garden Chamber have officially been used when referring to this room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns&#039;&#039;&#039;&lt;br /&gt;
*In the side room:&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
*Behind the glass:&lt;br /&gt;
** [[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Office - PC15==&lt;br /&gt;
{{ZoneImage|ImageName=PC15Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=PC15Overview2|description=Overview of the room from the back}}&lt;br /&gt;
The &#039;&#039;&#039;Office&#039;&#039;&#039; is a medium sized room that has an orderly arrangement of desks with computer monitors, phones, and other utensils. &amp;lt;br&amp;gt;&lt;br /&gt;
A single [[Keycard|Scientist Keycard]] always spawn in this room on a random desk. &lt;br /&gt;
Left to the entrance of the room, along the same wall is a possible spawn location for a [[Standard Locker]].&lt;br /&gt;
&lt;br /&gt;
The right wall of the spawn has two possible spawn locations for [[First Aid Cabinet]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guaranteed Spawns:&#039;&#039;&#039;&lt;br /&gt;
* On a random desk:&lt;br /&gt;
**[[Keycard|Scientist Keycard]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
* [[Standard Locker]]&lt;br /&gt;
* [[First Aid Cabinet]] (up to two)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Glass Room - GR18==&lt;br /&gt;
{{ZoneImage|ImageName=GR18Airlock|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=GR18Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=GR18TheBox|description=Inside the glass box}}&lt;br /&gt;
{{ZoneImage|ImageName=GR18Shelf|description=The shelf that sometimes has a Keycard and/or COM-15}}&lt;br /&gt;
The &#039;&#039;&#039;Glass Room&#039;&#039;&#039; also known as &#039;&#039;&#039;GR18&#039;&#039;&#039; is a medium sized testing chamber found in Light Containment Zone, that contains a large glass chamber and several shelves. Despite the entrance of the room being a gate, it does not require a Keycard to open. Inside the room is a large chamber with breakable glass. A [[COM-15]] will sometimes spawn inside the chamber. The right wall of the room has a chance for a [[First Aid Cabinet]], [[Standard Locker]], or [[Workstation]] to spawn. Further along this wall is a shelf that may contain a Keycard. There is also a small chance for the COM-15 to instead spawn on this shelf instead of instead the glass chamber. &lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
* Inside the glass cage&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
*Along the right wall:&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
*On the shelf:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LCZ Armory - ##00==&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryEntrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryOverview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryTableLeft|description=Left table}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryTableRight|description=Right table}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=AA1&lt;br /&gt;
|AP = 50&lt;br /&gt;
|DestroyLvl=Lvl1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;The &#039;&#039;&#039;LCZ Armory&#039;&#039;&#039; is a medium sized room containing two [[Workstation|Workstations]] and multiple guns, grenades and ammo. The room requires {{HoverKeycard|Required Access1=AA1}} to open it.&amp;lt;/div&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The large amount of loot in this room makes it a great spot for civilian classes to quickly stock up on weapons to arm themselves.&amp;lt;br&amp;gt;&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]], spawning outside the armory.&lt;br /&gt;
The room contains a variety of weapons and ammunition to choose from.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guaranteed Spawns:&#039;&#039;&#039;&lt;br /&gt;
* Firearms:&lt;br /&gt;
** [[FSP-9]]&lt;br /&gt;
** 2 [[Crossvec]]s&lt;br /&gt;
** 2 [[COM-18]]s&lt;br /&gt;
* Grenades:&lt;br /&gt;
** 3 [[Fragmentation Grenade]]s&lt;br /&gt;
** 4 [[Flashbang Grenade]]s&lt;br /&gt;
* Ammo:&lt;br /&gt;
** 9x19mm (150 Rounds)&lt;br /&gt;
*Body Armor:&lt;br /&gt;
** [[Heavy Armor]]&lt;br /&gt;
** 2 [[Combat Armor]]s&lt;br /&gt;
*Other:&lt;br /&gt;
** 2 [[Workstation]]s&lt;br /&gt;
** [[Flashlight]]&lt;br /&gt;
** [[Radio]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Containment Zone Checkpoints - EX-A/EX-B==&lt;br /&gt;
{{ZoneImage|ImageName=LCZHCZCheckpoint}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZHCZElevator|description=The elevators leading up to Heavy Containment Zone}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=CA&lt;br /&gt;
|AP = 10&lt;br /&gt;
|DestroyLvl=RA&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Heavy Containment Zone Checkpoints&#039;&#039;&#039; are the gateways to and from [[Heavy Containment Zone]]. There are two checkpoints found within the LCZ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;Each checkpoint contains two doorways that will both open once a Keycard with {{HoverKeycard|Required Access1=CA}} is used. &amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The checkpoints lead to a pair of lifts denoted under either Lift A or Lift B (depending on the checkpoint), which lead up to the HCZ. There are also screens at either checkpoint displaying the remaining time until Decontamination. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When there are 30 seconds left before Decontamination occurs, all checkpoint doors will be permanently opened and cannot be shut.&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]], spawning on the LCZ side of the checkpoints.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Related|Soundtrack}}&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=The Waiting Game.mp3|title=Elevator Music|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*On the checkpoint itself:&lt;br /&gt;
**[[First Aid Cabinet]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Test Chamber 1 - TC01==&lt;br /&gt;
{{ZoneImage|ImageName=LCZTC01Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZTC01ControlRoom|description=The control room}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZTC01Document|description=The document and Zone Manager Keycard that spawns inside the control room}}&lt;br /&gt;
{{ZoneImage|ImageName=TestChamberOverview|description=The side room with SCP-330}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=CC2&lt;br /&gt;
|AP = 40&lt;br /&gt;
|DestroyLvl=Lvl1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;&#039;&#039;&#039;Test Chamber 1&#039;&#039;&#039; is a small room with two doors that lead to smaller rooms. One doors leads to the control room, and requires a keycard with {{HoverKeycard|Required Access1=CC2}}to open.&amp;lt;/div&amp;gt;&lt;br /&gt;
The room acts as a small testing room for Site-02 staff to perform experiments; it is currently being used to test [[SCP-330]].&lt;br /&gt;
&lt;br /&gt;
The door on the left leads to the control room. It contains a guaranteed spawn for a [[Keycard|Zone Manager Keycard]] and [[Combat Armor]]. The first of which spawns on top of an interactable document of SCP-330 Test Logs. These logs detail events that took place at an unknown year. Inside the nearby coffee mug is a guaranteed spawn for a [[Coin]]. &amp;lt;br&amp;gt;&lt;br /&gt;
The control room has a computer that will unlock the other door in the chamber when interacted with. This door leads to SCP-330, where players can grab candy from the bowl. It is possible to lock the chamber door and trap players inside the room. &amp;lt;br&amp;gt;&lt;br /&gt;
Both rooms are connected to each other by a breakable window that has high HP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guaranteed Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Inside the Control Room:&lt;br /&gt;
** [[Keycard|Zone Manager Keycard]]&lt;br /&gt;
** [[Combat Armor]]&lt;br /&gt;
** [[Coin]] (inside the mug)&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Inside the Control Room:&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
*Outside the Containment Chamber&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SCP-173&#039;s Containment Chamber - PT00==&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173Entrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173StairsOverview|description=The top of the stairs}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173SideRoom|description=The side room}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173MainRoom}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173CC|description=SCP-173&#039;s spawn}}&lt;br /&gt;
&#039;&#039;&#039;SCP-173&#039;s Containment Chamber&#039;&#039;&#039; is a two story room that is the spawn location of [[SCP-173]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the bottom of the floor is a staircase. When climbing up the staircase, a side room can be found and a door which leads to SCP-173&#039;s chamber. &amp;lt;br&amp;gt;&lt;br /&gt;
In the preceding room before SCP-173&#039;s chamber, there is an inaccessible door to the right and a balcony to the left with an inaccessible control room on the upper level. There is also a gate alongside the wall which leads to SCP-173&#039;s Containment Chamber.&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of the round SCP-173, if selected, will spawn in the containment chamber. The door cannot be opened immediately due to a 25s timer.&lt;br /&gt;
The chamber itself can be used as a hiding place from any threats.&lt;br /&gt;
&lt;br /&gt;
In the side room next to the stairs, there is a chance that a [[COM-15]] will spawn on the desk.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Standard Locker]] can sometimes spawn next to SCP-173&#039;s containment cell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
* On the desk in the side room:&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
* On the right side of the wall in the side room:&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
*Outside the containment chamber:&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SCP-914&#039;s Containment Chamber - #914==&lt;br /&gt;
{{ZoneImage|ImageName=CC914Entrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=CC914Overview}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=CC1&lt;br /&gt;
|AP = 50&lt;br /&gt;
|DestroyLvl=Lvl3&lt;br /&gt;
|doorExtra = (Containment Gate)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;SCP-914&#039;s Containment Chamber&#039;&#039;&#039; is a medium sized room that contains [[SCP-914]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;To enter SCP-914&#039;s containment chamber, the player must first open a gate. The gate requires a keycard with {{HoverKeycard|Required Access1=CC1}} to open.&amp;lt;/div&amp;gt;&lt;br /&gt;
SCP-914 is the most important room in Light Containment Zone, as it is used to [[SCP-914/Outputs|upgrade items]]. &amp;lt;br&amp;gt;&lt;br /&gt;
Due to this, it is a popular place for [[SCPs]] to target, making it a dangerous place to be in at the start of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Outside the chamber:&lt;br /&gt;
**[[First Aid Cabinet]]&lt;br /&gt;
*Inside the chamber on the shelves:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Airlock - ALXX==&lt;br /&gt;
{{ZoneImage|ImageName=LCZAirlockEntrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZAirlockOverview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZAirlockBack|description=The side area with a Bulletproof Locker №7}}&lt;br /&gt;
{{DoorDestroy|ImmunityLvl=Lvl1|imageshow=yes}}&lt;br /&gt;
The &#039;&#039;&#039;Airlock&#039;&#039;&#039; is a small, red-lit room with two doors on each side and a small dark side-room. Multiple airlocks can generate in a given round. They will generate in place of Straight Hallways.&lt;br /&gt;
&lt;br /&gt;
When a player opens one of the inner doors, the door on the opposite side will close. This makes Airlocks a great place to slow people down during a chase.&lt;br /&gt;
&lt;br /&gt;
A [[Bulletproof Locker №7]] can sometimes spawn in the smaller side-room. It can also be used for hiding.&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*In the side-room:&lt;br /&gt;
**[[Bulletproof Locker №7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hallways=&lt;br /&gt;
Hallways are repeating connectors that connect unique rooms and other hallways. Most of the time nothing of interest can be found in them and they make up the bulk of rooms in LCZ. These rooms have pseudo-random designations - while the first two letters will remain constant, the two numbers will change with each room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
==Straight Hallway - HS==&lt;br /&gt;
{{ZoneImage|ImageName=LCZLHallway}}&lt;br /&gt;
A simple straight hallway that contains two vents on the upper parts of the walls. One of the upper vents contains one of five hidden Hubertballs in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Corner - HC==&lt;br /&gt;
{{ZoneImage|ImageName=LCZCornerHallway}}&lt;br /&gt;
A simple corner hallway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
==3-Way Intersection - IT==&lt;br /&gt;
{{ZoneImage|ImageName=LCZ2Way}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZThreeWay|description=Overview of the room from a different angle}}&lt;br /&gt;
A simple three way intersection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==4-Way Intersection - IX==&lt;br /&gt;
{{ZoneImage|ImageName=LCZ4Way}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZTheSinkhole|description=A large Sinkhole}}&lt;br /&gt;
A four way intersection.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Status Effects#Sinkhole|Sinkhole]] can sometimes spawn in this room. By default this is turned off, however server owners can change the config to allow for a percentage chance of sinkholes spawning. &amp;lt;br&amp;gt;&lt;br /&gt;
If a sinkhole is present, players who walk through it (that aren&#039;t SCPs) will be slowed down. Unlike in &#039;&#039;Containment Breach&#039;&#039;, sinkholes will not teleport the player to the Pocket Dimension; this is intentional.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=SinkholeAudio.mp3|title=Sinkhole|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Impossible Rooms==&lt;br /&gt;
[[File:OldVT00.png|400px|right|thumb|Impossible VT00]]&lt;br /&gt;
&#039;&#039;&#039;Impossible Rooms&#039;&#039;&#039; are rooms to do not naturally generate under normal ingame conditions despite existing as apart of the generation code. The Impossible VT00 is that of an older version of the room. In version 8.0.0, the update that re-added SCP-079, VT00 stopped generating for unknown reasons. Despite this, the room was still updated to support SCP-079.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Layouts=&lt;br /&gt;
There are five possible map layouts of Light Containment Zone. Special Rooms are randomized in these layouts.&amp;lt;br&amp;gt;&lt;br /&gt;
The Class-D Cells always spawns in the same exact spot for all five layouts, which can allow Class-Ds to figure out the layout early in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
Credits:&lt;br /&gt;
*Mooshua - [https://layout.mooshua.net/ SL Layout Creator]. This website is not official.&lt;br /&gt;
&amp;lt;div class=&amp;quot;round-tabber&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
LCZ Layout #1 =&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_1.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #2=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_2 Fix.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #3=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_3.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #4=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_4.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #5=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_5.png]]&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
* Light Containment Zone used to have SCP-012&#039;s Containment Chamber. The chamber itself was a &#039;&#039;SCP: Containment Breach&#039;&#039; asset, and was replaced with Test Chamber 1 in the [[Updates/11.1.0|11.1.0]] update.&lt;br /&gt;
* The announcement in-game says that the LCZ decontamination process occurs in 15 minutes, while the actual time is 11 minutes and 45 seconds. This was intentionally added to apply pressure to the players.&lt;br /&gt;
[[Category:Zones]]&lt;br /&gt;
{{Locations Navbox}}&lt;/div&gt;</summary>
		<author><name>2600:1700:E230:3D60:8447:A60F:189E:D403</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=Light_Containment_Zone&amp;diff=12208</id>
		<title>Light Containment Zone</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Light_Containment_Zone&amp;diff=12208"/>
		<updated>2023-04-07T15:12:17Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E230:3D60:8447:A60F:189E:D403: /* Heavy Containment Zone Checkpoints - EX-A/EX-B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{CURRENTDAY}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Subsection-03&#039;&#039;&#039; of [[Site-02]], also known as the &#039;&#039;&#039;Light Containment and Testing Zone&#039;&#039;&#039;, or simply &#039;&#039;&#039;Light Containment Zone&#039;&#039;&#039;, is one of four zones found in &#039;&#039;SCP: Secret Laboratory&#039;&#039;. The zone is also called &#039;&#039;&#039;Grayhall&#039;&#039;&#039; by the staff of Site-02.&lt;br /&gt;
__TOC__&lt;br /&gt;
=Operational Guide Overview=&lt;br /&gt;
{{OpGuide2}}&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
Light Containment Zone (LCZ) is one of the four zones in Site-02. &amp;lt;br&amp;gt;&lt;br /&gt;
It is the spawn location of [[Class-D Personnel|Class-Ds]], [[Scientist]]s, and [[SCP-173]], as well as being the location of [[SCP-914]] and [[SCP-330]].&lt;br /&gt;
&lt;br /&gt;
Light Containment Zone is also the only zone that is affected by the [[Decontamination Process]], a process which kills anything within the zone 11 minutes and 45 seconds after the round has started. This forces players to move down to [[Heavy Containment Zone]], and prevents players from camping and stalling a round. &lt;br /&gt;
&lt;br /&gt;
There are a few important rooms that contain supplies for players to aid their journey through the Heavy Containment Zone. A helpful navigation aid is the signs above doors, which primarily informs players of the type of room that lies beyond. Certain rooms will have fixed designations (see next section), whilst others will be pseudo-random.&lt;br /&gt;
&lt;br /&gt;
Despite popular belief, Light Containment Zone is above Heavy Containment Zone and not below it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Related|Soundtrack}}&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Light Containment Zone Ambient.mp3|title=Light Containment Zone&#039;s Theme|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
==Room ID Codes==&lt;br /&gt;
Unique to Light Containment Zone are &amp;quot;Room ID Codes&amp;quot; that reperesent what room is behind a door. These symbols are found above every door in LCZ and allow players to easily identify what room is behind the door.&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px; background-color: #2e2e2e;&amp;quot; | Room ID Codes&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZHS01.png|100px]]&lt;br /&gt;
|Straight Hallway; the number is unique to each Straight Hallway.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZHC01.png|100px]]&lt;br /&gt;
|Corner Hallway; the number is unique to each Corner Hallway.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZIT01.png|100px]]&lt;br /&gt;
|3-Way Intersection; the number is unique to each 3-Way Intersection.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZIX01.png|100px]]&lt;br /&gt;
|4-Way Intersection; the number is unique to each 4-Way Intersection.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZCD01.png|100px]]&lt;br /&gt;
|Class-D Cells (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZTC01.png|100px]]&lt;br /&gt;
|Testing Chamber 01 (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZAL01.png|100px]]&lt;br /&gt;
|Airlock Hallway, the number is unique to each Airlock.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZVT00.png|100px]]&lt;br /&gt;
|Garden Chamber/Greenhouse (Hallway)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ--00.png|100px]]&lt;br /&gt;
|LCZ Armory (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZWC00.png|100px]]&lt;br /&gt;
|Water Closet (Hallway)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZPT00.png|100px]]&lt;br /&gt;
|SCP-173&#039;s Containment Chamber (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ-914.png|100px]]&lt;br /&gt;
|SCP-914&#039;s Containment Chamber (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZPC15.png|100px]]&lt;br /&gt;
|Office (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZEX-A.png|100px]]&lt;br /&gt;
|LCZ/HCZ Checkpoint (End Room); Code will be displayed as EX-B for Elevator Systems B.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px; background-color: #2e2e2e;&amp;quot; |Legacy Room ID Codes&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ-012.png|100px]]&lt;br /&gt;
|SCP-012&#039;s Containment Chamber (End Room); removed along side SCP-012&#039;s room in [[Updates/11.1.0|v11.1.0]]. SCP-012&#039;s chamber was removed due to being a CB Asset and got replaced with TC01.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ-330.png|100px]]&lt;br /&gt;
|SCP-330&#039;s Containment Chamber (End Room); replaced the #012 ID Texture for the Halloween 2020 Event. The room was still that of SCP-012&#039;s chamber.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZVT03.png|100px]]&lt;br /&gt;
|Giant Ventilation Room (Hallway); replaced with VT00 when the Greenhouse replaced the room in [[Updates/7.0.0|v7.0.0]]. The Giant Ventilation room was removed due to being a CB Asset.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZLC2.png|100px]]&lt;br /&gt;
|Placeholder symbol; added in [[Updates/4.0.0|v4.0.0]] and removed in [[Updates/6.0.0|v6.0.0]]. The Room ID was always LC2 and had no meaning. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique Rooms=&lt;br /&gt;
Unique rooms are rooms that spawn only once (with the exception of airlocks and the checkpoints), and can contain valuable items, or can be used as hiding spots. These rooms have fixed designations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class-D Cells - CD01==&lt;br /&gt;
{{ZoneImage|ImageName=CD01Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=ClassDCell|description=Inside a cell}}&lt;br /&gt;
{{ZoneImage|ImageName=CD01Artwork|description=The back of the cells}}&lt;br /&gt;
[[File:SCPSL Art Contest Winner2 MK2.png|400px|right|thumb|The SCP-049 Contest Art made by Moranatol]]&lt;br /&gt;
[[File:SCPSL Art Contest Winner1.png|250px|right|thumb|The SCP-106 Contest Art made by Purplegoop]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Class-D Cells&#039;&#039;&#039; are the spawn location of all [[Class-D Personnel|Class-Ds]]. The room is a long hallway with multiple cell doors that run along the central walls of the room. &amp;lt;br&amp;gt;&lt;br /&gt;
Behind each cell door is a small room containing a small single bed and a table. 1-3 Class-Ds will randomly spawn among these small cells. &amp;lt;br&amp;gt;&lt;br /&gt;
No items will spawn here, and the room has no importance besides being the spawn location of Class-Ds.&amp;lt;br&amp;gt;&lt;br /&gt;
The back of this room contains two pieces of artwork made by winners of an art contest for SCP:SL. These artworks do not appear when the [[Clutter System|Halloween and Xmas props]] are spawned in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Water Closet - WC00==&lt;br /&gt;
{{ZoneImage|ImageName=LCZWCOverview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZWCMen|description=Men&#039;s side}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZWCWomen|description=Woman&#039;s side}}&lt;br /&gt;
The &#039;&#039;&#039;Water Closet&#039;&#039;&#039; is a hallway that contains a male and female bathroom (which can contain loot). This is also a [[Scientist]] spawn location. &amp;lt;br&amp;gt;&lt;br /&gt;
The Water Closet contains 3 toilets and 2 sinks in both the male and female restrooms. &amp;lt;br&amp;gt;&lt;br /&gt;
In the male and female bathrooms, there is the possibility of finding up to two keycards and/or the [[COM-15]]. &amp;lt;br&amp;gt;&lt;br /&gt;
A [[First Aid Cabinet]] will sometimes spawn outside the bathroom door along the wall. &amp;lt;br&amp;gt;&lt;br /&gt;
The bathrooms can be used as a hiding place from SCPs, but may not be as effective against humans who may be checking the room for loot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Outside the Toilets:&lt;br /&gt;
**[[First Aid Cabinet]]&lt;br /&gt;
* Men&#039;s Toilets:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
* Women&#039;s Toilets:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Garden Chamber - VT00==&lt;br /&gt;
{{ZoneImage|ImageName=VT00Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=VT00Locker|description=The side room with a Standard Locker}}&lt;br /&gt;
The &#039;&#039;&#039;Garden Chamber&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Greenhouse Room&#039;&#039;&#039;, contains a greenhouse area with several plants sectioned off from the playable area with large glass windows. The room acts as a straight hallway variant.&lt;br /&gt;
&lt;br /&gt;
Players can access the plants by smashing the window, although the plants cannot be interacted with. It is possible for a  [[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]] to spawn on the ground nearby these plants, or even a [[Bulletproof Locker №7]].&lt;br /&gt;
&lt;br /&gt;
On the wall opposite the plants is a door that leads to a small room which either has a [[First Aid Cabinet]], a [[Standard Locker]], a Bulletproof Locker №7, a [[Workstation]] or nothing.&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, the room&#039;s code, &#039;VT00&#039;, does not match with the room name. Both Greenhouse and Garden Chamber have officially been used when referring to this room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns&#039;&#039;&#039;&lt;br /&gt;
*In the side room:&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
*Behind the glass:&lt;br /&gt;
** [[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Office - PC15==&lt;br /&gt;
{{ZoneImage|ImageName=PC15Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=PC15Overview2|description=Overview of the room from the back}}&lt;br /&gt;
The &#039;&#039;&#039;Office&#039;&#039;&#039; is a medium sized room that has an orderly arrangement of desks with computer monitors, phones, and other utensils. &amp;lt;br&amp;gt;&lt;br /&gt;
A single [[Keycard|Scientist Keycard]] always spawn in this room on a random desk. &lt;br /&gt;
Left to the entrance of the room, along the same wall is a possible spawn location for a [[Standard Locker]].&lt;br /&gt;
&lt;br /&gt;
The right wall of the spawn has two possible spawn locations for [[First Aid Cabinet]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guaranteed Spawns:&#039;&#039;&#039;&lt;br /&gt;
* On a random desk:&lt;br /&gt;
**[[Keycard|Scientist Keycard]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
* [[Standard Locker]]&lt;br /&gt;
* [[First Aid Cabinet]] (up to two)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Glass Room - GR18==&lt;br /&gt;
{{ZoneImage|ImageName=GR18Airlock|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=GR18Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=GR18TheBox|description=Inside the glass box}}&lt;br /&gt;
{{ZoneImage|ImageName=GR18Shelf|description=The shelf that sometimes has a Keycard and/or COM-15}}&lt;br /&gt;
The &#039;&#039;&#039;Glass Room&#039;&#039;&#039; also known as &#039;&#039;&#039;GR18&#039;&#039;&#039; is a medium sized testing chamber found in Light Containment Zone, that contains a large glass chamber and several shelves. Despite the entrance of the room being a gate, it does not require a Keycard to open. Inside the room is a large chamber with breakable glass. A [[COM-15]] will sometimes spawn inside the chamber. The right wall of the room has a chance for a [[First Aid Cabinet]], [[Standard Locker]], or [[Workstation]] to spawn. Further along this wall is a shelf that may contain a Keycard. There is also a small chance for the COM-15 to instead spawn on this shelf instead of instead the glass chamber. &lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
* Inside the glass cage&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
*Along the right wall:&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
*On the shelf:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LCZ Armory - ##00==&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryEntrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryOverview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryTableLeft|description=Left table}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryTableRight|description=Right table}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=AA1&lt;br /&gt;
|AP = 50&lt;br /&gt;
|DestroyLvl=Lvl1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;The &#039;&#039;&#039;LCZ Armory&#039;&#039;&#039; is a medium sized room containing two [[Workstation|Workstations]] and multiple guns, grenades and ammo. The room requires {{HoverKeycard|Required Access1=AA1}} to open it.&amp;lt;/div&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The large amount of loot in this room makes it a great spot for civilian classes to quickly stock up on weapons to arm themselves.&amp;lt;br&amp;gt;&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]], spawning outside the armory.&lt;br /&gt;
The room contains a variety of weapons and ammunition to choose from.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guaranteed Spawns:&#039;&#039;&#039;&lt;br /&gt;
* Firearms:&lt;br /&gt;
** [[FSP-9]]&lt;br /&gt;
** 2 [[Crossvec]]s&lt;br /&gt;
** 2 [[COM-18]]s&lt;br /&gt;
* Grenades:&lt;br /&gt;
** 3 [[Fragmentation Grenade]]s&lt;br /&gt;
** 4 [[Flashbang Grenade]]s&lt;br /&gt;
* Ammo:&lt;br /&gt;
** 9x19mm (150 Rounds)&lt;br /&gt;
*Body Armor:&lt;br /&gt;
** [[Heavy Armor]]&lt;br /&gt;
** 2 [[Combat Armor]]s&lt;br /&gt;
*Other:&lt;br /&gt;
** 2 [[Workstation]]s&lt;br /&gt;
** [[Flashlight]]&lt;br /&gt;
** [[Radio]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Containment Zone Checkpoints - EX-A/EX-B==&lt;br /&gt;
{{ZoneImage|ImageName=LCZHCZCheckpoint}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZHCZElevator|description=The elevators leading down to Heavy Containment Zone}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=CA&lt;br /&gt;
|AP = 10&lt;br /&gt;
|DestroyLvl=RA&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Heavy Containment Zone Checkpoints&#039;&#039;&#039; are the gateways to and from [[Heavy Containment Zone]]. There are two checkpoints found within the LCZ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;Each checkpoint contains two doorways that will both open once a Keycard with {{HoverKeycard|Required Access1=CA}} is used. &amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The checkpoints lead to a pair of lifts denoted under either Lift A or Lift B (depending on the checkpoint), which lead up to the HCZ. There are also screens at either checkpoint displaying the remaining time until Decontamination. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When there are 30 seconds left before Decontamination occurs, all checkpoint doors will be permanently opened and cannot be shut.&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]], spawning on the LCZ side of the checkpoints.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Related|Soundtrack}}&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=The Waiting Game.mp3|title=Elevator Music|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*On the checkpoint itself:&lt;br /&gt;
**[[First Aid Cabinet]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Test Chamber 1 - TC01==&lt;br /&gt;
{{ZoneImage|ImageName=LCZTC01Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZTC01ControlRoom|description=The control room}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZTC01Document|description=The document and Zone Manager Keycard that spawns inside the control room}}&lt;br /&gt;
{{ZoneImage|ImageName=TestChamberOverview|description=The side room with SCP-330}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=CC2&lt;br /&gt;
|AP = 40&lt;br /&gt;
|DestroyLvl=Lvl1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;&#039;&#039;&#039;Test Chamber 1&#039;&#039;&#039; is a small room with two doors that lead to smaller rooms. One doors leads to the control room, and requires a keycard with {{HoverKeycard|Required Access1=CC2}}to open.&amp;lt;/div&amp;gt;&lt;br /&gt;
The room acts as a small testing room for Site-02 staff to perform experiments; it is currently being used to test [[SCP-330]].&lt;br /&gt;
&lt;br /&gt;
The door on the left leads to the control room. It contains a guaranteed spawn for a [[Keycard|Zone Manager Keycard]] and [[Combat Armor]]. The first of which spawns on top of an interactable document of SCP-330 Test Logs. These logs detail events that took place at an unknown year. Inside the nearby coffee mug is a guaranteed spawn for a [[Coin]]. &amp;lt;br&amp;gt;&lt;br /&gt;
The control room has a computer that will unlock the other door in the chamber when interacted with. This door leads to SCP-330, where players can grab candy from the bowl. It is possible to lock the chamber door and trap players inside the room. &amp;lt;br&amp;gt;&lt;br /&gt;
Both rooms are connected to each other by a breakable window that has high HP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guaranteed Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Inside the Control Room:&lt;br /&gt;
** [[Keycard|Zone Manager Keycard]]&lt;br /&gt;
** [[Combat Armor]]&lt;br /&gt;
** [[Coin]] (inside the mug)&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Inside the Control Room:&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
*Outside the Containment Chamber&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SCP-173&#039;s Containment Chamber - PT00==&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173Entrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173StairsOverview|description=The top of the stairs}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173SideRoom|description=The side room}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173MainRoom}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173CC|description=SCP-173&#039;s spawn}}&lt;br /&gt;
&#039;&#039;&#039;SCP-173&#039;s Containment Chamber&#039;&#039;&#039; is a two story room that is the spawn location of [[SCP-173]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the bottom of the floor is a staircase. When climbing up the staircase, a side room can be found and a door which leads to SCP-173&#039;s chamber. &amp;lt;br&amp;gt;&lt;br /&gt;
In the preceding room before SCP-173&#039;s chamber, there is an inaccessible door to the right and a balcony to the left with an inaccessible control room on the upper level. There is also a gate alongside the wall which leads to SCP-173&#039;s Containment Chamber.&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of the round SCP-173, if selected, will spawn in the containment chamber. The door cannot be opened immediately due to a 25s timer.&lt;br /&gt;
The chamber itself can be used as a hiding place from any threats.&lt;br /&gt;
&lt;br /&gt;
In the side room next to the stairs, there is a chance that a [[COM-15]] will spawn on the desk.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Standard Locker]] can sometimes spawn next to SCP-173&#039;s containment cell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
* On the desk in the side room:&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
* On the right side of the wall in the side room:&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
*Outside the containment chamber:&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SCP-914&#039;s Containment Chamber - #914==&lt;br /&gt;
{{ZoneImage|ImageName=CC914Entrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=CC914Overview}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=CC1&lt;br /&gt;
|AP = 50&lt;br /&gt;
|DestroyLvl=Lvl3&lt;br /&gt;
|doorExtra = (Containment Gate)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;SCP-914&#039;s Containment Chamber&#039;&#039;&#039; is a medium sized room that contains [[SCP-914]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;To enter SCP-914&#039;s containment chamber, the player must first open a gate. The gate requires a keycard with {{HoverKeycard|Required Access1=CC1}} to open.&amp;lt;/div&amp;gt;&lt;br /&gt;
SCP-914 is the most important room in Light Containment Zone, as it is used to [[SCP-914/Outputs|upgrade items]]. &amp;lt;br&amp;gt;&lt;br /&gt;
Due to this, it is a popular place for [[SCPs]] to target, making it a dangerous place to be in at the start of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Outside the chamber:&lt;br /&gt;
**[[First Aid Cabinet]]&lt;br /&gt;
*Inside the chamber on the shelves:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Airlock - ALXX==&lt;br /&gt;
{{ZoneImage|ImageName=LCZAirlockEntrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZAirlockOverview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZAirlockBack|description=The side area with a Bulletproof Locker №7}}&lt;br /&gt;
{{DoorDestroy|ImmunityLvl=Lvl1|imageshow=yes}}&lt;br /&gt;
The &#039;&#039;&#039;Airlock&#039;&#039;&#039; is a small, red-lit room with two doors on each side and a small dark side-room. Multiple airlocks can generate in a given round. They will generate in place of Straight Hallways.&lt;br /&gt;
&lt;br /&gt;
When a player opens one of the inner doors, the door on the opposite side will close. This makes Airlocks a great place to slow people down during a chase.&lt;br /&gt;
&lt;br /&gt;
A [[Bulletproof Locker №7]] can sometimes spawn in the smaller side-room. It can also be used for hiding.&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*In the side-room:&lt;br /&gt;
**[[Bulletproof Locker №7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hallways=&lt;br /&gt;
Hallways are repeating connectors that connect unique rooms and other hallways. Most of the time nothing of interest can be found in them and they make up the bulk of rooms in LCZ. These rooms have pseudo-random designations - while the first two letters will remain constant, the two numbers will change with each room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
==Straight Hallway - HS==&lt;br /&gt;
{{ZoneImage|ImageName=LCZLHallway}}&lt;br /&gt;
A simple straight hallway that contains two vents on the upper parts of the walls. One of the upper vents contains one of five hidden Hubertballs in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Corner - HC==&lt;br /&gt;
{{ZoneImage|ImageName=LCZCornerHallway}}&lt;br /&gt;
A simple corner hallway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
==3-Way Intersection - IT==&lt;br /&gt;
{{ZoneImage|ImageName=LCZ2Way}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZThreeWay|description=Overview of the room from a different angle}}&lt;br /&gt;
A simple three way intersection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==4-Way Intersection - IX==&lt;br /&gt;
{{ZoneImage|ImageName=LCZ4Way}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZTheSinkhole|description=A large Sinkhole}}&lt;br /&gt;
A four way intersection.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Status Effects#Sinkhole|Sinkhole]] can sometimes spawn in this room. By default this is turned off, however server owners can change the config to allow for a percentage chance of sinkholes spawning. &amp;lt;br&amp;gt;&lt;br /&gt;
If a sinkhole is present, players who walk through it (that aren&#039;t SCPs) will be slowed down. Unlike in &#039;&#039;Containment Breach&#039;&#039;, sinkholes will not teleport the player to the Pocket Dimension; this is intentional.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=SinkholeAudio.mp3|title=Sinkhole|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Impossible Rooms==&lt;br /&gt;
[[File:OldVT00.png|400px|right|thumb|Impossible VT00]]&lt;br /&gt;
&#039;&#039;&#039;Impossible Rooms&#039;&#039;&#039; are rooms to do not naturally generate under normal ingame conditions despite existing as apart of the generation code. The Impossible VT00 is that of an older version of the room. In version 8.0.0, the update that re-added SCP-079, VT00 stopped generating for unknown reasons. Despite this, the room was still updated to support SCP-079.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Layouts=&lt;br /&gt;
There are five possible map layouts of Light Containment Zone. Special Rooms are randomized in these layouts.&amp;lt;br&amp;gt;&lt;br /&gt;
The Class-D Cells always spawns in the same exact spot for all five layouts, which can allow Class-Ds to figure out the layout early in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
Credits:&lt;br /&gt;
*Mooshua - [https://layout.mooshua.net/ SL Layout Creator]. This website is not official.&lt;br /&gt;
&amp;lt;div class=&amp;quot;round-tabber&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
LCZ Layout #1 =&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_1.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #2=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_2 Fix.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #3=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_3.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #4=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_4.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #5=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_5.png]]&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
* Light Containment Zone used to have SCP-012&#039;s Containment Chamber. The chamber itself was a &#039;&#039;SCP: Containment Breach&#039;&#039; asset, and was replaced with Test Chamber 1 in the [[Updates/11.1.0|11.1.0]] update.&lt;br /&gt;
* The announcement in-game says that the LCZ decontamination process occurs in 15 minutes, while the actual time is 11 minutes and 45 seconds. This was intentionally added to apply pressure to the players.&lt;br /&gt;
[[Category:Zones]]&lt;br /&gt;
{{Locations Navbox}}&lt;/div&gt;</summary>
		<author><name>2600:1700:E230:3D60:8447:A60F:189E:D403</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=Light_Containment_Zone&amp;diff=11434</id>
		<title>Light Containment Zone</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Light_Containment_Zone&amp;diff=11434"/>
		<updated>2023-01-12T01:25:30Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:7600:7ED0:F18B:C924:6C47:8508: fixed typo in the PC15 section, &amp;quot;spawm&amp;quot; to &amp;quot;spawn&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{CURRENTDAY}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Subsection-03&#039;&#039;&#039; of [[Site-02]], also known as the &#039;&#039;&#039;Light Containment and Testing Zone&#039;&#039;&#039;, or simply &#039;&#039;&#039;Light Containment Zone&#039;&#039;&#039;, is one of four zones found in &#039;&#039;SCP: Secret Laboratory&#039;&#039;. The zone is also called &#039;&#039;&#039;Grayhall&#039;&#039;&#039; by the staff of Site-02.&lt;br /&gt;
__TOC__&lt;br /&gt;
=Operational Guide Overview=&lt;br /&gt;
{{OpGuide2}}&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
Light Containment Zone (LCZ) is one of the four zones in Site-02. &amp;lt;br&amp;gt;&lt;br /&gt;
It is the spawn location of [[Class-D Personnel|Class-Ds]], [[Scientist]]s, and [[SCP-173]], as well as being the location of [[SCP-914]] and [[SCP-330]].&lt;br /&gt;
&lt;br /&gt;
Light Containment Zone is also the only zone that is affected by the [[Decontamination Process]], a process which kills anything within the zone 11 minutes and 45 seconds after the round has started. This forces players to move down to [[Heavy Containment Zone]], and prevents players from camping and stalling a round. &lt;br /&gt;
&lt;br /&gt;
There are a few important rooms that contain supplies for players to aid their journey through the Heavy Containment Zone. A helpful navigation aid is the signs above doors, which primarily informs players of the type of room that lies beyond. Certain rooms will have fixed designations (see next section), whilst others will be pseudo-random.&lt;br /&gt;
&lt;br /&gt;
Despite popular belief, Light Containment Zone is above Heavy Containment Zone and not below it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Related|Soundtrack}}&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Light Containment Zone Ambient.mp3|title=Light Containment Zone&#039;s Theme|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
==Room ID Codes==&lt;br /&gt;
Unique to Light Containment Zone are &amp;quot;Room ID Codes&amp;quot; that reperesent what room is behind a door. These symbols are found above every door in LCZ and allow players to easily identify what room is behind the door.&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px; background-color: #2e2e2e;&amp;quot; | Room ID Codes&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZHS01.png|100px]]&lt;br /&gt;
|Straight Hallway; the number is unique to each Straight Hallway.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZHC01.png|100px]]&lt;br /&gt;
|Corner Hallway; the number is unique to each Corner Hallway.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZIT01.png|100px]]&lt;br /&gt;
|3-Way Intersection; the number is unique to each 3-Way Intersection.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZIX01.png|100px]]&lt;br /&gt;
|4-Way Intersection; the number is unique to each 4-Way Intersection.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZCD01.png|100px]]&lt;br /&gt;
|Class-D Cells (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZTC01.png|100px]]&lt;br /&gt;
|Testing Chamber 01 (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZAL01.png|100px]]&lt;br /&gt;
|Airlock Hallway, the number is unique to each Airlock.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZVT00.png|100px]]&lt;br /&gt;
|Garden Chamber/Greenhouse (Hallway)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ--00.png|100px]]&lt;br /&gt;
|LCZ Armory (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZWC00.png|100px]]&lt;br /&gt;
|Water Closet (Hallway)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZPT00.png|100px]]&lt;br /&gt;
|SCP-173&#039;s Containment Chamber (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ-914.png|100px]]&lt;br /&gt;
|SCP-914&#039;s Containment Chamber (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZPC15.png|100px]]&lt;br /&gt;
|Office (End Room)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZEX-A.png|100px]]&lt;br /&gt;
|LCZ/HCZ Checkpoint (End Room); Code will be displayed as EX-B for Elevator Systems B.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px; background-color: #2e2e2e;&amp;quot; |Legacy Room ID Codes&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ-012.png|100px]]&lt;br /&gt;
|SCP-012&#039;s Containment Chamber (End Room); removed along side SCP-012&#039;s room in [[Updates/11.1.0|v11.1.0]]. SCP-012&#039;s chamber was removed due to being a CB Asset and got replaced with TC01.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZ-330.png|100px]]&lt;br /&gt;
|SCP-330&#039;s Containment Chamber (End Room); replaced the #012 ID Texture for the Halloween 2020 Event. The room was still that of SCP-012&#039;s chamber.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZVT03.png|100px]]&lt;br /&gt;
|Giant Ventilation Room (Hallway); replaced with VT00 when the Greenhouse replaced the room in [[Updates/7.0.0|v7.0.0]]. The Giant Ventilation room was removed due to being a CB Asset.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #2e2e2e;&amp;quot;|[[File:LCZLC2.png|100px]]&lt;br /&gt;
|Placeholder symbol; added in [[Updates/4.0.0|v4.0.0]] and removed in [[Updates/6.0.0|v6.0.0]]. The Room ID was always LC2 and had no meaning. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Unique Rooms=&lt;br /&gt;
Unique rooms are rooms that spawn only once (with the exception of airlocks and the checkpoints), and can contain valuable items, or can be used as hiding spots. These rooms have fixed designations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class-D Cells - CD01==&lt;br /&gt;
{{ZoneImage|ImageName=CD01Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=ClassDCell|description=Inside a cell}}&lt;br /&gt;
{{ZoneImage|ImageName=CD01Artwork|description=The back of the cells}}&lt;br /&gt;
[[File:SCPSL Art Contest Winner2 MK2.png|400px|right|thumb|The SCP-049 Contest Art made by Moranatol]]&lt;br /&gt;
[[File:SCPSL Art Contest Winner1.png|250px|right|thumb|The SCP-106 Contest Art made by Purplegoop]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Class-D Cells&#039;&#039;&#039; are the spawn location of all [[Class-D Personnel|Class-Ds]]. The room is a long hallway with multiple cell doors that run along the central walls of the room. &amp;lt;br&amp;gt;&lt;br /&gt;
Behind each cell door is a small room containing a small single bed and a table. 1-3 Class-Ds will randomly spawn among these small cells. &amp;lt;br&amp;gt;&lt;br /&gt;
No items will spawn here, and the room has no importance besides being the spawn location of Class-Ds.&amp;lt;br&amp;gt;&lt;br /&gt;
The back of this room contains two pieces of artwork made by winners of an art contest for SCP:SL. These artworks do not appear when the [[Clutter System|Halloween and Xmas props]] are spawned in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Water Closet - WC00==&lt;br /&gt;
{{ZoneImage|ImageName=LCZWCOverview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZWCMen|description=Men&#039;s side}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZWCWomen|description=Woman&#039;s side}}&lt;br /&gt;
The &#039;&#039;&#039;Water Closet&#039;&#039;&#039; is a hallway that contains a male and female bathroom (which can contain loot). This is also a [[Scientist]] spawn location. &amp;lt;br&amp;gt;&lt;br /&gt;
The Water Closet contains 3 toilets and 2 sinks in both the male and female restrooms. &amp;lt;br&amp;gt;&lt;br /&gt;
In the male and female bathrooms, there is the possibility of finding up to two keycards and/or the [[COM-15]]. &amp;lt;br&amp;gt;&lt;br /&gt;
A [[First Aid Cabinet]] will sometimes spawn outside the bathroom door along the wall. &amp;lt;br&amp;gt;&lt;br /&gt;
The bathrooms can be used as a hiding place from SCPs, but may not be as effective against humans who may be checking the room for loot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Outside the Toilets:&lt;br /&gt;
**[[First Aid Cabinet]]&lt;br /&gt;
* Men&#039;s Toilets:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
* Women&#039;s Toilets:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Garden Chamber - VT00==&lt;br /&gt;
{{ZoneImage|ImageName=VT00Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=VT00Locker|description=The side room with a Standard Locker}}&lt;br /&gt;
The &#039;&#039;&#039;Garden Chamber&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Greenhouse Room&#039;&#039;&#039;, contains a greenhouse area with several plants sectioned off from the playable area with large glass windows. The room acts as a straight hallway variant.&lt;br /&gt;
&lt;br /&gt;
Players can access the plants by smashing the window, although the plants cannot be interacted with. It is possible for a  [[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]] to spawn on the ground nearby these plants, or even a [[Bulletproof Locker №7]].&lt;br /&gt;
&lt;br /&gt;
On the wall opposite the plants is a door that leads to a small room which either has a [[First Aid Cabinet]], a [[Standard Locker]], a Bulletproof Locker №7, a [[Workstation]] or nothing.&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, the room&#039;s code, &#039;VT00&#039;, does not match with the room name. Both Greenhouse and Garden Chamber have officially been used when referring to this room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns&#039;&#039;&#039;&lt;br /&gt;
*In the side room:&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
*Behind the glass:&lt;br /&gt;
** [[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Office - PC15==&lt;br /&gt;
{{ZoneImage|ImageName=PC15Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=PC15Overview2|description=Overview of the room from the back}}&lt;br /&gt;
The &#039;&#039;&#039;Office&#039;&#039;&#039; is a medium sized room that has an orderly arrangement of desks with computer monitors, phones, and other utensils. &amp;lt;br&amp;gt;&lt;br /&gt;
A single [[Keycard|Scientist Keycard]] always spawn in this room on a random desk. &lt;br /&gt;
Left to the entrance of the room, along the same wall is a possible spawn location for a [[Standard Locker]].&lt;br /&gt;
&lt;br /&gt;
The right wall of the spawn has two possible spawn locations for [[First Aid Cabinet]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guaranteed Spawns:&#039;&#039;&#039;&lt;br /&gt;
* On a random desk:&lt;br /&gt;
**[[Keycard|Scientist Keycard]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
* [[Standard Locker]]&lt;br /&gt;
* [[First Aid Cabinet]] (up to two)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Glass Room - GR18==&lt;br /&gt;
{{ZoneImage|ImageName=GR18Airlock|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=GR18Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=GR18TheBox|description=Inside the glass box}}&lt;br /&gt;
{{ZoneImage|ImageName=GR18Shelf|description=The shelf that sometimes has a Keycard and/or COM-15}}&lt;br /&gt;
The &#039;&#039;&#039;Glass Room&#039;&#039;&#039; also known as &#039;&#039;&#039;GR18&#039;&#039;&#039; is a medium sized testing chamber found in Light Containment Zone, that contains a large glass chamber and several shelves. Despite the entrance of the room being a gate, it does not require a Keycard to open. Inside the room is a large chamber with breakable glass. A [[COM-15]] will sometimes spawn inside the chamber. The right wall of the room has a chance for a [[First Aid Cabinet]], [[Standard Locker]], or [[Workstation]] to spawn. Further along this wall is a shelf that may contain a Keycard. There is also a small chance for the COM-15 to instead spawn on this shelf instead of instead the glass chamber. &lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
* Inside the glass cage&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
*Along the right wall:&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
*On the shelf:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LCZ Armory - ##00==&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryEntrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryOverview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryTableLeft|description=Left table}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZArmoryTableRight|description=Right table}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=AA1&lt;br /&gt;
|AP = 50&lt;br /&gt;
|DestroyLvl=Lvl1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;The &#039;&#039;&#039;LCZ Armory&#039;&#039;&#039; is a medium sized room containing two [[Workstation|Workstations]] and multiple guns, grenades and ammo. The room requires {{HoverKeycard|Required Access1=AA1}} to open it.&amp;lt;/div&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The large amount of loot in this room makes it a great spot for civilian classes to quickly stock up on weapons to arm themselves.&amp;lt;br&amp;gt;&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]], spawning outside the armory.&lt;br /&gt;
The room contains a variety of weapons and ammunition to choose from.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guaranteed Spawns:&#039;&#039;&#039;&lt;br /&gt;
* Firearms:&lt;br /&gt;
** [[FSP-9]]&lt;br /&gt;
** 2 [[Crossvec]]s&lt;br /&gt;
** 2 [[COM-18]]s&lt;br /&gt;
* Grenades:&lt;br /&gt;
** 3 [[Fragmentation Grenade]]s&lt;br /&gt;
** 4 [[Flashbang Grenade]]s&lt;br /&gt;
* Ammo:&lt;br /&gt;
** 9x19mm (150 Rounds)&lt;br /&gt;
*Body Armor:&lt;br /&gt;
** [[Heavy Armor]]&lt;br /&gt;
** 2 [[Combat Armor]]s&lt;br /&gt;
*Other:&lt;br /&gt;
** 2 [[Workstation]]s&lt;br /&gt;
** [[Flashlight]]&lt;br /&gt;
** [[Radio]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Containment Zone Checkpoints - EX-A/EX-B==&lt;br /&gt;
{{ZoneImage|ImageName=LCZHCZCheckpoint}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZHCZElevator|description=The elevators leading down to Heavy Containment Zone}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=CA&lt;br /&gt;
|AP = 10&lt;br /&gt;
|DestroyLvl=RA&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Heavy Containment Zone Checkpoints&#039;&#039;&#039; are the gateways to and from [[Heavy Containment Zone]]. There are two checkpoints found within the LCZ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;Each checkpoint contains two doorways that will both open once a Keycard with {{HoverKeycard|Required Access1=CA}} is used. &amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The checkpoints lead to a pair of lifts denoted under either Lift A or Lift B (depending on the checkpoint), which lead down to the HCZ. There are also screens at either checkpoint displaying the remaining time until Decontamination. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When there are 30 seconds left before Decontamination occurs, all checkpoint doors will be permanently opened and cannot be shut.&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]], spawning on the LCZ side of the checkpoints.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Related|Soundtrack}}&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=The Waiting Game.mp3|title=Elevator Music|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*On the checkpoint itself:&lt;br /&gt;
**[[First Aid Cabinet]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Test Chamber 1 - TC01==&lt;br /&gt;
{{ZoneImage|ImageName=LCZTC01Overview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZTC01ControlRoom|description=The control room}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZTC01Document|description=The document and Zone Manager Keycard that spawns inside the control room}}&lt;br /&gt;
{{ZoneImage|ImageName=TestChamberOverview|description=The side room with SCP-330}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=CC2&lt;br /&gt;
|AP = 40&lt;br /&gt;
|DestroyLvl=Lvl1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;&#039;&#039;&#039;Test Chamber 1&#039;&#039;&#039; is a small room with two doors that lead to smaller rooms. One doors leads to the control room, and requires a keycard with {{HoverKeycard|Required Access1=CC2|Required Access2=CA}}to open.&amp;lt;/div&amp;gt;&lt;br /&gt;
The room acts as a small testing room for Site-02 staff to perform experiments; it is currently being used to test [[SCP-330]].&lt;br /&gt;
&lt;br /&gt;
The door on the left leads to the control room. It contains a guarnteed spawn for a [[Keycard|Zone Manager Keycard]] and [[Combat Armor]]. The first of which spawns ontop of an interactable document of SCP-330 Test Logs. These logs detail events that took place at an unknown year. Inside the nearby coffee mug is a guarnteed spawn for a [[Coin]]. &amp;lt;br&amp;gt;&lt;br /&gt;
The control room has a computer that will unlock the other door in the chamber when interacted with. This door leads to SCP-330, where players can grab candy from the bowl. It is possible to lock the chamber door and trap players inside the room. &amp;lt;br&amp;gt;&lt;br /&gt;
Both rooms are connected to each other by a breakable window that has high HP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guaranteed Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Inside the Control Room:&lt;br /&gt;
** [[Keycard|Zone Manager Keycard]]&lt;br /&gt;
** [[Combat Armor]]&lt;br /&gt;
** [[Coin]] (inside the mug)&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Inside the Control Room:&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
*Outside the Containment Chamber&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SCP-173&#039;s Containment Chamber - PT00==&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173Entrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173StairsOverview|description=The top of the stairs}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173SideRoom|description=The side room}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173MainRoom}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZ173CC|description=SCP-173&#039;s spawn}}&lt;br /&gt;
&#039;&#039;&#039;SCP-173&#039;s Containment Chamber&#039;&#039;&#039; is a two story room that is the spawn location of [[SCP-173]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the bottom of the floor is a staircase. When climbing up the staircase, a side room can be found and a door which leads to SCP-173&#039;s chamber. &amp;lt;br&amp;gt;&lt;br /&gt;
In the preceding room before SCP-173&#039;s chamber, there is an inaccessible door to the right and a balcony to the left with an inaccessible control room on the upper level. There is also a gate alongside the wall which leads to SCP-173&#039;s Containment Chamber.&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of the round SCP-173, if selected, will spawn in the containment chamber. The door cannot be opened immediately due to a short timer.&lt;br /&gt;
The chamber itself can be used as a hiding place from any threats.&lt;br /&gt;
&lt;br /&gt;
In the side room next to the stairs, there is a chance that a [[COM-15]] will spawn on the desk.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Standard Locker]] can sometimes spawn next to SCP-173&#039;s containment cell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
* On the desk in the side room:&lt;br /&gt;
** [[COM-15]]&lt;br /&gt;
* On the right side of the wall in the side room:&lt;br /&gt;
** [[Bulletproof Locker №7]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
** [[Workstation]]&lt;br /&gt;
*Outside the containment chamber:&lt;br /&gt;
** [[Standard Locker]]&lt;br /&gt;
** [[First Aid Cabinet]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SCP-914&#039;s Containment Chamber - #914==&lt;br /&gt;
{{ZoneImage|ImageName=CC914Entrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=CC914Overview}}&lt;br /&gt;
{{DoorStats|&lt;br /&gt;
|ReqAccess=CC1&lt;br /&gt;
|AP = 50&lt;br /&gt;
|DestroyLvl=Lvl3&lt;br /&gt;
|doorExtra = (Containment Gate)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;SCP-914&#039;s Containment Chamber&#039;&#039;&#039; is a medium sized room that contains [[SCP-914]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;To enter SCP-914&#039;s containment chamber, the player must first open a gate. The gate requires a keycard with {{HoverKeycard|Required Access1=CC1}} to open.&amp;lt;/div&amp;gt;&lt;br /&gt;
SCP-914 is the most important room in Light Containment Zone, as it is used to [[SCP-914/Outputs|upgrade items]]. &amp;lt;br&amp;gt;&lt;br /&gt;
Due to this, it is a popular place for [[SCPs]] to target, making it a dangerous place to be in at the start of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*Outside the chamber:&lt;br /&gt;
**[[First Aid Cabinet]]&lt;br /&gt;
*Inside the chamber on the shelves:&lt;br /&gt;
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Airlock - ALXX==&lt;br /&gt;
{{ZoneImage|ImageName=LCZAirlockEntrance|description=Entrance}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZAirlockOverview}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZAirlockBack|description=The side area with a Bulletproof Locker №7}}&lt;br /&gt;
{{DoorDestroy|ImmunityLvl=Lvl1|imageshow=yes}}&lt;br /&gt;
The &#039;&#039;&#039;Airlock&#039;&#039;&#039; is a small, red-lit room with two doors on each side and a small dark side-room. &lt;br /&gt;
&lt;br /&gt;
When a player opens one of the inner doors, the door on the opposite side will close. This makes Airlocks a great place to slow people down during a chase.&lt;br /&gt;
&lt;br /&gt;
A [[Bulletproof Locker №7]] can sometimes spawn in the smaller side-room. It can also be used for hiding.&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&#039;&#039;&#039;Possible Spawns:&#039;&#039;&#039;&lt;br /&gt;
*In the side-room:&lt;br /&gt;
**[[Bulletproof Locker №7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hallways=&lt;br /&gt;
Hallways are repeating connectors that connect unique rooms and other hallways. Most of the time nothing of interest can be found in them and they make up the bulk of rooms in LCZ. These rooms have pseudo-random designations - while the first two letters will remain constant, the two numbers will change with each room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
==Straight Hallway - HS==&lt;br /&gt;
{{ZoneImage|ImageName=LCZLHallway}}&lt;br /&gt;
A simple straight hallway that contains two vents on the upper parts of the walls. One of the upper vents contains one of five hidden Hubertballs in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The room acts as one of the possible spawn points as a [[Scientist]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Corner - HC==&lt;br /&gt;
{{ZoneImage|ImageName=LCZCornerHallway}}&lt;br /&gt;
A simple corner hallway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
==3-Way Intersection - IT==&lt;br /&gt;
{{ZoneImage|ImageName=LCZ2Way}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZThreeWay|description=Overview of the room from a different angle}}&lt;br /&gt;
A simple three way intersection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==4-Way Intersection - IX==&lt;br /&gt;
{{ZoneImage|ImageName=LCZ4Way}}&lt;br /&gt;
{{ZoneImage|ImageName=LCZTheSinkhole|description=A large Sinkhole}}&lt;br /&gt;
A four way intersection.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Status Effects|Sinkhole]] can sometimes spawn in this room. By default this is turned off, however server owners can change the config to allow for a percentage chance of sinkholes spawning. &amp;lt;br&amp;gt;&lt;br /&gt;
If a sinkhole is present, players who walk through it (that aren&#039;t SCPs) will be slowed down. Unlike in &#039;&#039;Containment Breach&#039;&#039;, sinkholes will not teleport the player to the Pocket Dimension; this is intentional.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=SinkholeAudio.mp3|title=Sinkhole|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Impossible Rooms==&lt;br /&gt;
[[File:OldVT00.png|400px|right|thumb|Impossible VT00]]&lt;br /&gt;
&#039;&#039;&#039;Impossible Rooms&#039;&#039;&#039; are rooms to do not naturally generate under normal ingame conditions despite existing as apart of the generation code. The Impossible VT00 is that of an older version of the room. In version 8.0.0, the update that re-added SCP-079, VT00 stopped generating for unknown reasons. Despite this, the room was still updated to support SCP-079.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Layouts=&lt;br /&gt;
There are five possible map layouts of Light Containment Zone. Special Rooms are randomized in these layouts.&amp;lt;br&amp;gt;&lt;br /&gt;
The Class-D Cells always spawns in the same exact spot for all five layouts, which can allow Class-Ds to figure out the layout early in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
Credits:&lt;br /&gt;
*Mooshua - [https://layout.mooshua.net/ SL Layout Creator]. This website is not official.&lt;br /&gt;
&amp;lt;div class=&amp;quot;round-tabber&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
LCZ Layout #1 =&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_1.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #2=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_2 Fix.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #3=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_3.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #4=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_4.png]]&lt;br /&gt;
|-|&lt;br /&gt;
LCZ Layout #5=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:LCZ_5.png]]&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
* Light Containment Zone used to have SCP-012&#039;s Containment Chamber. The chamber itself was a &#039;&#039;SCP: Containment Breach&#039;&#039; asset, and was replaced with Test Chamber 1 in the [[Updates/11.1.0|11.1.0]] update.&lt;br /&gt;
* The announcement in-game says that the LCZ decontamination process occurs in 15 minutes, while the actual time is 11 minutes and 45 seconds. This was intentionally added to apply pressure to the players.&lt;br /&gt;
[[Category:Zones]]&lt;br /&gt;
{{Locations Navbox}}&lt;/div&gt;</summary>
		<author><name>2600:1700:7600:7ED0:F18B:C924:6C47:8508</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=Inventory_Mechanics&amp;diff=11433</id>
		<title>Inventory Mechanics</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Inventory_Mechanics&amp;diff=11433"/>
		<updated>2023-01-11T23:45:30Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:7600:7ED0:F18B:C924:6C47:8508: fixed typo in the hotkeys section (&amp;quot;bidding&amp;quot; to &amp;quot;binding&amp;quot;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Inventory&#039;&#039;&#039; is a [[Mechanics|Mechanic]] in &#039;&#039;SCP: Secret Laboratory&#039;&#039; used to limit the amount of items and ammo a player can hold. The Inventory allows the player to store items and pull them out for use by pressing {{Key Press|Tab}} to open the inventory. Players can also uses hotkeys to pull out an item of a certain type.&lt;br /&gt;
__TOC__&lt;br /&gt;
=In Game=&lt;br /&gt;
Players can only hold a certain amount of a type of item. The max limit changes depending on the item type, and for certain types of items, changed based on the armor type worn. &amp;lt;br&amp;gt;&lt;br /&gt;
Server owners can change the item limit and ammo limit in the gameplay config. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Item Limits===&lt;br /&gt;
Item limits can be set to any value from 0 to 8. &amp;lt;br&amp;gt;&lt;br /&gt;
8 is the total number of inventory slots. &amp;lt;br&amp;gt;&lt;br /&gt;
Setting a limit to 0 makes it impossible for that type of item to be picked up. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default, a player can hold:&lt;br /&gt;
*Three SCP Items ([[SCP-018]], [[SCP-207]], [[SCP-244]], [[SCP-268]], [[SCP-500]], [[SCP-1853]], or [[SCP-2176]])&lt;br /&gt;
*Three [[Keycard|Keycards]]&lt;br /&gt;
*Three Medical Items ([[Adrenaline]], [[First Aid Kit]] or [[Painkillers]])&lt;br /&gt;
**Players wearing Heavy Armor can hold up to 4 Medical Items.&lt;br /&gt;
*One Firearm ([[COM-15]], [[COM-18]], [[MTF-E11-SR]], [[FSP-9]], [[Crossvec]], [[AK]], [[Logicer]], [[Revolver]] or [[Shotgun]])&lt;br /&gt;
**Players wearing Light or Combat Armor can hold up to 2 Firearms&lt;br /&gt;
**Players wearing Heavy Armor can hold up to 3 Firearms.&lt;br /&gt;
*2 Grenades ([[Flashbang Grenade]] or [[High-Explosive Grenade]])&lt;br /&gt;
**Players wearing Combat Armor can hold up to 3 Grenades.&lt;br /&gt;
**Players wearing Heavy Armor can hold up to 4 Grenades.&lt;br /&gt;
*1 [[Radio]]&lt;br /&gt;
*1 [[Micro H.I.D.]]&lt;br /&gt;
*1 [[Armor (Disambiguation)|Armor]] type&lt;br /&gt;
&lt;br /&gt;
[[Flashlight|Flashlights]] and [[Coin]]s have no item limit and are only limited by the eight inventory spaces a person has.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Candy Bag====&lt;br /&gt;
{{Main|Candy Bag}}&lt;br /&gt;
[[File:CandyBagIcon.png|right|thumb|200px|The Candy Bag]]&lt;br /&gt;
The Candy Bag is an item that is used to hold pieces of candy acquired from [[SCP-330]]. The item is automatically added to the player&#039;s inventory when using SCP-330 and is removed when the player no longer has any more pieces of candy in their inventory.&lt;br /&gt;
The Candy Bag acts as its own inventory, that can be accessed by clicking on the Candy Bag within the player&#039;s inventory. All pieces of candy the player has picked up can be found here, and the player can only hold six pieces of candy at max as well as carry only one bag of candy at a time. Picking up Candy Bags on the ground while already carrying a Candy Bag will simply add to the one in the player&#039;s inventory in a clockwise fashion. If the player hits the limit of six candies, any left overs will stay in the bag on the ground, otherwise that bag disappears. &amp;lt;br&amp;gt;&lt;br /&gt;
The inventory for the Candy Bag is a simplified version of the main inventory, so it lacks the sorting function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hotkeys===&lt;br /&gt;
Hotkeys are a key binding option where players can hit a key to pull out an item of a certain type. Each item type that has a hotkey button has a priority system, which affects what item the player will take out if they have multiple of the same type. So if the player has two Keycards, the player will always pull out the Keycard higher in the priority list. Despite not being able to open one, SCPs have an inventory, making it possible for them to equip items given to them via [[Remote Admin]] by using hotkeys.&lt;br /&gt;
&lt;br /&gt;
====Keycards====&lt;br /&gt;
Default Key: {{Key Press|Left Control}}&amp;lt;br&amp;gt;&lt;br /&gt;
The priority list of Keycards. The player will pull out the best Keycard that opens a nearby keycard door, even if they have a Keycard of a higher priority. For example, if the player has both a Zone Manager Keycard and a Scientist Keycard and is near SCP-096&#039;s Containment Chamber, the player will pull out the Scientist Keycard because it can open the door, despite the fact Zone Manager is higher in the priority list. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|{{Hotkeys 2|O5 Keycard|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Facility Manager Keycard|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Commander Keycard|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Chaos Insurgency Access Device|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Lieutenant Keycard|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Containment Engineer Keycard|arrow=--&amp;gt;}}&lt;br /&gt;
|-&amp;lt;!-- This split down the middle is so the layout works correctly on mobile. Leave this as is. --&amp;gt;&lt;br /&gt;
|{{Hotkeys 2|Cadet Keycard|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Research Supervisor Keycard|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Guard Keycard|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Zone Manager Keycard|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Scientist Keycard|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Janitor Keycard}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Medical Item====&lt;br /&gt;
Default Key: {{Key Press|X}}&amp;lt;br&amp;gt;&lt;br /&gt;
The Priority List is the following:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The game will override this list based on the last Medical Item the player has equipped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{Hotkeys 2|SCP-500|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Adrenaline|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|First Aid Kit|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Painkillers}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
Default Key: {{Key Press|G}}&amp;lt;br&amp;gt;&lt;br /&gt;
The priority list of Grenades.&amp;lt;br&amp;gt;&lt;br /&gt;
The game will override this list based on the last Grenade the player has equipped.&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|{{Hotkeys 2|Fragmentation Grenade|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|Flashbang Grenade|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|SCP-018|arrow=--&amp;gt;}}&lt;br /&gt;
|{{Hotkeys 2|SCP-2176}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Default Key: {{Key Press|Num 1}} (Primary)&amp;lt;br&amp;gt;&lt;br /&gt;
Default Key: {{Key Press|Num 2}} (Secondary)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons have two hotkeys, one for &amp;quot;Primary&amp;quot; and one for &amp;quot;Secondary&amp;quot;. What the game sees as primary and secondary is based on the order of the weapons in your inventory. The weapon closest to the top most right slot following a clockwise pattern is considered your primary. Hitting the Primary Weapon Hotkey will only draw it, while hitting the Secondary Hotkey will only draw the other firearm in your inventory.  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Throwing===&lt;br /&gt;
The player can throw any item they are holding, depending on the item different effects can happen, with some items being able to break glass if they are heavy enough and thrown at a fast enough speed. Thrown Keycards are able to open/close any Keycard required door (provided they hit the NFC Reader next to the door).&amp;lt;br&amp;gt; &lt;br /&gt;
SCP-018, SCP-244, and SCP-2176 can be activated when thrown.&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
The ammo limit is based on what armor the player is wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Ammo limits can be set at any values from 0 to 65.5k. &amp;lt;br&amp;gt;&lt;br /&gt;
Unlike with items, setting the value to 0 makes the limit infinity.&amp;lt;br&amp;gt;&lt;br /&gt;
Throughout [[Site-02|Site-02]], rounds of ammo used for &amp;lt;font color=#0248f7&amp;gt;Foundation&amp;lt;/font&amp;gt; issued weapons, such as the [[Crossvec]] or [[MTF-E11-SR]] can be found in the site.&lt;br /&gt;
Ammo used for &amp;lt;font color=#096e11&amp;gt;Chaos Insurgency&amp;lt;/font&amp;gt; firearms can not be found within Site-02, and can only be acquired is via [[SCP-914]], or collecting it off deceased Chaos Insurgents.&amp;lt;br&amp;gt;&lt;br /&gt;
Military Classes will always spawn with the same amount of bullets no matter what magazine attachment their firearm uses. For example, MTF Sergeants spawns with 120 rounds of 5.56x45mm bullets, and their MTF-E11-SR uses the 40 FMJ Mag. So 40 rounds are removed from the pool and placed into the firearm, leaving them with 80 rounds in reserve. If the MTF Sergeants were to instead spawn with the 65 FMJ Drum Mag, then the game will remove 65 rounds from the 120 pool to fill the MTF-E11-SR, leaving only 55 rounds in reserve.&lt;br /&gt;
&lt;br /&gt;
* [[File:Icon9x19mm.png|35px|middle]]&amp;lt;font color=#0248f7&amp;gt;9x19mm&amp;lt;/font&amp;gt; - [[COM-15]], [[COM-18]], [[Crossvec]] and [[FSP-9]]&lt;br /&gt;
* [[File:Icon556x45.png|35px|middle]]&amp;lt;font color=#0248f7&amp;gt;5.56x45mm&amp;lt;/font&amp;gt; - [[MTF-E11-SR]]&lt;br /&gt;
* [[File:Icon762x39.png|35px|middle]]&amp;lt;font color=#096e11&amp;gt;7.62x39mm&amp;lt;/font&amp;gt; - [[Logicer]] and [[AK]]&lt;br /&gt;
* [[File:Icon12ga.png|35px|middle]]&amp;lt;font color=#096e11&amp;gt;12/70 Buckshot&amp;lt;/font&amp;gt; - [[Shotgun]]&lt;br /&gt;
* [[File:Icon44cal.png|35px|middle]]&amp;lt;font color=#096e11&amp;gt;.44 Mag&amp;lt;/font&amp;gt; - [[Revolver]]&lt;br /&gt;
&lt;br /&gt;
The default Ammo Limit for players without Armor:&lt;br /&gt;
{{NoArmorAmmo}}&lt;br /&gt;
&lt;br /&gt;
Ammo Limit for [[Light Armor]]:&lt;br /&gt;
{{LightArmorAmmo}}&lt;br /&gt;
&lt;br /&gt;
Ammo Limit for [[Combat Armor]]:&lt;br /&gt;
{{CombatArmorAmmo}}&lt;br /&gt;
&lt;br /&gt;
Ammo Limit for [[Heavy Armor]]:&lt;br /&gt;
{{HeavyArmorAmmo}}&lt;br /&gt;
&lt;br /&gt;
====Gallery====&lt;br /&gt;
{|&lt;br /&gt;
|[[File:9mm.png|thumb|450px|9x19mm Drop Model]]&lt;br /&gt;
|[[File:5.56mm.png|thumb|450px|5.56x45mm Drop Model]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:7.62mm.png|thumb|450px|7.62x39mm Drop Model]]&lt;br /&gt;
|[[File:44mag.png|thumb|450px|.44 Mag Drop Model]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Buckshot.png|thumb|450px|12/70 Buckshot Drop Model]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
*Before Armor was added in the [[Updates/11.0.0|Parabellum Update (v11.0.0)]], ammo limits were based off the player&#039;s class.&lt;br /&gt;
**[[Class-D Personnel|Class-D]] and [[Scientist|Scientist]] could hold a maximum of 50 rounds of 9mm, 80 rounds of 5.56mm, and 70 rounds of 7.62mm.&lt;br /&gt;
**[[Facility Guard|Facility Guards]] and all types of [[Mobile Task Force|MTF]] could hold a maximum of 200 rounds of 9mm, 160 rounds of 5.56mm, and 100 rounds of 7.62mm.&lt;br /&gt;
**[[Chaos Insurgent|Chaos Insurgents]] could hold a maximum of 100 rounds of 9mm, 80 rounds of 5.56mm, and 200 rounds of 7.62mm.&lt;/div&gt;</summary>
		<author><name>2600:1700:7600:7ED0:F18B:C924:6C47:8508</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=C.A.S.S.I.E.&amp;diff=4659</id>
		<title>C.A.S.S.I.E.</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=C.A.S.S.I.E.&amp;diff=4659"/>
		<updated>2020-10-26T05:29:38Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:1B50:4CF0:E4E9:C79E:D1F1:B295: /* Custom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CASSIE Infobox&lt;br /&gt;
|image=CASSIECAT2.jpg&lt;br /&gt;
|name = Central Autonomic Service System for Internal Emergencies&lt;br /&gt;
|Role = Maintain Site-02&#039;s safety&lt;br /&gt;
|VA = Narlor&amp;lt;br&amp;gt;Welk (.g7/reeee)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CASSIE.png|center|500px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Central Autonomic Service System for Internal Emergencies (C.A.S.S.I.E.)&#039;&#039;&#039;, also known as &#039;&#039;&#039;CASSIE&#039;&#039;&#039; is an automatic service system that is used for the management and mitigation of emergencies that occur within [[Locations|Site-02]]. C.A.S.S.I.E. will make announcements throughout the facility during an emergency. These announcements can range from warning everyone in [[Light Containment Zone]] about the [[Decontamination Process]] to the recontainment of an [[SCP]]. &lt;br /&gt;
In-game, C.A.S.S.I.E. is not a true Text-to-Speech system. Everything C.A.S.S.I.E. can say is a pre-recorded line said by a real human. C.A.S.S.I.E. is voiced by Narlor.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
C.A.S.S.I.E. first began operation in March 2008. Initially, it primarily functioned as a simple PA system, although it had limited autonomy to, for example, put out fires or detect a disease outbreak within the site. In the following six years, C.A.S.S.I.E. was continually upgraded, with new and improved systems expanding C.A.S.S.I.E.&#039;s control over the site. &lt;br /&gt;
&lt;br /&gt;
C.A.S.S.I.E.&#039;s present role is to keep the staff of Site-02 safe from a range of emergencies. Such emergencies include containment breaches, fires, Chaos Insurgency attacks or biological threats. If a threat is detected, Site Management will be alerted and C.A.S.S.I.E. will wait for a response. If no response is provided, C.A.S.S.I.E. will act within its capabilities to mitigate or eliminate the threat. &lt;br /&gt;
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Because of the nature of C.A.S.S.I.E.&#039;s role, several security measures are implemented. C.A.S.S.I.E.&#039;s core is tightly guarded, requiring Level 5 clearance to access and override it. Sources indicate that C.A.S.S.I.E.&#039;s core was last opened in December 2014 for the installation of new upgrades. This restriction means that C.A.S.S.I.E. can&#039;t be controlled remotely - with numerous measures in place to prevent hacking or malicious communications.&lt;br /&gt;
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For more info about C.A.S.S.I.E., the official public C.A.S.S.I.E. Doc can be viewed by [https://docs.google.com/document/d/1lJhWaunRINsqqv0igtm5R-KvT1gQOQH5PCbAYWcYEOE/edit#| clicking here].&lt;br /&gt;
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===Components===&lt;br /&gt;
C.A.S.S.I.E.&#039;s system is divided into several cores, each of which are responsible for different tasks.&lt;br /&gt;
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*&#039;&#039;&#039;Data Storage Module&#039;&#039;&#039; &#039;&#039;(CASSIE-DSM)&#039;&#039;- a three-stage device, responsible for storing and saving all universal and management logs and event summaries, which C.A.S.S.I.E. has retained since first activation. Thanks to this, C.A.S.S.I.E. can learn and make decisions based on events from the past. CASSIE-DSM consists of:&lt;br /&gt;
**&#039;&#039;&#039;HDD submodule&#039;&#039;&#039; - used to store pre-recorded voice announcements and non-essential data, such as system logs or insignificant memories. This submodule allows saving up to 20 terabytes of data.&lt;br /&gt;
**&#039;&#039;&#039;SSD submodule&#039;&#039;&#039; - used to store the most important data and current activities. 2 terabytes of space.&lt;br /&gt;
**&#039;&#039;&#039;Magnetic tape reader&#039;&#039;&#039; - allows C.A.S.S.I.E. and its systems to read older, outdated formats, such as magnetic tape, etc.&lt;br /&gt;
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*&#039;&#039;&#039;Memory Bank&#039;&#039;&#039; &#039;&#039;(CASSIE-RAM)&#039;&#039;- 128 GB in 64x units of static random-access memory. Typically used for caching.&lt;br /&gt;
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*&#039;&#039;&#039;Public Address System&#039;&#039;&#039; &#039;&#039;(CASSIE-PAS)&#039;&#039;- a small subsystem responsible for formulating and processing phrases/sentences and announcing them using Facility speakers for use of essential personnel information and facility monitoring.&lt;br /&gt;
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*&#039;&#039;&#039;Decision-Making Module&#039;&#039;&#039; &#039;&#039;(CASSIE-DMM)&#039;&#039;- the biggest subsystem responsible for analyzing danger and executing judgement procedures. The module has several connected microprocessors, having a  cumulative total of 128 cores. Every single core has a computing power of 3.4 GHz.&lt;br /&gt;
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*&#039;&#039;&#039;Hardware Diagnostic Module&#039;&#039;&#039; &#039;&#039;(CASSIE-HDM)&#039;&#039;- periodically scans for hardware damage. If any is present, it specifies a temporary solution in which a compromise can be made with existing backup systems, and/or to store repair methods for planned repairs in the near-future.&lt;br /&gt;
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*&#039;&#039;&#039;Standby-mode Handlers&#039;&#039;&#039; &#039;&#039;(CASSIE-SMH)&#039;&#039;- when C.A.S.S.I.E. is not actively dealing with a threat, standby mode is activated and the rest of the modules are turned off to avoid unnecessary use of resources and potential passive overload. CASSIE-SMHs are always waiting to arm in preparation for potential internal emergencies, and are ready to initiate C.A.S.S.I.E.’s main systems when necessary. For safety, two CASSIE-SMH modules have been installed are. They are constantly diagnosing each other, to ensure there are no system errors, faults, and that continuity and maintenance is upheld to the highest level for optimal response time.&lt;br /&gt;
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*&#039;&#039;&#039;Emergency Power Unit&#039;&#039;&#039;  &#039;&#039;(CASSIE-EPU)&#039;&#039;- a special unit that provides emergency power (up to 10 hours) when the main power fails. &lt;br /&gt;
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*&#039;&#039;&#039;Backup Generator&#039;&#039;&#039;  &#039;&#039;(CASSIE-BGR)&#039;&#039;- when the CASSSIE-EPU runs out, the final backup generator will start. It’s an alternator based on a diesel engine - an independent source of electrical power that keeps C.A.S.S.I.E. in operational mode until the diesel fuel tank is empty. The generator has never been used in any emergency situation, but its technical condition is checked by CASSIE-HDM once a month. The fuel tank is big enough to support C.A.S.S.I.E. for at least 3 days in operational (alarmed) mode, and at least a month in the passive standby mode. This amount of time is sufficient for the technical crew.&lt;br /&gt;
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===Procedures===&lt;br /&gt;
C.A.S.S.I.E. has many procedures that it will activate in the response to a threat, such as anti-fire procedures, lockdown procedures and anti-SCP procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
There are four different types of procedures that C.A.S.S.I.E. can use.&lt;br /&gt;
* &#039;&#039;&#039;P-E&#039;&#039;&#039; protocols are &#039;&#039;Thermal procedures&#039;&#039; which are used to stop the spread of fire or prevent explosions.&lt;br /&gt;
* &#039;&#039;&#039;P-B&#039;&#039;&#039; protocols are &#039;&#039;Biological hazard removal procedures&#039;&#039; which include things like Decontamination of a zone and Alpha Warhead activation.&lt;br /&gt;
* &#039;&#039;&#039;P-L&#039;&#039;&#039; protocols are &#039;&#039;Lockdown procedures&#039;&#039; which are used to lockdown the facility.&lt;br /&gt;
* &#039;&#039;&#039;P-S&#039;&#039;&#039; protocols are &#039;&#039;Anti-SCP procedures&#039;&#039; are used to slowdown [[SCPs]] and announce their termination or recontainment.&lt;br /&gt;
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====In-game Procedures====&lt;br /&gt;
Only some of C.A.S.S.I.E.&#039;s procedures are ingame, they are as follows:&lt;br /&gt;
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* &#039;&#039;&#039;P-B-3&#039;&#039;&#039; &#039;&#039;Zone-wide Decontamination (S)&#039;&#039;: A schedule Decontamination of a zone. &lt;br /&gt;
* &#039;&#039;&#039;P-S-1&#039;&#039;&#039; &#039;&#039;SCP Proximity Track&#039;&#039;: C.A.S.S.I.E. uses the security cameras around the facility to monitor the breached SCPs.&lt;br /&gt;
*&#039;&#039;&#039;P-S-2&#039;&#039;&#039; &#039;&#039;SCP Mortality and Status Track&#039;&#039;: Equivalent of P-S-1, which notifies personnel regarding elimination &amp;amp; recontainment of escaped SCPs.&lt;br /&gt;
*&#039;&#039;&#039;P-S-3&#039;&#039;&#039; &#039;&#039;Tesla Gate&#039;&#039;: Enabling Tesla Gates to terminate and/or obstruct passing SCPs.&lt;br /&gt;
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==In-game==&lt;br /&gt;
At the start of the game, C.A.S.S.I.E. will perform a site wide scan, as shown by the monitors found in the Light Containment Checkpoints and LCZ elevators. After about 20 seconds into the round C.A.S.S.I.E. will initiate a P-B-3 security procedure, a schedule [[Decontamination Process]], in Light Containment Zone. C.A.S.S.I.E. will warn everyone in Light Containment Zone about the schedule decontamination. The monitors found in both LCZ Checkpoints and above the elevators that lead to Light Containment Zone will now have a timer showing how much time is remaining until decontamination. After the timer hits zero, C.A.S.S.I.E. will lock down Light Containment Zone and decontaminate it, killing anyone left inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
C.A.S.S.I.E. will also make multiple announcements throughout the game, including the death of an SCP, time remaining until LCZ is decontaminated, activation of an [[Emergency Power Stations|Emergency Power Station]], [[Mobile Task Force]] spawn, and the activation and deactivation of the Alpha Warhead. Randomly, when C.A.S.S.I.E. is making announcements, glitch sound effects will occur and C.A.S.S.I.E. will even sometimes stutter on a word.&lt;br /&gt;
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Using [[Remote Admin]], one can create custom announcements with C.A.S.S.I.E.. There are over 700 possible words C.A.S.S.I.E. can say including numbers, ending sounds and the NATO Alphabet. One can also changed the pitch of these custom announcements, add glitch sound effects and even make C.A.S.S.I.E. stutter on a word. &amp;lt;br&amp;gt;&lt;br /&gt;
If one tries to make C.A.S.S.I.E. say a word that isn&#039;t in the database, the word will simply be skipped.&lt;br /&gt;
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Currently, C.A.S.S.I.E.&#039;s room is not ingame, but the C.A.S.S.I.E. doc mentions that its room is located on the [[Surface Zone]].&lt;br /&gt;
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==Announcements==&lt;br /&gt;
Throughout the game, C.A.S.S.I.E. will make multiple announcements related to events that have happened. Bells will play before each announcement allowing the player to know when an announcement is about to start. When an announcement ends, bells will play once more. Throughout the announcement, background fuzz can be heard. C.A.S.S.I.E. will also glitch and stutter on a word every once in awhile. &lt;br /&gt;
===Nine Tailed Fox===&lt;br /&gt;
One of the following will play when Nine Tailed Fox respawn.&lt;br /&gt;
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{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Cassie Multiple SCPs remain2.mp3|title=Announcement when there are SCPs alive:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Mobile Task Force Unit, Epsilon-11, designated, [Military Phonetic Alphabet]-[#], has entered the facility. All remaining personnel are advised to proceed with standard evacuation protocols until an MTF squad reaches your destination. Awaiting re-containment of: [#] SCP subject(s).&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=CASSIE no scps2.mp3|title=Announcement when there are no SCPs alive:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Mobile Task Force Unit, Epsilon-11, designated, &amp;quot;[Military Phonetic Alphabet]-[#], has entered the facility. All remaining personnel are advised to proceed with standard evacuation protocols, until MTF squad reaches your destination, substantial threat to safety is within the facility -- exercise caution.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=xmas MTF Spawn.mp3|title=Announcement during the holidays:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Tactical Holiday Unit, Epsilon-11, designated, &amp;quot;[Military Phonetic Alphabet-[#], has entered the workshop. All remaining elves are advised to seek shelter in the nearest gingerbread house, until a unit has festivized the facility. Awaiting recontainment of [#] spoil-sport holiday haters.  &amp;quot;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
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===SCP Related Announcements===&lt;br /&gt;
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When an SCP dies, C.A.S.S.I.E. will announce the SCP&#039;s death plus how the SCP died. &amp;lt;br&amp;gt;&lt;br /&gt;
If multiple SCPs die from Alpha Warhead or Decontamination Process at the same time, C.A.S.S.I.E. will list all of them in one announcement.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Containment Unit NTF2.mp3|title=When an SCP dies from NTF:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX contained successfully, containment unit [Military Phonetic Alphabet]-[#].&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP Telsa4.mp3|title=When an SCP dies from Tesla:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX successfully terminated by Automatic Security System.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP Decon2.mp3|title=When an SCP dies from Light Zone Decontamination:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX lost in Decontamination Sequence.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP warhead3.mp3|title=When an SCP dies from Nuke:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX successfully terminated by Alpha Warhead.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP Death by Scientist3.mp3|title=When an SCP dies from a Scientist:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX terminated by Science Personnel.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP death by Class D3.mp3|title=When an SCP dies from a Class D:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX terminated by Class D Personnel.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP Death by Chaos3.mp3|title=When an SCP dies from a Chaos:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX terminated by Chaos Insurgency.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP079 death by generators2.mp3|title=When SCP-079 is killed by generators:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-079 successfully terminated by generator recontainment sequence.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP079 auto recontainment2.mp3|title=When all SCPs except SCP-079 are dead:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;[Last SCP&#039;s Death Announcement] All SCP subjects have been secured, SCP-079 recontainment sequence commencing, Heavy Containment Zone overcharge in T-minus one minute&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=106 Death by Femur Crunch.mp3|title=When SCP-106 is contained by the Femur Breaker:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-106 contained successfully by [Class that pushed button].&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Termination Cause Unspecified3.mp3|title=When C.A.S.S.I.E. can&#039;t determine how an SCP died:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX successfully terminated, termination cause unspecified.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
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===Emergency Power Stations===&lt;br /&gt;
When an [[Emergency Power Stations|Emergency Power Station]] is turned on C.A.S.S.I.E. will play the following announcements&lt;br /&gt;
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{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=1of5 2.mp3|title=When Emergency Power Stations 1-4 are activated:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;X out of 5 generators activated.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=5of5 2.mp3|title=When all Emergency Power Stations are activated:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;5 out of 5 generators activated. All generators have been successfully engaged. Finalizing recontainment sequence. Heavy Containment Zone overcharge in T-minus one minute.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=321 3.mp3|title=When Heavy Containment Zone Overcharges:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Overcharge in 3 2 1.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=OverchargeNo079.mp3|title=When overcharge ends and there was no SCP-079:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Facility is back in operational mode.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
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===Alpha Warhead===&lt;br /&gt;
C.A.S.S.I.E. will announce the activation, reactivation and deactivation of the [[Alpha Warhead]], plus the time until detonation. When there is about 45 seconds left until the Alpha Warhead blows up, Ajoura starts playing, this is an actual apart of the audio files that play the nuke announcements.&lt;br /&gt;
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====Activation====&lt;br /&gt;
One of the following lines will play when the nuke is turned on for the first time in a round.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Main120.mp3|title=When the nuke starts (120 seconds):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 120 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Main110.mp3|title=When the nuke starts (110 seconds):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 110 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Main100.mp3|title=When the nuke starts (100 seconds):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 100 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Main90.mp3|title=When the nuke starts (90 seconds) (default time):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 90 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Main80.mp3|title=When the nuke starts (80 seconds):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 80 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
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====Cancellation====&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Cancel_Warhead.mp3|title=When the nuke is cancelled:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation cancelled, restarting systems.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
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====Reactivation====&lt;br /&gt;
One of the following lines will play when the nuke is reactivated after being cancelled.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Resume100.mp3|title=When the nuke is reactivated after being cancelled (100 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 100 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume90.mp3|title=When the nuke is reactivated after being cancelled (90 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 90 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume80.mp3|title=When the nuke is reactivated after being cancelled (80 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 80 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume70.mp3|title=When the nuke is reactivated after being cancelled (70 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 70 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume60.mp3|title=When the nuke is reactivated after being cancelled (60 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 60 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume50.mp3|title=When the nuke is reactivated after being cancelled (50 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 50 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume40.mp3|title=When the nuke is reactivated after being cancelled (40 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 40 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume30.mp3|title=When the nuke is reactivated after being cancelled (30 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 30 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
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===Decontamination===&lt;br /&gt;
Throughout the round C.A.S.S.I.E. will announce the status of Light Containment Zone Decontamination Process.&amp;lt;br&amp;gt;&lt;br /&gt;
All these announcements can only be heard by people in LCZ with the exception of the &#039;&#039;&#039;Light Containment Zone is locked down&#039;&#039;&#039; line, which is played throughout the whole facility.&lt;br /&gt;
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{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Decontamination_15_minutes.mp3|title=15 Minutes left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Attention, all personnel. The Light Containment Zone decontamination process will occur in T-minus 15 minutes. All biological substances must be removed in order to avoid destruction.&amp;quot;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decontamination_10.mp3|title=10 Minutes left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Danger, Light Containment Zone overall decontamination in T-minus 10 Minutes.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decontamination5minutes.mp3|title=5 Minutes left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Danger, Light Containment Zone overall decontamination in T-minus 5 Minutes.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decontamination1minute.mp3|title=1 Minute left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Danger, Light Containment Zone overall decontamination in T-minus 1 Minute.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decont_countdown.mp3|title=30 seconds left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Danger, Light Containment Zone overall decontamination in T-minus 30 seconds. All checkpoint doors have been permanently opened. Please evacuate immediately. 20. 19. 18. 17. 16. 15. 14. 13. 12. 11. 10 seconds. 9. 8. 7. 6. 5. 4. 3. 2. 1.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decontamination_begin.mp3|title=After Light Containment Zone Locks Down:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Light Containment Zone is locked down and ready for decontamination. The removal of organic substances has now begun.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
===Custom===&lt;br /&gt;
Using the Remote Admin command, C.A.S.S.I.E., one can generate custom announcements from a word list of over 700 different words. Attempting to make C.A.S.S.I.E. say a word not in his databank will cause him to just skip it, as no audio file for it exist.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Scp 173 has broken out of the facility at gate A|title=An example of a custom announcement:|description=&#039;&#039;&#039;&amp;quot;in T-minus 29 seconds&amp;quot;&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The font used for C.A.S.S.I.E.&#039;s logo is called Federation Starfleet Hull 23rd. A font that is used for Star Trek.&lt;br /&gt;
*Older possible names for C.A.S.S.I.E. included:&lt;br /&gt;
**&#039;&#039;&#039;Emergency Public Address System - EPAS&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Critical Response and Assist Service Station - CRASS&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Automatic Manager of Emergency Systems - AMES&#039;&#039;&#039;.&lt;br /&gt;
*C.A.S.S.I.E. originally stood for &#039;&#039;&#039;Critical Action Service Station for Internal Emergencies&#039;&#039;&#039;.&lt;br /&gt;
*C.A.S.S.I.E. is based off &#039;&#039;&#039;Aperture Employee Guardian and Intrusion System&#039;&#039;&#039; also known as &#039;&#039;&#039;AEGIS&#039;&#039;&#039;, from the Portal fan game, &#039;&#039;Portal Stories: Mel&#039;&#039;.&lt;br /&gt;
**C.A.S.S.I.E. voice is based off the &#039;&#039;&#039;Black Mesa Announcement System&#039;&#039;&#039; from the Half Life series.&lt;br /&gt;
*The Decontamination and Alpha Warhead lines are the oldest C.A.S.S.I.E. announcements ingame, existing before C.A.S.S.I.E. was fully finalized ingame. &lt;br /&gt;
**The Decontamination and warhead lines were added in [[Updates/5.0.0|v5.0.0]] while the SCP recontainment announcements and MTF announcements were added in [[Updates/7.3.0|v7.3.0]].&lt;br /&gt;
*Before [[Updates/3.0.0|v3.0.0]], the Alpha Warhead announcement used the same one from &#039;&#039;SCP: Containment Breach&#039;&#039;, but in v3.0.0 it was replaced with a [https://www.youtube.com/watch?v=fJe26PAztnc| female announcer.]&lt;br /&gt;
{{Locations Navbox}}&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>2600:1700:1B50:4CF0:E4E9:C79E:D1F1:B295</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=C.A.S.S.I.E.&amp;diff=4658</id>
		<title>C.A.S.S.I.E.</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=C.A.S.S.I.E.&amp;diff=4658"/>
		<updated>2020-10-26T05:26:52Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:1B50:4CF0:E4E9:C79E:D1F1:B295: /* Custom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CASSIE Infobox&lt;br /&gt;
|image=CASSIECAT2.jpg&lt;br /&gt;
|name = Central Autonomic Service System for Internal Emergencies&lt;br /&gt;
|Role = Maintain Site-02&#039;s safety&lt;br /&gt;
|VA = Narlor&amp;lt;br&amp;gt;Welk (.g7/reeee)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CASSIE.png|center|500px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Central Autonomic Service System for Internal Emergencies (C.A.S.S.I.E.)&#039;&#039;&#039;, also known as &#039;&#039;&#039;CASSIE&#039;&#039;&#039; is an automatic service system that is used for the management and mitigation of emergencies that occur within [[Locations|Site-02]]. C.A.S.S.I.E. will make announcements throughout the facility during an emergency. These announcements can range from warning everyone in [[Light Containment Zone]] about the [[Decontamination Process]] to the recontainment of an [[SCP]]. &lt;br /&gt;
In-game, C.A.S.S.I.E. is not a true Text-to-Speech system. Everything C.A.S.S.I.E. can say is a pre-recorded line said by a real human. C.A.S.S.I.E. is voiced by Narlor.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
C.A.S.S.I.E. first began operation in March 2008. Initially, it primarily functioned as a simple PA system, although it had limited autonomy to, for example, put out fires or detect a disease outbreak within the site. In the following six years, C.A.S.S.I.E. was continually upgraded, with new and improved systems expanding C.A.S.S.I.E.&#039;s control over the site. &lt;br /&gt;
&lt;br /&gt;
C.A.S.S.I.E.&#039;s present role is to keep the staff of Site-02 safe from a range of emergencies. Such emergencies include containment breaches, fires, Chaos Insurgency attacks or biological threats. If a threat is detected, Site Management will be alerted and C.A.S.S.I.E. will wait for a response. If no response is provided, C.A.S.S.I.E. will act within its capabilities to mitigate or eliminate the threat. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of C.A.S.S.I.E.&#039;s role, several security measures are implemented. C.A.S.S.I.E.&#039;s core is tightly guarded, requiring Level 5 clearance to access and override it. Sources indicate that C.A.S.S.I.E.&#039;s core was last opened in December 2014 for the installation of new upgrades. This restriction means that C.A.S.S.I.E. can&#039;t be controlled remotely - with numerous measures in place to prevent hacking or malicious communications.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
For more info about C.A.S.S.I.E., the official public C.A.S.S.I.E. Doc can be viewed by [https://docs.google.com/document/d/1lJhWaunRINsqqv0igtm5R-KvT1gQOQH5PCbAYWcYEOE/edit#| clicking here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Components===&lt;br /&gt;
C.A.S.S.I.E.&#039;s system is divided into several cores, each of which are responsible for different tasks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Data Storage Module&#039;&#039;&#039; &#039;&#039;(CASSIE-DSM)&#039;&#039;- a three-stage device, responsible for storing and saving all universal and management logs and event summaries, which C.A.S.S.I.E. has retained since first activation. Thanks to this, C.A.S.S.I.E. can learn and make decisions based on events from the past. CASSIE-DSM consists of:&lt;br /&gt;
**&#039;&#039;&#039;HDD submodule&#039;&#039;&#039; - used to store pre-recorded voice announcements and non-essential data, such as system logs or insignificant memories. This submodule allows saving up to 20 terabytes of data.&lt;br /&gt;
**&#039;&#039;&#039;SSD submodule&#039;&#039;&#039; - used to store the most important data and current activities. 2 terabytes of space.&lt;br /&gt;
**&#039;&#039;&#039;Magnetic tape reader&#039;&#039;&#039; - allows C.A.S.S.I.E. and its systems to read older, outdated formats, such as magnetic tape, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Memory Bank&#039;&#039;&#039; &#039;&#039;(CASSIE-RAM)&#039;&#039;- 128 GB in 64x units of static random-access memory. Typically used for caching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Public Address System&#039;&#039;&#039; &#039;&#039;(CASSIE-PAS)&#039;&#039;- a small subsystem responsible for formulating and processing phrases/sentences and announcing them using Facility speakers for use of essential personnel information and facility monitoring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Decision-Making Module&#039;&#039;&#039; &#039;&#039;(CASSIE-DMM)&#039;&#039;- the biggest subsystem responsible for analyzing danger and executing judgement procedures. The module has several connected microprocessors, having a  cumulative total of 128 cores. Every single core has a computing power of 3.4 GHz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hardware Diagnostic Module&#039;&#039;&#039; &#039;&#039;(CASSIE-HDM)&#039;&#039;- periodically scans for hardware damage. If any is present, it specifies a temporary solution in which a compromise can be made with existing backup systems, and/or to store repair methods for planned repairs in the near-future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Standby-mode Handlers&#039;&#039;&#039; &#039;&#039;(CASSIE-SMH)&#039;&#039;- when C.A.S.S.I.E. is not actively dealing with a threat, standby mode is activated and the rest of the modules are turned off to avoid unnecessary use of resources and potential passive overload. CASSIE-SMHs are always waiting to arm in preparation for potential internal emergencies, and are ready to initiate C.A.S.S.I.E.’s main systems when necessary. For safety, two CASSIE-SMH modules have been installed are. They are constantly diagnosing each other, to ensure there are no system errors, faults, and that continuity and maintenance is upheld to the highest level for optimal response time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emergency Power Unit&#039;&#039;&#039;  &#039;&#039;(CASSIE-EPU)&#039;&#039;- a special unit that provides emergency power (up to 10 hours) when the main power fails. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Backup Generator&#039;&#039;&#039;  &#039;&#039;(CASSIE-BGR)&#039;&#039;- when the CASSSIE-EPU runs out, the final backup generator will start. It’s an alternator based on a diesel engine - an independent source of electrical power that keeps C.A.S.S.I.E. in operational mode until the diesel fuel tank is empty. The generator has never been used in any emergency situation, but its technical condition is checked by CASSIE-HDM once a month. The fuel tank is big enough to support C.A.S.S.I.E. for at least 3 days in operational (alarmed) mode, and at least a month in the passive standby mode. This amount of time is sufficient for the technical crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Procedures===&lt;br /&gt;
C.A.S.S.I.E. has many procedures that it will activate in the response to a threat, such as anti-fire procedures, lockdown procedures and anti-SCP procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
There are four different types of procedures that C.A.S.S.I.E. can use.&lt;br /&gt;
* &#039;&#039;&#039;P-E&#039;&#039;&#039; protocols are &#039;&#039;Thermal procedures&#039;&#039; which are used to stop the spread of fire or prevent explosions.&lt;br /&gt;
* &#039;&#039;&#039;P-B&#039;&#039;&#039; protocols are &#039;&#039;Biological hazard removal procedures&#039;&#039; which include things like Decontamination of a zone and Alpha Warhead activation.&lt;br /&gt;
* &#039;&#039;&#039;P-L&#039;&#039;&#039; protocols are &#039;&#039;Lockdown procedures&#039;&#039; which are used to lockdown the facility.&lt;br /&gt;
* &#039;&#039;&#039;P-S&#039;&#039;&#039; protocols are &#039;&#039;Anti-SCP procedures&#039;&#039; are used to slowdown [[SCPs]] and announce their termination or recontainment.&lt;br /&gt;
&lt;br /&gt;
====In-game Procedures====&lt;br /&gt;
Only some of C.A.S.S.I.E.&#039;s procedures are ingame, they are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;P-B-3&#039;&#039;&#039; &#039;&#039;Zone-wide Decontamination (S)&#039;&#039;: A schedule Decontamination of a zone. &lt;br /&gt;
* &#039;&#039;&#039;P-S-1&#039;&#039;&#039; &#039;&#039;SCP Proximity Track&#039;&#039;: C.A.S.S.I.E. uses the security cameras around the facility to monitor the breached SCPs.&lt;br /&gt;
*&#039;&#039;&#039;P-S-2&#039;&#039;&#039; &#039;&#039;SCP Mortality and Status Track&#039;&#039;: Equivalent of P-S-1, which notifies personnel regarding elimination &amp;amp; recontainment of escaped SCPs.&lt;br /&gt;
*&#039;&#039;&#039;P-S-3&#039;&#039;&#039; &#039;&#039;Tesla Gate&#039;&#039;: Enabling Tesla Gates to terminate and/or obstruct passing SCPs.&lt;br /&gt;
&lt;br /&gt;
==In-game==&lt;br /&gt;
At the start of the game, C.A.S.S.I.E. will perform a site wide scan, as shown by the monitors found in the Light Containment Checkpoints and LCZ elevators. After about 20 seconds into the round C.A.S.S.I.E. will initiate a P-B-3 security procedure, a schedule [[Decontamination Process]], in Light Containment Zone. C.A.S.S.I.E. will warn everyone in Light Containment Zone about the schedule decontamination. The monitors found in both LCZ Checkpoints and above the elevators that lead to Light Containment Zone will now have a timer showing how much time is remaining until decontamination. After the timer hits zero, C.A.S.S.I.E. will lock down Light Containment Zone and decontaminate it, killing anyone left inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
C.A.S.S.I.E. will also make multiple announcements throughout the game, including the death of an SCP, time remaining until LCZ is decontaminated, activation of an [[Emergency Power Stations|Emergency Power Station]], [[Mobile Task Force]] spawn, and the activation and deactivation of the Alpha Warhead. Randomly, when C.A.S.S.I.E. is making announcements, glitch sound effects will occur and C.A.S.S.I.E. will even sometimes stutter on a word.&lt;br /&gt;
&lt;br /&gt;
Using [[Remote Admin]], one can create custom announcements with C.A.S.S.I.E.. There are over 700 possible words C.A.S.S.I.E. can say including numbers, ending sounds and the NATO Alphabet. One can also changed the pitch of these custom announcements, add glitch sound effects and even make C.A.S.S.I.E. stutter on a word. &amp;lt;br&amp;gt;&lt;br /&gt;
If one tries to make C.A.S.S.I.E. say a word that isn&#039;t in the database, the word will simply be skipped.&lt;br /&gt;
&lt;br /&gt;
Currently, C.A.S.S.I.E.&#039;s room is not ingame, but the C.A.S.S.I.E. doc mentions that its room is located on the [[Surface Zone]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
Throughout the game, C.A.S.S.I.E. will make multiple announcements related to events that have happened. Bells will play before each announcement allowing the player to know when an announcement is about to start. When an announcement ends, bells will play once more. Throughout the announcement, background fuzz can be heard. C.A.S.S.I.E. will also glitch and stutter on a word every once in awhile. &lt;br /&gt;
===Nine Tailed Fox===&lt;br /&gt;
One of the following will play when Nine Tailed Fox respawn.&lt;br /&gt;
&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Cassie Multiple SCPs remain2.mp3|title=Announcement when there are SCPs alive:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Mobile Task Force Unit, Epsilon-11, designated, [Military Phonetic Alphabet]-[#], has entered the facility. All remaining personnel are advised to proceed with standard evacuation protocols until an MTF squad reaches your destination. Awaiting re-containment of: [#] SCP subject(s).&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=CASSIE no scps2.mp3|title=Announcement when there are no SCPs alive:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Mobile Task Force Unit, Epsilon-11, designated, &amp;quot;[Military Phonetic Alphabet]-[#], has entered the facility. All remaining personnel are advised to proceed with standard evacuation protocols, until MTF squad reaches your destination, substantial threat to safety is within the facility -- exercise caution.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=xmas MTF Spawn.mp3|title=Announcement during the holidays:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Tactical Holiday Unit, Epsilon-11, designated, &amp;quot;[Military Phonetic Alphabet-[#], has entered the workshop. All remaining elves are advised to seek shelter in the nearest gingerbread house, until a unit has festivized the facility. Awaiting recontainment of [#] spoil-sport holiday haters.  &amp;quot;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
===SCP Related Announcements===&lt;br /&gt;
&lt;br /&gt;
When an SCP dies, C.A.S.S.I.E. will announce the SCP&#039;s death plus how the SCP died. &amp;lt;br&amp;gt;&lt;br /&gt;
If multiple SCPs die from Alpha Warhead or Decontamination Process at the same time, C.A.S.S.I.E. will list all of them in one announcement.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Containment Unit NTF2.mp3|title=When an SCP dies from NTF:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX contained successfully, containment unit [Military Phonetic Alphabet]-[#].&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP Telsa4.mp3|title=When an SCP dies from Tesla:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX successfully terminated by Automatic Security System.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP Decon2.mp3|title=When an SCP dies from Light Zone Decontamination:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX lost in Decontamination Sequence.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP warhead3.mp3|title=When an SCP dies from Nuke:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX successfully terminated by Alpha Warhead.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP Death by Scientist3.mp3|title=When an SCP dies from a Scientist:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX terminated by Science Personnel.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP death by Class D3.mp3|title=When an SCP dies from a Class D:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX terminated by Class D Personnel.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP Death by Chaos3.mp3|title=When an SCP dies from a Chaos:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX terminated by Chaos Insurgency.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP079 death by generators2.mp3|title=When SCP-079 is killed by generators:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-079 successfully terminated by generator recontainment sequence.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP079 auto recontainment2.mp3|title=When all SCPs except SCP-079 are dead:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;[Last SCP&#039;s Death Announcement] All SCP subjects have been secured, SCP-079 recontainment sequence commencing, Heavy Containment Zone overcharge in T-minus one minute&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=106 Death by Femur Crunch.mp3|title=When SCP-106 is contained by the Femur Breaker:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-106 contained successfully by [Class that pushed button].&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Termination Cause Unspecified3.mp3|title=When C.A.S.S.I.E. can&#039;t determine how an SCP died:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX successfully terminated, termination cause unspecified.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
===Emergency Power Stations===&lt;br /&gt;
When an [[Emergency Power Stations|Emergency Power Station]] is turned on C.A.S.S.I.E. will play the following announcements&lt;br /&gt;
&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=1of5 2.mp3|title=When Emergency Power Stations 1-4 are activated:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;X out of 5 generators activated.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=5of5 2.mp3|title=When all Emergency Power Stations are activated:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;5 out of 5 generators activated. All generators have been successfully engaged. Finalizing recontainment sequence. Heavy Containment Zone overcharge in T-minus one minute.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=321 3.mp3|title=When Heavy Containment Zone Overcharges:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Overcharge in 3 2 1.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=OverchargeNo079.mp3|title=When overcharge ends and there was no SCP-079:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Facility is back in operational mode.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
===Alpha Warhead===&lt;br /&gt;
C.A.S.S.I.E. will announce the activation, reactivation and deactivation of the [[Alpha Warhead]], plus the time until detonation. When there is about 45 seconds left until the Alpha Warhead blows up, Ajoura starts playing, this is an actual apart of the audio files that play the nuke announcements.&lt;br /&gt;
&lt;br /&gt;
====Activation====&lt;br /&gt;
One of the following lines will play when the nuke is turned on for the first time in a round.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Main120.mp3|title=When the nuke starts (120 seconds):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 120 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Main110.mp3|title=When the nuke starts (110 seconds):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 110 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Main100.mp3|title=When the nuke starts (100 seconds):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 100 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Main90.mp3|title=When the nuke starts (90 seconds) (default time):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 90 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Main80.mp3|title=When the nuke starts (80 seconds):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 80 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
====Cancellation====&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Cancel_Warhead.mp3|title=When the nuke is cancelled:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation cancelled, restarting systems.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
====Reactivation====&lt;br /&gt;
One of the following lines will play when the nuke is reactivated after being cancelled.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Resume100.mp3|title=When the nuke is reactivated after being cancelled (100 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 100 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume90.mp3|title=When the nuke is reactivated after being cancelled (90 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 90 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume80.mp3|title=When the nuke is reactivated after being cancelled (80 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 80 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume70.mp3|title=When the nuke is reactivated after being cancelled (70 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 70 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume60.mp3|title=When the nuke is reactivated after being cancelled (60 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 60 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume50.mp3|title=When the nuke is reactivated after being cancelled (50 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 50 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume40.mp3|title=When the nuke is reactivated after being cancelled (40 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 40 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume30.mp3|title=When the nuke is reactivated after being cancelled (30 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 30 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
===Decontamination===&lt;br /&gt;
Throughout the round C.A.S.S.I.E. will announce the status of Light Containment Zone Decontamination Process.&amp;lt;br&amp;gt;&lt;br /&gt;
All these announcements can only be heard by people in LCZ with the exception of the &#039;&#039;&#039;Light Containment Zone is locked down&#039;&#039;&#039; line, which is played throughout the whole facility.&lt;br /&gt;
&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Decontamination_15_minutes.mp3|title=15 Minutes left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Attention, all personnel. The Light Containment Zone decontamination process will occur in T-minus 15 minutes. All biological substances must be removed in order to avoid destruction.&amp;quot;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decontamination_10.mp3|title=10 Minutes left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Danger, Light Containment Zone overall decontamination in T-minus 10 Minutes.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decontamination5minutes.mp3|title=5 Minutes left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Danger, Light Containment Zone overall decontamination in T-minus 5 Minutes.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decontamination1minute.mp3|title=1 Minute left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Danger, Light Containment Zone overall decontamination in T-minus 1 Minute.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decont_countdown.mp3|title=30 seconds left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Danger, Light Containment Zone overall decontamination in T-minus 30 seconds. All checkpoint doors have been permanently opened. Please evacuate immediately. 20. 19. 18. 17. 16. 15. 14. 13. 12. 11. 10 seconds. 9. 8. 7. 6. 5. 4. 3. 2. 1.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decontamination_begin.mp3|title=After Light Containment Zone Locks Down:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Light Containment Zone is locked down and ready for decontamination. The removal of organic substances has now begun.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
===Custom===&lt;br /&gt;
Using the Remote Admin command, C.A.S.S.I.E., one can generate custom announcements from a word list of over 700 different words. Attempting to make C.A.S.S.I.E. say a word not in his databank will cause him to just skip it, as no audio file for it exist.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=SCP-999 3.mp3|title=An example of a custom announcement:|description=&#039;&#039;&#039;&amp;quot;in T-minus 29 seconds&amp;quot;&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The font used for C.A.S.S.I.E.&#039;s logo is called Federation Starfleet Hull 23rd. A font that is used for Star Trek.&lt;br /&gt;
*Older possible names for C.A.S.S.I.E. included:&lt;br /&gt;
**&#039;&#039;&#039;Emergency Public Address System - EPAS&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Critical Response and Assist Service Station - CRASS&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Automatic Manager of Emergency Systems - AMES&#039;&#039;&#039;.&lt;br /&gt;
*C.A.S.S.I.E. originally stood for &#039;&#039;&#039;Critical Action Service Station for Internal Emergencies&#039;&#039;&#039;.&lt;br /&gt;
*C.A.S.S.I.E. is based off &#039;&#039;&#039;Aperture Employee Guardian and Intrusion System&#039;&#039;&#039; also known as &#039;&#039;&#039;AEGIS&#039;&#039;&#039;, from the Portal fan game, &#039;&#039;Portal Stories: Mel&#039;&#039;.&lt;br /&gt;
**C.A.S.S.I.E. voice is based off the &#039;&#039;&#039;Black Mesa Announcement System&#039;&#039;&#039; from the Half Life series.&lt;br /&gt;
*The Decontamination and Alpha Warhead lines are the oldest C.A.S.S.I.E. announcements ingame, existing before C.A.S.S.I.E. was fully finalized ingame. &lt;br /&gt;
**The Decontamination and warhead lines were added in [[Updates/5.0.0|v5.0.0]] while the SCP recontainment announcements and MTF announcements were added in [[Updates/7.3.0|v7.3.0]].&lt;br /&gt;
*Before [[Updates/3.0.0|v3.0.0]], the Alpha Warhead announcement used the same one from &#039;&#039;SCP: Containment Breach&#039;&#039;, but in v3.0.0 it was replaced with a [https://www.youtube.com/watch?v=fJe26PAztnc| female announcer.]&lt;br /&gt;
{{Locations Navbox}}&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>2600:1700:1B50:4CF0:E4E9:C79E:D1F1:B295</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=C.A.S.S.I.E.&amp;diff=4657</id>
		<title>C.A.S.S.I.E.</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=C.A.S.S.I.E.&amp;diff=4657"/>
		<updated>2020-10-26T05:23:35Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:1B50:4CF0:E4E9:C79E:D1F1:B295: /* Custom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CASSIE Infobox&lt;br /&gt;
|image=CASSIECAT2.jpg&lt;br /&gt;
|name = Central Autonomic Service System for Internal Emergencies&lt;br /&gt;
|Role = Maintain Site-02&#039;s safety&lt;br /&gt;
|VA = Narlor&amp;lt;br&amp;gt;Welk (.g7/reeee)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CASSIE.png|center|500px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Central Autonomic Service System for Internal Emergencies (C.A.S.S.I.E.)&#039;&#039;&#039;, also known as &#039;&#039;&#039;CASSIE&#039;&#039;&#039; is an automatic service system that is used for the management and mitigation of emergencies that occur within [[Locations|Site-02]]. C.A.S.S.I.E. will make announcements throughout the facility during an emergency. These announcements can range from warning everyone in [[Light Containment Zone]] about the [[Decontamination Process]] to the recontainment of an [[SCP]]. &lt;br /&gt;
In-game, C.A.S.S.I.E. is not a true Text-to-Speech system. Everything C.A.S.S.I.E. can say is a pre-recorded line said by a real human. C.A.S.S.I.E. is voiced by Narlor.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
C.A.S.S.I.E. first began operation in March 2008. Initially, it primarily functioned as a simple PA system, although it had limited autonomy to, for example, put out fires or detect a disease outbreak within the site. In the following six years, C.A.S.S.I.E. was continually upgraded, with new and improved systems expanding C.A.S.S.I.E.&#039;s control over the site. &lt;br /&gt;
&lt;br /&gt;
C.A.S.S.I.E.&#039;s present role is to keep the staff of Site-02 safe from a range of emergencies. Such emergencies include containment breaches, fires, Chaos Insurgency attacks or biological threats. If a threat is detected, Site Management will be alerted and C.A.S.S.I.E. will wait for a response. If no response is provided, C.A.S.S.I.E. will act within its capabilities to mitigate or eliminate the threat. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of C.A.S.S.I.E.&#039;s role, several security measures are implemented. C.A.S.S.I.E.&#039;s core is tightly guarded, requiring Level 5 clearance to access and override it. Sources indicate that C.A.S.S.I.E.&#039;s core was last opened in December 2014 for the installation of new upgrades. This restriction means that C.A.S.S.I.E. can&#039;t be controlled remotely - with numerous measures in place to prevent hacking or malicious communications.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
For more info about C.A.S.S.I.E., the official public C.A.S.S.I.E. Doc can be viewed by [https://docs.google.com/document/d/1lJhWaunRINsqqv0igtm5R-KvT1gQOQH5PCbAYWcYEOE/edit#| clicking here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Components===&lt;br /&gt;
C.A.S.S.I.E.&#039;s system is divided into several cores, each of which are responsible for different tasks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Data Storage Module&#039;&#039;&#039; &#039;&#039;(CASSIE-DSM)&#039;&#039;- a three-stage device, responsible for storing and saving all universal and management logs and event summaries, which C.A.S.S.I.E. has retained since first activation. Thanks to this, C.A.S.S.I.E. can learn and make decisions based on events from the past. CASSIE-DSM consists of:&lt;br /&gt;
**&#039;&#039;&#039;HDD submodule&#039;&#039;&#039; - used to store pre-recorded voice announcements and non-essential data, such as system logs or insignificant memories. This submodule allows saving up to 20 terabytes of data.&lt;br /&gt;
**&#039;&#039;&#039;SSD submodule&#039;&#039;&#039; - used to store the most important data and current activities. 2 terabytes of space.&lt;br /&gt;
**&#039;&#039;&#039;Magnetic tape reader&#039;&#039;&#039; - allows C.A.S.S.I.E. and its systems to read older, outdated formats, such as magnetic tape, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Memory Bank&#039;&#039;&#039; &#039;&#039;(CASSIE-RAM)&#039;&#039;- 128 GB in 64x units of static random-access memory. Typically used for caching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Public Address System&#039;&#039;&#039; &#039;&#039;(CASSIE-PAS)&#039;&#039;- a small subsystem responsible for formulating and processing phrases/sentences and announcing them using Facility speakers for use of essential personnel information and facility monitoring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Decision-Making Module&#039;&#039;&#039; &#039;&#039;(CASSIE-DMM)&#039;&#039;- the biggest subsystem responsible for analyzing danger and executing judgement procedures. The module has several connected microprocessors, having a  cumulative total of 128 cores. Every single core has a computing power of 3.4 GHz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hardware Diagnostic Module&#039;&#039;&#039; &#039;&#039;(CASSIE-HDM)&#039;&#039;- periodically scans for hardware damage. If any is present, it specifies a temporary solution in which a compromise can be made with existing backup systems, and/or to store repair methods for planned repairs in the near-future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Standby-mode Handlers&#039;&#039;&#039; &#039;&#039;(CASSIE-SMH)&#039;&#039;- when C.A.S.S.I.E. is not actively dealing with a threat, standby mode is activated and the rest of the modules are turned off to avoid unnecessary use of resources and potential passive overload. CASSIE-SMHs are always waiting to arm in preparation for potential internal emergencies, and are ready to initiate C.A.S.S.I.E.’s main systems when necessary. For safety, two CASSIE-SMH modules have been installed are. They are constantly diagnosing each other, to ensure there are no system errors, faults, and that continuity and maintenance is upheld to the highest level for optimal response time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emergency Power Unit&#039;&#039;&#039;  &#039;&#039;(CASSIE-EPU)&#039;&#039;- a special unit that provides emergency power (up to 10 hours) when the main power fails. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Backup Generator&#039;&#039;&#039;  &#039;&#039;(CASSIE-BGR)&#039;&#039;- when the CASSSIE-EPU runs out, the final backup generator will start. It’s an alternator based on a diesel engine - an independent source of electrical power that keeps C.A.S.S.I.E. in operational mode until the diesel fuel tank is empty. The generator has never been used in any emergency situation, but its technical condition is checked by CASSIE-HDM once a month. The fuel tank is big enough to support C.A.S.S.I.E. for at least 3 days in operational (alarmed) mode, and at least a month in the passive standby mode. This amount of time is sufficient for the technical crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Procedures===&lt;br /&gt;
C.A.S.S.I.E. has many procedures that it will activate in the response to a threat, such as anti-fire procedures, lockdown procedures and anti-SCP procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
There are four different types of procedures that C.A.S.S.I.E. can use.&lt;br /&gt;
* &#039;&#039;&#039;P-E&#039;&#039;&#039; protocols are &#039;&#039;Thermal procedures&#039;&#039; which are used to stop the spread of fire or prevent explosions.&lt;br /&gt;
* &#039;&#039;&#039;P-B&#039;&#039;&#039; protocols are &#039;&#039;Biological hazard removal procedures&#039;&#039; which include things like Decontamination of a zone and Alpha Warhead activation.&lt;br /&gt;
* &#039;&#039;&#039;P-L&#039;&#039;&#039; protocols are &#039;&#039;Lockdown procedures&#039;&#039; which are used to lockdown the facility.&lt;br /&gt;
* &#039;&#039;&#039;P-S&#039;&#039;&#039; protocols are &#039;&#039;Anti-SCP procedures&#039;&#039; are used to slowdown [[SCPs]] and announce their termination or recontainment.&lt;br /&gt;
&lt;br /&gt;
====In-game Procedures====&lt;br /&gt;
Only some of C.A.S.S.I.E.&#039;s procedures are ingame, they are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;P-B-3&#039;&#039;&#039; &#039;&#039;Zone-wide Decontamination (S)&#039;&#039;: A schedule Decontamination of a zone. &lt;br /&gt;
* &#039;&#039;&#039;P-S-1&#039;&#039;&#039; &#039;&#039;SCP Proximity Track&#039;&#039;: C.A.S.S.I.E. uses the security cameras around the facility to monitor the breached SCPs.&lt;br /&gt;
*&#039;&#039;&#039;P-S-2&#039;&#039;&#039; &#039;&#039;SCP Mortality and Status Track&#039;&#039;: Equivalent of P-S-1, which notifies personnel regarding elimination &amp;amp; recontainment of escaped SCPs.&lt;br /&gt;
*&#039;&#039;&#039;P-S-3&#039;&#039;&#039; &#039;&#039;Tesla Gate&#039;&#039;: Enabling Tesla Gates to terminate and/or obstruct passing SCPs.&lt;br /&gt;
&lt;br /&gt;
==In-game==&lt;br /&gt;
At the start of the game, C.A.S.S.I.E. will perform a site wide scan, as shown by the monitors found in the Light Containment Checkpoints and LCZ elevators. After about 20 seconds into the round C.A.S.S.I.E. will initiate a P-B-3 security procedure, a schedule [[Decontamination Process]], in Light Containment Zone. C.A.S.S.I.E. will warn everyone in Light Containment Zone about the schedule decontamination. The monitors found in both LCZ Checkpoints and above the elevators that lead to Light Containment Zone will now have a timer showing how much time is remaining until decontamination. After the timer hits zero, C.A.S.S.I.E. will lock down Light Containment Zone and decontaminate it, killing anyone left inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
C.A.S.S.I.E. will also make multiple announcements throughout the game, including the death of an SCP, time remaining until LCZ is decontaminated, activation of an [[Emergency Power Stations|Emergency Power Station]], [[Mobile Task Force]] spawn, and the activation and deactivation of the Alpha Warhead. Randomly, when C.A.S.S.I.E. is making announcements, glitch sound effects will occur and C.A.S.S.I.E. will even sometimes stutter on a word.&lt;br /&gt;
&lt;br /&gt;
Using [[Remote Admin]], one can create custom announcements with C.A.S.S.I.E.. There are over 700 possible words C.A.S.S.I.E. can say including numbers, ending sounds and the NATO Alphabet. One can also changed the pitch of these custom announcements, add glitch sound effects and even make C.A.S.S.I.E. stutter on a word. &amp;lt;br&amp;gt;&lt;br /&gt;
If one tries to make C.A.S.S.I.E. say a word that isn&#039;t in the database, the word will simply be skipped.&lt;br /&gt;
&lt;br /&gt;
Currently, C.A.S.S.I.E.&#039;s room is not ingame, but the C.A.S.S.I.E. doc mentions that its room is located on the [[Surface Zone]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
Throughout the game, C.A.S.S.I.E. will make multiple announcements related to events that have happened. Bells will play before each announcement allowing the player to know when an announcement is about to start. When an announcement ends, bells will play once more. Throughout the announcement, background fuzz can be heard. C.A.S.S.I.E. will also glitch and stutter on a word every once in awhile. &lt;br /&gt;
===Nine Tailed Fox===&lt;br /&gt;
One of the following will play when Nine Tailed Fox respawn.&lt;br /&gt;
&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Cassie Multiple SCPs remain2.mp3|title=Announcement when there are SCPs alive:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Mobile Task Force Unit, Epsilon-11, designated, [Military Phonetic Alphabet]-[#], has entered the facility. All remaining personnel are advised to proceed with standard evacuation protocols until an MTF squad reaches your destination. Awaiting re-containment of: [#] SCP subject(s).&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=CASSIE no scps2.mp3|title=Announcement when there are no SCPs alive:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Mobile Task Force Unit, Epsilon-11, designated, &amp;quot;[Military Phonetic Alphabet]-[#], has entered the facility. All remaining personnel are advised to proceed with standard evacuation protocols, until MTF squad reaches your destination, substantial threat to safety is within the facility -- exercise caution.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=xmas MTF Spawn.mp3|title=Announcement during the holidays:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Tactical Holiday Unit, Epsilon-11, designated, &amp;quot;[Military Phonetic Alphabet-[#], has entered the workshop. All remaining elves are advised to seek shelter in the nearest gingerbread house, until a unit has festivized the facility. Awaiting recontainment of [#] spoil-sport holiday haters.  &amp;quot;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
===SCP Related Announcements===&lt;br /&gt;
&lt;br /&gt;
When an SCP dies, C.A.S.S.I.E. will announce the SCP&#039;s death plus how the SCP died. &amp;lt;br&amp;gt;&lt;br /&gt;
If multiple SCPs die from Alpha Warhead or Decontamination Process at the same time, C.A.S.S.I.E. will list all of them in one announcement.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Containment Unit NTF2.mp3|title=When an SCP dies from NTF:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX contained successfully, containment unit [Military Phonetic Alphabet]-[#].&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP Telsa4.mp3|title=When an SCP dies from Tesla:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX successfully terminated by Automatic Security System.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP Decon2.mp3|title=When an SCP dies from Light Zone Decontamination:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX lost in Decontamination Sequence.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP warhead3.mp3|title=When an SCP dies from Nuke:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX successfully terminated by Alpha Warhead.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP Death by Scientist3.mp3|title=When an SCP dies from a Scientist:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX terminated by Science Personnel.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP death by Class D3.mp3|title=When an SCP dies from a Class D:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX terminated by Class D Personnel.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP Death by Chaos3.mp3|title=When an SCP dies from a Chaos:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX terminated by Chaos Insurgency.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP079 death by generators2.mp3|title=When SCP-079 is killed by generators:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-079 successfully terminated by generator recontainment sequence.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=SCP079 auto recontainment2.mp3|title=When all SCPs except SCP-079 are dead:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;[Last SCP&#039;s Death Announcement] All SCP subjects have been secured, SCP-079 recontainment sequence commencing, Heavy Containment Zone overcharge in T-minus one minute&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=106 Death by Femur Crunch.mp3|title=When SCP-106 is contained by the Femur Breaker:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-106 contained successfully by [Class that pushed button].&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Termination Cause Unspecified3.mp3|title=When C.A.S.S.I.E. can&#039;t determine how an SCP died:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;SCP-XXX successfully terminated, termination cause unspecified.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
===Emergency Power Stations===&lt;br /&gt;
When an [[Emergency Power Stations|Emergency Power Station]] is turned on C.A.S.S.I.E. will play the following announcements&lt;br /&gt;
&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=1of5 2.mp3|title=When Emergency Power Stations 1-4 are activated:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;X out of 5 generators activated.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=5of5 2.mp3|title=When all Emergency Power Stations are activated:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;5 out of 5 generators activated. All generators have been successfully engaged. Finalizing recontainment sequence. Heavy Containment Zone overcharge in T-minus one minute.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=321 3.mp3|title=When Heavy Containment Zone Overcharges:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Overcharge in 3 2 1.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=OverchargeNo079.mp3|title=When overcharge ends and there was no SCP-079:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Facility is back in operational mode.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
===Alpha Warhead===&lt;br /&gt;
C.A.S.S.I.E. will announce the activation, reactivation and deactivation of the [[Alpha Warhead]], plus the time until detonation. When there is about 45 seconds left until the Alpha Warhead blows up, Ajoura starts playing, this is an actual apart of the audio files that play the nuke announcements.&lt;br /&gt;
&lt;br /&gt;
====Activation====&lt;br /&gt;
One of the following lines will play when the nuke is turned on for the first time in a round.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Main120.mp3|title=When the nuke starts (120 seconds):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 120 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Main110.mp3|title=When the nuke starts (110 seconds):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 110 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Main100.mp3|title=When the nuke starts (100 seconds):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 100 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Main90.mp3|title=When the nuke starts (90 seconds) (default time):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 90 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Main80.mp3|title=When the nuke starts (80 seconds):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 80 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
====Cancellation====&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Cancel_Warhead.mp3|title=When the nuke is cancelled:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation cancelled, restarting systems.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
====Reactivation====&lt;br /&gt;
One of the following lines will play when the nuke is reactivated after being cancelled.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Resume100.mp3|title=When the nuke is reactivated after being cancelled (100 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 100 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume90.mp3|title=When the nuke is reactivated after being cancelled (90 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 90 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume80.mp3|title=When the nuke is reactivated after being cancelled (80 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 80 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume70.mp3|title=When the nuke is reactivated after being cancelled (70 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 70 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume60.mp3|title=When the nuke is reactivated after being cancelled (60 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 60 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume50.mp3|title=When the nuke is reactivated after being cancelled (50 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 50 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume40.mp3|title=When the nuke is reactivated after being cancelled (40 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 40 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Resume30.mp3|title=When the nuke is reactivated after being cancelled (30 seconds left):|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Detonation Sequence resumed, T-minus, 30 seconds.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
===Decontamination===&lt;br /&gt;
Throughout the round C.A.S.S.I.E. will announce the status of Light Containment Zone Decontamination Process.&amp;lt;br&amp;gt;&lt;br /&gt;
All these announcements can only be heard by people in LCZ with the exception of the &#039;&#039;&#039;Light Containment Zone is locked down&#039;&#039;&#039; line, which is played throughout the whole facility.&lt;br /&gt;
&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=Decontamination_15_minutes.mp3|title=15 Minutes left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Attention, all personnel. The Light Containment Zone decontamination process will occur in T-minus 15 minutes. All biological substances must be removed in order to avoid destruction.&amp;quot;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decontamination_10.mp3|title=10 Minutes left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Danger, Light Containment Zone overall decontamination in T-minus 10 Minutes.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decontamination5minutes.mp3|title=5 Minutes left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Danger, Light Containment Zone overall decontamination in T-minus 5 Minutes.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decontamination1minute.mp3|title=1 Minute left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Danger, Light Containment Zone overall decontamination in T-minus 1 Minute.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decont_countdown.mp3|title=30 seconds left:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Danger, Light Containment Zone overall decontamination in T-minus 30 seconds. All checkpoint doors have been permanently opened. Please evacuate immediately. 20. 19. 18. 17. 16. 15. 14. 13. 12. 11. 10 seconds. 9. 8. 7. 6. 5. 4. 3. 2. 1.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen item|filename=Decontamination_begin.mp3|title=After Light Containment Zone Locks Down:|description=&#039;&#039;&#039;&#039;&#039;&amp;quot;Light Containment Zone is locked down and ready for decontamination. The removal of organic substances has now begun.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
===Custom===&lt;br /&gt;
Using the Remote Admin command, C.A.S.S.I.E., one can generate custom announcements from a word list of over 700 different words. Attempting to make C.A.S.S.I.E. say a word not in his databank will cause him to just skip it, as no audio file for it exist.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=SCP-999 3.mp3|title=An example of a custom announcement:|description=&#039;&#039;&#039;&amp;quot; Reactor Meltdown in T-minus 29 seconds &amp;quot;&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The font used for C.A.S.S.I.E.&#039;s logo is called Federation Starfleet Hull 23rd. A font that is used for Star Trek.&lt;br /&gt;
*Older possible names for C.A.S.S.I.E. included:&lt;br /&gt;
**&#039;&#039;&#039;Emergency Public Address System - EPAS&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Critical Response and Assist Service Station - CRASS&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Automatic Manager of Emergency Systems - AMES&#039;&#039;&#039;.&lt;br /&gt;
*C.A.S.S.I.E. originally stood for &#039;&#039;&#039;Critical Action Service Station for Internal Emergencies&#039;&#039;&#039;.&lt;br /&gt;
*C.A.S.S.I.E. is based off &#039;&#039;&#039;Aperture Employee Guardian and Intrusion System&#039;&#039;&#039; also known as &#039;&#039;&#039;AEGIS&#039;&#039;&#039;, from the Portal fan game, &#039;&#039;Portal Stories: Mel&#039;&#039;.&lt;br /&gt;
**C.A.S.S.I.E. voice is based off the &#039;&#039;&#039;Black Mesa Announcement System&#039;&#039;&#039; from the Half Life series.&lt;br /&gt;
*The Decontamination and Alpha Warhead lines are the oldest C.A.S.S.I.E. announcements ingame, existing before C.A.S.S.I.E. was fully finalized ingame. &lt;br /&gt;
**The Decontamination and warhead lines were added in [[Updates/5.0.0|v5.0.0]] while the SCP recontainment announcements and MTF announcements were added in [[Updates/7.3.0|v7.3.0]].&lt;br /&gt;
*Before [[Updates/3.0.0|v3.0.0]], the Alpha Warhead announcement used the same one from &#039;&#039;SCP: Containment Breach&#039;&#039;, but in v3.0.0 it was replaced with a [https://www.youtube.com/watch?v=fJe26PAztnc| female announcer.]&lt;br /&gt;
{{Locations Navbox}}&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>2600:1700:1B50:4CF0:E4E9:C79E:D1F1:B295</name></author>
	</entry>
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