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	<id>https://en.scpslgame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FairwellNoob</id>
	<title>SCP: Secret Laboratory English Official Wiki - User contributions [en]</title>
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	<updated>2026-04-12T15:08:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.scpslgame.com/index.php?title=Warhead_Detonation&amp;diff=14077</id>
		<title>Warhead Detonation</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Warhead_Detonation&amp;diff=14077"/>
		<updated>2023-09-20T16:50:40Z</updated>

		<summary type="html">&lt;p&gt;FairwellNoob: Added alpha warhead detonation affecting team spawn timers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Warhead_Explode_Animation.gif|thumb|right|320px|The Alpha Warhead detonating]]&lt;br /&gt;
The &#039;&#039;&#039;Alpha Warhead&#039;&#039;&#039; is a [[Mechanics|Mechanic]] in &#039;&#039;SCP: Secret Laboratory&#039;&#039; that causes the underground section of [[Site-02|Site-02]] to blow up, forcing everyone to evacuate to the [[Surface Zone|Surface]]. &amp;lt;br&amp;gt;&lt;br /&gt;
The Alpha Warhead acts as a last resort emergency method in an event of a serious containment breach, with the intent of blowing up any threat that is inside Site-02.&lt;br /&gt;
&lt;br /&gt;
=In Game=&lt;br /&gt;
The Alpha Warhead is a mechanic used to prevent players from camping inside the facility, bringing a quicker end to the round. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;white-space:normal; font-size:15px&amp;quot;&amp;gt;&lt;br /&gt;
To turn on the Alpha Warhead, one most locate the silo in [[Heavy Containment Zone#Alpha Warhead Silo|Heavy Containment Zone]] and flip its lever into the &amp;quot;&amp;lt;font color= #05e814&amp;gt;Ready&amp;lt;/font&amp;gt;&amp;quot; position. This can be done by anyone except [[SCP-079]]. &amp;lt;br&amp;gt;&lt;br /&gt;
Afterwards, one must go up to the Surface Zone and enter the [[Surface Zone#Warhead Activation Room|Warhead Activation Room]]. Inside, there is a button locked underneath a glass panel, which requires a [[Keycard]] with {{HoverKeycard|Required Access1=NA}} to open. Afterwards, the button can be pressed by anyone if the Alpha Warhead is enabled.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The screen on the terminal will state the current status of the Alpha Warhead. &amp;quot;&amp;lt;font color= #05e814&amp;gt;Ready&amp;lt;/font&amp;gt;&amp;quot; means you can turn the Alpha Warhead on. &amp;quot;&amp;lt;font color= #ea2107&amp;gt;Disabled&amp;lt;/font&amp;gt;&amp;quot; means you can&#039;t turn the Alpha Warhead on. &amp;quot;&amp;lt;font color= #ea2107&amp;gt;Please Wait&amp;lt;/font&amp;gt;&amp;quot; means that you must wait before turning the Alpha Warhead back on. &lt;br /&gt;
&lt;br /&gt;
If the warhead is enabled, and the button is pressed, a countdown will begin on the screen in the Nuke Room. A loud alarm will also play twice as soon as the detonation sequence has begun. [[C.A.S.S.I.E.#Alpha Warhead|C.A.S.S.I.E.]] will then announce the activation and how much time until the Alpha Warhead blows up. &amp;lt;br&amp;gt;&lt;br /&gt;
The time until detonation can range from 80 seconds to 120 seconds depending on the server, though the default time is 90 seconds. During the detonation sequence, a siren will begin to play, and red lights will turn on throughout the entire facility, including the Surface.&amp;lt;br&amp;gt;&lt;br /&gt;
All doors within the facility will be locked in an open state during the nuke, with the exception of [[Heavy Containment Zone#SCP-106&#039;s Containment Area|SCP-106&#039;s CC Door]], and [[Heavy Containment Zone#SCP-079&#039;s Containment Area|SCP-079&#039;s CC Door]], which will stay closed. &amp;lt;br&amp;gt; &lt;br /&gt;
Servers can use also configs to make it possible for Gate A and B to be closed during the detonation sequence; by default, Gate A and B will be forced open during the detonation sequence. &lt;br /&gt;
&lt;br /&gt;
During the last 45 seconds of the timer until detonation, a snippet of [[Soundtrack#Warhead Theme|&amp;quot;Ajoura - The SCP Foundation Main Theme&amp;quot;]] will begin to play. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the Alpha Warhead blows up, anything left inside the facility will be instantly killed. This includes SCP-079, regardless of what camera it is looking through (making it one of the three ways to kill SCP-079). The door to the Nuke Room on Surface Zone will also be forced open and cannot be closed.&lt;br /&gt;
&lt;br /&gt;
To cancel the detonation sequence, a red button located in the Alpha Warhead Silo on the control panel must be pressed. When this happens, the sirens will stop, the lights go back to normal, and C.A.S.S.I.E. will announce the warhead has been cancelled. The lever can also be flipped back to the off state to stop people from turning the Alpha Warhead back on, forcing people to go back to the Nuke Silo to flip it back on. &amp;lt;br&amp;gt;&lt;br /&gt;
If the detonation sequence is started again after being cancelled, C.A.S.S.I.E. will announce that the sequence has been resumed, and will say how much time is remaining. The time remaining is based off how much time was left when the Alpha Warhead was last canceled. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is impossible to turn off the Alpha Warhead at the last 10 seconds of the countdown; the screens in both the Silo and Surface nuke room flash &amp;quot;&amp;lt;font color= #ea2107&amp;gt;Detonation Inevitable&amp;lt;/font&amp;gt;&amp;quot; above and below the countdown. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon the Alpha Warhead detonation, the next respawn wave will be forced to a 4 minute cooldown, regardless of their timer before the detonation. This means that if a team is spawning, for example the MTF Helicopter is about to land but the Alpha Warhead detonated, it will simply not spawn the MTF and go back.&lt;br /&gt;
&lt;br /&gt;
==Announcements==&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-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-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-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-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-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-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-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-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-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-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-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-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-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;
== Related Achievements ==&lt;br /&gt;
{{Achievements}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=150px&amp;gt;&lt;br /&gt;
The Alpha Warhead.png|The Alpha Warhead.&lt;br /&gt;
Nuke Pannel Ready.png|The Nuke Panel in its Ready state.&lt;br /&gt;
Nuke Terminal Ready.png|The Nuke Terminal in its Ready state.&lt;br /&gt;
Nuke Terminal Timer.png|The Nuke Terminal with the timer.&lt;br /&gt;
Warhead Lights.png|The red warhead lights.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
* The [[Overcharge]] event will not occur during the detonation sequence.&lt;br /&gt;
* Any SCPs terminated by the Alpha Warhead will not give MTF [[Respawn Tickets]].&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
{{Mechanics Navbox}}&lt;/div&gt;</summary>
		<author><name>FairwellNoob</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=Spawning_Mechanics&amp;diff=14076</id>
		<title>Spawning Mechanics</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Spawning_Mechanics&amp;diff=14076"/>
		<updated>2023-09-20T16:49:55Z</updated>

		<summary type="html">&lt;p&gt;FairwellNoob: /* Respawning */ Added Nuke detonation resetting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Spawning Mechanics&#039;&#039;&#039; are a group of different types of [[Mechanics]] in &#039;&#039;SCP: Secret Laboratory&#039;&#039; related to the spawing or respawning of players in the given round.&lt;br /&gt;
=In Game=&lt;br /&gt;
The game uses two different systems for spawning players. A queue system is used for round start spawning, while Respawn Tokens are used for MTF and Chaos Respawns.&lt;br /&gt;
&lt;br /&gt;
Players who just spawn in will be given Spawn Protection, which prevents them from taking damage for a few seconds upon spawn. A small icon will appear in the screen to show if a player currently has Spawn Protection. This mechanic can be turned off by the owner of a given server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While not apart of Spawn Protection, players upon spawn will have a short grace peroid where they can sprint without consuming [[Stamina]]. This can also be disabled with configs.&lt;br /&gt;
&lt;br /&gt;
==Round Start==&lt;br /&gt;
At the start of the game, players are randomly spawned using the following spawn list: &#039;&#039;4014314031441404134044434414&#039;&#039;. The game goes through the numbers, in order, and assigns a random player to it. The number assigned affects which class the player will spawn as. If the game reaches the end of the list, it will go back to the start.&lt;br /&gt;
*0 = [[SCPs|SCP]]&lt;br /&gt;
*1 = [[Facility Guard]]&lt;br /&gt;
*2 = [[Chaos Insurgent]] (Not in default spawn queue)&lt;br /&gt;
*3 = [[Scientist]]&lt;br /&gt;
*4 = [[Class-D Personnel]]&lt;br /&gt;
&lt;br /&gt;
So, if the round begins with ten players, there would be: two SCPs, three Class-Ds, three Facility Guards and two Scientist in the round. While a 20 player server would have; four SCPs, eight Class-Ds, five Facility Guards and three Scientist.&lt;br /&gt;
&lt;br /&gt;
If the spawn queue tries to spawn more SCPs than normally possible, the game will instead spawn the player as a Facility Guard. &lt;br /&gt;
&lt;br /&gt;
[[SCP-079]] and [[SCP-096]] are unable to spawn together. They also only spawn if at least one other SCP has spawned. The chances of SCP-079 spawning increases the more SCPs there are in a given round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the main menu, in the Operational Guides tab, players can set the preferences they have for the in game SCPs. This system can be used by players to lower the chances of them spawning as an SCP they dislike, and increases the chances of spawning as an SCP they like. By default, all sliders are set to 0. The lowest setting is -5, while the highest setting is 5.&lt;br /&gt;
&lt;br /&gt;
The preferences do NOT affect what SCPs spawn in a given round. The game decides what SCPs will spawn in a round first, then it assigns the players to those SCPs based on their preferences.&lt;br /&gt;
&lt;br /&gt;
The longer a player goes without an SCP round, the more likely they are to spawn as an SCP.&lt;br /&gt;
&lt;br /&gt;
==Respawning==&lt;br /&gt;
Players who have perished will be left in Spectator mode where they can view players that are alive, communicate with other Spectators and edit the attachments of any firearm. The game uses a hidden timer to determine when a respawn will happen. Ranging from 280 seconds to 350 seconds. Afterwards, the game will respawn a group of players as MTF or Chaos.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game uses what is called Respawn Tokens to decide whatever if MTF or Chaos will spawn. The team with the higher amount of Respawn Tokens will be the ones who respawn. The sum of Respawn Tokens on both sides is ALWAYS 100.571435. For example: If MTF have 75 Respawn Tokens, Chaos will have 25.571435. If MTF have 36.7 Respawn Tokens, Chaos will have 63.871435. The system is similar to the game &amp;quot;Tug of War&amp;quot;. Players can perform task to &amp;quot;steal&amp;quot; Respawn Tokens from the other team. For example, if MTF terminate a Chaos Insurgent, MTF will gain 1.5 Tokens while Chaos will lose 1.5 tokens. In the rare event both teams manage to equal 50 tokens each, MTF will respawn.&lt;br /&gt;
&lt;br /&gt;
Upon a team respawning, they will consume one token per player that respawned, these tokens are then given to the other team. So, if seven players respawned as MTF, then the MTF loose seven Respawn Tokens, while the Chaos gain seven Respawn Tokens. Acting as a way to lessen the chances of the same team spawning multiple times in a row.&lt;br /&gt;
&lt;br /&gt;
Upon the Alpha Warhead detonation, the next respawn wave will be forced to a 4 minute cooldown, regardless of their timer before the detonation. This means that if a team is spawning, for example the MTF Helicopter is about to land but the Alpha Warhead detonated, it will simply not spawn the MTF and go back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting Tokens:&amp;lt;br&amp;gt;&lt;br /&gt;
*MTF: 57.714285&lt;br /&gt;
*CI: 42.85715&lt;br /&gt;
===MTF===&lt;br /&gt;
[[File:HeliRender.png|350px|right|thumb|MTF Helicopter]]&lt;br /&gt;
MTF will respawn on the Gate-B side of [[Surface Zone]]. Right before they respawn, the MTF Helicopter will appear and land on the ground. [[C.A.S.S.I.E.]] will then announce the arrivial of MTF and the remaining number of SCPs. &amp;lt;br&amp;gt;&lt;br /&gt;
MTF gain Respawn Tokens by the following:&lt;br /&gt;
*MTF or a Facility Guard killing a Chaos Insurgent grants 1.5 tokens.&lt;br /&gt;
*A Chaos Insurgent dying from other means will grant 1.2 token.&lt;br /&gt;
**This will increase multiplicatively for each additional respawn wave. (1.2 * # of Respawn Waves [if no respawns, then 1.2 * 1])&lt;br /&gt;
*A Facility Guard killing an armed Class-D grants 0.5 tokens.&lt;br /&gt;
**Armed is defined as having a firearm in their inventory. This includes the [[Micro H.I.D.]], but does not include grenades.&lt;br /&gt;
*A Scientist escaping will grant 3 tokens.&lt;br /&gt;
*A cuffed Class-D escaping will grant 3 tokens.&lt;br /&gt;
*Unlocking an [[Emergency Power Stations|Emergency Power Station]] grants 0.5 tokens.&lt;br /&gt;
**Successfully engaging one grants one token.&lt;br /&gt;
&lt;br /&gt;
{{Related|C.A.S.S.I.E.}}&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 an MTF squad reaches your destination. Substantial threat to safety remains within the facility -- exercise caution.&amp;quot;&#039;&#039;&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chaos===&lt;br /&gt;
[[File:VanRender.png|350px|right|thumb|Chaos Car]]&lt;br /&gt;
Chaos will respawn on the Gate-A side of [[Surface Zone]]. Right before they respawn, the Chaos Car will appear and stop right under the bridge. The Chaos Car will instakill any player it runs over. C.A.S.S.I.E. will not announce the arrival of Chaos. Though, Class-D and other Chaos will hear an audio que when the respawn happens.&amp;lt;br&amp;gt;&lt;br /&gt;
Chaos gain Respawn Tokens by the following:&lt;br /&gt;
*A Class-D killing MTF or a Facility Guard grants 2 tokens.&lt;br /&gt;
*A Class-D or Chaos Insurgent killing a Scientist grants 1.4 tokens.&lt;br /&gt;
*A Chaos Insurgent killing MTF or a Facility Guard grants 1.5 tokens.&lt;br /&gt;
*A MTF or Facility Guard dying from other means will grant 1.2 token.&lt;br /&gt;
**This will increase for each additional respawn wave. (1.2 * # of Respawn Waves [if no respawns, then 1.2 * 1])&lt;br /&gt;
*A Class-D escaping will grant 4 tokens.&lt;br /&gt;
*A cuffed Scientist escaping will grant 4 tokens.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Related|Soundtrack}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;quoteAudio&amp;quot;&amp;gt;&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=The Chaos Insurgency Theme.mp3|title=&#039;&#039;&#039;The Chaos Insurgency Spawn Music&#039;&#039;&#039;}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shared===&lt;br /&gt;
Many ways of gaining tokens can be performed by both teams.&lt;br /&gt;
*An uncuffed civilian earns their team 0.1, 0.15, and 0.2 tokens when they reach Heavy Containment Zone, Entrance Zone, or Surface Zone respectively for the first time. Cuffed civilians give tokens to the opposing team. The player must be in that zone for at least ten seconds for the tokens to be awarded.&lt;br /&gt;
*Tokens are granted for the loss of both HP and Hume Shield for SCPs to the respective team. If an SCP were to lose health or die from other means, such as a Tesla Gate, the tokens are given to MTF. Each unit lost of HP or HS will grant an extremely tiny amount of tokens.&lt;br /&gt;
**Depleting 10% of an SCP&#039;s Health grants 0.4 tokens.&lt;br /&gt;
***In total, four tokens are gained from health depletion alone.  &lt;br /&gt;
**Dealing 200 Hume Shield damage gives 0.1 tokens.&lt;br /&gt;
**Terminating or recontaining an SCP grants 3 tokens.&lt;br /&gt;
***An additional 1.5 tokens are given if performed with the Micro H.I.D.&lt;br /&gt;
***The three tokens are considered a separate reward from the health depletion rewards. Both will be awarded at the same time, effectively giving seven tokens in total per SCP. (Not factoring in Hume Shield or Micro H.I.D. bonus)&lt;br /&gt;
**Tutorial Class killing an SCP will default to giving the tokens to MTF.&lt;br /&gt;
**SCP-049-2 instances do not grant any tokens.&lt;br /&gt;
*Picking up certain items will grant a small amount of tokens.&lt;br /&gt;
**The Micro H.I.D. will grant one token to the team that first picks it up.&lt;br /&gt;
**Civilians earn 0.4 tokens by picking up a firearm, but will lose it if they drop the firearm, this includes on death.&lt;br /&gt;
***This will stack with the 0.5 tokens gained when a Facility Guard kills an armed Class-D.&lt;br /&gt;
*Using SCP items will grant tokens as well.&lt;br /&gt;
**SCP items with only one instance ([[SCP-018]], [[SCP-268]]) will grant one token.&lt;br /&gt;
**SCP items with multiple instances ([[SCP-207]], [[SCP-244]], [[SCP-1853]], [[SCP-2176]]) grant 0.7 tokens.&lt;br /&gt;
***SCP-244 and SCP-268 only give tokens for the first time they are used in the round.&lt;br /&gt;
****This is tied to the round itself, so additional instances created with Remote Admin will not bypass this limit. (Both SCP Items can&#039;t be created in SCP-914).&lt;br /&gt;
****SCP-244-A and SCP-244-B count as separate instances from each other. Allowing both of them to give out tokens.&lt;br /&gt;
**[[SCP-500]] grants 0.4 tokens.&lt;br /&gt;
**Candies from [[SCP-330]] grant 0.1 tokens each.&lt;br /&gt;
*Unlocking the Alpha Warhead grants 1 token.&lt;br /&gt;
**Detonating it gives 6 tokens to the team that activated it, unless the detonation kills civilians on the same team.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The former name for Respawn Tokens was &#039;&#039;&#039;Respawn Tickets&#039;&#039;&#039;.&lt;br /&gt;
*Due to how Respawn Tokens functions, using the admin exclusive Pink Candy may result in a net loss of tokens depending on the situation and the user.&lt;br /&gt;
**This is most noticable with MTF, Chaos and Facility Guards using Pink Candy, as the token penalty for death increases per respawn wave.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
{{Mechanics Navbox}}&lt;/div&gt;</summary>
		<author><name>FairwellNoob</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=Combat_Armor&amp;diff=13310</id>
		<title>Combat Armor</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Combat_Armor&amp;diff=13310"/>
		<updated>2023-08-13T00:26:48Z</updated>

		<summary type="html">&lt;p&gt;FairwellNoob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguate|Combat Armor|Armor (Disambiguation)}}&lt;br /&gt;
{{Item infobox&lt;br /&gt;
|image = CombatArmorIcon.png&lt;br /&gt;
|image_size = 200&lt;br /&gt;
|type = Equipment (Wearable)&lt;br /&gt;
|usage = Reduces damage from bullets and grenades&lt;br /&gt;
|bodyProtection = 60&lt;br /&gt;
|headProtection = 80&lt;br /&gt;
|staminaPenaltyMilitary = 10&lt;br /&gt;
|staminaPenaltyCivilian = 15&lt;br /&gt;
|spawn = All [[Mobile Task Force]] ranks except Captain&amp;lt;br&amp;gt;All [[Chaos Insurgent]] subclasses except Repressor&lt;br /&gt;
|ID = 37&lt;br /&gt;
|weight = 2.2&lt;br /&gt;
|Pocket = High&lt;br /&gt;
|disarmImmunity = False&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Combat Armor&#039;&#039;&#039; is a type of [[Items|Item]] found in &#039;&#039;SCP: Secret Laboratory&#039;&#039;.&lt;br /&gt;
=In Game=&lt;br /&gt;
Combat Armor spawns on most military classes, giving 60% body protection and 80% head protection.&amp;lt;br&amp;gt;&lt;br /&gt;
It is important to note that this doesn&#039;t mean the Combat Armor reduces damage by 60% and 80% for body and head damage respectively. The damage reduced is based on the formula, {{Mvar|1 = x = a(100% − p)}}, where {{Mvar|a}} is the armor protection level, {{Mvar|p}} is the penetration amount of a weapon, with {{Mvar|x}} being the actual damage reduced. So a weapon with 50% penetration shooting a player in the head would only reduce the damage by 40% instead of 80%.&lt;br /&gt;
&lt;br /&gt;
==Inventory Limits==&lt;br /&gt;
&amp;lt;small&amp;gt;See the [[Inventory Mechanics]] page for more details &amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wearing Combat Armor will increase the limit of how many items a player can hold of that specific item type. It does not increase the number of inventory slots.&lt;br /&gt;
&lt;br /&gt;
{{CombatArmorAmmo}}&lt;br /&gt;
*Three [[Weapons|Grenades]]&lt;br /&gt;
*Two [[Weapons|Firearms]]&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
*[[Mobile Task Force]]&lt;br /&gt;
**MTF Private&lt;br /&gt;
**MTF Sergeants &lt;br /&gt;
**MTF Specialist&lt;br /&gt;
*[[Chaos Insurgent]]&lt;br /&gt;
**Conscript&lt;br /&gt;
**Rifleman&lt;br /&gt;
**Marauder&lt;br /&gt;
*[[Site-02]]&lt;br /&gt;
**[[Weapon Locker Type 21]] (Large Cabinets) [14.3%]&lt;br /&gt;
**[[Light Containment Zone#Test Chamber 1 - TC01|Test Chamber 1]] (On the desk) [100%]&lt;br /&gt;
**[[Light Containment Zone#LCZ Armory - ##00|Armory]] [100%]&lt;br /&gt;
&lt;br /&gt;
{{Items Navbox}}&lt;/div&gt;</summary>
		<author><name>FairwellNoob</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=Heavy_Armor&amp;diff=13309</id>
		<title>Heavy Armor</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Heavy_Armor&amp;diff=13309"/>
		<updated>2023-08-13T00:26:21Z</updated>

		<summary type="html">&lt;p&gt;FairwellNoob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguate|Heavy Armor|Armor (Disambiguation)}}&lt;br /&gt;
{{Item infobox&lt;br /&gt;
|image = HeavyArmorIcon.png&lt;br /&gt;
|image_size = 200&lt;br /&gt;
|type = Equipment (Wearable)&lt;br /&gt;
|usage = Reduces damage from bullets and grenades&lt;br /&gt;
|bodyProtection = 80&lt;br /&gt;
|headProtection = 80&lt;br /&gt;
|staminaPenaltyMilitary = 15&lt;br /&gt;
|staminaPenaltyCivilian = 22&lt;br /&gt;
|spawn = [[Mobile Task Force]] Captain&amp;lt;br&amp;gt;[[Chaos Insurgent]] Repressors &lt;br /&gt;
|ID = 38&lt;br /&gt;
|weight = 5.5&lt;br /&gt;
|Pocket = High&lt;br /&gt;
|disarmImmunity = False&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Heavy Armor&#039;&#039;&#039; is a type of [[Items|Item]] found in &#039;&#039;SCP: Secret Laboratory&#039;&#039;. &lt;br /&gt;
=In Game=&lt;br /&gt;
Heavy Armor is the strongest type of armor in-game, giving 80% body protection and 80% head protection.&amp;lt;br&amp;gt;&lt;br /&gt;
It is important to note that this doesn&#039;t mean the Heavy Armor reduces damage by 80% for body and head damage. The damage reduced is based on the formula, {{Mvar|1 = x = a(100% − p)}}, where {{Mvar|a}} is the armor protection level, {{Mvar|p}} is the penetration amount of a weapon, with {{Mvar|x}} being the actual damage reduced. So a weapon with 50% penetration shooting a player in the body would only reduce the damage by 40% instead of 80%.&lt;br /&gt;
&lt;br /&gt;
==Inventory Limits==&lt;br /&gt;
&amp;lt;small&amp;gt;See the [[Inventory Mechanics]] page for more details &amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wearing Heavy Armor will increase the limit of how many items a player can hold of that specific item type. It does not increase the number of inventory slots.&lt;br /&gt;
&lt;br /&gt;
{{HeavyArmorAmmo}}&lt;br /&gt;
*Four [[Items|Treatment Items]]&lt;br /&gt;
*Four [[Weapons|Grenades]]&lt;br /&gt;
*Three [[Weapons|Firearms]]&lt;br /&gt;
&lt;br /&gt;
==Spawning==&lt;br /&gt;
*[[Mobile Task Force|MTF Captain]]&lt;br /&gt;
*[[Chaos Insurgent|Chaos Repressors]]&lt;br /&gt;
*[[Weapon Locker Type 21]] (Large Cabinets) [14.3%]&lt;br /&gt;
&lt;br /&gt;
{{Items Navbox}}&amp;lt;noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>FairwellNoob</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=Hume_Shield&amp;diff=13141</id>
		<title>Hume Shield</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Hume_Shield&amp;diff=13141"/>
		<updated>2023-07-19T15:52:52Z</updated>

		<summary type="html">&lt;p&gt;FairwellNoob: /* Interactions with Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguate|Hume Shield|Secondary HP (Disambiguation)}}&lt;br /&gt;
&#039;&#039;&#039;Hume Shield&#039;&#039;&#039; is a [[Mechanics|Mechanic]] in &#039;&#039;SCP: Secret Laboratory&#039;&#039; that acts similar to [[Artificial HP]], but is exclusive to SCPs and has different mechanics. &amp;lt;br&amp;gt;&lt;br /&gt;
=Description=&lt;br /&gt;
The anomalous abilities of all SCPs cause them to generate Hume Shield, giving them a form of protection.&amp;lt;br&amp;gt;&lt;br /&gt;
While this form of protection can be damaged with simple firearms (or other sources of damage), this only acts as a temporary solution as Hume Shield levels will return to normal levels if left alone. This period of time and how quickly an SCP regenerates their Hume Shield back to their normal levels is not consistent between SCPs.&lt;br /&gt;
It is currently impossible to calculate the Hume Shield levels for some SCPs.&amp;lt;br&amp;gt;&lt;br /&gt;
==In Game==&lt;br /&gt;
Hume Shield will absorb 100% of all damage an SCP takes, until it is depleted. Hume Shield allows SCPs to still be viable late game while also making them not be taken down easily with chip damage. As an SCP takes damage to their normal HP bar, the max amount of Hume Shield they can have is increased. This process is not 1:1, so there is still a net loss of &amp;quot;total HP&amp;quot; for the SCP. Once the SCP reaches 20% of their max HP, their HS max cap will no longer increase. Since Hume Shield is not actual HP, an SCP will still die if they run out of HP while still having Hume Shield. This is currently only possible with weapons that bypass Hume Shield. &lt;br /&gt;
&lt;br /&gt;
An audible sound effect will play when an SCP runs out of Hume Shield. The max distance this can be heard is 37 meters away, but has a very fast fall off distance. This sound effect is unaffected by the &amp;quot;audio dampening&amp;quot; effect caused by [[C.A.S.S.I.E.]] announcements.&lt;br /&gt;
{{multi-listen start}}&lt;br /&gt;
{{multi-listen item|filename=173 Hume Shield Break.mp3|title=Hume Shield depleted|description=}}&lt;br /&gt;
{{multi-listen end}}&lt;br /&gt;
===Interactions with Items===&lt;br /&gt;
*The [[High-Explosive Grenade]] will deal double damage to Hume Shield.&lt;br /&gt;
**By extension, this causes the explosion of the [[3-X Particle Disruptor]], [[SCP-018]], [[Jailbird]], [[SCP-330|Pink Candy]] and the [[SCP-207]] and [[SCP-207%3F|SCP-207?]] explosion to do the same.&lt;br /&gt;
*[[SCP-244]] will prevent SCPs from passively regenerating Hume Shield, and after a short while will start to drain it.&lt;br /&gt;
**The effect is 15 HS/s for one instance of SCP-244 while two instances will drain at 20 HS/s. Additional instances will not have any effect.&lt;br /&gt;
*The 3-X Particle Disruptor and the Jailbird will entirely bypass the Hume Shield of an SCP, allowing direct damage to their HP.&lt;br /&gt;
&lt;br /&gt;
===SCP-049===&lt;br /&gt;
* [[SCP-049]] has a base Hume Shield value of {{HumeShield|SCP=SCP-049|type=base}}.&lt;br /&gt;
** At 20% of HP, SCP-049 will have {{HumeShield|SCP=SCP-049|type=final}} Hume Shield.&lt;br /&gt;
* If SCP-049 takes no damage for {{HumeShield|SCP=SCP-049|type=delay}} seconds, its Hume Shield will regenerate by {{HumeShield|SCP=SCP-049|type=regen}} HS/s.&lt;br /&gt;
*SCP-049&#039;s The Doctor’s Call Ability will grant Hume Shield to SCP-049-2 instances in range.&lt;br /&gt;
*SCP-049 will gain {{HumeShield|SCP=SCP-049|type=bonus}} Hume Shield upon resurrection of a human player if they were a target of the [[SCP-049#Good Sense of The Doctor|Good Sense of The Doctor]] ability.&lt;br /&gt;
*Hume Shield does not factor in SCP-049&#039;s damage resistance.&lt;br /&gt;
&lt;br /&gt;
===SCP-049-2===&lt;br /&gt;
* [[SCP-049-2]] can only gain Hume Shield when SCP-049 uses their The Doctor&#039;s Call ability. If they are in range, they will slowly generate Hume Shield at a rate of {{HumeShield|SCP=SCP-049-2|type=bonus}} HS/s&lt;br /&gt;
* The Hume Shield has a cap of {{HumeShield|SCP=SCP-049-2|type=final}}.&lt;br /&gt;
* This Hume Shield does not regenerate on its own.&lt;br /&gt;
&lt;br /&gt;
===SCP-079===&lt;br /&gt;
[[SCP-079]] is the only playable SCP without any Hume Shield in game due to their mechanics.&lt;br /&gt;
&lt;br /&gt;
===SCP-096===&lt;br /&gt;
* [[SCP-096]] has a base Hume Shield value of {{HumeShield|SCP=SCP-096|type=base}}. &lt;br /&gt;
** At 20% of HP, SCP-096 will have {{HumeShield|SCP=SCP-096|type=final}} Hume Shield.&lt;br /&gt;
* If SCP-096 takes no damage for {{HumeShield|SCP=SCP-096|type=delay}} seconds, its Hume Shield will regenerate by {{HumeShield|SCP=SCP-096|type=regen}} HS/s.&lt;br /&gt;
* While SCP-096 has Hume Shield, a trail like effect can be seen around their body.&lt;br /&gt;
&lt;br /&gt;
===SCP-106===&lt;br /&gt;
* [[SCP-106]] has a base Hume Shield value of {{HumeShield|SCP=SCP-106|type=base}}. &lt;br /&gt;
** At 20% of HP, SCP-106 will have {{HumeShield|SCP=SCP-106|type=final}} Hume Shield.&lt;br /&gt;
*If SCP-106 is currently using their Stalk ability, their Hume Shield will regenerate by {{HumeShield|SCP=SCP-106|type=regen}}% HS/s.&lt;br /&gt;
&lt;br /&gt;
===SCP-173===&lt;br /&gt;
* [[SCP-173]] has base Hume Shield value of {{HumeShield|SCP=SCP-173|type=base}}.&lt;br /&gt;
**At 20% HP, SCP-173 will have {{HumeShield|SCP=SCP-173|type=final}} Hume Shield.&lt;br /&gt;
* If SCP-173 takes no damage for {{HumeShield|SCP=SCP-173|type=delay}} seconds, its Hume Shield will slowly regenerate by {{HumeShield|SCP=SCP-173|type=regen}} HS/s.&lt;br /&gt;
* SCP-173 restores {{HumeShield|SCP=SCP-173|type=bonus}} Hume Shield if they kill a player under the Tantrum Effect.&lt;br /&gt;
* Hume Shield does not factor in SCP-173&#039;s damage resistance.&lt;br /&gt;
&lt;br /&gt;
===SCP-939===&lt;br /&gt;
* [[SCP-939]] has a base Hume Shield value of {{HumeShield|SCP=SCP-939|type=base}}.&lt;br /&gt;
**At 20% HP, SCP-939 will have {{HumeShield|SCP=SCP-939|type=final}} Hume Shield.&lt;br /&gt;
* If SCP-939 takes no damage for {{HumeShield|SCP=SCP-939|type=delay}} seconds, their Hume Shield will regenerate at {{HumeShield|SCP=SCP-939|type=regen}} HS/s.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
[[File:HumeBar.png||thumb|400px|The Hume Shield bar|left]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Hume Shield went through other names such as &#039;&#039;Aetheric Resistance&#039;&#039;, &#039;&#039;Agony&#039;&#039; and &#039;&#039;Despair&#039;&#039;.&lt;br /&gt;
* Hume Shield is loosely based off &#039;&#039;Hume&#039;&#039; from the SCP Wiki, a way to measure how easily reality can be bent in a given area. Though in the &#039;&#039;SCP Secret Laboratory&#039;&#039; universe, it acts as a physical force.&lt;br /&gt;
* When Hume Shield was first added to the game, it had the same appearance as the Artificial HP Bar and was even displayed as AHP.&lt;br /&gt;
**Hume Shield was given its own bar in the [[Updates/11.0.0|Parabellum (11.0.0)]] update. Its colored was changed to &amp;lt;font color=#8079ff&amp;gt; blue-magenta (#8079ff) &amp;lt;/font&amp;gt; and was correctly displayed as HS in the bar. The color change was suggested by patrons are multiple suggestions were made for making the HS bar unique, other colors suggested include things like cyan, yellow and purple.&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
{{Mechanics Navbox}}&lt;/div&gt;</summary>
		<author><name>FairwellNoob</name></author>
	</entry>
	<entry>
		<id>https://en.scpslgame.com/index.php?title=Decontamination_Process&amp;diff=12225</id>
		<title>Decontamination Process</title>
		<link rel="alternate" type="text/html" href="https://en.scpslgame.com/index.php?title=Decontamination_Process&amp;diff=12225"/>
		<updated>2023-04-15T12:28:27Z</updated>

		<summary type="html">&lt;p&gt;FairwellNoob: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;P-B-3&#039;&#039; &#039;&#039;&#039;Zone-wide Decontamination (S)&#039;&#039;&#039; is a [[Mechanics|Mechanic]] in &#039;&#039;SCP: Secret Laboratory&#039;&#039; that locks down [[Light Containment Zone]] after a set period, preventing players inside the zone from prolonging the round, while also making the overall playable area of [[Site-02]] smaller.&amp;lt;br&amp;gt;&lt;br /&gt;
The process is announced and initiated by [[C.A.S.S.I.E.]] as an emergency breach procedure.&lt;br /&gt;
__TOC__&lt;br /&gt;
=In Game=&lt;br /&gt;
[[File:Decon_Display_Animation.gif|thumb|right|400px|Decontamination Display]]&lt;br /&gt;
&lt;br /&gt;
C.A.S.S.I.E. will announce to everyone in Light Containment Zone about a decontamination procedure that is scheduled to occur in 15 minutes. A 15-minute timer will then display at both LCZ checkpoints and both elevator systems located in HCZ.&amp;lt;br&amp;gt; &lt;br /&gt;
The timer is actually sped up, and the in-game time to decontamination is 11 minutes and 45 seconds. This is done to apply pressure to the players in LCZ.&lt;br /&gt;
&lt;br /&gt;
As the round progresses, C.A.S.S.I.E. will announce the procedure&#039;s status to the Zone at the 10, 5, and 1 minute mark. At the 30-second mark, C.A.S.S.I.E. will announce a countdown. At this point, all checkpoint doors will permanently open. Elevator doors are not automatically called.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the timer stops, the process closes and locks all doors in the Zone.  Vents in LCZ will begin to pour out lime, corrosive gas which damages all players still in the Zone, including [[SCP|SCPs]]. This is announced to the entire facility. &amp;lt;br&amp;gt;&lt;br /&gt;
The only methods of escape at this point, is to teleport via the [[Remote Admin]] panel.&lt;br /&gt;
&lt;br /&gt;
==Announcements==&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;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=250px&amp;gt;&lt;br /&gt;
LCZ Screen CASSIE Scanning.png|The LCZ Checkpoint Screens at the start of the round.&lt;br /&gt;
LCZ Screen CASSIE Scan Complete.png|The Screens at the start of C.A.S.S.I.E. announcing decontamination.&lt;br /&gt;
LCZ Screen Timer.png|The timer on the LCZ Checkpoint Screens, appears a couple seconds before C.A.S.S.I.E. says &#039;&#039;&amp;quot;in 15 minutes&amp;quot;&#039;&#039;.&lt;br /&gt;
LCZ Elevator Timer.png|The timer as it appears on the screen above the elevators connecting Light and Heavy Containment Zone.&lt;br /&gt;
LCZ Screen 30 Seconds.png|The timer during the last 30 seconds.&lt;br /&gt;
DeconDisabled.png|The checkpoint screens if the server uses Config or Remote Admin to disable the Decontamination Process.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Trivia= &lt;br /&gt;
*All doors will open when Light Containment Zone decontamination happens, even keycard rooms and gates.&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
{{Mechanics Navbox}}&lt;/div&gt;</summary>
		<author><name>FairwellNoob</name></author>
	</entry>
</feed>