Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Heavy Containment Zone: Difference between revisions

From SCP: Secret Laboratory English Official Wiki
 
(173 intermediate revisions by 17 users not shown)
Line 1: Line 1:
'''Subsection-05''' of [[Site-02]], also known as the '''Heavy Containment Subsection''', or '''Heavy Containment Zone''', is one of four zones found in ''SCP: Secret Laboratory''. The zone contains several important features such as the [[Micro H.I.D.]], the [[Alpha_Warhead|Alpha Warhead Silo]], and the [[Emergency Power Stations]].
__TOC__
__TOC__
The '''Heavy Containment Zone''' (HCZ) is one of four zones in [[Locations|Site-02]]. Placed below [[Light Containment Zone]] and located right next to [[Entrance Zone]], it is one of the most dangerous zones as [[SCP-049]], [[SCP-079]], [[SCP-096]], [[SCP-106]] and [[SCP-939]] all spawn in this zone.
=Operational Guide Overview=
{{OpGuide2}}


Heavy Containment Zone contains four [[Workstation|Workstations]], one [[MTF-E11-SR Rack]], one [[Weapon Locker Type 21]] and multiple [[Bulletproof Locker №7|Bulletproof Locker №7s]] and [[Wall-mounted Medkit|Wall-mounted Medkits]]. It is also home to five [[Emergency Power Stations]].
=Description=
The Heavy Containment Zone is an industrial zone with exposed pipes and cargo crates scattered around the zone. These props often serve as a connection between the various hallways found in the zone. All playable [[SCPs]] will spawn in Heavy Containment Zone besides the Remote Admin exclusive [[SCP-3114]].


Heavy Containment Zone is home to the Overcharge event, which is used to terminate SCP-079. Overcharge will happen 1 minute after all 5 Emergency Power Stations are activated or if SCP-079 is the last SCP alive. Once Overcharge happens, all doors in Heavy Containment Zone will close and lock themselves while the lights in every room go out. After about 30 seconds, everything goes back to normal.
Up to 60% of connectors between rooms will have a Standard Door with a minimum of 50%. These include connections that are guaranteed to have Standard Doors. Some room connectors may spawn with a massive Bulkhead instead. These doors will instantly kill any [[Humans]] crushed between them. SCPs will only take 200 damage when crushed. Up to six Bulkheads can spawn in the zone with a minimum of four.


Exclusive to Heavy Containment Zone are the [[Emergency Power Station]]s and [[Experimental Weapon Locker]]s. [[SCP-244|SCP-244-B]] has a 35% to spawn in a random room located within Heavy Containment Zone. Around the zone are alarms in certain rooms that will blare under certain circumstances. The alarms will trigger for 20 seconds when a [[High-Explosive Grenade]] detonates nearby or when a player dies to an SCP, a [[Chaos Insurgent]] or a [[Class-D Personnel]]. The alarm can be heard up to three rooms away.


{{Related|Soundtrack}}
{{Related|Soundtrack}}
Line 11: Line 15:
{{multi-listen item|filename=Doctors Lab.mp3|title=Heavy Containment Zone's Theme|description=}}
{{multi-listen item|filename=Doctors Lab.mp3|title=Heavy Containment Zone's Theme|description=}}
{{multi-listen end}}
{{multi-listen end}}
=Unique Areas=
Unique areas include containment chambers or other rooms of interest that spawn only once. These areas may include valuable items, weapons or have an important gameplay role.


==Elevator Systems==
=Rooms of Interest=
[[File:Elevator_System A.png|300px|right|thumb|Elevator System A]]
Rooms of Interest are special rooms found within a zone. These rooms contain loot, be a spawn point for players or have some environmental interaction. They easily stand out in appearance compared to the standard hallways. These rooms often only spawn once within the map with a few exceptions.
[[File:Elevator_System B.png|300px|right|thumb|Elevator System B]]
 
[[File:Elevator Disabled.png|300px|right|thumb|Elevators after LCZ is locked down]]
==Alpha Warhead Silo==
The '''Elevator Systems''' are two separate rooms in HCZ, both rooms contain two elevators that lead to Light Containment Zone. Each system has two elevators that transport players to the LCZ checkpoint. Above both elevators is a timer showing how much time is left until Light Containment Zone is locked down from [[Decontamination Process]].
{{ZoneImage|ImageName=NukeOut|FileType=.jpg|description=The upper floor of the room}}
{{ZoneImage|ImageName=NukeMainAreaFront|FileType=.jpg|description=The entrance to the main area}}
{{ZoneImage|ImageName=NukeControlFiring|FileType=.jpg|description=The firing mechanism and control panel for the warheads}}
{{ZoneImage|ImageName=NukeArm|FileType=.jpg|description=The armory section of the silo}}
{{ZoneImage|ImageName=NukeVent|FileType=.jpg|description=The entrance to the vents}}
The '''Alpha Warhead Silo''', also known as '''Subsection-05-1''', is a three way hallway variant found in the zone. It contains two elevators that lead down to a lower section of the room that contains the Alpha Warhead. The elevators will crush and instantly kill any player that is under them.
 
The lower section of the room is broken into multiple sections. Such as a smaller back area that acts as an armory. There are multiple paths that can be taken within the silo, including two ventilation hallways that lead to the main chamber. The entrance of these are located near the left elevator.
 
The main area of the lower section contains a bottomless pit that instantly kills anything that falls down it. In the ceiling of the room is the Alpha Warhead. In the center of the room is the firing mechanism with a control panel. The lever can be flipped to either ready or disarm the Alpha Warhead. The red cancel button must be pressed if the detonation sequence is commencing to stop it. Next to the control panel is a dead [[Scientist]] with a [[COM-18]] and a [[Keycard#Unique Devices|Surface Access Pass]]. Behind the Scientist is a series of pipes that each connect to a different warhead within Site-02.




{{Related|Soundtrack}}
'''Guaranteed Spawns:'''
{{multi-listen start}}
* [[COM-18]]
{{multi-listen item|filename=The Waiting Game.mp3|title=Elevator Music|description=}}
* [[Keycard#Unique Devices|Surface Access Pass]]
{{multi-listen end}}
'''Possible Spawns:'''
*[[MTF-E11-SR Rack]]
*[[Weapon Locker Type 21]]
<br clear=all>
<br clear=all>


==Alpha Warhead Silo==
==Acroamatic Abatement==
[[File:{{#switch: {{CURRENTMONTHNAME}}| December = Xmas Warhead_Elevator.png |Warhead_Elevator.png }}|300px|right|thumb|Elevator leading to the silo]]
{{ZoneImage|ImageName=AAGround|FileType=.jpg|description=Acroamatic Abatement Room Overview}}
[[File:Warhead_Silo.png|300px|right|thumb|Warhead silo]]
{{ZoneImage|ImageName=AATop2|FileType=.jpg|description=Top view}}
[[File:Warhead_Armory_Room.png|300px|right|thumb|Armory]]
{{ZoneImage|ImageName=AABot|FileType=.jpg|description=Lower section}}
[[File:Warhead_Control_Panel.png|300px|right|thumb|Control panel]]
<small>'''(Armory)'''</small><br>
{{DoorStats|
|ReqAccess=AA2
|AP = 60
|DestroyLvl=Lvl1
}}
Located above HCZ, the '''Alpha Warhead Silo''' is accessed via an elevator, this is a small area that includes the silo and an adjoining armory.


In front of the elevator is the silo itself, with the Alpha Warhead seated in place. Behind the warhead there is a control panel, which allows for the activation/deactivation of the warhead.<br>
The '''Acroamatic Abatement''' section is an area of Heavy Containment Zone with the purpose of disposing anomalous waste such as [[SCP-173]]'s fecal matter or [[SCP-939]]'s amnestic vapor. The room acts a four way intersection and will always have standard doors for its connectors.
The area with the control panel is covered up by a wall with openings that face the only entrance to the silo. Making this a great place to shoot targets at the elevator and hiding behind cover.


The center of the room is a giant water fall leading down to the pit. Any player who falls down the pit will be instantly killed.


Beside the control panel is an armory which needs {{Hoverimage|{{HoverKeycard|Required Access1=AA2}}|text=Armory Access 2}} to open.<br>
A lower section within the room can be viewed from the above. This place can not be reached during normal gameplay. It is the location of one of many hidden capybaras in the game.
The armory contains an [[Epsilon-11 SR]] and a [[Workstation]]. A [[MTF-E11-SR Rack]] or [[Weapon Locker Type 21]] will spawn in the armoury. <br>
There are two possible [[Emergency Power Stations]] spawns in the room.<br>
'''Possible loot:'''<br>
Inside the armory:
* [[MTF-E11-SR Rack]]
** [[Epsilon-11 SR]]
** 5.56mm; 125 rounds.
* [[Weapon Locker Type 21]]
** Random ammo
***5.56mm; 35-100 rounds
***7.62mm; 35-175 rounds
***9.00mm; 60-90 rounds
**[[Flashbang Grenade]]
**[[Fragmentation Grenade]]
**[[First Aid Kit]]
**[[MP7]]
**[[Project 90]]
**[[USP]]
**[[Weapon Manager Tablet]]


In the main silo:
SCP-244-B can not spawn in this room.
*[[Keycard|Guard Keycard]]
<br clear=all>
*[[Bulletproof Locker №7]]
*[[Wall-mounted Medkit]] (up to two)


==Armory==
{{ZoneImage|ImageName=ArmoryOuter|description=The outside of the armory}}
{{ZoneImage|ImageName=ArmoryInner|description=The inside of the armory}}
The '''Armory''' is a three way intersection that contains a low tier armory in the center of the room. The three entrances to this room will always be the standard small door. The bottom of the room is a bottomless pit that will instantly kill anything that falls in. Up to two Emergency Power Stations can spawn on the outer walls of the armory.


<br clear=all>
The armory requires a Keycard with Security Access Tier 1 to open. Inside is a COM-18, a stockpile of ammo and a [[Workstation]]. A Bulletproof Locker №7 or First Aid Cabinet may spawn inside the armory.


==Ammunition Armory==
[[File:{{#switch: {{CURRENTMONTHNAME}}|October = Halloween HCZ_3Way Armory.png | December = Xmas HCZ_3Way Armory.png |HCZ_3Way Armory.png }}|300px|right|thumb|Entrance to the armory]]
[[File:HCZ_Armory.jpg|300px|right|thumb|Inside the armory]]
{{DoorStats|
|ReqAccess=AA1
|AP = 50
|DestroyLvl=Lvl1
}}
The '''Ammunition Armory''' is a T-shaped area which is connected with a three-way walkway. Falling off the walkway will kill the player. Since SCP-173 teleports to move during blinks, it is possible for SCP-173 to teleport through the railings and over the pit, causing SCP-173 to die.


The armory itself  requires {{Hoverimage|{{HoverKeycard|Required Access1=AA1}}|text=Armory Access 1}} to open. The armory includes a number of 7.62mm magazines and a [[Workstation]]. There is a chance that a [[Bulletproof Locker №7]] will spawn inside the armoury.
'''Guaranteed Spawns:'''
*Inside the armory
**[[COM-18]]
**[[Flashlight]]
**[[Radio]]
**9x19mm Ammo (210 Rounds)
**5.56x45mm Ammo (120 Rounds)


Two of the outside walls of the armory are also possible spawn locations of [[Emergency Power Stations]] and Medkit Cabinets.
'''Possible Spawns:'''
*Inside the armory:
** [[Bulletproof Locker №7]]
** [[First Aid Cabinet]]
*On the outside walls:
** [[First Aid Cabinet]] (up to two)
** [[Emergency Power Stations|Emergency Power Station]] (up to two)
<br clear=all>


'''Loot:'''
==Deep Corner==
* Random Ammo
{{ZoneImage|ImageName=Deep|FileType=.jpg|description=Corner Deep Overview}}
**5,56mm; 35-100 rounds
'''Deep Corner''' is a corner type hallway found throughout most of the zone. Around 90% of corners in the zone are this variant. The room contains a small group of boxes along a wall. This can serve as a hiding place from threats or to take cover during gun fire. Randomized loot will spawn on one of the boxes in the room. An Experimental Weapon Locker can spawn next to this box.
**7.62mm; 35-175 rounds
**9.00mm; 60-90 rounds
* [[Bulletproof Locker №7]]
* [[Wall-mounted Medkit]] (up to two)


<br clear=all>
'''Possible Spawns:'''


On top of the box:
{| class="wikitable wikitable--stripe"
|-
!colspan="2"|Loot
!Chance
|-
|{{ItemTable2|Flashlight}}<br><p>{{ItemTable2|Painkillers}}
(x2)</p>
|{{ItemTable2|Radio}}<br>{{ItemTable2|Zone Manager Keycard}}
||30%
|-
|{{ItemTable2|9x19mm}}(30 Rounds)
|
||20%
|-
|{{ItemTable2|9x19mm}}(30 Rounds)
{{ItemTable2|COM-18}}
|{{ItemTable2|Light Armor}}
||20%
|-
|{{ItemTable2|Guard Keycard}}
|{{ItemTable2|Flashlight}}
||20%
|-
|{{ItemTable2|5.56x45mm}}(40 Rounds)
|{{ItemTable2|Combat Armor}}
||10%
|}
* [[Experimental Weapon Locker]]
<br clear=all>
<br clear=all>


==Tesla Gate==
==Elevator Systems==
[[File:{{#switch: {{CURRENTMONTHNAME}}|October = TeslaHalloween.png | Tesla_Gates.png }}|300px|right|thumb|Tesla Gate]]
{{ZoneImage|ImageName=ElevA|FileType=.jpg|description=Elevator System A}}
[[File:Tesla_Gate Zap.png|300px|right|thumb|ZAP!]]
{{ZoneImage|ImageName=ElevB|FileType=.jpg|description=Elevator System B}}
'''Tesla Gates''' are straight hallways equipped with high powered tesla coils. Coming close to the coil will activate its sensors and charge it, if a player is in the tesla coil when it is firing, it will shock and deal massive damage. Instantly killing humans, SCP-106 and SCP-049-2. Tesla Gates only deal damage for three ticks, allowing most SCPs to not die in one blast. Telsa Gates are also quite loud and can be heard from several rooms away when operational.
The '''Elevator Systems''' act as the connection between Light Containment Zone and Heavy Containment Zone. There are two Elevator Systems found in game. Those being Elevator System A and Elevator System B. The giant screen in the back of the room shows the current status of the [[Decontamination Process]] of Light Containment Zone.


SCP-244-B will never spawn in either elevator system.


{{Related|Soundtrack}}
{{multi-listen start}}
{{multi-listen item|filename=The Waiting Game.mp3|title=Elevator Music|description=}}
{{multi-listen end}}
<br clear=all>
<br clear=all>


==Server Room==
==Entrance Zone Checkpoints==
[[File:Server_Room_top.png|300px|right|thumb|Top level]]
{{ZoneImage|ImageName=HCZSide|description=Overview of the room (Heavy Containment Zone Side)}}
[[File:Server_Room_Bottom.png|300px|right|thumb|Bottom level]]
{{ZoneImage|ImageName=EZSide|description=Overview of the room (Entrance Side).}}
The '''Server Room''' is a two-level room full of servers, mainly used for hiding.
{{ZoneImage|ImageName=SideWindow|description=The window viewing the Heavy Containment Zone side}}
There are two places in this room where a generator or Medkit cabinet can spawn. Both of these spawn places are on the top level of the room. A Scientist Keycard can spawn either on the top or bottom floor behind the servers.<br>
Common hiding spots in this room including behind any of the servers or under the stairs.


The '''Entrance Zone Checkpoints''' are two checkpoints that connect Heavy Containment Zone to [[Entrance Zone]]. A keycard with Administrative Access 1 is required to open the checkpoint. After ten seconds, the checkpoint doors will close.


Up to two [[Emergency Power Stations]] and/or [[Wall-mounted Medkit]] can also spawn on the top floor.
On the Entrance Zone side is another Keycard door that requires Administrative Access 1. Behind this door is a small office area that has a Weapon Locker Type 21. This area can be used to check what is on the other side of the checkpoint by using the window found near the end. The window can be broken to open fire upon any threat in view.


'''Possible Loot:'''
'''Guaranteed Spawns:'''
* [[Keycard|Scientist Keycard]]
*[[Weapon Locker Type 21]]
* [[Wall-mounted Medkit]] (up to two)
**Will not contain [[Flashbang Grenade]]s, [[Heavy Armor]], or [[High-Explosive Grenade]]s


<br clear=all>


==Junk Room==
{{ZoneImage|ImageName=JunkTop|FileType=.jpg|description=Junk Room entrance}}
{{ZoneImage|ImageName=JunkTop2|FileType=.jpg|description=Other entrance}}
The '''Junk Room''' is a three way intersection with a wall of boxes cutting off the center of the room. While two of the entrances of the room are close enough to be unaffected by this. The other entrance can not be reached without going through a cramped side area. SCP-173 can use their Blink ability to reach the yellow pipes on the ceiling.


'''Possible Spawns:'''
* [[Experimental Weapon Locker]]
* [[Shelving Unit]]
<br clear=all>
<br clear=all>
==Micro H.I.D. Armory==
[[File:{{#switch: {{CURRENTMONTHNAME}}|October = Halloween New Micro HID_Hallway.png| December = MicroHallwayXmas.jpg |New Micro HID_Hallway.png }}|300px|right|thumb|Hallway]]
[[File:Micro HID Door.png|300px|right|thumb|The door to the Micro H.I.D.]]
[[File:MicroHID Armory Table.png|300px|right|thumb|Inside the armory]]
{{DoorStats|
|ReqAccess=AA3
|AP = 70
|DestroyLvl=Lvl1
}}
The '''Micro H.I.D. Armory''' is a hallway that is separated into two sections by a wall and two doors, this wall contains a breakable glass window. <br>
Behind the two doors is a room containing multiple server racks, similar to the ones seen in the Server Room. This side room has a chance for a [[Bulletproof Locker №7]] to spawn in it.<br>
In the middle of the side room is a door that requires {{Hoverimage|{{HoverKeycard|Required Access1=AA3}}|text=Armory Access 3}} to open. The room contains the [[Micro H.I.D.]] and a [[Workstation]]. <br>
Emergency Power Stations and Medkit Cabinets can spawn on either sides of the door to the Micro H.I.D.<br>


'''Loot:'''
==Pipe Room==
* [[Micro H.I.D.]]
{{ZoneImage|ImageName=PipeOverview|description=Pipe Room entrance}}
* [[Weapon Manager Tablet]]
{{ZoneImage|ImageName=PipeOtherSide|description=Other entrance}}
{{ZoneImage|ImageName=PipeSide|description=The side hallway}}
The '''Pipe Room''' is a straight hallway with a wall of pipes cutting through the center of the room. There are two paths around the wall of pipes. A cramped hallway that can be accessed from both sides of the room or by dropping down from the upper level. The cramped hallway has a lootable Shelving Unit along one of its walls. The stairs to reach the upper level can only be accessed by one side of the room. A [[Bulletproof Locker №7]] can spawn up here. The upper area can be used as an ambushing position.


'''Possible loot:'''
'''Possible Spawns:'''
* [[Bulletproof Locker №7]]
* [[Bulletproof Locker №7]]
* [[Wall-mounted Medkit]] (up to two)
* [[Shelving Unit]]
<br clear=all>


==Project Segmentum Hallway==
{{ZoneImage|ImageName=MicroBotWall|description=Lower hallway overview}}
{{ZoneImage|ImageName=MicroBotStorage|description=Fenced area}}
{{ZoneImage|ImageName=MicroLabOutside|description=Outside the lab}}
{{ZoneImage|ImageName=MicroLab|description=Upper lab}}
{{ZoneImage|ImageName=MicroHIDChamber|description=Testing chamber}}
The '''Project Segmentum Hallway''' is a straight hallway with an upper room leading to a laboratory for [[Micro H.I.D.|Project Segmentum]] (Micro H.I.D.). The lower section of the hallway contains a small side area with shelves and a Bulletproof Locker №7 spawn. This area is slightly fenced off allowing it to be used for cover.


<div style="white-space:normal;">
The upper area of the room is accessed by using the stairs. This area is the laboratory with notes and an audio recording detailing about Project Segmentum. The island in the room contains a Surface Access Pass while the back of the room has a [[First Aid Cabinet]]. Off to the side is a Keycard locked door that requires Security Access 3 to open.
</div>
Behind the Keycard locked door is the Micro H.I.D. sitting on its pedestal. This area acts as the testing chamber for the weapon when used by Site-02 staff.


'''Guaranteed Spawns:'''
*Inside the testing chamber
** [[First Aid Cabinet]]
** [[Micro H.I.D.]]
*Outside the testing chamber
** [[First Aid Cabinet]]
** [[Keycard#Unique Devices|Surface Access Pass]]
'''Possible Spawns:'''
*Lower hallway
** [[Bulletproof Locker №7]]
** [[Emergency Power Station]]
<br clear=all>
<br clear=all>


==SCP-049's Containment Area==
==SCP-049's & SCP-173's Containment Area==
[[File:CC_049_Elevator.png|300px|right|thumb|Elevator leading to SCP-049's containment area]]
{{ZoneImage|ImageName=049Elev|description=Lower Hallway Overview}}
[[File:CC_049_Room.png|300px|right|thumb|SCP-049's containment area]]
{{ZoneImage|ImageName=049173Elevator|description=Upper Elevator Hallway}}
[[File:049's_CC_Armory.png|300px|right|thumb|The armory]]
{{ZoneImage|ImageName=049Outside|description=Outside SCP-049's cell}}
<small>'''(Armory)'''</small><br>
{{ZoneImage|ImageName=049Containment|description=SCP-049's Containment Cell}}
{{DoorStats|
{{ZoneImage|ImageName=Updated049Armory|description=The armory next to SCP-049's cell}}
|ReqAccess=AA2
{{ZoneImage|ImageName=173Outside|description=Outside SCP-173's cell}}
|AP = 60
{{ZoneImage|ImageName=173Containment|description=SCP-173's Containment Cell}}
|DestroyLvl=Lvl1
'''SCP-049's & SCP-173's Containment Area''', also known as '''Site-02 Loading Bay 125''' or '''Subsection-05-2''', is a two floor hallway that requires an elevator to travel between the two. The lower level of the room contains a fenced off area and a small hiding place near one of the entrances to the hallway.
}}
'''SCP-049's Containment Area''' is a hallway that contains an elevator leading to the containment cell of [[SCP-049]]. Up to two [[Emergency Power Stations]] or [[Wall-mounted Medkit]] can spawn in the hallway outside the elevator.
 
Once ascending into SCP-049's containment area and walking down a corridor, two doors and some shelves can be seen. The bigger gate door is the door to SCP-049's empty containment chamber, while the normal door the leads to the armory which needs {{Hoverimage|{{HoverKeycard|Required Access1=AA2}}|text=Armory Access 2}} to open.


The armory contains a [[Workstation]] on the right wall of the room. The left wall of the room will either contain a [[MTF-E11-SR Rack]] with an [[Epsilon-11 SR]] and ammo or a [[Weapon Locker Type 21]] with multiple items.
The upper floor of the room is the containment area. Upon leaving the elevator the player is greeted to a hallway. Following the left path leads the player to [[SCP-049]]'s Containment cell and the right leads to SCP-173's Containment cell. Both SCPs spawn in their respective containment cells.  


There is also a chance that a [[Bulletproof Locker №7]] can spawn outside the armory.
SCP-049's Containment Area contains a dead [[Facility Guard]] with an [[Adrenaline]] on the ground next to them. A blood trail from the corpse leads to a Keycard door that requires Security Access 2 to open. Inside is an armory with a [[FSP-9]] spawn and a breakable window that leads to SCP-049's spawn. A MTF-E11-SR Rack or Weapon Locker Type 21 may spawn inside this armory. Inside SCP-049's chamber is a Zone Manager Keycard. Next to SCP-049's chamber is a pathway that leads to SCP-173's Containment Chamber.


'''Possible Loot:'''
Outside of SCP-173's spawn is dead Scientist with a Surface Access Pass. Across the cell is a possible Bulletproof Locker №7 spawn. Going further down this way will lead the player to back to the elevator.
*Hallway:
** [[Wall-mounted Medkit]]


**Outside the chamber:
SCP-244-B will never spawn in this room.
* [[Bulletproof Locker №7]]


*In the armory:
{{Related|Soundtrack}}
** [[MTF-E11-SR Rack]]
{{multi-listen start}}
*** [[Epsilon-11 SR]]
{{multi-listen item|filename=The Waiting Game.mp3|title=Elevator Music|description=}}
*** 5.56mm; 125 rounds.
{{multi-listen end}}


** [[Weapon Locker Type 21]]
** Random ammo
****5.56mm; 35-100 rounds
****7.62mm; 35-175 rounds
****9.00mm; 60-90 rounds
***[[Flashbang Grenade]]
***[[Fragmentation Grenade]]
***[[First Aid Kit]]
***[[MP7]]
***[[Project 90]]
***[[USP]]
***[[Weapon Manager Tablet]]


'''Guaranteed Spawns:'''
*Outside the armory
** [[Adrenaline]] (Next to the dead Facility Guard)
** [[Keycard#Unique Devices|Surface Access Pass]] (Next to the dead Scientist)
** [[Keycard|Zone Manager Keycard]] (Inside SCP-049's cell)
*Inside the Armory
** [[FSP-9]]
** [[Workstation]]


'''Possible Spawns:'''
*Outside the armory
**[[Bulletproof Locker №7]] (Across from SCP-173's cell)
**[[Emergency Power Station]] (Lower hallway)
**[[First Aid Cabinet]] (Lower hallway)
*Inside the armory
**[[MTF-E11-SR Rack]]
**[[Weapon Locker Type 21]]
<br clear=all>
<br clear=all>


==SCP-079's Containment Area==
==SCP-079's Containment Area==
[[File:CC_079_Entrance.png|300px|right|thumb|Entrance to SCP-079's containment area]]
{{ZoneImage|ImageName=079Top|description=Entrance to the room}}
[[File:{{#switch: {{CURRENTMONTHNAME}}|October = Halloween 079's CC Main Room 2.png | December = Xmas 079's CC Main Room 2.png |079's CC Main Room 2.png }}|300px|right|thumb|SCP-079's containment area and cage]]
{{ZoneImage|ImageName=079Connector|description=The short hallway leading to the chamber}}
[[File:079's CC Side Room.png|300px|right|thumb|The Side Room in SCP-079's containment area]]
{{ZoneImage|ImageName=079Chamber2|FileType=.jpg|description=SCP-079's chamber}}
[[File:ARG_PlaqueV2.png|300px|right|thumb|A plaque with the names of the main people who participated in the ARG]]
{{ZoneImage|ImageName=079ArmoryHCZ|description=The armory in SCP-079's chamber}}
{{DoorStats|
 
|ReqAccess=CC3
'''SCP-079's Containment Area''' is an end room that contains the location of [[SCP-079]]. The gates to this room are locked until all three Emergency Power Stations have been engaged. Once this happens the doors will automatically open. Though they can be closed and opened again with a Keycard that has Containment Access Tier 2.
|AP = 110
|DestroyLvl=Lvl3
}}
The entrance of '''SCP-079's Containment Area''' is a small stairway which leads to the two gates outside [[SCP-079|SCP-079's]] chamber. In the entrance area there is a camera and speaker for SCP-079 to use. <br>
Up to two [[Emergency Power Stations]] and/or [[Medical Cabinets]] can also spawn on the stairs outside the chamber. Both gates in the room require {{Hoverimage|{{HoverKeycard|Required Access1=CC3}}|text=Containment Access 3}} to open.


Behind the locked gates is a medium sized room that contains SCP-079 behind a cage. This room has no loot in it.
Inside the room is a short series of stairs that lead to the locked gate. Behind this gate is a short hallway with a Shelving Unit and another gate. Behind this gate is the chamber of SCP-079. Inside the chamber is an armory to the right of the entrance. Full of high tier loot and a button that recontains SCP-079. Going down the set of stairs leads to a bottom area where SCP-079 is fenced off. SCP-079 can not be damaged by any player means besides the dedicated recontainment button. Along the backwall of this bottom area is an plaque dedicated to the players who took a large and active part in the ARG Event.


There is also a side room past the 2nd gate that was used to play a Morse Code sound effect to start an ARG Event.<br>
SCP-244-B will never spawn in this room.  
A plaque can be found in SCP-079's room for the ARG event held in December of 2019. The plaque has a list of the main people who participated in the event. <br>
Scanning the QR code on the plaque leads to the [https://i.imgur.com/BE4HKAk.jpg| following link]


'''Possible loot:'''
'''Guaranteed Spawns:'''
* [[Wall-mounted Medkit]] (up to two)
*In the hallway between the gates:
**[[Shelving Unit]]
*In the armory
**Firearms:
*** [[Crossvec]]
**Grenades:
*** 3 [[Flashbang Grenade]]s
*** 4 [[High-Explosive Grenade]]s
**Ammo:
*** 9x19mm (105 Rounds)
**Body armors:
*** 3 [[Heavy Armor]]s
**Medical Items:
*** 2 [[Adrenaline]]s
*** 3 [[First Aid Kit]]s
**Other:
*** 2 [[Coin]]s (Hidden on top of an MTF-E11-SR Rack)
*** [[Keycard|Facility Manager Keycard]]
*** 2 [[Flashlight]]s
*** 2 [[MTF-E11-SR Rack]]s
****1 contains the [[FR-MG-0]]
****Neither contain [[High-Explosive Grenade]]s
*** 2 [[Radio]]s
*** [[Workstation]]
 
 
'''Possible Spawns:'''
*Outside the containment chamber
** [[First Aid Cabinet]] (up to two)
** [[Emergency Power Stations|Emergency Power Station]] (up to two)
<br clear=all>
<br clear=all>


==SCP-096's Containment Area==
==SCP-096's Containment Area==
[[File:{{#switch: {{CURRENTMONTHNAME}}|October = 096Halloween.png | December = Xmas 096's CC_Door2.png |096's CC_Door2.png }}|300px|right|thumb|Entrance to SCP-096's chamber]]
{{ZoneImage|ImageName=096Outer|description=Entrance to the room}}
[[File:CC_096_Chamber.png|300px|right|thumb|SCP-096's containment chamber]]
{{ZoneImage|ImageName=096Inner|description=SCP-096's Containment Cell}}
{{DoorStats|
'''SCP-096's Containment Area''' is a small end room that contains [[SCP-096]]. The door to this room will always be the standard small door. The entrance of the room has multiple possible structure spawns such as First Aid Cabinets, Emergency Power Stations and Workstations. SCP-096 will spawn in this entrance area as opposed to their cell.
|ReqAccess=CC2
|AP = 40
|DestroyLvl=Lvl1
}}
'''SCP-096's Containment Area''' is a small room that contains [[SCP-096]]'s chamber.
 
The room outside SCP-096's chamber contains a control panel that can't be interacted with. This smaller room has a chance for a [[Emergency Power Stations]] to spawn on the right wall in the room. There is also a chance that an [[Bulletproof Locker №7]] spawns beside the control panel.


The chamber's door requires a keycard with {{Hoverimage|{{HoverKeycard|Required Access1=CC2}}|text=Containment Access 2}} to open. The chamber is a red-lit room filled with movement sensors to keep track of SCP-096 when it's inside. An MTF Lieutenant keycard can be found on the floor in this chamber.
The back of the room has a Keycard locked door that requires Containment Access 2 to open. The inside is a small red room where SCP-096 is normally contained. A dead Facility Guard missing a head can be found here. Next to the body is a MTF Operative Keycard.


'''Loot:'''
SCP-244-B will never spawn in this room.
* [[Keycard|MTF Lieutenant Keycard]]
* [[Bulletproof Locker №7]]
* [[Wall-mounted Medkit]]


'''Guaranteed Spawns:'''
*Inside the containment chamber
**[[Keycard|MTF Operative Keycard]]
'''Possible Spawns:'''
*Outside the containment chamber
** [[Bulletproof Locker №7]]
** [[First Aid Cabinet]]
** [[Emergency Power Station]]
** [[Workstation]]
<br clear=all>
<br clear=all>


==SCP-106's Containment Area==
==SCP-106's Containment Area==
[[File:106's CC Entrance.png|300px|right|thumb|SCP-106's containment area]]
{{ZoneImage|ImageName=106Box|description=SCP-106's Containment Area Overview}}
[[File:106's CC Door.png|300px|right|thumb|SCP-106's containment door that auto closes]]
{{ZoneImage|ImageName=106DoorUpdated|description=One of the entrances to the lower observation room}}
[[File:CC_106_Femur_Breaker_Room.png|300px|right|thumb|Femur Breaker room]]
{{ZoneImage|ImageName=106Inside|description=Inside the observation room}}
[[File:106's CC Lower Level.png|300px|right|thumb|The lower level of SCP-106's containment area]]
 
[[File:106's CC Spawn.png|300px|right|thumb|The bottom SCP-106's containment area, where SCP-106 spawns]]
'''SCP-106's Containment Area''' is a large end room that contains [[SCP-106]]. The door to this room will always be the standard small door. The entrance of the room contains a large open space with magnets in the center of the room. The magnets contain walkways that can be used by the player. Floating above these magnets is SCP-106's containment cell. Below the magnets is a pit that will instantly kill anything that falls in.
{{DoorStats|
 
|ReqAccess=CC3
In the back of the room is an observation chamber for SCP-106. The room has two entrances with the left one having a possible Bulletproof Locker №7 spawn next to it. Inside the observation chamber is some clutter and a MTF Operative Keycard spawn. SCP-106 will spawn in this area.
|AP = 110
 
|DestroyLvl=Lvl2
A 2nd observation room exists that can only be accessed with noclip. Inside this room is a whiteboard with signatures from the entire Northwood Studio's development team at the time of 14.0.0's development.
}}
'''SCP-106's Containment Area''' is a massive room that contains the chamber of [[SCP-106]]. This room is a even darker compared to the rest of the HCZ.


To the right of the entrance is SCP-106's containment chamber. The chamber floats above the ground, held in place by powerful electromagnets. The chamber can be jumped to from the entrance platform, but missing the jump and falling is fatal. The top of the chamber can act as a hiding place or to avoid some SCPs.
SCP-244-B will never spawn in this room.  


The main doors require a keycard with {{Hoverimage|{{HoverKeycard|Required Access1=CC3}}|text=Containment Access 3}} to open. Both lead the room with the Femur Breaker. Both doors function on a time lock similar to checkpoints and will automatically close after 10 seconds.
'''Guaranteed Spawns:'''
*On a box inside the lower observation room:
** [[Coin]]
** [[Keycard|MTF Sergeant Keycard]]


The Femur Breaker is a small room that allows a single person to sacrifice themselves and re-contain SCP-106. Once a human goes inside the Femur Breaker they are instantly killed and the door is closed behind them. Another human is also required to push the button in the main control room. On pressing the button an audio cue will start to play and soon after SCP-106 will be re-contained.
'''Possible Spawns:'''
*Outside the control room:
** [[Bulletproof Locker №7]]
** [[Emergency Power Stations|Emergency Power Station]]
** [[First Aid Cabinet]]
<br clear=all>


A [[Emergency Power Stations]] or [[Wall-mounted Medkit]] can also spawn near the entrance of the room.
==SCP-127's Containment Area==
{{ZoneImage|ImageName=127Body|description=SCP-127's Containment Area Overview}}
{{ZoneImage|ImageName=127Lab1|description=Testing chamber}}
{{ZoneImage|ImageName=127127|description=Weapon Locker 7-C}}
'''SCP-127's Containment Area''' is a three-way hallway that contains [[SCP-127]]. In the middle of the room is a dead Facility Guard and a recording device. When played the sounds of the guard screaming and piano noises can be heard.  


'''Possible loot:'''
In the corner of the room is a small testing chamber that hold SCP-127. Unbreakable glass is found inside this small testing area and various lab equipment. A tuna sandwich can be seen sitting on the counter. In the back of the room is Weapon Locker 7-C that contains SCP-127. It requires a Keycard with Containment Access 3 to open.
* [[Wall-mounted Medkit]]


'''Guaranteed Spawns:'''
*Inside its locker
** [[SCP-127]]
<br clear=all>
<br clear=all>
==SCP-939's Containment Area==
==SCP-939's Containment Area==
[[File:{{#switch: {{CURRENTMONTHNAME}}|October = Halloween SCP_939_Top.png | December =Xmas SCP_939_Top.png |SCP_939_Top.png }}|300px|right|thumb|As seen from the entrance]]
{{ZoneImage|ImageName=939LabGenSpot|description=Left Entrance}}
[[File:{{#switch: {{CURRENTMONTHNAME}}|October = Halloween SCP-939's Room Overview.png| December =Xmas SCP-939's Room Overview.png |SCP-939's Room Overview.png }}|300px|right|thumb|Overview of the room]]
{{ZoneImage|ImageName=939LabSign|description=Right Entrance}}
'''SCP-939's Containment Area''' is a high area with a walkway on the left side, and on the right side, behind a door is a stairway that leads to the bottom of the chamber.<br>
{{ZoneImage|ImageName=939LabOut|description=The entrance to the lab}}
Both [[SCP-939]] instances will spawn at the bottom of the stairs.<br>
{{ZoneImage|ImageName=939Lab|description=An overview of the lab}}
Most SCP-939 players will not close the doors at the bottom of this room, making it a useful way to tell if an SCP-939 spawned. <br>
{{ZoneImage|ImageName=939LabGenSpot|description=Overview of the room with a Standard Locker against the far wall}}
The stairway can be used as a hiding place since it isn't often used.
{{ZoneImage|ImageName=939Cryo|description=The cryopod that SCP-939 spawns in}}
In addition to an [[Emergency Power Stations]] or [[Wall-mounted Medkit]], a [[Bulletproof Locker №7]] may also spawn on the walkway.  
'''SCP-939's Containment Area''' is a corner hallway that acts as the spawn location of SCP-939. The area contains an entire laboratory of equipment and chemicals for the studying of SCP-939.  The doors to this room will always be the standard small doors.
 
The room is divided into three parts, the entrance, the laboratory, and the Cryo Storage. The entrance area has nothing of value and simply acts as the connection to the rest of Heavy Containment Zone via two doors, both of which have green water pipes near them. The laboratory is marked by a sign warning individuals the area is used for the containment of a Keter level SCP.
 
The laboratory itself contains spawn points for structures such as [[Standard Locker]]s and [[First Aid Cabinet]]s. The outer walls of the laboratory contain various unopenable storage containers, counters with lab equipment, unopenable cabinets and a whiteboard. The middle of the room contains an island with various lab equipment on it. The scale found on the island is interactable, any item or ragdoll that lands on top of it will have its weight measured. If multiple objects are on the scale all at once, the scale will add up all of their weight. This includes the second scale in the room that has an unmoveable prop on top of it.<br>
The weight of items displayed by the scale is not 1:1 with the item's actual weight due to rounding. Any item that weighs 5kg or more will display "Err" on the scale. Putting the Micro H.I.D. on the scale will display "Next time eat a salad".
 
Connected to the laboratory, is the Cryo Storage Area and is where SCP-939 will spawn at the start of the round. An [[Emergency Power Stations|Emergency Power Station]] can spawn next to the Cryo Pod.


'''Possible loot:'''
SCP-244-B will never spawn in this room.
* [[Bulletproof Locker №7]]
* [[Wall-mounted Medkit]]


'''Possible Spawns:'''
*Main Lab:
** [[First Aid Cabinet]]
** [[Standard Locker]]
*Hallway:
** [[Emergency Power Stations|Emergency Power Station]]
<br clear=all>
<br clear=all>


==Entrance Zone Checkpoint==
==Server Room==
[[File:EZ_Checkpoint.png|300px|right|thumb|Checkpoint]]
{{ZoneImage|ImageName=ServersTop|description=Servers Room entrance}}
{{DoorStats|
{{ZoneImage|ImageName=ServersTopStairs|description=Other entrance}}
|ReqAccess=CA
{{ZoneImage|ImageName=ServersTopElevator|description=The elevator from the upper floor}}
|AP = 10
{{ZoneImage|ImageName=ServersBotElevator|description=The elevator from the bottom floor}}
|DestroyLvl=RA
{{ZoneImage|ImageName=ServersBotOverview|description=An overview of the bottom floor}}
}}
{{ZoneImage|ImageName=ServersBotLocker2|description=The small side room on the bottom floor with a Standard Locker}}
The '''Entrance Zone Checkpoint''' is a room leading to the [[Entrance Zone]].<br>
The '''Server Room''' is a straight hallway with one of the doors inside the room being blocked off by a shelf. Players may have to travel through the low section of the room and use the elevator depending on which side of the room they enter from. The elevator will crush and instantly kill any player that is under it. The upper section of the room is full of posters and parts of the E.P.A.S System. Which acted as a precursor to the [[C.A.S.S.I.E.]] System. An unbreakable glass is located on this upper floor that SCP-106 can walk through. Near one of the entrances to the room is a grate that can be used to see if the elevator is currently in use.
Up to two [[Emergency Power Stations]] or [[Wall-mounted Medkit]] can spawn on the HCZ side of the checkpoint. <br>
 
A keycard with {{Hoverimage|{{HoverKeycard|Required Access1=CA}}|text=Checkpoint Access}} is required to open the checkpoint.  
The bottom section of the room contains many props that break line of sight and a small closed off section with a Standard Locker. This can be used to break up a chase from an SCP. An Emergency Power Station can spawn outside this smaller room.


<br clear=all>
SCP-244-B will never spawn in this room.


=Hallways=
'''Possible Spawns:'''
Hallways are repeating connectors in between unique areas and other hallways. Most of the time nothing of interest can be found in them.
* [[Bulletproof Locker №7]]
* [[Emergency Power Station]]
* [[Standard Locker]]
<br clear=all>
<br clear=all>
==Straight Hallway==
[[File:HCZ_Straight2.png|300px|right|thumb|Straight hallway]]
A simple straight hallway.


==Tesla Gate Hallway==
{{ZoneImage|ImageName=TeslaGateInactive|description=Tesla Gate Hallway Overview}}
{{ZoneImage|ImageName=TeslaStandby|description=Tesla Gate Warming Up}}
{{ZoneImage|ImageName=TeslaGateFire|description=Tesla Gate Firing}}
The '''Tesla Gate Hallway''' is a straight hallway with a Tesla Gate in the middle of the room. Approaching the gate will warm up the gate. This sound is loud and can be heard across multiple rooms. Getting closer will cause the Tesla Gate to start zapping. Touching this wall of electricity will deal to the player for three ticks. The amount of damage for each tick is a random number from 200 to 300. SCP-079 can force a Tesla Gate to zap with a short cooldown. If SCP-079 is currently using a camera in a room with a Tesla Gate it will start warming up.


Up to three Tesla Gates can spawn in the zone and they will never spawn connected to each other. SCP-244-B will never spawn in this room.
<br clear=all>
<br clear=all>


==Corner Hallway==
==Testroom==
[[File:HCZ_Corner2.png|300px|right|thumb|Corner hallway]]
{{ZoneImage|ImageName=TestroomCatwalk|description=Test Room Overview}}
A simple Corner hallway.
{{ZoneImage|ImageName=TestroomOffice|description=Office side area}}
{{ZoneImage|ImageName=TestroomPC|description=The table full of documents about Site-45}}
The '''Testroom''' is a straight hallway with a giant bottomless pit in the center of the room. Anything that falls in the pit will be killed instantly. Along the wall of the room is a catwalk with a Bulletproof Locker №7 and opposite to that is an office.


Inside the office is documents detailing about the fall of Site-45. This room has a 50% of spawning either a Scientist Keycard or COM-18 with a box of ammo.


'''Guaranteed Spawns:'''
*In the office (50% of either spawning)
** [[COM-18]] + 9x19mm (30 Rounds)
** [[Keycard|Scientist Keycard]]
'''Possible Spawns:'''
*On the walkway
** [[Bulletproof Locker №7]]
** [[First Aid Cabinet]]
** [[Workstation]]
** [[Emergency Power Stations|Emergency Power Station]]
<br clear=all>
<br clear=all>


==3-Way Intersection==
==Hallways==
[[File:HCZ_3way.png|300px|right|thumb|T shaped hallway]]
<gallery mode="packed" widths=400px heights=138px>
A simple three way intersection.
VentHallway.png|A Straight Hallway with a vent
BathroomsWall.png|The Bahtroom Hallway
BathroomsPipe.png|The Bahtroom Hallway (Alt View)
NewHCZCorner.png|Corner Hallway
HCZIntersection.png|T-Intersection
HCZFourway.png|X-Intersection
</gallery>


'''Possible Spawns:'''
*[[Workstation]] (T-Intersection)


<br clear=all>
<br clear=all>


==4-Way Intersection==
=Map Layouts=
[[File:HCZ_4way.png|300px|right|thumb|X shaped hallway]]
There are ten possible map layouts of Heavy Containment Zone. Special Rooms are randomized in these layouts, HCZ/EZ Checkpoint are marked via the orange room labeled EZ, this room is two hallways long.
A simple four way intersection.
SCP-079 map rotates both HCZ and EZ on its display by 180°, these images are based off how the layouts appear in the game files and not SCP-079's map.<br>
<br clear=all>
Below are all the possible map layouts.<br>
Credit:
*Mooshua - Room Icons


=Map Layouts=
<div class="round-tabber">
There are five possible map layouts of Heavy Containment Zone. Special Rooms are randomized in these layouts.<br>
Below are all the possible map layouts, using the community given names.
<tabber>
<tabber>
Heavy Line #1=
Clark=
<center>
<center>
{{MapLayouts
[[File:HCZClark.png]]
|   |  |  |  |  |  |  |  |  |ERE|TRS|ERW|  |  |  |  |  |  |  |  |
|-|
|21=|  |  |  |  |  |  |  |  |  |SRN|  |  |  |  |  |  |  |  |  |
Thumbsup=
|41=|  |  |  |  |  |  |  |  |  |SRN|  |  |  |  |  |  |  |  |  |
[[File:HCZThumbsup.png]]
|61=|  |  |  |  |  |  |  |  |  |SRN|  |  |  |  |  |  |  |  |  |
|-|
|81=|  |  |  |  |  |  |  |  |ERE|4RW|ERW|  |  |  |  |  |  |  |  |
Heart=
|101=|  |  |  |  |  |  |  |  |  |SRN|  |  |  |  |  |  |  |  |  |
[[File:HCZHeart.png]]
|121=|  |  |  |  |  |  |  |  |  |SRN|  |  |  |  |  |  |  |  |  |
|-|
|141=|  |  |  |  |  |  |  |  |  |SRN|  |  |  |  |  |  |  |  |  |
Stretch=
|161=|  |  |  |  |  |  |  |  |ERE|TRN|ERW|  |  |  |  |  |  |  |  |
[[File:HCZStretch.png]]
}}
|-|
|-|
Heavy Ring #2=
Brain=
<center>
[[File:HCZBrain.png]]
{{MapLayouts
|-|
|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
Leftwing=
|21=|  |  |  |  |  |  |ERS|  |  |ERS|  |  |  |  |  |  |  |  |  |
[[File:HCZLeftwingFixed.png]]
|41=|  |  |  |  |  |  |TRE|SRW|TRS|CNW|  |  |  |  |  |  |  |  |  |
|-|
|61=|  |  |  |  |  |  |SRN|  |SRN|  |  |  |  |  |  |  |  |  |  |
Boxes=
|81=|  |  |  |  |  |ERE|TRW|   |TRE|SRW|SRW|ERW|  |  |  |  |  |  |  |
[[File:HCZBoxes.png]]
|101=|  |  |  |  |  |  |TRE|SRW|TRN|CSW|  |  |  |  |  |  |  |  |  |
|121=|  |  |  |  |  |  |ERN|  |  |ERN|  |  |  |  |  |  |  |  |  |
|141=|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
|161=|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 
}}
|-|
|-|
Middle Circle #3 =
Hyperhube=
<center>
[[File:HCZHyperhube.png]]
{{MapLayouts
|  |  |  |  |  |  |  |  |  |ERE|TRS|SRW|ERW|  |  |  |  |  |  |  |
|21=|  |  |  |  |  |  |  |  |  |SRN|  |  |  |  |  |  |  |  |  |
|41=|  |  |  |  |  |  |  |  |CSE|TRN|CSW|  |  |  |  |  |  |  |  |
|61=|  |  |  |  |  |  |  |  |SRN|  |SRN|  |  |  |  |  |  |  |  |
|81=|  |  |  |  |  |  |  |  |CNE|TRS|TRN|ERW|  |  |  |  |  |  |  |
|101=|  |  |  |  |  |  |  |  |  |SRN|  |  |  |  |  |  |  |  |  |
|121=|  |  |  |  |  |  |  |  |ERE|4RW|SRW|ERW|  |  |  |  |  |  |  |
|141=|  |  |  |  |  |  |  |  |  |SRN|  |  |  |  |  |  |  |  |  |
|161=|  |  |  |  |  |  |  |  |  |ERN|  |  |  |  |  |  |  |  |  |
}}
|-|
|-|
Heavy Squares #4=
Squares=
<center>
[[File:HCZSquares.png]]
{{MapLayouts
|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
|21=|  |  |  |  |  |  |  |  |ERS|  |  |  |  |  |  |  |  |  |  |
|41=|  |  |  |  |  |ERE|TRS|SRW|4RW|SRW|TRS|ERW|  |  |  |  |  |  |  |
|61=|  |  |  |  |  |  |SRN|  |SRN|  |SRN|  |  |  |  |  |  |  |  |
|81=|  |  |  |  |  |  |TRE|SRW|4RW|SRW|TRW|  |  |  |  |  |  |  |  |
|101=|  |  |  |  |  |  |SRN|  |SRN|  |SRN|  |  |  |  |  |  |  |  |
|121=|  |  |  |  |  |ERE|TRN|SRW|4RW|SRW|TRN|ERW|  |  |  |  |  |  |  |
|141=|  |  |  |  |  |  |  |  |ERN|  |  |  |  |  |  |  |  |  |  |
|161=|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
}}
|-|
|-|
Tetris #5=
Golem=
<center>
[[File:HCZGolem.png]]
{{MapLayouts
|  |  |  |  |  |  |  |  |  |ERS|  |  |ERS|  |  |  |  |  |  |  |
|21=|  |  |  |  |  |  |  |  |CNE|SRW|TRS|CNW|  |  |  |  |  |  |  |
|41=|  |  |  |  |  |  |  |  |  |CSE|4RW|SRW|ERW|  |  |  |  |  |  |
|61=|  |  |  |  |  |  |CSE|SRW|TRS|CNW|SRN|  |  |  |  |  |  |  |  |
|81=|  |  |  |  |  |ERE|TRW|  |TRE|SRW|TRW|  |  |  |  |  |  |  |  |
|101=|  |  |  |  |  |  |CNE|SRW|TRN|CSW|SRN|  |  |  |  |  |  |  |  |
|121=|  |  |  |  |  |  |  |  |  |SRN|TRE|SRW|ERW|  |  |  |  |  |  |
|141=|  |  |  |  |  |  |  |  |CSE|TRN|CNW|  |  |  |  |  |  |  |  |
|161=|  |  |  |  |  |  |  |  |ERN|  |  |  |  |  |  |  |  |  |  |
}}
</tabber>
</tabber>
</div>
=Related Achievements=
{{Achievements}}


=Trivia=
=Trivia=
*In 3-Way Intersections, two doors are noticeably uncentered. Have fun being cursed forever with this knowledge.
*The Testroom servered as SCP-939's spawn before the [[Updates/12.0.0|12.0.0]] Mimicry Update.
 
**The room did not have a death pit like it does now. Instead, the side area contained a series of ramps that led to the bottom of the room, which is where SCP-939-53 and SCP-939-89 could spawn.
**The side area was replaced with a small office and the bottom became a death pit. The small office was an idea suggested by a patron who created a mock up render.
[[Category:Zones]]
[[Category:Zones]]
{{Locations Navbox}}
{{Locations Navbox}}

Latest revision as of 00:05, 21 August 2025

Subsection-05 of Site-02, also known as the Heavy Containment Subsection, or Heavy Containment Zone, is one of four zones found in SCP: Secret Laboratory. The zone contains several important features such as the Micro H.I.D., the Alpha Warhead Silo, and the Emergency Power Stations.

Operational Guide Overview

The Heavy Containment Subsection, also known as Subsection-05, is one of Site-02’s most secure subsections. Dedicated to the secure containment of numerous dangerous Keter and Euclid class anomalies, such as instances of SCP-939 and SCP-106. The Heavy Containment Subsection contains many tools that security may utilize in the containment and security of anomalies.

Subsection-05 is composed of P-S-3 electrostatic tesla gates and additional subsections. These include Subsection-05-1 and Subsection-05-2, both with various uses ranging from dedicated SCP-containment to the on-site nuclear warhead. 

___
“Another log. May as well keep some of my thoughts collected at least. Termination tests for 096 are going nowhere. Nobody can figure out how to snap, chip, or otherwise break its bone structure. Project Segmentum isn't getting any better, it's still locked up in its service locker. Techies are still trying to figure out some new method of delivering its energy supply. The only thing that does happen on the regular is 106’s containment breaches. Either I'm missing out on the fun stuff or our work here is entirely pointless.”
-Charles H. Goodwin, Analyst, Site-02

Description

The Heavy Containment Zone is an industrial zone with exposed pipes and cargo crates scattered around the zone. These props often serve as a connection between the various hallways found in the zone. All playable SCPs will spawn in Heavy Containment Zone besides the Remote Admin exclusive SCP-3114.

Up to 60% of connectors between rooms will have a Standard Door with a minimum of 50%. These include connections that are guaranteed to have Standard Doors. Some room connectors may spawn with a massive Bulkhead instead. These doors will instantly kill any Humans crushed between them. SCPs will only take 200 damage when crushed. Up to six Bulkheads can spawn in the zone with a minimum of four.

Exclusive to Heavy Containment Zone are the Emergency Power Stations and Experimental Weapon Lockers. SCP-244-B has a 35% to spawn in a random room located within Heavy Containment Zone. Around the zone are alarms in certain rooms that will blare under certain circumstances. The alarms will trigger for 20 seconds when a High-Explosive Grenade detonates nearby or when a player dies to an SCP, a Chaos Insurgent or a Class-D Personnel. The alarm can be heard up to three rooms away.

Related article: Soundtrack


Rooms of Interest

Rooms of Interest are special rooms found within a zone. These rooms contain loot, be a spawn point for players or have some environmental interaction. They easily stand out in appearance compared to the standard hallways. These rooms often only spawn once within the map with a few exceptions.

Alpha Warhead Silo

The upper floor of the room
The entrance to the main area
The firing mechanism and control panel for the warheads
The armory section of the silo
The entrance to the vents

The Alpha Warhead Silo, also known as Subsection-05-1, is a three way hallway variant found in the zone. It contains two elevators that lead down to a lower section of the room that contains the Alpha Warhead. The elevators will crush and instantly kill any player that is under them.

The lower section of the room is broken into multiple sections. Such as a smaller back area that acts as an armory. There are multiple paths that can be taken within the silo, including two ventilation hallways that lead to the main chamber. The entrance of these are located near the left elevator.

The main area of the lower section contains a bottomless pit that instantly kills anything that falls down it. In the ceiling of the room is the Alpha Warhead. In the center of the room is the firing mechanism with a control panel. The lever can be flipped to either ready or disarm the Alpha Warhead. The red cancel button must be pressed if the detonation sequence is commencing to stop it. Next to the control panel is a dead Scientist with a COM-18 and a Surface Access Pass. Behind the Scientist is a series of pipes that each connect to a different warhead within Site-02.


Guaranteed Spawns:

Possible Spawns:


Acroamatic Abatement

Acroamatic Abatement Room Overview
Top view
Lower section

The Acroamatic Abatement section is an area of Heavy Containment Zone with the purpose of disposing anomalous waste such as SCP-173's fecal matter or SCP-939's amnestic vapor. The room acts a four way intersection and will always have standard doors for its connectors.

The center of the room is a giant water fall leading down to the pit. Any player who falls down the pit will be instantly killed.

A lower section within the room can be viewed from the above. This place can not be reached during normal gameplay. It is the location of one of many hidden capybaras in the game.

SCP-244-B can not spawn in this room.

Armory

The outside of the armory
The inside of the armory

The Armory is a three way intersection that contains a low tier armory in the center of the room. The three entrances to this room will always be the standard small door. The bottom of the room is a bottomless pit that will instantly kill anything that falls in. Up to two Emergency Power Stations can spawn on the outer walls of the armory.

The armory requires a Keycard with Security Access Tier 1 to open. Inside is a COM-18, a stockpile of ammo and a Workstation. A Bulletproof Locker №7 or First Aid Cabinet may spawn inside the armory.


Guaranteed Spawns:

Possible Spawns:


Deep Corner

Corner Deep Overview

Deep Corner is a corner type hallway found throughout most of the zone. Around 90% of corners in the zone are this variant. The room contains a small group of boxes along a wall. This can serve as a hiding place from threats or to take cover during gun fire. Randomized loot will spawn on one of the boxes in the room. An Experimental Weapon Locker can spawn next to this box.


Possible Spawns:

On top of the box:

Loot Chance
Flashlight

Painkillers (x2)

Radio
Zone Manager Keycard
30%
9x19mm (30 Rounds) 20%
9x19mm (30 Rounds)

COM-18

Light Armor 20%
Guard Keycard Flashlight 20%
5.56x45mm (40 Rounds) Combat Armor 10%


Elevator Systems

Elevator System A
Elevator System B

The Elevator Systems act as the connection between Light Containment Zone and Heavy Containment Zone. There are two Elevator Systems found in game. Those being Elevator System A and Elevator System B. The giant screen in the back of the room shows the current status of the Decontamination Process of Light Containment Zone.

SCP-244-B will never spawn in either elevator system.

Related article: Soundtrack


Entrance Zone Checkpoints

Overview of the room (Heavy Containment Zone Side)
Overview of the room (Entrance Side).
The window viewing the Heavy Containment Zone side

The Entrance Zone Checkpoints are two checkpoints that connect Heavy Containment Zone to Entrance Zone. A keycard with Administrative Access 1 is required to open the checkpoint. After ten seconds, the checkpoint doors will close.

On the Entrance Zone side is another Keycard door that requires Administrative Access 1. Behind this door is a small office area that has a Weapon Locker Type 21. This area can be used to check what is on the other side of the checkpoint by using the window found near the end. The window can be broken to open fire upon any threat in view.

Guaranteed Spawns:


Junk Room

Junk Room entrance
Other entrance

The Junk Room is a three way intersection with a wall of boxes cutting off the center of the room. While two of the entrances of the room are close enough to be unaffected by this. The other entrance can not be reached without going through a cramped side area. SCP-173 can use their Blink ability to reach the yellow pipes on the ceiling.

Possible Spawns:


Pipe Room

Pipe Room entrance
Other entrance
The side hallway

The Pipe Room is a straight hallway with a wall of pipes cutting through the center of the room. There are two paths around the wall of pipes. A cramped hallway that can be accessed from both sides of the room or by dropping down from the upper level. The cramped hallway has a lootable Shelving Unit along one of its walls. The stairs to reach the upper level can only be accessed by one side of the room. A Bulletproof Locker №7 can spawn up here. The upper area can be used as an ambushing position.

Possible Spawns:


Project Segmentum Hallway

Lower hallway overview
Fenced area
Outside the lab
Upper lab
Testing chamber

The Project Segmentum Hallway is a straight hallway with an upper room leading to a laboratory for Project Segmentum (Micro H.I.D.). The lower section of the hallway contains a small side area with shelves and a Bulletproof Locker №7 spawn. This area is slightly fenced off allowing it to be used for cover.

The upper area of the room is accessed by using the stairs. This area is the laboratory with notes and an audio recording detailing about Project Segmentum. The island in the room contains a Surface Access Pass while the back of the room has a First Aid Cabinet. Off to the side is a Keycard locked door that requires Security Access 3 to open.

Behind the Keycard locked door is the Micro H.I.D. sitting on its pedestal. This area acts as the testing chamber for the weapon when used by Site-02 staff.

Guaranteed Spawns:

Possible Spawns:


SCP-049's & SCP-173's Containment Area

Lower Hallway Overview
Upper Elevator Hallway
Outside SCP-049's cell
SCP-049's Containment Cell
The armory next to SCP-049's cell
Outside SCP-173's cell
SCP-173's Containment Cell

SCP-049's & SCP-173's Containment Area, also known as Site-02 Loading Bay 125 or Subsection-05-2, is a two floor hallway that requires an elevator to travel between the two. The lower level of the room contains a fenced off area and a small hiding place near one of the entrances to the hallway.

The upper floor of the room is the containment area. Upon leaving the elevator the player is greeted to a hallway. Following the left path leads the player to SCP-049's Containment cell and the right leads to SCP-173's Containment cell. Both SCPs spawn in their respective containment cells.

SCP-049's Containment Area contains a dead Facility Guard with an Adrenaline on the ground next to them. A blood trail from the corpse leads to a Keycard door that requires Security Access 2 to open. Inside is an armory with a FSP-9 spawn and a breakable window that leads to SCP-049's spawn. A MTF-E11-SR Rack or Weapon Locker Type 21 may spawn inside this armory. Inside SCP-049's chamber is a Zone Manager Keycard. Next to SCP-049's chamber is a pathway that leads to SCP-173's Containment Chamber.

Outside of SCP-173's spawn is dead Scientist with a Surface Access Pass. Across the cell is a possible Bulletproof Locker №7 spawn. Going further down this way will lead the player to back to the elevator.

SCP-244-B will never spawn in this room.

Related article: Soundtrack


Guaranteed Spawns:

Possible Spawns:


SCP-079's Containment Area

Entrance to the room
The short hallway leading to the chamber
SCP-079's chamber
The armory in SCP-079's chamber

SCP-079's Containment Area is an end room that contains the location of SCP-079. The gates to this room are locked until all three Emergency Power Stations have been engaged. Once this happens the doors will automatically open. Though they can be closed and opened again with a Keycard that has Containment Access Tier 2.

Inside the room is a short series of stairs that lead to the locked gate. Behind this gate is a short hallway with a Shelving Unit and another gate. Behind this gate is the chamber of SCP-079. Inside the chamber is an armory to the right of the entrance. Full of high tier loot and a button that recontains SCP-079. Going down the set of stairs leads to a bottom area where SCP-079 is fenced off. SCP-079 can not be damaged by any player means besides the dedicated recontainment button. Along the backwall of this bottom area is an plaque dedicated to the players who took a large and active part in the ARG Event.

SCP-244-B will never spawn in this room.

Guaranteed Spawns:


Possible Spawns:


SCP-096's Containment Area

Entrance to the room
SCP-096's Containment Cell

SCP-096's Containment Area is a small end room that contains SCP-096. The door to this room will always be the standard small door. The entrance of the room has multiple possible structure spawns such as First Aid Cabinets, Emergency Power Stations and Workstations. SCP-096 will spawn in this entrance area as opposed to their cell.

The back of the room has a Keycard locked door that requires Containment Access 2 to open. The inside is a small red room where SCP-096 is normally contained. A dead Facility Guard missing a head can be found here. Next to the body is a MTF Operative Keycard.

SCP-244-B will never spawn in this room.

Guaranteed Spawns:

Possible Spawns:


SCP-106's Containment Area

SCP-106's Containment Area Overview
One of the entrances to the lower observation room
Inside the observation room

SCP-106's Containment Area is a large end room that contains SCP-106. The door to this room will always be the standard small door. The entrance of the room contains a large open space with magnets in the center of the room. The magnets contain walkways that can be used by the player. Floating above these magnets is SCP-106's containment cell. Below the magnets is a pit that will instantly kill anything that falls in.

In the back of the room is an observation chamber for SCP-106. The room has two entrances with the left one having a possible Bulletproof Locker №7 spawn next to it. Inside the observation chamber is some clutter and a MTF Operative Keycard spawn. SCP-106 will spawn in this area.

A 2nd observation room exists that can only be accessed with noclip. Inside this room is a whiteboard with signatures from the entire Northwood Studio's development team at the time of 14.0.0's development.

SCP-244-B will never spawn in this room.

Guaranteed Spawns:

Possible Spawns:


SCP-127's Containment Area

SCP-127's Containment Area Overview
Testing chamber
Weapon Locker 7-C

SCP-127's Containment Area is a three-way hallway that contains SCP-127. In the middle of the room is a dead Facility Guard and a recording device. When played the sounds of the guard screaming and piano noises can be heard.

In the corner of the room is a small testing chamber that hold SCP-127. Unbreakable glass is found inside this small testing area and various lab equipment. A tuna sandwich can be seen sitting on the counter. In the back of the room is Weapon Locker 7-C that contains SCP-127. It requires a Keycard with Containment Access 3 to open.

Guaranteed Spawns:


SCP-939's Containment Area

Left Entrance
Right Entrance
The entrance to the lab
An overview of the lab
Overview of the room with a Standard Locker against the far wall
The cryopod that SCP-939 spawns in

SCP-939's Containment Area is a corner hallway that acts as the spawn location of SCP-939. The area contains an entire laboratory of equipment and chemicals for the studying of SCP-939. The doors to this room will always be the standard small doors.

The room is divided into three parts, the entrance, the laboratory, and the Cryo Storage. The entrance area has nothing of value and simply acts as the connection to the rest of Heavy Containment Zone via two doors, both of which have green water pipes near them. The laboratory is marked by a sign warning individuals the area is used for the containment of a Keter level SCP.

The laboratory itself contains spawn points for structures such as Standard Lockers and First Aid Cabinets. The outer walls of the laboratory contain various unopenable storage containers, counters with lab equipment, unopenable cabinets and a whiteboard. The middle of the room contains an island with various lab equipment on it. The scale found on the island is interactable, any item or ragdoll that lands on top of it will have its weight measured. If multiple objects are on the scale all at once, the scale will add up all of their weight. This includes the second scale in the room that has an unmoveable prop on top of it.
The weight of items displayed by the scale is not 1:1 with the item's actual weight due to rounding. Any item that weighs 5kg or more will display "Err" on the scale. Putting the Micro H.I.D. on the scale will display "Next time eat a salad".

Connected to the laboratory, is the Cryo Storage Area and is where SCP-939 will spawn at the start of the round. An Emergency Power Station can spawn next to the Cryo Pod.

SCP-244-B will never spawn in this room.

Possible Spawns:


Server Room

Servers Room entrance
Other entrance
The elevator from the upper floor
The elevator from the bottom floor
An overview of the bottom floor
The small side room on the bottom floor with a Standard Locker

The Server Room is a straight hallway with one of the doors inside the room being blocked off by a shelf. Players may have to travel through the low section of the room and use the elevator depending on which side of the room they enter from. The elevator will crush and instantly kill any player that is under it. The upper section of the room is full of posters and parts of the E.P.A.S System. Which acted as a precursor to the C.A.S.S.I.E. System. An unbreakable glass is located on this upper floor that SCP-106 can walk through. Near one of the entrances to the room is a grate that can be used to see if the elevator is currently in use.

The bottom section of the room contains many props that break line of sight and a small closed off section with a Standard Locker. This can be used to break up a chase from an SCP. An Emergency Power Station can spawn outside this smaller room.

SCP-244-B will never spawn in this room.

Possible Spawns:


Tesla Gate Hallway

Tesla Gate Hallway Overview
Tesla Gate Warming Up
Tesla Gate Firing

The Tesla Gate Hallway is a straight hallway with a Tesla Gate in the middle of the room. Approaching the gate will warm up the gate. This sound is loud and can be heard across multiple rooms. Getting closer will cause the Tesla Gate to start zapping. Touching this wall of electricity will deal to the player for three ticks. The amount of damage for each tick is a random number from 200 to 300. SCP-079 can force a Tesla Gate to zap with a short cooldown. If SCP-079 is currently using a camera in a room with a Tesla Gate it will start warming up.

Up to three Tesla Gates can spawn in the zone and they will never spawn connected to each other. SCP-244-B will never spawn in this room.

Testroom

Test Room Overview
Office side area
The table full of documents about Site-45

The Testroom is a straight hallway with a giant bottomless pit in the center of the room. Anything that falls in the pit will be killed instantly. Along the wall of the room is a catwalk with a Bulletproof Locker №7 and opposite to that is an office.

Inside the office is documents detailing about the fall of Site-45. This room has a 50% of spawning either a Scientist Keycard or COM-18 with a box of ammo.

Guaranteed Spawns:

Possible Spawns:


Hallways

Possible Spawns:


Map Layouts

There are ten possible map layouts of Heavy Containment Zone. Special Rooms are randomized in these layouts, HCZ/EZ Checkpoint are marked via the orange room labeled EZ, this room is two hallways long. SCP-079 map rotates both HCZ and EZ on its display by 180°, these images are based off how the layouts appear in the game files and not SCP-079's map.
Below are all the possible map layouts.
Credit:

  • Mooshua - Room Icons

Related Achievements

Overcurrent
Jump into a Tesla Gate while holding the Micro H.I.D.

Proceed With Caution
Successfully pass through a Tesla Gate that SCP-079 is watching.

That was... close.
Cancel the Alpha Warhead with 15 seconds or less remaining.

Trivia

  • The Testroom servered as SCP-939's spawn before the 12.0.0 Mimicry Update.
    • The room did not have a death pit like it does now. Instead, the side area contained a series of ramps that led to the bottom of the room, which is where SCP-939-53 and SCP-939-89 could spawn.
    • The side area was replaced with a small office and the bottom became a death pit. The small office was an idea suggested by a patron who created a mock up render.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.