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The '''Entrance Zone''' (EZ) is one of four zones in [[Locations|Site-02]]. It contains the only exits out of the facility and due to this, it is crucial for non-SCPs to keep control of it. Unlike [[Light Containment Zone]], Entrance Zone only contains one checkpoint, which leads to [[Heavy Containment Zone]].
The '''Entrance Zone''' is one of the four zones in ''SCP: Secret Laboratory''. It contains the only exits that lead out of the facility.
==Description==
'''Entrance Zone''' (EZ) is one of four zones in [[Locations|Site-02]]. <br>
It is the spawn location for [[Facility Guard]]s, and contains both Gate A and Gate B


Entrance Zone contains multiple [[Workstation|Workstations]] and three possible [[Standard Locker|Standard Lockers]] spawn locations, two of which are in the same room. Entrance Zone is also home to Gate-A and Gate-B which lead to the [[Surface Zone]].
Entrance Zone contains a couple of unique rooms. While some of these rooms may contain items, most rooms do not have a important gameplay role.  
 
It is the spawn location of [[Facility Guard]]s at the start of the game.


=Unique Rooms=
=Unique Rooms=
Unique rooms are rooms that spawn only once and might include valuable items or have an important gameplay role.
Unique rooms are rooms that spawn only once and might include useful items or have an important gameplay role.




==Walkway Office==
==Walkway Office==
[[File:WalkwayOverview.png|400px|right|thumb|Overview of the room]]
[[File:WalkwayOverview.png|400px|right|thumb|Overview of the room]]
The '''Walkway Office''' is a medium sized room that contains a walkway and stairs. The top of these stairs has a chance for a [[Standard Locker]] to spawn. A [[Workstation]] will also always spawn at the top of the stairs. The elevated place is commonly used by SCPs to jump down from to ambush human players as they enter the room.
The '''Walkway Office''' is a medium sized room that contains a walkway and stairs.  


A [[Workstation]] will always spawn at the top of the stairs, and there is a chance for a [[Standard Locker]] to spawn there as well. <br>
Another Locker may also spawn one the lower floor of the office near one of the doors to the office.
Another Locker may also spawn one the lower floor of the office near one of the doors to the office.
The elevated place is commonly used by SCPs to jump down from to ambush human players as they enter the room.
'''Guaranteed Spawns:'''
*On top of the stairs:
**[[Workstation]]
'''Possible Spawns:'''
'''Possible Spawns:'''
*Standard Locker
* On top of the stairs:
** [[Adrenaline]]
** [[Standard Locker]]
** [[Flashlight]]
*On the lower floor
** [[Keycard|Janitor Keycard]]
**[[Standard Locker]]
** [[Keycard|Scientist Keycard]]
** [[Keycard|Zone Manager Keycard]]
** [[First Aid Kit]]
** [[Painkillers]]  
 


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[[File:EZCubical.png|400px|right|thumb|An overview of the room]]
[[File:EZCubical.png|400px|right|thumb|An overview of the room]]
[[File:EZCubicalInside.png|400px|right|thumb|The Cubical located in the corner of the room. A locker will sometimes spawn here.]]
[[File:EZCubicalInside.png|400px|right|thumb|The Cubical located in the corner of the room. A locker will sometimes spawn here.]]
The '''Cubical Office''' is a medium sized office that contains multiple desk with computers on them. <br>
The '''Cubical Office''' is a medium sized office that contains multiple desk with computers on them.
Near the corner of the room contains a cubical, a common hiding spot that may also contain a lootable [[Standard Locker]].
 
In the corner of the room, a cubical can be seen. This area is a common hiding spot and is also a possible spawn location for a [[Standard Locker]]. <br>
A [[Workstation]] can also spawn in the room as well.
 
'''Possible Spawns:'''
'''Possible Spawns:'''
*[[Standard Locker]]
*[[Standard Locker]]
** [[Adrenaline]]
** [[Flashlight]]
** [[Keycard|Janitor Keycard]]
** [[Keycard|Scientist Keycard]]
** [[Keycard|Zone Manager Keycard]]
** [[First Aid Kit]]
** [[Painkillers]]
*[[Workstation]]
*[[Workstation]]


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[[File:EZStraightLower.png|400px|right|thumb|Overview of the room]]
[[File:EZStraightLower.png|400px|right|thumb|Overview of the room]]
The '''Side Office''' is a hallway with a small office on the side below floor level. The dividing wall of the sunken office can be used for cover and hiding.
The '''Side Office''' is a hallway with a small office on the side below floor level. The dividing wall of the sunken office can be used for cover and hiding.


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==Conference Hallway==
==Conference Hallway==
[[File:EZConfrence.png|400px|right|thumb|Overview of the room]]
[[File:EZConfrence.png|400px|right|thumb|Overview of the room]]
The '''Conference Hallway''' is a hallway with two locked doors. One is labeled as ''Conference Room 9B'' while the other is labeled as ''Dr. L''. The spot near the ''Dr. L'' door is often used as a hiding place or to avoid gunfire.
The '''Conference Hallway''' is a hallway with two locked doors.  
 
One of the doors is labeled as ''Conference Room 9B'', while the other is labeled as ''Dr. L''. <br>
The spot near the ''Dr. L'' door is often used as a hiding place or to avoid gunfire.
 
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|DestroyLvl=Lvl1
|DestroyLvl=Lvl1
}}
}}
The '''Intercom Room''' is a corner room with a keycard locked door that requires {{Hoverimage|{{HoverKeycard|Required Access1=IA}}|text=Intercom Access}} to open.


The '''Intercom Room''' is a corner room with a keycard locked door that requires {{Hoverimage|{{HoverKeycard|Required Access1=IA}}|text=Intercom Access}} to open. The door leads to the intercom that players can use to broadcast "useful" messages to the whole facility. The duration of and cooldown between broadcasts can be changed in the server config - by default, players have up to 20 seconds to send broadcasts followed by a 120 second cooldown. The intercom can be used as a room of hiding as only a small amount of Keycards can open the door.
The intercom itself can be used by players to broadcast "useful" messages to the whole facility. <br>
The duration of and cooldown between broadcasts can be changed in the server config - by default, players have up to 20 seconds to send broadcasts followed by a 120 second cooldown.  


The intercom can also be used as a room of hiding, as only a small amount of Keycards can open the door.


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|DestroyLvl=Lvl3
|DestroyLvl=Lvl3
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Entrance Zone contains the two gates that lead to the [[Surface Zone]]: '''Gate A''' and '''Gate B'''.


Entrance Zone is home to two gates that lead to the [[Surface Zone]].
'''Gate A''' is closer to the [[Chaos Insurgent|Chaos Insurgency]] spawn area and is often used by Chaos when they enter the site.


'''Gate A''' is closer to the [[Chaos Insurgent]] spawn area and so is often used by Chaos when they enter Site-02.
'''Gate B''' is closer to the [[Mobile Task Force]] spawn area, and is often used by the MTF when they enter Site-02. <br>
It is also closer to the Escape Area on [[Surface Zone]], making Gate-B often used by [[Class-D|Class-Ds]] and [[Scientist|Scientists]] when they attempt to escape.


Whilst '''Gate B''' is closer to the [[Mobile Task Force]] spawn area, and so is often used by the MTF when they enter Site-02. It is also closer to the Escape Area on Surface Zone, making Gate-B often used by [[Class-D|Class-Ds]] and [[Scientist|Scientists]].
Both gates can be opened by Keycards with {{Hoverimage|{{HoverKeycard|Required Access1=GA}}|text=Gate Access}}.


Both gates contain one [[Workstation]].
'''Guaranteed Spawn:'''
 
*Inside both gates:
The gates can only be opened by keycard with {{Hoverimage|{{HoverKeycard|Required Access1=GA}}|text=Gate Access}}.
**[[Workstation]]


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[[File:EvacShelterDoor.png|400px|right|thumb|The Evacuation Shelter]]
[[File:EvacShelterDoor.png|400px|right|thumb|The Evacuation Shelter]]
[[File:EvacShelterInside.png|400px|right|thumb|Inside]]
[[File:EvacShelterInside.png|400px|right|thumb|Inside]]
The '''Evacuation Shelter''' is a small room that looks similar to a gate. The gate itself is badly damaged and an redish-orange gas is seen leaking out. Peeking into the room, the player can see many dead bodies.<br>
The '''Evacuation Shelter''' is a small room that looks similar to a gate.  
A [[Workstation]] can be found to the left of the entrance.<br>
 
The gate itself is badly damaged and an redish-orange gas is seen leaking out. <br>
When peeking into the room, the player can see many dead bodies littered inside it.<br>
 
The room is sometimes used as a place to hide.
The room is sometimes used as a place to hide.


'''Guaranteed Spawns:'''
*[[Workstation]]


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=Hallways and Dead Ends=
=Hallways and Dead Ends=
Hallways are repeating connectors in between unique rooms and other hallways, most of the time nothing of interest can be found in them.  
Hallways are repeating connectors in between unique rooms and other hallways, most of the time nothing of interest can be found in them. <br>
Dead ends are a single door "rooms" that have no gameplay purpose but can be used as hiding spots.
Dead ends are a single door "rooms" that have no gameplay purpose but can be used as hiding spots.
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==Straight Hallway==
==Straight Hallway==
[[File:EZStraight.png|400px|right|thumb|Straight hallway]]
[[File:EZStraight.png|400px|right|thumb|Straight hallway]]
A simple straight hallway with a decorative bench along the side. The HCZ/EZ Checkpoint is always followed by two Straight Hallways no matter the layout.
A simple straight hallway with a decorative bench along the side. <br>
The HCZ/EZ Checkpoint is always followed by two Straight Hallways no matter the layout.
 
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[[File:EZDeadEnd1.png|400px|right|thumb|Variation 1]]
[[File:EZDeadEnd1.png|400px|right|thumb|Variation 1]]
[[File:EZDeadEnd2.png|400px|right|thumb|Variation 2]]
[[File:EZDeadEnd2.png|400px|right|thumb|Variation 2]]
'''Dead Ends''' are red rooms with only one entrance. There are two variations of dead ends. <br>
'''Dead Ends''' are red rooms with only one entrance. There are two variations of dead ends.
A small version that has a collapsed ceiling, stopping one from passing. This room is a common hiding spot. <br>
 
A large dead end room that contains a gate that can't be interacted with, Facility Guards can spawn in this room. Like the other Dead End room, this room is also a common hiding place.
Variation 1 is a large dead end room, that contains a gate that can't be interacted with. This room is also a common hiding place.
 
Variation 2 has contains a normal hallway with a collapsed ceiling, which prevents players from continuing forward.<br>
Like the other dead end room, this is also a common hiding spot.  
 
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[[File:EntranceZoneHarp.png|400px|right|thumb|Hallway with offices that are locked]]
[[File:EntranceZoneHarp.png|400px|right|thumb|Hallway with offices that are locked]]
[[File:EntranceZoneCaution.png|400px|right|thumb|Hallway with a locked door]]
[[File:EntranceZoneCaution.png|400px|right|thumb|Hallway with a locked door]]
'''Impossible Rooms''' are rooms to do not naturally generate under normal ingame conditions despite existing within the generation code. Both of these two Impossible Hallways are similar in layout to the Conference Hallway.
'''Impossible Rooms''' are rooms to do not naturally generate under normal in-game conditions despite existing within the generation code. Both of these two Impossible Hallways are similar in layout to the Conference Hallway.
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==Trivia==
==Trivia==
*Entrance Zone is the only zone that does not have a theme.
*Entrance Zone is the only zone that does not have a theme.
*Entrance Zone contains multiple [[Workstation|Workstations]] and three possible [[Standard Locker|Standard Lockers]] spawn locations, two of which are in the same room. Entrance Zone is also home to Gate-A and Gate-B which lead to the [[Surface Zone]].
[[Category:Zones]]
[[Category:Zones]]
{{Locations Navbox}}
{{Locations Navbox}}

Revision as of 15:44, 28 October 2021

The Entrance Zone is one of the four zones in SCP: Secret Laboratory. It contains the only exits that lead out of the facility.

Description

Entrance Zone (EZ) is one of four zones in Site-02.
It is the spawn location for Facility Guards, and contains both Gate A and Gate B

Entrance Zone contains a couple of unique rooms. While some of these rooms may contain items, most rooms do not have a important gameplay role.

Unique Rooms

Unique rooms are rooms that spawn only once and might include useful items or have an important gameplay role.


Walkway Office

Overview of the room

The Walkway Office is a medium sized room that contains a walkway and stairs.

A Workstation will always spawn at the top of the stairs, and there is a chance for a Standard Locker to spawn there as well.
Another Locker may also spawn one the lower floor of the office near one of the doors to the office.

The elevated place is commonly used by SCPs to jump down from to ambush human players as they enter the room.

Guaranteed Spawns:

Possible Spawns:


Cubical Office

An overview of the room
The Cubical located in the corner of the room. A locker will sometimes spawn here.

The Cubical Office is a medium sized office that contains multiple desk with computers on them.

In the corner of the room, a cubical can be seen. This area is a common hiding spot and is also a possible spawn location for a Standard Locker.
A Workstation can also spawn in the room as well.

Possible Spawns:


Side Office

Overview of the room

The Side Office is a hallway with a small office on the side below floor level. The dividing wall of the sunken office can be used for cover and hiding.


Conference Hallway

Overview of the room

The Conference Hallway is a hallway with two locked doors.

One of the doors is labeled as Conference Room 9B, while the other is labeled as Dr. L.
The spot near the Dr. L door is often used as a hiding place or to avoid gunfire.


Intercom Room

Entrance to the Intercom
Inside of the room
The Intercom
Intercom Access Required
SCP-079 AP Cost: 30 AP
Door can be destroyed with explosives, SCP-018 and SCP-096

The Intercom Room is a corner room with a keycard locked door that requires

Intercom Access Intercom Access 

Intercom Access

to open.

The intercom itself can be used by players to broadcast "useful" messages to the whole facility.
The duration of and cooldown between broadcasts can be changed in the server config - by default, players have up to 20 seconds to send broadcasts followed by a 120 second cooldown.

The intercom can also be used as a room of hiding, as only a small amount of Keycards can open the door.


Gates

Gate A
Gate B
Gate Access Required
SCP-079 AP Cost: 80 AP
Door can't be destroyed by any means

Entrance Zone contains the two gates that lead to the Surface Zone: Gate A and Gate B.

Gate A is closer to the Chaos Insurgency spawn area and is often used by Chaos when they enter the site.

Gate B is closer to the Mobile Task Force spawn area, and is often used by the MTF when they enter Site-02.
It is also closer to the Escape Area on Surface Zone, making Gate-B often used by Class-Ds and Scientists when they attempt to escape.

Both gates can be opened by Keycards with Gate Access Gate Access 

Gate Access

.

Guaranteed Spawn:


Evacuation Shelter

The Evacuation Shelter
Inside

The Evacuation Shelter is a small room that looks similar to a gate.

The gate itself is badly damaged and an redish-orange gas is seen leaking out.
When peeking into the room, the player can see many dead bodies littered inside it.

The room is sometimes used as a place to hide.

Guaranteed Spawns:


Hallways and Dead Ends

Hallways are repeating connectors in between unique rooms and other hallways, most of the time nothing of interest can be found in them.
Dead ends are a single door "rooms" that have no gameplay purpose but can be used as hiding spots.

Straight Hallway

Straight hallway

A simple straight hallway with a decorative bench along the side.
The HCZ/EZ Checkpoint is always followed by two Straight Hallways no matter the layout.


Corner Hallway

C shaped hallway

A simple corner hallway with a decorative bench near the corner. The corner can be used to hide from SCPs or other dangerous foes.

3-Way Intersections

T Shaped hallway

A 3-Way Intersection with benches.

4-Way Intersection

X shaped hallway

A 4-Way Intersection with a decorative bench near one of the doors.

Dead End

Variation 1
Variation 2

Dead Ends are red rooms with only one entrance. There are two variations of dead ends.

Variation 1 is a large dead end room, that contains a gate that can't be interacted with. This room is also a common hiding place.

Variation 2 has contains a normal hallway with a collapsed ceiling, which prevents players from continuing forward.
Like the other dead end room, this is also a common hiding spot.


Impossible Rooms

Hallway with offices that are locked
Hallway with a locked door

Impossible Rooms are rooms to do not naturally generate under normal in-game conditions despite existing within the generation code. Both of these two Impossible Hallways are similar in layout to the Conference Hallway.

Map Layouts

There are five possible map layouts of Entrance Zone. Special Rooms are randomized in these layouts.
The Straight Hallway on the far left is always the Checkpoint.
Below are all the possible map layouts, using their official names.

Trivia

  • Entrance Zone is the only zone that does not have a theme.
  • Entrance Zone contains multiple Workstations and three possible Standard Lockers spawn locations, two of which are in the same room. Entrance Zone is also home to Gate-A and Gate-B which lead to the Surface Zone.
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