From SCP: Secret Laboratory English Official Wiki

The Entrance Zone (EZ) is one of four zones in 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.

Entrance Zone contains four 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.

It is the spawn location of Facility Guards at the start of the game.

Unique Rooms

Unique rooms are rooms that spawn only once and might include valuable 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. 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.

Another Locker may also spawn one the lower floor of the office near one of the doors to the office. Possible loot:



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.
Near the corner of the room contains a cubical, a common hiding spot that may also contain a lootable Standard Locker. Possible loot:



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 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
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 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.



Gates

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


Entrance Zone is home to two gates that lead to the Surface Zone.

Gate A is closer to the Chaos Insurgent spawn area and so is often used by Chaos when they enter Site-02.

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-Ds and Scientists.

Both gates contain one Workstation.

The gates can only be opened by keycard with Gate Access Gate Access 

Gate Access

.


Evacuation Shelter

The Evacuation Shelter

The Evacuation Shelter is a small room that looks similar to a gate. While the gate can be interacted with, the gate can't be opened by any means.
A Workstation can be found to the left of the entrance.
The room is sometimes used as a place to hide.



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.

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.
A small version that has a collapsed ceiling, stopping one from passing. This room is a common hiding spot.
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.

Impossible Rooms

Hallway with offices that are locked
Hallway with a locked door

Impossible Rooms are rooms to do not naturally generate under normal ingame conditions despite existing as apart of 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 the community given names.

Trivia

  • Entrance Zone is the only zone that does not have a theme.
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