From SCP: Secret Laboratory English Official Wiki

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.

Inside the room one of the four hidden Hubertballs in the game can found. It can only be seen with Noclip.

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 that 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 Orange Endroom labeled as "EZ" represents the checkpoint. It always spawns in the same location.
Below are all the possible map layouts, using their official names.
Credit:

Cookies help us deliver our services. By using our services, you agree to our use of cookies.