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The Heavy Containment Zone is the second zone of three in the facility, it is also the most dangerous zone as most SCPs spawn here.
SCP-049, SCP-049, SCP-096, SCP-106 and SCP-939 spawn in this zone.
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 System
Two elevators that transport the player to the LCZ checkpoint.
Warhead Silo
Required
An area that includes the silo and armory, it can only be accessed via an elevator.
In front of the elevator is the silo itself, with the nuclear warhead seated in place, behind the warhead there is a control panel, the control panel allows activation/deactivation of the warhead.
Near the control panel is an armory, the armory includes an Epsilon-11 SR and a Workstation.
There is also a chance that a Senior Guard keycard may spawn on the shelves near the control panel.
SCP-012 has a chance to spawn inside the control room.
Possible Loot:
- Inside the armory:
- Near the control panel:
- Senior Guard Keycard
Ammunition Armory
Required
A T-shaped area which is connected with a walkway, falling off the walkway will kill the player.
The armory itself includes a number of 7.62MM magazines and a Workstation.
SCP-012 has a chance to spawn inside the armory.
Loot:
- 10 7.62MM magazines
Tesla Gate
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 kill them (including SCPs).
Server Room
Two-level room full of servers, mainly used for hiding.
Up to two Senior Guard keycards may spawn, one on each level.
Possible Loot:
Micro HID Armory
Required
Armory containing the Micro HID, and a Workstation.
SCP-012 has a chance to spawn in the hallway.
Loot:
SCP-939's Spawn
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 hole.
Also a spawn area for both SCP-939 instances.
SCP-012 has a chance to spawn on the walkway.
SCP-049's Containment Area
Required
The containment area and chamber of SCP-049, can only be entered via an elevator.
Once descended below 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 containment chamber, while the normal door is the leads to the armory.
The armory contains a Epsilon-11 SR and a medkit.
SCP-012 has a chance to spawn outside SCP-049's containment.
Loot:
SCP-106's Containment Area
Required
The containment area of SCP-106 is a even darker compared to the rest of the HCZ, housing one of the most dangerous SCPs.
To the right of the entrance is SCP-106's containment chamber, the chamber floats above the ground and can be jumped to from the entrance platform, falling off is fatal.
Opening the door to the control room shows the Femur Breaker and a big red button.
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.
By pressing the button an audio cue will start to play and soon after SCP-106 will be re-contained.
SCP-096's Containment Area
Required
The containment area includes a small control room and SCP-096's chamber.
The control room has some computers in it and has a chance to spawn a Generator in the right wall in the room.
The chamber is a red room filled with movement sensors to keep track of SCP-096 when its inside, a MTF Commander keycard can be found inside.
Loot:
SCP-079's Containment Area
Required
In the entrance area is a stairway leading to the airlock which leads to 079's containment chamber, in the entrance area there is a camera and speaker, but a Generator can spawn as well.
Two gates are in the way to SCP-079, after entering SCP-079 can be seen in its cage.
Entrance Zone Checkpoint
Checkpoint Access Required
Checkpoint leading to the Entrance Zone.
Hallways
Hallways are repeating connectors in between unique areas and other hallways, most of the time nothing of interest can be found in them.
Straight Hallway
Corner Hallway
3-Way Intersection
4-Way Intersection
- This page was last edited on 23 October 2019, at 21:18.
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