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The Heavy Containment Zone (HCZ) is one of four zones in 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-096, SCP-106 and SCP-939 all spawn in this zone.

Heavy Containment Zone contains four Workstations, one MTF-E11-SR Rack, one Weapon Locker Type 21 and multiple Bulletproof Locker №7s and First Aid Cabinets. It is also home to three Emergency Power Stations.

Heavy Containment Zone is home to the Overcharge event, which is used to re-contain SCP-079. Overcharge will happen a few seconds after all 3 Emergency Power Stations are activated and if the button in SCP-079's chamber is pressed. It also happens 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 10 seconds, everything goes back to normal.


Related article: Soundtrack

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

Elevator System A
Elevator System B
Elevators after LCZ is locked down

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.


Related article: Soundtrack


Alpha Warhead Silo

Elevator leading to the silo
Warhead silo
Armory
Control panel

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.
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.


Beside the control panel is an armory which does not need a Keycard to open.
The armory contains a Workstation. A MTF-E11-SR Rack or Weapon Locker Type 21 will also spawn in the armoury.
There are two possible Emergency Power Stations spawns in the room.

Guaranteed Spawns:

Possible Spawns:



Ammunition Armory

Entrance to the armory
Inside the armory
Armory Access Tier 1 Required
SCP-079 AP Cost: 50 AP
Door can be destroyed with explosives, SCP-018 and SCP-096

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 and dying).

The armory itself requires

Armory Access 1 Armory Access 1 

Armory Access 1

to open. The armory includes a number of 9x19mm and 5.56x45mm ammo boxes and a Workstation. There is also a chance for a Bulletproof Locker №7 to spawn inside the armory.

The two outside walls of the armory are also possible spawn locations for Emergency Power Stations and/or Medkit Cabinets.

Guaranteed Spawns:

Possible Spawns:



Tesla Gate

Tesla Gate Animation
ZAP!

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. Tesla Gates are also quite loud and can be heard from several rooms away when operational.




Server Room

Top level
Bottom level

The Server Room is a two-level room full of servers, mainly used for hiding. 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.
Common hiding spots in this room including behind any of the servers or under the stairs.


Up to two Emergency Power Stations and/or First Aid Cabinet can also spawn on the top floor.

Guaranteed Spawns:

Possible Spawns:



Micro H.I.D. Armory

Hallway
The door to the Micro H.I.D.
Inside the armory
Armory Access Tier 3 Required
SCP-079 AP Cost: 70 AP
Door can be destroyed with explosives, SCP-018 and SCP-096

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.
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.

In the middle of the side room is a door that requires Armory Access 3 Armory Access 3 

Armory Access 3

to open. The room contains the Micro H.I.D. and a Workstation.
Emergency Power Stations and Medkit Cabinets can spawn on either sides of the door to the Micro H.I.D.

Guaranteed Spawns:

Possible Spawns:



SCP-049's Containment Area

Hallway with elevator that leads to SCP-049's containment area
SCP-049's containment area
SCP-049's chamber
The armory

(Armory)

Armory Access Tier 2 Required
SCP-079 AP Cost: 60 AP
Door can be destroyed with explosives, SCP-018 and SCP-096

SCP-049's Containment Area is a hallway that contains an elevator leading to the containment cell of SCP-049. Emergency Power Station or First Aid Cabinet 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 Armory Access 2 Armory Access 2 

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.

There is also a chance that a Bulletproof Locker №7 can spawn outside the armory.

Guaranteed Spawns:

Possible Spawns:



SCP-079's Containment Area

Entrance to SCP-079's containment area
SCP-079's containment area and cage
The Side Room in SCP-079's containment area
A plaque with the names of the main people who participated in the ARG
Containment Access Tier 2 Required
SCP-079 AP Cost: 110 AP
Door can't be destroyed by any means

The entrance of SCP-079's Containment Area is a small stairway which leads to the two gates outside SCP-079's chamber. In the entrance area there is a camera and speaker for SCP-079 to use.
At the start of the round,

Up to two Emergency Power Stations and/or First Aid Cabinets can also spawn on the stairs outside the chamber. Both gates in the room require Containment Access 3 CC3 doesn't exist anymore you idiot!!!! 

Containment Access 3

to open.

Behind the locked gates is a medium sized room that contains SCP-079 behind a cage. The gates are locked closed until all Emergency Power Stations are activated. Afterwards the room is locked in an open state.

The side room past the 2nd gate contains a lot of loot and a button to terminate SCP-079. Pressing the button will allow the gates to be closed/opened with any Keycard that has Containment Tier 2.
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.
Scanning the QR code on the plaque leads to the following link

Guaranteed Spawns:

Possible Spawns:


SCP-096's Containment Area

Entrance to SCP-096's chamber
SCP-096's containment chamber
Containment Access Tier 2 Required
SCP-079 AP Cost: 40 AP
Door can be destroyed with explosives, SCP-018 and SCP-096

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 Station 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 Containment Access 2 Containment Access 2 

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.

Guaranteed Spawns:

Possible Spawns:


SCP-106's Containment Area

SCP-106's containment area
SCP-106's containment door that auto closes
Femur Breaker room
The lower level of SCP-106's containment area
The bottom SCP-106's containment area, where SCP-106 spawns
Containment Access Tier 3 Required
SCP-079 AP Cost: 110 AP
The door can be destoryed by SCP-096

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.

The main doors require a keycard with Containment Access 3 CC3 doesn't exist anymore you idiot!!!! 

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.

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.

An Emergency Power Station or First Aid Cabinet can also spawn near the entrance of the room.

Guaranteed Spawns:

  • Coin (Shelf next to Femur Breaker)

Possible Spawns:


SCP-939's Containment Area

As seen from the entrance
Overview of the room
The stairs that lead to the bottom of the room
The bottom of the room where SCP-939 spawns

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.
Both SCP-939 instances will spawn at the bottom of the stairs.
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.
The stairway can be used as a hiding place since it isn't often used. In addition to an Emergency Power Station or First Aid Cabinet, a Bulletproof Locker №7 may also spawn on the walkway.

Possible Spawns:


Entrance Zone Checkpoint

Checkpoint
Checkpoint Access Required
SCP-079 AP Cost: 10 AP
Door can only be destroyed with Remote Admin

The Entrance Zone Checkpoint is a room leading to the Entrance Zone.
Up to two Emergency Power Stations or First Aid Cabinet can spawn on the HCZ side of the checkpoint.

A keycard with Checkpoint Access Checkpoint Access 

Checkpoint Access

is required to open the checkpoint.

Possible Spawns:


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

Straight hallway

A simple straight hallway.



Corner Hallway

Corner hallway

A simple Corner hallway.



3-Way Intersection

T shaped hallway
T shaped hallway with Workstation

A simple three way intersection.

Possible Spawns:


4-Way Intersection

X shaped hallway

A simple four way intersection.

Map Layouts

There are five possible map layouts of Heavy Containment Zone. Special Rooms are randomized in these layouts.
Below are all the possible map layouts, using the community given names.

Trivia

  • In 3-Way Intersections, two doors are noticeably uncentered. Have fun being cursed forever with this knowledge.
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