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The Heavy Containment Zone is one of four zones found in SCP: Secret Laboratory. It contains the Micro H.I.D. as well as the three Emergency Power Stations.

Description

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 considered one of the most dangerous zones as it is the spawn location for SCP-049, SCP-079, SCP-096, SCP-106, and SCP-939.

Heavy Containment Zone is also the only zone affected by the Overcharge event, which is used to re-contain SCP-079. This event occurs after all 3 Emergency Power Stations have been activated, and the button in SCP-079's Containment Chamber is pushed (this can also occur when SCP-079 is the last SCP alive).

Heavy Containment Zone contains a few important rooms that contain items that can aid a player in escaping or re-containing a SCP.

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 rooms that contain two elevators that connect Heavy Containment Zone to Light Containment Zone.

Above each elevator is a timer showing how much time is left until Light Containment Zone gets Decontaminated.


Related article: Soundtrack



Tesla Gate

The Tesla Gate
ZAP!

Tesla Gates are straight hallways equipped with high powered tesla coils.

If the player enters a room with a tesla gate, it will activate its sensors and charge itself. Standing next to the tesla gate will cause it to fire a large amount of electricity. 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 quite loud and can be heard from several rooms away when operational.

If SCP-079 viewing a room containing a tesla gate, the tesla coil will begin to charge itself even if no player is nearby.


Server Room

Top level
Bottom level

The Server Room is a two-level room full of servers. This room is mainly used for hiding.

A Scientist Keycard can spawn either on the top or bottom floor behind the servers.
Up to two First Aid Cabinets or Emergency Power Stations can also spawn on the top floor.

2 common hiding spots in this room include behind any of the servers or in a small area under the stairs.

Guaranteed Spawns:

Possible Spawns:


Alpha Warhead Silo

Elevator leading to the silo
Warhead silo
Armory
Control panel

The Alpha Warhead Silo is the location of the Alpha Warhead. It is located above HCZ, and can only be accessed via an elevator system.

In the center of the area, is the silo itself, with the Alpha Warhead seated in place.
Opposite of the elevator system is a small control room, which contains a control panel. This panel is used to activate or deactivate the warhead.
The control room is covered by a wall with openings that face the elevator system. These openings make great cover when shooting enemies coming up the elevator.

Beside the control panel is an armory which does not require a Keycard to enter.
The armory will always contain a Workstation, and either a MTF-E11-SR Rack or Weapon Locker Type 21 as well.

Two Emergency Power Stations can spawn on the wall in this area.

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 and into the put will instantly kill the player.

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.

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 side 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, and two Emergency Power Stations can also spawn on the wall.

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

Armory Access 3

to open. The room contains the Micro H.I.D. and a Workstation.

Guaranteed Spawns:

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. On the right side, behind a door, is a stairway that leads to the bottom of the chamber.

Falling off the walkway and into the containment chamber is fatal to human classes.
A Emergency Power Station, Bulletproof Locker №7, First Aid Cabinet or Workstation can also spawn on the walkway.

Both SCP-939 instances will spawn at the bottom of the stairs at the start of the round.

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. A Emergency Power Station can spawn on the wall of the hallway.

When a player travels down the elevator into SCP-04's Containment Area, two doors and some shelves can be seen. The bigger gate door is the door that leads SCP-049's empty containment chamber, while the normal door leads to a armory, which requires Armory Access 2 Armory Access 2 

Armory Access 2

to open. A Bulletproof Locker №7 can also spawn outside the armory.

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 or a Weapon Locker Type 21.

SCP-049 will spawn inside his containment chamber at the start of the round.

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 containment 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 containment 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 and dead guard's body can be found on the floor in this chamber.

SCP-096 will spawn outside its containment chamber at the start of the round.

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.

At the start of the round, both gates will be locked shut and cannot be opened until all 3 Emergency Power Stations have been activated. Once all 3 have been activated, the gates will be forced open.

Behind the gates is a medium sized room that contains SCP-079 behind a cage.
There is also a side room that contains lots of loot and a button to terminate SCP-079. Pressing the button will cause the Overcharge event to occur, and will allow the gates to be open/closed with any keycard with Containment Teir 2.

A plaque can also 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

The area outside the gates contains two possible spawn locations for Emergency Power Stations.

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 doors will lead to the main control area in SCP-106's chamber.
Both doors function on a time lock similar to checkpoints and will automatically close after 10 seconds.

Inside the control room is a shelf, several control panels, a button, and the Femur Breaker.
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 a button in the control room. Once the button is pushed, an audio cue will start to play and soon after, SCP-106 will be re-contained.

An Emergency Power Station can spawn near the entrance of the room.

SCP-106 will spawn at the bottom of his containment chamber at the start of the round.

Guaranteed Spawns:

  • On the shelf next to the Femur Breaker:

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 checkpoint that connects Heavy Containment Zone to Entrance Zone.

A keycard with Checkpoint Access Checkpoint Access 

Checkpoint Access

is required to open the checkpoint. After 10 seconds, the checkpoint doors will close.

Two Emergency Power Stations can spawn on the HCZ side of 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.

Trivia

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