- 1 Unique Rooms
- 1.1 Class-D Cells - CD01
- 1.2 Water Closet - WC00
- 1.3 Office - PC15
- 1.4 Glass Room - GR18
- 1.5 LCZ Armory - ##00
- 1.6 SCP-012's Containment Chamber - #012
- 1.7 SCP-173's Containment Chamber - PT00
- 1.8 SCP-914's Containment Chamber - #914
- 1.9 Heavy Containment Zone Checkpoints - EX-A/EX-B
- 1.10 Airlock - ALXX
- 1.11 Garden Chamber - VT00
- 2 Hallways
- 3 Map Layouts
Light Containment Zone is also home to the Decontamination Process, a process which kills anything within the LCZ 11 minutes and 45 seconds after the round has started. This forces players to move down to the Heavy Containment Zone and prevents backtracking to SCP-914.
There are a few important rooms that contain supplies for players to aid their journey through the Heavy Containment Zone. A helpful navigation aid is the signs above doors, which primarily informs players of the type of room that lies beyond. Certain rooms will have fixed designations (see next section), whilst others will be pseudo-random.
Despite popular belief, Light Containment Zone is above Heavy Containment Zone and not below it.
Related article: Soundtrack
Unique rooms are rooms that spawn only once (with the exception of the airlock and two checkpoints), containing valuable items or to be used as hiding spots. These rooms have fixed designations:
Class-D Cells - CD01
The Class-D Cells are the spawn location of all Class-Ds. The room is a long hallway with multiple cell doors that run along the central walls of the room.
Behind each cell door is a small room containing a small single bed and a table. Class-D will randomly spawn among these small cells.
There is nothing of direct importance in this area as it simply leads into the LCZ proper.
The back of this room contains two pieces of artwork made by winners of an art contest for SCP:SL. These artworks do not appear when the Halloween and Xmas props are spawned in.
Water Closet - WC00
The Water Closet is a hallway that contains a male and female bathroom, that can sometimes have loot in them. Scientist can spawn in this room.
A Wall-mounted Medkit will sometimes spawn outside the bathroom door along the wall.
The Water Closet contains 3 toilets and 2 sinks in both the male and female restrooms.
In the male and female bathrooms, there is the possibility of finding up to two keycards and/or the COM-15 Sidearm.
The bathrooms can be used as a hiding place from SCPs, but may not be as effective against humans who may be checking the room for loot. Possible loot:
- Outside the Toilets:
Office - PC15
The Office is a medium sized room that has an orderly arrangement of desks with computer monitors, phones, and other utensils.
A single Scientist Keycard always spawn in this room on a random desk. A Standard Locker and Wall-mounted Medkits sometimes spawns in this room
- On a random desk:
- Standard Locker:
- Wall-mounted Medkit (up to two)
Glass Room - GR18
The Glass Room is a medium sized testing chamber found in Light Containment Zone, marked with GR-18 above its door.
Behind the door is a small room containing a gate that can be opened without the use of a keycard. Scientist can sometimes spawn in this part of the room.
Behind the gate is a medium sized room with a glass chamber in the middle. The right wall of the room has a chance for a Medical Cabinet or a Standard Locker to spawn. A COM-15 Sidearm pistol will sometimes spawn in the middle of the glass chamber.
If the glass in the chamber is broken, it can be walked through by any class that isn't SCP-096. Making it a useful way to avoid SCP-096.
- Inside the glass cage:
- Standard Locker:
LCZ Armory - ##00
The LCZ Armory is a medium sized room containing two Workstations and multiple guns, grenades and ammo. The room requires to open it.
Scientist can spawn outside the keycard door in this room but are unable to grab the guns due to their keycard being unable to open the door, forcing them to find one elsewhere.
It can be especially useful for Class-Ds to kill Scientists or NTF, or vice-versa with Chaos Insurgents.
It contains a variety of weapons and ammunition to choose from.
- 7.62mm; 70 rounds
- 9.00mm; 30 rounds
SCP-012's Containment Chamber - #012
SCP-012's Containment Chamber is a long hallway with two doors at a dead end. One doors leads to a small room that sometimes contain a Bulletproof Locker №7 in it. The other door requires a keycard with to open. This door leads to the actual chamber of SCP-012.
While nothing is present inside the containment chamber of SCP-012, a COM-15 Sidearm has a chance to spawn here as well as a guaranteed Zone Manager Keycard on the control room outside of the chamber.
The room is often used as a hiding place to avoid SCPs. Loot:
SCP-173's Containment Chamber - PT00
SCP-173's Containment Chamber is a two story room that stores SCP-173.
In the preceding room before SCP-173's chamber, there is an inaccessible door to the right and a balcony to the left with an inaccessible control room on the upper level.
At the beginning of the round SCP-173, if selected, will spawn in the containment chamber. The door cannot be opened immediately due to a short timer.
A Standard Locker can sometimes spawn next to SCP-173's containment cell.
The chamber itself can be used as a hiding place from any threats.
- Inside the small room:
- Standard Locker:
SCP-914's Containment Chamber - #914
SCP-914's Containment Chamber is a medium sized room that stores SCP-914.
Behind the door is a smaller room containing a gate that leads to SCP-914 with a poster of SCP-914 next to it. The gate requires a keycard with to open.
SCP-914 is the most important room in Light Containment Zone, as it is used to upgrade items.
Due to this, it is a popular place for SCPs to target, making it a dangerous place to be in at the start of the round. Possible loot:
Heavy Containment Zone Checkpoints - EX-A/EX-B
The Heavy Containment Zone Checkpoints are the gateways to and from the Heavy Containment Zone. There are two checkpoints found within the LCZ.
It contains two labeled doorways that both open once a Keycard is swiped. They lead to a pair of lifts denoted under either Lift A or Lift B (depending on the checkpoint) which lead down to the HCZ. There are also screens at either checkpoint displaying the remaining time to decontamination.
A keycard with is required to open the checkpoint.
Related article: Soundtrack
Airlock - ALXX
The Airlock is a small, red-lit room with two doors on each side and a small dark side-room.
Upon opening one of the inner doors, the other door will close. This makes Airlocks a great place to slow people down during a chase.
The smaller side-room is often a place to hide in as most players pass it when running through the Airlocks.
Garden Chamber - VT00
The Garden Chamber also known as the Greenhouse Room contains a greenhouse area with several plants, sectioned off from the playable area with a large glass window. Players can access the plants by smashing the window, although the plants cannot be interacted with. The Garden Chamber has two entrances on opposite ends of the room.
Interesting, the room's code, VT00, does not match with the room name. Both Greenhouse and Garden Chamber have officially been used when refering to this room.
- Standard Locker:
- Wall-mounted Medkit
- Bulletproof Locker №7
Hallways are repeating connectors that connect unique rooms and other hallways. Most of the time nothing of interest can be found in them and they make up the bulk of rooms in LCZ. These rooms have pseudo-random designations - while the first two letters will remain constant, the two numbers will change with each room.
Straight Hallway - HS
A simple straight hallway that contains two vents on the upper parts of the walls. One of these vents contain an easter egg.
Corner - HC
A simple corner hallway.
3-Way Intersection - IT
A simple three way intersection.
4-Way Intersection - IX
A four way intersection.
A Sinkhole can sometimes spawn in this room, as apart of the Clutter System. By default this is turned off, however server owners can change the config to allow for a percentage chance of sinkholes spawning.
If a sinkhole is present, it will slow down any players that aren't SCPs. Unlike in Containment Breach, sinkholes will not teleport the player to the Pocket Dimension, this is intentional.
Impossible Rooms are rooms to do not naturally generate under normal ingame conditions despite existing as apart of the generation code. The Impossible VT00 is that of an older version of the room.
There are five possible map layouts of Light Containment Zone. Special Rooms are randomized in these layouts.
The Class-D Cells always spawns in the same exact spot for all five layouts, which can allow Class-Ds to figure out the layout early in the game.
Below are all the possible map layouts, using the community given names.