The Light Containment Zone is one of four zones found in SCP: Secret Laboratory.
- 1 Description
- 2 Room ID Codes
- 3 Unique Rooms
- 3.1 Class-D Cells - CD01
- 3.2 Water Closet - WC00
- 3.3 Garden Chamber - VT00
- 3.4 Office - PC15
- 3.5 Glass Room - GR18
- 3.6 LCZ Armory - ##00
- 3.7 Heavy Containment Zone Checkpoints - EX-A/EX-B
- 3.8 Test Chamber 1 - TC01
- 3.9 SCP-173's Containment Chamber - PT00
- 3.10 SCP-914's Containment Chamber - #914
- 3.11 Airlock - ALXX
- 4 Hallways
- 5 Map Layouts
- 6 Trivia
Light Containment Zone is also the only zone that is affected by the Decontamination Process, a process which kills anything within the zone 11 minutes and 45 seconds after the round has started. This forces players to move down to Heavy Containment Zone, and prevents players from camping and stalling a round.
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. While not seen in-game, the SCP-330 document mentions that SCP-330 had its own chamber before it was moved to Test Chamber 1. The original chamber was blown up sometime before the events of the game during testing of SCP-330 on Halloween of an unknown year.
Despite popular belief, Light Containment Zone is above Heavy Containment Zone and not below it.
Related article: Soundtrack
Room ID Codes
Unique to Light Containment Zone are "Room ID Codes" that reperesent what room is behind a door. These symbols are found above every door in LCZ and allow players to easily identify what room is behind the door.
|SCP-012's Containment Chamber (End Room); removed along side SCP-012's room in v11.1.0. SCP-012's chamber was removed due to being a CB Asset and got replaced with TC01.|
|SCP-330's Containment Chamber (End Room); replaced the #012 ID Texture for the Halloween 2020 Event. The room was still that of SCP-012's chamber.|
|Giant Ventilation Room (Hallway); replaced with VT00 when the Greenhouse replaced the room in v7.0.0. The Giant Ventilation room was removed due to being a CB Asset.|
|Placeholder symbol; added in v4.0.0 and removed in v6.0.0. The Room ID was always LC2 and had no meaning. The two is also cut off for unknown reasons.|
Unique rooms are rooms that spawn only once (with the exception of airlocks and the two checkpoints) and can contain valuable items or can 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. 1-3 Class-Ds will randomly spawn among these small cells.
No items will spawn here, and the room has no importance besides being the spawn location of Class-Ds.
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 (which can contain loot). This is also a Scientist spawn location.
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.
A First Aid Cabinet will sometimes spawn outside the bathroom door along the wall.
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.
- Outside the Toilets:
- Men's Toilets:
- Women's Toilets:
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.
Interestingly, the room's code, VT00, does not match with the room name. Both Greenhouse and Garden Chamber have officially been used when referring to this room.
- In the side room:
- Behind the glass:
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 will always spawn in this room on a random desk. A Standard Locker, Bulletproof Locker №7, and 2 First Aid Cabinets can sometimes spawn in this room.
- On a random desk:
Glass Room - GR18
The Glass Room is a medium sized testing chamber found in Light Containment Zone, that contains a large glass chamber and several shelves.
To enter the room, the player must first open a gate that does not require a keycard. This is also a Scientist spawn location.
The right wall of the room has a chance for a First Aid Cabinet, Standard Locker, Bulletproof Locker №7, or Workstation to spawn. A COM-15 and Keycard can sometimes spawn on the shelf in this room.
The glass in the chamber can be broken and players can walk into the chamber as any class.
- Inside the glass cage
- Along the right wall:
- On the shelf:
LCZ Armory - ##00
|Armory Access Tier 1 Required|
|SCP-079 AP Cost: 50 AP|
|Door can be destroyed with explosives, SCP-018 and SCP-096|
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 armory door, but are unable to enter it due to their keycard being unable to open the door, forcing them to find one elsewhere.
This room can be extremely useful for Class-Ds to kill Guards, and/or MTF (or for Scientists to kill Class-Ds, and/or Chaos Insurgency).
The room contains a variety of weapons and ammunition to choose from. Guaranteed Spawns:
- 9x19mm (150 Rounds)
- Body Armor:
Heavy Containment Zone Checkpoints - EX-A/EX-B
|Checkpoint Access Required|
|SCP-079 AP Cost: 10 AP|
|Door can only be destroyed with Remote Admin|
The Heavy Containment Zone Checkpoints are the gateways to and from Heavy Containment Zone. There are two checkpoints found within the LCZ.
Each checkpoint contains two doorways that will both open once a Keycard with is used.
The checkpoints 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 until decontamination.
When there are 30 seconds left before decontamination occurs, all checkpoint doors will be permanently opened and cannot be shut.
Related article: Soundtrack
- On the checkpoint itself:
Test Chamber 1 - TC01
|Containment Access Tier 2 Required|
|SCP-079 AP Cost: 40 AP|
|Door can be destroyed with explosives, SCP-018 and SCP-096|
Test Chamber 1 is a small room with two doors that lead to smaller rooms. One doors leads to the control room, and requires a keycard with to open.
The room acts as a small testing room for Site-02 staff to perform experiments; it is currently being used to test SCP-330. SCP-330 was moved to this room after an experiment lead to the destruction of SCP-330's original chamber. This original chamber does not appear ingame. The control room has a computer that will unlock the other door in the chamber when interacted with. This door leads to SCP-330, where players can grab candy from the bowl. It is possible to lock the chamber door and trap players inside the room.
Inside the control room, a COM-15 has a chance to spawn here as well as a guaranteed Zone Manager Keycard and Combat Armor.
- Inside the Control Room:
- Outside the Containment Chamber
SCP-173's Containment Chamber - PT00
SCP-173's Containment Chamber is a two story room that is the spawn location of SCP-173.
On the bottom of the floor is a staircase. When climbing up the staircase, a side room can be found and a door which leads to SCP-173's chamber.
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. There is also a gate alongside the wall which leads to SCP-173's Containment Chamber.
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. The chamber itself can be used as a hiding place from any threats.
- On the desk in the side room:
- On the right side of the wall in the side room:
- Outside the containment chamber:
SCP-914's Containment Chamber - #914
|Containment Access Tier 1 Required|
|SCP-079 AP Cost: 50 AP|
|Door can't be destroyed by any means (Containment Gate)|
SCP-914's Containment Chamber is a medium sized room that contains SCP-914.
To enter SCP-914's containment chamber, the player must first open a gate. 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.
- Outside the chamber:
- Inside the chamber on the shelves:
Airlock - ALXX
The Airlock is a small, red-lit room with two doors on each side and a small dark side-room.
When a player opens one of the inner doors, the door on the opposite side will close. This makes Airlocks a great place to slow people down during a chase.
A Bulletproof Locker №7 can sometimes spawn in the smaller side-room. It can also be used for hiding.
- In the side-room:
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 the upper vents contains one of four hidden Hubertballs in the game.
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. 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, players who walk through it (that aren't SCPs) will be slowed down. Unlike in Containment Breach, sinkholes will not teleport the player to the Pocket Dimension; this is intentional.
Impossible Rooms are rooms that do not naturally generate under normal in-game conditions despite existing as a part of the generation code. The Impossible VT00 is that of an older version of the room. In version 8.0.0, the update that re-added SCP-079, VT00 stopped generating for unknown reasons. Despite this, the room was still updated to support SCP-079. In version 9.0.0 the generation issue was fixed with the room being slightly remodel.
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.
- Mooshua - SL Layout Creator. This website is not official.
- Interestingly, the announcement in-game says that the LCZ decontamination process occurs in 15 minutes, while the actual time is 11 minutes and 45 seconds. This was intentionally added to apply pressure to the players.
- The font used for the room ID Codes is called Black Ops One.