From SCP: Secret Laboratory English Official Wiki

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** [[Keycard|Scientist Keycard]]
** [[Keycard|Scientist Keycard]]
** [[Keycard|Zone Manager Keycard]]
** [[Keycard|Zone Manager Keycard]]


*[[Medical Cabinets|Medical Cabinet]]
*[[Medical Cabinets|Medical Cabinet]]

Revision as of 23:05, 9 April 2020

The Light Containment Zone is one of three levels of the facility, where Class-Ds, Scientists, and SCP-173 spawn, as well as the most important SCP-914.

There are a few rooms important for these players to aid their journeys through the Heavy Containment Zone.

The LCZ is also home to the Decontamination Process, a process which kills anything within the LCZ 15 minutes and 30 seconds after the round has started.

Unique Rooms

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.


Class-D Cells - CD

The spawn location of all Class-Ds. There is nothing of direct importance in this area as it simply leads into the LCZ proper.
At the back of these cells contain two pieces of artwork made by winners of an art contest for SCP SL.


Cells
Artwork found at the back of the cells

Bathroom - WC

In the male and female bathrooms, there is the possibility of finding up to two keycards and/or the COM15.


Possible Loot:


WC Hallway
File:WC Toilets.png
Men's Toilets

Office - PC

The office is organized into an orderly arrangement of desks with computer monitors, phones, and other utensils on top of each. A single Scientist Keycard always spawns on one of the center-most desks.
A Locker and Medical Cabinet sometimes spawns in this room


Loot:

PC Room

Glass Room - GR 18

In GR-18 you can find a Medical Cabinet or a Locker on the right wall of the room.
A COM-15 pistol will sometimes spawn in the glass cage.


Possible Loot:

Inside the Glass Room

SCP-914's Containment Chamber - #914

Main article: SCP-914

Required


The residence of SCP-914. Requires any Keycard to enter. SCP-914 is the most important room in Light Containment Zone. Used to upgrades cards.
Of course, this is a popular place for SCPs to target.


SCP-914

Containment Room and Chamber of SCP-173 - PT

In the preceding room before SCP-173's chamber, there is an inaccessible door to the right, and a balcony to the left with hints of a control room on the upper level.

At the beginning of the round, SCP-173, if selected, will spawn in its containment chamber that cannot be opened immediately due to a short timer.

SCP-018, SCP-500, SCP-268, and SCP-207 has a chance to spawn inside the side room at the top of the stairs leading to SCP-173's containment.

A Locker can sometimes spawn next to SCP-173's containment cell.

Stairway leading to SCP-173's chamber
File:PT Chamber.png
SCP-173's chamber
The locker that sometimes spawns in this room

Possible Loot:

Armory - ##00

Required

The armory room is useful for keycard-wielding players to defend against SCPs. It can be especially useful for Class-Ds to kill Scientists or NTF, or vice-versa with Chaos Insurgents. To get in you need a card with Armory access: low.

It contains a variety of weapons and ammunition to choose from.


Loot:


Inside the armory

SCP-012's Containment Chamber and Room - #012

Required

While nothing is yet inside the containment chamber of SCP-012, a COM-15 Pistol and a Zone Manager Keycard have the possibility of spawning in the control room outside of the chamber.

A SCP-Pedestal can sometimes spawn in the small room outside SCP-012's chamber.


Possible Loot:


Entrance to SCP-012's control room


File:-012 Room.png
SCP-012's control room

Heavy Containment Zone Checkpoint - EX-A/EX-B

Checkpoint Access Required

This room is the gateway 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.


Security checkpoint

Airlock - AL

The Airlock is a red-lit room with two doors on each side and a small dark side-room.

Upon pressing either button the inward doors will toggle (open door will close and closed door will open) while the outside doors won't be affected.

The smaller side-room could be used to hide as most players pass it up when running through.

File:AL Airlock.png
Inside the airlock

Greenhouse Room - VT

The Greenhouse Room is a place in Light Containment Zone. It has two entrances, both that will have the sign VT-00 above its door on the outside.

The room contains a large glass plane with a bunch of plants behind it.

On the wall opposite to the plants is a door that contains a small room that can either have a Medical Cabinet, a Locker, an SCP-Pedestal or nothing.

Possible Loot


The VT-00 Room
The plants found in the room
The smaller room found in VT-00 that often contains loot.

Hallways

Hallways are repeating connectors in between unique rooms and other hallways, most of the time nothing of interest can be found in them.


Straight Hallway - HS

A simple straight hallway.

Straight hallway


Corner - HC

A simple corner hallway.

C shaped hallway


3-Way Intersection - IT

A simple three way intersection.

T shaped hallway


4-Way Intersection - IX

A four way intersection.
A Sinkhole can sometimes spawn in this room. By default this is 0% of happening, server owners must go into the config to change this if they want it to spawn.
If a sinkhole is ingame, it will slow down any players that aren't SCP. Sinkholes will not teleport the player to the Pocket Dimension.

File:IX Hallway.png
X shaped hallway
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