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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 greenhouse has two entrances on opposite ends of the room. | 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 greenhouse has two entrances on opposite ends of the room. | ||
On the wall opposite the plants is a door that leads to a small room which either has a [[Medical Cabinets|Medical Cabinet]], a [[Locker]], | On the wall opposite the plants is a door that leads to a small room which either has a [[Medical Cabinets|Medical Cabinet]], a [[Locker]], a [[Bulletproof Locker №7]] or nothing. | ||
'''Possible Loot''' | '''Possible Loot''' | ||
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** [[Keycard|Zone Manager Keycard]] | ** [[Keycard|Zone Manager Keycard]] | ||
* [[Medical Cabinets|Medical Cabinet]] | * [[Medical Cabinets|Medical Cabinet]] | ||
* [[ | * [[Bulletproof Locker №7]] | ||
Revision as of 16:38, 26 May 2020
Contents
- 1 Unique Rooms
- 1.1 Class-D Cells - CD01
- 1.2 Bathroom - WC00
- 1.3 Office - PC15
- 1.4 Glass Room - GR18
- 1.5 SCP-914's Containment Chamber - #914
- 1.6 SCP-173's Containment Chamber - PT00
- 1.7 Armory - ##00
- 1.8 SCP-012's Containment Chamber and Room - #012
- 1.9 Heavy Containment Zone Checkpoint - EX-A/EX-B
- 1.10 Airlock - ALXX
- 1.11 Greenhouse Room - VT00
- 2 Hallways
The Light Containment Zone is one of four zones in Site-02, where Class-Ds, Scientists, and SCP-173 spawn. SCP-914 is also found here, and often becomes a congregating point in the early game. 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. This forces players to move up through 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.
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. These rooms have fixed designations:
Class-D Cells - CD01
The spawn location of all Class-Ds. 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.
Bathroom - WC00
In the male and female bathrooms, there is the possibility of finding up to two keycards and/or the COM-15.
Possible loot:
- Men's Toilets:
- Women's Toilets:
Office - PC15
The office is organized into an orderly arrangement of desks with computer monitors, phones, and other utensils. A single Scientist Keycard always spawns on one of the center-most desks.
A Locker and Medical Cabinet sometimes spawns in this room
Loot:
- On a random desk:
- Locker:
Glass Room - GR18
GR18 contains either a Medical Cabinet or a Locker on the wall to the right of the door.
A COM-15 pistol will sometimes spawn in the glass cage.
Possible Loot:
- Inside the glass cage:
- Locker:
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, as it is used to upgrade items (commonly keycards).
Due to this, it is a popular place for SCPs to target.
SCP-173's Containment Chamber - PT00
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.
There is a chance that a Bulletproof Locker №7 and/or a COM-15 pistol spawns 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.
Possible loot:
- Inside the small room:
- Locker:
Armory - ##00
Required
The armory room is useful for keycard-wielding players to arm themselves against SCPs. 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.
Loot:
- Weapons:
- Grenades:
- Ammo:
- 2 9MM magazines
- 2 7.62MM magazines
- Other:
SCP-012's Containment Chamber and Room - #012
Required
While nothing is present 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 Bulletproof Locker №7 can sometimes spawn in the small room outside SCP-012's chamber.
Possible loot:
Heavy Containment Zone Checkpoint - EX-A/EX-B
Checkpoint Access Required
In LCZ, 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 up to the HCZ. There are also screens at either checkpoint displaying the remaining time to decontamination.
Airlock - ALXX
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.
Greenhouse Room - VT00
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 greenhouse has two entrances on opposite ends of the room.
On the wall opposite the plants is a door that leads to a small room which either has a Medical Cabinet, a Locker, a Bulletproof Locker №7 or nothing.
Possible Loot
- Locker:
- Medical Cabinet
- Bulletproof Locker №7
Hallways
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.
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, it will slow down any players that aren't SCPs. Unlike Containment Breach, sinkholes will not teleport the player to the Pocket Dimension.
- This page was last edited on 26 May 2020, at 16:38.
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