From SCP: Secret Laboratory English Official Wiki

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{{ReqAccess|AA_L|Armory Access: Low}}
{{ReqAccess|AA_L|Armory Access: Low}}


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 [[Mobile Task Force|NTF]], or vice-versa with [[Chaos Insurgents]]. To get in you need a card with Armory access: low.
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 [[Mobile Task Force|NTF]], or vice-versa with [[Chaos Insurgent]]s. To get in you need a card with Armory access: low.


It contains a variety of weapons and ammunition to choose from.
It contains a variety of weapons and ammunition to choose from.
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** 2 9MM magazines
** 2 9MM magazines
** 2 7.62MM magazines
** 2 7.62MM magazines
*Other:
**2 [[Weapon Manager Tablet]]s





Revision as of 18:49, 23 March 2019

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



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.


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.


Loot:


PC Room

SCP-372's Containment Chamber - GR


In the containment chamber of SCP-372, you have the possibility of finding a Zone Manager keycard on the computer console and/or the COM-15 pistol in the glass cage.

There is also a cabinet which you can loot from.


Possible Loot:


Inside 372's chamber

SCP-914's Containment Chamber - #914


Main article: SCP-914

Required


The residence of SCP-914. Requires any Keycard to enter.


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.


Stairway leading to SCP-173's chamber


File:PT Chamber.png
SCP-173's chamber

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 COM15 Pistol or a Scientist/Major Scientist keycard have the possibility of spawning in the control room outside of the chamber.


Possible Loot:


File:-012 Door.png
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.

A Keycard with Checkpoint Authorization (CA) is required to access the checkpoint.


Security checkpoint

Hallways



Straight Hallway - HS


Straight hallway

Corner - HC


C shaped hallway

3-Way Intersection - IT


T shaped hallway

4-Way Intersection - IX


File:IX Hallway.png
X shaped hallway

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
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