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Contents
- 1 Unique Rooms
- 1.1 Class-D Cells - CD
- 1.2 Bathroom - WC
- 1.3 Office - PC
- 1.4 SCP-372's Containment Chamber - GR
- 1.5 SCP-914's Containment Chamber - #914
- 1.6 Containment Room and Chamber of SCP-173 - PT
- 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 - AL
- 2 Hallways
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.
Bathroom - WC
In the male and female bathrooms, there is the possibility of finding up to two keycards and/or the COM15.
Possible Loot:
- Men's Toilets:
- Women'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:
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:
- On the computer console:
- Inside 372's glass cage:
- Cabinet:
SCP-914's Containment Chamber - #914
Main article: SCP-914
Required
The residence of SCP-914. Requires any Keycard to enter.
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.
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:
- Guns:
- Grenades:
- Ammo:
- 2 9MM magazines
- 2 7.62MM magazines
- Other:
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.
SCP-018, SCP-500, SCP-268, and SCP-207 has a chance to spawn within the containment chamber of SCP-012.
Possible Loot:
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.
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.
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
Corner - HC
3-Way Intersection - IT
4-Way Intersection - IX
- This page was last edited on 14 December 2019, at 18:45.
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