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- 1 Unique Rooms
- 1.1 Class-D Cells - CD
- 1.2 Bathroom - WC
- 1.3 Office - PC
- 1.4 Glass Room - GR 18
- 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
- 1.11 Greenhouse Room - VT
- 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.
At the back of these cells contain two pieces of artwork made by winners of an art contest for SCP SL.
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. A locker can also spawn in this room next to the door.
Loot:
Glass Room - GR 18
In GR-18 you can find a Medical Cabinets 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 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. Used to upgrades cards.
Of course, this is a popular place for SCPs to target.
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.
Possible Loot:
- Inside 372's glass cage:
- Locker:
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.
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
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.
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 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.
- This page was last edited on 9 April 2020, at 22:56.
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