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The Light Containment Zone is one of four zones found in SCP: Secret Laboratory.

Description

Light Containment Zone (LCZ) is one of the four zones in Site-02.
It is the spawn location of Class-Ds, Scientists, and SCP-173, as well as being the location of SCP-914 and SCP-330.

Light Containment Zone is also the only zone that is affected by the Decontamination Process, a process which kills anything within the zone 11 minutes and 45 seconds after the round has started. This forces players to move down to Heavy Containment Zone, and prevents players from camping and stalling a round.

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.

Despite popular belief, Light Containment Zone is above Heavy Containment Zone and not below it.

Related article: Soundtrack


Unique Rooms

Unique rooms are rooms that spawn only once (with the exception of airlocks and the checkpoints), and can contain valuable items, or can be used as hiding spots. These rooms have fixed designations:


Class-D Cells - CD01

The Class-D Cells
Artwork found at the back of the cells
The SCP-049 Contest Art made by Moranatol
The SCP-106 Contest Art made by Purplegoop

The Class-D Cells are the spawn location of all Class-Ds. The room is a long hallway with multiple cell doors that run along the central walls of the room.
Behind each cell door is a small room containing a small single bed and a table. 1-3 Class-Ds will randomly spawn among these small cells.
No items will spawn here, and the room has no importance besides being the spawn location of Class-Ds.
The back of this room contains two pieces of artwork made by winners of an art contest for SCP:SL. These artworks do not appear when the Halloween and Xmas props are spawned in.


Water Closet - WC00

WC Hallway
Men's Toilets
Women's Toilets

The Water Closet is a hallway that contains a male and female bathroom (which can contain loot). This is also a Scientist spawn location.
The Water Closet contains 3 toilets and 2 sinks in both the male and female restrooms.
In the male and female bathrooms, there is the possibility of finding up to two keycards and/or the COM-15.
A First Aid Cabinet will sometimes spawn outside the bathroom door along the wall.
The bathrooms can be used as a hiding place from SCPs, but may not be as effective against humans who may be checking the room for loot.

Possible Spawns:


Garden Chamber - VT00

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

The Garden Chamber, also known as 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 Garden Chamber 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 First Aid Cabinet, a Standard Locker, a Bulletproof Locker №7, a Workstation or nothing.

Interestingly, the room's code, 'VT00', does not match with the room name. Both Greenhouse and Garden Chamber have officially been used when referring to this room.

Possible Spawns


Office - PC15

PC Room

The Office is a medium sized room that has an orderly arrangement of desks with computer monitors, phones, and other utensils.
A single Scientist Keycard always spawn in this room on a random desk. A Standard Locker and 2 First Aid Cabinets can sometimes spawn in this room.

Guaranteed Spawns:

Possible Spawns:


Glass Room - GR18

Entrance to the Glass Room
Inside the Glass Room

The Glass Room is a medium sized testing chamber found in Light Containment Zone, that contains a large glass chamber and several shelves.
To enter the room, the player must first open a gate that does not require a keycard. This is also a Scientist spawn location.
The right wall of the room has a chance for a First Aid Cabinet, Standard Locker, or Workstation to spawn. A COM-15 and Keycard can sometimes spawn on the shelf in this room.
The glass in the chamber can be broken.

Possible Spawns:


LCZ Armory - ##00

Entrance to the armory
Inside the armory
Armory Access Tier 1 Required
SCP-079 AP Cost: 50 AP
Door can be destroyed with explosives, SCP-018 and SCP-096

The LCZ Armory is a medium sized room containing two Workstations and multiple guns, grenades and ammo. The room requires

Armory Access 1 Armory Access 1 

Armory Access 1

to open it.
Scientist can spawn outside the armory door, but are unable to enter it due to their keycard being unable to open the door, forcing them to find one elsewhere.
This room can be extremely useful for Class-Ds to kill Guards, or MTF (or for Scientists to kill Chaos Insurgency).

The room contains a variety of weapons and ammunition to choose from.
Guaranteed Spawns:


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

Security checkpoint
The elevators
Checkpoint Access Required
SCP-079 AP Cost: 10 AP
Door can only be destroyed with Remote Admin

The Heavy Containment Zone Checkpoints are the gateways to and from Heavy Containment Zone. There are two checkpoints found within the LCZ.

Each checkpoint contains two doorways that will both open once a Keycard with Checkpoint Access Checkpoint Access 

Checkpoint Access

is used.
The checkpoints lead to a pair of lifts denoted under either Lift A or Lift B (depending on the checkpoint), which lead down to the HCZ. There are also screens at either checkpoint displaying the remaining time until decontamination.

When there are 30 seconds left before decontamination occurs, all checkpoint doors will be permanently opened and cannot be shut.

Related article: Soundtrack


Possible Spawns:


Test Chamber 1 - TC01

Entrance
Control Room
The side room with SCP-330
Containment Access Tier 2 Required
SCP-079 AP Cost: 40 AP
Door can be destroyed with explosives, SCP-018 and SCP-096
Test Chamber 1 is a small room with two doors that lead to smaller rooms. One doors leads to the control room, and requires a keycard with Containment Access 2 Containment Access 2 

Containment Access 2

to open.
The room acts as a small testing room for Site-02 staff to perform experiments; it is currently being used to test SCP-330. The control room has a computer that will unlock the other door in the chamber when interacted with. This door leads to SCP-330, where players can grab candy from the bowl. It is possible to lock the chamber door and trap players inside the room.
Inside the control room, a COM-15 has a chance to spawn here as well as a guaranteed Zone Manager Keycard and Combat Armor.

Site-02 documentation refers to this room as LCZ-TC-01, and refers to it being located in Subsection-03.

Guaranteed Spawns:

Possible Spawns:


SCP-173's Containment Chamber - PT00

Stairway leading to SCP-173's chamber
The side room that is outside the chamber area
The room outside SCP-173's Chamber
SCP-173's chamber

SCP-173's Containment Chamber is a two story room that is the spawn location of SCP-173.

On the bottom of the floor is a staircase. When climbing up the staircase, a side room can be found and a door which leads to SCP-173's chamber.
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. There is also a gate alongside the wall which leads to SCP-173's Containment Chamber.
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. The chamber itself can be used as a hiding place from any threats.

In the side room next to the stairs, there is a chance that a COM-15 will spawn on the desk.
A Standard Locker can sometimes spawn next to SCP-173's containment cell.

Possible Spawns:


SCP-914's Containment Chamber - #914

Entrance to SCP-914
SCP-914
Containment Access Tier 1 Required
SCP-079 AP Cost: 50 AP
Door can't be destroyed by any means (Containment Gate)

SCP-914's Containment Chamber is a medium sized room that contains SCP-914.

To enter SCP-914's containment chamber, the player must first open a gate. The gate requires a keycard with Containment Access 1 Containment Access 1 

Containment Access 1

to open.
SCP-914 is the most important room in Light Containment Zone, as it is used to upgrade items.
Due to this, it is a popular place for SCPs to target, making it a dangerous place to be in at the start of the round.

Possible Spawns:


Airlock - ALXX

Inside the airlock
Smaller side-room

Door can be destroyed with explosives, SCP-018 and SCP-096

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

When a player opens one of the inner doors, the door on the opposite side will close. This makes Airlocks a great place to slow people down during a chase.

The smaller side-room is often a place to hide in as most players pass it when running through the Airlocks.


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

Straight hallway

A simple straight hallway that contains two vents on the upper parts of the walls. One of the upper vents contains one of four hidden Hubertballs in the game.



Corner - HC

C shaped hallway

A simple corner hallway.



3-Way Intersection - IT

T shaped hallway

A simple three way intersection.



4-Way Intersection - IX

X shaped hallway
A sinkhole that can spawn in the room

A four way intersection.
A Sinkhole can sometimes spawn in this room, as a part of the Clutter System. 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, players who walk through it (that aren't SCPs) will be slowed down. Unlike in Containment Breach, sinkholes will not teleport the player to the Pocket Dimension; this is intentional.


Impossible Rooms

Impossible VT00

Impossible Rooms are rooms to do not naturally generate under normal ingame conditions despite existing as apart of the generation code. The Impossible VT00 is that of an older version of the room. In version 8.0.0, the update that re-added SCP-079, VT00 stopped generating for unknown reasons. Despite this, the room was still updated to support SCP-079.

Map Layouts

There are five possible map layouts of Light Containment Zone. Special Rooms are randomized in these layouts.
The Class-D Cells always spawns in the same exact spot for all five layouts, which can allow Class-Ds to figure out the layout early in the game.
Below are all the possible map layouts, using the community given names. (Map layout names are from Moros)

Trivia

  • Light Containment Zone used to have SCP-012's Containment Chamber. The chamber itself was a SCP: Containment Breach asset, and was replaced with Test Chamber 1 in the 11.1.0 update.
  • The announcement in-game says that the LCZ decontamination process occurs in 15 minutes, while the actual time is 11 minutes and 45 seconds. This was intentionally added to apply pressure to the players.
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