From SCP: Secret Laboratory Public Beta Official Wiki

No edit summary
No edit summary
Line 3: Line 3:
__TOC__
__TOC__
=Description=
=Description=
Entrance Zone (EZ) is one of four zones in [[Site-02]]. <br>
Entrance Zone (EZ) is one of four zones in Site-02. <br>
It is the spawn location for [[Facility Guard]]s, and contains both Gate A and Gate B
It is the spawn location for [[Facility Guard]]s, and contains both Gate A and Gate B


Entrance Zone contains a couple of unique rooms. While some of these rooms may contain items, most rooms do not have a important gameplay role.
Entrance Zone contains a couple of unique rooms. While some of these rooms may contain items, most rooms do not have a important gameplay role.


=Unique Rooms=
=Unique Rooms=
Line 12: Line 13:




==Walkway Office==
==Two-Story Office==
[[File:WalkwayOverview.png|400px|right|thumb|Overview of the room]]
[[File:WalkwayOverview.png|400px|right|thumb|Overview of the room]]
The '''Walkway Office''' is a medium sized room that contains a walkway and stairs.  
The '''Two-Story Office''' is a medium sized room that contains a walkway and stairs.  


A [[Workstation]] will always spawn at the top of the stairs, and there is a chance for a [[Standard Locker]] to spawn there as well. <br>
A [[Workstation]] will always spawn at the top of the stairs, and there is a chance for a [[Standard Locker]] to spawn there as well. <br>
Line 33: Line 34:
<br clear=all>
<br clear=all>


==Cubical Office==
==Large Office==
[[File:EZCubical.png|400px|right|thumb|An overview of the room]]
[[File:EZCubical.png|400px|right|thumb|An overview of the room]]
[[File:EZCubicalInside.png|400px|right|thumb|The Cubical located in the corner of the room. A locker will sometimes spawn here.]]
[[File:EZCubicalInside.png|400px|right|thumb|The Cubical located in the corner of the room. A locker will sometimes spawn here.]]
The '''Cubical Office''' is a medium sized office that contains multiple desk with computers on them.
The '''Large Office''' is a medium sized office that contains multiple desk with computers on them.


In the corner of the room, a cubical can be seen. This area is a common hiding spot and is also a possible spawn location for a [[Standard Locker]]. <br>
In the corner of the room, a cubical can be seen. This area is a common hiding spot and is also a possible spawn location for a [[Standard Locker]]. <br>
Line 47: Line 48:
<br clear=all>
<br clear=all>


==Side Office==
==Minor Office==
[[File:EZStraightLower.png|400px|right|thumb|Overview of the room]]
[[File:EZStraightLower.png|400px|right|thumb|Overview of the room]]
The '''Side Office''' is a hallway with a small office on the side below floor level. The dividing wall of the sunken office can be used for cover and hiding.
The '''Minor Office''' is a hallway with a small office on the side below floor level. The dividing wall of the sunken office can be used for cover and hiding.


<br clear=all>
<br clear=all>
Line 55: Line 56:
==Conference Hallway==
==Conference Hallway==
[[File:EZConfrence.png|400px|right|thumb|Overview of the room]]
[[File:EZConfrence.png|400px|right|thumb|Overview of the room]]
The '''Conference Hallway''' is a hallway with two locked doors.  
The '''Conference Hallway''' is a hallway with two locked doors. These two doors can not be opened.


One of the doors is labeled as ''Conference Room 9B'', while the other is labeled as ''Dr. L''. <br>
One of the doors is labeled as ''Conference Room 9B'', while the other is labeled as ''Dr. L''. <br>
The spot near the ''Dr. L'' door is often used as a hiding place or to avoid gunfire.
The spot near the ''Dr. L'' door can be used for cover.


This hallway is very similar in layout to the Offices Hallway
<br clear=all>
<br clear=all>


==Offices Hallway==
[[File:EntranceZoneHarp.png|400px|right|thumb|Overview of the room]]
The '''Offices Hallway''' is a hallway with three locked doors. These three doors can not be opened.
Two of the doors are labaled as ''Dr Harp'' and ''Dr. Hayward'' respectively. This hallway also contains a Speaker that can be used by SCP-079.
The other door is unmarked. The area near this door can be used for cover.
<br clear=all>
==Head Office Hallway==
[[File:EntranceZoneCaution.png|400px|right|thumb|Overview of the room]]
The '''Head Office''' is a hallway with one locked door that can not be opened.
The area near the locked door can be used for cover.
<br clear=all>
==Intercom Room==
==Intercom Room==
[[File:IntercomOverview.png|400px|right|thumb|Entrance to the Intercom]]
[[File:IntercomOverview.png|400px|right|thumb|Entrance to the Intercom]]
Line 71: Line 90:
|DestroyLvl=Lvl1
|DestroyLvl=Lvl1
}}
}}
The '''Intercom Room''' is a corner room with a keycard locked door that requires {{Hoverimage|{{HoverKeycard|Required Access1=IA}}|text=Intercom Access}} to open.  
<div style="white-space:normal; font-size:15px">The '''Intercom Room''' is a corner room with a keycard locked door that requires {{HoverKeycard|Required Access1=CC1}} to open. </div>


The intercom itself can be used by players to broadcast "useful" messages to the whole facility. <br>
The intercom itself can be used by players to broadcast "useful" messages to the whole facility. <br>
Line 93: Line 112:


'''Gate B''' is closer to the [[Mobile Task Force]] spawn area, and is often used by the MTF when they enter Site-02. <br>
'''Gate B''' is closer to the [[Mobile Task Force]] spawn area, and is often used by the MTF when they enter Site-02. <br>
It is also closer to the Escape Area on [[Surface Zone]], making Gate-B often used by [[Class-D Personnel|Class-Ds]] and [[Scientist|Scientists]] when they attempt to escape.
It is also closer to the Escape Area on [[Surface Zone]], making Gate-B often used by [[Class-D|Class-Ds]] and [[Scientist|Scientists]] when they attempt to escape.


Both gates can be opened by Keycards with {{Hoverimage|{{HoverKeycard|Required Access1=GA}}|text=Gate Access}}.
<div style="white-space:normal; font-size:15px">Both gates can be opened by Keycards with {{HoverKeycard|Required Access1=CC1}}.</div>


'''Guaranteed Spawn:'''
'''Guaranteed Spawn:'''
Line 111: Line 130:
When peeking into the room, the player can see many dead bodies littered inside it.<br>
When peeking into the room, the player can see many dead bodies littered inside it.<br>


The room is sometimes used as a place to hide.
The room contains no cameras, making it a blind spot for [[SCP-079]].


Inside the room one of the four hidden Hubertballs in the game can found. It can only be seen with Noclip.
Inside the room one of the four hidden Hubertballs in the game can found. It can only be seen with Noclip.
Line 120: Line 139:
<br clear=all>
<br clear=all>


=Hallways and Dead Ends=
==Loading Dock==
[[File:EZDeadEnd1.png|400px|right|thumb|Loading Dock]]
The '''Loading Dock'''  is a large dead end room, that contains a gate that can't be interacted with. The name of the room implies it is used by Site-02 staff for the transporation of large items. The room can be used as a hiding spot from [[SCPs]] or other hostile factions. This room is one of the spawn locations for Facility Guards.
 
 
<br clear=all>
 
==Collapsed Hallway==
[[File:EZDeadEnd2.png|400px|right|thumb|Collapsed Hallway]]
The '''Collapsed Hallway''' is a small hallway with a collapsed ceiling, which prevents players from continuing forward.<br>
This room contains no cameras, making it a blind spot for SCP-079.
<br clear=all>
 
=Hallways=
Hallways are repeating connectors in between unique rooms and other hallways, most of the time nothing of interest can be found in them. <br>
Hallways are repeating connectors in between unique rooms and other hallways, most of the time nothing of interest can be found in them. <br>
Dead ends are a single door "rooms" that have no gameplay purpose but can be used as hiding spots.
Dead ends are a single door "rooms" that have no gameplay purpose but can be used as hiding spots.
Line 126: Line 158:
==Straight Hallway==
==Straight Hallway==
[[File:EZStraight.png|400px|right|thumb|Straight hallway]]
[[File:EZStraight.png|400px|right|thumb|Straight hallway]]
A simple straight hallway with a decorative bench along the side. <br>
A simple '''Straight Hallway''' with a decorative bench along the side. <br>
The HCZ/EZ Checkpoint is always followed by two Straight Hallways no matter the layout.
The HCZ/EZ Checkpoint is always followed by two Straight Hallways no matter the layout.


Line 133: Line 165:
==Corner Hallway==
==Corner Hallway==
[[File:EZCorner.png|400px|right|thumb|C shaped hallway]]
[[File:EZCorner.png|400px|right|thumb|C shaped hallway]]
A simple corner hallway with a decorative bench near the corner. The corner can be used to hide from SCPs or other dangerous foes.
A simple '''Corner Hallway''' with a decorative bench near the corner. The corner can be used to hide from SCPs or other dangerous foes.
<br clear=all>
<br clear=all>


==3-Way Intersections==
==3-Way Intersections==
[[File:EZ3Way.png|400px|right|thumb|T Shaped hallway]]
[[File:EZ3Way.png|400px|right|thumb|T Shaped hallway]]
A 3-Way Intersection with benches.
A '''3-Way Intersection''' with benches.
<br clear=all>
<br clear=all>


==4-Way Intersection==
==4-Way Intersection==
[[File:EntranceCAT.png|400px|right|thumb|X shaped hallway]]
[[File:EntranceCAT.png|400px|right|thumb|X shaped hallway]]
A 4-Way Intersection with a decorative bench near one of the doors.
A '''4-Way Intersection''' with a decorative bench near one of the doors.
<br clear=all>
 
==Dead End==
[[File:EZDeadEnd1.png|400px|right|thumb|Variation 1]]
[[File:EZDeadEnd2.png|400px|right|thumb|Variation 2]]
'''Dead Ends''' are red rooms with only one entrance. There are two variations of dead ends.
 
Variation 1 is a large dead end room, that contains a gate that can't be interacted with. This room is also a common hiding place.
 
Variation 2 has contains a normal hallway with a collapsed ceiling, which prevents players from continuing forward.<br>
Like the other dead end room, this is also a common hiding spot.
 
<br clear=all>
<br clear=all>


==Impossible Rooms==
[[File:EntranceZoneHarp.png|400px|right|thumb|Hallway with offices that are locked]]
[[File:EntranceZoneCaution.png|400px|right|thumb|Hallway with a locked door]]
'''Impossible Rooms''' are rooms that do not naturally generate under normal in-game conditions despite existing within the generation code. Both of these two Impossible Hallways are similar in layout to the Conference Hallway.
<br clear=all>


=Map Layouts=
=Map Layouts=

Revision as of 21:08, 8 October 2022

The Entrance Zone is one of the four zones in SCP: Secret Laboratory. It contains the only exits that lead out of the facility.

Description

Entrance Zone (EZ) is one of four zones in Site-02.
It is the spawn location for Facility Guards, and contains both Gate A and Gate B

Entrance Zone contains a couple of unique rooms. While some of these rooms may contain items, most rooms do not have a important gameplay role.


Unique Rooms

Unique rooms are rooms that spawn only once and might include useful items or have an important gameplay role.


Two-Story Office

Overview of the room

The Two-Story Office is a medium sized room that contains a walkway and stairs.

A Workstation will always spawn at the top of the stairs, and there is a chance for a Standard Locker to spawn there as well.
Another Locker may also spawn one the lower floor of the office near one of the doors to the office.

The elevated place is commonly used by SCPs to jump down from to ambush human players as they enter the room.

Guaranteed Spawns:

Possible Spawns:


Large Office

An overview of the room
The Cubical located in the corner of the room. A locker will sometimes spawn here.

The Large Office is a medium sized office that contains multiple desk with computers on them.

In the corner of the room, a cubical can be seen. This area is a common hiding spot and is also a possible spawn location for a Standard Locker.
A Workstation can also spawn in the room as well.

Possible Spawns:


Minor Office

Overview of the room

The Minor Office is a hallway with a small office on the side below floor level. The dividing wall of the sunken office can be used for cover and hiding.


Conference Hallway

Overview of the room

The Conference Hallway is a hallway with two locked doors. These two doors can not be opened.

One of the doors is labeled as Conference Room 9B, while the other is labeled as Dr. L.
The spot near the Dr. L door can be used for cover.


This hallway is very similar in layout to the Offices Hallway

Offices Hallway

Overview of the room

The Offices Hallway is a hallway with three locked doors. These three doors can not be opened.

Two of the doors are labaled as Dr Harp and Dr. Hayward respectively. This hallway also contains a Speaker that can be used by SCP-079.

The other door is unmarked. The area near this door can be used for cover.


Head Office Hallway

Overview of the room

The Head Office is a hallway with one locked door that can not be opened.

The area near the locked door can be used for cover.

Intercom Room

Entrance to the Intercom
Inside of the room
The Intercom
Intercom Access Required
SCP-079 AP Cost: 30 AP
Door Destroyable by: SCP-018, Fragmentation Grenades and SCP-096
The Intercom Room is a corner room with a keycard locked door that requires Containment Access 1 

Containment Access 1
to open.

The intercom itself can be used by players to broadcast "useful" messages to the whole facility.
The duration of and cooldown between broadcasts can be changed in the server config - by default, players have up to 20 seconds to send broadcasts followed by a 120 second cooldown.

The intercom can also be used as a room of hiding, as only a small amount of Keycards can open the door.


Gates

Gate A
Gate B
Gate Access Required
SCP-079 AP Cost: 80 AP
Door can't be destroyed!

Entrance Zone contains the two gates that lead to the Surface Zone: Gate A and Gate B.

Gate A is closer to the Chaos Insurgency spawn area and is often used by Chaos when they enter the site.

Gate B is closer to the Mobile Task Force spawn area, and is often used by the MTF when they enter Site-02.
It is also closer to the Escape Area on Surface Zone, making Gate-B often used by Class-Ds and Scientists when they attempt to escape.

Both gates can be opened by Keycards with Containment Access 1 

Containment Access 1
.

Guaranteed Spawn:


Evacuation Shelter

The Evacuation Shelter
Inside

The Evacuation Shelter is a small room that looks similar to a gate.

The gate itself is badly damaged and an redish-orange gas is seen leaking out.
When peeking into the room, the player can see many dead bodies littered inside it.

The room contains no cameras, making it a blind spot for SCP-079.

Inside the room one of the four hidden Hubertballs in the game can found. It can only be seen with Noclip.

Guaranteed Spawns:


Loading Dock

Loading Dock

The Loading Dock is a large dead end room, that contains a gate that can't be interacted with. The name of the room implies it is used by Site-02 staff for the transporation of large items. The room can be used as a hiding spot from SCPs or other hostile factions. This room is one of the spawn locations for Facility Guards.



Collapsed Hallway

Collapsed Hallway

The Collapsed Hallway is a small hallway with a collapsed ceiling, which prevents players from continuing forward.
This room contains no cameras, making it a blind spot for SCP-079.

Hallways

Hallways are repeating connectors in between unique rooms and other hallways, most of the time nothing of interest can be found in them.
Dead ends are a single door "rooms" that have no gameplay purpose but can be used as hiding spots.

Straight Hallway

Straight hallway

A simple Straight Hallway with a decorative bench along the side.
The HCZ/EZ Checkpoint is always followed by two Straight Hallways no matter the layout.


Corner Hallway

C shaped hallway

A simple Corner Hallway with a decorative bench near the corner. The corner can be used to hide from SCPs or other dangerous foes.

3-Way Intersections

T Shaped hallway

A 3-Way Intersection with benches.

4-Way Intersection

X shaped hallway

A 4-Way Intersection with a decorative bench near one of the doors.


Map Layouts

There are five possible map layouts of Entrance Zone. Special Rooms are randomized in these layouts.
The Orange Endroom labeled as "EZ" represents the checkpoint. It always spawns in the same location.
Below are all the possible map layouts, using their official names.
Credit:

Cookies help us deliver our services. By using our services, you agree to our use of cookies.