From SCP: Secret Laboratory Public Beta Official Wiki

Subsection-05 of Site-02, also known as the Heavy Containment Subsection, or Heavy Containment Zone, is one of four zones found in SCP: Secret Laboratory. It is the location of the Micro H.I.D., as well as the three Emergency Power Stations.

Operational Guide Overview

The Heavy Containment Subsection, also known as Subsection-05, is one of Site-02’s most secure subsections. Dedicated to the secure containment of numerous dangerous Keter and Euclid class anomalies, such as instances of SCP-939 and SCP-106. The Heavy Containment Subsection contains many tools that security may utilize in the containment and security of anomalies.

Subsection-05 is composed of P-S-3 electrostatic tesla gates and additional subsections. These include Subsection-05-1 and Subsection-05-2, both with various uses ranging from dedicated SCP-containment to the on-site nuclear warhead. 

___
“Another log. May as well keep some of my thoughts collected at least. Termination tests for 096 are going nowhere. Nobody can figure out how to snap, chip, or otherwise break its bone structure. Project Segmentum isn't getting any better, it's still locked up in its service locker. Techies are still trying to figure out some new method of delivering its energy supply. The only thing that does happen on the regular is 106’s containment breaches. Either I'm missing out on the fun stuff or our work here is entirely pointless.”
-Charles H. Goodwin, Analyst, Site-02

Description

Heavy Containment Zone (HCZ) is one of four zones in Site-02.
Placed below Light Containment Zone and located right next to Entrance Zone, it is considered one of the most dangerous zones, as it is the spawn location for SCP-049, SCP-079, SCP-096, SCP-106, and SCP-939.

Heavy Containment Zone is also the only zone affected by the Overcharge event, which is used to re-contain SCP-079. This event occurs after all 3 Emergency Power Stations have been activated, and the button in SCP-079's Containment Chamber is pushed (this will also occur when SCP-079 is the last SCP alive).

Heavy Containment Zone contains a few important rooms that contain items that can aid a player in escaping or re-containing certain SCP.


Related article: Soundtrack


Unique Areas

Unique areas include containment chambers or other rooms of interest that spawn only once. These areas may include valuable items, weapons or have an important gameplay role.

Elevator Systems

Elevator A
Elevator B

The Elevator Systems are two separate rooms that contain two elevators that connect Heavy Containment Zone to Light Containment Zone. Players can use the elevators to go up to Light Containment Zone.

Above each elevator is a timer showing how much time is left until Light Containment Zone gets Decontaminated.


Related article: Soundtrack



Tesla Gate

An inactive Tesla Gate
Tesla Gate preparing to wind up.

Tesla Gates are straight hallways equipped with high powered tesla coils.

After the player steps far enough into the a room, the Tesla Gate will activate its sensors and prepare to fire. If the player approaches close enough to the Tesla Gate, it will quickly wind up its coils before firing out a wall of electricity. This eletrical wall deals massive damage to anything it hits, instantly killing humans and SCP-049-2. Tesla Gates only deal damage for three ticks, allowing most SCPs to not die in one blast. The amount of damage for each tick is a random number from 200 to 300.
Tesla Gates are quite loud and can be heard from several rooms away when operational.

If SCP-079 viewing a room containing a Tesla Gate, the tesla coil will begin to charge itself even if no player is nearby.


Server Room

Top of the room
Bottom of the room
Stairs that connect one of the entrances of the room to the bottom of the servers

The Server Room is a two-level room full of servers. It is a straight hallway variant. This room is mainly used for hiding.

A Scientist Keycard can spawn either on the top or bottom floor behind the servers.
Up to two First Aid Cabinets or Emergency Power Stations can also spawn on the top floor.

2 common hiding spots in this room include behind any of the servers or in a small area under the stairs.

Guaranteed Spawns:

Possible Spawns:


Alpha Warhead Silo

The lower level of the room that connects to the rest of HCZ
The Alpha Warhead
The side area of the room
The control pannel and entrace to the armory

The Alpha Warhead Silo is the location of the Alpha Warhead. It is located above HCZ, and can only be accessed via an elevator system.

In the center of the area, is the silo itself, with the Alpha Warhead seated in place.
Opposite of the elevator system is a small control room, which contains a control panel. This panel is used to activate or deactivate the warhead.
The control room is covered by a wall with openings that face the elevator system. These openings make great cover when shooting enemies coming up the elevator.

Beside the control panel is an armory which does not require a Keycard to enter.
The armory will always contain a Workstation, and either a MTF-E11-SR Rack or Weapon Locker Type 21 as well.

Two Emergency Power Stations can spawn on the wall in this area.

Related article: Soundtrack

Guaranteed Spawns:

Possible Spawns:


Ammunition Armory

Overview of the room
Armory Access Tier 1 Required
SCP-079 AP Cost: 50 AP
Door Destroyable by: SCP-018, Fragmentation Grenades and SCP-096

The Ammunition Armory is a T-shaped area which is connected with a three-way walkway. Falling off the walkway and into the put will instantly kill the player.

The armory itself requires Armory Access 1 

Armory Access 1
to open.

The armory includes a number of 9x19mm and 5.56x45mm ammo boxes and a Workstation. There is also a chance for a Bulletproof Locker №7 to spawn inside the armory.

The two outside walls of the armory are also possible spawn locations for Emergency Power Stations.

Guaranteed Spawns:

Possible Spawns:


Micro H.I.D. Armory

Overview of the room
The area right outside the armory
Inside the armory
Armory Access Tier 3 Required
SCP-079 AP Cost: 70 AP
Door Destroyable by: SCP-018, Fragmentation Grenades and SCP-096

The Micro H.I.D. Armory is a hallway that is separated into two sections by a wall and two doors. This wall contains a breakable glass window.

Behind the two doors is a side room containing multiple server racks, similar to the ones seen in the Server Room. This side room has a chance for a Bulletproof Locker №7 to spawn in it, and two Emergency Power Stations can spawn on the wall as well.

In the middle of the side room is a armory that requires Armory Access 3 

Armory Access 3
to open. The room contains the Micro H.I.D. and a Workstation.


Guaranteed Spawns:

Possible Spawns:


SCP-049's Containment Area

The lower level of the room that connects to the rest of HCZ
The entrance to the upper floor
Overview of the room
Overview of the room from a different angle
The back area of the room; these shelves may contain a Zone Manager Keycard
SCP-049's spawn

(Armory)

Armory Access Tier 2 Required
SCP-079 AP Cost: 60 AP
Door Destroyable by: SCP-018, Fragmentation Grenades and SCP-096

SCP-049's Containment Area is a hallway that contains an elevator leading to the containment cell of SCP-049.

Armory Access 2 

Armory Access 2
to open. A Bulletproof Locker №7 can also spawn outside the armory.

The armory contains a Workstation on the right wall of the room. The left wall of the room will either contain a MTF-E11-SR Rack or a Weapon Locker Type 21.
A Emergency Power Station can also spawn on the wall of the hallway.

SCP-049 will spawn inside his containment chamber at the start of the round.
Related article: Soundtrack

Guaranteed Spawns:

Possible Spawns:


SCP-079's Containment Area

Entrance
The "airlock" that is between the entrance and the main chamber
Overview of the room
Overview of the room
SCP-079 close up
A plaque with the names of the main people who participated in the ARG
Locked until all three Emergency Power Stations are activated
Containment Access Tier 2
SCP-079 AP Cost: 110 AP
Door can't be destroyed!

The entrance of SCP-079's Containment Area is a small stairway which leads to the two gates outside SCP-079's chamber.

At the start of the round, both gates will be locked shut and cannot be opened until all 3 Emergency Power Stations have been activated. Once all 3 have been activated, the gates will be forced open.

Behind the gates is a medium sized room that contains SCP-079 behind a cage.
There is also a side room that contains lots of loot and a button to terminate SCP-079. Pressing the button will cause the Overcharge event to occur, and will allow the gates to be open/closed with any keycard with Containment Tier 2. Near the upper right of the button, one of the five hidden Hubertballs can be found. It is nearly impossible to see without noclip.

A plaque can also be found in SCP-079's room for the ARG event held in December of 2019. The plaque has a list of the main people who participated in the event.
Scanning the QR code on the plaque leads to the following link

The area outside the gates contains two possible spawn locations for Emergency Power Stations.

Guaranteed Spawns:

Possible Spawns:


SCP-096's Containment Area

Overview of the room
Inside the chamber
Containment Access Tier 2 Required
SCP-079 AP Cost: 40 AP
Door Destroyable by: SCP-018, Fragmentation Grenades and SCP-096

SCP-096's Containment Area is a small room that contains SCP-096's containment chamber.

The room outside SCP-096's chamber contains a control panel that can't be interacted with. This smaller room has a chance for a Emergency Power Station to spawn on the right wall in the room. There is also a chance that an Bulletproof Locker №7 spawns beside the control panel.

The containment chamber's door requires a keycard with Containment Access 1 

Containment Access 1
to open.

The chamber itself is a red-lit room, filled with movement sensors to keep track of SCP-096 when it's inside.
An MTF Sergeant Keycard and dead guard's body can be found on the floor in this chamber.

SCP-096 will spawn outside its containment chamber at the start of the round.

Guaranteed Spawns:

Possible Spawns:


SCP-106's Containment Area

Overview of the room
The pit that kills players
Entrance to the observation room
The control center of the observation room
Containment Access Tier 2 Required
SCP-079 AP Cost: 40 AP
Door Destroyable by: SCP-096

SCP-106's Containment Area is a massive room that contains the chamber of SCP-106. This room is a even darker compared to the rest of the HCZ.

To the right of the entrance is SCP-106's containment chamber. The chamber floats above the ground, held in place by powerful electromagnets. The chamber can be jumped to from the entrance platform, but missing the jump and falling is fatal no matter what class the player is. The top of the chamber can act as a hiding place or to avoid some SCPs.

The main doors require a keycard with Containment Access 2 

Containment Access 2
to open. Both doors will lead to the main control area in SCP-106's chamber.

Both doors function on a time lock similar to checkpoints and will automatically close after 10 seconds.

An Emergency Power Station can spawn near the entrance of the room.

SCP-106 will spawn at the top of his containment chamber at the start of the round.

Guaranteed Spawns:

  • On the shelf next to the Femur Breaker:

Possible Spawns:


SCP-939's Containment Area

Left Entrance
Right Entrance
The entrance to the lab
Overview of the room
A scale in the room with the COM-15 thrown on it
The cryopod that SCP-939 spawns in

SCP-939's Containment Area is a corner hallway that acts as the spawn location of SCP-939. The area contains an entire laboratory of equipment and chemicals for the studying of SCP-939. SCP-244-B can not spawn in this room.

The room is divided into three parts, the entrance, the labatory, and the Cryo Storage. The entrance area has nothing of value and simply acts as the connection to the rest of Heavy Containment Zone via two doors, both of which have green pipes near them. The labatory is marked by a sign warning individuals the area is used for the containment of a Keter level SCP.

The labatory itself contains spawn points for structures such as Standard Lockers and First Aid Cabinets. The outer walls of the labatory contain various unopenable storage containers, counters with lab equipment, unopenable cabinets and a whiteboard. The middle of the room contains an island with various lab equipment on it. The scale found on the island is interactable, any item or ragdoll that lands on top of it will have its weight measured. If multiple objects are on the scale all at once, the scale will add up all of their weight. This includes the second scale in the room that has an unmoveable prop on top of it.
Interestingly, the weight of items displayed by the scale is not 1:1 with the item's actual weight in the code due to rounding. Any item that weighs 5kg or more will display "Err" on the scale. Putting the Micro H.I.D. on the scale will display "Next time eat a salad".


Items Weighed by Scale Chart

Item Result
3g
473g
615g
945g

Connected to the labatory, is the Cryo Storage Area and is where SCP-939 will spawn at the start of the round. An Emergency Power Station can spawn next to the Cryo Pod.


One of the five hidden Hubertballs is hidden near the ceiling of the labatory, it can not be seen without noclip. Possible Spawns:


Testroom

Overview of the room
The observation room
Walkway viewed from the observation room
The observation room viewed from the walkway

Testroom is a high area with a walkway on the left side. On the right side, behind a door, is a a small room containg a computer and a window.
The center of the room contains a pit that kills any player that falls down into it.
A Emergency Power Station, Bulletproof Locker №7, First Aid Cabinet or Workstation can also spawn on the walkway.


Possible Spawns:


Entrance Zone Checkpoints

Overview of the room
Overview of the room (Entrance Side)
The side area
The gate that connects EZ and HCZ (closed)
The gate that connects EZ and HCZ (opened)
Checkpoint Access Required
SCP-079 AP Cost: 10 AP
Door can only be destroyed with Remote Admin!

The Entrance Zone Checkpoints are two checkpoints that connect Heavy Containment Zone to Entrance Zone.

A keycard with Checkpoint Access 

Checkpoint Access
is required to open the checkpoint. After 10 seconds, the checkpoint doors will close.

Two Emergency Power Stations can spawn on the HCZ side of the checkpoint.

Both Checkpoints always spawn three hallways apart and in the same direction. They will always spawn in the same spot for each layout.
Possible Spawns:


Hallways

Hallways are repeating connectors in between unique areas and other hallways. Most of the time nothing of interest can be found in them.

Straight Hallway

Overview of the room

A simple straight hallway.


Corner Hallway

Overview of the room
Alternate view

A simple Corner hallway.


3-Way Intersection

Overview of the room

A simple three way intersection.

Possible Spawns:


4-Way Intersection

Overview of the room

A simple four way intersection.


Map Layouts

There are five possible map layouts of Heavy Containment Zone. Special Rooms are randomized in these layouts, HCZ/EZ Checkpoint are marked via the orange room labeled EZ, this room is two hallways long. SCP-079 map rotates both HCZ and EZ on its display by 180°, these images are based off how the layouts appear in the game files and not SCP-079's map.
Below are all the possible map layouts.
Credit:

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