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<includeonly>{{CURRENTDAY}}</includeonly> | |||
The '''Light Containment Zone''' is one of four zones found in ''SCP: Secret Laboratory''. | |||
__TOC__ | __TOC__ | ||
==Description== | |||
Light Containment Zone (LCZ) is one of the four zones in [[Locations|Site-02]]. <br> | |||
It is the spawn location of [[Class-D]]s, [[Scientist]]s, and [[SCP-173]], as well as being the location of [[SCP-914]] and [[SCP-330]]. | |||
Light Containment Zone is also | 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. | ||
Interesting, the announcement in-game says that decontamination occurs in 15 minutes, while the actual time is 11 minutes. This was intentionally added to apply pressure to the players. | |||
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. | 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. | Despite popular belief, Light Containment Zone is above Heavy Containment Zone and not below it. | ||
{{Related|Soundtrack}} | {{Related|Soundtrack}} | ||
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=Unique Rooms= | =Unique Rooms= | ||
Unique rooms are rooms that spawn only once (with the exception of the | Unique rooms are rooms that spawn only once (with the exception of airlocks and the two checkpoints) and can contain valuable items or can be used as hiding spots. These rooms have fixed designations: | ||
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}} | }} | ||
The '''Class-D Cells''' are the spawn location of all [[Class-D]]s. The room is a long hallway with multiple cell doors that run along the central walls of the room. <br> | The '''Class-D Cells''' are the spawn location of all [[Class-D]]s. The room is a long hallway with multiple cell doors that run along the central walls of the room. <br> | ||
Behind each cell door is a small room containing a small single bed and a table. Class- | 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. <br> | ||
No items will spawn here, and the room has no importance besides being the spawn location of Class-Ds.<br> | |||
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 [[Clutter System|Halloween and Xmas props]] are spawned in. | 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 [[Clutter System|Halloween and Xmas props]] are spawned in. | ||
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[[File:WCMale.png|400px|right|thumb|Men's Toilets]] | [[File:WCMale.png|400px|right|thumb|Men's Toilets]] | ||
[[File:WCFemale.png|400px|right|thumb|Women's Toilets]] | [[File:WCFemale.png|400px|right|thumb|Women's Toilets]] | ||
The '''Water Closet''' is a hallway that contains a male and female bathroom | The '''Water Closet''' is a hallway that contains a male and female bathroom (which can contain loot). This is also a [[Scientist]] spawn location. <br> | ||
The Water Closet contains 3 toilets and 2 sinks in both the male and female restrooms. <br> | The Water Closet contains 3 toilets and 2 sinks in both the male and female restrooms. <br> | ||
In the male and female bathrooms, there is the possibility of finding up to two keycards and/or the [[COM-15]]. <br> | In the male and female bathrooms, there is the possibility of finding up to two keycards and/or the [[COM-15]]. <br> | ||
A [[First Aid Cabinet]] will sometimes spawn outside the bathroom door along the wall. <br> | |||
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. | 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. | ||
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**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]] | **[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]] | ||
** [[COM-15]] | ** [[COM-15]] | ||
<br clear=all> | |||
==Garden Chamber - VT00== | |||
[[File:{{#switch: {{CURRENTMONTHNAME}}|October = Halloween VT-00 Room.png| December = Xmas VT-00 Room.png|GCOverview.png }}|400px|right|thumb|The VT-00 Room]] | |||
[[File:{{#switch: {{CURRENTMONTHNAME}}|October = Halloween VT-00 Plants.png| December = VTXmas.png|GCPlants.png }}|400px|right|thumb|The plants found in the room]] | |||
[[File:{{#switch: {{CURRENTMONTHNAME}}|October = VTHalloween.png| December = Xmas VT-00 Closet.png |GCLocker.png }}|400px|right|thumb|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. | |||
Interesting, 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''' | |||
*In the side room: | |||
** [[Standard Locker]] | |||
** [[First Aid Cabinet]] | |||
** [[Bulletproof Locker №7]] | |||
** [[Workstation]] | |||
*Behind the glass: | |||
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]] | |||
<br clear=all> | <br clear=all> | ||
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The '''Office''' is a medium sized room that has an orderly arrangement of desks with computer monitors, phones, and other utensils. <br> | The '''Office''' is a medium sized room that has an orderly arrangement of desks with computer monitors, phones, and other utensils. <br> | ||
A single [[Keycard|Scientist Keycard]] always spawn in this room on a random desk. | A single [[Keycard|Scientist Keycard]] always spawn in this room on a random desk. | ||
A [[Standard Locker]] and [[First Aid Cabinet]]s sometimes | A [[Standard Locker]] and 2 [[First Aid Cabinet]]s can sometimes spawn in this room. | ||
'''Guaranteed Spawns:''' | '''Guaranteed Spawns:''' | ||
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[[File:GR18Entrance.png|400px|right|thumb|Entrance to the Glass Room]] | [[File:GR18Entrance.png|400px|right|thumb|Entrance to the Glass Room]] | ||
[[File:{{#switch: {{CURRENTMONTHNAME}}| October = GR18Halloween.png | December = Xmas GR-18 Room.png| GR18Chamber.png}}|400px|right|thumb|Inside the Glass Room]] | [[File:{{#switch: {{CURRENTMONTHNAME}}| October = GR18Halloween.png | December = Xmas GR-18 Room.png| GR18Chamber.png}}|400px|right|thumb|Inside the Glass Room]] | ||
The '''Glass Room''' is a medium sized testing chamber found in Light Containment Zone, | The '''Glass Room''' is a medium sized testing chamber found in Light Containment Zone, that contains a large glass chamber and several shelves. <br> | ||
To enter the room, the player must first open a gate that does not require a keycard. | |||
Scientist | This is also a Scientist spawn location.<br> | ||
The right wall of the room has a chance for a [[First Aid Cabinet]], [[Standard Locker]], or [[Workstation]] to spawn. | |||
The right wall of the room has a chance for a [[First Aid Cabinet]] | A [[COM-15]] and Keycard can sometimes spawn on the shelf in this room. <br> | ||
A [[COM-15]] and Keycard can sometimes spawn in this room | The glass in the chamber can be broken and players can walk into the chamber as any class that isn't SCP-096. This makes it a useful way to avoid SCP-096. | ||
'''Possible Spawns:''' | '''Possible Spawns:''' | ||
* Inside the glass cage | * Inside the glass cage | ||
** [[COM-15]] | ** [[COM-15]] | ||
*Along the right wall: | *Along the right wall: | ||
** [[Standard Locker]] | ** [[Standard Locker]] | ||
** [[First Aid Cabinet]] | ** [[First Aid Cabinet]] | ||
** [[Workstation]] | |||
*On the shelf: | *On the shelf: | ||
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]] | **[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]] | ||
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|DestroyLvl=Lvl1 | |DestroyLvl=Lvl1 | ||
}} | }} | ||
The '''LCZ Armory''' is a medium sized room containing two [[Workstation|Workstations]] and multiple guns, grenades and ammo. The room requires {{Hoverimage|{{HoverKeycard|Required Access1=AA1}}|text=Armory Access 1}} to open it. <br> | The '''LCZ Armory''' is a medium sized room containing two [[Workstation|Workstations]] and multiple guns, grenades and ammo. The room requires {{Hoverimage|{{HoverKeycard|Required Access1=AA1}}|text=Armory Access 1}} to open it. <br> | ||
Scientist can spawn outside the | 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. <br> | ||
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:''' | '''Guaranteed Spawns:''' | ||
* Firearms: | * Firearms: | ||
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<br clear=all> | <br clear=all> | ||
== | ==Heavy Containment Zone Checkpoints - EX-A/EX-B== | ||
[[File:{{#switch: {{CURRENTMONTHNAME}}|October = Halloween | [[File:{{#switch: {{CURRENTMONTHNAME}}|October = Halloween CheckpointsLCZ-HCZ.png | December = Xmas CheckpointsLCZ-HCZ.png|EXEntrance.png }}|400px|right|thumb|Security checkpoint]] | ||
[[File: | [[File:EXElevators.png|400px|right|thumb|The elevators]] | ||
[[ | {{DoorStats| | ||
[[ | |ReqAccess=CA | ||
|AP = 10 | |||
|DestroyLvl=RA | |||
}} | |||
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 {{Hoverimage|{{HoverKeycard|Required Access1=CA}}|text=Checkpoint Access}} is used. <br> | |||
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. <br> | |||
When there are 30 seconds left before decontamination occurs, all checkpoint doors will be permanently opened and cannot be shut. | |||
{{Related|Soundtrack}} | |||
{{multi-listen start}} | |||
{{multi-listen item|filename=The Waiting Game.mp3|title=Elevator Music|description=}} | |||
{{multi-listen end}} | |||
'''Possible Spawns:''' | |||
*On the checkpoint itself: | |||
**[[First Aid Cabinet]] | |||
<br clear=all> | |||
==Test Chamber 1 - TC01== | |||
<small>(Due to halloween event fog, images will be uploaded once the event ends, Sorry for any inconvenience)</small> | |||
{{DoorStats| | {{DoorStats| | ||
|ReqAccess=CC2 | |ReqAccess=CC2 | ||
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|DestroyLvl=Lvl1 | |DestroyLvl=Lvl1 | ||
}} | }} | ||
''' | '''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 {{Hoverimage|{{HoverKeycard|Required Access1=CC2}}|text=Containment Access 2}} to open.<br> The room acts as a small testing room for Site-02 staff to perform experiments, currently it is 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. <br> | |||
Inside the control room, a [[COM-15]] has a chance to spawn here as well as a guaranteed [[Keycard|Zone Manager Keycard]] and [[Combat Armor]].<br> | |||
'''Guaranteed Spawns:''' | '''Guaranteed Spawns:''' | ||
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'''Possible Spawns:''' | '''Possible Spawns:''' | ||
* | *Inside the Control Room: | ||
** [[Bulletproof Locker №7]] | ** [[Bulletproof Locker №7]] | ||
** [[COM-15]] | ** [[COM-15]] | ||
*Outside the Containment Chamber | |||
** [[Standard Locker]] | |||
** [[Workstation]] | |||
** [[First Aid Cabinet]] | |||
<br clear=all> | <br clear=all> | ||
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[[File:{{#switch: {{CURRENTMONTHNAME}}|October = 173Halloween.png |173 Containment Room.png }}|400px|right|thumb|The room outside SCP-173's Chamber]] | [[File:{{#switch: {{CURRENTMONTHNAME}}|October = 173Halloween.png |173 Containment Room.png }}|400px|right|thumb|The room outside SCP-173's Chamber]] | ||
[[File:{{#switch: {{CURRENTMONTHNAME}}|October = Halloween SCP-173_Chamber.png|173Chamber.png }}|400px|right|thumb|SCP-173's chamber]] | [[File:{{#switch: {{CURRENTMONTHNAME}}|October = Halloween SCP-173_Chamber.png|173Chamber.png }}|400px|right|thumb|SCP-173's chamber]] | ||
'''SCP-173's Containment Chamber''' is a two story room that is the spawn location of [[SCP-173]].<br> | |||
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. <br> | |||
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. | 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.<br> | ||
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. | 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. | 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.<br> | |||
A [[Standard Locker]] can sometimes spawn next to SCP-173's containment cell.<br> | |||
'''Possible Spawns:''' | '''Possible Spawns:''' | ||
* | * On the desk in the side room: | ||
** [[COM-15]] | ** [[COM-15]] | ||
* On the right side of the wall in the side room: | |||
** [[Bulletproof Locker №7]] | ** [[Bulletproof Locker №7]] | ||
** [[First Aid Cabinet]] | ** [[First Aid Cabinet]] | ||
** [[Workstation]] | ** [[Workstation]] | ||
*Outside the chamber: | *Outside the containment chamber: | ||
** [[Standard Locker]] | ** [[Standard Locker]] | ||
** [[First Aid Cabinet]] | ** [[First Aid Cabinet]] | ||
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|doorExtra = (Containment Gate) | |doorExtra = (Containment Gate) | ||
}} | }} | ||
'''SCP-914's Containment Chamber''' is a medium sized room that | '''SCP-914's Containment Chamber''' is a medium sized room that contains [[SCP-914]]. <br> | ||
To enter SCP-914's containment chamber, the player must first open a gate. The gate requires a keycard with {{Hoverimage|{{HoverKeycard|Required Access1=CC1}}|text=Containment Access 1}} to open. <br> | |||
The gate requires a keycard with {{Hoverimage|{{HoverKeycard|Required Access1=CC1}}|text=Containment Access 1}} to open. <br> | |||
SCP-914 is the most important room in Light Containment Zone, as it is used to [[SCP-914/outputs|upgrade items]]. <br> | SCP-914 is the most important room in Light Containment Zone, as it is used to [[SCP-914/outputs|upgrade items]]. <br> | ||
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. | 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:''' | '''Possible Spawns:''' | ||
*Outside the chamber: | *Outside the chamber: | ||
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*Inside the chamber on the shelves: | *Inside the chamber on the shelves: | ||
**[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]] | **[[Keycard|Janitor Keycard]] or [[Keycard|Scientist Keycard]] | ||
<br clear=all> | <br clear=all> | ||
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The '''Airlock''' is a small, red-lit room with two doors on each side and a small dark side-room. | 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. | The smaller side-room is often a place to hide in as most players pass it when running through the Airlocks. | ||
<br clear=all> | <br clear=all> | ||
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A four way intersection.<br> | A four way intersection.<br> | ||
A [[Status Effects|Sinkhole]] can sometimes spawn in this room, as apart 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. <br> | A [[Status Effects|Sinkhole]] can sometimes spawn in this room, as apart 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. <br> | ||
If a sinkhole is present, it will slow down any players that aren't SCPs. Unlike in ''Containment Breach'', sinkholes will not teleport the player to the Pocket Dimension | If a sinkhole is present, it will slow down any players that aren't SCPs. Unlike in ''Containment Breach'', sinkholes will not teleport the player to the Pocket Dimension; this is intentional. | ||
{{multi-listen start}} | {{multi-listen start}} | ||
{{multi-listen item|filename=SinkholeAudio.mp3|title=Sinkhole|description=}} | {{multi-listen item|filename=SinkholeAudio.mp3|title=Sinkhole|description=}} | ||
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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.<br> | 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.<br> | ||
Below are all the possible map layouts, using the community given names. | Below are all the possible map layouts, using the community given names. | ||
(Map layout names are from Moros) | |||
<tabber> | <tabber> | ||
PSI #1 = | PSI #1 = |
Revision as of 19:38, 22 November 2021
The Light Containment Zone is one of four zones found in SCP: Secret Laboratory.
Contents
- 1 Description
- 2 Unique Rooms
- 2.1 Class-D Cells - CD01
- 2.2 Water Closet - WC00
- 2.3 Garden Chamber - VT00
- 2.4 Office - PC15
- 2.5 Glass Room - GR18
- 2.6 LCZ Armory - ##00
- 2.7 Heavy Containment Zone Checkpoints - EX-A/EX-B
- 2.8 Test Chamber 1 - TC01
- 2.9 SCP-173's Containment Chamber - PT00
- 2.10 SCP-914's Containment Chamber - #914
- 2.11 Airlock - ALXX
- 3 Hallways
- 4 Map Layouts
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. Interesting, the announcement in-game says that decontamination occurs in 15 minutes, while the actual time is 11 minutes. This was intentionally added to apply pressure to the players.
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 two 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 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
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:
- Outside the Toilets:
- Men's Toilets:
- Women's Toilets:
Garden Chamber - VT00
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.
Interesting, 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
- In the side room:
- Behind the glass:
Office - PC15
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:
- On a random desk:
Possible Spawns:
- Standard Locker
- First Aid Cabinet (up to two)
Glass Room - GR18
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 and players can walk into the chamber as any class that isn't SCP-096. This makes it a useful way to avoid SCP-096.
Possible Spawns:
- Inside the glass cage
- Along the right wall:
- On the shelf:
LCZ Armory - ##00
Armory Access Tier 1 Required | |
SCP-079 AP Cost: 50 AP | |
Door Destroyable by: SCP-018, Fragmentation Grenades 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 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:
- Firearms:
- Grenades:
- Ammo:
- 9x19mm (150 Rounds)
- Body Armor:
- Other:
Heavy Containment Zone Checkpoints - EX-A/EX-B
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 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:
- On the checkpoint itself:
Test Chamber 1 - TC01
(Due to halloween event fog, images will be uploaded once the event ends, Sorry for any inconvenience)
Containment Access Tier 2 Required | |
SCP-079 AP Cost: 40 AP | |
Door Destroyable by: SCP-018, Fragmentation Grenades and SCP-096 |
to open.
The room acts as a small testing room for Site-02 staff to perform experiments, currently it is 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.
Guaranteed Spawns:
- Inside the Control Room:
Possible Spawns:
- Inside the Control Room:
- Outside the Containment Chamber
SCP-173's Containment Chamber - PT00
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:
- On the desk in the side room:
- On the right side of the wall in the side room:
- Outside the containment chamber:
SCP-914's Containment Chamber - #914
Containment Access Tier 1 Required | |
SCP-079 AP Cost: 10 AP | |
Door can't be destroyed! (Containment Gate) |
SCP-914's Containment Chamber is a medium sized room that contains SCP-914.
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:
- Outside the chamber:
- Inside the chamber on the shelves:
Airlock - ALXX
Door Destroyable by: SCP-018, Fragmentation Grenades 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
A simple straight hallway that contains two vents on the upper parts of the walls. One of these vents contain an easter egg.
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, as apart 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, it will slow down any players that aren't SCPs. Unlike in Containment Breach, sinkholes will not teleport the player to the Pocket Dimension; this is intentional.
Impossible Rooms
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 generated 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)
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- This page was last edited on 22 November 2021, at 19:38.
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