This helps me a bunch, but you still can get lost somewhat in LCZ.
Introduction
Hello there! So, as seen in the guide's icon, I circled those black letters. Why? Those letters are so important!!! They help you know where you are going. I hope you enjoy!
It is preceded by the Light Containment Zone and followed by the Entrance Zone. It is strictly used for containment of high level SCP objects, such as SCP-106 and SCP-049. Due to this, it is constructed with a distinctive rudimentary style, abundant with grimy tunnels and catwalks. The Light Containment Zone contains SCP's that are a bit easier to contain than the ones in the Heavy area. They typically only require basic containment procedures such as just strong enough solid matter to be contained. SCP-173's chamber is here, and SCP-173's containment is a side objective but highly recommended. The Heavy Containment Zone is the second zone encountered in the game.It is preceded by the Light Containment Zone and followed by the Entrance Zone. It is strictly used for containment of high level SCP objects, such asSCP-106 and SCP-049.Due to this, it is constructed with a distinctive rudimentary style, abundant with grimy tunnels and catwalks. The Light Containment Zone (LCZ) is one of four zones in Site-02, where Class-Ds, Scientists, and SCP-173 spawn. SCP-914 is also found here, and often becomes a congregating point in the early game. Light Containment Zone contains three Workstations, four possible Locker spawn locations and multiple Bulletproof Locker №7s and Medical Cabinets. The Light Containment Zone, or LCZ, is one of the four in-game zones in the facility, the others being the Heavy Containment Zone, Entrance Zone, and the Surface. The Light Containment Zone is probably the most important area at the beginning of the Containment Breach Gamemode, as it is the location of SCP-914.
Hallways, Turns, and SCP Chambers
Hallways that have 3-4 ways to go has an I in it's text. For example, IX-(number or something) SCP Chambers have a Hashtag (#) before their SCP Number. For example, #914. This also goes with #012 and any other SCP Chambers in Light. There is an exception for 173 though. SCP 173's chamber is PTOO I think. Please correct me in the comments if I am incorrect! Anything with a H usually is a one way turn or just a straight hallway. GR-18 is 372's chamber, which can get you a card/gun.
Airlocks, Exits, Armory, and the PC Room
So, you might not know what a airlock is. If you don't, don't worry! It is that red area place with a hiding spot. If you open up one of the doors inside the other will close, 096 usually can't break down these doors . It is AL-(number), but comment down bellow if I am incorrect! The exits (Checkpoints) lead to Heavy Containment. It is EX-(A or B). If you are looking for a specific exit, it should have an A or B at the end, like this: EX-A (or) EX-B. Looking for a gun from the armory and you have the card for it? It says #00 if I am correct, but correct me in the comments if I messed up there too! I recommend saving the gun for people who actually deserve it though. ! You will pay hard the next round, trust me. The PC room is full of computers, and always spawns with a Nerd card on a desk. The letters for it are PC.I will explain other reasons why it is important in the next section.
Good to Know Stuff!
- 012 has a Zone Manager inside, it opens up checkpoints and SCPs like 914. A gun could spawn there too! But keep that scientist card around, because it can't open up 012 again!
- You should not head straight for 914 right at the very start of the round, but wonder around looking for A keycard (If D Boi) or Medical Supplies(Guard, D Bois, and Nerds).
- Nut's chamber might come with lockers on the left (correct me in the comments section) so that is a way to get a card, but it is risky because 173 (Nut) spawns there. It does NOT spawn every round so it might not be worth it!
- I do not think there is a way to know for sure where you want to go is, because this guide can help, but it still is choose a way and then look and hope it's what you were looking for!
- This guide does not explain how to navigate Heavy Containment (HCZ) or Entrance Zone (EZ). Those are not as easy to navigate and you have to hope your friend is controlling the computer if you want to know everything about the map!
- For those who are a little newer, the map is kinda randomly generated. The zones still stay where they should be (EZ at the front, Surface at the top, Heavy behind EZ, Light is at the back of the facility), but the rooms are randomly placed.
- Surface stays the exact same every round.
- The PC room can spawn with lockers so you don't have to miss out all the time as a D Boi!
- The PC Room also can help you survive Nut for a tiny bit!
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Adobe premiere pro cc mac system requirements. Deep within the SCP Foundation during a containment breach, many of the anomalies have bypassed security and escaped from their chambers – without peaceful intentions. Become site personnel, a re-containment agent, or an anomalous entity and fight to take control of or escape the facility!
Other SCP: Secret Laboratory Guides:
SCP: Secret Laboratory Areas
In SCP:SL there are 4 areas. The Light Containment Zone (LCZ), the Heavy Containment Zone (HCZ), the Entrance Zone (EZ), and the Surface Zone
Areas – LCZ
Light Containment Zone
Alternative name: LCZ
Classes spawning in LCZ: Scientists, Class D Personnel, SCP-173
The Light Containment Zone is the deepest part of the facility. It contains 4 SCP containment chambers, and a few other special rooms which will be listed down below
Each room in LCZ has a codename, which is displayed above the door which leads to the room described. Some codenames are also accompanied by a number, but they don't mean anything (Unless it's a containment chamber. Windows 7 boot screen changer software, free download. In this case the number represents the SCP object (with the exception of PT))
The codenames are explained down below:
HS: Hallway (straight)
HC: Hallway (corner)
IT: Intersection (t-shape)
IX: Intersection (x-shape)
AL: Airlock
PC: Computer room
GR: Glass room
WC: Restroom
CD: Class D Personnel Cells
#914: SCP-914 containment chamber
#012: SCP-012 containment chamber
PT: SCP-173 containment chamber
##-00: Armory
EX-A: Exit leading to the elevator system A
EX-B: Exit leading to the elevator system B
Rooms of interest
Some rooms in the LCZ are more important than others, since they can contain items that can aid you in your escape. These rooms will be listed down below.
Computer Room
The computer room is pretty self-explanatory. It contains computers and that's it
It always contains a Scientist Keycard.
Restroom
This room has a chance to contain a Janitor Keycard or sometimes even a pistol. Microsoft sharepoint designer 2013 for mac.
Glass Room
SCP-372's containment chamber. SCP-372 is not in SCP:SL, however.
This room can contain a lot of things. Inside the glass chamber there can be a pistol. Inside the locker to the right of the entrance a First Aid Kit, a Scientist Keycard, a Research Supervisor Keycard, or a Zone Manager Keycard can spawn there. Sometimes even a flashlight.
SCP-012's Containment Chamber
This room contains (or contained) SCP-012. SCP-012 is also not present in SCP:SL. A Research Supervisor Keycard always spawns there. A pistol also has a chance to spawn.
SCP-914's Containment Chamber
This room contains SCP-914, an SCP crucial to getting good equipment. For more information, see the SCP-914 section.
SCP-173's Containment Chamber
SCP-173 spawns in this room. Alongside the containment chamber there is a control room, in which a pistol can spawn.
Armory
Once you have a keycard with Light Weaponry Access, you can enter this room. It contains various weapons, two workstations (See Weapons section), ammo, weapon manager tablets and grenade containers.
Events
Decontamination Process
Upon the start of the game, an LCZ Decontamination Process starts. After 15 minutes have passed, all doors in LCS including checkpoint doors and elevator systems are locked, and everywhere inside LCZ a deadly gas starts spreading and killing every living object inside LCZ.
Areas – HCZ
Heavy Containment Zone
Alternative name: HCZ
Classes spawning in HCZ: SCP-049, SCP-079, SCP-096, SCP-106, SCP-939
HCZ is the middle part of the facility. It contains most of the game's SCP objects. Unlike in LCZ, rooms in HCZ do not have codenames.
Rooms of interest
Elevator Systems A & B
The entrance to LCZ.
SCP-049 Containment Chamber
The elevator in the picture goes to SCP-049's containment chamber, in which he spawns. Next to the containment chamber there is an armory for which you need a keycard with Heavy Weaponry access. This armory contains a P90, or an M4 and a workstation.
SCP-096 Containment Chamber
Very useful room if you have a keycard with Euclid-Class CC access. An MTF Commander/Lieutenant keycard always spawns there.
Micro H.I.D. Room
Requires MicroHID access keycard to open. Contains the Micro H.I.D. a weapon, which basically melts SCPs.
Server Room
A two-floor server room. Behind the servers in the top floor in this picture you can always find an MTF Cadet keycard.
Tesla Gates
There are plenty of such rooms in HCZ. Upon approaching the tesla gate, the tesla charges and bursts after a very short period of time. You need to time your pass correctly to survive.
Doing this with SCP-096 is especially hard due to his slow speed and will probably get you killed if you're unexperienced.
Alpha Warhead Elevator
Elevator leading to the Alpha Warhead Maintenance Station. In that station you can arm the warhead. You can also find plenty of loot here. In the shelves inside the station there will be most likely a Guard Keycard. You can also find an M4 and a pistol inside the armory along with a workstation.
HCZ Armory
The main armory of HCZ. Requires a keycard with Light Weaponry access to open. This armory contains a lot of 5.54mm ammo and a workstation.
SCP-106 Maintenance Room
Room, in which you can sacrifice someone to contain SCP-106. For further information, see Classes – SCP-106.
Events
Facility Overcharge
When all 5 generators are active (see SCP-079), the Overcharge process starts. After a minute, the whole facility goes through a short blackout. After the blackout, SCP-079 is recontained.
Areas – EZ
Entrance Zone
Alternative names: EZ, Entrance
Classes spawning inside EZ: Facility Guard
The Entrance Zone is the last part of the facility. It leads to both Gate A and Gate B: gates, which you need to cross to get out of the facility.
Rooms of interest
Intercom
The most famous room in SCP:SL. You can broadcast anything you want in here from normal info to USSR Anthem (Earrape Version) 10 hours.
Locker Room
Self-explanatory. In the lockers you can find various keycards, ranging from Research Supervisor all the way to MTF Commander.
Gate A
Facility Exit. C.I. units will most likely come through this gate into the facility.
Gate B
Facility Exit. MTF units will most likely come through this gate into the facility.
Areas – Surface
Light Containment Zone Decontamination
Surface Zone
Alternative name: Surface
Classes spawning inside Surface Zone: MTF units (all ranks), C.I. agents
The name is pretty self-explanatory. The surface zone leads to elevators to Gate B & A, facility entrances.
Rooms of interest
Alpha Warhead Control Room
The room used to activate the Alpha Warhead. Requires a keycard with Warhead access to open.
Escape Room
The main objective of D-Class and Scientists. For further info, check Classes – D-Class, Classes – Scientist.
Events
Alpha Warhead Detonation
Upon activating the warhead from the control room, if the warhead was armed first, an emergency evacuation protocol will start throughout the whole facility. During this protocol all doors are permamently opened. After 90 seconds, the underground part of the facility (including gate b & a elevators) explodes, eliminating all life be it mechanical or organical that was in there.
The Alpha Warhead can be deactivated by going into the maintenance station, flipping the lever and clicking the button.