The Light Containment Zone contains seven low-level and five medium-level anomalies. One high-level anomaly can make its appearance in the LCZ (Suit Man). The Suit Man can be seen in the LCZ but isn't contained there. The Telekill Alloy is the only Heist anomaly contained in the zone. Oct 15, 2018.
This basic guide will tell you the all the places where you can find items in Light Containment Zone as a Class-D or Scientist in the early round.
Other SCP: SL Guides:
- Survival Guide.
- Gamepla Tips & Tricks.
- Exploration of the Facility.
- How to Re-contain SCP-106.
- Keycards.
- SCP-939 Guide.
SCP-372's Chamber
You can acess SCP-372's containment without any keycard and It's the best room to acess at the start.
- (x1) Zone Manager Keycard (next to the drawer)
- (x1) Pistol (inside the cell)
- (x1 of any) Scientist Keycard / Radio / Flashlight (inside the drawer)
Bathrooms
The Bathrooms don't need a keycard to be acessed, and there's usualy 1 or 2 items inside.
- (x1) Janitor / Scientist Keycard (next to the sinks / on top of the toilets)
- (x1) Pistol (next to the sinks / on top of the toilets)
SCP-012's Chamber
You'll need a Scientist Keycard or higher to acess this room.
- (x1) Pistol (ocasionally spawns on top of the table)
- (x1) Major Scientist Keycard (frequently spawns on top of the table)
Scp Light Containment Zone Song
SCP-173's Chamber
This is probably the most dangerous place to look for Items and is usually empty, you don't need a keycard to acess this room.
- (x1) Pistol (in the control room next to 173's cell, there's ocasionally a pistol)
Armory Room
You'll need a High Level Keycard, obtained via upgrading to acess this room
- (x3) Fragmentation Grenade (always appaers inside the crate in the right)
- (x3) Flash Grenade (always appears inside the crate in the left
- (x1) Project 90 (always appears on top of the table)
- (x1) Pistol (always appears on top of the table)
- (x1) MP7 (always appears inside the crate behind the table)
- (x3) Weapon Manager (always appears on top of the table)
- (x3) 7.62 MM ammo (always appears on top of the table)
- (x3) 9MM ammo (always appears on top of the table)
SCP-914
This isn't a room where you'll obtain items, but where you can upgrade your items or steal Items from others If you'd want to do that for some reason.
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This guide includes all the possible map layouts of all zones in SCP: Secret Laboratory.
List of Map Layouts
Disclaimer: Machine crashes on svn update with google desktop for mac. SCP-079 might see the maps in different orientations, since I couldn't use him to map the zones.
Rooms
‘But regen, what are all of these lines and squares in the pictures?'
Scp In Light Containment
Glad you asked!
This is the Class-D Spawn (CD01).
This is the Entrance Zone Checkpoint.
A completely straight hallway can be a(n)/the
LCZ:
- Empty Hallway (HS 0X).
- Airlock (AL 01/02).
- Bathroom (WC 00).
- Greenhouse (VT00).
HCZ: Fabfilter pro q free mac.
- Empty Hallway.
- Tesla Gate.
- SCP-049's Chamber.
- SCP-939's Chamber.
- Alpha Warhead Room.
- Micro H.I.D Storage.
- Server Room.
EZ:
- Empty Hallway.
- Segmented Office.
- Single-Floor Office.
- Locker Office.
- Door Hallway.
A 3-Way intersection can be an/the
LCZ & EZ:
- Empty 3-Way Intersection.
HCZ:
- Empty 3-Way Intersection.
- Ammunition Armory.
Add text to file in terminal. A 4-Way intersection can be an
LCZ, HCZ & EZ:
- Empty 4-Way Intersection.
A Curved hallway can be an/the
LCZ & HCZ:
- Empty Curved Hallway.
EZ:
- Empty Curved Hallway.
- Intercom Room.
This is a Room Of Interest (ROI).
A ROI can be a(n)/the
LCZ:
- Armory (##00).
- Office (PC15).
- SCP-012's Chamber (#012).
- SCP-173's Chamber (PT00).
- SCP-372's Chamber (GR18).
- SCP-914's Chamber (#914).
- Checkpoint (EX-A, EX-B).
HCZ: https://fqdndh.over-blog.com/2021/01/2010-mac-mini-high-sierra.html.
- Entrance Zone Checkpoint.
- Elevator System (A/B).
- SCP-079's Chamber.
- SCP-096's Chamber.
- SCP-106's Chamber.
EZ:
- Gate (A/B).
- Ruined Hallway.
- Blast Door Room (‘Red' Room).
- Evacuation Shelter Entrance.
Light Containment Zone
The maps in LCZ are easy to figure out.
If you spawn as a D-Boy, you know what map it is after you enter the first room, because the CD01 room always stays in the same position.
The Arms
If you spawn as a Class-D and you enter a straight hallway, you know it's The Arms.
It's best to go left from there and then right at the IX.
The Heart
If you spawn as a Class-D and you enter a curved hallway to the left, you know it's The Heart.
It's best to go left after the two straight hallways.
The Line
If you spawn as a Class-D and you enter a curved hallway to the right, you know it's The Line.
This is the simplest design of all, and it's best to go to the left at the first IT.
The Loop
If you spawn as a Class-D and you enter an IT with a ROI on the right, you know it's The Loop.
From there you should check out all the rooms close to the CD01 room, before scientists get to them.
The Ring
If you spawn as a Class-D and you enter an IT with two straight hallways connected to it, you know it's The Ring.
It's best to go right from there, because there's a higher chance SCPs will come from the left because of the IX at the top right.
Heavy Containment Zone
The HCZ is the hardest to figure out, since no room stays the same like CD01 or the EZ Checkpoint.
Best way to figure out where you are is the first room after you leave an elevator:
If you enter a straight hallway it can only be:
- The BonBon.
- The Rectangle.
- The Turtle.
If you enter a curved hallway to the left or right it can only be:
- The Rectangle.
- The Turtle.
If you enter a 3-way interchange facing left it can only be:
- The Line.
- The Rectangle.
- The Window.
If you enter a 3-way interchange facing right it can only be:
- The BonBon.
- The Line.
- The Rectangle.
- The Window.
If you enter a 3-way interchange facing in both directions it can only be:
- The Rectangle.
- The Turtle.
The BonBon
Scp Light Containment Zone Wall
The Line
The Rectangle
The Turtle
The Window
Entrance Zone
EZ is really easy to figure out.
The EZ checkpoint always stays in the same spot, followed by two straight hallways. You can tell the layout once you get to the third room, which will either be an IX or a curved hallway to the left.
Imazing activation key. There are either 5 or 7 ROI, but the important ones are the two gates (and maybe the intercom if you love to micspam, shoutout to the Dinosaurs <3).
Note that the EZ is just a big dead end, unless you have a keycard with clearance to open gates.
The Branch
The Cross
Movavi screen capture studio 5 2. This is the only layout with a curved hallway as the third room after the two straight hallways.
The Grid
This is the most confusing layout and the reason the names are at the bottom and not the top. It's best to go left on the first IX.
The Line
This layout is the most straightforward. It's also the reason why the name of the layout and the Zone name are in two different corners.
The Pipe