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Scp light containment zone
Scp light containment zone








scp light containment zone

Once active the process slowly kills any players still in the Light Containment Zone, regardless of their health, including SCPs. Remaining time until decontamination can be viewed at the Light Containment Zone checkpoint and Heavy Containment Zone elevator systems on small monitors. This event occurs after 11 minutes and 45 seconds have passed in a round. These rooms have pseudo-random designations - while the first two letters will remain constant, the two numbers will change with each room.The Decontamination Process is an emergency protocol, which C.A.S.S.I.E activates in the event of a containment breach. Most of the time nothing of interest can be found in them and they make up the bulk of rooms in LCZ. Hallways are repeating connectors that connect unique rooms and other hallways. Both Greenhouse and Garden Chamber have officially been used when refering to this room. Interesting, the room's code, VT00, does not match with the room name. On the wall opposite the plants is a door that leads to a small room which either has a Wall-mounted Medkit, a 标准储物柜, a Bulletproof Locker №7 or nothing.

scp light containment zone

The Garden Chamber has two entrances on opposite ends of the room. Players can access the plants by smashing the window, although the plants cannot be interacted with.

scp light containment zone

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. The smaller room found in VT-00 that often contains loot Certain rooms will have fixed designations (see next section), whilst others will be pseudo-random.ĭespite popular belief, Light Containment Zone is above Heavy Containment Zone and not below it. A helpful navigation aid is the signs above doors, which primarily informs players of the type of room that lies beyond. There are a few important rooms that contain supplies for players to aid their journey through the Heavy Containment Zone. Interesting, the announcement in-game says 15 minutes instead of 11 minutes, this is intentional to apply pressure to the players. This forces players to move down to the Heavy Containment Zone and prevents backtracking to SCP-914. Light Containment Zone is also home to the Decontamination Process, a process which kills anything within the LCZ 11 minutes and 45 seconds after the round has started. Light Containment Zone contains three Workstations, four possible Standard Lockers spawn locations and multiple Bulletproof Locker №7s and Wall-mounted Medkits. SCP-914 is also found here, and often becomes a congregating point in the early game. The Light Containment Zone (LCZ) is one of four zones in Site-02, where Class-Ds, Scientists, and SCP-173 spawn. 1.9 Heavy Containment Zone Checkpoints - EX-A/EX-B.

scp light containment zone

1.7 SCP-173's Containment Chamber - PT00.










Scp light containment zone