a poorly made summary of what the signs at the top of each room in light containment means (ex. HS 05, PC 15)
this is mostly worthless information you don’t ever need to know about
CD 01
this is where all the class-d’s spawn
there are 14 total cells (7 on each side)
HS 00
these rooms are usually straight hallways (the numbers don’t mean anything)
don’t go through these rooms if you are being chased by an scp while being tracked by 079
HC 00
these rooms are basically hallways except curved (the number still don’t mean anything)
there is nothing more to say about it
IT 00
these rooms are usually three-way intersections in a form of a T
(i think you get the point that numbers are meaningless)
IX 00
these rooms are four-way intersections
a portal trap can spawn in the middle of the room sometimes
WC 00
this is a hallway containing a bathroom on the side and sometimes a medical cabinet next to it
a com-15 pistol and/or a keycard can sometimes spawn on the sinks
VT 00
this is a hallway with one side containing a small room that can spawn with a
– standard locker
– bulletproof locker
– medical cabinet
– workstation
across from that contains three plots of plants being blocked by glass
(sometimes a bulletproof locker and/or a keycard will spawn inside there)
PT 00
this room contains a set of stairs that leads up to scp-173’s containment cell (the peanut)
either a standard locker or a medical cabinet can spawn beside the containment door
TC 01
this room contains a testing chamber holding scp-330 (the candy bowl)
you have to enter the room on the left to open the room that holds 330 (keycard required)
GR 18
this is a room containing the containment chamber for scp-372 (not in the game)
a com-15 pistol, a keycard, a bulletproof locker, and a standard locker can sometimes spawn here
PC 15
this is an office
a scientist keycard will spawn on one of the desks
a standard locker or a medical cabinet can sometimes spawn in the room beside the door
#9 14
this is the containment cell for scp-914 (the clockwork machine)
any keycard can unlock the room
what you need to know is that ‘fine’ will give you a better version of whatever you placed into the input
## 00
this is the armory which contains firearms that uses 9mm ammo
a tier 1 armory card is required to open the room
EX -A/-B
these are checkpoints that leads to elevators that take you to heavy containment
there will also be monitors displaying the countdown till decontaimation
This is all for SCP: Secret Laboratory Light containment zone signs information hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
- Check All SCP: Secret Laboratory Posts List
Leave a Reply