There is a chance for a Level 3 Keycard, a random grenade, and/or a random/common sidearm to spawn here. SCP-1123's Containment Chamber requires a Level 2 Keycard to open its door. SCP-914's Containment Chamber requires a Level 2 Keycard to open it's gate. There are three 3-Way Intersections located in Light Containment.
No keycard is required to open any doors here. Around 1-4 Level 2 Keycards will spawn on the tables. The Office Room has many tables, and computers. There is a staircase that leads down into it. The Office Room is located below SCP-173's Containment Chamber. Despite the gate never opening, SCP-173's containment cell actually has a hidden empty room behind the gate which might interpret that SCP-173 was originally meant to spawn here but was scrapped during development. This was done so SCP-173 would not spawn in Light Containment and be able to kill everyone there. The room serves no purpose, other to hide in. No items will spawn here, and a keycard is not required to open any doors. Instead it would spawn in Heavy Containment Zone like the other playable SCPs. Despite being the SCP's Containment Chamber, when SCP-173 was in-game, it would not spawn here. SCP-173's Containment Chamber is located in Light Containment Zone, near the D-Class spawn. Besides being the spawn zone of D-Class Personnel, they serve no other purpose other than being a hiding place from hostiles. Each cell contains a bed, and a small table. They will automatically open when the timer hits the 13:50 (A loud beeping sound can also be heard). At the start of a Containment Breach round, all the cell doors are locked. The doors do not require a keycard to open, and no items spawn here. It is the only area where D-Class will spawn. The Class-D Cells are the spawn area of the Class-D Personnel. This is a short overview of some rooms in Light Containment: There are many rooms throughout Light Containment Zone, some that require Keycards to access, and some that don't. In Hide and Seek, Hiders will spawn in the same locations as Facility Personnel, and Seekers will spawn in the same location as Class-D Personnel. Outside SCP-1025 and SCP-860's Containment ChamberĪll of the different types of Facility Personnel will spawn in a Containment Breach round ( Janitors, Staff, Scientist, Doctors, Engineers, O5 Council Members ), while only one Facility Personnel type can spawn in Council Rescue: Council Members.The 4-Way Corridor (With a map on the wall and no catwalk).The 4-Way Corridor (With the catwalk and no map).Up to 3 Class-D subjects can spawn in the same cell.įacility Personnel can spawn in 1 of 9 different locations throughout Light Containment Zone: The cell doors will open at the 13:50 timemark.
#Scp containment breach gate a full#
A minimum of 8 will spawn in a full server. Light Containment Zone is the spawn location of Class-D Personnel and Facility Personnel.ĭ-Class will always spawn in the Class-D Cell Block at the start of a Containment Breach round. Meaning their facilities are large and sophisticate Site- ██ is no exception. Funded by international governments to protect humanity, lack of funding is simply not problematic for The Foundation. Class-D subjects are housed in Light Containment, since many SCPs located in Heavy Containment Zone are confidential. Compared to Heavy Containment Zone, the presence of security is 'lighter' in Light Containment. Light Containment Zone is an area in Site- ██ that contains most Safe Classed SCP, such as SCP-914, as they are easier to contain. 3.20 SCP-1025 and SCP-860's Containment Chamber.3.16 4-Way Intersection without Catwalk.