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SCP: Secret Laboratory - All Map Layouts

Created by [Dinosaur] regensenpai~   ::   Dec 23, 2019    


This guide includes all the possible map layouts of all zones in SCP: Secret Laboratory.

List of Map Layouts



Disclaimer: 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?'

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:

  • 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.



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:

  • 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



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.

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

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