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SCP: Secret Laboratory Map Guide: Every Facility Zone

A complete Site-02 navigation guide covering Light Containment, Heavy Containment, Entrance, Surface, procedural layouts, stable landmarks, routes, and the SLMAPS seed viewer.
Length9 min Posted Quest giverVGSources Team
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SCP: Secret Laboratory’s Site-02 is divided into four zones: Light Containment, Heavy Containment, Entrance, and Surface. Light Containment is the testing and starting area for Scientists and Class-D Personnel; Heavy Containment holds the main SCP facilities; Entrance connects the underground sections to the outside; and Surface contains evacuation and reinforcement entry points.

The map is procedurally assembled from multiple layouts, so there is no single route that works every round. Learn the connectors that remain useful—Class-D Cells in Light Containment, the Heavy Containment elevators and checkpoints, Entrance’s transport elevators, and Gate-A Surface—then use local room landmarks to complete the route.

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Site-02’s four zones at a glance

The official game overview describes Site-02 by function rather than by a single fixed floor plan. Each zone has a different job in a round, and that job tells you what landmarks to prioritize when you are lost.

Zone Primary purpose Reliable connectors or landmarks
Light Containment Zone (LCZ) Testing facilities, containment cells, D-Class holding areas, offices, and medical operations Class-D Cells are in the same exact location in every documented LCZ layout
Heavy Containment Zone (HCZ) Main SCP containment area Two elevator systems connect to LCZ; two checkpoints connect to Entrance Zone
Entrance Zone (EZ) Security and transit section between the underground facility and the surface Transport elevators lead to Surface; checkpoints lead to HCZ
Surface Zone Outer security, evacuation, and reinforcement arrival area Gate-A Surface and its elevator to Entrance; evacuation and insertion points

The official site summarizes those roles as follows: “Light Containment Zone, where Scientists and Class-D Personnel reside. Heavy Containment Zone, where the SCPs are contained. Entrance Zone, where Facility Guards are stationed, and Surface Zone, where the evacuation point is located, along with the insertion points for Mobile Task Forces and Chaos Insurgents.”

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How procedural layouts change navigation

Zone names do not imply one permanent arrangement of rooms. Light Containment has five possible layouts documented by the SCP: Secret Laboratory English Official Wiki (page retrieved in 2026), while Heavy Containment has ten. A doorway that was immediately ahead in one round can be on another branch in the next.

That variation changes what “knowing the map” means:

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  • Memorize connectors first: elevators, checkpoints, gates, and the fixed Class-D Cells landmark.
  • Use nearby room geometry and signage to identify your current branch instead of relying on a memorized sequence of rooms.
  • Call out the zone and connector you can see, not an assumed distance or direction.
  • Treat any community map image as version- and seed-dependent unless it identifies the exact generation.

The official zone pages establish the connections and layout counts, but they do not promise one guaranteed path through every generated map. A good route plan therefore has a fallback: if a corridor does not contain the expected connector, return to the last known checkpoint, elevator, or gate and search the alternate branch.

Light Containment Zone (LCZ)

What LCZ is for

LCZ is Subsection-03 of Site-02. The official wiki also calls it the Light Containment and Testing Zone or “Grayhall.” It combines testing and medical operations with holding and administrative spaces: Safe and Euclid anomaly cells, D-Class stocks, personnel offices, and related testing facilities are located here.

Scientists and Class-D Personnel are the groups most closely associated with this zone. For a new player, LCZ is the place to build a mental model of the facility before moving toward the more dangerous containment and security sections.

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The fixed Class-D Cells landmark

LCZ has five documented possible layouts, but the Class-D Cells spawn in the same exact spot in all five. That makes them the strongest early orientation point in the entire zone. If you are guiding a teammate who has just entered LCZ, directing them toward Class-D Cells is more dependable than naming a corridor or guessing which layout loaded.

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Once you have identified the cells, treat nearby rooms as local reference points. The surrounding branch can differ, so use the next visible intersection, door arrangement, or testing landmark to describe your position rather than assuming that every LCZ has the same sequence.

Leaving LCZ

The practical objective is to locate the transition into Heavy Containment. Because room order changes between the five layouts, do not search for a single “correct” hallway. Work outward from a known landmark, record which branches you have checked, and prioritize the elevator or connecting structure that leads toward HCZ.

  • Start from Class-D Cells when possible.
  • Identify intersections and distinctive testing or medical rooms as you move.
  • Keep the last confirmed connector in mind so you can backtrack without wandering.
  • When you reach HCZ, switch your navigation plan: checkpoints and elevator systems become more useful than LCZ room memory.

Heavy Containment Zone (HCZ)

What HCZ is for

HCZ is Subsection-05 and the main SCP containment area. It is the most structurally variable of the documented underground sections: the official wiki lists ten possible HCZ layouts. That larger layout pool is why a memorized room-by-room route breaks down quickly.

Two systems to memorize

HCZ has two elevator systems connecting it with LCZ and two checkpoints connecting it with Entrance Zone. Those four connection structures are the zone’s navigation framework.

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  1. Confirm the side you entered from. If you came from LCZ, note which elevator system brought you in. If you came from EZ, identify the checkpoint immediately.
  2. Use checkpoints as zone boundaries. A checkpoint is a more reliable callout than a room whose location changes between layouts.
  3. Search for special rooms from a connector. Once you know which elevator or checkpoint you are near, investigate the adjacent branches for the room you need.
  4. Backtrack to the connector when disoriented. Returning to a known checkpoint or elevator is safer than committing to an unverified corridor.

Moving from HCZ toward Entrance

There is no universal HCZ-to-EZ hallway. The dependable strategy is to find one of the two HCZ checkpoints that connects to Entrance, then use the checkpoint as the handoff point. If the first branch does not produce a checkpoint, return to the last central intersection and check the alternate branch; the ten-layout system means the order of rooms cannot be used as a guarantee.

When giving directions over voice chat, combine the zone with the connector: “HCZ checkpoint to Entrance” is actionable; “take the third corridor” may be wrong on the next seed.

Entrance Zone (EZ)

Entrance’s role in the facility

Entrance Zone is Subsection-01. It is the transition area between the underground containment sections and the outside: it connects to Heavy Containment through checkpoints and connects the facility’s transport elevators to Surface. Facility Guards are stationed here, making it a security-focused section as well as a route hub.

Use checkpoints and transport elevators as your map

Once you enter EZ from HCZ, stop treating the room layout as an extension of Heavy Containment. First identify the checkpoint you used. From there, look for the transport-elevator route that leads to Surface. The exact intervening rooms may vary, but those two types of connector define what you need to accomplish.

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  • Coming from HCZ: confirm that you have fully crossed the checkpoint before calling your location “Entrance.”
  • Trying to reach Surface: prioritize transport elevators over ordinary side rooms.
  • Meeting teammates: name the checkpoint or elevator side, because “Entrance” covers a broad section.
  • Returning underground: use the same checkpoint structure as your reference instead of retracing an assumed corridor.

Surface Zone

What Surface contains

Surface is Site-02’s outermost security and receiving area, not another underground containment floor. The official zone page identifies Gate-A Surface as the main entrance and says it contains an elevator to Entrance Zone. The official game overview places the evacuation point and the insertion points for Mobile Task Forces and Chaos Insurgents on Surface.

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Finding the surface exit

If you are searching for the exit from the facility, your target is the Surface route reached through Entrance’s transport elevators. After arriving on Surface, use Gate-A and the visible evacuation or insertion areas as your primary references. A player who is already outside should give teammates the gate or evacuation landmark rather than describing a long corridor route from memory.

Surface is also where reinforcement and extraction information matters most. Mobile Task Force and Chaos Insurgent insertion points are part of this zone’s purpose, while the evacuation point is the key destination for players trying to leave Site-02. The exact approach can depend on the current round and server rules, but the zone identity does not change: it is the facility’s external security and extraction space.

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Practical routes between zones

Because the game does not provide one fixed generated path, route planning should be expressed as a chain of stable transitions.

LCZ to HCZ

  1. Use Class-D Cells as your starting landmark if you are in the D-Class area.
  2. Map the nearby branches by intersections and testing or medical rooms.
  3. Locate the connector into HCZ rather than trying to reproduce a memorized LCZ room order.
  4. After crossing, identify which HCZ elevator system you used.

HCZ to EZ

  1. From your known HCZ position, search for one of the two checkpoints leading to Entrance.
  2. If a branch ends without a checkpoint, return to the last recognizable intersection and test the alternate branch.
  3. Once through, announce the checkpoint and establish your position in EZ.

EZ to Surface

  1. Stay on the Entrance side of the checkpoint until you have identified the transport-elevator route.
  2. Take the transport elevator that connects EZ to Surface.
  3. On Surface, orient using Gate-A, the evacuation point, or the relevant insertion area.

Surface back to the facility

  1. Find Gate-A Surface, the main entrance identified by the official zone documentation.
  2. Use its elevator connection to return to Entrance Zone.
  3. From EZ, select the checkpoint that leads toward HCZ or continue through the facility’s other internal route.
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SLMAPS: viewing a map for a known server seed

SLMAPS is a third-party digital seed map viewer. Enter a server seed and it renders room layouts and loot spawn spots for Light, Heavy, and Entrance zones. Interface controls let you switch between those zones.

How to use the viewer

  1. Obtain the server seed for the round or server you want to study.
  2. Enter that seed in SLMAPS.
  3. Render the map and select Light, Heavy, or Entrance using the zone controls.
  4. Use the displayed room layout to rehearse connector locations and loot routes for that specific seed.

SLMAPS is useful for learning a known generation, but it is not an official physical map product. Treat its compatibility as version-dependent: a game update can alter room pools or generation behavior, and a map made for one seed does not describe every other round. Surface is not listed among the viewer’s selectable rendered zones in the supplied description, so use the in-game Gate-A, evacuation, and insertion landmarks when planning the outside section.

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Orientation checklist for a live round

  • State your current zone before giving a direction.
  • In LCZ, anchor yourself to Class-D Cells and nearby local landmarks.
  • In HCZ, identify an elevator system or checkpoint before exploring side branches.
  • In EZ, distinguish the HCZ checkpoint from the transport-elevator route to Surface.
  • On Surface, call out Gate-A, evacuation, or insertion landmarks.
  • When lost, return to the last connector you can positively identify.
  • Do not promise a fixed number of rooms, a guaranteed corridor order, or a universal distance.

Common map-reading mistakes

Assuming every round uses the same floor plan

Five LCZ layouts and ten HCZ layouts are documented, so a route memorized from one round can fail immediately in another. Memorize functions and connectors, not a single screenshot.

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Calling every underground area “Heavy”

LCZ, HCZ, and EZ have different purposes and different transition points. Naming the wrong zone can send teammates toward the wrong connector, especially when you are near a checkpoint.

Searching for Surface from inside HCZ

Surface is reached through the Entrance transition. In HCZ, first locate a checkpoint to EZ; in EZ, then locate the transport elevator. Skipping that mental handoff leads to wasted searches.

Treating a seed viewer as an official guarantee

SLMAPS can show a known seed’s generated rooms and loot spots, but it is a third-party utility. Verify that the viewer and game version match before relying on its rendering.

Keeping this guide current

Room details and generation behavior can change with game updates. The zone purposes and documented connector relationships are the most durable facts, while layout counts and third-party viewer compatibility should be checked against the current official wiki and tool interface before using them for a newly released version.

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