The Entrance Zone is located between Surface Zone and Heavy Containment Zone, acting as a buffer between the two. The Entrance Zone houses the only two exits to surface zone and has no Containment Chambers. The zone contains less content than other zones but still has it’s specialty.
Facility Guards spawn in this zone.
Below you will see the rooms that can spawn in Entrance Zone.
The gates are the connection between Surface Zone and the rest of the facility. Having the only elevators to Surface Zone.
Gate A is the industrial version of the gates, having containers, shelves and other storage material inside. It has two floors and has a elevator on each.
The main area of Gate A |
Gate A is the largest room in the game, taking up 5 room tiles. Making it the largest room in the game.
The interior hallways of gate A |
Gate A has 3 entrances, each one has its own look, one of them are in a office theme, one in a storage theme, and the last one being a break room theme.
Entrance 1, 2 and 3 in order |
Gate A has its own unique elevator. The Industrial Elevator is next to elevator 1 and on the path to entrance 3. Connecting the main area and top area. The Industrial Elevator can also crush any living being if unlucky enough to be standing under it during closing.
The Industrial Elevator and its surroundings |
HK169 Grenade Launcher - 100%
HK51K - 100%
Wrench - 100%
Ammo x14 - 100%
Coffee - 100%
Flashlight x2 - 100%
Handcuffs - 100%
Radio - 100%
SCP-207 - 35%
Shield - 100%
Skin Spray - 100%
Gate B is the lobby version of the gates, featuring metal detectors, seats and a reception. Gate B features 2 entrances which are relatively close to eachother.
Entrance 1 and 2 in order |
Gate B features its own control room in which the gate can be opened from.
Control room of Gate B |
Gate B has fully working metal detectors, although it practically does nothing it’s still a cool detail.
No video available yet. |
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Short showcase on how the metal detectors work |
Gate B also has a second floor where a noob with a hat, insulted vest and shotgun shells on. The glass can be broken but the second floor cant be visited unless you have noclip.
Gate A Small is a significantly smaller version of the standard gate, it has only one entrance and two elevators next to eachother.
The entrance to Gate A small. |
Inside the gate there are two floors, the lower floor has some containers, boxes and other storage material.
The main area. |
Gate B small is a smaller version of the standard gate, having one entrance and two elevator right next to eachother.
The entrance and the control room to Gate B small. |
The main area of Gate B small has a reception in the middle, two baggage scanners and two metal detectors. The room also has some chairs and some screens.
The checkpoints are the connection between Entrance Zone and Heavy Containment Zone. Acting as a buffer between the two.
The Standard Checkpoint, featuring a screen and two doors that open at the same time. The checkpoint is mostly the same on both sides, only having the screen show different text. Opening the checkpoint requires Checkpoint access.
Entrance to the checkpoint. |
The checkpoint features two windows on each side. Allowing for a hiding spot.
The Airlock Checkpoint is a variant of the Standard Checkpoint. The checkpoint features a screen and two doors on each side. Checkpoint access is needed to open the checkpoint.
The Entrance Zone side of the checkpoint. |
The inside of the checkpoint. |
The Heavy Containment side of the checkpoint. |
The Airlock Checkpoint includes a control room above the checkpoint. It can be accessed by a set of stairs at the entrance of the checkpoint.
The stairs leading up to the control room. Armory Access Level 2 is needed to open the door. |
The control room. |
The Checkpoint includes two rooms between Entrance and Heavy. Acting as a buffer between the two zones. The checkpoint behaviour is different from normal, instead of opening and allowing passage immediately, it acts as an airlock. With only one side being open at a time.
No video available yet. |
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Short Airlock demonstration. |
The Entrance Zone Armory is one of the 2 main armories found in the Entrance Zone. Despite its lack of equipment, it’s worth accessing whether for the need of medical equipment or the urgency of obtaining a weapon.
The entrance requires Armory_1 access. |
Organized with lots of shelves and tables, the Armory also stores Armory-2 Equipment locked by a Glass Pannel on the left side of the room.
Interior of the Armory |
The Armory has a viewing room with bulletproof glass with a small slot from where you can shoot towards the outside of the entrance. SCPs can also attack through the hole if their target is close enough.
You can also be attacked from the exterior of the Armory entrance.
The Milkor Grenade Launcher armory is one of the 2 main armories in Entrance Zone. The armory contains the strongest grenade launcher in the game.
The entrance door requires Armory_3 access. |
Inside the Milkor armory there are some lockers and some shelves which contain some loot. Aswell as a HK169 Grenade Launcher inside a weapons create to the left of the door, and on the upper floor spawns the Milkor MGL Grenade Launcher with a heavy insulted vest, and four explosive ammo.
Interior of Milkor Armory |
The Milkor armory contains the most powerful Grenade Launcher in the game. The room has a second floor and a small bridge, the roof and the entire room has a unique pattern, making it look like a Heavy Containment Zone room.
The cafeteria is a large room that has the purpose of bringing meals to personnel, there is a hallway that has stairs leading down to the main area.
Hallway above the Cafeteria. |
There is a staircase on each side of the room, the staircase connects the Cafeteria and the rest of the facility.
Staircase leading down to the Cafeteria. |
In the main area there are alot of tables, some of them have leftover food and plates on them. The cafeteria also contains SCP-294.
The main area of the Cafeteria. |
The cafeteria also contains a storage room, in which there are some shelevs, lockers, boxes and some coffee machines.
The storage room. |
The kitchen is the place where the food is made, there are two entrances to the kitchen, one through the storage room and one on the left side of the main area. The kitchen has some counters that has varied objects on them, dishwashers, stoves, ovens and sinks. On the other side of the room there is some shelves with cups and plates.
There is a small storage room near the second entrance to the kitchen, the room is blocked by alot of boxes.
The kitchen. |
The Intercom is a broadcasting room that has the purpose of serving announcements to the entire facility. The room has two stories, the floor below is the main room and the floor above serves as a small storage, there is a small platform with a ladder leading up to the second floor.
The hallway outside the intercom. |
Inside the storage room there are two shelves with some items on it, on the wall across from the door there is a vent that leads down to the main room. This can be used to toss grenades in.
Inside the main room there is the desk that hosts the broadcasting system, behind it there is a control panel. The broadcasting system sends a message to the entire facility and has a cooldown of 60 seconds.
Rooms which make up most of the map.
There’s four types of hallways: I-Hallways, L-Hallways, T-Hallways and X-Hallways. Each one have different variants.
Normal hallway except a section of the roof is raised with a window.
Same as window roof except there are some decorations.
A normal office, has some desks, shelves, tables and a single monitor.
Vastly similar to balcony office with a few changes, and windows on the walls.
An office with passage ways on each side.
Has a balcony on the side that is accessible by a set of stairs. Has some desks and a shelf.
A normal hallway that has two offices on each side. One belonging to Dr. Aaro, Site Director. And the other one belonging to Dr. Citrine, Head of Engineering.
Inside Dr. Aaro’s office there is a “Top Hat Stash” and a single chair.
Inside Dr. Citrine’s office there is a desk, a server and green veins hanging in the room.
Has a side room with a glass wall, that is broken. Roof is slightly raised.
Has a room with glass walls and some tables, hence its name Tableroom.
The interrogation room in the facilty, has three rooms in which two of them has a single desk and two chairs. And the middle one has two desks and some plants.
The elevator room contains a industrial elevator in the center of the room. Having some decorations around it. The elevator is not functional.
The Medical Bay features a hallway with some props and the bay to the side.
The outside of the medical bay. |
The reception has a desk, a bench and a door leading to the bay.
The reception of the Medical Bay. Requiring manage 1 to enter the Medical Bay. |
Inside, it features three beds, a shelf and a desk with medical equipment.
The main area of the Medical Bay. |
The Restroom looks similar to the Window roof hallway with a few changes. There is a entrance to two bathrooms on the side.
The hallway of the Restroom |
Inside there is two toilets on each side and two sinks, a mirror above the sinks and a small plant.
Inside the restroom on the left side. |
The normal corner hallway in Entrance Zone.
Has a larger room area, a raised section on the roof with a window, and some shelves and boxes.
Similar to storage, has a table with three chairs, some shelves with boxes, a screen and a ventilation system.
Has some benches with some items outside. Has a small office that has a shelf, a desk and some barrels.
The door to the office requires Manage_0 access. |
The room has some tables and two doors, one is blocked by a box and the other one is a office.
The hallway of the aquarium. |
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The normal three way intersection in Entrance Zone.
Has open space that has some tables and chairs and has some shelves and plants. The room has a raised window section in the roof.
Similar to Tables the room features some tables and chairs in chaotic positions. There is a shelf and two benches, there are some boxes that used to be on the shelf but have been thrown down. The room features the same raised window and has a ventilation system.
The catwalk features a catwalk and a storage area below. Shelves, boxes, pallets and a cart.
The hallway has a small armory and the main meeting room, there is a bench and a plant.
Inside the room there is a long desk with some chairs around it, there is a projector and a screen on the wall. There is a shelf with some items on it.
The meeting room requires Intercom access. |
There is a bulletproof window on the side wall that has a tiny hole on the bottom. Inside the armory there is a desk with a laptop and a image of a cat named Kotaro, known as Mister in the P:SCP discord. There is a vest, a keycard and some other weapons.
The normal four way intersection in Entrance Zone.
Has a larger open area with some tables and two chairs. Has a ventilation system.
Has a area with glass walls, and some shelves with boxes on it. Has a ventilation system.
Has three offices, one with the title “Justin Miller, Research Supervisor” is blocked by some crates. The other two offices have no visible text showing who it belongs to.
Inside the first office there is a desk, a shelf and a cabinet with the text “SCP-294 Samples”, the cabinet contains some capsules with different liquids in them.
In the third office there is a desk and a shelf.
The room contains two benches, a table with a coffe maker and a locker. It serves as a small break room.
The catwalk dead end resembles the T-Hallway Catwalk, except one of the paths are broken. Pieces of the catwalk can be found on the floor.
The room has some parts for the hallway, two work lights and unfinished walls and roof.
The room is shaped like a L-hallway but the door is blocked by a few boxes. The room has a table with a coffee maker and there is a sign that says “Executive Conference Room”.