12/25/2022 0 Comments Heavy metal machines lvl5The room to the right requires a level 5 keycard to access. SCP-035's containment chamber is comprised of four rooms. The hazmat suit found in the storage area. Once its canister is closed, the lockdown on the Heavy Containment Zone will be lifted, allowing access to the Entrance Zone through the checkpoint room. If the player isn't wearing the hazmat suit when this occurs, a piece of glass from the window will cut the player's arm, infecting them with SCP-008. SCP-173 will spawn behind the larger windows and will break the glass in an attempt to reach the player. This room is visible from the control room via two large windows, as well as the storage area via a single small window. The third room can be entered from the airlock and contains a security camera at the top right and SCP-008's canister, which is opened and releasing gas. The second room is a small airlock with a decontaminating shower head and storage area containing a hazmat suit propped up on a stand. The first room is a control room, containing a table with SCP-008's document and a control panel with an interactive monitor. The first two doors are reached from a small main room, both of which need level 4 keycards to open. The layout of SCP-008's containment chamber consists of three small rooms. When all three switches have been flipped, the two doors will open.Ī smaller, much more crude and grimy variant of the end room which is found in the Heavy Containment Zone. The best way to enter and leave this room safely is to constantly look at the ground and hug the walls while searching for the switches. Additionally, SCP-096 will follow the player if it sees them while docile, making it harder to avoid looking at its face by accident. This is signified by the sound of the generator becoming active.Ĭaution must be exercised while performing these tasks, however, as SCP-096 aimlessly wanders around the room. Upon setting the switch to 'Generator', the room will begin pulling power from the backup generator, restoring functionality to the room's lights and doors, opening them. The switch is set to 'Main' by default, implying that when SCP-096 killed the guard it may have damaged the equipment in the room, cutting off its supply of power from the main facility. Inside will be a control panel with a power feed switch. In the back of the room, the entrance to the control area can be found. This will be signified by the sound of the fuel pump doing its namesake. At the far right side of the room, two switches can be found the first switch activates a fuel pump that supplies fuel to the generator, the second activates the generator itself. Once this room is entered, the doors lock back up, and the player must reset the power. Once the scene is finished, the doors open back up, and the player must enter the room to get around the locked door. Once the hall outside the area is entered, the entryways lock and a scene will play in which an enraged SCP-096 rips apart an unfortunate guard, causing blood to splatter on the windows and the lights to start flickering. The room consists of two areas the main room that houses several computer servers and a small control area with a panel. Four small windows looking into the room line the wall, two on each side of the locked door. There are two doors leading into this room, which are separated by a locked door in the outside hallway. The small server room is one of the main locations where SCP-096 can be found. Upon reaching the midway point, decontamination gas will start spewing from two vents in the pipe. The second variant has an electricity box and a gas pipe in the center of the room. In the first variant, the lights will abruptly blackout upon entering the room, with SCP-173 appearing in the center of the room once the lights return. The floor consists of grated metal tiles. They are comprised of cylindrical hallways lined with horizontal cement blocks, coated in a brownish dirty metal. Like the hallways, there exist two-way, corner, T-shaped, and four-way variants. The metal corridors serve as the Heavy Containment equivalent to the hallways.
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