Light Containment Zone

The Light Containment Zone, also known as LCZ, is a zone in SCP: Unity and the first zone the player will encounter. The zone is defined by its central 3 sublevel structure, with an office/staff sublevel, a containment sublevel, and a maintenance sublevel connected by the Core Room. The zone is primarily used for the storage of Safe and low-maintenance Euclid SCPs.

Core Room
The Core Room is a massive room located in the center of the Light Containment Zone. The room is the largest room in the game and contains a large central elevator in its center. It spans all three of the zone's Sublevels and the central elevator is currently the only mode of transit between them.

Sublevels
The Light Containment Zone is divided into three sublevels. These are the Office Sublevel, the Containment Sublevel, and the Maintenance Sublevel. These are also known as Sublevel 1, Sublevel 2, and Sublevel 3, respectively, which can be further abbreviated to SL1, SL2, and SL3, respectively.

Sublevel 1
Sublevel 1 is the Offices Sublevel, and as such does not usually contain any SCPs and instead holds offices, rest areas, and other things that would be expected of a work environment. The sublevel is identified by blue colors and several offices and living areas.

Hallways
Hallways are basic, straight rooms that connect two rooms. Currently, there is one generic hallway which can spawn with several different prop arrangements. The hallway can spawn a roomba.

Corners
Corner hallways are identical to hallways, except for the fact that they are used to go left or right rather than straight. Currently, there is a corner which contains several benches and a path leading to locked door and a corner which contains an area for eating along with several cupboards and cabinets. Both of these rooms can spawn a roomba. The bench corner can spawn two and is the only room capable of such.

Threeways
Threeways are identical to hallways, except for the fact that they connect to three rooms instead of one. All threeways have signs situated above the doors which display the rooms which can be reached through the doors and the amount of rooms between that room and the threeway. Currently, there is a generic threeway which contains several lockers. The threeway can spawn a roomba.

In addition, the following rooms can be found in SL1:

The following SCPs can be encountered on SL1:

Sublevel 2
Sublevel 2 is the Containment Sublevel. The majority of the SCPs in the Light Containment Zone are contained here. In addition to containment chambers, the sublevel also holds a variety of security rooms, likely to aid in containment, and testing rooms. The sublevel is identified by yellow colors. It is the first sublevel the player will encounter.

Hallways
Hallways are basic, straight rooms that connect two rooms. Currently, there is a generic straight hallway with some decorations, a hallway with a back area which contains damaged machinery resembling a generator, and a fan hallway, featuring benches and large fans on both sides of the room. The fan hallway can spawn a roomba and is the only room on Sublevel 2 capable of doing so.

Corners
Corner hallways are identical to hallways, except for the fact that they are used to go left or right rather than straight. Currently, there is a generic curved hallway, a square hallway with a dome roof, seemingly used for storage, and a corner with another room visible overhead and a lower area which contains a closed steel door.

Threeways
Threeways are identical to hallways, except for the fact that they connect to three rooms instead of one. All threeways have signs situated above the doors which display the rooms which can be reached through the doors and the amount of rooms between that room and the threeway. Currently, there is a generic threeway and an auxiliary threeway, which is actually a fourway hallway featuring padded walls and one entrance blocked by fencing and barrels, which leads to a locked yellow door labelled to lead to an "Auxiliary Generator" room.

In addition, the following rooms can be found in SL2:

The following SCPs can be encountered on SL2:

Sublevel 3
Sublevel 3 is the Maintenance Sublevel. SCPs are not usually contained here, however issues with SCP-553's containment chamber led to its temporary containment on this sublevel. The main purpose of this sublevel is to house machine operations, and thus keeping this area clean or well-lit is not a priority. The sublevel is identified by red colors and rooms that are not entirely constructed.

Hallways
Hallways are basic, straight rooms that connect to rooms. Currently, there is a hallway featuring a maintenance area, a catwalk and an ARC-Site 48 flag.

Corners
Corner hallways are identical to hallways, except for the fact that they are used to go left or right rather than straight. There is currently one corner hallway, which looks similar to the Sublevel 2 corner hallway, except for the fact that it features red coloring and a pair of doors with an alarm overhead that leads to a storage closet.

Tube Hallways
Tube rooms are a variety of tube-shaped rooms that are identical except for which direction they go in. The rooms are cylindrical in nature, containing a railed catwalk which can be walked upon. The only purpose of these rooms seems to be safe travel throughout the maintenance area. The threeway tube hallway has signs situated above the doors which display the rooms which can be reached through the doors and the amount of rooms between that room and the threeway.

In addition, the following rooms can be found in SL3:

The following SCPs can be encounted on SL3:

Security Rooms
Security rooms are rooms which are meant to aid in SCP containment or other forms of security. Most of these are located on Sublevel 2 where most containment chambers are located, but some are found on the other sublevels.

Containment Passage
The containment passage or lockroom is a security room found on Sublevel 2 that connects two rooms. The room opens into a small area with a yellow door and a camera, giving a view of the containment passage's interior. There are two variations of the containment passage. One is relatively empty and relatively well-lit. Another has a dark interior, and is filled with construction pieces. Both contain a button which opens the other door in the containment passage, which leads to a room identical to the starting room.

Decontamination Checkpoint
The decontamination checkpoint is a security room found on Sublevel 2 that connects two rooms. The room is a hallway with a checkpoint in the center. This room contains red lights and has a window that views into an office area, that would presumably be manned under normal circumstances. Upon entering this area, both doors will close and decontamination gas will emerge from vents in the floor. When this process completes, the doors will open back up. No matter which way the checkpoint is exited, the decontamination process will be initiated again should the checkpoint be entered again.

Tesla Gate
The tesla hallway is a security room found on Sublevel 1 and Sublevel 2 that connects two rooms. The room prominently features a large tesla gate in its center. There is also a bypass door for the Tesla gate and a door leading to a control room with an alarm above this door. The door with an alarm over it is locked, and has a note next to it directing those who read it to the Security Office. There, a monitor can be interacted with to unlock these tesla offices, which contain a large bandage and a medical hypo. If the player has the security admin passcodes, they can also disable the tesla gates or manually override them. On manual override mode, the tesla gates have a longer charge up, shock, and recharge time. This gives the player enough time to run through the gate without being killed, and shocking anything in pursuit.

SCPs
The following SCPs are contained in the Light Containment Zone; due note that being contained within a zone does not guarantee that an SCP will be confined to that zone or even appear in it.

Trivia

 * Prior to Version 0.7.0, the Core Room did not exist nor did sublevels. Hallways for Sublevel 1 did not exist and Sublevel 2 and 3 hallways mixed together randomly.