Locations and Rooms

This article lists and describes all possibly accessible locations in Six-Eight-Two.

Hallways
The main structure of the facility are groups of intersecting, chrome hallways littered with explosive barrels and wooden crates. These corridors are sometimes cut from each other with a shutter door that can raised and lowered by a interactable panel on the wall. The doors can be used against SCP-682 so the player has time to escape him and his dangerous speed. Other objects of the hallway include ammo cases and roof mounted spots lights that illuminate the corridors, but sometimes go out to mix in a fear factor, and a loud alarm floods the scene when SCP-682 makes his first appearance.

Acid Chamber
The "final boss" room. It is a large containment chamber with several acid pumps gouging out of the walls. Once the player lures SCP-682 into the chamber he, or someone else if they are playing multiplayer, must run up to the control room (see the heading below for more information), remotely close the door behind the reptile, and turn on the pumps, flooding the room with acid that defeats the beast trapped within it. The acid, as one could expect, also kills the player if they are submerged into it long enough.

Control Room
The Control Room is a small cube hovering over the acid chamber that can be seen in and out through a thick sheet of glass. It is accessible by a set of white stairs outside. The room is cluttered with computers and control panels that activate the acid pumps in the chamber. As stated above, once the player(s) get SCP-682 in the chamber, they must run up to the control room and use the security panels to both shut the doors to trap the reptile and flood the room with acid to defeat it.