Guides

Anomaly Lockdown How to play 05 Rescue

Vote the second gamemode, then treat LCZ as an O5 escort under extra SCPs.

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05 Rescue Mode

05 Rescue is the second Anomaly Lockdown gamemode. Intermission is 30 seconds, then a 30-second vote between Containment Breach (default) and 05 Rescue. After the vote, the map generates and roles assign. Only the round-start roster changes. Waves, warhead, 914, and Surface still follow the same clock as Getting Started. If you queued expecting cells and a broom, read this page before you punch the first scientist.

The shootout clip in the middle of this page is a human gunfight in the current early-development build. Use it as atmosphere for how messy LCZ gets when extra guns spawn. One video only.

What actually changes at spawn

O5 Members. Up to five Facility Personnel spawn as O5 in Light Containment instead of the usual scientist mix. Their job is to leave. An O5 escape is worth more than a standard scientist extract and can convert into a Red Right Hand Commando on the Surface. Protect them. Do not farm them for a funny clip.

Class-D Breachers. These are Class-D who spawn in cells already kitted, but the doors stay shut until 18:30. That is five seconds before SCPs land in Heavy Containment at 18:35. When those doors pop, LCZ is no longer a loot tutorial. It is a two-sided ambush under extra SCPs.

Red Right Hand. Up to a classified count spawn at round start, including one Commando. They are Foundation combat, not the small Security clump in the Entrance Armory. Security still matches Containment Breach: one Lieutenant plus up to three Guards in the EZ armory, with the department cap later raised to five.

SCPs. Same delayed HCZ spawn at 18:35, but the cap rises from five to eight. Eye Hazard is still one pick. Infection is still one pick. Main fills the rest. Hume still scales with player count up to about 2.75× except 035 and infection subs. Read How to Play SCP if you landed in the white room.

Site Manager still rolls only if Electrical Center generated. Chaos Insurgency can still appear in Gate A’s hangar. Pity still reads Staff, Guard, Rare, and SCP from the pity tool. 05 Rescue does not invent a fifth slider.

First minute and the 18:30 door

Neutrals still cannot harm each other for the first minute. O5 should spend it on a Level 1 card, Medical Bay, and a Fine cycle at SCP-914 if the room is safe. Do not camp 914 for three cycles. Eight SCPs are 90 seconds from existing.

Class-D Breachers should inventory-check in the dark: you already have guns. When 18:30 hits, push closets and 914 or push O5. Standing in the cell hall is how you meet 173 and a Commando in the same sightline.

Red Right Hand should not spawn-kill the first minute. After it, hold LCZ checkpoints or peel O5 toward EZ. Security still owns the Entrance Armory. Coordinate on radios. F3 votekick still exists for AFK and cheaters.

How each side wins the mode

O5 / Foundation. Escort beats hero plays. Scientists in Breach are worth +4 faction points on escape versus +2 for a standard extract. O5 are the same idea, louder. Get a Level 3 for EZ checkpoints and a Level 4 for Gates. Gate B is still the Surface Escape Zone path on How to Escape. If the warhead arms, you are already late.

Breachers / Chaos. You have kits and a delayed release. Use it. Hit 914, then hit the escort. Cuffing an O5 and walking them to the pad converts them to your faction’s escape role. That is more valuable than a hallway kill. Class-D and Chaos covers the rest of that roster, including later Chaos and GRU-P waves.

SCPs. Eight bodies means you can actually hold both HCZ sectors. Keep one Eye Hazard and one Infection. Do not all pick Main 076. Hunt O5 first: they are slow, loud, and worth the round. Serpent’s Hand still loves a losing SCP board. How to Survive is the human answer to that pile.

Waves and Elites. Faction points still pick the 15:00 / 12:00 / 8:00 primary wave. UN still wants SCP kills (+5). An O5 escort that lands can flip the next drop to Nine-Tailed Fox. Elites still cap at two; see Elite kits if you are sitting on 225 score.

What does not change

Fine on 914 is still locked. Alpha Warhead still arms after 7:00 and auto-arms after 4:00 with a 90-second wipe of everything below Surface. EZ gates force open at 5:00. Outlines at 3:00. Kills after 3:00 add 15 seconds. There are still no promo codes. Mobile aim assist is still an official setting, not a silent-aim script.

If the lobby voted 05 Rescue and you wanted a teaching Breach round, stay anyway. The clock is the same teacher with worse odds. Then go back to Guides and map zones so the extra SCPs have rooms attached to them.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How do I vote for 05 Rescue in Anomaly Lockdown?

After the 30-second intermission, a 30-second gamemode vote starts. Pick 05 Rescue instead of Containment Breach. Map generation can stall the spawn after that.

When do Class-D Breachers release?

Their cells stay locked until 18:30, five seconds before SCPs spawn in Heavy Containment at 18:35.

How many SCPs spawn in 05 Rescue?

Up to eight, versus five in Containment Breach. Eye Hazard and Infection are still one slot each.

Do O5 members still escape at Gate B?

Yes. The Surface Escape Zone is unchanged. Follow How to Escape for the LCZ to Gate B line.

Does pity work the same in 05 Rescue?

Yes. Staff, Guard, Rare, and SCP still read from the pity panel. Only the opening roster table changes.

Is 05 Rescue good for beginners?

It is harder. New players should learn Getting Started in Containment Breach first, then try this mode.