Guides

Your first Anomaly Lockdown round

Lobby pity, Light Containment loot, 914, checkpoints, waves, and the warhead clock.

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Getting Started

Anomaly Lockdown drops you into a generated Site-19 with up to 39 other players, proximity voice, and radios. The Roblox experience is in early development and fully playable: created August 3, 2025, still receiving builds into 2026. This page is the first-round walkthrough. Bind details sit on Controls. The LCZ-to-Gate-B line sits on How to Escape. Room-by-room keycards sit on Map Zones. Read this once, then play a Containment Breach round with the clock in the corner of your eye.

Lobby, pity, and the vote

Every loop starts in the lobby. Intermission is 30 seconds, then another 30 seconds of gamemode vote. The two modes are Containment Breach and 05 Rescue. Map generation and role assignment can stall the spawn; do not assume the round has failed because the loading screen is still drawing Light Containment.

Pity is four sliders: Staff, Guard, Rare, and SCP. They are not percentages. Each track caps at 500. Playing a round doubles those values for the next assignment. The 2x SCP gamepass (1250 Robux) doubles the SCP track again; details are on gamepasses and the pity chance tool. Leave Staff and Guard higher than SCP if you want a gun. Leave SCP high if you want the 45-second selection room described in How to Play SCP. Rare biases the Site Manager at round start plus commanders and elites on later waves, not a generic loot luck stat.

Melder Studios has not shipped a public promo-code box. Check the codes hub and how to redeem only when a real code exists. Do not stall in the lobby hunting a redeem UI that is not in the build.

Spawns and the first minute

Class-D wake in Light Containment cells. Facility Personnel (up to five) also start in LCZ as scientists in Containment Breach, or as O5 members in 05 Rescue. Security spawn in the Entrance Zone armory: one lieutenant plus up to three guards. SCPs do not exist yet. They appear in Heavy Containment at 18:35, up to five in Containment Breach or eight in 05 Rescue. A rare Chaos Insurgency spawn can appear in the Gate A hangar. Site Manager rolls at 33% only if Electrical Center was generated.

Neutral players cannot harm each other for the first minute. Use that window. Class-D should leave the cell, loot, and move, not punch scientists in the hallway. Foundation should kit in EZ or LCZ, not farm spawn kills that the ruleset will block anyway. After the minute, the gloves come off and the SCPs are still a short clock from dropping.

Light Containment loot and 914

Your first circuit is LCZ. Cells dump you near a closet and Medical Bay. Grab a Level 1 card if you spawned without one, vitamins or a medkit if the shelves rolled, and any secondary that is not a joke melee. Light Armory is Level 4 — you will not open it on a starter card. SCP storage is worth a look if you already have a door opener. The room that actually changes the round is SCP-914, Level 1, always in LCZ. Fine is locked; you cannot twist the knob to Rough or Very Fine. Drop a primary and you are gambling AA12 or M249. Cards climb L1 to L2 to L3 to L4 to L5 or Omni. Vitamins become a medkit, then SCP-500. Helmets, vests, and grenades refine toward frag. Full recipes live on the SCP-914 tool. Ride the machine if you want to keep the output in your hands; standing in Intake just teleports you with the item.

Do not camp 914 for three refinements while the 18:35 spawn ticks. One card upgrade and one gun upgrade is a winning first-round plan. Two extra cycles is how Class-D meet 173 in a dead-end booth.

Checkpoints, Heavy Containment, and waves

LCZ connects to Heavy Containment through checkpoints and elevators. HCZ is two generated sectors linked by a sector transporter. That is where SCPs spawn at 18:35, and it is also where the HCZ armory (Level 4), O5 (Level 5), 008, 966, 249, and the catwalk live. You do not need to clear both sectors. You need a path to Entrance Zone. EZ checkpoints are Level 3. Gates A, B, and C are Level 4. Electrical Center is Level 4 and only matters after 15:00, which is also the first reinforcement wave.

Waves hit at 15:00, 12:00, 8:00, and 4:00. Faction points decide which primary force comes through. Foundation points pull MTF Nine-Tailed Fox. Enemy points pull Chaos Insurgency or GRU-P. UN points pull GOC or UIU. Anomalous points pull Marshall, Carter, and Dark. SCPs pull Serpent’s Hand. Scientists who escape are worth more than a standard Class-D, which is why a quiet escort can flip the next wave. Truces last four minutes, one at a time, voted by commanders and elites in proximity — do not spray a squad that just shook hands unless you want that truce to collapse on you.

If you are still in LCZ at 15:00 you are late. If you are still below Surface at 7:00, start thinking about the warhead.

Alpha Warhead, late clock, and leaving

The Alpha Warhead can be armed after 7:00 from the Surface Level 5 terminal. After 4:00 it arms itself. The countdown is 90 seconds and it kills everything below Surface. At 5:00 the EZ gates are forced open, which is the last gift for a runner who never found a Level 4 card. At 3:00 the outline wallhacks kick in: red hostile, white neutral, green friendly. Kills after 3:00 add 15 seconds to the round, so a farm-fest at Gate B can stall the nuke you were counting on.

Escape is not “any Surface spawn.” It is the Surface Escape Zone in the Gate B area. The prompt takes about one second. Escape roles can walk onto it. Other roles need handcuffs first. Full routing, including 05 Rescue differences, is on How to Escape. If you spawned as an SCP, skip the pad and read How to Play SCP. If you spawned as a human who keeps dying to the same anomaly, read How to Survive.

When the round ends, pity doubles for everyone who actually played. Stay for the next vote. Containment Breach is the teaching mode; 05 Rescue is the same clock with O5 members in LCZ, delayed Class-D breachers at 18:30, Red Right Hand on the board, and more SCPs. After two rounds you should know whether you are a loot-and-run Class-D, an EZ holder, or an SCP main. Then open the Foundation roster, Class-D and Chaos, or the SCP roster, and stop treating Site-19 like a deathmatch spawn.

First-round checklist, compressed: set pity, vote the mode, loot LCZ, touch 914 once, leave before 18:35, hold a checkpoint or run Gate B, watch 15:00 / 7:00 / 4:00, and do not be underground when the 90-second siren starts. The Guides Hub links every follow-up page. Updates is where this checklist changes.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How long is an Anomaly Lockdown round?

Twenty minutes unless only one faction remains. After 3:00, kills add 15 seconds. The Alpha Warhead can arm after 7:00 and auto-arms after 4:00 with a 90-second countdown.

What should I loot first as Class-D?

A Level 1 card, Medical Bay supplies, then SCP-914 for a card and primary upgrade. Skip Light Armory until you have Level 4. Full room list: map zones.

When do SCPs spawn?

Heavy Containment at 18:35. Up to five in Containment Breach, up to eight in 05 Rescue. They are not in the facility during the opening minute of neutrality.

Is pity a percentage?

No. Staff, Guard, Rare, and SCP are value tracks with a 500 cap. They double after a round you play. Tune them on the pity chance tool.

Where do I go after this beginner guide?

Learn controls, then either escape to Surface or play as an SCP. Survival vs each anomaly is on How to Survive.