Anomaly Lockdown Play as an SCP
45-second selection, Hume shields, 18:35 Heavy Containment spawn, and hunting with Serpent's Hand.
Drawing an SCP in Anomaly Lockdown is a lobby outcome, not a menu you click from the main screen. Staff, Guard, Rare, and SCP pity are value tracks, not percentages; they cap at 500 and double after a round you play. The 2x SCP gamepass (1250 Robux) doubles the SCP track again — see gamepasses and the pity chance tool. When the assignment lands, you get a 45-second selection room before the round treats you as a live anomaly. Learn the kit there. You spawn in Heavy Containment at 18:35, after the opening minute of neutrality, into a map that already has Class-D in LCZ cells and Security in the EZ armory.
This page is the SCP-side briefing. Human survival against you is on How to Survive. Designation rankings are on the SCP tier list. The roster write-ups are on SCPs. Binds are on Controls: WASD still moves, and the ability row is left mouse, R, F, Q, and G.
Selection room: 45 seconds, three classes
You pick from three buckets.
Main SCPs are the repeatable hunters: 035, 066, 076-2, 106, 280, 457, 939, 966-Zenith, and 2006. These are the designations you can see multiple of in a healthy lobby, up to the mode cap.
Eye Hazard is one per round. The pool is 087-B, 096, and 173. If someone already locked 173, you are not taking 096 as a second statue. You take a Main or you take Infection.
Infection is one per round. The pool is 008-0, 049, and 3199 Matriarch. The subspecies they create do not get the full Hume and health-scaling package the parent does. If you want a plague round, lock this early. If you want a pocket dimension round, lock 106 in Main and leave Infection to someone else.
Containment Breach allows up to five SCPs. 05 Rescue allows up to eight. More SCPs does not mean more Eye Hazards. It means more Mains hunting the same elevators. Pick a kit that does not clone the same job. Three 939s is a quiet hallway. Zero 173s is a gift to every runner using the escape route.
Hume shield, health scaling, spawn
Hume shield is one-fifth of your health. It regenerates in about 1.25 minutes. You play around that bar. Dumping every ability on the first guard is how you walk into Nine-Tailed Fox at 15:00 with a naked health pool. Let Hume come back before you take a second armory. Humans will focus the SCP whose shield just broke because the outline at 3:00 (red hostile) makes that read easy.
Health scales with player count, up to about 2.75× on a full 40-player server. Two exceptions: SCP-035 does not get that scale, and infection subspecies do not get that scale. 035 is a Main that has to play smarter, not thicker. 049-2 style bodies are pressure, not bosses. If you picked 035, you are not the HP sponge. If you picked 049 or 008-0, your value is the spread, not your personal bar.
You appear in Heavy Containment at 18:35. The map is LCZ into two HCZ sectors into EZ into a fixed Surface. You spawn on the SCP side of that sandwich. Runners are already at 914 in LCZ or already punching a checkpoint. Do not wander Surface. Cut the sector transporter, the HCZ armory (Level 4), and the elevators that feed EZ. Room names are on Map Zones. The first minute of the round already happened without you; there is no extra courtesy window after 18:35.
Kit notes: 106 pocket, 173 blink, 096 look
SCP-106 is a Main whose second hit is the one that matters. The first hit tags. The second hit is the pocket. Humans who read How to Survive will disengage after the first contact. Your job is to force the second hit in a corridor they cannot backpedal. Do not pocket the empty air at Gate B while the scientist is already on the pad.
SCP-173 is an Eye Hazard. It moves when humans are not looking. Blink windows, corner peeks, and split attention are the entire kit. A grouped squad staring at you is a statue. A grouped squad looting 914 is a massacre. You want doors, catwalks, and elevators, not open Surface pavement where twenty people can share line of sight. Leaning is gone as of August 25, 2026, so humans cannot cheat a peek the old way. Use that. They have to fully look away or blink.
SCP-096 is the other famous Eye Hazard. You want the look. Face exposed in a checkpoint camera line, a catwalk, or a packed EZ armory will convert a whole squad into a rage timer. You do not want to hunt people who already know not to look; you want to be in their mouse flick by accident. Once they have seen you, chase. Until they have seen you, stand where the next elevator opens.
The rest of the Main list plays to obvious strengths: 939 hears sprint, so you sit on loud routes. 966-Zenith is the NVG check; humans who never press N die first. 457 owns fire corridors and denies medbay huddles. 076-2 is the melee problem in a chokepoint. 035 is the mask that does not scale and therefore needs picks, not brawls. 066, 280, and 2006 are disruption Mains — noise, shadow, scare — that exist to break the stare 173 needs or the silence 939 needs. Infection parents (008-0, 049, 3199 Matriarch) should tag, convert, and move. A Matriarch who never makes children is a worse Main.
087-B is the remaining Eye Hazard: sanity pressure, not a neck snap. Drive humans into bad rooms and let the smile finish people who panic-sprint. You are still the one-per-round Eye slot, so locking 087-B means this round has no 173 and no 096. That is a team decision, not a cosmetic.
Serpent’s Hand, truces, and the clock
SCPs share a side with Serpent’s Hand. When anomalous faction points win a wave (15:00, 12:00, 8:00, 4:00), SH is the backup, not a second SCP. Do not kill them. Talk in proximity. Let them hold Gate B while you hunt HCZ, or the reverse. Truces last four minutes, one at a time, voted by commanders and elites in proximity. An SCP who breaks a live truce teaches the server to never vote one again. If SH called a pause with GOC, you hunt Class-D, not the UN squad that just shook hands.
Late clock changes the hunt. At 5:00 EZ gates force open, so campers at Level 4 doors lose their wall. At 4:00 the warhead auto-arms if nobody did it after 7:00; 90 seconds later everything below Surface is dead, including you. At 3:00 outlines appear. You become a red shape. Ambush is over; cut the pad and the stairwell instead of pretending you are still a hallway ghost. Kills after 3:00 add 15 seconds, so a farm on Surface can stall the nuke you might need as a reset. If humans are already on the Escape Zone, you either contest the pad or you accept that scientists just bought Foundation a better wave.
Play the selection room like a draft. One Eye Hazard, one Infection, the rest Mains that do not stack the same sense. Spawn at 18:35, check Hume, cut HCZ, and treat Serpent’s Hand as teammates. The Guides Hub will send you back to Getting Started if you still need the round clock, or to How to Escape if you want to think like the runner you are about to pocket.
Frequently Asked Questions
Quick answers to the most common questions.
When do SCPs spawn in Anomaly Lockdown?
Heavy Containment at 18:35, after the first minute of neutrality. Up to five in Containment Breach, up to eight in 05 Rescue. You pick the kit in a 45-second selection room first.
What is Hume shield?
One-fifth of your health, regenerating in about 1.25 minutes. Health also scales with player count up to about 2.75×, except SCP-035 and infection subspecies.
Can two 173s spawn in one round?
No. Eye Hazard is one per round (087-B, 096, or 173). Infection is also one per round (008-0, 049, or 3199 Matriarch). Mains fill the remaining slots.
Do SCPs work with Serpent's Hand?
Yes. SCPs and Serpent's Hand share the anomalous side. Do not team-kill SH. Wave tables and truces are covered in Getting Started.
Which SCP should I pick first?
If the Eye Hazard slot is open and you like statues, 173. If you like rage timers, 096. If you like pockets, 106 from Main. Read the SCP roster and SCP tiers before you lock a meme pick.