Guides

Anomaly Lockdown Survive the playable SCPs

Stare, don't look, don't take the second hit, and the rest of the per-anomaly checklist.

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How to Survive

Anomaly Lockdown’s SCPs spawn in Heavy Containment at 18:35. Until then you are looting Light Containment and arguing about 914. After that you are surviving designations that do not all kill you the same way. This page is the human checklist: how to beat or at least not feed each major anomaly. If you are the SCP, go to How to Play SCP. If you just want the route to Gate B, go to How to Escape. Hume shields (one-fifth of SCP health, about 1.25 minutes to regen) mean you do not always commit a whole magazine into a glowing bar; break Hume, then finish, or disengage and let the next squad take the unshielded body.

Eye Hazard is one per round: 087-B, 096, or 173. Infection is one per round: 008-0, 049, or 3199 Matriarch. Mains fill the rest of the cap (five in Containment Breach, eight in 05 Rescue). You will not face two statues. You will face one look-or-don’t puzzle plus a plague-or-not puzzle plus a pile of Mains. Identify which three buckets spawned before you plan a hero push through the HCZ catwalk.

SCP-173: look

The sculpture does not walk while it is in someone’s view. It snaps when the view breaks. Assign a watcher. Blink on purpose, in sequence, not as a squad. Corners and elevators are where 173 wins; open Surface is where it loses. Leaning was removed on August 25, 2026, so you cannot cheat a doorway peek. You either see it or you do not. If you are solo, backpedal facing it until a teammate or a door gives you a blink. Do not turn to loot a medkit. The medkit is not faster than a neck.

SCP-096: do not look

The shy guy is the opposite homework. If you see the face, you have started a rage that ends on you. Keep the camera low in checkpoints, catwalks, and any room the Eye Hazard might be camping. ADS down a hallway is how people clip the face by accident. If a teammate screams that they looked, they are already dead; do not “help” by looking too. Let 096 finish the looker and leave, or hold a door you are willing to lose. 096 is the designation that punishes curious mouse movement more than bad aim.

SCP-106: do not take the second hit

The Old Man tags, then pockets. The first contact is the warning. The second contact is the pocket dimension. After a 106 hit you disengage. Sprint is allowed here; 106 is not 939. Do not reload in the same corridor. Do not turn around to spray a Hume bar that will be back in a minute. Put a door, an elevator, or a teammate between you and the second swing. If you already took two hits, you are not reading a survival guide. You are in the pocket. Fight whatever the pocket asks and get out; do not walk back into 106 for round two.

SCP-049 and SCP-008: touch and infection

049 is a contact killer. If the plague doctor touches you, you are done as a human and you are about to become someone else’s problem. Keep range. Shotguns from 914 (AA12 or M249 on the primary line) and door control matter more than melee bravado. Do not surrender with H as a joke. 049 is not Security, and cuffs will not save you.

008-0 is the other Infection parent. Treat it as a plague, not a melee SCP. If you got bit or you watched a teammate convert, you are on a clock. Separate from the squad that still wants Gate B. Do not ride the escape pad as a gift for the Surface team. Kill the parent if Hume is down; ignore the urge to “test” whether you are fine. 3199 Matriarch, when it is the Infection pick, is the same rule with extra bodies: shoot the children, do not let the parent sit on Medical Bay.

SCP-939, 966, 457, 087-B

939 hunts sound. Walk. Crouch (C). Do not Shift-sprint across the sector transporter. Reload behind a door, not in the open. Voice chat is proximity; whispering still exists, shouting does not need to. If you must run, run to a room with a door you can close, not down a catwalk that broadcasts every footstep.

966-Zenith is why N exists. Night vision goggles on, especially in Heavy Containment and anywhere the lights already look wrong. If you never bound N, read Controls before the next 18:35. Fighting 966 without NVGs is fighting empty air until the air fights back. A helmet from 914 does not replace the goggles.

457 is fire. Do not stand in the burning corridor arguing about Hume. Break line, use medkits, and stop treating Medical Bay as a huddle spot when 457 is the Main on the board. Fire denies chokepoints; pick a second route to EZ instead of proving you can tank a door.

087-B is sanity. The smile and the drain kill people who panic, not people who look away once. If hallucinations start, stop sprinting into unknown rooms, find teammates, and leave the Eye Hazard’s hallway. Sanity is not a 173 stare and not a 096 look. You manage it by exiting the encounter, not by winning a camera fight. If 087-B is up, this round has no 173 and no 096 — adjust. You can blink more freely. You cannot ignore the drain.

The rest of the Main list, and late-round rules

035 does not get the 2.75× health scale. Focus it when Hume is down; it is a pick, not a raid boss. 076-2 wants a melee and will take a chokepoint. Do not 1v1 Able in a doorway with a taser. 066, 280, and 2006 are disruption: noise, shadow, scare. They exist to break your 173 stare or to bait a 096 look. When they appear, simplify. One threat at a time. The SCP roster and SCP tiers are the deeper kits; this page is the “do not die in the next ten seconds” layer.

Weapons matter after you have the rule right. A Fine-locked 914 primary (AA12 or M249) plus a vest and helmet will not save a squad that looked at 096. They will save a squad that already knows to stare at 173 and walk past 939. Upgrade path is on SCP-914. Gun rankings are on weapons. Scripts and loadout helpers are on the combat toolkit if you want the HUD side, not the anomaly side.

Late clock is its own survival layer. At 5:00 EZ gates force open, so hiding behind a Level 4 door stops working. At 4:00 the warhead auto-arms; 90 seconds later everything below Surface dies, SCPs included. Being underground “safe from 173” is not safe from the nuke. At 3:00 outlines paint hostiles red, neutrals white, friendlies green. Stealth versus 966 gets worse; shooting the correct red shape gets easier. Kills add 15 seconds after 3:00, so a revenge fight on the pad can stall extraction. If the goal is escape, take the pad, do not farm a 106 who is also stuck on Surface.

Survive the designation in front of you, then move. Site-19 in this Roblox build is still in early development, but the look / don’t look / second hit / touch / infection / sound / NVG / fire / sanity split is the part that will not be patched into a single generic monster. Learn those nine rules, then go die to a door level instead. The Guides Hub is the index; Getting Started is the clock if you forgot when 18:35 is.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Do I look at 173 or 096?

Look at 173. Never look at 096. They cannot both spawn; Eye Hazard is one per round. Identify which one is live before you enter a checkpoint.

How do I not get pocketed by 106?

Treat the first hit as a warning and refuse the second. Leave the corridor, close a door, and do not reload in front of the Old Man.

What counters 939 and 966?

Walk and crouch for 939; sprinting is bait. Press N for 966-Zenith. Both binds are on controls.

Can I outheal 049 or 008?

049 is touch; range and doors, not medkits. 008 is infection; isolate and kill the parent when Hume is down. Vitamins-to-500 on SCP-914 does not make you immune to a plague doctor handshake.

What does 087-B actually do?

Sanity drain and hallucinations, not a neck snap. Leave the hallway, stop panic-sprinting, and remember this round has no 173 or 096.

When should I stop fighting SCPs and just leave?

If Gate B is open and the warhead is in the 7:00–4:00 window, take the escape pad. Farming after 3:00 only adds 15 seconds per kill and paints you on outlines.