Anomaly Lockdown Site-19 zones and rooms
Generated LCZ, two HCZ sectors, EZ gates, and the fixed Surface — with keycard levels.
Anomaly Lockdown does not load one handmade Site-19. It generates Light Containment, then two Heavy Containment sectors, then Entrance Zone, then snaps you onto a fixed Surface. Elevators and checkpoints are the joints. This page is the room list and the card levels, not a screenshot atlas. Use it with Getting Started for the clock and How to Escape for the Gate B line. Door binds are E, with a QTE on some prompts; that is on Controls.
Card ranks, compressed: Level 1 opens 914. Level 3 opens EZ checkpoints and the EZ armory. Level 4 opens Light Armory, HCZ armory, Gates A/B/C, Electrical Center after 15:00, and anything the Hacking Device is allowed to spoof at that rank. Level 5 opens O5 and the Surface warhead terminal. Omni climbs the whole ladder. Site Manager is a Level 4-rank card; the Site Manager role itself only rolls at 33% if Electrical Center generated this map.
Light Containment Zone
LCZ is where Class-D cells dump you and where Facility Personnel start (scientists in Containment Breach, O5 members in 05 Rescue). It is also where you should be gone from before 18:35.
Cells are the Class-D spawn wing. Leave them. The first minute is neutral, so the hallway is a loot path, not a fistfight. Closet rooms sit near that wing and hold the junk that still matters: Level 1 cards, melee, the occasional secondary. Medical Bay is the heal shelf — vitamins and medkits that SCP-914 can climb toward SCP-500. If 457 is later in HCZ, do not plan to live in this room for twenty minutes.
Light Armory is Level 4. You will not open it on a cell card. Come back with a refined card or a Hacking Device, or skip it and take a 914 primary instead. SCP storage is the curiosity room: items, not an exit. SCP-914 is Level 1 and always present. Fine is locked. Intake to Output is the whole interaction; ride the booth if you want to keep the gun. 914 is the LCZ reason to exist. It is also the LCZ reason people die, because they stay for one more Omni roll while 173 is already in the sector transporter.
LCZ connects up through checkpoints and elevators. If a generation gives you a dead-end testing hall, turn around. There is always a joint to HCZ; it is not always next to 914.
Heavy Containment Zone
HCZ is two generated sectors plus a sector transporter. SCPs spawn here at 18:35 (five in Containment Breach, eight in 05 Rescue). This is the dangerous middle of the sandwich.
HCZ armory is Level 4 and is the first “real gun room” that is not 914 gambling. O5 is Level 5 and is a loot objective, not a required escape room. 008’s chamber is the infection landmark — avoid it unless you are hunting the Infection parent, and do not treat it as a shortcut to EZ. 966’s chamber is why night vision (N) exists; walk in with goggles on. 249 is a room SCP, a landmark on the generated hall, not a playable hunter. The catwalk is the sightline killer: 096 faces, 173 blinks, and 939 footstep echoes all play better here than in a closet. The sector transporter is how you skip a bad sector. Use it when the first HCZ wing is a loop of 008 and catwalk with no EZ joint.
You do not need both sectors. Runners need one path to Entrance Zone. SCPs need the transporter and the elevators. Foundation sweepers who clear both wings for fun are the reason the warhead arms with them still underground. Per-anomaly behavior in these halls is on How to Survive. SCP players who want to cut this zone are on How to Play SCP.
Entrance Zone
EZ is the Foundation hold. Security spawn in the EZ armory: one lieutenant and up to three guards. That armory is Level 3. Checkpoints back toward HCZ are Level 3. If you have a Level 3 card and not Level 4, you can live in EZ and still not open Gate B.
Gates A, B, and C are Level 4. Gate B is the escape gate; it feeds Surface toward the Escape Zone. Gate A is the hangar and the rare Chaos Insurgency spawn. Gate C is the third door that exists to waste a runner who cannot read signs. Electrical Center is Level 4 and only matters after 15:00, when it is actually powered. If Electrical Center generated, Site Manager had a 33% chance to exist this round — that is a player role, not a room. After 15:00, Electrical Center is a Level 4 objective for people who want power and a reason to stay, not for people who want the pad.
At 5:00 the EZ gates force open. That is the late gift for a Level 3 scientist who never found 914. It is also the moment SCPs stop respecting your Level 4 wall. Hold inside the armory before 5:00 if you are MTF. Be on the Gate B side of the door if you are a runner.
Waves at 15:00, 12:00, 8:00, and 4:00 enter through this layer more often than through LCZ cells. Faction points pick the force: Nine-Tailed Fox, Chaos, GRU-P, GOC, UIU, Marshall Carter and Dark, or Serpent’s Hand. Truces (four minutes, one at a time, commanders and elites in proximity) usually get voted in EZ hallways because that is where those elites actually stand. Role pages: Foundation, Class-D and Chaos.
Surface (fixed) and the clock on the map
Surface does not shuffle like LCZ. Learn it once. The Alpha Warhead terminal is Level 5 and can be armed after 7:00; after 4:00 it arms itself. The countdown is 90 seconds and it kills everything below Surface. The Escape Zone is in the Gate B area with a one-second prompt. 636 is a Surface room SCP, a landmark, not your extract. Gate A’s hangar is still Gate A even when you can see the sky.
If you are a runner, the only Surface concrete that matters is the Escape Zone. If you are Foundation, the warhead terminal is the reset button when HCZ is lost. If you are an SCP, Surface is where Hume goes to die in the open unless you are contesting the pad after 3:00 outlines (red hostile, white neutral, green friendly). Kills after 3:00 add 15 seconds, so a Surface farm delays the nuke and the round.
Elevators are the zone joints. They are also chokepoints. 173 loves them. 096 loves the camera flick when the door opens. 106 loves the second hit in the cabin. Call the elevator, face the right way, and do not cram six Class-D into a box because it felt like a video game taxi. Generation can place the LCZ-HCZ joint far from 914 and the HCZ-EZ joint far from the armory. That is not a bug. That is why this page lists rooms by zone instead of by a single numbered path.
Walk the zones in order on your first round: cells, closet, Medical Bay, 914, elevator, one HCZ sector, transporter if needed, EZ checkpoint, Gate B, Surface pad. Skip Light Armory until Level 4. Skip O5 unless you have Level 5 and time. Skip Electrical Center unless the 15:00 wave already happened and you have a reason. The Guides Hub links the walkthroughs that use this map; updates is where a room rank changes if Melder Studios retunes a door in a later early-development build.
Frequently Asked Questions
Quick answers to the most common questions.
Is the Anomaly Lockdown map always the same?
No. LCZ, two HCZ sectors, and EZ generate each round. Surface is fixed. Elevators and checkpoints connect the zones.
What card do I need for Gate B and 914?
SCP-914 is Level 1. Gate B is Level 4. EZ checkpoints are Level 3. O5 and the warhead terminal are Level 5. Recipes to climb cards: SCP-914.
Where do SCPs and Security spawn?
SCPs in Heavy Containment at 18:35. Security in the EZ armory (one lieutenant, up to three guards). Class-D in LCZ cells. Rare Chaos in the Gate A hangar.
When do EZ gates open without a Level 4 card?
At 5:00 they are forced open. That is late. The warhead can already be in play after 7:00 and auto-arms after 4:00.
Where is the escape pad relative to the warhead?
Escape is the Surface Escape Zone in the Gate B area. The warhead is a separate Level 5 terminal. Do not confuse them; the escape guide is the route.
What is Electrical Center for?
A Level 4 EZ room that matters after 15:00. If it generated, Site Manager had a 33% chance to spawn this round. It is not an extract.