Anomaly Lockdown Perks and Gadgets Guide
Escape Role Perks, Reinforcement Perks, Reinforcement Gadgets, costs, and effects explained.
The Shop in Anomaly Lockdown offers purchasable Perks and Gadgets using Points, earned by actively participating in rounds. This page covers every Escape Role Perk, Reinforcement Role Perk, and Reinforcement Gadget with costs, effects, and what each trade actually costs your build.
Perks and Gadgets are not the same category. Perks are passive bonuses or active abilities purchased with Points. Gadgets are physical items that occupy inventory slots. Reinforcement Gadgets take the first Gadget slot and cannot be dropped.
Commanders and Elites cannot equip Perks or Reinforcement Gadgets. Their kits are the reward.
Escape Role Perks
Available to Class D, GRU-P Expendables, Facility Personnel, and UNGOC Interns.
Hasty - 500 Points
“Gives you 20% more walkspeed at the cost of 20% of your health.”
- +20% Walk Speed
- -20% Health Points
When to buy: When you want to outrunMTF to Gate B or reach the Surface pad before checkpoints lock. The HP cost is acceptable on classes with higher base health.
Enhanced Vision - 600 Points
“Decreases fog range by 45% allowing you to see further in any dark room. The opposite will happen if your health is below 50% of your max health however.”
- Over 50% Health: -45% Fog
- Under 50% Health: +45% Fog (more fog)
When to buy: Heavy Containment runs where 966, 087-B, and dark corridors dominate. Drop it if you are low HP and plan to fight anyway.
Strange Awareness - 750 Points
“You will be alerted whenever an enemy reaches your proximity of up to 225 studs with a decently long cooldown. Being jumpscared by a SCP will increase your stamina drain by 50% for the duration of the theme however.”
- Automatically detects Hostiles within 225 studs
- +50% Stamina Drain after an SCP jumpscare
When to buy: When you want to track approaching humans or SCPs without an Enemy Tracker gadget. The stamina penalty after jumpscares is punishing in HCZ loops.
Escape Master - 900 Points
“Allows you to perform better in any quick time events, as well as giving you the ability to break your handcuffs when restrained. You regain stamina 25% slower and your more susceptible to biological hazards however.”
- +50% successful inputs in Quick Time Events
- Ability to break free from Handcuffs
- -25% Stamina Regeneration Speed
- Weaker to biological hazards
When to buy: Class-D running Gate B who expect to get cuffed. The handcuff break is the main draw. The stamina penalty hurts if you also use Stims Injector.
Athlete - 1150 Points
“Grants you a additional 30 HP as well as new abilities for your fists. Your walkspeed is reduced by 15% and you’ll regain stamina 20% slower however.”
- +30 Health Points
- New abilities for Fists: Tackle [R] and Roundhouse [G]
- -15% Walk Speed
- -20% Stamina Regeneration Speed
When to buy: When you want Martial Arts builds. Tackle and Roundhouse replace standard punches. The speed penalty is severe for runners.
Starter Kit - 1400 Points
“You will automatically spawn with a Knife and a Navigator. Your primary slot is permanently disabled however.”
- Spawn with a Knife and Navigator
- Disabled Primary Slot
When to buy: Knife-only runs, tutorial practice, or private server challenges. The disabled primary is a major combat limitation in public rounds.
Reinforcement Role Perks
Available to Security Guards and most characters arriving from Reinforcement Spawn Waves.
Tanky - 500 Points
“Gives you 30% more health but your walkspeed is reduced by 15%”
- +30% Health Points
- -15% Walk Speed
When to buy: MTF holding a door or choke point. The HP bonus helps survivability. The speed cost matters less when you are defending.
Opportunist - 650 Points
“Grants you a 65% walkspeed boost while sprinting, but your normal walking speed will be reduced by 15% and you’ll lose stamina 50% faster while sprinting.”
- +65% Sprint Speed
- +50% Sprinting Stamina Drain
- -15% Walk Speed
When to buy: Fast repositioning between checkpoints. The stamina cost is brutal if you also use Sprint constantly. Pair with Stims Injector for chase builds.
Fearless Charge - 900 Points
“You’ll get a 60% damage resistance while sprinting, but your max health is reduced by 25%”
- +60% Damage Resistance when Sprinting
- -25% Health Points
When to buy: Aggressive MTF pushing into HCZ. The HP penalty is severe. Use with caution.
Eye for an Eye - 1200 Points
“When taking damage, your attacker will be highlighted for 15 seconds. Any first hit will deal 1.5x more damage however”
- Highlights first attacker for 15 seconds
- First hit taken deals 1.5x (150%) damage
When to buy: When you want to track the first person who shoots you. The 1.5x first hit penalty makes you vulnerable to burst.
Last Laugh - 1600 Points
“Whenever you die you will automatically unpin the grenade in your inventory and drop it. Your max health is reduced by 15% however”
- Automatically drops the Grenade from Inventory on death
- -15% Health Points
When to buy: Grenade-focused builds. The HP cost is manageable. Useful for post-death area denial.
Swift Hands - 2100 Points
“You will equip guns 50% quicker and also reload 25% faster. Your walkspeed is slowed slightly however.”
- +50% Gun Equip Speed
- +25% Gun Reload Speed
- -██% Walk Speed
When to buy: CQB builds where weapon swap speed matters. The walk speed penalty is minor compared to Opportunist.
Prowler - 3000 Points
“You will: Be able to see the footprints of your enemies whenever they walk, be unable to be tracked by a enemy tracker, have silent footsteps, and your enemy tracker cooldown will be 50% less longer. You’ll have 1.5x more recoil when not crouching however.”
- See traces of Hostile footprints, colored in respective Team color
- Untrackable by Enemy Trackers
- Have silent footsteps
- -50% Enemy Tracker cooldown
- +50% Gun Recoil when not Crouching
When to buy: Stealth builds on Surface. The footprint visibility helps track enemies. The recoil penalty is manageable if you stay crouched in fights.
Prostrate - 3500 Points
“Your crouch is replaced with a prone. While proning and aiming, your recoil and spread is significantly reduced and your aim FOV will be more zoomed in. Fog is also reduced by 25%. Your health is reduced by 15% and you regain stamina 10% slower however.”
- Replaces Crouch with a Prone
- When Proned and aiming down sights: Significantly less recoil and spread, increased Aim Scope
- -25% Fog
- -15% Health Points
- -10% Stamina Regeneration Speed
When to buy: Sniper and DMR builds. Prone accuracy bonuses are significant. The HP and stamina costs are acceptable trade-offs.
Ninja Acrobatics - 4025 Points
“Gives you an ability to roll at the cost of some of your stamina. You’ll also automatically roll and negate any fall damage when falling from tall heights. You’ll drain 15% more stamina while sprinting and you’ll regain stamina 15% slower however.”
- New”Roll”ability, flings player forwards on activation, costs Stamina
- Automatically Roll when falling from lethal heights with sufficient Stamina and Roll off-cooldown
- +15% Sprinting Stamina Drain
- -15% Stamina Regeneration Speed
When to buy: Mobile builds in HCZ. Roll dodge is strong in CQB. The stamina costs compound with other mobility perks.
Dualist - 10500 Points
“You’ll be able to duel wield any secondary in your inventory. Dual secondaries have 2x more firerate, 25% more damage, and 2x clip size but a 2x longer reload. Your primary slot is also permanently disabled.”
- Automatically dual wield any Secondary
- For Secondaries: +200% Firerate, +25% Damage,“+200% Clip Size”(-50% Ammo Spent), +200% Reloading Speed
- Disabled Primary Slot
When to buy: Pistol-only builds. The dual-wield bonus is massive. The disabled primary is a major limitation against rifle-armed MTF.
Reinforcement Gadgets
Available to most characters arriving from Reinforcement Spawn Waves. These take the first Gadget slot and cannot be dropped.
Ammo Bag - Free (Automatically Equipped)
“Gives you a droppable ammo bag that allows you to refill any primaries or secondaries. Long cooldown.”
- Drops an ammo bag with 3 Uses that refills firearm Reserve Ammo
- Long cooldown
What it does: Dropped for teammates to grab. Not a personal ammo restore - you use it on others or drop it for resupply runs.
First Aid Kit - 750 Points
“Gives you a first aid kit which allows you to slowly heal your teammates a infinite amount of times.”
- Infinitely reusable tool that heals allies within short distance
What it does: Heal teammates. Does not heal yourself. Useful for MTF holding a position with medics nearby.
Sledge Hammer - 1000 Points
“Gives you a sledge hammer melee which has the power to destroy doors upon any heavy swing. It’s also strong enough to break any armory door located in HCZ!”
- Melee tool that can be charged up to maximum charge to Knockdown hostiles and destroy Doors on hit
- Deals damage on hit based on charge
What it does: Door destruction. Useful for accessing LCZ and HCZ armories without keycards. Knockdown on charged hits helps in combat.
Construction Hammer - 1350 Points
“Gives you a construction hammer which lets you place 4 various buildings anywhere. Buildings can be destroyed by interacting via close proximity.”
- Construction tool that can deploy buildings
- Buildings are first deployed unready, and must be hit by the Construction Hammer to be fully built
- Each building can only be built up to 3 times
- Buildings can be destroyed by approaching them and interacting with a prompt
What it does: Placeable cover and barricades. Useful for Site Manager camera holding or defensive positions. Buildings can be destroyed by enemies.
Warper - 2100 Points
“Gives you a teleportation device which once linked with a player can allow you to teleport them to your location at any time or vice versa.”
- Cooperative-type tool that can connect an ally to the user
- User can then activate the Warper to teleport the connected ally to the user or vice versa
What it does: Cooperative teleportation. Link to a teammate, then teleport them to you or you to them. Useful for rescue scenarios.
Stims Injector - 3200 Points
“A syringe full of painkillers and adrenaline that can only be used at 70% HP. Upon use, all your lost health will be replaced with temporary artificial health (hume shield) and you’ll be given a 20% speed boost. This effect lasts for 20 seconds. After the effect ends you’ll be given a overdose effect which will immensely slow down your walkspeed temporally.”
- User must be at 70% Health or below to use
- When used: gain Hume Shield equivalent to missing Health, sprint/jump at critical HP, +20% Walk Speed
- Effect lasts 45 seconds, then greatly slowed for a few seconds
What it does: Emergency sustain. The 45-second window is strong for aggressive pushes. The overdose slowdown after is punishing - use it and finish the fight.
Note: Duration was increased from 30s to 45s on 14 August 2026.
Radio Transmitter - 5000 Points
“A large radio transmitter that automatically attaches to your back upon spawn. This device automatically highlights the closest enemy within 150 studs and globally highlights you to allies. However, this equipment requires headphones, permanently disabling your helmet slot. The device also occasionally emits loud feedback.”
- Equips a radio box and headset on the user’s character, the former of which constantly beeps
- Automatically highlights a Hostile within 150 studs to user and allies, radio box beeps faster when the user gets closer to the targeted Hostile
- Disabled Head Armor Slot
What it does: Team-wide enemy highlighting. The helmet slot loss is significant for heavy armor builds. The beeping can reveal your position.
How to Spend Points Wisely
Points are earned by actively participating in rounds. Kills, escapes, and objective completion all contribute.
Efficiency by cost:
- Escape Role Perks under 1000 Points offer the best trade-offs for Class-D and scientists.
- Reinforcement Perks in the 500-1200 range are strong for MTF holding chokes.
- High-cost perks (3000+) are niche builds for experienced players.
- Reinforcement Gadgets vary wildly in utility. Sledge Hammer and Warper have the most map impact.
Combos to avoid:
- Escape Master + Athlete: both penalize stamina regeneration.
- Fearless Charge + Opportunist: both drain stamina while sprinting.
- Prowler + Prostrate: contradictory - one wants you mobile, one wants you prone.
Frequently Asked Questions
Quick answers to the most common questions.
What is the difference between Perks and Gadgets?
Perks are passive bonuses or active abilities purchased with Points. Gadgets are physical items that occupy inventory slots. Reinforcement Gadgets take the first Gadget slot and cannot be dropped.
Can Commanders and Elites use Perks?
No. Commanders and Elites cannot equip Perks or Reinforcement Gadgets. Their kit is the reward.
Is the Stims Injector worth 3200 Points?
Yes for aggressive MTF pushes. The 45-second window (increased from 30s on 14 August 2026) gives a strong combat advantage. The overdose slowdown after is the tradeoff.
What is the best Perk for Class-D running Gate B?
Escape Master for the handcuff break, or Hasty for the speed boost. Both cost under 1000 Points and directly help escape routes.
Can I use multiple Perks at once?
Yes, you can equip one Escape Role Perk and one Reinforcement Role Perk simultaneously. They do not conflict unless they have competing stamina penalties.
What does the Radio Transmitter disable?
The Head Armor slot. You cannot wear a helmet while using the Radio Transmitter, which can be a significant loss for heavy armor builds.