Anomaly Lockdown Playable SCPs and Serpent's Hand
Selection room, Hume, Eye and Infection caps, Hand allies, and object SCPs.
Playable SCPs are the juggernauts every other faction eventually has to answer. They spawn together in Heavy Containment at 18:35. 05 Rescue can raise the cap from five to eight. This page is the roster, the selection room, Hume, Serpent’s Hand, and the object rooms humans will loot while you hunt. Combat ranks live on the SCP tier list. Human opposition lives on Foundation and Class-D and Chaos. The faction index is the Players Hub.
Anomaly Lockdown is playable on Roblox and still in early development. SCP pity weights the chance you see the white room. It is not a percentage. Set it on the pity chance tool.
Selection
Chosen players wait in a white room, usually with the rest of that round’s SCP picks. You have 45 seconds to lock a class. If you do not pick, the game randomizes. Some SCPs can be unavailable if they were used last round.
Three columns:
Main (no class cap): SCP-035 Possessive Mask, SCP-066 Eric’s Toy, SCP-076-2 Able, SCP-106 Old Man, SCP-280 Eyes in the Dark, SCP-457 Burning Man, SCP-939 With Many Voices, SCP-966-Zenith, SCP-2006 Too Spooky.
SCP-966-Zenith abilities (reworked 29 August 2026): Detect is passive and heals nearby SCPs. Hard Hit no longer knocks down — it only unequips whatever the victim is holding. Shriek gives nearby allies a small speed boost instead of disorienting enemies.
Eye Hazard (one per round): SCP-087-B Glimpse, SCP-096 Shy Guy, SCP-173 Sculpture.
Infection (one per round): SCP-008-0, SCP-049 Plague Doctor, SCP-3199 Matriarch.
Taking 173 spends the Eye slot. Taking 049 spends the Infection slot. Mains do not spend those slots, which is why 106 can sit next to 173.
Hume and scaling
Hume Shield is one fifth of max HP and takes about 1.25 minutes to refill. Health scales with player count and reaches about 2.75x on a full server. Two exceptions: SCP-035, and infection sub-instances (008-2, 049-2, 3199 babies and later 3199 bodies). Those HP pools do not scale.
Published bases:
- 173: 2625 + 525 Hume
- 106: 1725 + 345
- 096: 1375 + 275
- 049: 1125 + 225
- 076-2, 087-B, 939: 1150 + 230
- 457: 1125 + 225
- 3199 Matriarch: 1000 + 200
- 2006: 825 + 165
- 280: 800 + 160
- 066: 625 + 125
- 008-0: 480 + 96
- 035: 400, no Hume
Current meta on the tier page puts 173, 106, 096, and 049 in S. Able, 457, 939, and 3199 in A. 087-B, 280, 2006, and 008 in B. 035, 066, and 966-Zenith in C. That order is opinion. The Hume numbers are not.
035 is the conversion Main: low HP, no Hume, can cuff humans toward Serpent’s Hand. 087-B kills through sanity pressure, can third-person, and has a decoy step. 173 demands attention. 096 punishes anyone who looks. 049 converts. 3199 floods. 939 tricks. 2006 stealths. 457 burns hallways. Able wins melee. Kits not on this roster are not part of the current selection room.
Serpent’s Hand
Hand is friendly to SCPs and hostile to everyone else. They appear as a reinforcement when SCPs are losing badly, or from SCP-sided converts (including 035 cuffs). Occultist is the basic wave. Hierophant is the stronger escape-side fighter. Patriarch is the Commander (Rare pity, KS-23M with infinite reserve). Wanderer is the elite (The Serpent’s Tooth). Hand carries Level 4 cards, trackers, and guns SCPs cannot hold. Let them open 914 and O5 storage. Do not truce them away; they are already Friendly.
SCPs do not need a human truce. Humans who want a four-minute pause still vote when commanders or elites close, one truce at a time. First minute of the round, neutrals cannot harm each other. That minute is over before you spawn.
Object rooms and item SCPs
These are not playable bodies. Humans will use them against you or in spite of you.
Rooms: SCP-914 The Clockworks (LCZ, Fine locked, ordinary primaries become AA12 or M249). SCP-249 Random Door. SCP-636 Elevator to Nowhere.
Items: SCP-500 Panacea (clears 008 infection and 049 Touch of Death). SCP-268 Cap of Neglect (invisibility to hostiles, footsteps still audible). SCP-207 Cola (speed for 10 seconds, damages the user). SCP-010 collars (two converts, cannot eat Commanders, Elites, or non-sub SCPs). SCP-018 Super Ball. SCP-662 Butler’s Hand Bell (spectator as 662-2 on your team, 200 HP). SCP-1033-RU (worn, passive heal). SCP-1509 (melee convert on lethal). SCP-5944 (revive a dead human on the corpse).
914 Fine is also how humans turn closet guns into Hume-burn tools. If LCZ is still full of D-class at 18:30, assume at least one AA12 is coming upstairs. Recipes sit on the 914 tool.
Friendly gamepass SCPs
SCP-999, SCP-131, SCP-1424, and SCP-2295 require the Friendly SCPs gamepass. They cooperate with every faction and cannot attack. They are not a combat rank. Do not pick them when you queued to be 173.
Playing the clock
Waves at 15:00, 12:00, 8:00, and 4:00. You spawn at 18:35, which is after the first wave is already on the calendar. GOC is more likely when SCP faction points are far ahead. Hand is more likely when SCPs have taken major losses. United Nations score extra points for SCP kills. Do not farm Surface for fun if it summons GOC.
Warhead can arm after 7:00 and auto-arms after 4:00. Underground dies. If your Hume is still full in HCZ at 4:30, walk to Surface or you donate the round.
For ability-by-ability movement, use how to play as an SCP. For the human view of the same hallways, use how to survive.
Frequently Asked Questions
Quick answers to the most common questions.
How many Eye Hazard and Infection SCPs spawn?
One Eye Hazard and one Infection per round. Main has no class cap. 05 Rescue can raise the total SCP count to eight; it does not lift those two caps.
Does Hume scale for every SCP?
About 2.75x on a full server, except SCP-035 and infection sub-instances. Hume Shield is one fifth of max HP and refills in about 1.25 minutes. Bases are listed above and on the SCP tier list.
Is Serpent's Hand an SCP?
Hand is the human ally on the SCP faction. Occultist, Hierophant, Patriarch, Wanderer elite. Friendly to SCPs, hostile to everyone else. They carry cards and guns the anomalies cannot.
What object SCPs should I care about as an SCP player?
914 Fine guns will melt Hume. SCP-500 clears your infection. SCP-268 hides a human. 249 and 636 move people in ways you cannot predict. Details on SCP-914.
Can Friendly SCPs kill Guards?
No. 999, 131, 1424, and 2295 cannot attack and are friendly to every faction. They need the Friendly gamepass.
When do I spawn as an SCP?
18:35 in Heavy Containment, after a 45-second selection room. Practice the delay on how to play as an SCP. Humans have already looted LCZ.