How to Play Guard in Be an SCP or Guard
Containment fundamentals for facility defenders — before and during MTF escalation.
Playing guard in Be an SCP or Guard means you are the line between contained anomalies and a facility wipe. Guards are not supposed to solo every SCP; you buy time, protect teammates, and create windows for recontainment or MTF support. If you treat guard as a deathmatch class, you will feed SCP kits and lose rounds before anyone learns why.
This guide covers mindset, early-round habits, breach response, and links to specialized pages for MTF and individual SCP counters.
What guards are responsible for
Your job changes by phase but never disappears:
- Map control — Hold sightlines on common breach paths and escort groups through double-door choke points.
- Information — Call out which SCP is active, which direction it moved, and whether someone triggered SCP-096. Silence loses games faster than bad aim.
- Peeling — Rescue teammates who get chased so the squad does not bleed out one by one.
- Discipline — Do not stare at faces you should not see, do not break blink lines on SCP-173 alone, and do not chase SCP-682 into a dead end without backup.
Read Getting Started if you have never finished a full round. Pair this page with Controls so movement and aim do not fight you during emergencies.
Spawn and first sixty seconds
When you spawn, resist sprinting into the farthest room alone. Instead:
- Identify your squad — stick to at least one other guard for the first hallway push.
- Note which SCP chambers exist on this map layout. SCP-173’s zone deserves extra caution because of flashing lights and blink rules — see SCP-173.
- Secure doors behind you when the team advances. Anomalies love rotating through open paths you forgot to close.
- Pick up or equip basic gear if the spawn area offers it. Even small weapon upgrades matter before breaches stack.
If you are unsure where to go, follow the largest group until you learn routes. Map knowledge is guard XP.
Breach response framework
When an alarm fires or comms explode, use the STOP method:
- Stabilize — Fall back to a choke point with cover, not an open junction.
- Track — One player watches rear angles while others face the threat.
- Organize — Decide kill versus contain. SCP-096 and SCP-173 often need contain plans, not random spray.
- Push — Only advance when you know who is bait and who is holding blink or face line.
Against speed threats, slow the fight. Against tank threats like SCP-682, see SCP-682 before committing your whole squad.
SCP-specific guard habits
You do not need master-level knowledge day one, but default rules save lobbies:
| SCP | Guard rule of thumb |
|---|---|
| SCP-173 | Never break eye contact alone; bring backup for blink swaps. |
| SCP-096 | Do not look at the face; call rage state immediately. |
| SCP-106 | Avoid solo chases into pocket dimensions or tight tiles. |
| SCP-457 | Control fire lanes; do not stand in choke smoke. |
| SCP-049 | Protect downed players; plague doctors revive into enemies. |
| SCP-035 | Watch possessed players and mask pickups near corpses. |
| SCP-966 | Listen for sleep cues; do not isolate without stamina. |
| SCP-682 | Kite in open space with the whole squad — see dedicated guide. |
Full anomaly kits and matchup notes live on Playable SCPs and the SCP Tier List.
Communication that actually helps
Short callouts beat essays. Examples:
- “096 active, heading cafeteria, do not peek face.”
- “173 at checkpoint, two eyes on, need third.”
- “682 low, kiting to yard — do not split.”
If your platform lacks voice, use Roblox chat quickly and ping by location name. When MTF arrives, defer to players who read MTF Guide — coordinated MTF pushes differ from early guard scrims.
Common guard mistakes
- Hero pushes — Running at SCP-096 or SCP-682 alone feeds kits.
- Face curiosity — One screenshot moment wipes the team.
- Door grief — Leaving both sides open creates free rotations.
- Ignoring codes and gear — Check Codes for boosts that make training less painful.
- Skipping updates — After patches, old strats fail. Read Patch Notes weekly if you rank seriously.
Training path
- Finish Getting Started and one guard round.
- Study SCP-173 and SCP-096 — the two SCPs that punish guard mistakes fastest.
- Queue MTF rounds with MTF Guide open once available.
- If you want to understand attacker timing, play one SCP round using How to Play as SCP.
Guards who briefly main SCP improve faster because they learn bait timing and fear paths from the other side.
Frequently Asked Questions
Quick answers to the most common questions.
Can guards kill every SCP alone?
No. Some anomalies are designed for squad containment or kiting. Learn which SCPs require numbers before you commit fights.
What should I do when two SCPs breach at once?
Fall back to a choke, call both IDs, and prioritize the SCP that punishes grouping — often SCP-096 or SCP-173 — while stalling the second with doors.
When does MTF replace standard guard play?
MTF is a later escalation with heavier kits. Keep playing guard fundamentals until MTF spawns, then follow MTF Guide for squad roles.
How do I avoid triggering SCP-096 as guard?
Do not look at its face during rage setup. Use peripheral positioning and callouts so teammates stop peeking.