Be an Anomaly. Guard Wiki

Be an Anomaly or Guard — Smile Room

Complete Smile Room guide for Be an Anomaly or Guard — Ambush / Zone Control, Medium difficulty, tier B meta, guard counters, and Backrooms map tips.

Overview

Smile Room is a B-tier anomaly built around ambush pressure and zone control in Be an Anomaly or Guard. Inspired by liminal horror spaces, the kit rewards players who understand Backrooms corner peeking and audio baiting more than raw chase speed.

Smile Room shines when guards split to cover multiple wings — you punish the slowest rotate with sudden angle swaps in office clusters and side halls. It is not a front-line brawler like SCP-682; patience and map reads win rounds.

Playing Smile Room

Open with intel: listen for unpaired footsteps in maintenance before committing abilities. Smile Room players who force fights in generator hall usually lose to spread teams with range.

Control doorways rather than center room — force guards to enter your angle one at a time. Pair with finale compression when extraction lane narrows movement.

Ability timing varies by icce patches — test wind-ups in private lobbies after Updates before ranked public stacks.

Guard Counters

Never solo-clear office wings. Pair flash or stun utilities before entry.

Call out missing guard before rotating — Smile Room feasts on 3–2 splits.

Hold central junction with overlapping sightlines so ambush angles lose surprise.

Related Guides

Frequently Asked Questions

Is Smile Room good for beginners?
Medium difficulty — forgiving compared to SCP-173 but requires map patience.
Best map wing?
Office cluster and narrow maintenance for ambush setups.