- MM2 of The Locust hiding spots work best as route stages, not isolated corners.
- Break line of sight before entering a locker, room, vent, window, or lower route.
- Check access rules because some connections may be one-way, decorative, or map-specific.
- Plan an exit before hiding so the Locust cannot turn one search into a guaranteed catch.
- Resume objectives after the chase resets instead of camping one location for the round.
MM2 of The Locust Hiding Spots: Core Route Strategy
The strongest hiding method is a short route that makes the Locust lose track of your direction. Reaching the first visible corner is only the beginning. Continue through another branch, elevation change, doorway, or connected room before choosing where to wait.
This approach is more reliable than running directly to the most familiar locker or hiding object. A destination becomes easier to check when the Locust sees the entry, hears the interaction, or knows that players repeatedly use the same route.
The MM2 of The Locust Hiding Spots and Chase Routes guide identifies the main hide categories as lockers, vents, windows, rooms, lower areas, and secret connections. Their value changes by map layout, current interactions, and monster access.
Video Highlights:
- This article focuses on tested route principles rather than a single fixed hiding object.
- Use connected rooms, vents, windows, and vertical paths to reset pursuit direction.
- Treat every hide as temporary until the Locust has moved away.
Sight Break
Use solid walls, doors, clutter, and corners to hide your final movement direction before entering a destination.
Route Branch
Continue toward a second branch or connected zone so the Locust cannot assume you stopped at the first corner.
Safe Entry
Enter only when the monster cannot directly watch the interaction or approach.
Exit Option
Favor locations with a second door, vent, window, stair route, or nearby loop for the next escape decision.
A hiding spot is more valuable when it is the final stage of a route. Do not stop moving simply because you reached a familiar object.
| Route Stage | Main Goal | Useful Examples | Common Mistake |
|---|---|---|---|
| Sight break | Hide your direction | Solid wall, closed door, clutter | Turning into the first visible corner |
| Branch change | Create uncertainty | Side room, vent, stair loop | Staying on the same hallway |
| Final hide | Avoid direct observation | Locker, room, lower area | Entering while watched |
| Reset | Rejoin the team objective | Keys, doors, escape route | Camping until the round ends |
How to Evaluate a Hiding Spot
Evaluate every location with four questions: can the Locust see your entry, can you access the location normally, can the monster reach or check it, and where will you go if the search arrives?
These questions prevent a common mistake: assuming that a narrow gap or interactive object automatically protects you. A hiding place may conceal your character while still allowing the Locust to check the area, hear the interaction, attack through the space, or wait for you to leave.
The best locations usually combine a hidden entry with a nearby alternative route. A room with one obvious door may appear safe after the chase passes, but it becomes a trap when that entrance is checked. A lower route can create useful vertical separation, yet stairs may funnel you into a dead end.
| Evaluation Test | Strong Sign | Risk Sign | Decision |
|---|---|---|---|
| Sight break | Entry disappears behind geometry | Locust watches the full approach | Keep moving before hiding |
| Access | Current prompt or movement works normally | Interaction fails or feels map-specific | Test during a safer moment |
| Monster reach | The location has uncertain or limited access | Locust can enter, attack, or check easily | Use it only as a short reset |
| Exit plan | Second route leads to another zone | One doorway is the only escape | Choose a different destination |
| Team value | Hide supports a later objective | Team remains stuck nearby | Leave once the search shifts |
Do not assume that every vent, window, narrow gap, or secret route blocks the Locust. Confirm its behavior through normal play on the current map.
Use a location’s weaknesses to decide when it is appropriate:
- Watched entry: Do not interact until the Locust loses direct sight.
- Predictable first corner: Add another branch before stopping.
- Audible cue: Leave room to relocate after entering or exiting.
- Monster access: Treat the spot as temporary and keep an escape lane open.
- No exit: Avoid using the location unless the search has clearly moved elsewhere.
Lockers, Rooms, Vents, and Windows
Enclosed hides are useful when they follow a route change. Lockers can conceal a survivor after the Locust loses sight, but they should not become automatic safe zones. Confirm whether the interaction creates a visible or audible cue, whether the monster can check the object, and whether leaving exposes you to the same approach.
Rooms are stronger when they include a second door, clutter that interrupts camera sight, or a connection to another area. A room with one obvious entrance loses value after the Locust checks it. If you must use a single-entry room, enter only after a successful sight break and prepare to leave when the search direction changes.
Vents and windows are valuable because they may alter elevation or connect different zones. However, their rules can differ. A route may be survivor-only, one-way, two-way, or decorative. Learn both landmarks before using it during a chase.
| Hide Type | Best Use | Confirm Before Relying On It | Main Risk |
|---|---|---|---|
| Locker | Short reset after breaking sight | Prompt, entry cue, monster access | Predictable camping |
| Room | Hide with a second door or clutter | Number of entrances and exits | One-door trap |
| Vent | Change zones or elevation | One-way, two-way, or decorative status | Entering another dead end |
| Window | Cross a boundary or reset pursuit | Survivor access and destination | Limited escape after landing |
| Lower route | Create vertical separation | Stair exits and connected branches | Funnel with no alternate path |
Record practical landmarks such as “vent from side room to lower hall” or “window beside the kitchen.” Specific entrance and exit information is more useful than memorizing a hide name.
When learning a new map, test routes during ordinary movement rather than waiting for a desperate chase. Check whether the interaction prompt appears consistently, whether the route leads where expected, and whether a second exit is available after arrival.
The goal is not to find one permanent hiding place. The goal is to build several short options that connect back to keys, doors, power areas, or the escape path.
Step-by-Step Chase Reset Method
Use this sequence whenever the Locust begins closing distance. It is designed to turn a direct pursuit into a decision problem instead of a race toward the nearest object.
Read the Approach
Identify the Locust’s direction and avoid committing to a destination that is already visible. If you can hear movement but cannot see the monster, favor solid geometry and avoid loud, predictable turns.
Break Line of Sight
Turn behind a wall, door, large piece of clutter, or another solid obstruction. Your first goal is to hide the direction of your next movement, not to hide immediately.
Change Branch or Layer
Continue into a connected room, vent, window, stair route, or lower area when the map allows it. This creates distance and makes your final destination less obvious.
Choose the Temporary Hide
Enter a locker or room only after the Locust loses direct sight. Confirm that the interaction works and keep your planned exit in mind.
Leave After the Search Shifts
Once the Locust moves away, exit through the safer route and resume the objective. Do not repeatedly interact with the same hiding object while the monster is nearby.
The sequence works best when teammates communicate the monster’s direction without revealing the location of a key carrier. A player carrying an important objective should avoid being guided directly toward a known hiding area if the Locust is already searching that zone.
| Step | Survivor Decision | Desired Result |
|---|---|---|
| 1 | Read movement and sound | Avoid a watched destination |
| 2 | Break sight | Hide the next direction |
| 3 | Change branch or layer | Reset pursuit information |
| 4 | Hide temporarily | Survive the immediate search |
| 5 | Relocate and progress | Turn safety into objective progress |
A chase reset is complete only when the Locust loses your route and your team can safely return to keys, doors, power, or escape progress.
Team Hiding and Objective Progress
A full team should not stack inside one hiding place or one small room. Grouping together makes the entire team vulnerable to one search, one discovered entrance, or one broken route. Split across connected zones when possible and share the Locust’s direction.
Communication should provide useful information without exposing everyone’s position. Call out the monster’s current area, the next safe branch, and whether a route has been checked. Avoid leading the Locust directly to a teammate who is carrying a key or controlling an important objective.
Hiding should create a short reset, not replace the objective. Once the Locust moves away, the team should decide whether to search for keys, open doors, restore power, or reconnect with the escape route.
Before You Commit to a Hide:
- Break direct sight before entering the location
- Confirm the interaction or movement route works on the current map
- Identify a second exit, branch, vent, window, or stair route
- Tell teammates the Locust's direction without exposing the carrier
- Leave after the search shifts and resume objective progress
| Team Situation | Recommended Positioning | Objective Priority |
|---|---|---|
| Locust is nearby | Split across connected branches | Preserve the key carrier |
| One player is being chased | Call direction and keep routes open | Avoid blocking the escape lane |
| A hide is discovered | Leave through the planned alternative | Do not re-enter the same object |
| Monster searches another zone | Rotate toward objectives | Convert the reset into progress |
| Team is camping | Spread out and create movement options | Prevent a delayed defeat |
Use hiding to buy decision time. If everyone remains safe but no keys, doors, or escape tasks advance, the route is no longer helping the team.
After a failed hide, identify the exact failure rather than abandoning the entire category. The problem may have been a watched entry, a predictable first corner, an audible cue, monster access, or the absence of an exit. Replace that stage of the route and keep the parts that worked.
Common Mistakes and Practical Fixes
Most failed hiding attempts are route mistakes rather than failures of the object itself. Survivors often reach a familiar location too early, enter while watched, or stay inside after the Locust has begun checking nearby areas.
Use the following fixes to refine your movement:
| Mistake | Why It Fails | Better Adjustment |
|---|---|---|
| Running to the nearest locker | The entry is easy to predict or observe | Break sight and add a branch first |
| Staying in one hide all round | The Locust can check it repeatedly | Leave when the search moves away |
| Trusting an untested vent | The route may be one-way or decorative | Test both entrance and exit landmarks |
| Choosing a single-door room | One search seals the escape | Prefer a second door or nearby connection |
| Stacking teammates | One discovery exposes the group | Split across connected zones |
| Repeating the same route | Experienced opponents learn the pattern | Rotate branches and final destinations |
| Ignoring objectives | Survival time does not create progress | Return to keys, doors, power, or escape tasks |
The same first corner, locker, or hallway becomes less useful after repeated use. Vary the branch and final destination while preserving a reliable exit.
A strong route also includes a failure response. If the Locust appears at the entrance, do not repeatedly interact with the hiding object. Move through the planned exit, use solid geometry again, and change direction. If no exit exists, the location was never suitable for that stage of the chase.
For more map-specific route planning, keep a personal note with:
- Entrance landmark
- Exit landmark
- Elevation change
- Nearby objective
- Whether the path is one-way or two-way
- Whether the Locust can check the destination
This information turns vague map familiarity into a practical route library.
Q: What are the best MM2 of The Locust hiding spots?
The best option depends on the current map and chase position. Lockers, rooms, vents, windows, lower routes, and secret connections can all help when they follow a hidden entry and include an exit plan.
Q: Are lockers safe from the Locust?
Do not treat lockers as guaranteed protection. Confirm the interaction prompt, entry or exit cues, and whether the Locust can check or attack the location on the current map.
Q: Should I hide in a room with one entrance?
Only as a short emergency reset after breaking sight. A room with one obvious entrance becomes risky once the Locust checks that doorway, so rooms with a second door or connected route are preferable.
Q: When should I leave a hiding spot?
Leave after the search moves away and the planned route is clear. Resume keys, doors, power, or escape progress instead of remaining hidden for the entire round.
The most dependable hiding strategy combines broken sight, a route change, a temporary destination, and a clear plan for leaving. Reevaluate every location when the map, update, or monster behavior changes.