- MM2 of The Locust where to hide depends on sight breaks, access, monster reach, and an exit plan.
- Best route: Break line of sight, change direction or elevation, then enter a less predictable hiding place.
- Lockers and vents: Confirm the interaction prompt and test whether the Locust can check or attack the spot.
- Team strategy: Split across connected zones instead of stacking every survivor in one hiding place.
- Objective priority: Use hiding as a short reset before returning to keys, doors, or escape progress.
MM2 of The Locust where to hide: Start With a Route
The safest hiding place is usually not the first locker, corner, or room you see. In MM2 of The Locust, a strong hide begins with movement. Break the Locust’s sight around solid geometry, continue toward another branch or layer, and only then commit to a hiding object or enclosed area.
This route makes your destination harder to predict. Stopping immediately after the first corner can leave a visible entry path, while continuing through a connected room, vent, window, or stair route creates more uncertainty. The exact interaction and map availability can change, so treat every spot as something to verify during normal play.
Video Highlights:
- Shows the MM2 of The Locust hiding-location topic directly.
- Use the visual reference to compare possible route landmarks.
- Confirm current interactions in your own match before relying on them.
| Route Stage | What to Do | Why It Helps |
|---|---|---|
| Sight break | Turn around solid walls or large map objects | Hides your final direction |
| Route change | Move toward a different branch or layer | Makes the first corner less predictable |
| Hide entry | Enter only when the Locust cannot directly watch | Reduces the chance of an immediate check |
| Reset | Leave when the search shifts away | Prevents the spot from becoming predictable |
A good route should also answer one question before the chase begins: Where will you go if the monster checks this location? A hiding place without a backup route can work briefly, but it becomes weak once the Locust searches the correct zone.
For a visual reference, review the MM2 of The Locust Hiding Spots and Chase Routes guide and compare its route principles with the current map layout.
Do not hide at the first corner after losing sight. Add one direction change or layer transition before entering a locker, room, vent, or lower route.
Solid Geometry
Walls, large objects, and corners can break direct camera sight before you choose a destination.
Connected Zones
Rooms, vents, windows, and stairs are more useful when they connect to another playable area.
Delayed Entry
Enter the hiding place after the Locust loses sight, not while the entrance remains visible.
Backup Exit
A second door, route, or open lane gives you a response when the search reaches your zone.
How to Evaluate a Hiding Spot
Before using any hiding place repeatedly, test four factors: sight break, access, monster reach, and exit potential. These factors matter more than the object’s appearance. A narrow gap may look safe but offer no protection if the Locust can enter, attack through it, or easily inspect it.
Current community reports mention lockers, vents, windows, rooms, lower routes, and secret areas. Their value differs by map and update. Some locations may be survivor-only, one-way, decorative, or unavailable on a particular layout.
| Test | Question | Strong Result | Weak Result |
|---|---|---|---|
| Sight break | Can the Locust see your entry? | Entry is hidden behind solid geometry | Direct line to the destination |
| Access | Does the interaction work for survivors? | Prompt appears and movement is reliable | Decorative object or inconsistent prompt |
| Monster reach | Can the Locust enter or attack here? | Access is unclear and requires a search | Easy check, direct attack, or open approach |
| Exit plan | Can you leave another way? | Second door, branch, vent, or lane | One entrance with no alternative |
| Audio cue | Does entry or exit create a noticeable cue? | Cue is limited or masked by distance | Repeated interaction exposes the spot |
Use a hiding place as a temporary advantage rather than an invulnerability zone. If the Locust can check the object, do not remain inside for the entire round. Once the search moves away, leave and return to an objective or reposition through a different route.
Never assume a locker, vent, window, narrow gap, or secret area blocks the Locust. Verify access and monster reach through ordinary gameplay on the current map.
A useful spot normally has at least one of these qualities:
- A concealed entrance that cannot be watched from the previous lane.
- A second door or connected room.
- A vent or window that changes your zone or elevation.
- Clutter that interrupts the Locust’s camera view.
- A nearby objective that you can resume after the search passes.
A room with one obvious entrance is often a trap once checked. Lower routes can create vertical separation, but they may also funnel survivors into stairs with no escape. Judge the complete route, not only the final hiding object.
Lockers, Vents, Windows, and Rooms
Different hiding categories support different chase plans. The best choice depends on whether the location breaks sight, changes your layer, and gives you a safe departure. Use the comparison below as a decision aid, then confirm each interaction in the current version.
| Hiding Type | Best Use | Main Risk | Required Check |
|---|---|---|---|
| Locker | Short reset after a route change | Predictable if reused or watched | Prompt, entry cue, exit timing, monster access |
| Vent | Zone change or elevation reset | May be one-way, blocked, or decorative | Entrance, exit, direction, survivor access |
| Window | Fast transition between connected areas | Can lead into another dead end | Landing area and available follow-up route |
| Side room | Camera break with clutter or a second door | One entrance becomes easy to search | Door count, sight angles, and exit lane |
| Lower route | Vertical separation from the chase | Stairs may funnel into a dead end | Lower exit, stair visibility, and return path |
| Secret area | Unpredictable repositioning | Access and availability may vary | Current map availability and monster reach |
Lockers
Lockers are strongest after the Locust has lost sight and you have changed the chase route. Confirm whether entering or leaving creates a visible or audible cue. Do not repeatedly interact with the same locker while the monster is nearby.
Leave when the search shifts away and you have a clear lane. Staying in one locker for the full round may keep you hidden temporarily, but it prevents objective progress and gives experienced monster players a predictable search target.
Vents and Windows
Alternate connections are valuable when they move you into another zone or change elevation. Record both landmarks mentally. “Vent from the side room to the lower hall” is useful information; “use the vent” is too vague when several vents exist.
A one-way connection can save a chase or create a dead end. Check the destination before building your entire escape plan around it.
Rooms and Lower Areas
A room works best when clutter breaks camera sight or a second door lets you leave in another direction. A lower area can separate you vertically, but watch for stair funnels. If the Locust can see the only staircase, the lower route may simply delay the encounter.
A hiding object is only one part of the strategy. Prioritize the route into the spot, the monster’s likely search angle, and the path you will use afterward.
Step-by-Step Chase Reset
Follow this process when the Locust begins pursuing you. The goal is to reset the chase, not to remain stationary for the rest of the round.
Read the Approach
Identify the Locust’s direction and avoid running directly toward a known dead end. Move toward solid geometry, a connected room, or an alternate route.
Break Direct Sight
Turn around a wall, large object, or structure that blocks the Locust’s camera view. Do not enter the final hiding place while the entrance is still visible.
Change the Route
Continue to another branch, elevation, vent, window, or room. This extra movement makes your destination less obvious than the first corner.
Choose the Hide
Enter a locker or enclosed area only after checking access and monster reach. If no spot passes those checks, keep moving through solid geometry instead.
Leave and Resume
When the search shifts away, exit through the planned lane and return to keys, doors, or escape progress. Reposition if the area has become predictable.
| Chase Situation | Recommended Response | Avoid |
|---|---|---|
| Locust sees your entry | Continue around geometry and change direction | Entering the first visible locker |
| You reach a one-door room | Use it only as a brief sight break | Waiting after the room is checked |
| A vent has unknown access | Test its prompt and destination first | Assuming it is two-way or survivor-only |
| The search moves away | Exit through the planned route | Staying hidden until the round ends |
| A teammate carries a key | Protect the carrier’s route without stacking | Leading the Locust directly to the carrier |
Defensive equipment can help only when it creates a clear lane. Use it to gain space, then change direction around solid geometry. Repeated interaction with a hiding object while the Locust is in range usually gives away your position or wastes the brief window created by the chase reset.
A successful hide creates time for the team to progress. Once the threat moves away, return to objectives instead of treating the hiding place as a permanent shelter.
Team Hiding and Match Checklist
Survivors should avoid placing the entire group in one hiding location. Split across connected zones and communicate the Locust’s direction. If a key carrier must hide, another teammate can watch the threat while the rest continue searching or preparing an escape route.
Do not lead the monster directly to a known carrier. Share useful information such as the current zone, the direction of movement, and the next safe branch. Short, precise callouts are more useful than naming an object without its entrance or exit.
Before You Commit to a Hide:
- Break direct sight before entering the final location
- Confirm the survivor interaction prompt works
- Check whether the Locust can enter, attack, or inspect the spot
- Identify a second route or planned exit
- Resume keys, doors, or escape progress after the search moves away
| Team Role | Recommended Action | Main Mistake |
|---|---|---|
| Key carrier | Use a concealed route and keep a backup exit | Staying in a known locker too long |
| Teammate scout | Track the Locust’s direction from a safe lane | Calling the threat while standing beside the carrier |
| Objective player | Continue progress when the chase resets | Waiting for every survivor to regroup |
| Route caller | Share zone, direction, and next branch | Giving vague calls such as “it is nearby” |
After a hiding spot fails, identify the exact reason:
- The Locust watched the entrance.
- The first corner was too predictable.
- The object created a visible or audible cue.
- The monster could reach or check the location.
- The destination had no usable exit.
- The team stopped progressing after the chase ended.
Replace the weak stage instead of abandoning every hiding strategy. A watched entry can be fixed by adding a sight break. A dead end can be fixed by choosing a connected room. A predictable locker can be improved by changing the route and leaving sooner.
Spread survivors across linked zones. This preserves objective progress and prevents one monster search from exposing the entire team at once.
MM2 of The Locust Hiding FAQ
Q: Where should I hide in MM2 of The Locust?
Choose a location reached after breaking sight and changing direction. Lockers, vents, windows, rooms, lower routes, and secret areas can work when their access, monster reach, and exit route are confirmed on the current map.
Q: Are lockers safe from the Locust?
Do not assume lockers provide invulnerability. Confirm the interaction prompt, entry and exit cues, and whether the Locust can check or attack the locker. Leave when the search moves away.
Q: Are vents and windows always usable escape routes?
No. Their direction, access, destination, and availability can differ by map or update. Test whether the connection is one-way, two-way, survivor-only, or decorative before relying on it.
Q: Should the whole team hide together?
Usually avoid stacking the entire group in one spot. Split across connected zones, protect key carriers without exposing them, and let other survivors continue objectives when the chase resets.
Lockers, vents, windows, lower routes, and secret areas are community-reported hiding categories. Exact interactions, monster access, and map availability should be tested in the current 2026 version.