- MM2 of The Locust map locations are easiest to learn through landmarks, layers, and connections.
- Key routes can change during the PRE-ALPHA build, so confirm live prompts before memorizing positions.
- Hiding spots work best when they break sightlines and provide a clear escape route.
- Map voting should match your team goal, whether you are learning objectives or practicing chase routes.
- Secret areas need repeatable entrances and normal movement before they count as reliable routes.
MM2 of The Locust Map Locations and Route Anchors
MM2 of The Locust map locations are best understood as connected spaces rather than a permanent list of exact coordinates. The current PRE-ALPHA build can change doors, passages, objective positions, and route connections. Instead of memorizing “turn left twice,” build a route around landmarks that remain easy to recognize from multiple directions.
Useful anchors include central rooms, staircases, long halls, distinct door frames, lower sections, windows, and unusual room features. Once you identify an anchor, connect nearby branches and loops to it. This makes your notes useful even after entering the area from the opposite direction.
Use landmark names such as “central room to lower hall” instead of compass directions. Direction-only callouts become unreliable after a chase or a floor change.
Central Anchors
- Main room or courtyard
- Visible from several routes
- Good starting point for callouts
Vertical Anchors
- Stairs, vents, and lower areas
- Mark the correct floor
- Useful during pursuit recovery
Route Anchors
- Distinct doors or windows
- Identify loops and branches
- Clarify entrances and exits
| Route Type | How to Recognize It | Best Use |
|---|---|---|
| Loop | Connects back to a known area | Break line of sight and rotate |
| Branch | Ends or returns through one route | Search rooms and objectives |
| One-way route | Requires a specific entrance or exit | Plan before committing |
| Vertical route | Changes floor or layer | Prevent location confusion |
A loop is usually more valuable during a chase because it gives you another decision point. A branch can still contain an objective or hiding place, but entering it without checking the threat position may leave you trapped. Always note whether a route allows standard movement, requires an interaction, or depends on a current map state.
For a useful reference, review the MM2 of The Locust Maps hub for the current map-reading framework, objective notes, and PRE-ALPHA caveats.
Key Locations and Objective Scanning
Keys should be searched through a repeatable scan order rather than a fixed spawn table. Current coverage identifies keys in rooms and less obvious lower areas, but it does not establish that every key will remain in one permanent location. Updates may move an objective or change the route needed to reach it.
Start with high-visibility surfaces along a safe loop. Then check side rooms, dead ends, lower areas, and other spaces that are easy to overlook. The goal is to search efficiently without freezing your character in an exposed room while the Locust is nearby.
Do not treat one observed key position as permanent. Confirm the displayed label, interaction prompt, and map state each time you enter a new round.
Choose a Safe Anchor
Begin at a recognizable room, hall, staircase, or exterior connection. Identify the nearest loop before searching for an objective.
Scan Visible Surfaces
Check tables, counters, shelves, and open rooms along the safe route. Look for the live interaction prompt instead of assuming decorative objects are collectible.
Clear Secondary Areas
Move through side rooms, dead ends, lower routes, and less visible corners when the Locust is away from your search path.
Record the Current Observation
Note the displayed key label or color, nearest landmark, room type, and what changed after pickup. Recheck the route after an update.
| Search Phase | Areas to Check | Risk Level | Recovery Plan |
|---|---|---|---|
| First pass | Central rooms and visible surfaces | Lower | Return to the main loop |
| Second pass | Side rooms and dead ends | Moderate | Leave through the known entrance |
| Third pass | Lower areas and alternate routes | Higher | Keep a second landmark in sight |
| Confirmation | Prompt and post-pickup state | Variable | Rebuild the route if the state changes |
When a teammate finds a key, share the nearest landmark instead of a vague directional callout. “Key near the lower hall entrance” is more useful than “key on the left,” especially when players approach from different sides.
If the prompt does not appear, do not force entry through collision or assume the object is active. Check the current objective, verify the correct map identity, and return to the last stable anchor.
Hiding Spots, Sight Breaks, and Escape Routes
A strong hiding spot is not simply the darkest corner. It should interrupt the Locust’s line of sight, allow normal entry, and give you a practical way to leave. Lockers, rooms, vents, windows, and lower routes can all be useful, but their value depends on access, exits, and how familiar the monster is with the map.
Avoid hiding at the first predictable corner after a chase. If the Locust watched you enter, that location becomes easy to check. Instead, use a sight break to reset the chase, wait for the threat to move away, and then rotate toward a different landmark.
A famous hiding place is only useful when the Locust has lost sight and you have a safe exit. Staying in one well-known spot can make your route easy to read.
| Hiding Option | Strength | Main Risk | Recommended Use |
|---|---|---|---|
| Locker | Conceals the character quickly | Predictable if watched | Short chase reset |
| Vent | May create an alternate decision point | Access and monster movement may vary | Use after confirming entry |
| Window | Can break a direct route | May have limited exits | Transition between spaces |
| Lower area | Adds vertical separation | Can become a dead end | Search or escape with a return route |
| Side room | Provides a sight break | One entrance may be unsafe | Hide only with exit awareness |
Judge each location using four questions:
- Can the Locust see you enter?
- Does the spot have a usable interaction in the current build?
- Is there another exit or nearby route?
- Can you leave toward a different anchor without crossing the threat?
Sight Break
Hide after a corner, doorway, wall, or room transition removes direct visibility.
Access Check
Confirm that the locker, vent, room, window, or lower route works through normal movement.
Exit Check
Identify where you will go next before committing to the hiding place.
A good survivor route normally has three parts: an approach, a concealment point, and a recovery route. If any part is missing, the location is better treated as temporary cover than as a dependable hiding spot. This distinction matters because a place can look safe while offering no way to escape when the Locust changes direction.
Do not rely on exploit teleports, fullbright scripts, ESP, altered hitboxes, or collision glitches when testing routes. Those methods reveal information and movement options that ordinary players cannot reproduce.
Map Voting and Choosing a Useful Practice Route
Map voting is preparation time. Read the current candidate panels, interact with the intended vote area, and confirm that your selection registered through a highlight, counter, or other visible state. The winning panel is not confirmed until the round loads and the environment matches the selected map.
Choose the candidate that supports your current goal. New players may benefit from a map with a recognizable central loop. Players testing a key route should select the map connected to their most recent observation. Monster practice is easier when you can name hiding clusters, layers, and alternate connections.
Vote according to the team’s goal, then verify the loaded environment. A selected panel is not the final result until the round begins.
| Team Goal | Map Selection Method | First Task After Loading |
|---|---|---|
| Learn navigation | Choose the most recognizable layout | Find the central anchor |
| Test key routes | Select the map with recent objective notes | Recheck the scan order |
| Practice hiding | Choose a map with known route clusters | Locate two sight breaks |
| Practice monster movement | Use a map whose layers you can name | Trace entrances and exits |
Ties, late joins, candidate counts, and skip behavior may vary by the current build. Read the lobby interface instead of assuming a rule from another experience or an earlier version. If the selected environment does not match your expectation, treat the round as a fresh route check and update your notes.
Map voting also helps organize group testing. One player can track the central loop, another can verify objective interactions, and a third can test whether a hiding route has a safe exit. Keep the test within normal play so the resulting information remains useful to the wider community.
| Voting Check | What to Confirm |
|---|---|
| Candidate list | Current maps shown in the lobby |
| Vote interaction | Highlight, counter, or visible confirmation |
| Round transition | The selected environment actually loads |
| Route identity | Landmarks match your current notes |
Secret Rooms and Update-Sensitive Map Records
Secret rooms and alternate areas should be documented carefully. A hidden-looking space may be a normal route connector, an objective area, a hiding location, an event space, or unfinished PRE-ALPHA geometry. Before relying on it, confirm that the entrance can be reproduced through ordinary movement.
A useful secret-room record includes the map identity, visible entrance clue, exact route, required interaction, destination, and safe return path. If you crossed an unloaded wall, clipped through geometry, or used a movement bug, label the discovery as a glitch rather than a standard secret.
Record what can be repeated by a normal player. Separate confirmed rooms from visual gaps, collision errors, and routes borrowed from another Roblox experience.
| Record Field | Example Description |
|---|---|
| Map identity | Current visual map or lobby selection |
| Entrance clue | Unusual doorway, gap, lower route, or alternate hall |
| Requirement | Normal movement, prompt, key, or unknown |
| Destination | Room, connector, objective area, or hiding route |
| Return path | Safe route back to a named anchor |
| Version | Check date and update context |
Use the following update workflow whenever a route stops working:
Return to the Last Stable Anchor
Move back to the most recent room, hall, staircase, or doorway you can identify confidently.
Confirm the Layer and Objective
Check whether you are on the upper, central, lower, vent, or interior layer, then reread the active objective.
Test the Normal Interaction
Try the door, prompt, or passage once without forcing collision or using an exploit.
Update the Local Loop
Record the old condition, new condition, and nearest landmarks. Rebuild the route before treating it as reliable again.
Map Location Research Checklist:
- Identify a central landmark before searching
- Mark the route layer and nearby connections
- Confirm key prompts instead of assuming fixed spawns
- Test hiding spots with both entry and exit routes
- Record changes after the 2026-08-31 build check
The most reliable map guide is a living record. Keep confirmed observations separate from uncertain reports, and revisit routes after map updates. This approach prevents outdated directions from becoming misleading instructions for new players.
MM2 of The Locust Map Locations FAQ
Learn one loop, one objective scan, and two escape options before exploring unusual rooms. Strong fundamentals make new map discoveries safer.
Q: Are MM2 of The Locust map locations fixed?
Not all positions should be treated as fixed. The experience is covered as PRE-ALPHA, and current information does not establish a permanent atlas for keys, rooms, or route connections.
Q: How should I find keys efficiently?
Start from a stable landmark, scan visible surfaces along a safe loop, then check side rooms, dead ends, and lower areas when the Locust is away. Confirm the live interaction prompt.
Q: What makes a hiding spot reliable?
A useful spot breaks sight, allows normal entry, and provides a practical exit. Lockers, vents, windows, lower routes, and side rooms can work differently depending on access and monster movement.
Q: How do I document a secret room?
Record the map identity, entrance clue, route, requirement, destination, and safe return path. If the discovery requires clipping or a movement bug, document it as a glitch instead.