- MM2 of The Locust co-op centers on searching the house and unlocking the exit.
- Main objectives include finding the cabinet key, colored cubes, wire cutter, and key card.
- Best formation uses one player as bait while teammates search rooms and place objectives.
- Stealth option: Crouching can help reduce attention when the Locust is not actively chasing.
- Escape plan: Finish the exit setup before gathering everyone at the final door.
MM2 of The Locust co-op Objective Overview
MM2 of The Locust co-op is an escape-horror scenario built around exploration, item routing, and controlled movement. The house functions like a maze, so success depends less on rushing and more on remembering safe paths, identifying useful rooms, and keeping the Locust away from the active search area.
The core loop is straightforward: search cabinets, collect the required items, solve the colored cube objective, open the exit, and escape while the Locust patrols or pursues the team. The challenge comes from completing these tasks with limited room for mistakes.
| Objective | Purpose | Recommended Player |
|---|---|---|
| Search cabinets | Locate the hidden key or other required items | Scout |
| Find the colored cubes | Prepare the cube-slot puzzle | Puzzle carrier |
| Place the cubes | Activate the route toward the wire cutter | Puzzle carrier |
| Collect the wire cutter | Complete the escape requirements | Runner |
| Take the key card | Remove the final barrier connected to the Locust | Distractor or stealth player |
| Unlock the exit | Open the final escape route | Player carrying the key |
Treat the first run as a reconnaissance round. Identify the spawn area, major hallways, drop-down holes, climbable routes, and rooms with multiple exits before committing to a full escape attempt.
Scout
- Searches cabinets and side rooms
- Memorizes the shortest return route
- Calls out item locations clearly
Runner
- Carries cubes or objective items
- Uses slides, climbs, and alternate paths
- Avoids stopping in dead-end rooms
Distractor
- Draws the Locust away from teammates
- Uses open hallways and loop routes
- Creates time for the final pickup
Search Order and Item Priorities
Searching randomly wastes time and increases the chance that the Locust will cut off your return path. Assign roles before opening the first cabinet, then use short, specific callouts such as “key found,” “cube near spawn,” or “Locust in the east hall.”
The cabinet key should receive early attention because it provides progress toward the exit. At the same time, another player can begin locating colored cubes. Splitting these jobs prevents the entire team from repeating the same search route.
| Priority | Item or Task | Why It Matters | Search Advice |
|---|---|---|---|
| 1 | Cabinet key | Advances the exit lock | Search efficiently, then mark the route mentally |
| 2 | Colored cubes | Enables the cube-slot puzzle | Carry one at a time if the route is dangerous |
| 3 | Wire cutter | Required for the escape sequence | Retrieve it after the cube objective is active |
| 4 | Key card | Usually connected to the Locust | Use a distraction or approach from behind |
| 5 | Exit lock | Converts collected items into an escape | Unlock it only when the team knows the route |
Follow this division of labor:
- Player one: Search cabinets for the key.
- Player two: Locate the first cube and report its color.
- Player three: Check the central route and monitor the Locust.
- Player four, if available: Carry cubes or act as an emergency distraction.
- Everyone: Repeat important callouts when the Locust changes direction.
The player holding an objective should avoid unnecessary exploration. If the key is found, bring it toward the exit rather than continuing to search. If a cube is located, announce its color and approximate location before moving it. Clear communication reduces duplicated work and keeps the team aware of unfinished requirements.
Do not repeatedly search the same cabinet unless the game gives you a clear reason to do so. If an item is missing, expand the search area and ask teammates which rooms have already been checked.
Step-by-Step Escape Walkthrough
The safest clear uses a staged approach. Do not force the key card pickup while the rest of the team is still scattered. First create progress, then create distance, and only then attempt the dangerous objective.
Establish the Route
Move through the opening rooms without sprinting blindly. Identify the exit, the nearest hallway loop, the cabinet clusters, and any route that allows sliding, climbing, or dropping to another level. Tell the team where the main escape path begins.
Split the Search
Send one player to search cabinets for the key while another checks for colored cubes. A third player should watch the Locust or remain near a junction where they can warn the search team about an approaching chase.
Unlock the First Barrier
Bring the cabinet key to the appropriate lock as soon as the route is reasonably safe. Avoid carrying unrelated items during this stage. Early progress gives the team a fallback objective if the first chase begins.
Complete the Cube Objective
Collect and place the colored cubes in their matching slots. Move one cube at a time when the Locust is nearby, and use a teammate to call out patrol direction. Do not crowd the puzzle area if the enemy is guarding it.
Secure the Final Items and Escape
Retrieve the wire cutter, then coordinate the key card pickup. Once the exit is ready, gather near a safe approach route rather than standing directly at the door. The carrier should unlock or finish the final interaction while the distractor keeps the Locust away.
| Phase | Team Formation | Main Risk | Correct Response |
|---|---|---|---|
| Opening search | Two searchers, one watcher | Duplicate cabinet checks | Assign rooms and report findings |
| Key delivery | Key carrier with escort | Locust blocks the hallway | Use a loop route or wait for patrol movement |
| Cube placement | Carrier, caller, lookout | Enemy guards the puzzle | Rotate pressure and approach from another side |
| Key card attempt | Distractor plus collector | Locust turns unexpectedly | Approach from behind and keep a retreat path |
| Final escape | All surviving players | Panic near the exit | Call the route, then move decisively |
The most consistent pattern is key first, cubes second, wire cutter third, and key card last. Adjust the order only when the Locust is already camping a required objective.
Locust Avoidance, Movement, and Team Survival
Movement is the main defensive tool. The house contains narrow corridors, corners, holes, and routes that can either save a run or trap a player. Learn which openings allow you to slide under walls, climb, or drop safely. Never assume a visible hole is harmless; check the landing area before committing.
Crouching can be useful when the Locust is not directly pursuing you. It supports a lower-profile approach and may help you move behind the enemy for a key card attempt. However, stealth is not a substitute for distance. If the Locust is already facing your position, prioritize a retreat route instead of crouching in place.
| Movement Option | Best Use | Common Mistake |
|---|---|---|
| Sprinting | Creating distance during an active chase | Running into a dead end |
| Crouching | Approaching quietly or hiding near cover | Remaining still after detection |
| Sliding | Passing under walls or changing direction | Sliding the wrong way at a corner |
| Climbing | Reaching alternate routes | Attempting the route without checking the landing |
| Dropping down | Escaping a blocked hallway | Jumping into an unsafe or isolated area |
| Corner looping | Buying time for teammates | Repeating the same turn until trapped |
Use these survival rules during every attempt:
- Keep one retreat route open whenever you interact with an objective.
- Do not lead the Locust directly through the puzzle area unless the team is ready.
- Call out the enemy’s direction before warning teammates about your own location.
- Avoid unnecessary noise and movement near the objective rooms.
- If a teammate is chased, continue progress instead of creating a second chase.
- Do not panic after losing sight of the Locust; verify its direction before moving.
A strong distractor does not simply run in a straight line. The goal is to pull the Locust away from the cube slots, cabinets, or exit, then use corners and alternate paths to break line of sight. The rest of the team should use that window immediately rather than waiting for a perfect opening.
Use short callouts instead of long explanations during a chase. “Spawn,” “exit,” “cube room,” “behind you,” and “clear” are easier to understand when players are under pressure.
Common Failure Points and Better Fixes
Most failed runs come from coordination problems rather than a lack of movement skill. Players often enter the same room, carry the wrong item into danger, or attempt the key card pickup without a retreat plan. Fixing these habits makes the co-op experience far more manageable.
| Failure Point | What Happens | Better Fix |
|---|---|---|
| Everyone searches together | Cabinets remain unchecked elsewhere | Divide the map into search zones |
| No one watches the enemy | The Locust interrupts every interaction | Assign a dedicated lookout |
| Cubes are carried without callouts | Teammates cannot plan the puzzle | Announce color and destination |
| Key card attempt is improvised | The collector gets caught at close range | Prepare a distractor and escape route |
| Players rush the exit | The final interaction becomes chaotic | Gather only after the requirements are ready |
| Teammates revive or re-enter carelessly | The enemy gains another easy target | Rejoin through a safer route and regroup |
When the Locust Camps
Stop feeding the same route. Rotate through another hallway, finish cabinet searches elsewhere, and wait for a patrol change.
When a Player Is Chased
The chased player should loop away from objectives while teammates continue searching or placing cubes.
When the Key Is Missing
Compare completed search zones, then check overlooked cabinets rather than restarting the same circuit.
When the Team Splits Too Far
Pause objective progress and regroup at a known junction before attempting the next dangerous interaction.
Practice one mechanic at a time. First learn the map, then practice cube placement, and finally rehearse the key card distraction. Combining every challenge immediately makes mistakes harder to diagnose.
Co-op Checklist and FAQ
Use this checklist before starting a serious escape attempt. It keeps the team focused on progress instead of reacting to every sound or sighting.
Escape Readiness Checklist:
- Identify the exit and at least one alternate return route
- Assign cabinet search zones before splitting up
- Confirm who carries cubes and who watches the Locust
- Prepare a distraction plan for the key card
- Keep the final escape route clear before gathering the team
| Final Check | Ready Condition |
|---|---|
| Map knowledge | Players know the exit, puzzle area, and one fallback route |
| Item tracking | The team knows which objectives are complete |
| Enemy awareness | One player can report the Locust’s current direction |
| Escape timing | The final carrier has a clear path to the exit |
| Communication | Callouts are short, specific, and repeated when necessary |
Q: What is the main objective in MM2 of The Locust co-op?
The team must search the house, collect the required escape items, solve the colored cube objective, and unlock the exit while avoiding the Locust.
Q: What should the team search for first?
Start by assigning cabinet searches for the key while another player looks for colored cubes. This creates parallel progress and reduces repeated routes.
Q: How can players approach the key card safely?
Use one player to distract or redirect the Locust while another approaches from behind. Keep a slide, climb, corner, or hallway loop available for retreat.
Q: Is crouching always the best way to avoid the Locust?
No. Crouching can support a low-profile approach when the Locust is not actively pursuing you, but distance and a clear escape route matter more during a chase.
Do not treat every attempt as a speedrun. A slower run with clear roles, complete callouts, and controlled item delivery is usually stronger than a fast but disorganized push.