MM2 of The Locust Maps

MM2 of The Locust Maps

Navigate MM2 of The Locust maps with a current landmark system for key searches, hiding routes, map voting, secret areas, and update changes.

4 guides
3 start here
Maps guide hub
ProductRoblox experience Place ID 113385977463481 VersionPRE-ALPHA map coverage; checked 2026-08-27 PlatformRoblox on PC, mobile, tablet, and console

MM2 of The Locust uses familiar-looking MM2-style environments as larger survival spaces with altered connections, objectives, hiding routes, and a player-controlled monster. Current public coverage reports keys, lockers, vents, windows, lower areas, secret rooms, and map voting. The creator also officially promises upcoming maps. Because the build is PRE-ALPHA, this hub teaches a map-reading system instead of claiming a complete permanent atlas.

Map identity warning: do not import cube, wire-cutter, keycard, or green-exit routes from House of The Locust. It is a separate Roblox Universe.

Open the route guide you need

Objective search

Key locations

Scan each map from stable landmarks, record live labels, avoid repeated branches, and test the matching route without inventing fixed coordinates.

Find keys efficiently

Chase planning

Hiding spots

Judge lockers, vents, rooms, windows, and lower routes by sight breaks, access, exits, and monster search behavior.

Plan hiding routes

Lobby choice

Map voting

Read the current candidates, vote by team goal, confirm the selected map, and recover when ties or late joins behave unexpectedly.

Use map voting

Optional exploration

Secret rooms

Search unusual geometry and alternate routes safely while separating a reproducible secret from a glitch or another game's room.

Check secret areas

Build a map from anchors, not directions alone

Choose one landmark visible or reachable from several routes: a central room, courtyard, stairs, long hall, distinct doorway, or lower section. At each junction, connect the next landmark to it. “Left” becomes useless when you return from the opposite direction; “stairs from the central room to the lower hall” remains clear.

Separate the map into loops and branches. A loop connects back to another known route and is valuable during a chase. A branch ends or returns through one door and needs a distance check before searching. Mark vertical layers explicitly. Many apparent contradictions in route descriptions come from giving the correct room on the wrong floor.

Search objectives without freezing a spawn table

Current game-specific coverage reports keys in rooms and less obvious lower areas. It does not establish permanent spawn points. Begin with high-visibility surfaces along the safe loop, then check side rooms and dead ends when the Locust is elsewhere. Wait for the interaction and UI change instead of assuming a decorative object is collectible.

When a key is found, record the displayed label or color, current map or visual identity, nearest landmark, surface or room type, and what changed after pickup. Repeat observations after an update before calling a spot stable. The Key Locations guide turns those fields into a quick scan order.

Judge a hiding place by route value

A hiding place is useful when the monster loses sight before you enter, the interaction works in the current build, and you know how to leave. Lockers and rooms near the first corner are predictable if the Locust watched the chase. A vent or lower route can be strong when it creates a second decision, but only if survivors can actually enter and the monster’s access is understood.

Use hiding to reset the chase, not to abandon the round. Listen or watch for the threat moving away and leave toward a different landmark. Staying in one famous spot teaches the monster exactly where to search.

Use map voting as preparation time

Public coverage shows a lobby voting system, while the official description promises more maps. The candidate count, tie rule, late-vote behavior, and skip behavior are not officially documented. Read the panels in the current lobby. Stand in or interact with the intended vote area, then watch for a counter, highlight, or other confirmation.

Choose a map for the group’s goal. New players benefit from a map whose central loop they recognize. Players testing a key route should choose the map where they have a recent observation. Monster practice is easier on a map whose hiding clusters and connections you can name. The winning panel is not the final result until the round loads and the environment confirms it.

Search secret areas without falling for contamination

Current coverage reports secret rooms and underground or alternate areas. A useful secret record needs a map identity, visible entrance clue, exact route, required interaction, destination, and safe return. If you crossed an unloaded wall, clipped through geometry, or used a movement bug, label it as a glitch rather than a normal secret.

Do not write a reward unless the live inventory or objective confirms it. A visually hidden room can be a route connector, hiding place, event area, or unfinished PRE-ALPHA space. The Secret Rooms guide shows how to reproduce an entrance before relying on it.

Survivor and monster map views

Survivors value loops, objective surfaces, line-of-sight breaks, support lanes, and exits from hiding places. Monsters value high-probability objective routes, dead-end hiding clusters, survivor transition points, and shortcuts between zones. Learning both views improves every role: survivors predict the search, and monster players stop wasting time on low-value chases.

When testing with friends, play each side normally. Do not use exploit teleports, fullbright scripts, ESP, or altered hitboxes. Those tools reveal routes and entities in ways standard players cannot reproduce.

Update-sensitive map record

FieldRecordUse
AnchorDistinct room, stairs, hall, or exteriorFixes route orientation.
LayerUpper, central, lower, vent, or interiorPrevents floor confusion.
ConnectionLoop, one-way route, branch, or dead endPredicts chase recovery.
ObjectiveLive key, door, prompt, or interactionConnects navigation to escape progress.
VersionCheck date and official updated timeShows when a route may have moved.

When a route stops working

Return to the last stable anchor, confirm the correct layer, and check whether the door or passage changed state. Re-read the current objective and update description. Try the normal interaction once; do not force entry through collision. If the route remains changed, capture the old and new condition and rebuild the local loop.

Use Updates for official description changes, How to Escape for the objective sequence, and Monster Controls for search-side movement.

Sources and confidence

  • Official: exact experience identity, PRE-ALPHA warning, escape premise, and upcoming-map direction.
  • Community reported: expanded map connections, keys, lockers, vents, windows, lower areas, secret rooms, and voting as of 2026-08-27.
  • Needs in-game testing: formal map names, fixed spawns, tie rules, monster access, secret triggers, and rewards.

Recommended guides

Choose the guide that matches what you want to do next.

All Maps guides

4 focused guides with steps, checks, and current caveats.