The best hiding spot in MM2 of The Locust is not a single locker or secret corner. It is a place reached after the monster loses sight, with a working current interaction and a plan for leaving. Public gameplay coverage reports lockers, vents, rooms, windows, and lower or secret routes, but their access differs by map and update.
Use a three-part hiding route
First, break sight around solid geometry. Second, continue to a different branch or layer. Third, hide only when the Locust cannot directly watch the entry. This extra movement makes the destination less predictable than stopping behind the first corner.
Before the chase, know how to exit. A hiding place with no second route is safe only while it remains unchecked. A connected room, vent, window, or stair loop gives another decision when the monster approaches.
Evaluate a spot
Sight break
Can solid walls hide your final direction before entry?
Access
Does the current survivor prompt or movement actually allow entry?
Monster reach
Can the Locust enter, attack through, or easily check the place?
Exit plan
Where do you go if the monster searches this zone?
Unknown monster access lowers a spot’s value. Test it through normal play, not by assuming a vent or narrow gap blocks the threat.
Lockers and enclosed hides
Lockers are Community reported in current coverage. Use them after a route change, not while the Locust watches. Confirm the interaction prompt and whether entering or leaving creates a visible or audible cue. Do not assume the hide grants invulnerability; the monster may be able to check or attack it.
Leave once the search moves away and you have a route. Remaining in the same locker for the full round makes objective progress impossible and becomes predictable for an experienced monster player.
Vents, windows, and alternate connections
These routes are valuable when they connect zones or change elevation. Before relying on one, confirm whether it is survivor-only, two-way, one-way, or simply decorative. Entering a one-way route without knowing its destination can move you into another dead end.
Use alternate connections to reset the chase and rejoin objectives. Record both entrance and exit landmarks. “Vent from side room to lower hall” helps; “use the vent” does not.
Rooms and lower areas
A room becomes a useful hide when it has a second door, clutter that breaks camera sight, or a connection the Locust may overlook. A room with one obvious entrance is a trap once checked. Lower routes can create vertical separation, but they may also funnel players into stairs with no escape.
Scan the route before using it under pressure. Note the nearest return path, objective surface, and whether another survivor is already hiding there. Crowding exposes everyone when the monster checks.
Hiding with teammates
Do not stack the whole group in one place. Split across connected zones and share the monster’s direction. If a key carrier hides, one teammate can call the threat while others keep searching. Avoid leading the monster directly to a known carrier.
When you see another survivor enter a hide, choose another route unless you are certain the space and exit support both players. Collision and crowded animations can prevent a clean departure.
What to do when found
Leave through the planned exit immediately. Do not repeatedly interact with the hiding object while the monster is in range. Use defensive equipment only if it creates a clear lane, then change direction around solid geometry.
After the chase, decide why the spot failed: watched entry, predictable first corner, audible cue, monster access, or no exit. Replace the weak stage rather than declaring every hide useless.
Keep hiding from replacing the objective
Hiding should create a short reset. Once the monster moves away, resume keys, doors, and escape progress. If you remain safe but the team never advances, the spot is delaying defeat rather than helping a win.
Use Key Locations to choose the next search zone and How to Escape to reconnect the route. Monster players can use Locust Abilities to understand normal search counterplay.
Confidence
Lockers, vents, windows, lower routes, and secret areas are Community reported. Exact interactions, monster access, invulnerability, and map availability remain Needs in-game testing for each current map.