The Locust of MM2 Factory Map Guide
Industrial rooms, catwalks, vertical levels, and new sightlines — how to survive and hunt on the newest nest layout.
Factory is the newest nest layout in MM2 of The Locust, added in the August 2026 map update. It is the most significant structural change since the late July 2026 launch. Early community reports describe a larger, more open environment with industrial rooms, catwalks, multiple vertical levels, and sightlines that do not exist in the Classic or Office layouts.
This page covers Factory as a survivor and as the Locust. If you learned routes from July YouTube videos, treat them as obsolete — corridors that existed in the launch maps may not exist in Factory. Play the thumbnail, not the clip.
What makes Factory different
The three defining traits of Factory versus Classic and Office:
Vertical levels — Factory introduces multiple floors connected by stairs and catwalks. This creates overhead sightlines that flat layouts do not have. The Locust can see across catwalks to players on different floors. Survivors can use vertical separation to break line of sight.
Open industrial rooms — Unlike the tighter MM2-style rooms in Classic and Office, Factory has larger open spaces with industrial equipment, pipes, and machinery props. These create longer sightlines and fewer traditional hiding spots.
Catwalks — Elevated walkways connect different sections. Catwalks are exposed — you can see and be seen across large distances. For the Locust, catwalks are highways. For survivors, they are traps unless you have already broken line of sight.
Survivor strategy on Factory
Pre-round
Before the round loads, note the vertical structure in your head. Factory is not a flat maze. Plan to use vertical separation: stairs, ramps, or catwalks that let you break sight by changing floors.
Vote Factory if you want a larger hunt ground. The open layout rewards map knowledge more than raw speed. If you are new to Factory, treat it as a learning round — learn two exits per room, note one vertical connector, and prioritize lockers near staircases.
First spawn
On spawn, find the nearest vertical connector — a stair, ramp, or catwalk entrance. Note one locker near that connector and one side exit. Factory’s open rooms mean you cannot sprint across a floor without being seen. Move from cover to cover, using industrial props as intermediate sight breaks.
Key locations on Factory
Keys spawn on floors, in side rooms, and along industrial corridors — same as other maps, but Factory’s size means longer gaps between pickups. During a 30-key objective, assign players to cover different vertical levels rather than clustering on one floor.
The Factory basement (if present in your instance) follows the same rule as underground on other maps: enter only after you know the exit stair back up. Do not dive into a lower section without a recall route.
Hiding on Factory
Lockers in Factory are often near industrial equipment and catwalk entrances. After you break line of sight, a locker near a vertical connector gives you an exit to a different floor. Vents are valuable for the same reason — use them to change levels, not just to relocate horizontally.
Avoid open catwalks as hiding spots. They are exposed by design. If a catwalk is your only option, use it to sprint across, not to crouch and wait.
Locust strategy on Factory
Hunt approach
Factory’s vertical structure is an advantage for the Locust. Catwalks give you overhead sightlines. Use them to spot players moving between floors. Industrial rooms with long sightlines let you track multiple survivors at once.
Start a Factory hunt by checking catwalk connections. Survivors who use vertical separation to break sight will try to move between floors via stairs or ramps. Cover those exits.
What to check
Factory’s industrial rooms have fewer traditional hiding spots than Classic or Office. Survivors compensate by using:
- Staircase alcoves
- Pipe clusters and industrial equipment
- Vent mouths near vertical connectors
Check these areas systematically. The open layout means survivors cannot camp one locker all round — they have to move. Pressure the vertical connectors and you cut off their escape routes.
Using Q special on Factory
Q is your special attack. On Factory’s open floors, save it for:
- A survivor pinned against industrial equipment with no second exit
- A player at the top or bottom of a stair with a dead end behind them
- A survivor on a catwalk with nowhere to go but down
Using Q in an open industrial room where the survivor has multiple exits wastes the only monster button that is not “walk.”
Factory compared to Classic and Office
| Trait | Factory | Classic | Office |
|---|---|---|---|
| Vertical levels | Multiple floors + catwalks | Mostly flat | Mostly flat |
| Room size | Large, open | Medium, tighter | Medium |
| Sightlines | Long across open rooms | Short, broken by furniture | Short, broken by desks |
| Hiding spots | Fewer lockers, more vents | More lockers | More lockers |
| Locust advantage | Catwalks and vertical sweep | Locker banks | Corridor funnels |
| Survivor advantage | Vertical separation | More containers | More containers |
What to do when Factory is new to you
- Vote it once in a low-stakes round to learn the vertical structure.
- Note which stair or ramp connects the main floor to a catwalk.
- Find one locker near that vertical connector.
- Do not try to memorize the whole map — learn one floor first.
- On the next Factory vote, you already have a spawn anchor.
Factory and the August 2026 update
The August 2026 update that added Factory also refreshed parts of Classic and Office. Some corridors in the older maps were narrowed, removed, or redirected. If you learned Classic from a July video, play it fresh before assuming a route still exists.
THE STALKERS OG has promised more maps in future updates. When a new candidate appears in the lobby vote, treat it the same way you treated Factory on first sight: one vertical connector, one locker, one floor learned first.
Related pages
- Maps hub — all nest layouts
- Map voting guide — how to vote and handle new layouts
- Hiding spots — container priorities
- Map tier list — Factory ranked against other layouts
Frequently Asked Questions
Quick answers for nest survival, codes, and Locust hunts.
What is different about Factory compared to Classic and Office?
Factory has multiple vertical levels, catwalks, and larger open industrial rooms. Classic and Office are mostly flat with shorter sightlines. Factory rewards vertical movement; the older maps reward tight locker banks.
How do I hide on Factory as a survivor?
Use vertical separation — move between floors via stairs or ramps to break sightlines. Lockers near vertical connectors give you an exit to a different level. Avoid open catwalks; they are exposed highways.
Is Factory better for the Locust or survivors?
Factory is stronger for the Locust because catwalks give overhead sightlines and vertical connectors let you cut off escape routes. Survivors who use vertical movement can counter, but Factory favors the hunter overall.
Should I vote for Factory as a beginner?
Vote Factory once in a learning round to understand its vertical structure. Once you know one stair, one catwalk, and one locker, Factory becomes more readable than Classic for experienced players.
Are routes from Classic still valid on Factory?
No. Factory has a different structural layout. Corridors that exist on Classic and Office may not exist on Factory. Play Factory with no pre-learned routes until you have mapped one floor.
Will more maps be added to the game?
Yes. THE STALKERS OG has announced more maps as a planned update. Treat new candidates in the lobby vote the same way you treated Factory: learn one vertical connector, one floor, then expand.