The Locust of MM2 Hiding Spots in the Nest
Break line of sight, pick a container with a second exit, and move after the nearby kill.
Hiding in MM2 of The Locust is a timed decision, not a costume. The Locust is a player who has also used these lockers. You break line of sight, you enter a container or a dark spur, you wait just long enough for the hunter to leave the wing, and you relocate before they sweep the same bank. This page is the container list. Chase timing sits on how to survive. Room types sit on maps. First-join HUD notes are in getting started. Ranks sit on the hiding-spot list.
Break sight before you hide
A locker in the Locust’s camera is a coffin. Sprint (Left Ctrl or E) to a corner, then crouch (C) into the container. If you open a locker while the monster is in the doorway, you taught them which door clicks. Push (Q) other survivors out of the entrance if they are body-blocking; do not stand in the hall arguing. Binds: controls.
Audio tells you whether the wing is still hot. Floor creaks and a special-attack sting mean wait. Silence plus distant screams means you can relocate. Do not peek to “confirm” the Locust left. Peeking is how human hunters catch the impatient.
Lockers
Lockers are the default. They spawn in banks in utility rooms and halls on the darkened MM2 interiors. Strengths: fast enter, obvious, works when you have one second. Weaknesses: first place a 100 Robux Locust checks, noisy doors, 30-player traffic. Use a locker that is not in the first bank off spawn. After a kill in your bank, leave. A hunter who just opened three doors will open yours next.
Do not stack three avatars in one locker animation. If someone is already in, take the next door or a vent. Crowded lockers are a single swing.
Vents and nest corridors
Vents need crouch and a known outlet. They are the best relocate tool on this wiki. Enter after a sight break, exit in a different room, hide again. If you do not know the outlet, you have crawled into a trap. Nest corridors that look like vents but stay at walking height are transit, not hides — the Locust holds those easily. Traverse, then container.
Mobile players should confirm crouch is not fighting the sprint button before they commit to a vent. Unclear extra buttons are a Pre-Alpha theme; see Pre-Alpha notes if a crouch glyph vanishes.
Secret rooms
Extra closets, behind-furniture gaps, dead-end studies. These win the first time a hunter skips them. They lose the second time. Use a secret room when the Locust is committed to a locker sweep on the other side of the map. Leave when you hear the wing go quiet, because the next sweep is you. Secret rooms with only one door are Nights dumps. If you cannot name the second exit, do not stay.
TVs do not count as secret rooms. TVs trigger horror events. Players get pulled through screens. A “hide” next to a TV is content for someone else’s clip. Walk away.
Underground
Lower floors hide Key clusters and quieter corners. During collect-about-30-key rounds, the basement is busy and therefore loud. Hide underground when the Locust is upstairs, loot, then leave before their once-per-sweep stair check. If you hear the stair while you are down there, take a locker or vent on that floor — do not run up into their face. Items and equipment covers whether those Keys are even worth the dip.
Underground dead ends feel safe because they are dark. They are not. A large Locust model fills the stair and you have no second exit. Prefer underground spots that still connect to a vent or a second stair.
Windows, furniture, and bad habits
Windows and desk gaps can break a camera angle for a second. They are not overnight hides. Use them to turn a chase into a corner, then take a real container. Crouch-walking in the open is not hiding; the hunter still sees a moving blob.
Do not hide in the same locker every round on the same vote. Player hunters remember. Alternate locker → vent → different wing locker.
Relocate rule
- Hide.
- Hear a nearby kill or a locker door that is not yours.
- Wait a beat so you do not exit into the swing.
- Leave toward a different wing.
- Hide again.
That loop is how you stack Nights. Camping is how you donate a free kill to someone who bought the Locust. If you plan to hunt later, practice this loop from the other side: sweep the bank you would have camped. How to become the Locust is that reverse.
Camera and taser buy you the enter animation. Flash (~10s) or shock (~5s), then hide, then relocate. Do not spend the stun posing. Tool order: items and equipment. After a death, revive only if you already know a second container on this map; otherwise you will respawn into the same locker habit. The survival checklist and survivors page keep the social half: do not hide with a crowd.
Frequently Asked Questions
Quick answers for nest survival, codes, and Locust hunts.
Where should I hide first?
Break line of sight, then take a locker that is not in the spawn bank, or a vent whose outlet you know. Rankings: hiding-spot tier list.
Are lockers safe for the whole round?
No. A player Locust sweeps locker banks. Relocate after a nearby kill. Camping one door is a free death.
Should I hide next to a TV?
No. TVs trigger horror events and pull crowds. Use lockers, vents, secret rooms with two exits, or underground spots that still connect to a stair. See maps.
When do I leave a hiding spot?
After a nearby kill, a locker sweep, or when audio goes quiet in your wing. Wait a beat, then move to a different wing and hide again. Chase timing: how to survive.
Can I hide with teammates?
Avoid stacks. Three avatars on one locker is one swing. Split containers. Group habits: survivors.
Do freeze tools replace hiding?
No. Camera (~10s) and taser (~5s) buy you the enter animation. You still need a container. Shop: items and equipment.