The Locust of MM2 MM2 of The Locust Nest Maps
Vote in the lobby, learn two exits per room, and treat TVs as events — not as sightseeing.
Maps in MM2 of The Locust are darkened, stretched versions of classic Murder Mystery 2 interiors, then punched through with nest corridors, lockers, vents, secret rooms, underground wings, and TVs that fire horror events. THE STALKERS OG has not published a tidy official name list. This wiki will not invent ones. If a video overlay says Locust Stronghold or Survivor’s Camp, that is a fan label, not a vote tile you should trust. You pick a layout in the lobby, then learn it by landmarks: a locker bank, a stair to a lower floor, a vent mouth, a TV wall.
Lobby voting
The lobby is where you choose the nest. Look at the thumbnail, not at chat lore. Prefer a layout you have already died in once — memory beats novelty. If you are new, pick the map with the most obvious indoor rooms and skip the one that is mostly unlit corridors until you have sprint sorted on controls. After the vote locks, spend the remaining lobby seconds on shop and Codes (no active codes as of September 2026). Round flow is in getting started.
Piece by piece: what every nest reuses
Darkened MM2 rooms. Kitchens, bedrooms, offices, and party floors return larger and dimmer. Furniture that was flavor in the original game is now cover. Assume every room has at least one extra doorway the classic version lacked. Walk the walls once.
Nest corridors. Organic tunnels stitch the pretty rooms together. They are louder under sprint and easier for the Locust to hold. Use them to break line of sight, then leave. Do not farm Keys in a corridor unless the pickup is at your feet.
Lockers. Banks of lockers appear in utility rooms and halls. First hide for new players, first sweep for a Locust. See hiding spots.
Vents. Low, often need crouch (C). Second exits. If you cannot find the outlet before you enter, you are in a coffin. Locust players who learn vent mouths cut off the relocate rule survivors rely on.
Secret rooms. Dead-end studies, extra closets, behind-furniture gaps. Good once. Bad as a lifestyle. A human hunter who already cleared the main floor will look here next.
Underground. Stairs down to extra Key clusters and quieter hide holes. Some 30-key rounds basically demand a basement visit. Go with a sprint plan back up. The Locust will check downstairs once per sweep; do not be there on that pass if you can hear the stair.
TVs. Not decoration. Interacting or standing in front of them can trigger horror events, including players getting pulled through the screen. Do not stack a crowd on a TV. If you are the Locust, a TV clump is a dinner bell.
Windows and extra furniture exist as last-resort pops, not as a named mechanic. If a window is a loop, use it once and leave.
How to learn a map in one death
You will die. Make the death buy information.
- Name two rooms in your head (red locker hall, TV lounge, kitchen island — your labels, not wiki canon).
- Note one up/down stair.
- Note one vent mouth if you saw it.
- Note where Keys were sitting relative to those landmarks.
- On revive or next round, go to the second landmark first so you are not farming the same death.
Revive can cost resources; only buy it if those five notes are already in hand and the objective is live. How to survive is the chase script that uses the landmarks. The survival checklist is the short version.
Keys and objectives on the floor plan
Keys spawn in rooms, on lower sections, and along less obvious edges. A round that asks for about 30 keys wants the lobby to spread. If everyone downstairs dies, the counter stalls and the Locust farms the stair. Split: some players stay on the main floor locker bank, some dip for basement Keys, nobody sightseeing TVs. Shop spend after you extract is on items and equipment.
Nights still reward living on every layout. A pretty secret room that has no second exit is a Nights dump. Vote it only when you intend to hunt as Locust and want prey packed into a box. The 100 Robux role turns these same landmarks into a sweep list — how to become the Locust and the Locust.
Pre-Alpha map weirdness
Collision hitching, dark textures, and TV events that fire more than once are all in the build. A door that looked open can trap a hitbox. If you clip, crouch and back out; do not emote. Patch notes: Pre-Alpha notes and updates. When a vote tile appears that we have not described by landmark yet, play it as the same kit: two exits, one container, one stair, ignore the TV until the Locust is busy.
Frequently Asked Questions
Quick answers for nest survival, codes, and Locust hunts.
What are the official map names?
THE STALKERS OG has not published a stable official list. Do not trust fan names like Locust Stronghold or Survivor's Camp. Identify layouts by lockers, stairs, vents, and TV walls.
How does map voting work?
Vote in the lobby before the nest loads. Pick a layout you can read. After the vote, check shop and binds. First-join order: getting started.
Are TVs safe to inspect?
No. TVs can trigger horror events and pull players through the screen. Crowds on TVs are Locust food. Keep moving unless you are the hunter.
Where do Keys spawn on maps?
On floors, in side rooms, and in lower sections. Some rounds ask for about 30 keys. Loot on a path that still has two exits. Spend rules: items and equipment.
Which map should a new player vote?
The one with obvious indoor rooms and a visible locker bank. Skip unlit corridor-heavy tiles until sprint and crouch are confirmed on controls.
Where are maps ranked?
The map tier list ranks layouts for survival versus hunt. This page teaches you how to read any nest without waiting on a rank.