Tier List

The Locust of MM2 Hiding Spot Ranks

Break line of sight first. Vents reroute. Dead closets and light are F.

Last updated:

Hiding Spots Tier List

Hiding in MM2 of The Locust is a two-step action: break line of sight, then enter a container. Players who skip the first step turn every locker into a piñata. This list ranks hide types for the live Pre-Alpha. It does not name maps. Props repeat across darkened MM2-style interiors: lockers, vents, boxes, train and coaster pieces, tubes, underground halls, and TVs that light you up.

Read this next to the maps tier list and equipment ranks. The hub is Locust Tier List Hub. Practical routes without ranks live in the hiding spots guide. Role pages: survivors and The Locust.

Ranking criteria

A hide is S when it also moves you. A hide is A when it is safe only after a real LOS break. A hide is F when the Locust can check it without guessing, or when the game itself spotlights you.

We also punish camping. One locker for a whole night is a strategy for getting pulled. The Locust checks containers.

S — Vents (reroute) and known underground

Vents are S because they are not a box, they are a door to another hallway. Enter after a corner, exit somewhere the hunter is not staring. If you do not know the dump point, a vent becomes a tube trap. Learn one vent pair per layout from the maps guide before you main this rank.

Underground paths are S if you already know the exit. They eat sound, break sight, and can dump you under a different interior. They are F if you drop in to explore during a chase. Secret rooms follow the same split: second exit = S-adjacent, single door = closet.

A — Lockers after a LOS break

Lockers are A, not S. They work when the Locust lost you around a corner, a stair, or a ride prop. They fail when you dive in while the monster is still looking at your sprint trail. Crouch (C) before the door if you are still in a lit hall. Sprint (Left Ctrl or E) is for the break, not for the last two studs in front of the locker.

After a locker, leave. The hunter will check the same wall on the next loop. Q push can create a step, but it is not stealth.

Mixed — Boxes, trains, coaster props, tubes

Boxes and ride props are mixed. A coaster tunnel that dumps into a second area plays like a vent. A crate in the middle of a plaza plays like a joke. Tubes are S only when they are opaque and have two ends. See-through pipes are F: the Locust waits at the mouth.

If your avatar hangs on a rail, you are not hidden. Prefer interiors on layouts you have not learned.

F — Dead-end closets and standing in light

Dead-end closets are F. One door, no vent, no second room. The Locust walks in, you have no taser window that matters because you still have nowhere to go after the five-second stun. Standing in TV glow, rooftop light, or a bright block plaza is also F. You are a silhouette. Hide in shadow, then in a container.

Do not use the camera flash from inside a closet. If you need a ten-second freeze to leave a room, you picked the wrong room. Spend Keys on tools that help you relocate; ranks are on the equipment list.

Locust-side reading

If you paid 100 Robux for the Locust role, invert this list. Check lockers on the last seen wall. Camp vent mouths. Q special is for the pinch at a single door. Hunt loop: Playing as The Locust.

Round habit

  1. Sprint off the first scream.
  2. Break LOS around a real corner.
  3. Enter a vent or a known underground exit. Locker is the backup.
  4. Leave before the hunter’s second check.
  5. Never camp one locker all night.

Tick this against the survival checklist and the how to survive guide. Hiding is movement with a pause, not a parking spot.

FAQ

Frequently Asked Questions

Quick answers for nest survival, codes, and Locust hunts.

Are lockers S-tier?

No. Lockers are A after you break line of sight. They are F if the Locust still sees you enter. Vents and known underground exits are S because they move you.

Should I stay in one locker all round?

No. The Locust checks containers. Leave and rotate. The hiding guide shows rotation, not camping.

When is underground safe?

When you already know the exit. Blind basements are closets. Rank underground as S only with an exit plan from the maps tier list.

Do tubes count as vents?

Only if they are opaque and dump into another area. See-through pipes are F. The Locust waits at the mouth.

What should I do if I am already in a dead-end closet?

Hold the taser for the door, then leave. Do not flash the camera at the wall. Next round, vote a multi-exit interior.

How does the Locust beat these hides?

Check the last seen locker wall, camp vent mouths, and pinch single doors with Q. Hunt notes: The Locust.