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How to survive a round
There is no sheriff, no weapon and no way to end the round early. The entire game is the gap between how fast the Locust is and how long it can keep it up — everything below is a way of widening that gap.
- 01
Leave the television before the round starts
Every lobby does the same thing: a crowd forms around the TV and waits. The Locust spawns inside it and comes out through the screen, so that crowd is a queue. The most-watched run of this game opens with the player shouting at strangers about it — "why is everybody standing at the TV" — seconds before it breaks through. Walking twenty feet in any direction removes the single most common death in the game, and it costs you nothing.
- 02
Take height early, not when you are already being chased
Rooftops and upper floors are strong. A group of five sat on top of a building in one recording and watched it circle underneath for most of a round. It does climb eventually, so height is a delay rather than a hiding place — but a delay is exactly what you are buying. Get up there while the map is calm, and know your way down before the climb starts.
- 03
When your heartbeat starts, move before you look
The heartbeat is a proximity cue and it fires in recordings at the exact moments the Locust is closing, including when it is on the floor above with no line of sight. Players who stop to work out where it is get caught mid-turn. Treat the sound as the instruction: move first, identify second.
- 04
Make the chase long instead of trying to win it
You do not outrun it. What you can do is spend it. From inside the monster, after a long pursuit: "I ran out of energy, I'm so slow". Corners, floors, and objects between you and it stretch a chase past the point where its energy holds out. A straight line across open ground does the opposite — it lets the thing use its best attribute at full value.
Playing The EVIL MM2... (Locust)
Nizarisaqt · 511,273 views
The most-watched run of this game, and the only one that plays a full round from inside the monster — which is where the energy bar and the TV spawn are visible.
A full round played from both sides. The TV spawn and the energy bar are both visible here, which is why the tactics above are phrased the way they are rather than as guesses about what the monster can do.
Five things that get people killed
- Waiting by the TV because everyone else is. That is where it comes out.
- Looking for a sheriff, or for a weapon. Neither exists in this mode.
- Trying to shut a door behind you. In recorded builds the button does nothing.
- Sprinting in a straight line across open map. That is the one race it always wins.
- Assuming a low gap stops it. It crawls.
One honest caveat
The game is labelled pre-alpha by its own developers and updates often. Everything here held across more than one recorded run, which is the bar used throughout this site — but a build can change any of it overnight, and a tactic that stops working is worth more to us as a correction than as a page we defend.
Its speed, climbing and energy in more detail are on the Locust. If you came from Murder Mystery 2 and the missing sheriff is still confusing, that comparison is on vs Murder Mystery 2.
Where to go next
- Round plannerThese moves, ordered for the role and lobby you actually got.
- Tier listThe same moves ranked, each with its evidence and its limit.
- The LocustSpeed, climbing, crawling and the energy bar that ends chases.
- RolesWhat happens when the spin gives you murderer instead.
- The mapsFamiliar layouts, no lighting — where height actually exists.
- Known bugsWhy the doors are not part of any plan.
- In the wrong game?How to tell this apart from House of The Locust in one line.