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MM2 of The Locust

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The maps

The mode does not build new levels. It takes maps a large part of Roblox already has memorised, turns the lights off and makes them bigger — and that combination does more work than a new map would.

01

You already know the layouts

Players recognise them on sight — "these look like the regular MM2 maps". If you have played Murder Mystery 2 you are not learning geography here, which is a real advantage and the main reason the mode is approachable at all.

02

But the lights are off

The same maps run at night with no lighting. Recorded first impressions are all some version of "there better be some light" followed by there not being any. Recognising a room and being able to see across it are different things, and only the first one carries over.

03

And they are bigger

One run describes the space as a larger MM2 map, big enough to feel wrong — "it's like big to the point where it's lowkey uncanny". More space means longer sightlines for something that is faster than you, and it also means more room to stretch a chase until its energy gives out.

04

Height is where the map helps you

Rooftops and upper floors are the one terrain feature that reliably buys time. Groups gather on them and survive minutes that way. The catch is on the monster page: it climbs, just slowly.

05

There is at least one hidden room

A small room containing a keyboard turns up in one recording, found and shown without explanation. Whether it does anything is unknown, and in a pre-alpha it may not survive the next update.

Why there is no map-by-map list here

Because nobody has shown one. The rotation is not documented in any recording we could find, and inventing a list of level names would be the easiest thing on this site to fake and the least useful thing to read. If a run surfaces that names them, this page gets the list.

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