Guides

MM2 of The Monsters Best Hiding Spots

Lockers, vents, under-floor rooms, and windows on darkened MM2-style layouts — and the habits that still get you found.

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Best Hiding Spots

Hiding in MM2 of The Monsters is a line-of-sight reset, not a full-round strategy. The Locust is a player. They check lockers, hear sprint, and remember the closet you used last night. A good spot buys you the five seconds after you break a corner. A bad spot is a box they already opened on a house-style floor they voted on purpose.

This page is the furniture. Chase tactics sit in How to Survive the Locust. Binds sit on controls. The hunter’s kit is on the Locust dossier. If you still die in spawn, go back to Getting Started before you memorize vents.

Lockers

Lockers are the default. They work when the monster did not watch the door shut. Enter after a corner, not in their camera. Stay still. Do not spam interact or jump to peek through the slats. If you hear the same footstep loop twice, leave before the door opens — a moving survivor with a plan beats a silent one who already lost the angle.

Ground-floor lockers near spawn die first. Prefer a locker around a stair or behind a second doorway so the hunter has to commit to a room. If two teammates pile into adjacent lockers, one of you is a free second kill. Split.

Vents

Vents are reroutes, not houses. Crawl, change floors, and come out somewhere the Locust is not facing. Camping inside a one-exit vent is how you meet a Q special with nowhere to turn. Use vents after a taser stun or a long sprint so the hunter’s last sighted tile is the hall, not the grate.

House-style nests often tuck vents near kitchens or side rooms. Hotel-style floors stretch them along corridors. Neither layout is a 1:1 copy of classic MM2, and both play larger, so a grate you remember from another game may sit one room over.

Under the floor and secret rooms

Underground halls and under-floor rooms are strong on night one, when the hunter is still clearing the lobby. They become traps once the upstairs goes quiet, because a smart Locust rotates down as soon as the main floor is empty. Take a key if it is on your path. Do not tour every secret pocket while the hunt is live.

Secret rooms feel clever until the server learns them. After that they are shared coffins. Use a secret once per map vote, then treat it as burned. If you are the last survivor, a one-door secret is worse than a locker next to a window you can leave through.

Windows

Windows are for repositioning. Drop, turn, and break line of sight on the new floor. Sitting on a sill puts you in silhouette. If a window leads to a short roof or a ledge, use it as a one-way reset, then get inside again. Outdoor loops that look open are still in the nest — there is no out-of-bounds win.

Sound cues matter more at windows than in lockers. Glass, landing, and a second sprint tell the hunter which wall you used. Walk after the drop unless they are already on the stairs.

When hiding fails

Hiding fails for three boring reasons: they saw you enter, you made noise, or they are playing the locker checklist from How to Become the Monster. Fidgeting is noise. Chat is noise. A camera flash two rooms ago is information. A taser spent in the open is a timer they can wait out.

If the Locust is opening every locker on your floor, do not wait to be the last door. Leave on their far-side check, take a vent, and reset on another floor. If they hold a special for room clears, lockers are worse than a wide rotate. Read the monster tier list only for body habits; your hide still has to beat the player.

Map voting retires a burned pocket. If the last two rounds taught the lobby your under-floor room, vote a different house- or hotel-style layout and build a new trio: locker, vent, window. Nights that you last are the ones where you hid once, moved once, and never peeked.

Abandon the spot when the footstep loop repeats. That rule matters more than any named closet. The Guides Hub sends you back to survival or hunting; this page is finished when you can name a locker, a vent, and a window on the map you just voted — and you know which of those three you will leave first.

FAQ

Frequently Asked Questions

Quick answers for survivors and hunters in MM2 of The Monsters.

Where should I hide first?

A locker around a corner the Locust did not watch you enter. Then learn one vent and one window on the same layout. Chase rules are in How to Survive the Locust.

Can the monster open lockers?

Yes. Treat lockers as a line-of-sight reset, not a win. If they are checking doors in order, leave before yours opens. Hunters train that habit in How to Become the Monster.

Are vents safe to camp?

No. Use them to change floors after a sprint or a taser stun. A one-exit vent is a Q special waiting to happen. Confirm interact on the controls sheet.

Do windows count as hiding spots?

Windows are reposition tools. Drop, turn, and get off the sill. Silhouettes on glass are free kills for a player Locust — see the Locust dossier.

Why do I keep getting found in secret rooms?

The lobby learned them. Secret and under-floor rooms are strong on night one and weak after. Vote a new layout and rebuild your locker-vent-window trio.

Should I hide with a group?

No. Adjacent lockers and stacked vents turn one find into two deaths. Split, stay quiet, and only regroup after the hunter rotates floors.