MM2 of The Locust weapons and items revolve around one pickup weapon, one collectible currency, and a cosmetic shop loop. The dropped gun is the single firearm on the map, Keys are the 30-key side-objective collectible, and shop morphs are cosmetic silhouettes that change a player's avatar without altering combat. Stun tools and sprint cooldown tools round out the kit, and items are grouped into four tiers: pickup, collectible, cosmetic, and utility.
MM2 of The Locust weapons and the dropped gun
The dropped gun is the only firearm in MM2 of The Locust. It spawns once per round at a fixed node on each map and is grabbable by any role, including the Locust. Picking it up flips the round's power balance instantly because a single shot from the dropped gun ends a chase and lets the shooter escape a tight corridor. Behavior as observed 2026-09-04 pre-alpha: single-shot, single-target; the dropped gun has no spread and no reload; once fired, it is gone for the rest of the round. Roles eligible to pick up: Innocent and Sheriff. The Locust can pick up the dropped gun if the player reaches it first, but the gun does not grant the Locust new abilities. Spawn category: pickup, listed in the standard weapon tier of the community item tier list. The dropped gun is the deciding factor in most close rounds, so the side that controls the dropped-gun node usually controls the escape timer. Survivors who reach the dropped gun first can hold a corridor and lock out the Locust, while the Locust who reaches it first can simply guard the node and end the round by attrition.
Why the dropped gun is not a knife mechanic
Several aggregators confuse this dropped gun with the knife mechanic from Nikilis Murder Mystery 2. The two items are unrelated. The dropped gun is a single-shot ranged pickup tied to a fixed node per map, while Nikilis MM2 knives are role-locked melee items with rarity tiers. MM2 of The Locust does not borrow knife rarities or any Nikilis MM2 weapon rarities, and no rarity ladder (Common, Uncommon, Rare, Legendary, Godly) is announced as of 2026-09-04.
Keys as the collectible objective
Keys are the central collectible in the round. The 30-key side objective drives the round timer and rewards survivors who collect faster than the Locust hunts. Keys spawn on rooftops, indoor mid-room props, and floor props in doorways, never inside walls or locked rooms during pre-alpha. Key behavior as observed 2026-09-04: stackable across the round (the player carries the running count); purely a round objective, not a tradable inventory item; and awarded as rewards from codes such as Community! (100 Keys), which adds to the in-round spending wallet. Keys are the bridge between the codes page and the round loop, because code rewards add to a wallet that fuels cosmetic shop morphs rather than directly affecting round power. Spending Keys in the shop is a post-round activity and does not change the 30-key collection target mid-round.
Shop morphs (cosmetic) in MM2 of The Locust
Shop morphs are cosmetic avatars bought with Keys. They do not affect hit detection, sprint speed, or stun duration, and they exist purely to give players a visible identity inside the lobby and during the round. Morph tier as observed 2026-09-04 pre-alpha: cosmetic only, no gameplay buff; granted through the in-game shop, occasionally through limited codes, and through community events; and not currently tradeable between players because pre-alpha trade rules are not yet enabled as of 2026-09-04. Shop morphs sit in the cosmetic tier of the standard item tier list and should not be ranked alongside the dropped gun on a power tier list. A high-tier morph looks better but does not win rounds on its own.
Stun tools and sprint cooldown items
Two utility item categories appear in the pre-alpha kit. Stun tools are short-duration crowd-control pickups that slow the Locust for a few seconds, tier-grouped as utility rather than pickup. Sprint cooldown tools are items that reset or shorten the Locust's sprint cooldown, giving the Locust longer chase windows, also utility tier. Stun tools reward survivors who learn the Locust's pathing, while sprint cooldown tools reward Locust players who learn when to disengage. Both categories exist alongside the dropped gun rather than replacing it.
Item tier groupings for MM2 of The Locust
| Tier | Items | Notes |
|---|---|---|
| Pickup | Dropped gun | Single-shot, fixed node per map |
| Collectible | Keys | 30-key side objective per round |
| Cosmetic | Shop morphs | No gameplay effect |
| Utility | Stun tools, sprint cooldown items | Modify round tempo without dealing damage |
FAQ
Are there knives in MM2 of The Locust?
No. This Universe does not use the Nikilis MM2 knife system or its rarity ladder. The only weapon on the map is the dropped gun, and no melee weapon category has been announced as of 2026-09-04.
What does the dropped gun do?
It fires a single shot that ends a chase and lets the shooter escape. The gun has no reload, no spread, and is removed from the round once fired.
How do shop morphs differ from the dropped gun?
Shop morphs are cosmetic avatars that change appearance but never affect combat. The dropped gun is a one-shot pickup that decides rounds; morphs do not.
Can Keys be traded between players?
No, Keys are a round objective and reset between rounds. They are not currently tradeable in pre-alpha, and trade rules are not yet enabled as of 2026-09-04.
Are stun tools worth picking up?
Yes for survivors. Stun tools slow the Locust briefly and create a window to grab the dropped gun or escape a tight corridor. They are tier-grouped as utility rather than pickup.
Will the dropped gun get a reload or rarity tier?
The creator has not announced any reload mechanic, rarity ladder, or additional firearm as of 2026-09-04. Treat the current single-shot, fixed-node behavior as the baseline until an official update confirms otherwise.