This session
5
whole runs fit in 1 h 0 min — about 200 Keys
A session planner for the Keys grind: measure one typical run, enter four numbers, and get whole-run projections for tonight's session and your next shop purchase.
The Locust of MM2 is a survival round where the payoff is Keys — the collectible currency community guides report spending on monster skins, abilities, and equipment. The game has no published payout table, so the honest way to plan a grind is from your own result screens. That is what this page does: enter minutes per run and Keys per run, and the planner returns whole runs per session, Keys per session, runs to your Key goal, and the wall-clock time each path costs. Every output is whole runs, because a half-finished escape pays nothing.
Enter four numbers from your own play — minutes per run, Keys your result screen shows per run, the minutes you can give the session, and the Key total you are saving toward. The planner turns them into whole runs, session output, and time-to-goal. It never assumes a rate for you: change a number and the plan moves.
Queue time plus the run itself. Measure one typical run, not your fastest.
Your observed payout per completed run. Use the average of a few runs.
How long you can actually play tonight — the planner plans around real time.
The price of the skin, ability, or equipment upgrade you are saving for.
5
whole runs fit in 1 h 0 min — about 200 Keys
13
2 h 36 min of play
3
3 h 0 min total at this pace
The math is deliberately simple: runs = minutes ÷ minutes-per-run, Keys = runs × Keys-per-run, goal sessions = goal ÷ Keys-per-session. Because the developer publishes no payout table, the planner only multiplies numbers you measured — a fast lobby that doubles your Keys per run halves every output.
Everything below is arithmetic you can verify by hand — the planner adds no game data of its own.
Session minutes divided by minutes per run, rounded down. A 60-minute evening with 12-minute runs is five runs — not six, because the sixth never finishes before you stop.
Whole runs multiplied by your average Keys per run. This is the number to compare against the shop prices you are saving toward.
Key goal divided by Keys per run tells you how many runs the purchase costs; multiply by minutes per run and you know whether it is a one-evening or one-week target.
Illustrative inputs, clearly labeled — replace them with your own measurements.
| Step | Input (example) | Projection |
|---|---|---|
| Measure three typical runs | 12 min, 14 min, 10 min → 12 avg | minutes per run = 12 |
| Average the Keys on each result screen | 35 + 42 + 43 → 40 avg | Keys per run = 40 |
| Tonight's window: one hour | 60 ÷ 12 | 5 whole runs → 200 Keys |
| Shop target: a 500-Key ability | 500 ÷ 40 | 13 runs → about 2.6 hours → 3 sessions |
The example numbers are placeholders for illustration. The method is the content: three measured runs beat any guessed rate, and the planner's outputs move the moment your lobby quality, route knowledge, or camera-flash timing moves them.
Interpretation, not arithmetic.
Survival rounds end on the clock, so a run you abandon at 90 percent pays like a run you abandoned at 10. The planner rounds down everywhere on purpose: if the projection says three sessions to your goal, budget three, and treat a fast evening as a bonus.
Minutes per run is mostly fixed — the map, the exits, the timer. Keys per run is where skill pays: route memory, holding the camera for the counter-window, and leaving a lobby that is hunting you well. A 25 percent improvement there is a full free session out of every four.
The official page showed 10,736 active players, 4,036 favorites, and 833.3K+ visits at the September 6, 2026 snapshot — roughly one month after the August 30 creation date.
Official storefront · checked 2026-10-03
Atlas lists “The Locust of MM2 [ORIGINAL]” in its Survival-genre discovery data with about 2.3 million lifetime visits and a September concurrent-player trend near 732 — a slower but still active baseline after the launch spike.
Analytics · checked 2026-10-03
The game sustains a steady creator-video footprint — horror-mode playthroughs titled around “MM2 HORROR MODE (The Locust of MM2)” and “I Found THE LOCUST in MM2” ran through September 2026, which is usually where new mechanics surface first.
Creator videos · checked 2026-10-03
One identity note before you plan around anyone else's numbers: the same three words circulate for two different Roblox experiences. This site covers The Locust of MM2 [ORIGINAL] at place 113447904853223 (universe 10764415270); the reversed-title look-alike is a separate game with its own economy, and its payout talk does not transfer. The in-game model, speeds, ability list, and spawn rules for this exact place have not been published anywhere we can cite. Lore facts describe the character's origin series; they are not in-game stats.
It turns four numbers you measure from your own play — minutes per run, Keys per run, session minutes, and a Key goal — into whole runs per session, Keys per session, and time to your goal. It is honest arithmetic on your observations, because the developer has published no payout rates to prefill.
Keys are the collectible currency community guides report for the game (RoHorizon, refreshed September 7, 2026): you gather them around the Locust's nest and spend them in a shop on skins, abilities, and equipment. Your result screen after each run is the measurement that matters — use its numbers, not anyone else's.
No official rate table exists. The storefront description promises a premise, not numbers, and no changelog has been published since launch. A calculator that prefill invented rates would plan your sessions around fiction, so this one only multiplies the numbers you enter.
We don't publish one, because the only public payout figures are single-source community reports. Measure three typical runs tonight, average them, and enter that. A fast lobby with fewer competent survivors usually raises your payout — which is exactly why your own average beats any fixed number.
Community reporting describes progress as profile-tied: Keys, skins, abilities, and equipment stay on the account that earned them, with no trading system. Plan goals across sessions — the planner's sessions-to-goal output assumes exactly that.
The same math framed as a savings goal for shop purchases.
The survivor habits that raise Keys per run.
Session structure for repeatable Key income.
What the reported shop sells and where Keys come from.
What to recheck after the game's next storefront change.
Every outlet behind this page, with checked dates.