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Aisles Of The Locust Map & Locations: Supermarket Area Guide

A practical Aisles Of The Locust map of the supermarket: major store areas from the lobby and retail floor to the deep back aisles, staff-only rooms and the loading dock exit.

Aisles Of The Locust takes place in one huge, dilapidated supermarket, and this map and locations guide lays the store out zone by zone. You spawn in the parking lot, come through the front sliding doors into a lobby strewn with overturned carts, and reach the main retail floor with its checkout lanes and customer service desk. Past the produce section the store turns noticeably darker — those are the deep back aisles — and a locked staff door leads, with the access card, into the staff back rooms, the maintenance corridors, a final corridor and the loading dock. What this guide pins down is the order of those areas front to back and what connects to what: treat it as a zone map for orientation, not a measured floor plan with exact distances or aisle sides.

Map overview

The whole store chains together front to back:

Area (front to back)What's thereLeads to
Parking lot (spawn)You spawn outside the dilapidated supermarketFront entrance
Front entrance / lobbySliding doors, overturned carts and debrisMain retail floor
Main retail floorCheckout lanes, customer service desk, central corridor, safe zoneProduce section
Produce sectionThe light-to-dark thresholdDeep back aisles
Deep back aislesFrozen aisle, water shelving, far-back groceries, aisle 9Locked staff entrance
Locked staff entranceElectronic lock, opens with the access cardStaff back rooms
Staff back roomsFirst back-of-house zone past the card lockMaintenance corridors
Maintenance corridorsService passages behind the back roomsFinal corridor
Final corridorScripted chase through collapsing hallwaysLoading dock
Loading dock (exit)Closing security gate at the far end of the chainOutside

Two facts make the rest of the map click. First, the front of the store is home base: recorded runs show every in-game day starting and ending up front — players cash out at the checkout ("There's the checkout. Oh, there's the front right there") and end the day inside a marked safe zone they call the green square. Second, the floor runs deep: one player gave up trying to see down its length ("this place is freaking massive and I can't see all the way down there"), and a single item on the day's list can sit "across the whole market all the way down there."

Front of the store: lobby, checkout lanes and the safe zone

Through the front sliding doors you enter the lobby, scattered with overturned carts and debris — your starting point inside. The checkout lanes sit right at the front of the retail floor, and that is where each day ends: players head back to the entrance to cash out, and the day closes once the group gathers in the safe zone. Anyone still out in the aisles has to make it back on their own — as one player whose team was waiting put it, "It won't let you escape unless I also make it."

Wherever you end up, toward the checkout and the safe zone is toward the front. That one reference fixes your direction anywhere on the public floor.

Main retail floor landmarks

The public shopping floor is built from shelves, overturned display cases and checkout lanes. Two of its landmarks matter most for getting around:

  • Customer service desk. The access card is tucked behind it. The desk sits in a corridor the Locust regularly passes, so time your approach for a gap in its patrol loop instead of walking up while the corridor is covered.
  • Central corridor. It runs down the middle of the store and is described as the most exposed path in the entire store — a clean line of sight straight down the floor. Cut across the broken shelving gaps instead: every shelf you put between yourself and the Locust breaks its line of sight.

Produce and the deep back aisles

The produce section marks the transition between the bright front floor and the back half of the store. Past it the aisles get noticeably darker and the flashlight starts actually draining, so run it in short bursts. The deep aisles are long, dark shelving where groceries cluster, with the frozen aisle and water shelving toward the far end.

Specific groceries give you rough depth markers: players went "all the way to the back" for tomato sauce and found flour "all the way in the back." Treat these as approximate anchors for how deep the floor runs, not a fixed item map. On-screen markers label each item on the day's grocery list, so a list run can cross the whole market.

Two more back-floor landmarks:

  • Frozen aisle. A back shopping area. One player found it risky because the low shelving leaves long sightlines — "the shelves are too small... he's just going to peep over."
  • Aisle 9. The one numbered aisle the recordings name. The night-shift worker Tobias mentions it directly: "something tall came down aisle 9," which is when his dog Biscuit bolted.

Shoppers you'll meet

The aisles also hold shopper NPCs whose errand spots double as reference points:

  • Edna — an elderly shopper who asks you to fetch milk, grapes and broccoli, then waits where you return them, which makes her spot a stable meeting point. Completing her request reportedly paid 100 credits in one run.
  • Lily — a child hiding in the store who lost her teddy bear, Mr. Buttons. One player found it "on the other side of the map" and reported about 50 bucks for returning it — as good a measure as any of how far the floor stretches.
  • Tobias — the night-shift worker on a crate whose account of his dog is the store's only named aisle number, aisle 9.

Behind the locked staff door

At the back of the public floor you hit a locked staff entrance with an electronic lock. The access card from behind the customer service desk overrides it and opens the staff back rooms.

One detailed guide describes this back-of-house chain, while the recorded runs stay out on the public floor — so hold the staff-side layout a little looser than the front-of-store landmarks. The staff area page covers the rooms themselves in depth.

Maintenance corridors, final corridor and the loading dock

From the back rooms, that same guide continues the chain: the maintenance corridors lead into the final corridor, and entering it triggers a scripted chase through collapsing hallways. The far end of the chain is the loading dock, where a closing security gate has to be slipped past to leave.

The chase is fast enough that guides warn against entering the final corridor before you're confident in the layout — hesitating mid-chase to work out where to turn is the most common way to get caught at the very end. The final chase page breaks that sequence down.

One caveat on how to read this chain: recorded runs show an ongoing day-and-night shopping loop, with days ending at the front safe zone and players still shopping "every single day" deep into a session. Treat the staff-door-to-loading-dock chain as documented areas and connections rather than a mandatory escape sequence.

How to use landmarks during a run

  • Hold the front in your head: the checkout and the green-square safe zone are where every day starts and ends, so "toward the checkout" always points you forward.
  • Treat the produce section as the dark threshold — switch to short flashlight bursts past it.
  • Use shelving as cover: weave through the broken gaps instead of taking the long open center aisle.
  • Time the desk corridor: approach the customer service desk only when the patrol has moved off.
  • Learn the back-of-house turns before you step into the final corridor.
  • Watch the on-screen markers for the day's list items; a needed item can sit clear across the market.

And the layout is not guaranteed to be permanent: the game page listed a NEW Update on Oct 3 and a "Supermarket #2" event for Oct 8, so recheck area connections after any layout-changing updates.

When you want a fixed route instead of a reference, the walkthrough follows the whole run in order, and the staff area, maintenance corridors and loading dock pages go deeper on each back-of-house zone.