Aisles Of The Locust Enemies and Hazards: The Verified Threat List and First Responses
The current Aisles Of The Locust enemies and hazards list: the Locust, landmines, weeping angels, armed NPCs, ghost shoppers, and mannequins — with a practical first response wherever one is confirmed.
The enemies and hazards in Aisles Of The Locust come down to six things that end recorded runs: the Locust itself, landmines on the shop floor, a second stalker players call the weeping angel, an armed human NPC, the pale ghost shoppers, and mannequins. Blackouts and night phases aren't threats on their own, but they're when everything on this list gets hardest to handle.
Only the Locust and landmines are backed by both a written guide and gameplay footage. The weeping angel, armed NPCs, and ghost shoppers are known from gameplay alone, and their names are player nicknames, not confirmed in-game labels. The table is the quick answer; each entry below adds what to do first.
The current threat list
| Threat | What it is | First response | Status |
|---|---|---|---|
| The Locust | The store's monster — a distorted insectoid humanoid that patrols the aisles | Kill your flashlight, go still, break line of sight | Confirmed by guide and gameplay |
| Landmines | Explosive floor traps placed in the aisles | Scan the floor, step around anything box-like, don't sprint blind | Confirmed by guide and gameplay |
| Weeping angel | A second stalker that advances only when you look away | Keep looking at it and back away slowly | Seen in gameplay only; player nickname |
| Armed NPC | A hostile human with a gun — "robber", "gunman", "sniper" | Keep your distance and steer clear of gunfire noise | Seen in gameplay only; player nickname |
| Ghost shoppers | Pale, unresponsive shopper figures | Ignore them, keep facing them | Hostility reports conflict between runs |
| Mannequins | Suspected killer behind two players' unexplained deaths | No confirmed response yet | Deaths attributed; behavior undocumented |
The Locust and landmines are the two entries a written guide and gameplay agree on. The weeping angel, armed NPCs, and ghost shoppers rest on gameplay clips, and ghost-shopper reports actively conflict. Mannequins sit lowest: players have blamed deaths on them, but how they behave hasn't been worked out. Weight your caution accordingly when a new run introduces you to one of these.
The Locust: the main monster
The Locust is the store's resident monster — a distorted insectoid humanoid that patrols the aisles — and it kills with two senses at once. The written guide describes it hunting by sight and flashlight exposure "rather than sound alone"; gameplay shows the other half: a noise meter on screen, cart and shelf collisions pulling it toward you, and audio cues that mean it already knows where you are. When your character's heartbeat starts up, standing still doesn't hide you, and players treat a distant scream as the signal that it's homing on your position.
First response, in order:
- Hear clicking cues nearby? Kill your flashlight and go still. The guide notes it struggles to find stationary targets in total darkness, and panicking usually ends worse than freezing.
- Break line of sight. Weave sideways through shelving gaps instead of sprinting the open central corridor — every shelf between you breaks its sight line.
- Hold Ctrl to sneak and watch the noise meter. Don't ram shelves or carts, and grab list items quietly.
- Heartbeat cue? Move, then stop. It already knows your spot, so leave it before going still again.
- Hear the scream? Stop moving entirely.
- Cornered mid-chase? Bait it across a landmine. More than one group has killed a pursuing Locust this way — see below.
Treat sneaking as risk reduction, not invisibility: one creator reports being chased the whole time while crouched. The deep patrol and detection analysis lives in the dedicated Locust guide.
Landmines: the floor is a hazard too
Mines sit in the aisles, and the written guide warns that high-vibration areas can set off environmental traps. In the dark or mid-chase, don't sprint blindly — several players spotted a mine only at the last step.
- Scan the floor as you move and step around anything box-like; route wide of an aisle's middle when you can.
- Don't assume a mine that failed to kill you is a dud: one clip shows a player stepping on one and staying standing, while other clips show fatal blasts.
- Flip the hazard when hunted. One group's whole plan was "if he starts chasing us, we can make him go to that landmine", and a recorded solo run lured a pursuing monster onto a mine and killed it.
Mine spotting and trigger behavior get the full treatment in the landmines guide.
The weeping angel: the stalker that freezes when watched
There is more than one hunter in the store. Gameplay clips describe a second stalker that advances while you look away and freezes while you watch — players named it after the weeping-angel effect, and they're explicit that it's separate from the Locust: "There are two different entities."
First response: do not take your eyes off it. Keep facing it and back away slowly; the same advice recurs in a social clip as a one-liner — look at it while you reposition. Never turn and sprint. And move with purpose when it stacks with other threats: one recorded run had the weeping angel, the Locust, and a gunman closing in at the same time.
The name is player slang — nothing confirms what the game calls this entity officially, and so far it has only been seen in gameplay clips.
The armed NPC: robber, gunman, sniper
Some runs spawn a hostile human with a gun — the robber, the gunman, the sniper, depending on who's talking. His shots don't care about your gear: one group notes you can max out a padded vest and he'll still one-shot you.
- Keep your distance and stay out of lanes he has already fired from. One player got shot dead for running through his area and drew the obvious lesson: "Don't run, cuz I got shot in the face for running."
- Never add gunfire of your own — players report the noise pulls the Locust straight to the shooter.
- The shop sells noise reduction ("20 less sound per tier", a camo jacket) and has even listed 25 credits per soldier taken down, but fighting him is not a verified way to survive. Evasion is.
Ghost shoppers: present, unresponsive, unclear
Ghost shoppers are pale figures standing in the aisles, often right next to an item on your list. Whether they can hurt you is genuinely unsettled: one player says he doesn't know if they can actually do anything to him, another settles on "as long as we look at the ghost shoppers, we're fine", and a different clip blames shoppers outright — "there's some shoppers... they killed me." Until that conflict resolves, copy the safest recorded behavior: don't touch or bump them, keep them in front of you, take what you came for, and move on. Don't treat them as pure scenery either — one recorded player says one of them came after him.
Mannequins: deaths with no documented counter
Mannequins are the least understood entry on the list. Two players blame one directly — "I just died by a mannequin. I'm so confused" — another group credits escaping one ("I think we ran away from the mannequin"), and a late-run squad reported a "mannequin army" standing alongside a weeping angel. Beyond those attributions, nothing established explains how mannequins behave, where they come from, or what beats them, so there is no confirmed first response yet. If a mannequin gets you, you didn't miss an obvious counter. The mannequins guide follows the behavior testing in detail.
How threat encounters fit a run
All of these hunt you during the same loop: fill a daily shopping quota with limited lives — day one starts with three, and lists grow from 8 items to 12, then 16. Lives that scarce make survival the default answer to every threat on this page.
Three habits cover most encounters:
- Noise discipline. The game shows a noise meter, Ctrl sneaks, and carts, shelves, and guns all make sound that pulls threats toward you. Used deliberately, that same noise lures a chasing monster across a landmine or away from a teammate — the stealth guide builds a full approach around it.
- The entrance/checkout zone is your reset point. Cash out and stay in the zone; recorded players report being left alone once they're back inside it.
- Blackouts and night are the danger windows. When the lights go out, the Locust is far harder to track, which is exactly why players buy the night-vision upgrade ("when the lights go out, you see further"). Daytime is safer, not safe — one player guessed the monster doesn't come out during the day, but other runs show it roaming from day one.
Consumables serve the same evade-and-divert playbook: a red pepper gives a speed burst to flee with, and a noise maker drops sound somewhere you aren't.
Which threat guide to open next
When one threat keeps ending your run, that's the page to read in full:
- The Locust guide — patrol and detection behavior in depth
- Landmines — mine spotting and baiting
- Mannequins — the latest behavior testing
- Clicking sounds — what each audio cue is telling you
- Walkthrough — a full run, spawn to cash-out
Related Guides
The Locust
How the monster patrols and spots you, what a chase costs, and the avoidance tactics that hold up in real runs.
Mannequins
The weeping-angel rule explained: figures freeze while watched, rush when you look away, and the counterplay that works.
Landmines
Spot the visible floor traps, route around detonation zones, and bait the pursuing monster onto one.
Full Run Walkthrough
Step-by-step loop for all shopping days: quotas, noise control, cash-out, and every documented failure point.