Finishing a run in House of The Locust comes down to collecting three items and using them on one door. The Locust roams the nest and can end your attempt in a single touch, so the trick is knowing exactly what to gather and where each piece fits. The pre-alpha build by NULLWORKS STUDIOS can shift item spots between updates, so treat room descriptions as landmarks rather than fixed guarantees.
Quick answer: Collect the WireCutter (from the colored cube puzzle), the Key (from a random cupboard), and the Keycard (carried by the Locust), then go to the door under the green EXIT sign and use all three. The door opens, a bright passage appears, and walking through it triggers the “YOU ESCAPED” completion screen.

The three items you need to escape
The green EXIT door has three separate locks, and each one is cleared by a different item. The colored cubes are only a means to an end. They unlock the WireCutter and are not part of the final inventory you carry to the door.
| Item | Where it comes from | Role at the exit |
|---|---|---|
| WireCutter | Complete the red, blue, and yellow cube puzzle | Cuts the red wire on the door |
| Key | A random cupboard on the map | Opens the lock |
| Keycard | Carried by the Locust | Used at the card panel |
You start by dropping through a vent into a large room with ceiling lights, a trapdoor with a dangling rope, and red, blue, and yellow glowing floor pads. Memorize this room and the EXIT sign before you go deeper, because you will return here to finish the puzzle.

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The intended path is to find three large cubes, red, blue, and yellow, and push each one onto the matching colored pad in the central room. You cannot pick a cube up and carry it. You push it through the corridors, so plan a route that keeps the Locust off your back.


Tip: You do not actually need all three cubes. Bring a single cube under the hanging cord, jump onto it, and interact with the WireCutter mid-jump. It attaches to your inventory the same way, which saves the risky work of moving every cube past the Locust.
Find the Key inside a random cupboard
The Key is hidden in one of the cupboards around the house, and the exact one is randomized every run. There is no marker or hint for the correct container, so you have to open cupboards until it appears. Interact with each one using the Search prompt.

Work the map in sections instead of running back and forth. Once you clear an area, treat it as done unless the run resets, so you do not check the same cupboards twice while missing an entire room. Searching briefly locks your view in place, so open cupboards while the Locust is somewhere else. His footsteps and breathing usually warn you before he arrives.

As soon as the Key lands in your inventory, stop searching and move on to whatever item you still need.
Take the Keycard from the Locust
The Keycard is the most dangerous pickup because the Locust carries it on his body. Touching him directly triggers an instant death and a jumpscare, so decide on your escape route before you close the distance. There are two safer ways to grab it.
Approach from behind: Wait until the Locust is walking away and facing the opposite direction. Step in only far enough to trigger the Keycard pickup, then turn and follow your planned retreat immediately.
Grab through a gap: If the Locust is wedged into the level geometry or standing near a narrow opening, you can often collect the Keycard through the wall without stepping into his path. He can still move while you line up the interaction, so be ready to back off fast.
Note: If a player dies while holding the Keycard, check the spot where they were caught. The card can drop there and be picked back up, which is often safer than pulling another one off the Locust. This matters most in co-op runs.
One quirk helps here. After chasing you for a while, the Locust tends to return to the room with the couch and stand still, still making noise but no longer reacting. That lull is a good window to move in for the Keycard.
Open the EXIT door and finish the run
With the WireCutter, Key, and Keycard in hand, head back to the large door under the green EXIT sign. The door has missing panels and exposed wiring, and each item clears one part of the lock.

The door rolls up to reveal a brightly lit passage. Walk into that corridor and you will reach the escape room showing “HOUSE OF THE LOCUST PRE-ALPHA VERSION” and “YOU ESCAPED, CONGRATULATION” before you are sent back to the lobby. That screen confirms the run is complete.

Death, resets, and staying alive
Getting caught the first time sends you back to the vent start, but your progress is saved, so any cubes stay where you left them. A second death forces a full restart unless you spend on the paid Revive option. That makes each Keycard attempt worth planning carefully.
When the Locust closes in, run the opposite way to build distance, then slip into a room and press Shift + C to slide through a narrow passage he cannot follow. There is no way to fight or defeat him, so breaking line of sight is your only defense. A solo run is the easiest place to learn the layout, while co-op lets you split up to search cupboards and distract the Locust before the final grab.
Because the experience is still in pre-alpha, item spots and the Locust’s behavior can change between builds. If a room looks different from what you expected, follow the in-game prompts and keep the core chain in mind: WireCutter, Key, Keycard, then the EXIT door.






