Walkthrough

Day-by-day shopping run

Read the HUD, collect only the marked groceries, survive the blackout, and cash out in the entrance safe zone. This is the loop recordings actually show.

Day-by-day shopping run

Read the HUD, collect only the marked groceries, survive the blackout, and cash out in the entrance safe zone. This is the loop recordings actually show.

Aisles Of The Locust [CHAPTER 2] puts you in a dilapidated supermarket with your mom's grocery list and something in the aisles that does not want you there. The official page lists co-op and all devices, developed by Sushi Deluxe Studios and clozy, under Tether Community. Recorded play is a repeating day: shop while you can, survive when the lights die, cash out at the front, then spend before the next list.

What the HUD is telling you

Before you push a cart, read three things.

  1. Top left: the list counter, such as 0/8, under a line like "3 days to fill the order."
  2. Press M for the actual item names. Markers in the store point at today's groceries. Ordinary products do not count.
  3. Bottom left: lives and the noise meter.

Normal recordings start around three lives. Hard mode starts with fewer. Some accounts call the three lives a shared crew pool. Co-op recordings also show personal counts, two lives, and Robux-bought extras. Check the number on your own HUD. Do not assume a teammate has the same count.

Day in recorded normal runs Items asked What changes
1 8 You learn markers, the cart, and the first blackout
2 12 Upgrades from day one carry in
Later, often called day 3 16 in recorded lists A Black Friday rush can fill the aisles with hostile shoppers

Item names are not fixed. One day-one list was bread, cereal, flour, and canned beans. Another was rice, bread, cookies, soda, and water. Day two has included milk, grapes, broccoli, tomato sauce, cookies, eggs, cereal, soda, and water. A later 16-item list included potatoes and garlic. Read M every spawn.

Day one, in order

  1. Hold Control to sneak. The game prompts it. Sneaking is slower and quieter, and in co-op it is also described as the whisper key.
  2. Clear markers in one direction so you finish near the front. Crisscrossing the store makes the last trip longer. In co-op, split the list. Any grab counts for the whole squad.
  3. Keep the cart off the shelves. A bump is loud. An NPC warning puts it plainly: do not be loud, it listens to the aisles.
  4. Shop while the store is bright. One player thought the monster stayed away in daytime. Other runs show it roaming from day one, so daylight is safer, not safe. The day can also flip on a timer. One player watched the counter become day two mid-shop.
  5. When the lights go out, stop shopping and survive. Details are in the stealth guide.
  6. Haul the cart to the front checkout and step into the safe zone. Stay there until the day processes. One group found they could not leave immediately. In co-op, a missing player holds the whole gate.

Death spends a life and does not always wipe the list. Groups have kept collected items after dying. One player's flashlight was taken for good after a death. One session notes Robux can buy extra lives.

Nights and later days

The blackout is when most recorded runs end. A scream means stop moving. A heartbeat means it still has your spot, so move once and stop again. Sprint only to break contact, then crouch behind a shelf that is actually tall. Low frozen-aisle shelves have been peered over. Red peppers, eaten at about 40 percent more speed in recordings, are the emergency burst. The entrance safe zone is the only place players report being left alone.

Day two is the same store with 12 items and whatever you bought. A later day can ask for 16 and throw a Black Friday rush of hostile shoppers on top of the Locust. Front-load the list before dark.

What counts as the end

Every recorded day ends the same way: list in, cash out, hold the zone. The UI frames three days as the order. Some groups say "we beat the game" at a cash-out. No recording shows a win screen. One victory call rolled straight into another day. Players who reached day five described a loop with no ending. Treat the cash-out as the confirmed day closer. Do not plan on a credits roll.

A separate written guide from early October 2026 describes an access card behind customer service, a staff door, maintenance corridors, and a slide under a loading-dock gate. Gameplay recordings checked for this guide do not show that route. It is written up on its own page so you can recognize the claim, not so you can treat it as the required finish.

Between days, one solo player cashed out holding $22 and saw energy drink, quick hand, and loyalty card as choices. The shop guide lists the effects that were actually read off a screen.

FAQ

Frequently Asked Questions

Are there codes?

No working code and no expired code has been recorded, and no redemption screen has been documented. Progress comes from shopping days, quests, and the between-day shop.

How many groceries does each day ask for?

Recorded normal runs ask for 8 items on day one, 12 on day two, and 16 on a later day. The names change every run. Press M and follow the marked items. Do not memorize one fixed list.

How do you finish a shopping day?

Bring the marked groceries to the front checkout and cash out inside the entrance safe zone. In co-op the day does not close until the surviving players are in that zone together. Then each player readies up. One squad was auto-readied after about 20 seconds.

What should you do when you hear clicking?

Written guides treat nearby clicking as the Locust being close: turn the flashlight fully off and stand still. Recorded runs also stop on a scream and move once if a heartbeat continues. Do both. There is no documented number of seconds to wait.

Does clearing day three beat the game?

Not confirmed. The HUD can say 3 days to fill the order, and some groups call a cash-out a win, but no recording shows a win screen. Other runs continue to day five and describe an endless loop. The access-card ending is a separate unverified written route.

Do you have to pay for the flashlight?

Recorded runs receive a flashlight when the store goes dark. It is not shown as a shop purchase. The beam is described as weak. One session lost the flashlight after a death. A paid lamp has not been documented.