Maps

Maps

Murder Mystery 2 maps and hiding spots: the layouts reported in the live rotation, where coins spawn, which corners break line of sight, and why map knowledge wins rounds.

13 (community-reported)
Maps in Live Rotation
Hospital 3, Office 3, Mansion 2, Bank 2
Numbered Revisions Active

Introduction

Map knowledge is the quiet skill in Murder Mystery 2. Each map has its own rooms, coin spawns and hiding spots, and the live rotation reported by players is numbered by revision, with Hospital 3, Office 3 and Mansion 2 replacing earlier versions that were retired. Knowing which corridor gives a clean sightline, and which corner breaks line of sight, is often worth more than raw aim, because the Murderer only needs a clean swing while the Sheriff needs a confirmed shot. This category covers the current map rotation, the differences between current and retired maps, common hiding spots, and the coin spawns players use to fund their next weapon roll. It is meant as a reference for new players learning callouts and a checklist for veterans comparing rotation changes between updates. Where information is community-reported rather than official, that is clearly stated in the table source column.

Current Maps At A Glance

MapStatusLayout NotesSource
Bank 2Current rotationOpen interior with long sightlinesCommunity-reported rotation
Bio LabCurrent rotationTight rooms and short sightlinesCommunity-reported rotation
FactoryCurrent rotationIndustrial layout with stacked coverCommunity-reported rotation
Hospital 3Current rotationNumbered revision of an earlier Hospital mapReplaced an older Hospital version
Mil BaseCurrent rotationWide outdoor space with long-range sightlinesCommunity-reported rotation

Map Card Index

A

Bank 2

featured

An open lobby and long sightlines reward aim and punish hesitation, a common pick for confident Sheriffs and patient Murderers.

LayoutA wide lobby with a vault, teller area and back offices. Sightlines stretch from the lobby across the main floor, so a player in the back office can see most of the room at a glance.
Hiding SpotsCrates in the back office, the vault interior and behind the front counters. The vault is high-traffic after the first kill, so it is best used early in the round rather than as a long-term camp.
Best PlaySheriffs should hold the lobby and watch the back office doorway. Innocents should grab coins along the outer ring and avoid the lobby once a kill has been called, since the Murderer often patrols the main floor.
A

Bio Lab

meta

Small rooms and short sightlines favour the Murderer, since most corners hide a swing and the Sheriff rarely gets a clean shot before reset.

LayoutA series of small labs, freezer rooms and a central corridor. Walls block line of sight every few steps, so a Murderer only needs to clear one doorway at a time to control a wing.
Hiding SpotsInside freezers, behind lab benches and in the corner offices off the main hall. Freezer doors muffle footsteps, which buys time when a Sheriff is sweeping the patient area.
Best PlayInnocents should stick to groups of two or more, and Sheriffs should camp the central corridor so they can hear swings in adjacent rooms. Solo routes through Bio Lab lose rounds quickly.
B

Factory

active

Stacked cover, conveyor belts and overhead catwalks reward vertical awareness and make Factory coin routes predictable for veteran players.

LayoutA multi-level factory with a main floor, raised catwalks, machine rooms and a loading bay. Cover comes from crates and machinery, and the catwalks give the Murderer a clean drop on coin runners below.
Hiding SpotsBehind the largest crates on the main floor, inside the machine rooms and under the catwalk ladders. The loading bay is usually picked clean, so do not camp it late round.
Best PlaySheriffs should hold the catwalk to watch the main floor, while Innocents should chain coins along the outer ring and return to a group before the round timer hits the halfway mark.
A

Hospital 3

featured

Replaces the older Hospital 1 and 2 with a refreshed layout that veterans must re-learn rather than rely on muscle memory.

LayoutA reception, patient wing, operating theatres and a back service corridor. The reception is open and easy to read, while the patient wing has multiple short corridors that break line of sight.
Hiding SpotsInside patient rooms, behind reception desks and in the operating theatre corners. Operating theatres are loud once footsteps echo, so a Sheriff will hear you if you stand still too long.
Best PlayTreat Hospital 3 as a new map, not an old one, since old Hospital 2 callouts do not transfer. Sheriffs should patrol the reception, and Innocents should group up before entering the patient wing.
B

Mil Base

common

Long-range sightlines favour the Sheriff, but the open Mil Base courtyard also gives the Murderer clean knife approaches on coin runners.

LayoutA fenced compound with barracks, a watchtower, a motor pool and a central courtyard. The courtyard is the largest open area in the current rotation, and most kills happen on the cross to the motor pool.
Hiding SpotsInside barracks bunks, behind vehicles in the motor pool and at the base of the watchtower. The courtyard itself is exposed, so do not cross it alone after the first kill is called.
Best PlaySheriffs should hold the watchtower or motor pool corner for sightlines. Innocents should chain coins in the barracks and only cross the courtyard in pairs once a Sheriff has called a position.

Core Mechanics

Each MM2 round drops twelve players into a randomly selected map from the live rotation. The game does not publish a public API for map selection, so rotation status is community-reported and listed in the table on this page. Current maps include Bank 2, Bio Lab, Factory, Hospital 3, Hotel 2, House 2, Mansion 2, Mil Base, nStudio, Office 3, Police Station, Research Facility and Workplace. Retired maps include Bank 1, Hospital 1, Hospital 2, Hotel 1, Mineshaft, Mansion 1, Office 2, House 1 and the original Milbase. No removal dates are officially published, so a wiki entry for a retired map cannot point to a specific patch. Numbered revisions such as Hospital 3, Office 3 and Mansion 2 replaced earlier versions of the same setting. Coin spawns are fixed per map and reset each round, which makes learning a coin route a transferable skill across rounds but not across map changes.

Advantages

Knowing a map's geometry turns a coin run into a fast, predictable loop. Veterans can chain Bank 2's long sightlines to spot a knife swing early, or use Bio Lab's tight rooms to break line of sight when a Sheriff is hunting. Maps also drive the Murderer's pathing, and a player who has memorised Mil Base's open courtyard will recognise where a knife swing is most likely to land and where a thrown gun is unlikely to be picked up. Coin spawns are the second quiet win, because coins fund unbox rolls and the player who reaches the spawns fastest each round will, over many rounds, open more boxes than a player who wanders. Callouts shared in voice chat also shorten the Sheriff's response time, which matters because the gun drops on the Sheriff's death and any nearby Innocent can pick it up.

Challenges

Most map data on the wiki is community-reported, not pulled from an official API, so rotation can shift between updates without a published patch note. The best hiding spot is also map- and patch-dependent, since spots that worked on Hospital 2 may not exist on Hospital 3, and a corner that broke line of sight last week may be replaced after an update. No authoritative source confirms that any map gives a numeric stat or handling bonus to its holders, so guides promising a percentage bonus tied to a specific map should be read with caution. Players also over-rely on memorised routes, because a Murderer who has watched the same Sheriff routine for three rounds can pre-aim the corner, and an Innocent who always hides in the same crate is a pattern rather than a strategy. Treat community maps as a starting point, not a contract.

Frequently Asked Questions

How many maps are in the current MM2 rotation?+
The community-reported live rotation includes Bank 2, Bio Lab, Factory, Hospital 3, Hotel 2, House 2, Mansion 2, Mil Base, nStudio, Office 3, Police Station, Research Facility and Workplace. That is thirteen named maps. Rotation is community-reported rather than pulled from an official API, so the list can shift between updates. The game does not publish a per-patch changelog for map swaps. Treat the table on this page as a snapshot, not a guarantee for any specific server join.
What happened to the older Hospital and Office maps?+
Hospital 1, Hospital 2, Office 1 and Office 2 are listed as retired by community trackers, and current rotations use Hospital 3 and Office 3 instead. The same numbered-revision pattern applies to Mansion 2 and Bank 2, which replaced Mansion 1 and Bank 1. No official removal dates are published, so a wiki entry for a retired map cannot point to a specific patch. If you load a server and the room layout looks unfamiliar, you are most likely on a newer revision.
Do any maps give a movement or damage bonus?+
No. No authoritative source confirms any numeric stat, handling or speed bonus tied to a specific map in Murder Mystery 2. Skins change appearance only, and the same applies to map choice, so a faster round on Bio Lab versus Mil Base comes from the geometry rather than from a hidden stat. Be wary of any guide that quotes a percentage tied to a specific map. If the number is not on the official Roblox game page, treat it as unverified community data.
Where is the official map list for Murder Mystery 2?+
The official Roblox game page for MM2 at https://www.roblox.com/games/142823291/Murder-Mystery-2 does not publish a per-map list. The game page, the official Murder Mystery group on Roblox and the official Discord at discord.gg/murdermystery2 are the only authoritative channels. Anything beyond that, including the rotation table on this page, is community data drawn from player reports. Check the official Discord first if a map appears to have been added or removed.

Quick Tips

💡

Learn one map fully before learning ten. Pick Bank 2 or Bio Lab as a starter, memorise every coin spawn, and chain the route until it is muscle memory. A complete run on one map is worth more than a half-run on every map, because coins fund unboxes and a reliable income beats a flashy one. After two or three weeks of practice, expand to Hospital 3 and Mil Base and repeat the same process on the new map until its route is also muscle memory.

💡

Numbered revisions matter. Hospital 3, Office 3 and Mansion 2 are not the same rooms as their earlier versions, so a callout that worked on Hospital 2 may point to a wall on Hospital 3. Always check the revision number before sharing a hiding spot in voice chat. A wrong callout can lure a teammate into a Murderer swing and lose the round before the Sheriff has a chance to fire, which is why this page keeps the revision number in the table.

💡

The Sheriff's gun drops on death, so a good hiding spot is a spot a Murderer will not check twice. Crates, fridges and behind-furniture positions that break line of sight are stronger than obvious closets. Avoid hiding in the same crate every round, because a Murderer who watched you last time will check it first. Rotate hiding spots across rounds, and listen for footsteps before committing to a position.

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