Among Us

Among Us

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The Comprehensive Guide to Among Us
By rjwut
A guide that describes all aspects of gameplay, and provides numerous tips for improving your play.
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About This Guide
This guide is intended to provide complete information on Among Us gameplay. It has two major parts. The first part of the guide is devoted to a complete explanation of the game: the rules, mechanics, and tasks that make it work. The second part is dedicated to strategy, how to turn the things in the first part to your advantage. If you're already familiar with how Among Us works, you'll probably find more useful information in the latter half of this guide, but the first part may still have useful nuggets if information there that you didn't know about.
Basics
Among Us is a game in which most of the players are crewmates assigned to complete a certain number of tasks on a ship or base. However, one or more of the supposed humans are aliens in disguise, called impostors. They can sabotage systems, crawl through vents, see in the dark, and murder crewmates. Players who are killed by an impostor or voted out become ghosts, but can still help their comrades by doing tasks (if they were a crewmate) or sabotaging systems (if they were an impostor).

Any surviving player can call a meeting, either when discovering a body or by pressing the "Emergency Meeting" button in one of the rooms. During the meeting, they can share what they saw, strategize, and optionally vote someone out.

The crewmates win immediately if:
  • there are no surviving impostors left
  • all crewmates' tasks are complete

The impostors win immediately if:
  • the number of surviving impostors equals the number of surviving crewmates
  • the countdown timer on the sabotage of a vital system reaches zero

Note that a player disconnection can potentially fulfill one of the above requirements and cause the game to end.
Player Roles
At the start of the game, each player is assigned a role:
  • Crewmate: A human working to complete tasks and eject impostors. Crewmates do not know who the impostors are.
  • Scientist: A crewmate that has a portable vitals console that they can access at any time. They have a limited battery; once it expires, they must complete a task to recharge it.
  • Engineer: A crewmate that can make use of vents.
  • Guardian Angel: A crewmate ghost that can temporarily protect a living crewmate from getting murdered. Unlike other roles, this one is not assigned at the start of the game. The first crewmate to be murdered by an imposter becomes a guardian angel.
  • Impostor: A disguised alien trying to kill the crewmates. The impostors are told who the other impostors are at the start of the game. The names of impostors are displayed in red to other impostors.
  • Shapeshifter: An impostor that can shapeshift to look like a crewmate.

All players, both crewmates and impostors, are also in one of two states:
  • Survivor: Still alive. All players start out as survivors.
  • Ghost: A player who has been killed or ejected.

The combination of role and state dictates the actions you can perform:
  • Chat between meetings: ghosts
  • Do tasks: crewmates
  • Kill: surviving impostors
  • Open/bypass doors: survivors
  • Press emergency meeting button: survivors
  • Protect surviving crewmates: guardian angels
  • Read ghost chat: ghosts
  • Read player chat: all players
  • Repair sabotage: survivors
  • Report a body: survivors
  • Sabotage: impostors
  • See ghosts: ghosts
  • See in the dark: everyone except living crewmates
  • See/move through walls: ghosts
  • See vitals anywhere: scientists
  • Shapeshift: shapeshifters
  • Use console: all players
  • Use vents: impostors, engineers
  • Vote: survivors
Maps
There are currently four different maps that can be played. Along with having a unique set of tasks, each map has slightly different features and rules. Below are the unique features of each map:

The Skeld
  • Sabotaging a door activates the cooldown for all non-door systems, and sabotaging a non-door system activates cooldowns for all systems, including doors.
  • Sabotaged doors open automatically after 10 seconds.
  • Four security cameras instead of six; all can be viewed simultaneously.
  • Reactor room has a fake "Divert Power" panel.

Mira HQ
  • Unique doorlog station.
  • Repair of comms sabotage requires code entry at two separate keypads.
  • No doors that can be sabotaged.
  • No security cameras.
  • All vents are interconnected.
  • Only five wiring panels instead of six.

Polus
  • Door and non-door sabotage cooldowns are completely separate; sabotaging one has no effect on the other.
  • Sabotaged doors remain sabotaged until a living player overrides it by flipping four circuit breakers.
  • Vents replaced with holes in the ground.
  • Submit scan performed by ghost not visible to crewmates.
  • Repair of comms sabotage requires code entry at two separate keypads.
  • No doors that can be sabotaged.
  • All vents are interconnected.

The Airship
  • Features ladders that you must Use to navigate, and a moving platform that can only be used from the side it is on.
  • Players select one of three randomly-selected rooms to spawn in at the start of the game and after each meeting. If you make no selection, one will be selected automatically.
  • Sabotaging a door does not activate the cooldown for non-door systems, but sabotaging a non-door system activates cooldowns for all systems, including doors.
  • Sabotaged doors remain sabotaged until a living player overrides it by swiping a card.
  • Seven wiring panels instead of six.
  • No security cameras.
  • No visual tasks.
Freeplay
The freeplay mode allows you to practice a map alone. This is useful for learning the layout and features of a map, and how to perform the different tasks on it. Near the start location is a laptop. Interact with it to enable or disable various tasks. You can also select your role. There will be several "dummy" crewmates standing around for you to kill as the impostor. If the "game" ends while in freeplay mode, the condition that caused you to win or lose will be reset so that you can continue practicing.
Moving
Movement depends on your setup:

Desktop
You can configure it to use mouse only, or mouse and keyboard. With mouse only, hold down the mouse button to move toward the cursor. With mouse and keyboard, use the WASD or arrow keys to move.

Mobile
You can use joystick or touch controls. With joystick controls, a virtual joystick appears at the lower left; use it to move your character. With touch controls, hold your finger over the place you want to go to move.
Interacting with Objects
When you are near an object you can interact with, it will be highlighted. Click the object or the button in the lower-right corner of the screen, or press SPACE or E to interact with it. This is used to perform tasks, repair sabotage, call emergency meetings, use consoles, and manipulate various devices on the map.

Often performing actions will cause an overlay to appear, showing the details of whatever you are interacting with. While an overlay is shown, you cannot move or perform other actions, or hear what is going on around you, and your vision will be largely obstructed by the display. If you are an impostor, your kill cooldown will be paused. The overlay disappears automatically when you finish working a task or repairing sabotage. To close an overlay manually, click the X button or press ESC.
Doing Tasks
Crewmates (survivors and ghosts) can perform tasks at various locations throughout the map. When you approach the location of a task, the object with which you need to interact will be outlined in yellow. Walk up to it, then click the it or the Use button, or press E or SPACE to open the task. When your action at that task location is complete, the panel will close automatically, or you can cancel by clicking the on-screen X button (or anywhere outside the task panel) or pressing ESC. Impostors cannot perform tasks.

Each map has a different set of available tasks, and each crewmate will be given a different set of tasks. Some tasks have to be executed in multiple stages and may require you to visit more than one location to complete it. You are not relieved from having to do a task on your list if someone else does it first.

Task List
At the upper left is the task list. For crewmates, this displays their individual list of tasks. For impostors, this displays a "sample" list that they can use to help them fake tasks. Each task shows the location where the crewmate should go to perform that task, and a description of the task to be performed. When an impostor sabotages a system (other than comms or doors), it is added at the bottom of the task list and removed when it is repaired. If the comms system is sabotaged, the task list becomes unavailable until it is repaired.

The color of the task entry indicates its state:

Color
State
gray
not started
yellow
partially complete
green
complete
blinking red/yellow
sabotaged system

The task list can be collapsed or expanded by clicking on it. Note that at this writing there is a bug where certain actions (such as the Swipe Card task) can cause you to inadvertently collapse the task list, because parts of the task overlay the task list.

Task Types
The host can configure how many tasks of each type crewmates will be required to perform. The three types of tasks are short, long, and common. Typically long tasks will require more steps and take more time to perform than short tasks. Common tasks are assigned to all crewmates; if you see one in your task list, all crewmates have it.

Task Progress
The bar at the top of the screen shows crewmate progress on completing tasks. A task counts toward the progress meter only when it is complete; performing a non-final step has no effect on cumulative task progress. The bar is divided into a number of segments equal to the number of crewmates in the game. However, only the cumulative progress of all crewmates is shown, not individual progress. Depending on game settings, this meter will be updated immediately when someone completes a task, only when a meeting is called, or never.

When a crewmate disconnects during the game, the progress bar automatically adjusts to show the progress of the remaining crewmates. This means that if the disconnected crewmate had more tasks completed than the average crewmate, the meter will decrease; if they had fewer than average completed, it will increase. Either way, one segment of the bar will be removed as well, to show the decrease in number of crewmates.

Visual Tasks
Some tasks are "visual tasks," meaning that an indicator that the task was performed is visible to other players (if the visual tasks setting is enabled by the game host). The visual tasks and the corresponding indicators are:
  • Clear Asteroids (The Skeld, Polus): The laser cannons can be seen firing when this task is performed. This task exists on Mira HQ, but there is no visual confirmation.
  • Empty Garbage (The Skeld): Garbage is ejected from the ship when the lever in Storage is pulled. The same task has no visual confirmation on the other maps.
  • Prime Shields (The Skeld): The shield emitters on the exterior of the ship light up the first time this task is performed, and blink for subsequent times. There is no visual confirmation for this task on Mira HQ.
  • Submit Scan (The Skeld, MIRA HQ, Polus): A green hologram appears around the crewmate after they stand on the scanning pad.

Some additional notes:
  • You will always see the animation for a visual task you perform, even if visual tasks is turned off.
  • Living crewmates can see visual tasks performed by ghosts (except Submit Scan).
  • The Airship has no visual tasks.

The Map
Clicking the Map button at the upper-right (or pressing TAB) pulls up a map showing your current location, and the locations of any unfinished tasks. This is useful to orient yourself and figure out where you want to go next. Impostors may also perform sabotage from this screen.
Tasks: The Skeld
Align Engine Output (short)
Go to Upper Engine and access the panel on its front. Move the slider until the engine outline aligns with the center line. Go to Lower Engine and repeat the process to finish the task.

Calibrate Distributor (short)
This panel is found in Electrical. You will see three numbered rings. For each ring, there is a contact on the ring and one directly to the right of the ring. The first ring rotates, periodically causing the two contacts to line up and the lines on them to glow. Click the button to the right of that ring at the moment the contacts are aligned. Repeat this with the other two rings. If you press the button at the wrong time, all three rings will reset and you'll have to start over.

Chart Course (short)
Go to Navigation and drag the ship icon through the three waypoints and to the target.

Clean O2 Filter (short)
Go to O2 and drag the six leaves to the trash slot on the left.

Clean Vents (short)
A specific vent will be chosen for you to clean. At the task site, click to open the vent, then click on each item inside to finish the task. While you are cleaning the vent, no impostor can use it. If the impostor is there when you start the task, they will be forced out of the vent.

Clear Asteroids (short)
Use the gunner chair in Weapons. You'll see a translucent green screen with asteroids flying by. Click on asteroids to destroy them. You must destroy 20 asteroids to complete the task. If you are interrupted, you can resume where you leave off. If visual tasks are enabled, the laser cannons can be seen firing.

Divert Power (short)
Go first to Electrical and access the panel. One of the eight sliders will be highlighted, drag it as high as it will go to divert power to that system. Then go to where that system is located, access the panel there, and tap the switch in the middle to accept the diverted power.

Empty Chute/Garbage (long)
First go to the Cafeteria or O2 (the task will say which), pull down the lever you find there, and hold it for a few moments. Then go to Storage and repeat the action there. The latter step provides visual confirmation: When you pull the lever in Storage, trash can be seen being ejected from the ship. This task can be completed significantly quicker if you pull the lever down immediately when it appears, before the trash has time to settle.

Fix Wiring (common)
This task requires you to access three random panels out of six in different locations and connect terminals with wires. Each panel has eight terminals, four on the left and four on the right. On each side, each terminal has a different color and symbol (red triangle, magenta star, blue cross, and yellow circle). Pick any terminal on the left, then drag it to the matching terminal on the right to connect them with a wire. Repeat this for the other three terminals so that all eight terminals are connected with their matching terminal on the other side. Repeat for the other two panels to complete the task.

Fuel Engines (long)
Go to the fuel can in Storage and hold down the button to fill the can. You'll then need to go to one of the engines on the west end of the map to fuel it, again by holding down the button until the can is empty. You must then go back to Storage to refill the can before you can fuel the other engine and complete the task.

Inspect Sample (long)
This task is found in the Medbay. Push the green button to fill the five test tubes. A 60-second countdown timer will appear in your task list, during which time you can leave and do other tasks if you like. Once the time is up, return to the station to find that one of the five samples has turned red. Push the button under that sample to complete the task.

Prime Shields (short)
Go to Shields and access the panel. You will see seven hexagons, some white and some red. Tap each of the red hexagons to turn them white and complete the task. If visual tasks are turned on, the shield emitters outside the ship will turn on (or blink if they were already on). This task is also accessible from a certain point on the opposite side of the red railing. This is a bit safer because it doesn't force you into a place where you are more easily cornered by an impostor, and if you are killed, your body is more easily visible.

Stabilize Steering (short)
Go to Navigation to find the control panel. You'll see a round screen with a dashed crosshair in the center; tap it to complete the task. (You can also drag the solid crosshair to the center, but simply tapping the center is quicker.)

Start Reactor (long)
Go to the Reactor room to access this task. You will see two panels: a screen on the left and a keypad on the right with nine buttons. Each has a row of five indicator lights at the top. This is basically a game of Simon Says, where the screen will flash a sequence of squares, then you must duplicate the sequence on the keypad. The first stage will flash one square, the second will show two, and so on up to five. The number of green indicator lights on the left panel will show which stage you're currently on, while the number of green lights on the right panel shows you which square you are on for that stage. If you are interrupted, you can resume at the stage at which you left off. (In fact, if you forget what buttons you are supposed to press, you can close the task and reopen it to have the sequence repeated, without losing your progress.) If you make a mistake, however, the buttons and lights on the keypad panel will flash red, and you will have to start over at stage one, with new random sequences. Once you complete the five-square sequence correctly, the task is complete.

Submit Scan (long)
Go to the Medbay and stand on the scanning pad and activate the task. The scan takes approximately 10 seconds, then the task will be complete. If visual tasks are enabled, other players will see a green hologram appear around you while you are scanning. Even if visual tasks are disabled, if you have this task, you can 100% verify someone else who is standing on the pad by attempting to do the task before they finish. If they're a crewmate, you will get a message saying you have to wait for them to finish.

Swipe Card (common)
Go to Admin and access the card reader. Tap the white card to remove it from your wallet, then drag it to the right through the card reader. You must swipe it all the way across, and not do it too fast or too slow. Note that as of this writing, there is a bug where the task list may collapse during this task, because the card overlaps with it.

Unlock Manifolds (short)
Go to the Reactor to find the control panel. It will show ten blue buttons labeled 1 through 10 in a random order. Click them in numerical order to complete the task. Each correct button press will cause the button to turn green. If you get one wrong, the entire panel flashes red, the buttons are shuffled, and the task resets.

Upload Data (long)
You will first have to go to a specific random control panel on the map; see your task list to find out which one. Once there, tap the Download button to download the data to your tablet. Then go to Admin to access a second panel. Tap the Upload button to upload the data to headquarters. This will complete the task.
Tasks: Mira HQ
Assemble Artifact (short)
This task is located in the Laboratory. You will see five pieces of purple crystal. Arrange them until they fit together to form a single shard.

Buy Beverage (short)
Go to the vending machine in the Cafeteria. Look at the drawing of the beverage at the lower-right, then find the code corresponding to that beverage. Type that code on the keypad.

Chart Course (short)
Go to Admin and drag the ship icon through the three waypoints and to the target.

Clean O2 Filter (short)
Go to the Greenhouse and drag the six leaves to the trash slot on the left.

Clean Vents (short)
A specific vent will be chosen for you to clean. At the task site, click to open the vent, then click on each item inside to finish the task. While you are cleaning the vent, no impostor can use it. If the impostor is there when you start the task, they will be forced out of the vent.

Clear Asteroids (short)
Use the console on the Balcony. You'll see a translucent green screen with asteroids flying by. Click on asteroids to destroy them. You must destroy 20 asteroids to complete the task. If you are interrupted, you can resume where you leave off. Unlike on The Skeld and Polus, this task is not visual.

Empty Garbage (short)
Go to the Cafeteria, pull down the lever there and hold it for a few moments. This task can be completed significantly quicker if you pull the lever down immediately when it appears, before the trash has time to settle.

Enter ID Code (common)
The panel for this task is located in Admin. Touch the white card in the wallet to reveal an ID code. Enter that code on the keypad. The task is complete when the code is entered correctly.

Fix Wiring (common)
This task requires you to access three random panels out of five in different locations and connect terminals with wires. Each panel has eight terminals, four on the left and four on the right. On each side, each terminal has a different color and symbol (red triangle, magenta star, blue cross, and yellow circle). Pick any terminal on the left, then drag it to the matching terminal on the right to connect them with a wire. Repeat this for the other three terminals so that all eight terminals are connected with their matching terminal on the other side. Repeat for the other two panels to complete the task.

Fuel Engines (short)
Go to the Launchpad and access a panel there and hold down the refuel button until the engines are refueled to complete the task.

Measure Weather (short)
Go to the station on the balcony and press the Begin button on the right. Wait for five seconds and the task will be complete.

Prime Shields (short)
Go to Admin and access the panel. You will see seven hexagons, some white and some red. Tap each of the red hexagons to turn them white and complete the task.

Process Data (short)
Go to the Office and access the panel. Press the upload button and wait for the upload to complete to finish the task.

Run Diagnostics (long)
Go to the Launchpad to find the panel for this task. Press the blinking red button to start the diagnostic. A percentage value will appear on the display, showing how much of the diagnostic remains to be completed. A 90-second countdown timer will also appear in your task list, during which you can go do other tasks. When the diagnostic is complete, return to the panel. Various systems will be highlighted on the diagram on the ship. One of them will be red instead of blue; click it to complete the task.

Sort Samples (short)
There's a table with three boxes on it in the Laboratory. You'll find six samples: two gems, two animal fossils, and two plant fossils. Drag each sample into the correct box to complete the task.

Start Reactor (long)
Go to the Reactor room to access this task. You will see two panels: a screen on the left and a keypad on the right with nine buttons. Each has a row of five indicator lights at the top. This is basically a game of Simon Says, where the screen will flash a sequence of squares, then you must duplicate the sequence on the keypad. The first stage will flash one square, the second will show two, and so on up to five. The number of green indicator lights on the left panel will show which stage you're currently on, while the number of green lights on the right panel shows you which square you are on for that stage. If you are interrupted, you can resume at the stage at which you left off. (In fact, if you forget what buttons you are supposed to press, you can close the task and reopen it to have the sequence repeated, without losing your progress.) If you make a mistake, however, the buttons and lights on the keypad panel will flash red, and you will have to start over at stage one, with new random sequences. Once you complete the five-square sequence correctly, the task is complete.

Submit Scan (long)
Go to the Medbay and stand on the scanning pad and activate the task. The scan takes approximately 10 seconds, then the task will be complete. If visual tasks are enabled, other players will see a green hologram appear around you while you are scanning. Even if visual tasks are disabled, if you have this task, you can 100% verify someone else who is standing on the pad by attempting to do the task before they finish. If they're a crewmate, you will get a message saying you have to wait for them to finish.

Unlock Manifolds (short)
Go to the Reactor to find the control panel. It will show ten blue buttons labeled 1 through 10 in a random order. Click them in numerical order to complete the task. Each correct button press will cause the button to turn green. If you get one wrong, the entire panel flashes red, the buttons are shuffled, and the task resets.

Water Plants (long)
Go to the upper shelf in Storage and click on it. Click on the watering can, then go to the Greenhouse, where you will see four potted plants on a table. Click each plant to water them and complete the task.
Tasks: Polus
Align Telescope (short)
Go to the Laboratory and use the telescope. Drag around until you find the celestial bod shown, then center it in the display. There will be a sound that will repeat more rapidly the closer you get to it.

Chart Course (short)
Go to the Dropship and drag the ship icon through the three waypoints and to the target.

Clear Asteroids (short)
Access the control panel in Weapons. You'll see a translucent green screen with asteroids flying by. Click on asteroids to destroy them. You must destroy 20 asteroids to complete the task. If you are interrupted, you can resume where you leave off. If visual tasks are enabled, the laser cannons can be seen firing when this task is performed.

Empty Garbage (short)
Go to O2, pull down the lever there and hold it for a few moments. This task can be completed faster if you pull the lever down immediately when it appears, before the trash has time to settle.

Fill Canisters (short)
When you access this task in O2, you'll see a gas canister and a nozzle. Drag the canister to the nozzle and hold it there until it is filled. Repeat with the second canister.

Fix Weather Node (long)
First, the task will direct you outside to one of six weather nodes (the tesla coil-looking things on the ground); use your map to locate the right one. Once you access the node, you will see a maze-like circuit board. Drag the cursor from the terminal at the upper-left through the "maze" to the terminal at the lower-right. You can't back up, so if you go the wrong way you have to start over.

Next, go to the Laboratory and access the panel there. You will see six switches, one corresponding to each weather node. One of the switches will be turned off and the indicator next to it will blink. Flip that switch to complete the task. Only one switch will be off, even if you have more than one Fix Weather Node task in the second stage. Access the panel again if you need to turn on another switch.

Fix Wiring (common)
This task requires you to access three random panels out of six in different locations and connect terminals with wires. Each panel has eight terminals, four on the left and four on the right. On each side, each terminal has a different color and symbol (red triangle, magenta star, blue cross, and yellow circle). Pick any terminal on the left, then drag it to the matching terminal on the right to connect them with a wire. Repeat this for the other three terminals so that all eight terminals are connected with their matching terminal on the other side. Repeat for the other two panels.

Fuel Engines (long)
First go to the fuel can in Storage and hold down the button to fill the can. You'll then need to go to one of the engines next to the Dropship to fuel it, again by holding down the button until the can is empty. You must then go back to Storage to refill the can before you can fuel the other engine and complete the task.

Insert Keys (common)
Access the panel in the Dropship, where you will see a key and ten locks. One lock has an orange ring around it. Drag the key to that lock and release it. The ring will turn blue. Then rotate the key 90 degrees.

Inspect Sample (long)
This task is found in the Laboratory. Push the green button to fill the five test tubes. A 60-second countdown timer will appear in your task list, during which time you can leave and do other tasks if you like. Once the time is up, return to the station to find that one of the five samples has turned red. Push the button under that sample.

Monitor Tree (short)
Go to O2 and access the panel there. You will see four sliders, each of which has a dotted line marking the target level for that slider. Move the thumb of each slider to the dotted line.

Open Waterways (long)
There are three water valves on the map, two in the Boiler Room and one outside near Admin. Rotate each one counterclockwise until the water tube fills. The three valves can be opened in any order.

Reboot Wifi (long)
Go to Communications and access the router. Drag the red lever down to the bottom to start the reboot. A 60-second countdown timer begins, which is visible on the router screen and in your task list. During the countdown, you can leave and do another task. When the counter expires, come back and move the lever back to its original position.

Record Temperature (short)
This task can appear at two different locations: one outside to the east of the Office, and the other in the Laboratory. Go there and access the temperature display. You will see a reading on the screen to the right. Use the arrow buttons on the panel at the left to adjust the log to match the reading. Once the log value matches, the task is complete.

Repair Drill (short)
The drill is located at the Laboratory. Access its control panel to see four red exclamation point icons. Click each one repeatedly to shrink it until it disappears. When all four icons are gone, the task is complete.

Replace Water Jug (long)
Go to the Boiler Room and fill the water jug there by holding down the red button. Then go to the Office and do the same with the water jug you find there.

Scan Boarding Pass (common)
Go to the Office and click the scanner. Press the yellow triangle to display your pass. Click the yellow arrow to flip it over, then drag it over the scanner. When the screen turns from red to green, the task is complete.

Start Reactor (long)
In the Specimen room you can find two panels: a screen on the left and a keypad on the right with nine buttons. Each has a row of five indicator lights at the top. The screen will flash a sequence of squares, then you must duplicate the sequence on the keypad. The first stage will flash one square, the second will show two, and so on up to five. The number of green indicator lights on the left panel will show which stage you're currently on, while the number of green lights on the right panel shows you which square you are on for that stage. If you are interrupted, you can resume at the stage at which you left off. (In fact, if you forget what buttons you are supposed to press, you can close the task and reopen it to have the sequence repeated, without losing your progress.) If you make a mistake, however, the buttons and lights on the keypad panel will flash red, and you will have to start over at stage one, with new random sequences. Once you complete the sequence correctly, the task is complete.

Store Artifacts (short)
Head for the Specimen Room and open the red crate on the floor. You will see four objects: a skull, a crystal shard, a leaf, and a gemstone. Drag each one to its corresponding hole in the crate.

Submit Scan (long)
Go to the Laboratory and stand on the scanning pad and activate the task. The scan takes approximately 10 seconds, then the task will be complete. If visual tasks are enabled, other players will see a green hologram appear around you while you are scanning.

Unlock Manifolds (short)
Go to the Specimen Room to find the control panel. It will show ten blue buttons labeled 1 through 10 in a random order. Click them in numerical order to complete the task. Each correct button press will cause the button to turn green. If you get one wrong, the entire panel flashes red, the buttons are shuffled, and the task resets.

Upload Data (long)
You will first have to go to a specific random control panel on the map; see your task list to find out which one. Once there, tap the Download button to download the data to your tablet. Then go to Admin on The Skeld or Communications on Polus to access a second panel. Tap the Upload button to upload the data to headquarters.
Tasks: The Airship
Calibrate Distributor (short)
This panel is found in Electrical. You will see three numbered rings. For each ring, there is a contact on the ring and one directly to the right of the ring. The first ring rotates, periodically causing the two contacts to line up and the lines on them to glow. Click the button to the right of that ring at the moment the contacts are aligned. Repeat this with the other two rings. If you press the button at the wrong time, all three rings will reset and you'll have to start over.

Clean Toilet (short)
Find the stall in the Lounge that has an interactive toilet. Use it, then move the plunger up and down rapidly until the pressure gauge maxes out.

Clean Vents (short)
A specific vent will be chosen for you to clean. At the task site, click to open the vent, then click on each item inside to finish the task. While you are cleaning the vent, no impostor can use it. If the impostor is there when you start the task, they will be forced out of the vent.

Decontaminate (short)
This task is found in a maintenance area in the Main Hall. Step into the shower and use it. Wait until the reading reaches 0% to complete the task.

Develop Photos (long)
Go to the darkroom in the Main Hall and access the basin. Put the three photos into the basin. Come back 60 seconds later and take them out. (You can actually take them out before this, but the task will still require you to re-access the bin once the timer is over to complete the task.)

Divert Power (short)
Go first to Electrical and access the panel. One of the eight sliders will be highlighted, drag it as high as it will go to divert power to that system. Then go to where that system is located, access the panel there, and tap the switch in the middle to accept the diverted power.

Dress Mannequin (short)
Use the naked mannequin in the Vault. You'll see a picture of the mannequin with three items on it: a hat, eyewear, and an item of clothing. Below that you'll see three of each type of item. Drag the item of each type shown in the picture to the mannequin. If you put on the wrong one, just drag the right one over to replace it.

Empty Garbage (long)
First go to the Kitchen, Main Hall, or Medical (the task will say which) and pull the bag out of the trash can. (Yank upwards quickly for best results.) Then go to the Meeting Room and pull down the lever you find there, and hold it for a few moments. The latter step can be completed significantly quicker if you pull the lever down immediately when it appears, before the trash has time to settle.

Enter ID Code (common)
The panel for this task is located in the Meeting Room. Touch the white card in the wallet to reveal an ID code. Enter that code on the keypad. The task is complete when the code is entered correctly.

Fix Wiring (common)
This task requires you to access three random panels out of seven in different locations and connect terminals with wires. Each panel has eight terminals, four on the left and four on the right. On each side, each terminal has a different color and symbol (red triangle, magenta star, blue cross, and yellow circle). Pick any terminal on the left, then drag it to the matching terminal on the right to connect them with a wire. Repeat this for the other three terminals so that all eight terminals are connected with their matching terminal on the other side. Repeat for the other two panels to complete the task.

Fuel Engines (long)
First go to the fuel can in the Cargo Bay and hold down the button to fill the can. You'll then need to go to the fuel port on either of the engines in the Engine Room fuel it, again by holding down the button until the can is empty.

Make Burger (short)
Head for the plate in the Kitchen. You'll see a paper showing the ingredients to use. Build the burger as shown from bottom to top.

Pick Up Towels (short)
Go to the Showers. You'll see a bunch of towels scattered around; eight of them are interactive. Pick them up, then use the hamper. Drag each towel into the cart.

Polish Ruby (short)
Use the giant ruby in the Vault. You'll see four scuff marks; scrub each one until it shines.

Put Away Pistols/Rifles (short)
In the Armory, you'll see two tables, one with four pistols and one with two rifles. Pick up the items requested by your task, then move to the rack and put them away. Note that the guns reappear once they've all been picked up.

Reset Breakers (long)
In Electrical you'll find seven breaker panels; when you use them, you can see a number above each from 1 to 7. You must pull the breaker switches in order, causing the green lights on the right to light up one by one. If you pull them out of order, all the lights will light up then go out, and you'll have to start over. Note that the doors in this section cannot be opened, requiring you to walk around them to reach all the panels.

Rewind Tapes (long)
Access the panel in Security to see a tape. The sticky note on it gives a time reference; use the controls to wind the tape to that position. The winding will gradually accelerate as long as you don't keep pressing buttons. Pause within one second of the referenced time to complete the task.

Sort Records (short)
Tap the center table in Records to see four folders. Tap one, then take it to the drawer or shelf where it belongs. Repeat for the remaining three folders.

Stabilize Steering (short)
The panel for this task is in the Cockpit. Turn the steering yoke to align with the green outline, then move the throttle lever to the position indicated by the green arrow.

Start Fans (long)
Enter Ventilation from the Cargo Bay and use the panel. Tap the "Reveal Code" button and memorize the four symbols shown. Go around to enter Ventilation from the Showers, use the panel there, and enter the symbols.

Unlock Safe (long)
Access the safe in the cargo bay. Hold the dial and turn it in the indicated direction until you reach the number shown. Continue with the second and third numbers without letting go of the dial until you're done. If you release the dial or turn past the number, you'll have to start over. When three numbers are entered, rotate the handle on the right three times.

Upload Data (long)
You will first have to go to a specific random control panel on the map; see your task list to find out which one. Once there, tap the Download button to download the data to your tablet. Then go Ouside (via the Viewing Deck or Security) and pick up the phone. Move it around until you find the spot with the best signal. The better the signal, the faster the upload. Completing the upload finishes the task.
Sabotage
Impostors (living or dead) can sabotage systems to distract, threaten, and influence crewmates. Open the map (by clicking its icon, the Sabotage icon, or pressing TAB), then click the icon for the system you want to sabotage. You do not have to be near the system in question to sabotage it.

Sabotaging systems can temporarily prevent you from sabotaging other systems. When you sabotage a system (other than doors), all non-door systems will be unavailable to sabotage until the sabotage is repaired. After that, you must wait for a cooldown to expire before you can sabotage another non-door system. Doors can be sabotaged, too (except on Mira HQ), but their cooldown rules vary from map to map (see below). Sabotage of any system except doors disables the emergency meeting button, although players can still trigger a meeting by reporting a body.

Survivors (including impostors) can repair a sabotaged system by going to its location and performing an action there, much like completing a task. You cannot interact with a system unless it is sabotaged. A sabotaged system (other than comms or doors) appears in the task list until it is repaired. When a vital system is sabotaged, a klaxon sounds and a countdown timer begins. If the system is not repaired before the countdown ends, the impostors win.

Below are the systems that can be sabotaged, their effects, and how they are repaired:

Avert Crash Course
This vital sabotage is only available on The Airship. Crewmates have 90 seconds to enter a five digit code on two panels in the Gap Room or they die. The panels reset on a regular interval, so the code must be entered on both panels before they reset. The panels are on opposite sides of the gap, making it impossible for one player to complete the repair themselves.

Communications
When comms are sabotaged, crewmates cannot see their task lists and consoles do not work. At The Skeld, Polus, and The Airship, a player must adjust a dial to the correct position to repair the system. At Mira HQ, two players must use keypads at separate locations (as with the Avert Crash Course sabotage on The Airship), and sabotage of comms clears the doorlog.

Unlike on other maps, impostors cannot repair comms on the Airship, but ghosts can. This is likely a bug.

Doors
Clicking a door icon for a room will close all doors in it, preventing living players from passing through and possibly trapping them temporarily. Door sabotage works differently from other systems:

  • Each room's doors have a separate cooldown. Sabotaging a door activates the cooldown for that room's doors, but not for other doors. This means you can sabotage all doors in quick succession if you like.
  • Sabotaging a door does not disable the emergency meeting button.
  • On The Skeld, sabotaging a door activates the cooldown for non-door systems, and sabotaging a non-door system activates the cooldown for all systems, including doors. A sabotaged door will reset and open automatically after 10 seconds, without any action on the part of the player.
  • On Mira HQ, the only doors are the ones leading to the decontamination area, and they cannot be sabotaged.
  • On Polus, door and non-door system cooldowns are completely separate; sabotaging one has no effect on the other. A sabotaged door will remain sabotaged until a living player overrides it by flipping four circuit breakers.
  • On The Airship, sabotaging doors does not activate the cooldown for non-door systems, but sabotaging any other system puts all systems on cooldown, including doors. A sabotaged door will remain sabotaged until a living player overrides it by swiping a security card.
This table summarizes the door sabotage behavior on each map:
Skeld
Mira HQ
Polus
Airship
Door sabotage disables non-door sabotage
yes
n/a
no
no
Non-door sabotage disables door sabotage
yes
n/a
no
yes
Sabotaged doors reset after a delay
yes
n/a
no
no

Lights
Sabotaging lights makes it so that surviving crewmates can only see what is directly adjacent to them. Impostors and ghosts are unaffected. This allows impostors to act with significantly more liberty, and makes dead bodies harder to notice. (The Report button will still light up as normal if the player is close enough, though.) To repair the lights, a living player must reset switches in a panel so that all five indicator lights are lit. On The Airship, there are three panels, and any of them can be used to repair it.

O2
O2 is a vital system: if it is not repaired before the timer runs out, the impostors win. Players must enter a code on keypads in two different locations to repair it. It's possible for one player to enter the code on both pads, one after the other, but this risks running out of time. It's better for both pads to be used simultaneously by separate players. O2 can only be sabotaged on The Skeld and Mira HQ.

Reactor / Seismic Stabilizers
The reactor (The Skeld, Mira HQ) or seismic stabilizers (Polus) is a vital system: if it is not repaired before the timer runs out, the impostors win. Resolving the sabotage requires a hand scan at two separate panels. Unlike O2, the scans must be done simultaneously, so it cannot be resolved by only one player.
Consoles
There are consoles that perform special functions. Any player (including ghosts) can interact with these consoles. They are not functional when the comms system is sabotaged.

Admin
This console is available in the Admin room (the Cockpit on The Airship). It shows a map, where each room has a number of icons in it showing how many living players are in that room. It does not show exact positions nor the identities of the players. Players who are in corridors are not shown, but impostors in vents are.

Security
This console allows the player to tap into the video feed of the security cameras (except on Mira HQ). Security cameras have full vision of anything within their field of view, regardless of player vision settings and even when the lights have been sabotaged.

On The Skeld, there are four cameras, and their feeds are all visible simultaneously. On Polus and The Airship, there are six cameras, but only one camera view is displayed at a time. When a security camera is being viewed by a survivor, a blinking red light will activate on that camera. If you are standing near a camera and see its light blinking, you are being watched. Ghosts can also view security cameras, but doing so does not activate the blinking light.

Doorlog
The doorlog station allows the player to see a log of players who passed sensors located at various places in Mira HQ. It is not available on other maps. When a living player passes a sensor, an entry appears for that user in the doorlog. The doorlog only displays the 20 most recent detection events. Once a player trips a doorlog sensor, that player cannot trip the same sensor again for five seconds. This prevents a player from easily "erasing history" by walking back and forth rapidly over the same sensor. However, the doorlog entries are erased when comms is sabotaged.

Vitals
The vitals station is available on Polus and The Airship. It displays the vital signs of each player. You can use the vitals console to discover when a crewmate has been killed. There are three possible statuses:

  • OK: Living players
  • DEAD: Players murdered since the most recent meeting (and have not disconnected)
  • D/C: Players that have disconnected, were ejected, or were murdered before the most recent meeting

Scientists have a portable vitals screen on all maps that they can view at any time, but it has limited battery power. Once it's drained, you must complete a task to recharge it.
Reporting a Body
When any living player is near a dead crewmate's body, the Report button lights up. Clicking this (or pressing R) starts an emergency meeeting. (See the "Emergency Meeting" section below.) This can be done any time you encounter a body; sabotage does not prevent it. Reporting a body also resets sabotage of any vital system. (This prevents reporting a body from making the situation unwinnable for the crewmates.)
Vents
You will see several vents (or holes on Polus) around the map. Living impostors and engineers can enter and exit these vents, and crawl through the ventilation system. To enter a vent, stand close enough to it that it is highlighted in red and the Vent button appears. Click the Vent button (or the vent itself), or press V to enter. You can then click the arrows to crawl to other vents, and click the Vent button again to exit the vent.

On Mira HQ, all vents are interconnected. On other maps, vents belong to separate "vent groups", and you can only exit using a vent that belongs to the same group as the vent you entered.

On all maps except Polus, crewmates may be assigned to clean vents. Players cannot use a vent that is currently being cleaned, meaning they cannot enter or exit it, or move through the ventilation system to it. If a player is in a vent when a crewmate cleans it, they will be forced out.

Engineers have a cooldown that activates each time they exit vents, and depending on game settings, may only be able to stay in the vents for a limited time. Impostors have no vent cooldown and can stay in them as long as they want.

Be aware that the animation of the vent flipping open and closed is visible even through walls.
Murdering Crewmates
Living impostors have a Kill button. They can use this button whenever they are close enough to a living crewmate, have direct line of sight to them, and the ability is not on cooldown. Clicking the Kill button or pressing Q causes you to "flash step" to the crewmate's location and decapitate them (unless they are protected; see the Guardian Angel section). Their dead body will remain standing for a moment, then flop over. If this kill results in the number of living impostors being equal to the number of living crewmates, the impostors win immediately. Otherwise, the game continues.

As an impostor, you don't have unlimited access to the Kill ability; it will sometimes be on "cooldown." During cooldown, the Kill button is disabled, and the current number of seconds left in the cooldown is displayed over it. The kill cooldown is paused when an overlay is displayed or you are in a vent. When the cooldown expires, the Kill button becomes enabled again. The Kill ability goes into cooldown for all impostors after a meeting, and for individual impostors when they kill. The duration of this cooldown is configurable by the game host. Additionally, a 10-second cooldown (regardless of the kill cooldown setting) is applied to all impostors when the game first begins.

Killing someone also causes the Report button to light up, because you will be standing right on top of the dead body. Reporting a body you just killed gives you the opportunity to pretend to be an innocent crewmate who just happened to run across their corpse. On the other hand, reporting the body resets sabotage and restarts your kill cooldown for the next round, so it may be to your advantage to not report it.

A killed crewmate immediately becomes a ghost.
Shapeshifter
The shapeshifter is a variant of the impostor which can change their appearance to look like one of the other survivors. Tap the Shift button or press F to see a list of survivors. Clicking one causes you to enter a cocoon, and after a moment, you emerge looking like the selected survivor. While shifted, you can do anything you can normally do as an impostor, but cannot do tasks like the crewmates can.

Depending on game settings, the shift may have a limited duration; if you don't unshift before that time expires, you will do so involuntarily. After unshifting, there is a cooldown before you can shift again. Shift duration and cooldown are both configurable.

You may leave evidence behind when you shift or unshift, which will clue in other players that a shift has occurred. Whether evidence is left behind is configurable in the game settings.
Guardian Angel
If the game is configured to have them, the first crewmates to be murdered (up to the configured number) will become guardian angels. These special ghosts have the ability to provide living crewmates with temporary protection from being murdered. To protect someone, stand near them and use the Protect button or press F. The protected individual will have a miniature angel swirling around them that is only visible to you (and impostors, if the game is configured to show it to them). The protection ability will then go on cooldown (60 seconds by default).

During this time, if an impostor attempts to murder them, they will flash step to the targeted crewmate as normal, but the crewmate won't die. Instead, the attack breaks the crewmate's shield, meaning they are no longer protected. If the shield is not broken by an attack, the protection wears off after a configurable amount of time (10 seconds by default).
Chat
The chat window can be opened by clicking the Chat icon at the upper-right. Living players can only chat during an emergency meeting, and can only see messages from living players. Ghosts can chat any time and see all chat messages.

While the chat is open, a Boot icon may appear underneath it. Use this button to vote to kick players who are being obnoxious or report players who violate community standards. If enough players vote to kick someone, they will be removed from the game. Game hosts can kick people outright and optionally ban them, preventing them from rejoining.

The quick chat feature allows players to assemble chat messages using a menu. The options menu allows you to choose whether to use quick chat only or both quick chat and free chat. (Underage players and players who have not logged in may only use quick chat.) To access the quick chat menu, select the quick chat button located to the right of the message entry box. The list below shows the options available in the quick chat menu:

Quick Chat
  • Accusation
    • (A) was chasing (B)
    • (A) saw (B) vent
    • (A) is suspicious
    • (A) killed (B)
    • (A) didn't report the body
    • Vote (A)
    • (A) is lying
    • (A) never saw (B) vent
    • (A) is good
    • (A) didn't kill (B)
    • Don't vote (A)
    • (A) is telling the truth
    • (A) wasn't chasing (B)
  • Crew (list of players)
  • Systems (list of systems)
  • Location (list of locations)
  • Statements
    • It was a double kill
    • (A) self reported
    • (A) did (B)
    • (A) was with (B)
    • (A) saw (B)
    • (A) called a meeting
    • The body was in (A)
    • Please do your tasks
    • It was a self-report
  • Question
    • What was (A) doing?
    • Who was with (A)?
    • Who?
    • Where?
    • Was this a dead body or an emergency meeting?
    • Where was (A)?
    • Who fixed (A)?
  • Response
    • (A) did
    • (A) was
    • I don't know
    • Yes
    • Lies
    • RIP
    • (A) was at (B)
    • Vote
    • (A) didn't
    • (A) wasn't
    • Maybe
    • No
    • Okay
    • Yeet
    • (A) wasn't at (B)
    • Skip vote
Emergency Meeting
An emergency meeting can be called by any living player. There are two ways to call an emergency meeting: reporting a dead body, or pressing the "Emergency Meeting" button. This button is located in the Cafeteria on The Skeld or Mira HQ, in the Office on Polus, and in the Meeting Room on The Airship.

At the start of the game and after every emergency meeting, the button starts on cooldown. During the cooldown, nobody can press the button. The cooldown duration is configurable by the game host. The button will also be disabled if any systems (except doors) are sabotaged, and each player is only allowed to press the button a certain number of times (configured by the host in the game settings).

When a meeting is called, all players are teleported instantly to stand by the button. Ghosts are teleported, too, but do not participate in the emergency meeting. They can watch the proceedings and chat amongst themselves, however. The map (viewable by clicking the map button at the upper-right) will show your location at the time the meeting was called.

An emergency meeting has four phases:

Discuss
The players are shown the list of players who were killed since the last meeting, then players discuss what they've seen and make strategies. The time limit for this phase can be set by the host before the game starts.

Vote
Players can continue to talk, but now voting is activated. Living players may vote to eject someone (or vote "skip" to eject no one). They may also refrain from voting (which is not the same as voting to skip). The time limit for this phase can be set by the host before the game starts.

To vote, click on the person you want to vote for or the "Skip Vote" button at the bottom, then click the green checkmark button to lock it in. To cancel your vote, click the red cross button instead. Be careful: once you have locked in your vote, you cannot change it. If you allow the timer to expire without voting, no vote will be cast for you.

Results
The results of the vote are shown. Each vote is displayed as an icon whose color corresponds to the color of the player who made that vote. If anonymous voting is enabled, all icons are colorless.

Ejection
If a player received the most votes, they are ejected, and depending on game settings, their identity may or may not be revealed. If the "skip" option gets the most votes, there is a tie, or no one votes, no one is ejected.

If the meeting ends with an ejection, the game may end:
  • If the last impostor was ejected, the crewmates win.
  • If a crewmate was ejected, and the number of impostors now equals the number of crewmates, the impostors win.
  • If neither of the above happens, or there was no ejection, all corpses are removed, all sabotage of vital systems is reset, and the game continues.

On The Airship, you will have 10 seconds after a meeting (if the game hasn't ended) to select one of three randomly-selected rooms to spawn in. If you make no selection, one will be selected automatically.
Game Settings
The player who created the game will be the host. If that player later disconnects, another player will become the host. The host can change game settings before the game starts by accessing the Customize laptop in the game lobby. Below is a description of each game setting and how it affects your gameplay:

Map
Which of the maps will be played. Each map is unique, with different layouts, available tasks, consoles, etc.

# Impostors
How many impostors there will be. More impostors is more difficult for the crewmates. Let's say, for example, that after a meeting you accompany Lime while they do tasks, and they never leave your sight and do nothing suspicious until a body is reported. If there's only one impostor, you know Lime is a crewmate. But if there's more than one, Lime could still be an impostor, because the body could have been another impostor's kill.

Confirm Ejects
If this setting is on, a message will appear when a player is ejected stating whether they were an impostor or not, and how many impostors remain. If it's off, it will only state that they were ejected. Eject confirmation makes the game more difficult for impostors, because they can't make strong accusations without raising suspicion against themselves when they're shown to be innocent.

# Emergency Meetings
How many times each player can push the emergency meeting button, from 1 to 9. Unless you're playing among friends, it's best to keep this number very low to prevent trolls from completely disrupting the game by abusing the button. However, having it be low also presents the risk that a crewmate could witness a suspicious activity (such as an impostor venting) and be unable to report it because they've used up their meeting quota already.

Emergency Cooldown
The amount of time the Emergency Meeting button is disabled after a meeting, between 0 and 60 seconds. Increasing this value ensures that there is still time to do tasks if people are overly enthusiastic about pressing the button. If this cooldown is longer than the kill cooldown, crewmates can't guarantee that they can get a meeting before an impostor kills.

Discussion Time
How long the discuss phase of the meeting lasts, from 0 to 120 seconds. Setting this too short allows morons to vote before anybody has a chance to present evidence. Setting it too long risks forcing players to wait for voting to open when they've already finished their discussion. If you're playing with friends who know what they're doing, you should typically set this to be short.

Voting Time
How long the vote phase of the meeting lasts, from 0 to 300 seconds. Setting this to a short duration forces people to vote quickly but may cut short debate. Setting this too long risks forcing everyone to wait while someone drags their feet on voting.

Anonymous Votes
If this option is enabled, the results of the voting will only show how many votes were cast for each option, not who voted for them. In most public games, being able to see votes tends to increase inaccurate accusations (because randos make stupid votes a lot), which helps impostors, but sometimes an impostor that makes an unwise vote can be smoked out by a smart crewmate.

Player Speed
How fast players move, from 0.5× to 3.0×. Slow speeds make games longer, and sabotage of vital systems becomes more dangerous because it takes longer for players to get there to repair it. Players may find the time it takes to walk between tasks frustrating, but it can sometimes make for comically entertaining games when someone is being chased by an impostor veeeeryyyy sloooowly, especially in Hide and Seek games. Fast speeds make games shorter and sabotage of vital systems less dangerous, helping crewmates. However, if the speed is too high, people will have a tendency to accidentally run past bodies and have to double back to report them, especially if crewmate vision range is very small or the lights are out.

Crewmate Vision
Determines the range of vision for crewmates, from 0.25× to 5×. Smaller crewmate vision ranges are a buff for the impostors, because crewmates must be closer to corpses or suspicious actions to see them.

Impostor Vision
Determines the range of vision for impostors, from 0.25× to 5×. This setting tends to be less influential than crewmate vision, because impostors don't have to watch for suspicious activity or report bodies. However, if the impostors' vision range is higher than that of crewmates, impostors will be able to tail crewmates without their knowing.

Kill Cooldown
How long an impostor has to wait after a kill before they can kill again, from 10 to 60 seconds. Shorter kill cooldowns are advantageous to impostors. If the kill cooldown is shorter than the emergency meeting cooldown, the emergency meeting button cannot be used to guarantee a meeting before an impostor kills. Longer kill cooldowns allow crewmates to use the time immediately after a meeting to attempt tasks in dangerous locations safely.

Kill Distance
How close an impostor has to be to their target to kill them (short, medium, or long). Short kill distances require that impostors approach their targets to kill them, giving more time for their target to get suspicious and run away. Long kill distances allow impostors to flash step much further to kill, increasing the distance that crewmates must stand apart from others to stay safe.

Visual Tasks
If enabled, certain tasks will provide visual confirmation when they are performed. This is a buff for crewmates, since it gives them a way to prove that they're innocent.

Task Bar Updates
Affects when players can see the task progress bar updated. "Always" means the bar is always visible and updated as tasks are performed. "Meetings" only updates the bar when a meeting is called; outside of meetings, the bar does not visibly advance. "Never" hides the progress bar entirely, removing this source of information from both crewmates and impostors.

Task bar updates are generally considered a buff for crewmates, because it gives them a way to detect when impostors fake certain tasks. However, it also gives useful information to impostors, telling them whether they need to speed up their kills to prevent a crewmate win via task completion.

# Common Tasks
The number of common tasks assigned to crewmates, from 0 to 2. In general, more tasks decreases the likelihood of a crewmate win via task completion. Common tasks provide an opportunity to catch impostors faking, because if someone appears to be doing a common task and it's not on your task list, you know they're faking.

# Long Tasks
The number of long tasks assigned to crewmates, from 0 to 3. In general, more tasks decreases the likelihood of a crewmate win via task completion. Long tasks are also more risky for crewmates, because they generally have to stand in one place longer (especially for the Start Reactor task). Long tasks also can be more difficult to accurately detect faking.

# Short Tasks
The number of short tasks assigned to crewmates, from 0 to 5. In general, more tasks decreases the likelihood of a crewmate win via task completion. However, short tasks are easier for crewmates to perform, and tend to be easier to accurately detect faking.
Role Settings
For each role, you can set the number of players that can receive that role. If you set it to 0, that role will not be assigned. Otherwise, no more than that many players may receive that role. You can also set how likely it is that a player will receive that role.

These limits and odds are applied at the time that the roles are assigned. The Scientist, Engineer, and Shapeshifter roles are assigned at the start of the game. The Guardian Angel role is assigned on crewmate death.

Each role has an Adv button to show advanced settings. Here are the advanced settings for each role:

Scientist
  • Vitals Display Cooldown: (range: 5 - 60 seconds, default: 15 seconds) This cooldown applies when the scientist's vitals display is closed.
  • Battery Duration: (range: 5 - 30 seconds, default: 5 seconds) The amount of time the scientist can view the vitals display before its battery dies. The scientist can recharge the battery by completing a task.

Engineer
  • Vent Use Cooldown: (range: 5 - 60 seconds, default: 30 seconds) This cooldown applies when the engineer leaves a vent.
  • Max Time In Vents: (range: 5 - 60 seconds or infinite, default: 15 seconds) The maximum time an engineer can be inside the vents before being forced to exit. If set to infinite, the engineer is never forced to exit.

Guardian Angel
  • Protect Cooldown: (range: 35 - 120 seconds, default: 60 seconds) This cooldown applies when the guardian angel protects someone.
  • Protect Duration: (range: 5 - 30 seconds, default: 10 seconds) How long the target crewmate's protection will last.
  • Protect Visible to Impostors: (default: off) Whether impostors can see whether a crewmate is protected.

Shapeshifter
  • Shapeshift Duration: (range: 5 to 30 seconds or infinite, default: 30 seconds) The length of time that a shapeshifter can remain shifted before being forced to unshift. If set to infinite, the shapeshifter is never forced to unshift.
  • Shapeshift Cooldown: (range: seconds, default: 10 seconds) This cooldown applies after unshifting.
  • Leave Shapeshifting Evidence: (default: off) If this option is enabled, each time a cocoon opens, it leaves some material on the ground.
Achievements
A Ship Adrift
Win 3 games on Skeld

A Taste for It
Get your first kill

Assassin
Get 50 total kills

A Well-Oiled Machine
Win a game by completing all tasks as a crewmate

Circumventer (hidden)
Win a game without using vents as an impostor

Corporate Lockdown
Win 3 games on MIRA

Crewposter (hidden)
Fix a sabatage that you called

Hunger (hidden)
Get 3 kills before a meeting is called

Impossible Task (hidden)
Complete the card swipe task on your first try

Intern
Complete 10 total tasks

Killer
Get 5 total kills

Lights Out
Get a kill during a lights sabotage

Manager
Complete 100 total tasks

Never Suspect a Thing (hidden)
Win a 2 impostor games with both impostors alive at the end of the game

Saboteur
Win a game by sabotaging a critical system as Impostor.

Scourge (hidden)
Get 150 total kills

Sherlock
Win a game as crew with your only votes being for the Impostor

Slasher
Win a game by killing all crewmates as Impostor.

Smooth Talker
Win a game by vote as Impostor

Survivor
Survive and win a game as a crewmate

Task Master (hidden)
Complete 500 total tasks

Toppat Crewmates
Win 3 games on The Airship

Unearthed
Win 3 games on Polus

Watch Me Scan (hidden)
Get killed during a medbay scan
General Tips
Don't cheat.
Cheating ruins the game for everyone, including yourself. There's no satisfaction in winning a game unfairly tilted in your favor. So don't use cheat mods, stream peek, communicate on back channels, or do anything else that gives yourself or others an unfair advantage.

Make sure you're on the right server.
The globe icon on the online screen allows you to select your region. Choose the one closest to your location for the best network performance.

If you're using voice chat, mute yourself as appropriate.
If you are dead or not in a meeting, you should be muted. This avoids inadvertently giving unfair evidence to other players.

Speak to your fellow players with respect.
It's a game. Don't freak out because you're losing. Treat everybody with kindness. Well, except when you're murdering them, of course. 😉

Check out the game settings in the lobby.
It's best to know before the game starts that it's using settings you don't like.

Be patient in the lobby.
Don't start spamming "START" in the chat right away. A lot of hosts prefer to wait a few moments to get the full compliment of players in public games because there are almost always punks who drop out shortly after the game starts. Speaking of which...

Don't disconnect just because something doesn't go your way.
Did you want to be impostor, but got crewmate? Play it anyway; getting good at being a crewmate will make you a better impostor.

Has someone wised up to your impostor ways? Don't disconnect; this is a great opportunity for you to practice your persuasive skills.

Did you get killed? Stay in the game and finish your tasks if you were a crewmate, or help your impostor comrade by performing well-timed sabotage.

People who disconnect just because something didn't go the way they hoped are losers. Don't be a loser.

Don't be a troll.
Yeah, yeah, I'm sure you think you're hilarious when you tell everyone that you're the impostor when you're not, or accuse random people for no reason, or pretend to be a clueless noob by saying stuff like "How do I vent like Cyan?" Anyone who has played a handful of games has already seen it. You're not clever, you're not witty, you're just a lame troll. Knock it off and play the freaking game.

Kick troublemakers rather than voting them off.
If someone is trolling or otherwise causing problems, people will often vote them out. However, ghosts still have to do tasks, and most trolls can't be bothered to do them, which eliminates one of the possible routes to victory for the crewmates. Instead, during a chat, look for the little "Boot" button under the "Chat" button. Click that, then select troll's name, then click the "Kick" button. If enough players vote for someone to be kicked, they'll be removed from the game. Only living players can vote to kick people (to prevent ghosts from just kicking the impostors). Game hosts can immediately kick people without a vote, and can optionally ban them (meaning they can't rejoin).

Use the official color names.
Using the official color names reduces confusion. The colors are Red, Blue, Green, Pink, Orange, Yellow, Black, White, Purple, Brown, Cyan, Lime, Maroon, Rose, Banana, Gray, Tan, and Coral.
  • Red is brighter than Maroon.
  • Cyan is a blue-green color which is brighter than Blue.
  • Lime is a brighter, more intense color than Green.
  • Pink is more intense than Rose.
  • Yellow is more intense than Banana.
  • Brown is more intense than Tan.
  • Coral is a reddish-orange color.

Speak up if you're color blind.
The developers are planning on adding color blindness support to the game, but in the meantime, let your fellow players know if you're color blind, and ask them to refer to players by their names rather than colors.

You can skip non-interactive overlays by clicking on them.
For example, tap the "Shh..." screen when it appears to jump into the game. Tap on the animation of your death to skip it and continue on with your tasks.

You can move during the role display screen.
You can start heading in your desired direction as soon as you see the screen that shows your role. Sure, you can't see where you're going, but it will start you out with a bit of a jump on the other players.

Be seen.
Try to make sure people see you as you go about doing stuff. If you're off on your own too much, your fellow crewmates will start to wonder what you're doing. In the absence of information, people tend to assume the worst. Of course, when you're the impostor, there are certain times when you definitely don't want to be seen, but otherwise this advice still applies.

Build your alibi.
Make sure that you can readily explain your actions when asked in a meeting. Try to remember where you've been and who you saw where. For crewmates, this helps you gain credibility with others and figure out who might have been where a dead body was found. For impostors, it helps you lie effectively and frame others for your kills.

Don't call a meeting unless there's a good reason.
People will feel very negatively about you for wasting their time and are likely to kick you. And no, "I was lonely," is not a good reason.

Don't spam the chat.
If a meeting starts and five people say "where," you don't need to be number six. Contribute something useful to the conversation instead.

Avoid being too talkative or too quiet.
Talking too much comes across as trying to control the conversation. Talking too little appears to be attempting to avoid notice. Both behaviors tend to make people suspicious.

Pay attention to people's votes.
If the game is configured to show who voted for whom, pay attention to this information. Crewmates should watch for unusual votes and ask themselves why those votes were made. Impostors may get clued in on people who are suspicious of them without having said so in the meeting.

Remember that most randos in public games are dumber than a sack of pocket lint.
Play enough games and you will witness people doing all of the following idiotic things:
  • Accuse a dead person
  • Accidentally accuse themselves
  • Accuse someone they personally verified
  • Watch you get killed in front of them and not report it
  • Run away from sabotage of a vital system
  • Accuse someone because "they locked me in Electrical with them," despite still being alive
  • Report a body or call a meeting then say absolutely nothing useful (or nothing at all)
  • Accuse someone without a reasonable explanation
  • Vote for someone without any reason to suspect them
  • Claim they saw you fake a task in a room you never entered
Understanding the "Fix Wiring" Task
The Fix Wiring task is unique: There are a number of panels, three of which are randomly selected for the task, but those three are always in the same order. This means that the odds that a particular panel will be the first, second, or last stage of the task will vary. The tables below show the panels in order for each map, and the odds that the panel is the first, second, or last stage in any sequence in which it appears:

The Skeld
#
Location
First
Second
Last
1
Electrical
100%
0%
0%
2
Storage
60%
40%
0%
3
Admin
30%
60%
10%
4
Navigation
10%
60%
30%
5
Cafeteria
0%
40%
60%
6
Security
0%
0%
100%

Mira HQ
#
Location
First
Second
Last
1
Storage
100%
0%
0%
2
Hallway
50%
50%
0%
3
Locker
17%
67%
17%
4
Greenhouse
0%
50%
50%
5
Laboratory
0%
0%
100%

Polus
#
Location
First
Second
Last
1
Electrical
100%
0%
0%
2
O2
60%
40%
0%
3
Office
30%
60%
10%
4
Decontamination
10%
60%
30%
5
Laboratory
0%
40%
60%
6
Lab restroom
0%
0%
100%

The Airship
#
Location
First
Second
Last
1
Viewing Deck
100%
0%
0%
2
Engine Room
67%
33%
0%
3
Main Hall
40%
53%
7%
4
Showers
20%
60%
20%
5
Lounge
7%
53%
40%
6
Cargo Bay
0%
33%
67%
7
Meeting Room
0%
0%
100%

This information is useful to both crewmates for sniffing out impostors, and to impostors to look innocent. Based on this information, here are some examples of scenarios on The Skeld in which a crewmate should be suspicious of someone who appears to be doing a wiring task due to ordering:
  • Purple goes straight to the wiring panel in the Cafeteria when the game first starts. (The Cafeteria panel cannot possibly be the first one.)
  • Cyan visits the Navigation wiring panel. Later, you see them at the panel in Admin. (If the Admin and Navigation panels are both present in the task, the Admin one will always be before the Navigation one.)
  • Yellow does the wiring panel in Storage, then a meeting is called right after they leave. Yellow claims during the meeting that they are done with their tasks. (The Storage panel cannot possibly be the last one.)
  • The game is set to always update the task progress bar. You notice that the task progress bar does not increase when Red leaves the Security wiring panel. (The Security panel is always last when it appears in the task, so someone completing it should always cause the task progress meter to increase.)
Survivor Count in the Endgame
If the ratio of crewmates to impostors among the survivors ever reaches 1:1, the impostors win immediately. If after a meeting the ratio has reached 2:1, the surviving impostors need only each follow a different crewmate and kill them as soon as their kill cooldown has expired. They can do this freely, even in front of witnesses, because as soon as the kills happen, the impostors win, meaning that there will be no time to report any bodies. Impostors who understand this will very much want to reach the 2:1 ratio, and crewmates obviously want to prevent this.

If the kill cooldown is longer than the emergency meeting button cooldown, the crewmates have an option for countering this strategy: stay by the emergency meeting button and press it as soon as it is enabled. To head off this strategy, the impostors can sabotage a system to disable the button and force the crewmates to leave, giving the kill cooldown time to expire.

If crewmates find themselves at the 2:1 ratio while in a meeting, they must vote out an impostor or face open killing. This means they should not vote to skip nor refrain from voting, because doing so is essentially a vote to let the impostors win. But if they haven't reached that point yet, they are better off voting to skip unless they have some decent evidence. Otherwise, the odds are strongly in favor of a crewmate being voted off.
Surviving as a Crewmate
Be careful of less-trafficked areas.
Impostors don't often kill in hallways, especially in the early game, because it's too easy to be caught doing it. They prefer areas where there is less traffic and that aren't easily observed from the hallways, so be careful about going into those areas.

Avoid being alone with someone you suspect.
If you walk into a room to do a task and someone you're suspicious of is there, you may want to go elsewhere and come back later, especially if you'd be alone with them.

Avoid "stacking up."
Sometimes multiple people stand in the same place (when fixing sabotage, for example). The problem with doing this is that if someone in the stack kills, it's extremely difficult to tell who did it. If you already see several people repairing sabotage in one place (more than the number of living impostors), stand back and watch instead.

Buddy up.
When crewmates stick together, they can vouch for each other. If you were with Orange the whole time and a body is discovered, you would know if they killed them, and they'd know if you did. If there's only one surviving impostor, vouching for each other exonerates you both.

Obviously, buddying up with someone is dangerous if it turns out that they're an impostor. Someone who has been previously cleared (witnessed doing a visual task, for example) makes a great buddy, since you don't have to worry about them killing you. Failing that, rather than just picking someone to follow around, it's best to publicly agree to buddy up with someone during a meeting. This serves two purposes: 1) If your buddy is safe, an impostor will find it more difficult to kill you, because your buddy will be a witness. 2) If your buddy is an impostor and they kill you, crewmates with any brains will have questions for your buddy. If they blame it on someone else, it will at least have been narrowed down.

If there's more than one surviving impostor, things become a little more complicated:
  • Impostors can vouch for each other, meaning that you have to have a group with at least one more person than the number of surviving impostors to trust the vouches.
  • Even with a large enough group, vouching only guarantees that the members of the group did not perform that kill, not that they aren't impostors. For example, say there are two surviving impostors, and two dead bodies are discovered. If group of three players vouches for one another, you would know that none of them performed the kills. However, one of them might be still be an impostor, since the other impostor could have performed both kills (unless a body was discovered too quickly for the kill cooldown to expire in time).
  • Guaranteeing that at least one member of a buddy group will survive any impostors that might be in the group requires more group members, and guaranteeing enough surviving witnesses to outvote the impostors requires a still larger group. The table below gives the minimum group sizes to provide the mentioned guarantees for one, two, or three impostors:

    Number of impostors
    1
    2
    3
    Vouches can be trusted
    2
    3
    4
    Guarantee a survivor
    3
    5
    7
    Guarantee survivor crewmate majority
    4
    7
    10

Beware of "bystander syndrome."
Unless you are doing the last task for the win, you should not ignore sabotage of a vital system. Assuming that someone else will deal with it has given many wins to impostors. Also, being seen ignoring sabotage is a great way to get ejected.

Don't assume that a sabotage of a vital system is being fixed because someone is standing there.
An impostor can stand there and do nothing. If you assume the sabotage is getting fixed, you may not realize that it's not until it's too late. If you have n living impostors, the ideal situation is n + 1 people working at a repair site (to guarantee that it's actually being fixed), plus one additional person watching the group from a distance (so there will be a witness if someone is killed while repairing).
Tips for Doing Tasks
Do your freaking tasks.
It's easy to get caught up with running around trying to catch impostors red-handed or find bodies, but it's super important to complete your tasks. Crewmates who complete tasks put time pressure on the impostors, which makes them more likely to make mistakes. If the impostors see that crewmates aren't doing their tasks, they can afford to take their time waiting for perfect kills.

Getting killed actually makes it easier to finish your tasks: you're already dead, so you don't have to worry about whether it's safe to go into a room with someone, you can pass through walls, and you can keep doing tasks during sabotage since you can't fix it anyway. It might be tempting to follow the impostors around and watch them kill, but your fellow crewmates are counting on you to finish your tasks.

Encourage others to do their tasks.
It's a generally un-suspicious thing to do, and it puts pressure on the impostors. Ask who still has tasks and whether they'd like a buddy. Ghosts can read the chat, too (although they can't respond), so encourage them to do their tasks, as well.

Take a moment to look over your task list and make plans.
This can prevent you from needlessly traversing across the map and help you get your tasks done sooner and more safely. Some things to consider:
  • What task sites are close to one another?
  • Where will I have to go next for a multi-step task?
  • Is this a visual task?
  • Which task is the most dangerous?

Do dangerous tasks immediately after meetings.
After every meeting, impostors start with a full kill cooldown (unlike the start of the game, which is only a 10-second cooldown, regardless of the game setting). This is a rare opportunity to get something done without worrying about getting killed. For example, Electrical is widely considered to be the most dangerous location on The Skeld. So when you first start, check to see if you have any tasks in Electrical, and save those to do immediately after the first meeting. You may even be able to do more than one if the kill cooldown is long enough. However, if the kill cooldown is 10 seconds, the advantage of this practice disappears.

Take advantage of visual tasks.
If visual tasks are enabled, watch others do them, and get others to watch you. Anyone who performs a visual task is guaranteed innocent. Save your visual tasks for the end, so that if you are being accused, you can try to convince your crewmates to spare you and watch you do the task.

You don't have to wait for a panel to auto-close.
After you finish a task, the panel will close automatically after a short delay, but you can actually close the panel immediately when you're done to leave a moment sooner.

Try not to stand unnecessarily close to others.
It's good to move together to watch each others' backs, but your fellow crewmates get jumpy when someone stands too close to them. Standing at a respectful distance when you can will help assure them that you're just trying to keep them safe rather than looking to shank them. It also has the advantage of keeping you from being too close to someone who may end up being an impostor. Also avoid standing at choke points where someone would have to go near you to pass.

Make yourself useful when your tasks are done.
Some things you can do include:
  • Offer to watch people do visual tasks.
  • Follow crewmates that still have tasks to watch over them in case they get killed. You may want to follow the previous advice about maintaining a respectful distance to make them feel more at ease (and to protect yourself in case they turn out to be an impostor).
  • Use consoles to try to sniff out the impostor.
  • Run around looking for bodies.
Catching Impostors
Last round's angel could be this round's devil (and vice versa).
One would hope that this would be obvious, but someone's role in any previous round has nothing to do with their role in the current round. You know that super-nice crewmate that did a medbay scan and followed you around to watch over you while you did their tasks in the previous round? That same person can knife you in the back this round. Then they can go back to being totally innocent in the following round. Don't make assumptions about someone's role based on outdated information.

You should usually report bodies.
If you find a body, report it immediately. Yes, sometimes people baselessly accuse others of self-reporting, but being seen leaving the scene of the crime (or worse, standing over the body) without having reported it is way more suspicious. Also, reporting a body automatically repairs vital systems sabotage.

There are two scenarios where you might consider not reporting a body:
  • The lights are out. In this situation, you can more plausibly deny having noticed the body, and it might be more important to finish the last task, for example. Keep in mind, though, that crewmates are far more easily killed in the dark.
  • You reported the previous body. Reporting multiple bodies in a row will cause some people to think you are a self-reporting impostor.
Remember, however, that meetings are the only way for impostors to be killed, so deliberately choosing not to report a body should be relatively rare.

If you witness the body still standing, the killer was just there.

Check rooms along your way.
As you move to your next task, poke your head into other rooms to check for bodies. The longer a body remains undiscovered, the more likely it is that the killer will get away with it. You also might peek in just in time to catch an impostor doing something suspicious.

Use the consoles.
The consoles can help you look for suspicious behaviors to identify impostors. But don't neglect your tasks!
  • Watching cameras may allow you to catch someone killing or venting, entering one room and leaving another, etc.
  • The admin and doorlog consoles may allow you to detect venting by noticing unusual patterns of movement.
  • A crewmate's icon on the admin console will momentarily disappear when they are killed. If you see more than one person in a room, and then someone's icon blinks out and then back in, they may have just died.
  • The vitals console can help you know exactly when someone dies. This can be useful if the body is reported immediately after the killing, since you can guarantee that the killer is still next to the body.

Pay attention to common tasks.
If a common task isn't on your list, nobody else has it, either. If you see someone apparently swiping a card on The Skeld, and you don't have that task, they're probably an impostor.

Distrust people who finish tasks too quickly.
Some tasks take longer than others. If someone appears to be starting the reactor and they're done in three seconds, you should be suspicious of them, since normally the task takes much longer. Keep in mind, however, that some tasks can be resumed from where they left off after an interruption, meaning that they can appear to complete them faster.

The Divert Power panel in the Reactor room on The Skeld is fake.
No real task occurs there. If someone is standing there, they're probably an impostor.
Using the Task Progress Meter to Catch Impostors
How the Task Progress Meter Works
If the game settings have the task progress meter getting updated immediately when a task is completed, crewmates can use that information to help them determine whether someone is faking tasks (and is therefore likely an impostor). First, it is important to understand how the meter works:
  • It will increase when a crewmate finishes a task.
  • For a multi-step task, it will only increase when the crewmate finishes the last step in the task; completing a previous step results in no change.
  • A ghost crewmate still has to do tasks, so someone getting killed has no effect on the meter.
  • The meter may increase or decrease when a crewmate disconnects. If they have completed fewer than the average number of completed tasks, the meter will increase; if they've completed more than the average, it will decrease. You will know if this is the case because you'll see a disconnect notice and the number of segments in the task meter will decrease.

Catching Impostors with the Task Progress Meter
When you see someone leaving a task site, check the task progress meter. If it increases, it's evidence that they are a crewmate. (It's not proof, though, since someone else may have finished a task at the same time, including a ghost.) If it doesn't increase, that can be cause for suspicion. However, keep in mind that there are legitimate reasons why someone might leave a task site without the meter going up; be sure to consider them before reporting someone for faking:
  • The task has multiple stages, and this is not the last stage. (The meter only increases when the last stage is complete.)
  • A system has been sabotaged and they've decided that it's more important to address that than finish their task (particularly sabotage of a vital system).
  • They're worried that someone nearby is planning to kill them. (Maybe you!)
  • They saw suspicious activity at the edge of their screen and are heading off to report it.

Non-Final Task Sites
The following is a comprehensive list of task locations where the player may have a non-final task step. If a site does not appear in this list, you can always use it for detecting faking. Some of the sites listed might still be the final step for the task; those sites are marked with an asterisk, and are explained below.

The Skeld
  • Align Engine Output: Upper Engine
  • Divert Power: Electrical
  • Empty Chute: O2
  • Empty Garbage: Cafeteria
  • Fix Wiring: Admin*, Cafeteria*, Electrical, Navigation*, Storage
  • Fuel Engines: Storage, Upper Engine
  • Inspect Sample: Medbay*
  • Upload Data: Anywhere except Admin

Mira HQ
  • Divert Power: Reactor
  • Fix Wiring: Greenhouse*, Hallway, Locker*, Storage
  • Run Diagnostics: Launchpad*
  • Water Plants: Storage

Polus
  • Fix Weather Node: Outside
  • Fix Wiring: Decontamination*, Electrical, Laboratory* (not in the bathroom), O2, Office*
  • Fuel Engines: Outside (starboard engine only), Storage
  • Open Waterways: Boiler Room
  • Reboot Wifi: Communications*
  • Replace Water Jug: Boiler Room
  • Upload Data: Anywhere except Communications

The Airship
  • Develop Photos: Main Hall*
  • Divert Power: Electrical
  • Empty Garbage: Kitchen, Main Hall, Medical
  • Fix Wiring: Cargo Bay*, Engine Room, Lounge*, Main Hall*, Showers*, Viewing Deck
  • Fuel Engines: Cargo Bay
  • Upload Data: Anywhere except Outside

Details
Determining whether a site is the last step in the Fix Wiring task is more complicated than the others; it is explained in detail in the "Understanding the 'Fix Wiring' Task" section of this guide.

The Develop Photos, Inspect Sample, Reboot Wifi, and Run Diagnostics tasks require you to perform an action, wait for a certain amount of time, then perform a second action at the same location. Most crewmates will go do something else while they're waiting and come back later, so the task completion meter may not go up when they leave.

The last phase of the Divert Power task is very short: you literally tap one control in the center and you're done. Anyone who stops at one of these panels should only stand there for a moment before the task progress meter increases. If you see someone stop at one of these panels and the meter increases as expected a moment later, they're almost certainly a crewmate.
Confirmations
As a crewmate, a primary objective is to confirm who is a crewmate and who is an impostor. If eject confirmations are on, the game will inform you if an ejected player was a crewmate or an impostor. However, you would prefer to know before you eject them. There are ways of confirming whether someone is or is not a crewmate, described below.

Confirming Evidence
This is a list of some scenarios that confirm someone to be a crewmate:
  • They have been murdered.
  • The game confirms them as a crewmate on ejection.
  • You see them do a visual task. (Technically, it is possible for an impostor to be standing at a visual task site when a ghost does the task. However, this is extremely uncommon.)
  • They perform a medical scan with visual tasks off, and you have the same task, but are told to wait until the other player is done scanning when you try to do it.
  • There is only one surviving impostor, a body is reported, and you know they did not enter the room the corpse was found in between the time you last knew it to be clear and the time the body is reported. (Usually, the way you know this is that you are with them that whole time. Remember that impostors can travel through vents, and that shapeshifters might be present.)

This is a list of some scenarios that confirm someone to be an impostor:
  • The game confirms them as an impostor on ejection.
  • You witness them murder someone.
  • You see them enter or exit a vent, and you know they are not an engineer or shapeshifter.
  • You witness them enter a room with a vent and no other exit, but when you enter, there is nobody there, and you know they are not an engineer or shapeshifter.
  • You witness them shifting to or from the form of someone who is a confirmed crewmate.
  • You know that they are not a shapeshifter, and they were the only player not already confirmed a crewmate who could have been at the body at the time of the murder. (For example, the murdered player starts out alone in a room with no vent and never leaves, and only one other player enters afterward.)

An example of the last point: You are the only person in a room with no vent in a game with no shapeshifters. You leave it just as Red, Lime, and Cyan enter. Nobody else enters or leaves, then Lime reports Cyan's body. Lime and Red accuse one another. Because you know that those three were the only ones in the room at the time of the murder, it can't have been any other player. But then you remember having seen Red perform a medical scan, so you know that Lime is the impostor.

Non-confirming Evidence
Sometimes people mistakenly believe that something confirms another player's role when it actually doesn't. This may cause them to make incorrect accusations or trust players they shouldn't. Here are things people say that are evidence, but not proof.

"They were standing over the body." The player you find in the same room as a body is often an impostor, but not always. They may have just arrived at the corpse and were just a little bit slow reporting it. They may have been wrapped up in a task display and not noticed the murder that happened right at their feet. Even if you know the body wasn't there a few seconds ago, the actual impostor may have vented out. The person standing over the body might be shifted.

"They ran away from the body." Someone leaving the scene of a murder is usually the impostor, but they may have simply not have noticed the body (especially if the lights are off). They might be a newbie who doesn't realize they can report the body where they find it and are running to the Emergency Meeting button. Or they witnessed the murder and ran away because they were worried that another nearby player might be a second impostor going for a double kill. Or there's only one impostor but in the heat of the moment they forgot about the kill cooldown. Or they're shifted.

"They vented. Engineers and shapeshifters can vent, too.

"They're safe; they did a task." A player is not a crewmate simply because they leave a task site at the same time that the task meter goes up. Another player may have performed a task at the same time, maybe even a ghost.

"They faked a task." Conversely from the previous point, a player is not an impostor simply because they left a task site and the meter didn't go up. The game might be set to update the meter only at meetings, or never. It might not have been the final task site. They may have had some other reason to leave before finishing the task (sabotage, they thought they were to be killed, they saw something suspicious and are going to call an emergency meeting, etc.). Even if they did indeed fake the task, they might be currently shifted as an innocent crewmate.

"They were chasing me." More often than not, you're just being paranoid. They may simply have had the same destination as you. Or they were really chasing you, but they're shifted.

"They had a great opportunity to kill me and they didn't." Pretty decent evidence, but it's not proof. They may still have been on their kill cooldown. Or they saw a potential witness that was just out of your view. Or they chose to stay their hand in order to gain your trust.

"They were moving when the sabotage happened; they're safe." You can move while the map screen is up, and the best impostors do exactly that while performing sabotage.

"They paused just long enough to perform sabotage." It may have been a coincidence that they stopped at that time. Maybe they wanted to take a moment to look at their task list and decide what they would do next. And of course, once the sabotage happened, it's perfectly rational for them to start moving to go toward it to fix it. It might even be a shapeshifter trying to make someone else look suspicious.

"They were running away from sabotage." They might have been fleeing a potential murderer. Or they had the last task before the crewmates win and they felt it was more important to get that across the finish line. Or they simply got their vital systems confused and were accidentally heading for the wrong one. Or they're shifted.

"They locked me in the room with them." Think about it: being locked in a room alone with someone is the perfect opportunity for murder. So why are you still alive? Probably because the other person wasn't the impostor. Lots of impostors will close doors at random just to mess with crewmates and cause false accusations like this one. Remember, the impostor that just closed that door in front of you could be on the opposite side of the map.

Don't forget: People are irrational.
Added to all of the above is the fact that quite a few players act in ways that are just plain irrational (especially in public games).
Crewmates in Emergency Meetings
Don't announce right away when you've verified someone.
Telling the world that someone is safe makes them a high-priority target for the impostor(s), effectively painting a big red bull's-eye on their forehead. You should wait to reveal that information at the appropriate time:
  • If the verified crewmate accuses someone of killing, venting, etc., but the others don't believe them, revealing that you've verified them can increase their trust in the verified crewmate.
  • If the verified crewmate is being suspected, you can exonerate them.
  • Accusing a verified crewmate of killing or venting is extremely suspicious, so a smart impostor won't do it. If you don't reveal that you've verified them, the impostor may fall into the trap of accusing them.

Back up your accusations, and distrust people who make baseless accusations.
Smart crewmates will be suspicious of baseless accusations. Explain why you accuse someone. If you're not certain about what you saw, say so. If you have no reason to suspect someone, keep your trap shut. If someone accuses someone else with no evidence, you should be suspicious of them. And, no, "they're kinda sus" is not evidence. Ask for specifics.

Being followed may or may not be suspicious.
It's natural to be nervous about someone who seems to be following you. However, most of the time, being near someone decreases your odds of being killed. While it might be an impostor waiting for a good moment to decapitate you, it could just as easily be a friendly crewmate who is trying to keep you safe. Consider this before calling someone suspicious for following you.

Don't vote too quickly.
Many innocent crewmates have been ejected because someone accused them and they were voted out too quickly before someone had time to point out that they'd been verified innocent. Don't vote as soon as an accusation occurs. Allow time for discussion.

Skip voting if there's no significant evidence (usually).
It is typically best for crewmates to vote to skip if there is no decent evidence pointing to someone. This is because there are always more crewmates than impostors in meetings, and impostors are unlikely to vote for one of their own. With people voting essentially randomly, a crewmate is far more likely to be ejected than an impostor.

The exception is when the 2:1 crewmate-to-impostor ratio is reached. In this situation, if the crewmates don't vote out an impostor, they can be killed openly, so it's better for them to vote randomly than skip.

Vote for people who make strong accusations that turn out wrong.
If someone turns out to be innocent, think about who accused them in the past, especially if they claimed to have witnessed them kill or vent. Someone who make strong accusations against an innocent crewmate is either an impostor or clueless.

Offer to be ejected next if people doubt your accusation.
If eject confirmations are on, you can strengthen your accusation by telling people to eject you next if it turns out that the person you're accusing isn't an impostor. Some people don't like this move because they feel it takes some of the fun out of the game, but it tends to be pretty persuasive. Make sure you're 100% positive before whipping this bad boy out, though.

Use meetings to strategize.
People tend to spend the whole meeting time talking about who to eject, and often forget that you can discuss other things, too. Use that time to coordinate buddy groups or ask people to watch you do a visual task.
Faking Tasks
Real humans (the ones that aren't morons, at least) do tasks. As an impostor, you can't, but you can pretend to do them. Appearing to wander around aimlessly makes you look suspicious, especially in the early game. You can use the task panel at the upper-left for ideas of tasks you could pretend to do. Then walk up to a task, stand there for a bit pretending to do it, then move on. Some things to remember:
  • Tasks take time, and some take longer than others. Make sure you spend the appropriate amount of time with the task to be convincing.
  • If visual tasks are on, don't pretend to do a visual task, since the crewmates will be tipped off when they see no visual confirmation.
  • Even if visual tasks are off, it's probably best to avoid the Submit Scan task, because it's still possible to tell you're faking. When the task is being done for real, the game moves the character being scanned to a specific location on the pad; crewmates might notice if you're not standing in the correct spot. Even if you are correctly positioned, if someone else has the task and attempts to do it while you're pretending to scan, they won't be told to wait their turn, which reveals that you're faking.
  • If the game is configured to always update the progress bar, be careful about faking tasks at locations where the meter can be expected to increase when you finish. Try waiting for the meter to start increasing before you leave to be more convincing. Faking this is easier at the beginning, when nobody has completed tasks yet. In the late game, you can more easily claim to be done with tasks instead.
  • Don't fake tasks where your time at the last panel is expected to be very short, such as the Divert Power task, since you can't realistically hang around and wait for the meter to increase. (Also, watch out for the fake Divert Power panel in the Reactor on The Skeld! No real task uses it.)
  • If you're a shapeshifter, try faking a task while shifted to cast suspicion on someone else.
Killing While Evading Detection
Consider not wearing accessories.
If you choose to wear an accessory, your character will be more easily identifiable, which can be a disadvantage. For example, a crewmate may catch a glimpse of you running away from a body. In this scenario, you want to be as unmemorable as possible, since your survival depends on the crewmate not being able to remember enough detail to identify you. A nondescript-looking individual is less memorable than someone with a mowhawk. On the other hand, if everyone else is gussied up, you'll stand out by looking plain.

Think about how your behavior as an impostor compares to when you're a crewmate.
If you play with the same people a lot, they will start to notice if you develop certain habits, or if your behavior as an impostor is different than when you're a crewmate. For example, suppose on The Skeld you like to wait in Navigation for someone to come, then kill them and immediately sabotage the reactor to draw people away from the body. If you do this too much, your friends may realize that when when the reactor is sabotaged, if you take a while to show up to repair it, and then a body is found in Navigation, it's probably you. Likewise, if you always head to Electrical as impostor and don't when you're a crewmate, your friends will start catching on. Either make your behavior consistent as impostor vs crewmate, or vary your behavior to keep people guessing.

Pace your kills against task completion.
If the game is set to update the task progress meter, you can use this information to your advantage. If the pathetic humans are being slow about doing their tasks, take your time to make sure your kills are clean. If the meter is filling fast, you need to kill the meatbags quickly to prevent them from winning.

Don't vent in front of crewmates.
With the engineer role, venting is not guaranteed proof that you're an impostor, but it's still suspicious. Being seen entering or exiting a vent will send the witness scurrying for the Emergency Meeting button. If someone does catch you, hurry and kill them if you can, or be prepared to do some high-stakes lying. If you can, sabotage doors before you vent in or out of a room, so that nobody will see you do it.

Use vents to escape the scene of the crime.
Once you've murdered someone, you want to get away quickly so you aren't seen next to the body. A vent will often be your fastest way out.

Move to another vent if a crewmate nears the one you're in.
Crewmates may have the Clean Vents task. If a crewmate cleans the vent you're in, you'll be discovered. To avoid this, simply move to another vent before they reach you.

Use vents to intercept an escaping witness.
Say you get busted emerging from a vent in Security on The Skeld, and the witness takes off before you have a chance to kill them. Don't chase them; they run just as fast as you, so you're unlikely to catch them. Instead, think about their route: The most direct path to the Emergency Meeting button is through the Upper Engine, then along the north hallway to the Cafeteria. The medbay branches off of that hallway, so vent into the medbay and intercept the witness!

Use consoles to find targets.
The admin console in particular is helpful for locating isolated crewmates. If, for example, there are three crewmates left, and you see two of them in security and one in comms, you probably want to head to comms!

Don't kill when there are more crewmates than impostors present.
Remember that impostors are subject to a kill cooldown. If a room contains two impostors and three crewmates, you will only be able to kill two of them (assuming no impostors are on cooldown), leaving the third alive to report the murders.

Kill console campers.
People on consoles are a serious threat to you. So if you notice someone is spending a lot of time at a console, or you see the red camera light on, consider going in and killing them. Even better, if there are two people wrapped up in the console at the same time, you can kill one and report it, and claim that you walked in on the other one standing over the body.

This has an additional advantage: Killing people who are dedicated to getting their tasks done is less helpful, since death only makes it easier for them to do tasks. People who camp consoles, however, tend to be more interested in witnessing murder than getting tasks done. When you kill one of them, their ghost is likely to just follow you around rather than use their newfound invincibility to finish their tasks. This increases your chances for victory, since the crewmates can't win via task completion if even one of them ignores their tasks.

Kill in less-trafficked areas.
The more well-traveled an area is, the more likely it is you will be caught red-handed, especially in the early game when there are more crewmates.

Don't forget about security cameras.
All maps except Mira HQ have security cameras. If you see a blinking red light, you are being watched, so be on your best behavior. (Maybe visit security instead and off the watcher!) Note that on The Skeld, multiple cams can be viewed simultaneously.

Make use of the double kill with a fellow impostor.
People tend to feel safer when they're in a group, but with two impostors, a group of four is by no means completely safe. If you see two crewmates sticking together, follow them with a fellow impostor. Wait until the four of you are alone, then kill them both at the same time. It is important that the impostors trust each other to pull this off; if one impostor hesitates, the surviving crewmate can report the body. Maintain situational awareness so that you will be ready to pull the trigger when you are in the appropriate scenario for a double kill.

Don't get caught at the scene of the crime.
Once you kill someone, don't stick around. Being seen at the scene of the crime is very likely to get you ejected. If a vent is nearby, that might be the preferred exit. If you accidentally come upon a fellow impostor's kill, either report it or immediately leave before someone sees you.

Pretend to discover your kills with a fellow crewmate.
One way to look innocent is to wait a short distance away from the body (at least far enough that you can't see it) just inside an empty room. Wait for someone to pass by, then pretend to be leaving that room and follow them to the body. The crewmate will usually be convinced that you aren't the killer because you "discovered" the body the same time they did. Sabotaging the door further solidifies in the other person's mind that you are not the impostor, since they will often unconsciously (and incorrectly) assume you could not have been in the room.

Create confusion by shapeshifting, but be careful.
If you are a shapeshifter, you can use that ability to really sow some confusion among the crewmates, but it does come with risks. Obviously, make sure you're alone when you activate the ability. Also, if someone suspects that you're currently shifted, they may follow you around to watch you shift back when it wears off, so watch out. Try to avoid the crewmate you're impersonating; if you're seen with them, they'll know you're a shapeshifter, others will know a shapeshifter is present, and smart crewmates are unlikely to vote for the person you're impersonating.
The Art of Sabotage
Sabotage the lights to hide your dirty deeds.
When you cut the lights, crewmates can only see immediately around themselves. This means you can kill or vent in the same room without being seen, or trail someone without their knowledge. It also makes it less likely that a corpse will be noticed.

Sabotage to keep people away from your kills.
For example, suppose you just killed someone in Navigation in The Skeld. This would be a great time to sabotage the reactor, which will draw people to the opposite side of the ship, making it less likely that the body will be found quickly. You may even buy yourself enough time for your kill cooldown to expire, allowing you to get in a second kill before the first one is found.

Sabotage to avoid witnesses while you morph.
If you're a shapeshifter, you can use the same trick mentioned above to make it less likely that someone will witness you morphing.

Sabotage comms to deal with console campers.
Those consoles are particularly dangerous to you, so if you see people using them, disable them by sabotaging comms. This works well combined with the previous tip: killing the crewmate furthest away from comms when you sabotage will maximize the time that the body remains undiscovered.

Sabotage to distract crewmates from their tasks.
If you see that the crewmates are getting their tasks done pretty quickly, use sabotage to distract them.

Sabotage doors to avoid unexpected witnesses.
Ready to kill someone or morph but are worried about someone else walking in just in time to witness the act? Sabotage the door first to prevent unexpected guests.

Sabotage doors to stop an escaping witness.
Were you just seen morphing? Sabotage the door to prevent the witness from escaping and calling an emergency meeting, then waltz over and kill them.

Sabotage doors to isolate people.
People have a tendency to run in groups for safety. Sabotage doors to cut people off for an easier kill.

Sabotage to enable stack kills.
Sabotaging lights on The Skeld, for example, causes people to stack up to repair it. If enough of them congregate there, it will be very difficult for them to tell who killed, especially with the lights off!

Sabotage when a crewmate wants to press the Emergency Meeting button.
Let's say you accidentally morph in front of someone, and your kill cooldown is still active. The witness is going to head for the Emergency Meeting button to report you. Wait until they're almost there, then sabotage. This will disable the button, and hopefully your kill cooldown will have expired soon enough for you to off the witness.

Another scenario to consider is when the number of crewmates is double the number of impostors or fewer. The normal impostor strategy here is for each impostor to follow a different crewmate and kill them as soon as the kill timer expires. Smart crewmates will prevent this by calling an emergency meeting as soon as the button is enabled. Sabotaging a vital system disables the button and forces crewmates to leave to address the sabotage, allowing the impostor(s) to get in the final kill(s).

Sabotage comms to clear the doorlog.
Mira HQ is unique with the doorlog feature, which shows an entry every time someone passes certain sensors on the map. If you're concerned that the doorlog could be incriminating, sabotage comms. Not only does this render the doorlog inoperable, it erases all log entries.

Sabotage doors to cause hysteria.
Say you are using the admin console and notice several people in a room together. Sabotaging the door is a great way to induce mass panic. In the next meeting, sit back and smile as the baseless accusations fly.

Sabotage on the run.
You can still move while the map is up. Pausing a run just long enough to sabotage is a little suspicious, so this is a handy tip.

Sabotage from the grave.
If you've been ejected but there's at least one surviving impostor, follow them around and make strategic use of sabotage to help them out. For example, let's say they're about to kill someone in Security. Since you're dead, you can see through walls, and you might notice that a potential witness is about to round the corner and see the kill. This would be a great time to sabotage the door, allowing the killer to vent out without being seen.
Psychological Manipulation as Impostor
Create unwitting allies.
Gain a crewmate's trust by hanging around them for a while (at a respectful distance) without killing them. You might also give them a "soft vouch" (e.g. "I think Orange is clear; it looked like they were doing a task"). This can increase the crewmate's trust in you and make them less likely to vote for you. This ally might just be enough to save you if people start suspecting you. This practice of staying your hand when you have an opportunity for an easy kill is sometimes called "marinating" them.

If you gain enough trust that your ally speaks up for you when you are suspected, by the endgame they will often start hanging around you. This makes it much easier to get them alone to kill them. If you are suspected of killing them, you have a persuasive argument, "Why would I kill someone who was defending me?" Most crewmates will not realize the flaw in this argument. However, you are probably better off leaving them for last, so that they will vote for others instead of you.

Kill trusted crewmates, spare suspected crewmates.
If a crewmate has earned the trust of the others, you should typically eliminate them as soon as possible. Otherwise, if they catch you doing something, they'll call you out and you'll probably be ejected. On the other hand, don't waste your time killing crewmates who are already suspected. Let the worthless humans kill each other, while you focus on the ones that aren't suspected.

Kill skilled crewmates, spare noobs.
When you play with the same people for a while, you will start to get a sense of who knows what they're doing and who doesn't. Skilled crewmates are dangerous crewmates, so whack them. The survivors will be people who are much more prone to making mistakes, making it more likely that you will get the win.

Kill while shifted.
If you're a shapeshifter, it's generally best to murder crewmates while shifted to hide your identity. The disadvantage to this approach is that you might be witnessed morphing, so be careful.

Lie as little as possible.
The more lies you tell, the harder it is to avoid getting caught. For example, if a body is found in Navigation and you claim that you were in Security, you'll be called out if a crewmate was there and knows that you weren't. On the other hand, when someone is able to verify something you say as true, you will be more trusted.

If crewmates are accusing one another, let them.
In this situation, the crewmates are making your job easy, so you don't want to do anything to mess that up. Staying completely silent can work, although some crewmates may suspect you for it. Another option is to try to look helpful by occasionally asking supposedly useful questions, like asking someone who was accused about their last task. Looking helpful can make you seem more trustworthy.

Avoid making strong accusations when the Confirm Ejects setting is on, unless ejecting a crewmate will give you the win.
If you accuse a crewmate of killing someone right in front of you, even the worthless humans will probably figure out that you're an impostor once your accusation is shown to be wrong. So don't make strong accusations if you can avoid it. However, this changes if you are close enough to a win that you can prevent another meeting. In that case, feel free to lie up the wazoo if it will get them ejected instead of you.

Frame crewmates with the truth.
Occasionally you may witness a crewmate doing something that could look suspicious, even though you know they're innocent. You can use this to frame them and get the other crewmates to eject them. It's always better to tell the truth when you accuse when you can, as you won't have to worry about being contradicted.

If you must make a strong accusation, be emphatic.
People tend to believe people who are more emphatic in their accusations. This doesn't just mean using all caps. This means using vivid imagery: "Caught Cyan killing in Security." "It wasn't me!" "The body was still standing! Seriously, vote them out!"

In the early game, it's best not to counter-accuse.
Crewmates tend to resolve the dilemma of two people accusing each other by ejecting first one, then the other, especially if eject confirmations are turned on. Instead, try to provide a believable excuse to convince people to skip voting instead.

If you accuse, try to accuse first.
Especially in public games, people have a tendency to vote quickly after the first accusation in a meeting, before the accused even has a chance to respond. If you intend to accuse someone, use this flaw to your advantage by accusing quickly and hopefully scoring some votes against them before anything else can be said.

Vote with the crewmates, sometimes even against fellow impostors.
When you vote the same as the majority, you are less conspicuous. If the tide of popular opinion turns against your comrade, vote with the humans to eject them. That way, at least their ejection will have the benefit of building trust in you. On the other side of the coin, if you're getting voted out, don't get mad at your fellow impostor for voting for you. They're just trying to make the best of a bad situation.
Tips For Special Roles
Scientist
Make regular use of your vitals panel. You can potentially discover that someone has been killed before anyone finds the body. If you pop it open, quickly check for any murders, then close it again, you can preserve your battery and be able to check multiple times before having to recharge. If someone has been killed, note who it was. It's probably a good idea to immediately go press the emergency button, not only to report the kill, but also because it resets the impostors' kill cooldowns.

Engineer
Remember that being seen entering or exiting a vent could cause people to suspect you, so you need to be strategic in the use of your skill. Only enter a vent for a good reason, such as escaping an impostor or quickly moving to the emergency meeting button or a vital sabotage that's running out of time. Be mindful of your time limit in the vents (if the game is configured to have one).

Guardian Angel
Unless you're pretty certain that your fellow crewmates are not going to get their tasks done anyway, you should hurry up and do your tasks first. Once that's out of the way, there are a couple of different ways you could proceed. One is to follow your killer (or another impostor, if you know who they are). When you see them approach someone for a kill, use your ability to protect the crewmate. The downside is that you'll usually be behind the impostor and may not be able to protect them in time. Another might be to go to places where crewmates are particularly vulnerable and protect crewmates who are approached there.

Shapeshifter
Shifting is dangerous because it outs you as an impostor if you're discovered and you're momentarily immobile while doing it. Try to ensure that you're alone when you shift. (Sabotaging a system on the other side of the map can cause crewmates to rush that way and vacate your area.) Also note the game settings to know whether crewmates will know whether a shapeshifter is present or not.

Being seen near the crewmate you're impersonating has consequences. The impersonated crewmate will definitely know you're an shapeshifter, though they won't know your identity at the moment. They will likely want to see you unshift to know who you are. This might tempt you to kill them, but you must be careful; if you're spotted with the body of the person you're impersonating, you'll now have someone who knows you're a shapeshifter and that you're likely on kill cooldown, and they may follow you to wait for you to unshift.

The best use of shifting is to impersonate another crewmate and let someone witness you killing someone or doing some other suspicious activity, while not making it too obvious that you're allowing them to watch you. This is very likely to get the person you're impersonating killed.

If someone catches you killing someone while shifted, the best thing to do is vent out if possible so that the person who catches you can't follow. (Hopefully they're not an engineer!)
Hide and Seek Mode
The hide and seek variant is a set of rules that make for a different gameplay experience. These rules are not enforced by the game itself, so it will require that the players involved be willing to go along with it, which means this is best played in a private game. The modified rules are as follows:
  • Play with one impostor, typically with impostor vision set rather low. Crewmate vision may be high or low, depending on preference. Kill cooldown is 10 seconds. Meeting timers are set as low as possible.
  • For best experience, players should be on voice chat together. If voice chat is unavailable, set the emergency meeting cooldown to 0.
  • When the game begins, the impostor immediately outs themselves to the other players. (If no voice chat is available, they should call an emergency meeting to out themselves over chat.)
  • The impostor then waits at the start location for a certain amount of time (20 seconds, for example), then begins looking for people to kill.
  • Crewmates should not report bodies or call emergency meetings, and the impostor should not commit any sabotage.
  • Dead players mute themselves as normal, but surviving players remain unmuted. (Feel free to scream when you're killed before muting, though!)
  • Same win conditions apply: the impostor wants to kill enough crewmates, and the crewmates need to complete tasks.

Some variations to these rules include:
  • The impostor sabotages the lights at the start, and crewmates are forbidden from repairing them.
  • The impostor sabotages comms, forcing crewmates to wander around to find their tasks, and crewmates are forbidden from repairing it.
  • Crewmates aren't allowed to do tasks. In this case, the crewmates' only objective is to hide from the impostor, and the winner is the player that was still alive when the game declares defeat for the crew. (Note that the impostor cannot win in this variant.)
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License
This document is licensed under Creative Commons BY-NC-SA 4.0[creativecommons.org].
12 Comments
jonathanwollf 6 Dec, 2024 @ 5:23pm 
THIS IS AMAZING!
jonathanwollf 6 Dec, 2024 @ 5:22pm 
WHAT
spideyellen22 24 Sep, 2022 @ 9:09am 
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Tul 'Juran {PUFF} 2 Nov, 2020 @ 4:09pm 
or my dudes you can be good at the game you know
rjwut  [author] 2 Nov, 2020 @ 2:39pm 
PUFF_PUFF: Different strokes for different folks. Some people like reading a guide and picking up all the little details that they might not have noticed from their own gameplay. Other people prefer to just play the game and learn from experience. And some like to do a combination of both. The existence of a guide certainly hurts nobody.
Tul 'Juran {PUFF} 2 Nov, 2020 @ 12:31pm 
you can just be good at the game bro you don't need Guide for a simple game like among us
Dimensionoyl 26 Oct, 2020 @ 12:02pm 
Damn this is good! Teach me your ways!
NathanTailz 23 Oct, 2020 @ 3:08pm 
you dont need to tell us something from a game theory video since we all know its true even tho its not offical
atanasije 21 Oct, 2020 @ 2:34am 
Damn! Such a big guide! Can't imagine how much time it took. Keep up the good work!
rjwut  [author] 16 Oct, 2020 @ 9:34am 
@jschnak950 Haha, yeah, certainly you can get called out by people who have played with you enough to learn your behavior. I should probably add a tip for that.