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Sabotage
This article is the strategy section for Impostor.
You can add more strategies to this page. However, it must be related to the abilities and characteristics of Among Us. If not, your strategy will be removed.

Impostors are the main antagonists of the game. As Impostor, you need to fulfill these 4 requirements:

  1. Kill all the Crewmates.
  2. Don't let a task win occur.
  3. Don't get voted out.
  4. Sabotage to distract the crew from doing tasks or finding bodies.

Principles[]

Impostors have to race against time because of the task bar, so it is recommended to kill as quickly as possible between meetings. Impostors must also be careful not to get caught or found guilty of a kill. There are a number of principles to take note of, generally being responses to crewmate strategies.

Witnesses: The first and most obvious principle is that you should generally not kill in front of Crewmates. Anybody that sees you kill can report the body or call an emergency meeting to vote you out. Anybody who sees you leaving the room the body is in will also likely deduce that you killed them. To prevent this from happening, you should always kill with an exit plan (vent, or simply leaving) so you have a good enough excuse for where you were if the body is found. After you kill, sabotage either the doors for the room that the body is in or another Sabotage located far (ideally, opposite) from the body (such as sabotaging O2 after a kill in Security) to decrease the chance that the body is found before your next kill, then vent out if possible. This also gives you time to regroup with Crewmates and makes it harder for them to connect the dots. Killing during a Fix Lights sabotage will usually leave no witnesses, but be careful not to do it when Crewmate vision is high or when lights are about to be fixed.
Certain rooms are dangerous to kill in as they leave you open to being seen. This includes The Skeld's Communications room and O2 room, MIRA HQ's Communications room and Storage room, Polus's Communications room, Dropship, Boiler room, etc. It is recommended to sabotage or shapeshift if you are going to kill in those rooms.
Meetings: They are an integral part of the game and revolve around who to vote out for Impostor. If the Crewmates get it right, they can win in the blink of an eye. This is where witnesses who found a kill talk to others about who it is. If you are being questioned or are considered suspicious, it is very easy to implicate yourself. On the other hand, Crewmates can vote out the wrong person and unwillingly help The Impostor with taking out Crewmates. A mix of both charisma and logic are key factors to convincing others that your innocent and to convincing others that someone who is innocent, isn't, or at the very least suspicious. Generally, you should vote with the crowd to prevent ties and vote out innocent Crewmates, especially if anonymous votes are on. Try jumping to conclusions and joining in on suspecting a Crewmate, but don't make it too obvious or illogical or else other Crewmates will catch on and vote you out instead.
If the other Impostor is suspected, try defending them. Be aware of how vouching aggressively raises suspicion. If your partner is voted out and you had vouched for them, you will likely be voted out next or been given more suspicion later on. Alternatively, ratting your partner out can be an effective, but dishonorable way to dodge suspicion. Depending on the situation, you may even get kicked or banned for it. This should only be done when they have been given reasonable suspicion by other Crewmates for a kill and they are likely guaranteed to be voted out.
Visual Tasks: Some tasks give a visual interface while a Crewmate is doing it when visuals are turned on in the game settings. This is something that can only be done by Crewmates and cannot be faked by Impostors. The crewmate is therefore completely free from any suspicion and cannot be voted out for the rest of the game, which is known as a hard clear. Prioritize killing the ones who have been hard cleared first as they cannot be voted out by Crewmates. Preventing hard clears altogether is not always possible, but you can attempt to distract Crewmates with sabotages or kill the witnesses that saw the task being done before they can talk.
Suspicious Activity: Behavior that only an Impostor would do will instinctively be felt by a Crewmate. To avoid suspicion, try to avoid the following: Being overly focused on killing, neglecting building trust by faking tasks or being around others, wandering around aimlessly trying to set up a dead body (especially if the area has no tasks), completing tasks wrong or doing them too fast, not fixing sabotages or going to them when you can, stop moving to sabotage (walk, then sabotage, not the other way around), accusing without a good reason, being silent the whole game, or leaking information that implicates yourself.
Trustful Activity: On the other hand, there are many actions Impostors can do that can make them appear more innocent. While these aren't a complete clear, it decreases the chance of being voted out. Doing tasks correctly, in the right order, in a sensible amount of time, and the task bar updating after finishing (with task bar always updates turned on in game settings) helps with blending in. Clearing another Crewmate or trying to act logical can give others the impression that you are a Crewmate that sees the bigger picture and doesn't hesitate under stressful situations. Grouping with others and being seen means you aren't trying to hide and kill others, which in turn increases trust. However, avoid doing this too often, as this may result in an easy task win.
Alibis: This is the strongest deductive tool in the Crewmate's arsenal. If 2 or more Crewmates know they've been together the whole time and a body is discovered, they can rule each other out for that kill, creating an alibi. Early on, this is not a big problem as there are too many people to take account of and everybody will likely separate to do their respective tasks. Later on when people have completed their tasks and more people have been killed, they will stick together more often and the chance of alibis being used will increase. It is significantly easier for a Crewmate to keep track of 4 or 5 Crewmates than 8 or 9. A soft alibi is for being clear for that kill only, but a hard alibi is for being clear as An Impostor altogether. If there are multiple Impostors, only soft alibis can be used because if an Impostor and Crewmate have been together, another Impostor can do the kill (but if the other Impostor's location is known somehow at the time of the kill, a hard alibi can be used). However, this is not the case for only 1 Impostor, because it is impossible to kill discretely while also being with another Crewmate. Thus, hard alibis can be used and rule out who is and isn't Impostor early on if there is only 1 Impostor. Impostors must ensure that alibis, especially hard ones, cannot be used by incorporating strategies mentioned later on. Disorienting Crewmates and getting them separated from each other is the ideal scenario for an Impostor. Crewmates cannot use alibis if they are not together. Ensure that you stay with Crewmates for some time and fake tasks together. Crewmates will be more likely to overlook you if you are seen frequently with others and forget if you were with them the whole time. Not being seen for too long anywhere will lead Crewmates to begin instinctively suspecting you. Late game, do sabotages often to separate Crewmates from one another so that alibis aren't made.
Sabotaging Fix Lights obscures Crewmates' vision, making it difficult for them to see each other. This gives The Impostor time for a kill and greatly weakens alibis. It is important to take note of Crewmate vision before the round begins, because if is high enough then Sabotaging Lights will have little to no effect.
Since most of the crew will go to fix the lights, it is possible to vent in on isolated targets far away from electrical. It is also likely that they will not be found until later because everybody is focused on the sabotage, increasing the time since the death. Asking who has a risky role, such as Detective or Engineer, and then the people claiming to be those roles dying will cause you to become very suspicious as you were the only one asking.
If you are asked a question such as what task you were doing in the location you previously claimed to be in, you should check your fake tasks map to see if the task you are about to claim you have is there, as if you claim to have a task that has a type which is off in lobby settings or a common task no one has, that will give away that you are An Impostor.
Time of Death: Alibis can be used even if 2 Crewmates weren't together the whole time if they know the time of death. As long as they know the moment the kill happened and where that Crewmate was at that exact time, they can deduce that they couldn't have killed and become soft clear if there's multiple Impostors or hard clear for 1 Impostor. A Scientist can check the moment it happened and count the seconds since the kill before the discovery, and a Noisemaker that's killed alarms every Crewmate the exact time they died. Ensure that the body is discovered as late as possible after the kill, giving you time to regroup and prevent alibis from being used to implicate you. After a kill, closing the doors to that room or doing a sabotage will buy time before discovery. If the report is late enough, everybody will have lost track of when exactly the separation happened between groups of Crewmates to cause the kill. If there's another dead body from another Impostor, you may get lucky and have that one get reported instead since your body can now never be found.
Process of Elimination: If everybody else is proven to be hard clear whether by alibis or visual tasks, that can only leave The Impostors out as the culprits. This is an almost guaranteed loss if this happens. Prevent as many hard alibis as possible and kill all hard-cleared crew members as they cannot be voted out.
Visual Abilities: These include the Cameras, Admin, and Doorlog. Cameras can easily catch a kill if a Crewmate sees it. Those watching in admin can get to know which location players are in. Doorlog is a MIRA HQ exclusive ability. If engineers are off and an Impostor vents from one location to another, Crewmates can deduce with the one who checked Doorlog that they are the Impostor since they didn't touch the sensor. All these abilities will usually not be used early on by Crewmates as they need to first finish their tasks and because there are too many to track at a time. Later on, combined with alibis and hard clears, they can catch an Impostor with a good amount of deductive reasoning once a kill happens. These abilities all have a tradeoff. For the Crewmate gathering information, that is their vulnerability, as they cannot move while watching and will likely stay in place, giving time for them to be alone and offering a free kill. If they still have tasks left, they would also be delaying a task win. All visual abilities are rendered useless by a Comms sabotage and there are ways of counteracting each and every ability separately.
  • Security: When someone is on Security's cameras, a red light can be seen on them. Refrain from killing near those locations, whether that is in the camera's range or near it. Killing near outside of its range can still give Crewmates enough information to deduce that your the Impostor. To avoid this, use vents to bypass cameras or kill away from cameras.
  • Admin: The admin map has the opposite problem in that it cannot see anything that's not in a room, including hallways and the outside. You can also try to increase the time of death by closing the doors and venting after a kill.
  • Doorlogs: They can be bypassed by just not venting or not being seen by anyone to the place you vent to. Refrain from touching the sensors if you vent to a different region. A Crewmate normally touches the same sensor twice, once for entering, another for leaving. If you touch a sensor without touching the sensor in which you originally came from again, a smart Crewmate can deduce that you vented. However, all of this does not apply if there are engineers and Crewmates do not know how many or who is and isn't. Try to refrain from killing the Crewmate who's on Doorlogs as Communications is an open room with no vent that can easily get you caught unless you turn off lights or shapeshift.
Late Game: If you are good enough to not get voted out and kept the task bar from being full, you will enter the late game. This is when most of the crew have been eliminated and the match is down to a handful of people. From then on, it becomes significantly more difficult to clear your tracks and significantly easier for Crewmates to use alibis as well as track others. The late game is the most difficult time to be Impostor and is dependent on the trust that you've built up as well as the distrust of others you've helped build up in the early and mid game. The late game becomes easier if there are multiple Impostors and harder if there is only 1 Impostor. If 2 Crewmates are left, you can instantly kill after your cooldown runs out and win. A sabotage can be done to prevent an emergency meeting, buying time for your cooldown. Sabotage the doors if the sabotage is fixed to buy even more time. The same goes for 3 Crewmates with 2 Impostors, and 4 Crewmates with 3 Impostors.
It is possible to win instantly even with more Crewmates by incorporating double or triple kills, which are simultaneous kills done together with 2 or 3 Impostors. By having 2 Crewmates in the same room with another Impostor, then killing 1 of the Crewmates, it will signal to the other Impostor that they should kill the other Crewmate (Although it is more difficult to pull off, a triple kill can also be done with 3 Crewmates and 3 Impostors in the same room). A double kill can be done to win instantly for 4 Crewmates with 2 Impostors, or 5 Crewmates with 3 Impostors, or a risky triple kill for 6 Crewmates with 3 Impostors. There is the possibility another Crewmate will walk in right as you kill, so it is highly recommended that you close the doors first, then kill and vent away together.
  • On the other hand, if one of the other Impostors are not smart or hesitate, they might get confused or panic and not kill the other Crewmate, instead opting to vote you out to cover themselves. Only do this with Impostors you consider both intelligent and confident enough to pull this off.
  • Note that a double or triple kill can leave you vulnerable to Crewmates making hard alibis if they are smart enough to ascertain the time of death of both kills being simultaneous.
If there are 3 Crewmates remaining, there are a number of strategies you can do to win the game.
  • You can kill someone in front of another person, then pin the blame on the Crewmate that saw you kill and put pressure on the remaining player on who it could be. This is a risky tactic that involves both charisma and trust. However, do not do this in front of a cleared Crewmate, as the 3rd Crewmate will trust them and vote you out.
  • You can kill someone in an isolated location and bet on the fact they won't be found by sabotaging to disorient Crewmates to get another kill and win the game. If the body is caught anyway, and there are no hard clears, there is a slim chance they may have all separated to do the sabotage, preventing soft clears that round. However, it is very likely they will stay together to maintain their alibis unless a separated sabotage such as O2 in The Skeld is done. This will not work if you killed a Noisemaker and this may sometimes not work if there are Scientists, so take that into account.
  • With a good enough argument, you can try accusing someone for being The Impostor in the hopes that they get voted out so that it will go down to 2 Crewmates remaining. Even if they find out that your The Impostor after the fact, it will not matter because you can sabotage to stop an emergency meeting and get the kill on time.

Tactics[]

  • A stack kill is a kill that occurs inside of a very closely packed group of people of four or more players. Because the kill happens in such a tight crowd, it is difficult to tell who actually killed. This is best done in common tasks or in sabotages and usually happens early game when there's a lot of people, such as Comms Sabotaged or Fix Lights. Alibis will have no effect because all the Crewmates were there to begin with. Only those who weren't in the stack will be cleared. Note that an Impostor will always move or teleport to a Crewmate when the killing animation occurs, making this a very dangerous tactic. Make sure you are completely stacked in if lights are on, as a kill can be very apparent in more spread-out groups.
  • Self-reporting is risky if you have not built up a fake alibi throughout the round. Crewmates will, understandably, ask about where the body is and other questions. You should only self-report if you are prepared to answer such questions. If there are Scientists, the kill was near a visual ability, on a map with Vitals, or the Crewmate you killed is a Noisemaker, instantly self-reporting is extremely risky. With smart enough Crewmates, they can easily deduce that you're The Impostor.
  • If a Crewmate offers to prove their innocence through visual tasks, you can go ahead and watch them complete it. This furthers your trust with the Crewmate(s) watching with you and the person who did the task as it is unintuitive that an Impostor would clear a Crewmate.
  • Spend time memorizing the different kinds of tasks other Crewmates do to better fake them. Be wary of the task bar when faking tasks if it is set to always be updated. You can easily be caught faking if it doesn't update when you "finish".
  • Don't do a common task that other Crewmates don't have.
  • Don't do a visual task if visuals are turned on.
    • However, you can stand next to a Crewmate doing a visual task to make it seem like you are also doing the task. Note that this doesn't work with Submit Scan.
    • You should never fake Submit Scan, even if visual tasks are disabled. This is because Crewmates who attempt to use the scanner should see a pop-up that says "Waiting for [player name]". If they don't see this, they can tell that you are faking the task.
  • On MIRA HQ, you can wait in Launchpad for every Crewmate but one to leave, kill the last one, and vent away. This works because the tasks in Launchpad are usually completed when the game starts. Crewmates will likely not return to Launchpad before the Run Diagnostics task timer has finished, meaning the body will generally get removed when the next meeting is called. An experienced Crewmate may fake walking out of Launchpad and walk back, possibly to bait you into killing the Crewmate.
  • Fake Teammate Confession - In a game with multiple Impostors, and you are discovered to be An Impostor, claim that random innocent Crewmates are the other Impostors if you are going to get voted out. For example, if Green and Red are the other Impostors, you tell everyone else before your ejection that Yellow and Black are your teammates. The others may believe this and vote one of them out before realizing you were lying, giving your Impostors a free kill. This strategy will likely only work against particularly gullible Crewmates, and won't work if the accused Crewmate is cleared or you're the last Impostor. Despite this, it may be worth trying.
  • Group Up - In a game of 2 or 3 Impostors, group up with your teammate(s) to get an alibi. That way, when you are accused, you can use them to back you up. Impostors can create fake soft alibis for each other and say they were together the whole time. Note that making fake hard alibis is impractical based on the nature of there being multiple Impostors unless the lobby is gullible.
    • Note that a room to kill in for this strategy is only valid if it has both doors and a vent. A fast lock is crucial to avoid a second Crewmate entering the targeted room. If this happens, you'll be caught venting in. Learn vent links before trying this strategy; it greatly improves the chance of success.
  • Pass the Blame - When a Crewmate does a task, it is common for a large area of their screen to be covered with the contents of the task, thus limiting their view of their surroundings. When two Crewmates are inside a room doing tasks, perhaps long tasks, use it to your advantage. Kill one of the two Crewmates, and escape. If you are lucky, another Crewmate may enter the room and see the body thinking that the other Crewmate in the room with the body is An Impostor, leading them to be voted off. Note that this is a risky strategy and can easily backfire.
    • Similarly, if you go to Electrical along with a Crewmate, and they start to complete Download Data, you can vent to Security, kill the Crewmate in Security, and vent back to Electrical. The task takes around 9 seconds, so you should have ample time. You can claim you were doing the same task as the Crewmate, and they may even clear you. But, you should be aware of Crewmates who may pretend to do this task in an attempt to catch you.
  • Try not to kill if there are 7 crewmates and 2 Impostors left. Stick with Crewmates and try to make yourself clear. This sometimes gives you a valid alibi and gives you more voting leverage as there are 4 Crewmates remaining instead of 3.[1]
  • The Skeld Light Kill - If playing on The Skeld, head to MedBay or Security at the game's start. When your kill cooldown ends, vent into Electrical. Kill the first person to arrive and vent right back out. After that, Sabotage the lights to frame the first Crewmate who arrives. This is effective because nobody else would have reasonably seen the body beforehand.
  • The Polus Light Kill - Hide in the bottom left corner of the Light Room and kill the last crewmate that arrives. Be aware that this doesn't work if Crewmate Vision is not low.[2]
  • Play as a Crewmate too - By not leaving the game when you are a Crewmate, you can more easily understand how Crewmates tend to play. Understanding their likely point of view can help you plan better. Also, you will be able to fake tasks easier and blend in with the Crewmates through first hand experience.
  • Avoid acting excessively defensive - If you are accused, avoid begging people to trust you, sending shorter and quicker messages than before, typing in all caps (yelling), saying things to the effect of "It's not me!", repeatedly accusing your accuser or otherwise losing your cool. This reads like An Impostor who feels like they are losing control of the situation. Calm down, then give evidence that suggest that you are not An Impostor.
  • Are you sure it wasn't the one with the skin? - If someone saw you do something suspicious for a split second, look at the voting screen for any living uncleared Crewmates with a skin the same color as your character's color. If there is, try to create doubt by saying something like, "When you said you saw me, it could have easily have been (character); their skin matches my color!" This works best if your character is not themself wearing a skin.
    • Similarly, for example, if you are playing as Green and there is a Fortegreen in the game, or vice versa, you can accuse the similar color by saying that what your accuser saw could have been them.
  • Remind them about Shapeshifters after killing next to a witness - If you get the Shapeshifter role, you could shapeshift into a color, get into a room with two Crewmates, and kill one of them while framing as somebody else. The witness will immediately report that body, and their first thought will most probably be that it's whoever you shifted to. After the reporter tells what happened, remind the Crew that, if the kill has been that reckless, it's most likely a Shapeshifter. Most players believe that An Impostor would just take advantage of the moment to blame it on the framed Crewmate as well. So, if you say that you consider the Shapeshifter chance, people will trust you much more easily.
    • It's crucial to let the witness report the body. Otherwise, they'll know that it's just you framing somebody. Reporting the body yourself will remove all doubt that you're the shapeshifter and you will be voted out.
    • This strategy will work even better if the witness tends to be stubborn. In this case, even after your remark, the reporter won't stop and think. They'll still say that it's undeniably the framed Crewmate because they saw the kill. This will cause most of the Crew to vote the Crewmate you shifted into out. After everyone realizes that they're not An Impostor, suspicions will reasonably turn against the witness, since they had told everyone to vote that person and discarding them being actually framed. So in the end, two Crewmates will be consecutively ejected and the entire Crew will now trust you.
  • Shapeshifter Cocoon - If you're a Shapeshifter, as tempting as it may be, do not shift behind the large rock on the right side of Polus. The cocoon used for the shapeshifting animation occupies its own layer in front of the layer the rock is on. If a Crewmate sees you, this may lead to you getting ejected. This also applies in other spots that obscure the Impostor but not the Shapeshifter's cocoon such as behind both engines in the Skeld, the giant oxygen filter in the Greenhouse of MIRA HQ, the satellite dish on the same map, the turret used for Clear Asteroids in Polus, and the gold pile inside The Airship's Vault.
  • Spawn as soon as possible - Your kill cooldown does not start decreasing until you spawn in. To spawn sooner, click on the "SHHHHHHH!" screen at the beginning of the round. If you are playing on The Airship, make your decision on where to spawn quickly to avoid wasting time.
  • The last second defense - If a Crewmate is about to be voted out, you could give a passionate but weak defense for them. Ideally, the rest of the Crewmates won't believe you and eject the Crewmate. When the role is revealed, the Crewmates may trust you more since you had defended the innocent player that was ejected. If they believe you and do not eject the player, you could kill them later and say that they must be a Crewmate because they were killed. This only works if Confirm Ejects are on.
  • Distract them - During emergency meetings, especially if players do not have much time to talk, drag the meeting out by sharing details that are not relevant. Examples of distracting topics on The Airship would be the burger you made or how you like to honk the horn when doing Stabilize Steering. Hopefully, such things will earn credibility when faking tasks and prevent players from discussing relevant topics, likely causing them to skip or miss voting.
    • Do not attempt this if you are already suspicious, as it becomes more obvious what you are trying to do, and you will only be suspected more.
    • Additionally, it may simply annoy your fellow players and they can vote you off for that alone.
  • Confuse them with your voting - If Anonymous Voting is turned on and everyone is decided on how to vote, you could vote a random Crewmate. In the next emergency meeting, you could then point out the vote with something like "Who voted (color)?" until you see a reaction. This should not only gain the trust of the Crewmate you voted, the rest of the Crewmates would start throwing accusations around and eject each other. Be careful, as an accusation could be thrown at you - especially if they feel there is something more pressing to talk about.
  • Public Enemy Number 2 - If a suspicious innocent player is present in the round, go out of your way not to kill them but instead kill those who have targeted them. Always vote to tie to waste voting phases and keep pressure on them.
  • Talking - Make sure you talk during emergency meetings. It has been said that you shouldn't talk unless spoken to during meetings, but people will get very suspicious of your silence. However, talking too much may give you away as it may seem you are stalling for the meeting to end. Do not accuse too much, and when someone suspects you, stay calm and tell them why you are innocent. Acting confused during meetings can also work to your advantage.
  • Beat the Admin table - Many people, Crewmates and Impostors alike, don't regard the power of the Admin table. However, the Admin table is a vital tool, and if used correctly, it can guarantee a win. The Admin table is useful for checking out players' alibis. Because the map is small, it is easy to catch a self-report. It is also easy to check out where people claimed to be when an emergency meeting is called, making sure to only lie about where you are if you are sure no one can disprove you.
    • On MIRA HQ, the Admin table is especially dangerous for Impostors venting because there are no blind spots on the admin map with a vent. It can be very risky to take a vent on MIRA HQ if you think someone is on Admin.
    • Polus is currently the only map where the Admin table has less power because of the map's huge size and massive blind spots, therefore negating its ability to catch vent use.
  • Play Dumb - This strategy involves calling a critical Sabotage, like Reactor Meltdown or Oxygen Depleted, and pretending to try to fix the Sabotage. When somebody is close enough, kill them, then go back to pretend to fix the crisis as soon as possible. This time, actually fix it or let somebody else report the body while you pretend to fix the Sabotage. You can say that you were fixing the crisis and couldn't see anything; many players will probably believe you and put suspicion on the Crewmate who reported the body, thinking they reported a body that they just killed themselves. This strategy can also work while pretending to use Security, Vitals, or Doorlog.
  • Betray your Impostor Teammate - If you see your teammate kill a Crewmate in front of you or fail to double/triple kill, report the body and tell the Crewmates what you saw or frame them for your kill (it's risky if they tell everyone about you being their teammate); this strategy is best done if you see them using the Play Dumb strategy. However, if there was no previous suspicion on your teammate, this strategy can be very annoying. This strategy will also likely gain you some enemies in the lobby, as your trust could be lost.
  • Self-Report if Seen - If you kill someone and a Crewmate sees you with the body, report it and accuse the Crewmate who saw you. It is more likely for the Crewmates to believe you since you reported the body. However, they will probably vote you out via an emergency meeting in the next round. If the Crewmate who saw you reports the body, you will likely be voted out first and thus revealed to be An Impostor. If confirm ejects are off, you may be able to prevent this from happening.
  • Join Them - Sabotage the lights on any map, then kill someone who is on their own. Take a vent to a large group of Crewmates, and ensure that the lights are still off so they can't see you. Stick with them until the body is reported. As long as the Crewmates you were with don't see you jump into a vent, you will leave no traces. Keep in mind that Crewmates may see the vent open even outside their vision - although this is not the case on Polus, as the vents are holes and have no opening or closing animation.
  • Blame Someone Else - If two people are suspicious of each other, kill one of them. For example, Orange and Green accuse each other, so then you kill Green. The conversation will naturally shift to Orange, which may result in them getting voted out.
  • Kill When Caught Venting - If someone catches you using a vent, they'll probably run for the emergency button. Call a Sabotage to prevent them from calling a meeting or close the doors and kill them before they reach the Cafeteria on The Skeld or MIRA HQ, Office on Polus or Meeting Room on The Airship (in this one, close the doors on Brig or Records, depending on the side you've been caught vent, Brig for left and Records for right).
  • Task Kill - Look for a task that you know covers up a vent. If someone's completing it and there is another Crewmate in the same room or nearby, come out of the said vent, kill the Crewmate that isn't over the vent, and self-report their body, accusing the person who was doing the task over the vent. This is a very efficient way of self-reporting, as it avoids people using Admin and Security to find you out.
  • Be Careful When Lying About Your Location - It can be tempting for you to say that you were somewhere else when a body is discovered. Still, this tactic can backfire if you were traveling with a group or a buddy (in which case your lie will probably be called out), as well as if someone was watching the Admin panel or Security when the body was discovered (e.g., you lied that you were in Navigation when there was no one there). Additionally, lying about your location will almost certainly backfire if a Crewmate was in the room you lied about being in.
  • Lights on Polus - A risky strategy is staying in the outdoor section of Electrical on Polus, Sabotaging the lights, and waiting for the first Crewmate to come into the area to fix them. Then, kill them and retreat to the bottom-left corner of the area. When a second Crewmate comes to resolve the Sabotage, they will likely report the body but not see you due to their obscured vision. However, to pull off this strategy, you must pay attention to the Crewmates vision. If it is set high enough, Fix Lights may not obscure their vision enough for them to be unable to see you hiding in the outdoor area of Electrical.
  • Quick Cafeteria Kill - If a Crewmate catches you use a vent or generally acting suspicious, they'll probably head to the emergency button. If possible, vent to Cafeteria and wait for them, inside or out of the vent. Kill them once they arrive. This will not work if there is a group of Crewmates at or going to Cafeteria. Make sure to use a vent to get away before anyone sees you.
  • Sabotage + Admin - This strategy consists of making people accuse each other. Go to Admin to use the Admin map, find two people together, and close the doors to the room they are in. The Crewmates can think that the other person with them tried to kill them and start running to the emergency button. In the case of one of them being ejected and everyone realizing that they were a Crewmate, Sabotage either Reactor or O2. Players may become even more suspicious of the Crewmate who accused the person with them.
  • Decontamination Kill - On MIRA HQ or Polus when a round starts, wait for a Crewmate to enter Decontamination, kill them, take a vent away (on MIRA HQ), or exit through the other door (on Polus), and Sabotage the lights. This can be risky if another Crewmate saw you enter Decontamination and walks in to find a body. Make sure that this is done early or else there is a possibility a Crewmate could be on the other side and discover it.
  • AFK Kill - A very risky strategy. On MIRA HQ or Polus, pretend to be AFK (short for "away from keyboard") in the room where everyone spawns: Cafeteria, Launchpad, or Dropship. Then, watch a Crewmate who goes on their own and, after everyone else has left the spawn room, turn off lights, follow their steps, and kill them. Return to your exact spawn location afterward. If the round continues for a while, you can attempt to do this again. Try to stay near the spawn so that nobody will find out that you aren't AFK.
  • We Were Wrong - This is a very risky strategy that requires a game with two Impostors, confirm ejects off, and a long discussion and/or voting time if possible. For example, if your partner is voted out on seven players without complete evidence, you can call a critical Sabotage and kill a Crewmate in front of two other players. You should then immediately self-report the body, claiming that your partner was not An Impostor because you caught someone making a bold kill. Next, accuse the two Crewmates of standing around the body after one killed, proving that they were partners. If the other players believe you, then have both of the Crewmates ejected and kill off the last player you need to through calling a strategic Sabotage.
  • Defend a Crewmate - In a two-Impostor game with your fellow Impostor still alive and the possibility of your ejection very high, you can randomly defend a Crewmate (not a confirmed Crewmate) without giving any proof as to why they are safe. If you're ejected and confirmed to be An Impostor, suspicions may turn to the Crewmate you defended and possibly away from your partner.
  • The Fake Visual - This only works on Polus or The Skeld. If you are about to be ejected, you can bring up that you have a visual task. If you are lucky, the Crewmates will drop their guard. Now Sabotage the Office or Cafeteria doors, and when they reopen, Sabotage lights or the Reactor to stall them. Sabotaging lights may get you an extra kill, and Sabotaging Reactor may stall the Crewmates more. However, you would likely be ejected if they manage to call an emergency meeting.
    • If an accused Crewmate announces they have a visual task you could make it appear as if they are 'stalling' to buy time and perhaps distract from going to prove their innocence. Then, allow the Crewmates to call a meeting (or call one yourself) and the Crewmate you used the tactic on is likely to be ejected. This could backfire if the Crewmate does manage to show they have visuals.
    • Visual Task Bait - If there are only a few Crewmates left, you could call an emergency meeting and say that you have Submit Scan. After the meeting, close the doors in Cafeteria/Office to stall the Crewmates, letting your kill cooldown become lower. Once you arrive in MedBay, fake the task. The Crewmates will know that you faked a task and will try to call an emergency meeting. Now, close the doors in MedBay/Laboratory to stall the Crewmates, and vent to Electrical or Admin, on The Skeld and Polus, respectively. Then, Sabotage the doors in Cafeteria/Office. Travel to Cafeteria (using the vent in Admin) on The Skeld or Office on Polus with your teammates. Stay near the emergency button. When the doors are opened, kill one of the Crewmates. This requires fast clicking speed and is very risky.
      • If your kill cooldown has not finished yet, try to call a critical Sabotage instead of closing the doors in MedBay/Laboratory. Then, once the Sabotage is fixed, close the doors in Cafeteria/Office. That should stall enough time for your kill cooldown to finish.
  • Don't let them call a meeting - When in a game where Crewmates only have one emergency meeting, you should try to target the Crewmates that have not called an emergency meeting and spare those that have. This way, if one of the final few Crewmates witnesses you using a vent, they will likely not have an emergency meeting to call and therefore will give you time to kill them.
  • Deceiving Doorlogs - On MIRA HQ, If you see two Crewmates going together through the north or southeast sections of the Hallway, you could go to the opposite section they went (If they went north, go towards the southeast and vice versa), Sabotage lights, enter a vent and try to kill one of them. Since all of the vents are interconnected, this shouldn't be too hard. If you manage to do so, the other Crewmate will most likely Report the body. If someone was watching the Doorlog at the time, there's a chance that the player will be accused of self-reporting since they went together through the sensors.
  • Reverse Psychology - Another possible strategy is to frame yourself and make it seem as though The Impostor is trying to frame you by killing the people who gave you an alibi last round.
    • This is especially popular with Shapeshifter. If it is enabled, you can intentionally make an obvious kill in front of others and then say it was a shapeshifter. However, this could backfire if there's only a few people left, you kill too fast compared to the shapeshifter cooldown, or they ask where you were at the kill and you don't give a good answer.
  • Color Confusion- When there are few people left, and there are two or more similar-colored Crewmates, you can accuse one of them of being an Impostor. If they get ejected, say that you meant the other one. Example: Lime and Green are both living Crewmates. You can just say Green is an Impostor, but not specify which one. After Green gets ejected, the other Crewmates will start to accuse you. At this point, you can say that you meant the other Green, Lime. This can eliminate two Crewmates at once, but will put high suspicions on you if it fails. Note that this is a risky strategy, as the Crewmates can request that you specify which one.
  • If you've noticed that a player on the lobby seems experienced with the game and is capable of making good points and discovering Impostors, they should ideally be one of your main targets.
    • If a player seems to be new to the game or be playing a specific map for the first time, they can be kept around for a while, as they might not give very convincing arguments or tell where they are exactly, but do remember that they aren't braindead. If they see someone killing or venting they will likely try to call a meeting to report this.
    • AFK players are easy picking, but they're also pretty much nonexistent during meetings, essentially reducing the number of players by one, as such, maybe keeping them around would be worth your time for the early game.
    • Innocent players that the rest of the crew is suspicious off and aren't able to prove their innocence should definitely be kept around, as they will likely be the prime suspect during the next emergency meeting and will likely be ejected unless you or your partner's been found out.
  • Make a Fake Claim - Crewmates may be a little less willing to push someone if they believe they are a special role that benefits the Crew greatly. Currently, the 4 living crew roles are Engineer, Scientist, Noisemaker and Tracker. All of them are viable. Be sure to look at the settings before the game starts for special roles and the number. If you claim, it's better to do it earlier than later. Always be wary of an actual Engineer, Scientist, Noisemaker or Tracker disproving your claim (although, it's mostly only applicable when there is only 1 slot for the role you're fake claiming).
    • Faking Engineer - Engineer is a good last ditch defense if caught venting. Though, Crewmates may not buy the defense if you only claim after getting caught. First, ensure there are either no Engineers alive or multiple to ensure your claim goes unchallenged. Afterwards, claim early, you can bring it up at meetings if someone tries to hold it against you that you claimed before getting 'caught.' The idea of fake claiming Engineer is to get away with being able to vent freely.
    • Faking Scientist - Scientist is an amazing claim to fake. You, being the source of dead bodies, know when someone is dead and where. This claim adds credibility to a self-report. An easy way to do this is by killing, leaving, circling back, self-reporting, and claiming Scientist that was looking for the body for a while. For extra effect, call a critical Sabotage that gets interrupted by the body being found. This strategy helps to fool actual Scientists and anyone using vitals (if applicable.) The idea of fake claiming Scientist is to build credibility and get away with self-reporting.
    • Faking Noisemaker - Technically, Noisemakers aren't a benefit to the Crewmates when they're alive, they're only a benefit when they're killed, giving alerts which can allow players to clear each other if they're together. However, this role is the easiest to fake claim as you just have to say "I'm Noisemaker". While this could make Crewmates think that you didn't die early-game because you're a Noisemaker, it could backfire if Comms sabotage is called and you're not killed, leading the Crewmates to suspect you for fake claiming Noisemaker.
    • Faking Tracker - Tracker is a very good claim to fake as Phantom. You can vanish, follow a Crewmate and vouch for their location and pathing. You can also suspect or accuse them for killing a Crewmate. The idea of fake claiming Tracker is to build credibility primarily.
  • Shifting into Each Other - This strategy requires two Shapeshifters and a lot of synergy/communication between you and your Impostor teammate. Firstly, you want to shift into your partner and find a group of Crewmates. Make sure your partner is with you too. Then, kill one of the Crewmates and wait for the body to be reported. The Crew will think your partner must be safe because there were two of them. After the meeting, get your partner to do the same for you. Now you have successfully killed two Crewmates and the entire Crew thinks you are both safe.
    • Be careful not to get caught shifting at any point or else the plan will not work. You will not be able to do this without good communication.
  • To be sure a Guardian Angel doesn't protect the Crewmate you want to kill, sabotaging Comms can be used as it disables their ability to protect.
  • Fake Shapeshift- Walk into a room with a player, preferably without vents due to Engineer, close all the doors(preferably in The Skeld, as Crewmates can open doors both in Polus,The Airship, and The Fungle.) Kill the crewmate with you, wait for a while and kill that Crewmate. Self report a few seconds later(but before the doors open), and tell the crew you a) saw shapeshifter of yourself vent in and kill(if you are sure no engineers saw you) or b) saw Shapeshift of you kill, without further details. Make sure everyone is scattered around the map though, as crewmates locked in together can clear themselves and know it is you. Overall quite risky but pays off if executed well.
  • Usually, if a Crewmate walks up to you and runs away, they are either a Tracker or a Detective. The first case has nothing to worry about, as the track ability will not reveal any incriminating evidence immediately. However, in the second case if you are aware that you have been killing a lot, especially killing the most recent dead Crewmate, it is much worse, and you are about to get voted out. One way to differentiate is if they are a Tracker, they will not run to the button immediately, and that they will not stop for 1 or 2 seconds, as the track ability allows them to keep moving. However, if they do, it is very likely they are a detective, as having acquired the incriminating evidence will make them want to run to the button immediately, and also because the interrogate ability will open up the notes panel making them stop for a bit and the best way to deal with it is to sabotage lights and kill them ASAP.
  • Lie about the other Impostors. If you are about to be ejected, you may be able to trick the Crew into ejecting innocent Crewmates by claiming they are the other Impostors. Note that this will not work if whoever you claim to be your partner is hard clear, or one of your real partners is later caught. Therefore, it is best to say the most suspicious, non-clear innocent players are your partners.