Among Us is firmly in the ranks of the most downloaded free games in the AppStore. It would be wrong to pass it by. There is nothing to write a review on it, in fact - it is a game of Mafia in a spaceship, online. The game comes with different settings and maps (ships). Either the peaceful crew members who find the assassin or the assassin who kills everyone wins. Below, a guide and tips on how to play as a peaceful crew member in the game Among Us.
If you find these tips helpful - share them with your friends, as well as add them in the comments, you might have missed something. And don't forget to read the game guide for the traitor assassin.
Who do you like playing for?
To a peaceful crew member
To the traitor/imposter
1 Guide: how to play as a peacekeeper for beginners and tips for beginners
2 Advanced guide for intermediate and advanced players
Guide: how to play as a peacekeeper for beginners and tips for beginners
- For safety reasons, move in groups.
- Moving in groups will also eliminate unnecessary suspicion in your direction.
- Complete the tasks to win and do it as quickly as possible.
- Try the tactic of moving one or two groups.
- You must complete the tasks, even if you have been killed and are now a ghost. This will also help the living players and bring their victory closer.
How not to be suspicious
- Notice suspicious behavior, but don't be suspicious yourself.
- Do not go near the vent. Only impacers use it.
- Don't wander aimlessly from room to room.
- And certainly don't go into rooms devoid of any tasks.
- The two characters who fixed the reactor are unequivocally peaceful.
- Leave the tasks that confirm your noninvolvement as a last resort. For example, a scan in the medical bay.
Identifying the traitor
- Doing missions and not looking for a traitor is bad. Only looking for a traitor is also bad. Choose the golden mean. Always be vigilant.
- If the player has completed the task, and the progress bar is not filled - it imitates the activity.
- At the same time, there are tasks that do not add to the progress bar. This, too, is worth keeping in mind, so as not to blame the innocent.
- Only a traitor usually seeks to fend off the group.
- Unusual movement of a player may be indicative of his treacherous nature.
- Be suspicious of players who pass by the body without making a report.
- If you see someone climbing out of a vent, he is definitely a traitor. And he must be turned in as soon as possible.
- A player's taciturnity on the ballot is one reason to be suspicious.
- There are tasks available only to one crew member. If another player tries to mimic it, he is most likely the traitor.
- Be aware of the timing of tasks. If someone does them too quickly, he is a traitor.
- Traitors prefer to stay away from the scene of sabotage. Remember this!
- Be sure to correct the sabotage as soon as it occurs.
- Go eliminate sabotage in groups, as this is often an impaler trap.
- Do reconnaissance, traveling from one task to the next. It should not become an end in itself.
- Try to remember the actions of other players. Who goes where and what they do.
- When you find a corpse, try to remember if anyone was near it or the scene of the crime.
- Consider whether there is ventilation near the crime scene, or whether this is the only way out.
- Be aware of the so-called blind spots, where there are no cameras and no ventilation.
- Use cameras to identify bodies, murders and traitors.
- As you go to your next task, try to check nearby rooms for dead bodies.
- If the murdered body is in a standing position, then the murder is fresh.
Voting and Reports
- Finding the body, make a report to catch the traitor on the trail.
- At the vote, keep it short, to the point, based on the facts you know.
- Be prepared that if you report a dead crewmember, you too will become a suspect.
- Prepare yourself a good and clear alibi, telling exactly where you found the body and why you actually ended up there.
- If you at 100% are confident in the identity of the importer, show persistence and a clear position on the ballot.
- The "if it's not him, expel me at the next vote" argument also works very well.
- Do not vote at all if you are not sure of the traitor's identity. Your uncertainty will only play into his hands.
- Remember that when you accuse someone without evidence, you become a suspect yourself.
- Don't spam the vote, it distracts other players from the case. Only facts and structured speech.
- Don't vote for the first person you see. "Use the rule of three O's. Justify, consider, discuss.
- Use meetings, to strategize, regroup, prove innocence, not just mutual accusations.
- Memorize the potential stroke of all ventilation grilles.
- Only give up proven players in emergencies, otherwise they will become a target for traitors.
- Sometimes it's easier to name players by color than by their nickname.
- Suspect everyone until proven innocent. But do not be overly suspicious and become paranoid.
- The growing progress meter puts psychological pressure on the traitor. He begins to rush and make mistakes.
- Try to memorize the amount of time it takes to complete a particular task.
- Use an emergency meeting only in a respectful case. For example, if you have identified a traitor.
- Use the admin panel to keep track of your teammates.
- Memorize the map to know the function of each room and further your tactical advantage.
- Door logs on the Mira HQ card are one good way to check.
- After each emergency meeting there is a kuldown.
- Sabotaging 02, reactor, light communication deprives the ability to interact with the emergency button.
Advanced guide for intermediate and advanced players
This is a guide on how to play as a civilian crewmember from professional players. It contains high and medium level tactics that will improve your playing skills.
And here's the first tip on how to spot a traitor. If the player has a pet, you can immediately determine whether he is a traitor or not. When the player performs the task, the pet comes up to him, and when he just stands next to the task and imitates its performance, the pet stands aside.
The second way to catch a traitor is to pretend to be an AFC. Namely, stand in front of the hatch and pretend that you stepped away from the computer, and the same time, keep a close eye on everything that is happening. And if you see someone jump into the hatch, it means he is a traitor. Yes, the method works 50-50, you can just be eliminated at the hatch, but why not?
Tricks with Admin
And here's a tip for caution. If you are sitting alone in the admin room, and you see two people in your room on the panel, then run away from there as quickly as possible, because there is a traitor sitting in the vent. However, do not go too far away. See who will be coming out of the admin room or from adjacent rooms, connected by a vent. That way you will find the traitor in no time at all.
In the same way, you can track murders on the admin. If you see more than one person in the room, then someone blinks very quickly, it means that a crime has been committed. Immediately after that, run to the button and call a meeting. Ask people who was where and, voila, you will be turned over or the traitor will turn himself in.
Now, as for the ghosts. If you have become a ghost, then do not stand still, but continue to perform the task. But if you don't want to do that, just quit the game. Your quests will disappear, and you will help your fellows, as they will understand that you are not a murderer.
Another cool fact is that people can see when a trapdoor opens or closes, regardless of your range of vision. So if you see a trapdoor opening in a room out of the corner of your eye, try to track down the person who did it. On the Pole map, hatches do not have covers, so this method will not help.
Hat with beak
Another interesting fact is that the beak hat is somewhat clumsy. It is clumsy in the sense that the beak can stick out of a thin wall and basically give you away, regardless of whether you are a traitor or a civilian.
And now a tip that will increase your survivability. If you see someone running after you and you suspect him, then stop near the turned on camera. That way he can't do anything to you.
Perform tasks over the wall
Also, when playing as a crew member, there are tasks that can be performed through the wall. For example, on Skeld, shield repair can be done through the wall. Lifting fluid at the Pole can also be done through the wall. This applies to the last valve, which is near the entrance to the office. And the task with conducting the current, which is in the med compartment above the traitor's pit. This can also be done through the wall at the end of the corridor. All this may be necessary in order to avoid entering the rooms unnecessarily.
One more important point. Always look at the conditions of the server. If the conditions will disable animations, then you will not have the opportunity to reveal the imposter by visuals. Always keep this in mind before you accuse someone.
Now for some helpful tips regarding Skeld cards. The danger zone on Skeld is the two lower corridors and the corridor at the top right. If the player leaves the communication room at Skeld and there is a corpse there, then he is definitely a traitor, because there is no ventilation and there is nothing to cover him. If you do not want to be locked, then stick to the right side of the Skeld map, there are no doors.
And, for example, on the HQ world security map Do not neglect the security system Dor Log. It allows you to keep track of the north, southwest, and southeast parts of the map. For example, if you saw a player enter the north part of the map, and then he abruptly appeared in the southeast part of the map, with the marks in Dor loge There is no sign of him coming out of the northern section, so he used the vent, and he is a traitor. Also on the peace catha be afraid of the decontamination corridor. Also on the map there is a window next to the reactor and the tunnel and there on one side you can't see the player, but on the other side you can see where the vent is. And standing there for a while you can easily figure out who the imposter is just by looking out the window.
As for Pole cardsit is dangerous to be there in the Security room. Because there, next to it, is a ventilation system. And in general, the northern part of the map Pole more dangerous for the peaceful times than the southern, because there is a greater number of vents. Also at the Pole in the lower right and lower left part of the map there are no vents, and this is generally a good thing. Also, the dangerous room at Pole is the vault, since there is ventilation and no cameras. And lastly, use the Vetals safety system at Pole. On it, live players are green, killed players are red, and gray is for players who left or were thrown out at the vote. If you, for example, suspect a player, and he is paired with someone, and suddenly his partner dies, it means he is the traitor. Vetals are a very good element for spot-checking your Timleid.
And yes, everyone probably already knows, the most dangerous room on the map Skeld is electricity. It is in the Bermuda Triangle, where there are no cameras, there is ventilation and a partition that obscures vision. Try not to go there alone. And don't go there at all without a good reason. A good tactic would be to stay in the guard room and watch the hatches. If you see someone come out of the vent, you can stand on the camera and see who it was that way, you'll figure out the imposter.
Also for calculating the imposter, on the map of Skeldyou can make yourself an almost invisible nickname and hide. For example, in the communication room is a chair. And, for example, in the reactor is the reactor rod itself.
Also remember that the motor calibration task can be performed in one step. To do this, move the slider to the middle and press it twice. That's it, it's done. The game will count the two steps.
Also, do not forget about the common tasks, which either all members of the crew have, or all do not. For example, at Skeld it's a card assignment, and if you don't have it, then no one else has it. But if someone tries to fake it, then he is a traitor.
And another way is to refuel the engines. The top engine is always refueled first, and then the bottom engine. And if someone starts filling the engine from the lower engine, then he's screwed.
There are also tasks that end only in a certain room. Which means that when they are completed there, the task counter will go up. Well, again, to give you an example with the same fueling that ends in the lower engine.
Also pay attention to the timing of tasks. Some tasks have strictly fixed turnaround times, and some have minimum turnaround times that you can't do faster than that. And, for example, if you see a player allegedly transferring data in three seconds, then feel free to take it and throw it away. That's impossible.
Job with wiring
The wiring task is also noteworthy. Let's see, each type of job, each timing, and each feature has already been discussed in the corresponding videos, and I'll leave a link to them in the description. But about the wiring on the most common map on Skeld. As it is programmed, this task is a three-stage task and is performed in rooms according to the following priority: first electrical, then storage, then admin, then navigation, then cafeteria, and then security. Remember, it's a priority, it's a non-order of execution. And so a number of laws follow from here. First, this assignment never starts with cafeteria and security. Second, this assignment never ends with electrical or storage. And just as the electrical is never the second and subsequent stage, neither is the safety room the penultimate stage. And if you see someone violating these routines, then feel free to send him into space.
And yes, if you are in the canteen and there are two or three of you there, it is probably for the purpose of eliminating you. So press the button as quickly as possible.
Walk two at a time.
And here's a tactic to prevent imposters from committing double keel. When there are two traitors on the server, and you go somewhere, say, the four of you, I recommend to stand a little further from his ally and point the clicker to report. And if you're lucky, and suddenly your ally will be eliminated first, you'll report, the traitors won't have time to make a double-kill, and you'll take them and give them up.
Also, when creating a random game, I advise you to take care of the ecosystem beforehand. For example, those whom you suspect and feel that they will do something bad. These could be people with donated items, invisible nicknames, too childish nicknames, fort green, and so on.
Also, if the host turned off the visual tasks, then you can calculate the imposter as follows: for example, you are in the medical bay, you see that someone is performing this task. So you need to perform the same task, if it appears that someone is already doing it, then the player is peaceful. And if you can freely perform the task, it means that he forges tasks.
Stupid behavior of the imposter
You can also spot an imposter by his behavior in the game. If he runs back and forth for no reason, then he may be an imposter. If he says he has done all the tasks, and then suddenly starts doing them again because he forgot, it's most likely also imposter.
And one piece of advice to you. If you know it's an imposter and you want to convince the community one hundred percent that it is, just don't make extra arguments and say that he jumped into the vent in front of me. It's short and effective. A little sneaky, but effective.
If you have a voice chat on voting, the imposters can give away excessive emotionality.
And speaking of quicker tasks. You don't have to wait for the minigame to close, but instead click on the X. It will be faster, and you will save more time.
And now for the sore point. The counter in multi-step tasks is replenished only after the last stage of the task. Please remember this and do not throw it away for nothing.
A favorite place for imposters
A favorite place for imposters on the Skeld map is the so-called Bermuda Triangle, where the video camera, the nurse's station, and the electrical room. The imposter in the security room is very easy to spot, because while he is standing there, the lights on the cameras are off. He's waiting for his keel to roll.
Killing a civilian to win
And now a very effective tactic if two players began to blame each other for the keel. I suggest throwing them both out, one will die for a good cause, and the other will definitely be a traitor.
Another very good calculation tactic is to stand by the med bay and monitor all players going in and out. For example, if you don't remember that this player went in there, it means that he got in through the vent.
You should also watch in which direction the player's head is pointing when exiting the med bay. If to the right, then most likely he came out of the hatch and turned out to be a traitor. And if to the left, then he was scanned and just walked to the exit.
Also, in some places the mundane can see further than the imposter.
I suggest you reread Game Guide for the Imposterbecause if you know how the imposter behaves, you can effectively play against him with his own methods. As they say, forewarned is forearmed.
If there are some tactics that weren't there, please write about them in the comments, and I'll be sure to read them and take them into account. And, of course, a huge thank you to all the people who helped me compile this guide.
Hello! I am the founder of Apps4Life. It started as a hobby, but turned into a great and useful project that helps people get acquainted with the digital world of mobile games, add-ons, webservices and crypto-industry.