
Make a kill next to the Storage room, on the other hand, and you can walk away in any direction you want. If you’re an Imposer who decides to kill in the Specimen room, know that you will have to leave through a long corridor and a decontamination room. Your mobility is therefore influenced depending on where you are on this map. The middle part, on the other hand, is completely open with a few ‘loose’ rooms. The structure: two areas on the east and west side are connected by corridors and rooms.This also has a system to let players check who's dead or alive remotely. Walking around this map is a little different the others, as it features a large, open space in the middle. It means in certain places Impostors can escape in almost any direction after doing something. ‘Polus’ is a large, snowy planet with 15 rooms. The Impostor will be able to come and go through the vent. If you enter as a Crewmate together with an Impostor… Well, you will probably not leave Decontamination alive. Danger zone: the doors of the Decontamination corridor will close temporarily upon entrance.Overall, the Impostor has to be far less worried that someone might be spying on him. That also means that the Doorlog only gives information about this particular part of the map. The Doorlog keeps a record with up to 20 entries of the players who pass one of three sensors in the top right corridor. Security system: instead of security cameras, this map has a unique feature called the ‘Doorlog’.That means that an Impostor can easily lure a Crewmate out of the left and bottom right areas.


The structure: Mira HQ’s structure is complex with some rooms very close to each other, and others isolated at the end of a long corridor.Impostors can easily flee by using the vent in the upper left corner, and they can also close the door. If you walk in to do a task and an Impostor follows you, you can’t escape and your entrance is not recorded on the security camera. Danger zone: the Electrical room is quite dangerous for Crewmates and a good killing spot for Impostors.If you play as Impostor, you should remember that the only corridors that don’t have security, are the two lowest ones and the very short corridor on the top right. Security system: the security system on The Skeld allows the player to see four corridors at the same time, which is a great way to control what other players are doing.By using these features, it is fairly easy to control Crewmates’ movements. Remember that an Impostor can only lock the doors of the rooms on the left side (except for the Reactor room) and in the middle of the map. Sabotage locations: the four sabotage locations are equally spread across the map they are at the Reactor, Electrical, Communications and O2 room.The host can turn visual tasks off to fix this advantage. As a result, the odds of winning on The Skeld are better for Crewmates.

Visual tasks: The Skeld has 5 visual tasks, which is a lot.Except for the lower middle part, there will always be nearby vents for Impostors to use. Just remember the two triangle shapes in the middle and the single lines in each corner. The vent system: as you can see in the picture, the 5 vent connections are easy to memorize as well.The structure: due to its symmetry, The Skeld is easy to navigate around there are only two corridors taking you from the left side to the right, and three to take you from the bottom to the top of the map (and vice versa).All the rooms are connected by corridors. There are 14 rooms: two large ones in the middle and 6 smaller ones on the east and west sides.

The spaceship map called ‘The Skeld’ was the only map available upon the game’s release.
