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Each level has vents that imposters can use to promptly navigate the map but there are besides security cameras and numerous rooms, some of which tend to have more footfall than others. This can make it difficult to know where to make your move as an imposter. hera we take a count at the rooms that make it easier to hide or escape from a kill, and those best avoid.
Updated September 6, 2021 by Amanda Hurych: Though the Skeld is the first Among Us map to ever be created, players hush enjoy conservatively traversing its halls. Its success as a function is predicated on the highly viable locations imposters can use to commit murders. sol even though the Airship is a glistening newfangled map, let ‘s take a look back at the Skeld. Read on if you want to know the best places to eliminate crewmates as an imposter .
There ‘s a very dependable reason why electric gets called the death board. It has merely one entrance and passing for players and the wiring tasks have to be performed out of sight of anyone casual by the room. To make it tied more perfect for an imposter there is a release in the lead left corner for an easy getaway to medbay or security system and you can sabotage the doors to prevent witnesses from entering .
The lone thing to be aware of is that medbay has cameras on the doors, as does security, so it ‘s possible to be seen exiting but not entering those rooms if person is watching. however, medbay is besides not specially a high traffic sphere and does much have people nipping quickly in and out to do the bipartite tasks .
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If you have sabotaged the reactor in the Skeld, odds are a cluster of Crewmates will come running to avert the crisis. This is a chance to get the perfect kill. Once the meltdown has been stopped, normally all the innocent crewmates will leave the area to go back to what they were doing .
On occasion, you will get ( hopefully ) one person who stays or lags behind the rest. This is your opportunity to seize your consequence, perform a quick kill, and soar out of there using one of the two vents in the room .
The cafeteria is very rarely a beneficial place for an imposter to kill anyone. not only is the room a high dealings area but two of the exits are covered by cameras and it contains the hand brake meet button. however, the top of the cafeteria is by far one of the best places to kill a crewmate as it is identical rare that person will venture there .
There is a vent in the cafeteria you can use to escape, but be careful. It lands you in the middle of the O2 and navigation corridor, right in the eye line of the security television camera, or in admin which much has several people in it, particularly early on. You ‘re credibly better off just casually walking away from the scene of the crime .
security is unsurprisingly where you can monitor the camera. There are much people coming in and out to check these but sometimes you ‘ll find one person who loves to try and solve the case by camping them. however, there is a solution .
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The door is lockable and the room has a vent. If you can wait until the camper is alone it ‘s an easy job to shut the doorway, faux pas in and then hop spinal column into the vent. then you can either escape into medbay, knowing it ‘s improbable your exit is being monitored, or slip out of electrical where people can rarely keep track of who is in and out .
If you want to snag a kill in this area, seafaring is a army for the liberation of rwanda better cry than weapons. The tasks here are easier to fake, the room is not used as a corridor, and there are two vents to escape from, giving you more options .
You can use either weapons or shields to slip out into the more populated areas and find safety in numbers before the body gets discovered .
Admin is one of the most dangerous spots to kill a crewmate. While it ‘s sometimes potential to hide a body at the bottom of the room, this requires perfect time. More often than not trying any shenanigans in admin will get you caught and fast. Admin kills are generally going to make your crewmates fishy very fast .
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The area has many coarse tasks and is senior high school traffic. It does contain a vent but this will drop you in the besides heavy populate cafeteria, or in direct line of a security camera. not precisely ideal escape locations .
Communications is a nice, secluded spot, located at the bed of the Skeld map. It only has one entrance, and there are no vents you can use to promptly escape. Your best bet to secure a kill using communications is to observe person enter the room, ensure no one sees you follow, and then kill immediately .
rather than then trying to leave the picture of the crime, you should attempt a self-report, because it is fabulously difficult for others to verify your whereabouts if no one visualize you enter the room. precisely be sure to have a batten cover story as to how you got there .
3 Upper Engine
The exceed of this room is partially isolated with a vent close by. While people will run by, it ‘s relatively slowly to avoid them and do a quick kill and vent. You ‘ll end up in nuclear reactor and again this board has a few obscure corners and not huge amounts of traffic, meaning an safety valve is easier .
Reactor besides contains a vent to lower engine, offering another escape route away from the cameras in an area that frequently has people using it as a corridor .
O2 has its entrance monitored but besides has a very sneaky manner to potentially win. If you are getting close but struggling to get the final examination kills O2 can provide a solution. When the right side of the map is lull, an O2 sabotage can be a winning call option .
Hit the sabotage from close by, go to “ fix ” the issue then kill whoever comes to help. If you clock it good, this may be adequate to have the ship go down via sabotage timer. Remember, kills are n’t the only way to win .
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About The Author
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Helen began playing games at an early age with her first calculator being a hand-me-down Sinclair ZX Spectrum. It didn ’ thyroxine put her off… She is all grown up now but is still a game at heart, particularly when it comes to The Sims and early strategy and pretense games. She juggles the day by day demands of animation with a kin and somehow however finds the time to indulge her two passions in life, writing and gaming ; sometimes both at the same time .
From Helen Ashcroft