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  • Why do you need to wait for the Download/Upload Task to finish? Can't you just leave it like the Inspect Sample Task then check on the progress? It's not like leaving the tablet to do the data transfer will stop it.
    • Well, the tablet is used during meetings and for a few other tasks, so not having it could present a problem. Also, an Impostor could swipe the Tablet, stop the download, and break the tablet, basically guaranteeing you can't win by finishing tasks.
    • On that note, why does your tablet have to be right next to the computer to do the download? Are they still using infrared or something?
    • To give time for an Imposter to kill the player.

  • If Impostors have to fake tasks because they don't know how to perform them, how do they know how to fix Sabotages? And if they do know how to do tasks because they know how to fix Sabotages, why don't they do tasks for real? Yeah that would be beneficial for the crew, but that would make you less suspicious.
    • It's possible that being a parasite allows them to look through some of the memories of their hosts, but not all.
    • You answered your own question; Imposters aren't incapable of performing tasks. Their goal is to kill the crew, while the crew's goal is to *finish* the task. From a tactical viewpoint, the Imposter can use a sabotage as a false flag and use the fact they fixed it as an alibi. "Hey, I fixed the thing that would have killed us all if it didn't get fixed. I can't possibly be the enemy"

  • Why do crewmates have limited emergency meetings? In-game, it's for balancing reasons. But outside of that, what's stopping them from calling a meeting more than their limit? It's called an 'emergency' meeting after all.
    • You know those players that will call rapid-fire meetings at first opportunity? Maybe enough of those prompted the higher-ups to implement that hard limit to make sure crewmates saved them for actual emergencies.
    • Probably because the tasks are time-sensitive in the scope of the crewmates' job. Emergency Meetings use up precious time that can be used to actually fix the problems in the map.

  • What kind of spacecraft designer makes it so that you need at least two people to fix a sabotaged Oxygen system and Reactor?
    • Heck, the way you solve them (you're not fixing wires or anything; it's basically just a Two-Keyed Lock) carries the implication that the sabotage is actually a programmable shutdown of those systems that needs two people to authorize to reverse it. What purpose does such a thing serve?
      • Remote killswitch in case the crew decides to turn the ship into an RKV or fails to pay the mortgage in time?
      • Crewmates may have to fill their O2 tanks then shut down Oxygen if it becomes poisoned or contaminated, so it makes sense two people need to verify the disabling of Oxygen systems. Reactor Meltdowns are caused by overheating, so it's likely there is a system that shuts down cooling for maintenance purposes and requires at least two people to verify to prevent accidents like that. Fixing the crises seems to be another story
      • Perhaps Reactor Meltdowns require two people to fix because the repair sequence is harmful when the reactor is not melting down O2 Repair must be fixed in two far away locations because of necessity or maybe just bad planning.
    • It's called Dual Control. Basically, the Dual Control procedure is a security measure that ensures that employees are supervised when interacting with critical systems. Banks, for example, will not give individual employees the complete combination to a specific safe, but instead give one half to the teller and the other half to the manager. This is to make sure that, in the event there's no cameras or any other security measure, a rogue employee can't steal money from the safe.

  • Why don't the crewmates perform tasks on The Skeld before departure? Tasks like clearing asteroids and swiping your card make sense, but what about fixing wires, cleaning the oxygen filter and fueling the ship? Shouldn't those be done BEFORE departure?
    • It's possible that they've been in space for a long time prior to this and eventually these become standard maintenance, though I wonder what sort of wires they're using that they keep coming undone (keeping the filter clean and ship fueled regularly makes sense).
    • Alternatively, as mentioned before as to why the Spacesuits don't hold oxygen for long, maybe these things were sabotaged by the Impostor sometime after takeoff so now you have to fix them.
    • Why are the crewmates clearing dead leaves? Are there plants on the Skeld?
      • It looks like there's a plant in a glass casing in the O2 room, so yes.

  • If the crew is wearing space suits all the time, why do they lose if they can't repair the oxygen supplier in time? They also instantly turn into ghosts when launched into space. Are there no oxygen containers in their suits? Are they empty? What is the point of wearing the suits inside the spaceship? Are they even wearing suits, or is it their real body?
    • And it's even weirder how they wear clothes over their space suits, or how mini crewmates are essentially baby-sized space suits.
    • To quote u/TACOTONY02 from a Reddit comment: "Because when oxygen is sabotaged the oxygen in the ship is gone and the timer is actually how long the space suits can provide oxygen".
      • Those must be some very poorly-designed space suits if they can only provide oxygen for 30 seconds.
      • Maybe an Impostor tampered with them before departure as part of the sabotage.
      • Or compressed time is in effect: 30 seconds in-game is likely 30 minutes or more in-universe.
    • They have small lungs because of their small height.
    • The ship has gravity. Carrying around huge oxygen tanks on one's back is heavy. You wouldn't want to carry that extra weight unless you absolutely needed to. They probably could attach some extra oxygen tank if they were expecting to do some work in an atmosphereless environment, but all ship environments do have breathable air. Add to that the ideas of compressed time and the timer being how much oxygen their suits do hold, and whoever designed the suits decided that was just enough time to solve any crisis that would require them to use the suit's oxygen supply while on the ship (and really, it is, barring eventual Impostor shenanigans).

  • How are the vents in MiraHQ actually connected? Not only are the rooms disconnected from each other and floating over the sky, but the greenhouse and the corridors that connect it to the other rooms seems to have a transparent floor. Even if the impostor can crawl through the ceilings and move under the floor, why can't they be seen by the crewmates?
    • According to the game's page, the impostor is a "parasitic shapeshifter", combine this with the theory that the crew probably don't use the vents for movement because only impostors can shapeshift to fit through, the impostor shapeshifts into a form that lets them easily avoid crew eyesight while traversing the outside of the hallway.
    • Mira HQ is a set of towers, not a floating sky ship.
    • Regardless of whether it's a single floor (most likely) or a tower, this troper has one other question: why the hell do the Decontamination room AND the reactor/laboratory have their ventilation systems connected to the rest of the HQ? If it is felt that they need to put you through decontamination before you can get in or out of those rooms, you'd think that those three rooms would have their own independent ventilation system (with decontamination having one all to itself) to prevent hazardous air from getting in or out of those areas. Yet the Impostor is able to find vents outside of those rooms connected to inside them. At best, this is dangerous to any research going on in the lab, and at worst, that is a biohazard waiting to happen.

  • Why don't Impostors sabotage the engines? Or even the airlock they could be thrown out of? Yeah, the crew can fix them but wouldn't that be extremely useful even for a moment?
    • In-universe, maybe it's beyond their ability. Out of universe, it'd make things too easy for the Impostors.
      • Or it might draw too much attention to them being Impostors. The Impostor's masquerade as Crewmates, so, if they took out the air lock or the engine, a Crewmate could pick up on it and tell the others.

  • How do dead players do the Med Bay scan?
    • On top of that, how do they still weigh anything?
    • And how can they open automatic doorsnote ?
    • They're ghosts. It's already unrealistic.
    • That's just how ghosts work In-Universe.

  • Why does the hand scanner that stops the Reactor Meltdown authorize an Impostor, but the Medbay scanner won't work on them? Both seem to require a biological scan, so why does one work but not the other?
    • The shapeshifting is surface level, medbay scanner scans beyond that.

  • It could be Gameplay and Story Segregation but why doing tasks affects impostor in Hide and Seek mode?
    • Doing tasks is the win condition of the crew regardless. the Hide n Seek mode is basically the imposter being far more aggressive and going on a rampage, so the crew is in that much more of a hurry to complete their mission and escape. The more tasks that get finished, the closer the crew is to getting out of the danger zone.
      • Completing tasks isn't an insta-win in Hide and Seek mode, and it's 100% possible to beat that mode without doing any tasks.

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