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* Sometimes a crewmate can spend their entire game with a crewmate. Afterwards, the poor crewmate has their [[KilledOffscreen dead body reported.]] [[ParanoiaFuel Did the crewmate accompanying them killed them? Or did they just happen to stumble on the crime?]]
** [[FromBadToWorse Even worse,]] there could be the possibility that the crewmate died while [[HeroicSacrifice protecting another crewmate.]] Also crosses into TearJerker and DyingMomentOfAwesome if this gets an impostor ejected.
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* When you're assigned your role, it comes with a sound effect. The role reveal sound for a regular Impostor can be thrilling due to being a DroneOfDread. But the sound effect if you're a Shapeshifter is downright uncomfortable, with the aformentioned drone being accompanied by [[BuffySpeak giggly pitchy sounds]] that might make your skin crawl.
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** If the Host allows them, the Seeker gets a personal map to track Crewmates (or if the Seeker kills half of the players), there's red circles called pings that alerts the Seeker to where they are a certain number of seconds each, and the Seeker almost always gets a speed boost once the players are in the Final Hide. With all those combined, it means that you ''can't'' stay in one place for too long during the Final Hide unless you have enough vents saved up.

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** If the Host allows them, the Seeker gets a personal map to track Crewmates (or if the Seeker kills half of the players), there's there are red circles called pings that alerts alert the Seeker to where they are a certain number of seconds each, and the Seeker almost always gets a speed boost once the players are in the Final Hide. With all those combined, it means that you ''can't'' stay in one place for too long during the Final Hide unless you have enough vents saved up.
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** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills half of the players), there's red circles called pings that alerts the Seeker to where they are a certain number of seconds each, and the Seeker almost always gets a speed boost. With those combined, it means that you ''can't'' stay in one place for too long during the Final Hide unless you have enough vents saved up.

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** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills half of the players), there's red circles called pings that alerts the Seeker to where they are a certain number of seconds each, and the Seeker almost always gets a speed boost. boost once the players are in the Final Hide. With all those combined, it means that you ''can't'' stay in one place for too long during the Final Hide unless you have enough vents saved up.
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* Imagine you notice the Reactor beginning to melt down. You wait for two people to go do it while you finish tasks, but eventually you notice no one is shutting it down... [[{{Unwinnable}} and you're now too far away to fix it yourself before it melts...]]

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* Imagine you notice the Reactor beginning to melt down. You wait for two people to go do it while you finish tasks, but eventually you notice no one is shutting it down... [[{{Unwinnable}} [[YouAreAlreadyDead and you're now too far away to fix it yourself before it melts...]]
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* The Fungle is a pretty unnerving map when compared to the others. For starters, with the first four maps, at least they take place in a Mira outpost (Mira HQ and Polus) or in a ship that is owned by the Crewmates (The Skeld and Airship). Here, you have to survive a remote island where on top of the Impostors, you now have to worry about the island's native fungus species either blinding you, blocking off key passagways to tasks, or causing everyone to hallucinate and see each other in the wrong colors and clothes.
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* Hide and Seek mode is officially a thing and it somehow manages to be more terrifying than the standard game (pictured):
** If you're the Seeker, or stick around in the summoning area to watch this happen, you're treated to a lovely shot of your Crewmate doubling over in pain, collapsing on the ground, and writhing for a few seconds before standing back up with a might roar from its mouth that is now on its stomach. And that mouth stays open the whole game.

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* Hide and Seek mode (pictured above) is officially a thing and it somehow manages to be more ''more'' terrifying than the standard game (pictured):
game:
** If you're the Seeker, or stick around in the summoning area to watch this happen, you're treated to a lovely shot of your Crewmate doubling over in pain, collapsing on the ground, and writhing for a few seconds seconds... before suddenly standing back up with and unleashing a might ''horrifying'' roar from its the mouth that is now on its stomach. And that mouth stays open the whole game.
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* Watching a player be executed after they are voted out can be a little unnerving. Depending on the map, they are either sent floating off into space without oxygen, sent plummeting to their deaths, thrown into lava, or cast to sea [[VikingFuneral while being set on fire]]. Either way, they die horribly.

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* Watching a player be executed after they are voted out can be a little unnerving. Depending on the map, they are either sent floating off into space without oxygen, sent plummeting to their deaths, thrown into lava, or cast to sea the seas [[VikingFuneral while being set on fire]]. Either way, they die horribly.
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* Watching a player be executed after they are voted out can be a little unnerving. Depending on the map, they are either sent floating off into space without oxygen, sent plummeting to their deaths, or thrown into lava. Either way, they die horribly.

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* Watching a player be executed after they are voted out can be a little unnerving. Depending on the map, they are either sent floating off into space without oxygen, sent plummeting to their deaths, or thrown into lava.lava, or cast to sea [[VikingFuneral while being set on fire]]. Either way, they die horribly.
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** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills enough people), there's red circles called pings that alerts the Seeker to where they are a certain number of seconds each, and the Seeker gets a speed boost. With those combined, it means that you ''can't'' stay in one place for too long during the Final Hide unless you have enough vents saved up.
** Every time someone dies, a ScareChord plays for every other Crewmate and the nameplate of that Crewmate displays with the message "[Player] HAS BEEN KILLED", and above the danger meter one of the Crewmate silhouettes gets crossed off. This is only a mild jumpscare on its own, but it quickly gets terrifying if it happens several times consecutively.

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** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills enough people), half of the players), there's red circles called pings that alerts the Seeker to where they are a certain number of seconds each, and the Seeker almost always gets a speed boost. With those combined, it means that you ''can't'' stay in one place for too long during the Final Hide unless you have enough vents saved up.
** Every time someone dies, a ScareChord plays for every other Crewmate and the nameplate of that Crewmate displays with the message "[Player] HAS BEEN KILLED", and above the danger meter one of the Crewmate silhouettes gets crossed off. This is only a mild jumpscare on its own, but it quickly gets terrifying if it happens several times consecutively.continuously.
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** Their tongue (pictured) is capable of impaling a poor crew member through the head with no resistance. [[ItCanThink They are also capable of using guns though]], making one wonder how and why...

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** Their tongue (pictured) is capable of impaling a poor crew member through the head with no resistance. [[ItCanThink They are also capable of using guns though]], making one wonder how and why...



* Hide and Seek mode is officially a thing and it somehow manages to be more terrifying than the standard game:

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* Hide and Seek mode is officially a thing and it somehow manages to be more terrifying than the standard game:game (pictured):
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** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills enough people), there's red circles called pings that alerts the Seeker to where they are a certain number of seconds each, and the Seeker gets a speed boast. With those combined, it means that you ''can't'' stay in one place for too long during the Final Hide unless you have enough vents saved up.

to:

** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills enough people), there's red circles called pings that alerts the Seeker to where they are a certain number of seconds each, and the Seeker gets a speed boast.boost. With those combined, it means that you ''can't'' stay in one place for too long during the Final Hide unless you have enough vents saved up.

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%%Image kept on page per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=16645929540.51645000

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%%Caption removed per General Caption Repair Thread: https://tvtropes.org/pmwiki/posts.php?discussion=1404492079030138900&page=88
%%Please consult that thread to discuss a replacement.

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/screen_shot_2020_08_02_at_25445_am.png]]
[[caption-width-right:350: Where are the MenInBlack [[SuperPersistentPredator when you need them?!]]]]

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%%Caption removed per General Caption Repair Thread: https://tvtropes.org/pmwiki/posts.php?discussion=1404492079030138900&page=88
%%Please consult that thread to discuss a replacement.

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/screen_shot_2020_08_02_at_25445_am.png]]
[[caption-width-right:350: Where are the MenInBlack [[SuperPersistentPredator when you need them?!]]]]
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** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills enough people) and there's red circles called pings that alerts the Seeker to where they are for a certain number of seconds each. With those two and the increased speed the Seeker getting combined, it means that you ''can't'' stay in one place for too long during the Final Hide unless you have enough vents saved up.

to:

** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills enough people) and people), there's red circles called pings that alerts the Seeker to where they are for a certain number of seconds each. each, and the Seeker gets a speed boast. With those two and the increased speed the Seeker getting combined, it means that you ''can't'' stay in one place for too long during the Final Hide unless you have enough vents saved up.
Is there an issue? Send a MessageReason:
None


** If you're the Seeker, or stick around in the summoning area to watch this happen, you're treated to a lovely shot of a Crewmate doubling over in pain, collapsing on the ground, and writhing for a few seconds before standing back up with a might roar from its mouth that is now on its stomach. And that mouth stays open the whole game.

to:

** If you're the Seeker, or stick around in the summoning area to watch this happen, you're treated to a lovely shot of a your Crewmate doubling over in pain, collapsing on the ground, and writhing for a few seconds before standing back up with a might roar from its mouth that is now on its stomach. And that mouth stays open the whole game.game.
** When the grace period for the Hiders ends, [[HellIsThatNoise you hear the earsplitting roar of the seeker throughout the map]] as they are now able to chase people down. Unless you want someone to launch their headphones across the room, ''make sure everyone in your group knows of this'' if anyone is new to the game!
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** Every time someone dies, a ScareChord plays for every other Crewmate and the nameplate of that Crewmate displays with the message "[Player] HAS BEEN KILLED", and above the danger meter one of the Crewmate silhouettes gets crossed off.

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** Every time someone dies, a ScareChord plays for every other Crewmate and the nameplate of that Crewmate displays with the message "[Player] HAS BEEN KILLED", and above the danger meter one of the Crewmate silhouettes gets crossed off. This is only a mild jumpscare on its own, but it quickly gets terrifying if it happens several times consecutively.
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** Unlike the standard game where there's just ambient noises, Hide and Seek mode has background music that [[SongsInTheKeyOfPanic gets louder and more intense the closer the Seeker is to you]], which is also illustrated by a danger meter. To make matters worse, the meter and music just care about the straight distance between you and the Seeker; it doesn't take walls into account. If you're hiding in the corner of Medbay on the Skeld while the Seeker is in the corner of Electrical, the meter and music will still go wild.

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** Unlike the standard game where there's just ambient noises, Hide and Seek mode has background music that starts as a simple bass riff that [[SongsInTheKeyOfPanic gets louder and more intense slowly transitions into pounding heavy metal music the closer the Seeker is to you]], you until it's practically blaring at a thousand decibels]], which is also illustrated by a danger meter. To make matters worse, the meter and music just care about the straight distance between you and the Seeker; it doesn't take walls or the fact that you vented into account. If you're hiding in the corner of Medbay on the Skeld while the Seeker is in the corner of Electrical, the meter and music will still go wild. If you take a vent and the route goes past the Seeker the music will still ramp up for one second, which may cause you to think you've emerged right next to them.



** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills enough people) and there's red circles called pings that alerts the Seeker to where they are for a certain number of seconds each. With those two and the increased speed the Seeker also gets combined, it means you ''can't'' stay in one place for too long during the Final Hide.

to:

** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills enough people) and there's red circles called pings that alerts the Seeker to where they are for a certain number of seconds each. With those two and the increased speed the Seeker also gets getting combined, it means that you ''can't'' stay in one place for too long during the Final Hide.Hide unless you have enough vents saved up.
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*** In the early days of the Shapeshifter mode, Imposters couldn't shapeshift as each other, meaning that if the Shapeshifted Imposter gets caught with the Crewmate they are disguised as, the Crewmate's innocence is confirmed. But soon that limit got removed. Which means there's no way to tell if the Shapeshifter is trying to frame a Crewmate or trick the Crewmates into thinking their partner is innocent.

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*** In the early days of the Shapeshifter mode, Imposters couldn't shapeshift as each other, meaning that if the Shapeshifted Imposter gets caught with the Crewmate they are disguised as, the Crewmate's innocence is confirmed. But soon that limit got removed. Which means removed; there's no way to tell if the Shapeshifter is trying to frame a Crewmate or trick the Crewmates into thinking their partner is innocent.

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** While it becomes somewhat of NightmareRetardant as it can confirm that the crewmate is innocent, if you see the Shapeshifted Impostor with the Crewmate they turned into, there's no way to determine who's the fake without someone getting killed; and even then you have no idea who they really are unless you're lucky enough to catch them when it wears off. It's even more nerve-wracking for the crewmate to see themselves, not sure of what they might do.

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** While it becomes somewhat of NightmareRetardant as it can confirm that the crewmate is innocent, if If you see the Shapeshifted Impostor with the Crewmate they turned into, there's no way to determine who's the fake without someone getting killed; and even then you have no idea who they really are unless you're lucky enough to catch them when it wears off. It's even more nerve-wracking for the crewmate to see themselves, not sure of what they might do.do.
*** In the early days of the Shapeshifter mode, Imposters couldn't shapeshift as each other, meaning that if the Shapeshifted Imposter gets caught with the Crewmate they are disguised as, the Crewmate's innocence is confirmed. But soon that limit got removed. Which means there's no way to tell if the Shapeshifter is trying to frame a Crewmate or trick the Crewmates into thinking their partner is innocent.
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** Every time someone dies, a ScareChord plays for every other Crewmate and the nameplate of that Crewmate displays with the message "[Player] HAS BEEN KILLED", and above the danger meter one of the Crewmate silhouettes gets crossed off.

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** Also you know how the fan-imposed rules gave Impostors a more limited field of view? Well that's here in the form of a uni-directional flashlight that the Crewmates are also stuck with. All the while tense music is playing which gets louder the closer the Seeker is.

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** Also you You know how the fan-imposed rules gave Impostors a more limited field of view? Well that's here in the form of a uni-directional flashlight that the Crewmates are also stuck with. All It's 100% possible for the while tense Host to give the Crewmates worse vision than the Impostor.
** Unlike the standard game where there's just ambient noises, Hide and Seek mode has background
music is playing which that [[SongsInTheKeyOfPanic gets louder and more intense the closer the Seeker is.is to you]], which is also illustrated by a danger meter. To make matters worse, the meter and music just care about the straight distance between you and the Seeker; it doesn't take walls into account. If you're hiding in the corner of Medbay on the Skeld while the Seeker is in the corner of Electrical, the meter and music will still go wild.
Is there an issue? Send a MessageReason:
None


** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills enough people) and there's red circles called pings that alerts the Seeker to where they are for a certain number of seconds each. With both of them combined and the increased speed the Seeker gets, it means you ''can't'' stay in one place for too long during the Final Hide.

to:

** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills enough people) and there's red circles called pings that alerts the Seeker to where they are for a certain number of seconds each. With both of them combined those two and the increased speed the Seeker gets, also gets combined, it means you ''can't'' stay in one place for too long during the Final Hide.

Added: 815

Changed: 714

Is there an issue? Send a MessageReason:
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* Hide and Seek mode is officially a thing and it somehow manages to be more terrifying than the standard game. If you're the Impostor, or stick around in the summoning area to watch this happen, you're treated to a lovely shot of a Crewmate doubling over in pain, collapsing on the ground, and writhing for a few seconds before standing back up with a might roar from its mouth that is now on its stomach. And that mouth stays open the whole game. Unlike the standard game, there isn't a thing you can do against this Impostor except wait out the clock. Also you know how the fan-imposed rules gave Impostors a more limited field of view? Well that's here in the form of a uni-directional flashlight that the Crewmates are also stuck with. All the while tense music is playing which gets louder the closer the Impostor is.

to:

* Hide and Seek mode is officially a thing and it somehow manages to be more terrifying than the standard game. game:
**
If you're the Impostor, Seeker, or stick around in the summoning area to watch this happen, you're treated to a lovely shot of a Crewmate doubling over in pain, collapsing on the ground, and writhing for a few seconds before standing back up with a might roar from its mouth that is now on its stomach. And that mouth stays open the whole game. game.
**
Unlike the standard game, there isn't a thing you can do against this Impostor except wait out the clock. clock, do tasks to make the clock run by faster, and try to vent away if the Seeker gets too close to you.
**
Also you know how the fan-imposed rules gave Impostors a more limited field of view? Well that's here in the form of a uni-directional flashlight that the Crewmates are also stuck with. All the while tense music is playing which gets louder the closer the Impostor Seeker is.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** If the Host allows them, the Seeker gets a personal map to track Crewmates once the players are in the Final Hide (or if the Seeker kills enough people) and there's red circles called pings that alerts the Seeker to where they are for a certain number of seconds each. With both of them combined and the increased speed the Seeker gets, it means you ''can't'' stay in one place for too long during the Final Hide.
Is there an issue? Send a MessageReason:
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* Similarly, the Shapeshifter role ups the ParanoiaFuel because it becomes 10x easier for an Impostor to frame someone; they just have to shapeshift into that someone and kill in front of a bunch of witnesses.

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* Similarly, the Shapeshifter role ups the ParanoiaFuel because it becomes 10x easier for an Impostor to [[FrameUp frame someone; someone]]; they just have to shapeshift into that someone and kill in front of a bunch of witnesses.
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* Hide and Seek mode is officially a thing and it somehow manages to be more terrifying than the standard game. If you're the Impostor, or stick around in the Cafeteria to watch this happen, you're treated to a lovely shot of a Crewmate doubling over in pain, collapsing on the ground, and writhing for a few seconds before standing back up with a might roar from its mouth that is now on its stomach. And that mouth stays open the whole game. Unlike the standard game, there isn't a thing you can do against this Impostor except wait out the clock. Also you know how the fan-imposed rules gave Impostors a more limited field of view? Well that's here in the form of a uni-directional flashlight that the Crewmates are also stuck with. All the while tense music is playing which gets louder the closer the Impostor is.

to:

* Hide and Seek mode is officially a thing and it somehow manages to be more terrifying than the standard game. If you're the Impostor, or stick around in the Cafeteria summoning area to watch this happen, you're treated to a lovely shot of a Crewmate doubling over in pain, collapsing on the ground, and writhing for a few seconds before standing back up with a might roar from its mouth that is now on its stomach. And that mouth stays open the whole game. Unlike the standard game, there isn't a thing you can do against this Impostor except wait out the clock. Also you know how the fan-imposed rules gave Impostors a more limited field of view? Well that's here in the form of a uni-directional flashlight that the Crewmates are also stuck with. All the while tense music is playing which gets louder the closer the Impostor is.

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