- Another thing to note is that, depending on the color of the Crewmate's suit, the inside of them is colored different, too.
- Crewmate statistics when scanned show that they are all three and a half feet tall and about 92 pounds. This is statistically unlikely for humans, for whom even the shortest 90-pound adult would be approximately 4'10", but makes a compelling argument for them being some kind of gnome or dwarf instead.
- And that spike tongue the imposters sometimes have? It's something ALL of the crewmates have, it's simply another weapon the imposters choose to kill with, no better than their guns or knives.
- And the traditional idea when it comes to these alien imposters in fiction is that they're trying to infiltrate Earth's society so they can conquer it. But if this WMG is true, then what are the imposter's motivations?
- Either they're working for a rival government of their homeworld, or just some sick punks seeking thrill/personal glory.
- Other maps could be bases. Polus is a planetary base on an ice planet, one of the planets colonised in the star system. It is the destination of the ship, and any impostors there travelled there on the ships that arrived with Covid-infected colonists. MIRA HQ is the MIRA corporation's earthly headquarters, or alternatively another planetary outpost. The Airship is an aerial colony similar to the Venus concepts.
Check out this reddit for why.
- The fourth map is slated to be themed around Henry Stickmin, so the method of execution there will likely be derived from that game. This gives them several deaths to choose from, considering the hundreds of fails involved, but I don't think drowning was one of them.
- Actually, there are several fails and even an ending throughout the series where Henry falls into water and likely either drowns or dies from the impact. So a watery death might not be out of the question in the new map...
- Now that you've reminded me of that, a death derived from an ending called "The Betrayed" would not be out of place in a game like this, so this WMG probably has more merit than I originally thought.
- An execution based on The Betrayed would probably be way too similar to the Mira HQ ending, since being thrown off of an airship that was several hundred yards high up in the air was presumably just as responsible for Henry's demise as landing several hundred yards away from dry land. Also, we don't know if the area beneath Mira HQ is solid ground or an ocean/large lake, since we only ever see the tops of the towers. So, going by the original post's logic, Mira HQ's execution could be Earth or Water (or even Air, since the cause of death is a very long fall), while The Skeld could be Void (which is often treated as a fifth element). Polus is definitely Fire, though.
- Actually, there are several fails and even an ending throughout the series where Henry falls into water and likely either drowns or dies from the impact. So a watery death might not be out of the question in the new map...
- Alternatively, not directly drowned, but flushed down a toilet.
- The animation is identical to when Henry was Betrayed, complete with a clip of the music from that ending; so while we don't see it, we can probably infer that an ejected Airship crewmate does land in the water.
- When they scan themselves, however, it will change to red, indicating the user was an Impostor. This will add an extra challenge if it is a common task
- But why would they scan themselves if it outright confirms they are impostors?
- If it's a common task, that means if one person has it, everyone has it. So if they outright avoided the medbay, it'd still be suspicious, especially if it's first in the list so the first thing everyone does is congregate there. This would force them to do it anyway and pray that no-one comes in and sees them. Also, there's a potential Damn You, Muscle Memory! aspect if they go for the Sabotage button only to realize too late that it says "Use" instead.
- But why would they scan themselves if it outright confirms they are impostors?
- Also, even if there is one imposter alive, their capacity for murder is now basically gone, as part of their advantage is that the Crewmates are all separated on the ship completing seperate tasks, which gives the Imposter the opportunities to attack them when they are both alone and distracted. With all of the tasks gone, the Crewmates have no other priorities than sticking together and waiting the Imposter out. The Imposter can kill one person at a time, so they won’t be able to handle a crowd.
This detail also explains why the 'imposters' med scan doesn't light up. Why would it need to? There is nothing to alert the doctor to.This also explains why the 'imposters' can use the vents more safely -they know the network.It also explains why the 'imposters' win condition is outnumber the 'crewmates' or destroy the ship.Once the crewmates are outnumbered the 'imposters' can set off the self-destruct without it being countered.
Half of the tasks are visual and the ejection death involves the voted crewmate being thrown into what looks like a seemingly bottomless pit where they're secretly killed and eaten by the Hive Queen impostor. Should a 2-or-more impostor game end with all the Impostors getting ejected, the impostor's Hive Queen will emerge and all surviving crewmates are given weapons to fight back and hopefully kill it. If they die, the impostors win by default.
- The tongue is the parasite itself. It can split open the stomach-area (maybe waist?) of their host. By slicing their body in half, the parasite can crawl its way into the host.
As to why a Crewmate doesn't just shoot an Impostor they just caught? If they did that, they'd probably be suspected by the other Crewmates that don't know that the target was an Impostor, so it's better for the Crewmate's own survival to get a plurality on board first.
Impostor:
- Assimilator: Can mind-control Crewmates for a short period of time.
- Stalker: Can turn invisible for a short time.
- Devil: The counterpart of the guardian angel. The first imposter to die becomes this. Choose a nearby crewmate and give them a tasty Interface Screw + immobilizing for 5 seconds. Long, long recharge time.
- Spy: Can access cams, vitals, or maps any time, with the crewmates' colors visible.
- Slime: Engulf crewmates into your slime produced by melting your body and leave no traces of killing. Super-long recharge time.
- Sabotager: Choose a task and make it unable to be done.
- Mortician: Dispose dead bodies in vents, but nobody can vent in it. So Engineers can find and report them.
- Teleporter: Can teleport into another room, but only after they kill someone.
- Bomber: You have 3 mines at the start, place it anywhere! They will explode on contact/or detecting someone nearby. The explosions can kill literally everyone: Crewmates, Imposters, and You! Every survived meeting, you have 1 more bomb to your arsenal. If you ran out of bombs, you're screwed, because you can't vent or sabotage!
- Cyborg: This one works a 'little' bit differently: You have a skill meter (100 skill points in it) and a lot of skills to use due to your cybernetically-enhanced body. Each skill has a different skill cost, ranging from scratch uses (like grab) to using the full meter (laser). Every 5 seconds, your body recovers 2 skill points. You can't kill normally and use vents. List of skills:
- Grab - 10 skill points, grab a crewmate near you. Will not kill the crewmate.
- Rocket booster - 20 skill points, control the direction with the touch controls/keyboard and use. Will stun crewmate on contact
- Grenades - 50 skill points, Control the direction with touch controls/keyboard and throw a grenade that explodes on contact/after 5 seconds. Will roll on the ground for a while after being launched. Explosion will kill crewmates, but is hard to aim due to it rolling around the terrain for a while before exploding
- Laser - 100 skill points, automatically aim at a crewmate and shoots a powerful laser that can hit multiple targets. The laser attack lasts for 5 seconds (2 seconds for attack and 3 seconds cooldown), so it's quite risky as a crewmate will see you kill and will host an emergency meeting while you stay immobile.
- Note that you're stationary while aiming
- Incinerator: Burn players to crisps with your flamethrowers! Medium recharge time.
- Breeder/Hive Mind: Lays eggs that hatch into parasites that can zombify crewmates into killing another crewmate. The crewmate would have to mash buttons (or tap on the screen repeatedly) to break free, but it's hard to do so.
- Spore Spawnnote : Spawn spores that are invisible to anyone except for yourself! Will plant a spore from its backpack which becomes a clutter of fungal tendrils once it touches the ground that'll attack anything when it gets stepped on and kills, then disappears. When latched onto a crewmate or impostor, it immobilizes and drains their life force until they're dead, then disappears. To escape the infection, a crewmate/impostor must button mash till their fingers are meat mash, killing the spawn. If a third-party crewmate/Imp notices their fellow crewmate or what they think is a crewmate trapped, they can get themselves an alibi by trying to help the stuck player by by ripping the tendrils, destroying them instantly. A spore spawn can only have 2 spores active until one or both are destroyed or killed a crewmate. if a spore spawn tries to create a third one while both spores are out, nothing will happen. If an impostor kills a crewmate that is stuck in this trap, they're rewarded with a halved cooldown.
- Stronger alien. When exposed, it will mutate into a monster and the game mode instantly changes to boss mode where you are the boss. If you killed all the crewmates you win. If your health is depleted you lose. The crewmates can fight back, if they can't this mode is pointless. A form for you will be chosen randomly from 20 forms. Other than that you're a normal imposter.
- Parasite: Latch onto dead bodies and undo tasks as a crewmate. If you're killed in crewmate form, you die, rather than revealing yourself as another imposter to the player who accidentally killed you (your name is not red while controlling dead bodies, making the risks higher). You work like an imposter when you haven't infected someone, and you play like a crewmate when you latched onto dead bodies (can't enter vents, sabotage, or kill).
- Surveyor: Can place a camera recorder in an area to film an area of the map. This cannot be destroyed by the Impostor, but it can be sabotaged.
- Vengeful Spirit: Can hijack the Impostor's controls for a short period of time. Can only be used after being killed and has a massive cooldown.
- Medic: Can heal dead crewmates for a limited amount of time.
- Sniper: Can kill the imposter, but if you killed an innocent, you will die immediately.
- Captain: Every vote of yours counts as 2! To balance this ability, the Captain can only vote every 2 meetings.
- Builder: Set up an electric net that immobilizes anyone who touches it for 5 seconds/a lightbulb that helps a lot if imposter sabotaged lights/an identity identifier which will scan the nearest player and show the results to you (note: It has recharge time)! You can only make one of them. The gadgets can be brought anywhere by selecting Pick up. However, they're visible to everyone (except the electric net) and the imposter can sabotage them.
- Administrator (not the room): Your camera is bigger than normal, meaning you can see more things. You can also use a scan function (one shot) to scan a player and determine its identity.
- Ninja: Has a skill meter like Cyborg's. Your task-doing function has a recharge to balance the abilities you have. The skills are:
- Kunai or Shuriken - 10 skill points, Use controls to aim and shoot. Immobilizes target for 2 seconds.
- Invisibility cloak - 30 skill points, turns invisible for 10 seconds.
- Shadow dash - 60 skill points, dash for a short distance while dodging any attacks.
- Ninja Log - 100 skill points, create a clone of yourself that moves randomly. When attacked, reveals to be a log and disappears.
- Note that you're stationary while aiming.
- Cop: You can use handcuffs or taser to immobilize imposters, the latter lasts longer. Has fairly long recharge time.
- Freezer: Freeze players for 5 seconds with your cold air produced from your weapons! Medium recharge time.
- Reporter: Send a message to everyone every 20 seconds. The text box is small to prevent accidental Interface Screw.
- Force Field: Your force field has a diameter of 2 crewmates and lasts for 15 seconds, protecting everyone inside it, so the cooldown is long. However, with each task completed, your force field becomes smaller and it lasts shorter until it can only protect 1 crewmate and lasts for 3 seconds.
- Red: Chris Pratt
- Coral:
- Rose: Kelly Marie Tran
- Orange: Jack McBrayer
- Banana:
- Jim Carrey
- "Weird Al" Yankovic (because he voiced Dr. Screwball Jones)
- Yellow: Kevin Hart
- Green: Cee Lo Green
- Lime: Billie Eilish
- Cyan:
- Blue:
- Purple:
- Black: Jack Black
- White:
- Gray: Keanu Reeves
- Pink:
- Brown:
- Maroon:
- Tan:
The timer decreasing when you do tasks could be an abstract representation of fixing broken signals to make it easier for the rescue team to find you.
- If Impostors are parasitic as some suggest, this also explains why roles differ between rounds. The parasite is killed then its host body is cloned as a fresh crewmate.
- Ghosts might also be the disembodied clone's mind connected to some form of VR device to begin its training as a worker on the Crew's bases.
This could be an alternate explaination for why the Seeker doesn't chase anyone into vents; he still wants his Crewmates to have a possibility of escape in spite of his killer instincts.
It provides an explaination for the Hide and Seek mode's existence. The Crewmates are told on their task list that they are Engineers, showing that all the Crewmates are actually Engineers. It is likely that Engineers are trained to do tasks and use the technology available to Crewmates, so are put in replica ships and the like. These are not going to be of the same quality of the real thing, which explains the broken emergency button and (in some cases) the need for flashlights. The Seeker is either an Engineer who slipped past the gene editing process, had their genes edited incorrectly, or became aware that they are genetically modified Impostors and decide to live as Impostors. Therefore, the Engineers must wait to be rescued by the Crewmates. They do their tasks to try to prove to MIRA that they should be given higher priority, since they are still looked down upon.
The Hide and Seek scenario could also explain the limited ability to use vents. One possibility is that the changes to their biology makes using vents more difficult but not impossible. However, by the time the main game occurs they have learned how to use them to the best of their ability. An alternative explaination is that the Engineers were terrified of being seen in a vent by the Crewmates during training and killed as a result. Although not as serious of a concern on real missions due to successfully going through training, the fear still lingers somewhat.
This could explain why the word 'engineer' was chosen, since the job duties of an engineer in the real world is closer to the tasks that all Crewmates do. In this case, the word 'engineer' actually refers to them being created through genetic engineering.
Of course, Ophiocordyceps doesn't drive ants to kill their fellow ants, but pathogens that jump species barriers rarely do the same things to their new hosts as they did to the hosts they evolved for (name any plague in human history, yes even COVID-19, and odds are it's something that was basically the common cold for another animal until one human got unlucky). So it's plausible that the things that this parasitic fungus would do to its normal host just to allow it to spread would do something very different to the brain of a Crewmate.
- Jossed. According to the release trailer, the elimination method is sending the suspected Impostors out on a raft which then proceeds to combust. The carnivorous flora instead serve as the equivalent of vents.
- Jossed, the release date is October 24.
- A game mode where the imposters DON'T know who the other imposter is and have to figure it out, so they DON'T inadvertently murder their allies.
- A game mode where the imposters are rivals and deliberately seek to murder each other as well.