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The crewmates are not humans, but an alien species themselves.
What appear to be suits is their actual skin and they have a single large eye, presumably a compound one like an insect's. They also have a single "bone" in their torso instead of a spine visible when bisected, implying they aren't even vertebrates. Further clues include the medbay scan mentioning that they are only about 3 feet tall, and that the Mini-Crewmate "pet" may just as well be a baby of their species that resembles a smaller version of the adults.
  • 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.

The impostors have COVID-19
Among Us is set in 2030. After COVID-19 ravaged the population of earth, the decision was made by the governments of the world for the last healthy survivors to leave in search of a new home for humanity. Due to the large number of colonists, the SKELD-class interstellar vehicle was mass-produced by the MIRA Corporation; however, many were crudely assembled, making maintenance of ship systems during the voyage necessary.At the same time, a large number of those infected with COVID-19 tried to board the ships, passing off as healthy individuals. After this was discovered, the authorities issued a death warrant to these impostors; as a result, they tended to mutiny and kill the healthy colonists. The whole game takes place on one of these starships; the crew are informed that there are a certain number of infected colonists among them, and are ordered to identify and eliminate them. Due to the extremely bureaucratic methods of the government, they are not permitted to kill them; only to hold a full trial, vote them out, and eject them.
  • 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.

The crewmates are Stickmin.
It would explain why Crewmates have a singly femury bone, when sliced in two, but this Bio from the Henry Stickmin Series builds the connection between both games, as the third map is indeed named by one of the guards on the Wall.

Every round on The Skeld is part of a Vicious Cycle
A small group of hostile aliens infiltrate the Skeld and Kill and Replace some of the crew members to kill off and devour everyone on board, due to them not having any real offensive capability by themselves. After the aliens are finished with their massacre, the Skeld is found floating through space and a rescue crew is dispatched to find survivors (if there are any) and become the next victims of these predators. The aliens rinse and repeat this for as long as they desire, basically turning the Skeld into both their nest and a massive trap to lure in prey until whatever government/organisation that owns the Skeld declares it a lost cause and let them starve or until they are eventually killed.

The Impostors are not the bad guys here.

Check out this reddit for why.

The crew if the Skeld is a pirate crew and the imposters are undercover agents
This explains a lot of what's going on. This is why the amount of imposters is known, but not who or what they are The ship is run by voting and the executions by "walking the plank". And since pirates are wanted dead or alive well better to limit opposition when reinforcements arrive.

The fourth map will have voted-out players drowned in some fashion.
With the three existing maps, three of the four classical elements are already used as death. Air is on the Skeld, ejected into space. Earth is the method of death on Mira HQ, with the death presumably being a rather large splat. Fire is Polus's way, a dunk into lava.
  • 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.
  • 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.

A future update will allow Impostors to perform Medbay scans.
  • 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.

The reason why completing all tasks is an Instant-Win Condition for the crew, despite at least one impostor still being alive, is that as soon as the crew finishes their tasks, they return to their HQ and report what happened to their superiors.
Because these spacemen keep getting infiltrated and eaten by murderous impostors, their headquarters have developed foolproof ways to detect the impostors and slay them. However, these methods involve things like long-term quarantine, extensive biometric scans, or outright indefinite imprisonment until the impostors starve to death, so they're not practical on the job sites where the crew members actually perform their tasks, allowing the impostors to continue their infiltrations during jobs. Nonetheless, it would be completely suicidal for the impostors to stalk their prey back to their home nest, so they have little choice but to let the surviving prey go.
  • 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.

The planet and star system the navigation is indicating is the Polus.
Self-explanatory. Ties into COVID-19 theory above.

The reason why completing all tasks is an Instant-Win Condition for the crewmates, despite at least one impostor still being alive, is that the so-called imposters are those that haven't been taken over.
This seems odd at first but then it makes sense when you consider the types of imposters.The first have tentacles and mouths with a long tongue in the stomach area. These are not infected because they are actually engineered octopi. Immune because they are molluscs not mammals.The second are those who were suspicious and didn't take off their spacesuits, or were luckily immune.The third type are robots.The fourth type of imposter is the one who managed to fight things off at the last moment, or one who swapped sides

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.

The last map added will be the Impostors' homeworld.
After all the death and horror the Crewmates have been through, they decided they've had enough and directly declare war on their predators and tail them to their home nest. The tasks are role-reversed, with the crewmates sabotaging and destroying them instead of fixing them, such as burning impostor egg sacs or destroying vital structures while the Impostors try to fix them instead of faking them.

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.

An Imposter has the strength of approx. 1.25 crewmate.
Strong enough to overwhelm in equal numbers, but not if outnumbered by just one.

The vital systems sabotages don't kill the crew.
Why do the Imposters survive their sabotage victories? Because everyone does. Why do they still win? Because their goal isn't to kill the Crewmates, but to prevent them from doing their tasks — after all, tasks being completed means defeat for the Imposters. The sabotage countdowns are simply to the point where the vital systems are damaged beyond repair, forcing the Crewmates to abandon their ship or station and their mission along with it.

Impostors eat part of their victims
This is why only half a body is ever found, even when the method of death should have left a more intact corpse. The reason we don't get to see it happen is partly Gory Discretion Shot, partly the game not wanting to show how alien the Impostors' physiology truly is.
  • 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.

The reason Impostors don't go on a massive killing spree from the moment the game starts is because the crew is armed.
That gun from one kill animation had to come from somewhere, and it makes sense to have a means of defence when you're on a ship with a known killer, so there could be an unseen weapons locker, probably in the Weapons area. As such, if the Impostors just started killing everyone at once, they'd be immediately shot dead. Because of this, they have to space out their kills (hence the kill cooldown) and every kill has to be a sneak attack (pretty much all of them have the Impostor approaching from behind). This would also explain why the Impostor can (supposedly) survive an oxygen sabotage but dies (becomes a ghost) when you toss them out the airlock; the Crewmates shoot them before tossing them out just to be sure they're not coming back.

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.

New roles for the future
With the most recent update, we got 4 new roles. For Impostors, we have the Shapeshifter, who can transform into another Crewmate. For Crewmates, we have Guardian Angels, who can protect other Crewmates; Scientists, who can view vitals from anywhere; and Engineers, who can vent despite being Crewmate. This opens the door for more roles in the future, but which ones? This is where this WMG comes in.

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).
Crewmate:
  • 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.

There will be an animated movie adaptation years from now.
Let's say around 10 years from now (2031), when the game is still known, but not relevant anymore. Some big animation studio (likely Illumination Entertainment or Sony Pictures Animation) will make an All-CGI Cartoon movie about the Crewmates trying to find the Impostors. The cast will be: (Add to this as much as you want. You can suggest multiple actors for each color too.)

The crewmates have a very strong societal/biological taboo against killing sapients, even in self defense
That is why they won't fight back against Impostors. They get around it by executing suspects by jettisoning, since technically all the crew does is tossing them out and letting hypoxia do the rest.

Among Us is a prequel to Pac-Man.
Specifically, the "astronaut haunted by dead crewmates" unofficial/fan explanation of the game.

The Impostor in Hide and Seek mode is infected with what's basically the Impostor version of rabies.
This would explain the increased aggression (zero kill cooldown and ability to sniff out the Crewmates after a while) and lower strategizing (reveals themselves immediately and doesn't use vents, though they apparently kept their wits long enough to break the Emergency Button so this wouldn't immediately screw them over).

The timer in Hide and Seek mode is counting down to the arrival of a rescue ship.
The Emergency Button in this gamemode is visibly broken, as a Hand Wave for why simply calling a meeting and throwing out the Impostor immediately is impossible. But it's possible they didn't get to Comms in time, so one of the Crewmates was able to send out a distress signal before that got shut down. Now the crew has to survive long enough for the rescue team (who is presumably better trained to handle threats like this) to arrive and take down the Impostor.

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.

The Seeker in Hide and Seek mode is a larval Impostor
It appears that the Seeker is a Crewmate infected with an alien parasite that turns them into an Impostor without any of the subtlety. Having hijacked a host, the parasite doesn't understand stealth and impersonation while also having poor vision, but begins learning quickly as it chases down the Crewmates, noticing them perform their tasks as well as their actions. Once its rampage is over, it develops better vision, and it now attempts use its host body to blend in with the crewmates without getting caught, utilizing behavior learned from observing them including venting.

Alternatively to the above WMG, it's the other way around. The Seeker is the adult/elder form of the Impostor species.
Baby Impostors would have to rely on mimicing their prey to keep themselves alive while hunting them (referencing slow play games which prioritize on gaining the crew's trust). As Impostors grow older and become more experienced with killing Crewmates, they can afford to be more brazen with their hunts (referencing rush attack games where Impostors try to win by killing everyone quickly). Eventually, after devouring enough Crewmates, the Impostor undergoes metamorphosis within its Crewmate shell and transforms into its true adult self, now much more powerful than the crews it hunts and no longer fears being exposed, but as a result is too big to fit into any vents.

The Crew have some form of access to cloning technology
That's how you play the same Crewmate even if you died last round. Between rounds, all dead/ejected Crew are cloned, thus you always play a new Crewmate each round... actually quite unsettling. There are also sample databases of all crew, and the moment one dies, the Crewmates on the Mothership/space station/large-scale crew base begin cloning a new replica of the dead Crewmate.
  • 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.

Impostors have relatively low endurance compared to Crewmates.
Impostors are strong enough to slice a Crewmate clean in half, but they can't keep that energy up for too long. They need a minute to catch their breath after a kill and can't fight off more than one crewmate at a time. In Hide and Seek, the Impostor can enter a "beast mode", but this exhausts them so much that they'll pass out (or even kill the host outright) after only a few minutes, leaving the remaining survivors to freely toss their body out of the airlock.

It's difficult for a normal Crewmate to breathe inside the vents; Impostors don't have this problem.
Whether due to the airflow or the tight space making it hard to take a breath, Crewmates can't stay in vents for very long without starting to suffocate. Engineers are used to working in such spaces so they can handle it for a bit, but eventually they do have to surface. In Hide and Seek mode, Crewmates are willing to hold their breath for some seconds for the slightest chance of getting away from the Seeker, but they still can't do so for very long. Impostors can deal with this much easier, either with mild use of their shapeshifting abilities to breathe easier or just because they don't need oxygen to survive anyway. Seekers are too large to fit into the vents by default, and don't have access to the shapeshifting abilities of a normal Impostor to compensate.

The Seeker being so aggressive is the result of the host being Wrong Genre Savvy.
The trailer and accompanying cutscene implies that the Seeker is a Crewmate that got infected with something, and said Crewmate clearly is not on board with the transformation, but we're given zero indication of how much of the original Crewmate's mind is left. If there's some conscious thought left behind those killer instincts, the Crewmate could be thinking "If I make it pretty damn obvious that I'm the Impostor, I'll get thrown out before anyone has to die." Unfortunately, this extra aggression just scares everyone off instead of letting them overpower him.

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.

Engineers are genetically engineered Impostors.
Engineers are created by inserting genetic information from Crewmates into Impostors. They lack the stamina to kill due to changes to their biology, but they can still use vents

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.

The Fungle will introduce the Among Us version of the Ophiocordyceps parasite.
The mushrooms sprouting all over the Skeld before it even lands indicates that spores are airborne, and Red (who is always the Impostor in these trailers) fell out of the escape pod and was exposed to the open air before everyone else landed; so if there's something in the air that can infect Crewmates, Red is gonna be Patient Zero.

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.

The Fungle's ejection animation would have the Crewmates/Impostors get Eaten Alive in some way.
The island the map takes place in doesn't seem to have any volcanic activity, which would eliminate the possibility of the ejection being like Polus, and the peak doesn't seem to go high or steep enough to kill the Crewmates if they fall. With that said, it's possible that the Crewmates would have to resort to exiling the supposed Impostors into the jungle during sleeping hours where they will be devoured by the island's native predators.
  • 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.

The day marks in the Fungle's meeting room is a clue about the update's release date.
Notice that the marks count 32 days and the update trailer premiered on September 14 without a clear release date. If the crew were trapped for 32 days after that day, it wouldn't be a coincidence for the Fungle update to go live on October 16 at latest.
  • Jossed, the release date is October 24.

Other future update and/or gamemode ideas
  • 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.

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