MIRA HQ Map
Unlike The Skeld, MIRA HQ is a much smaller and more intimate map. This makes it the most difficult of the three Among Us maps to win as an imposter in a big group. When the round starts, players will either spawn at the Launchpad or in the Cafeteria. There are only a few hallways, meaning you won’t have as much space to run around as you normally would. Additionally, the Communications room acts as MIRA HQ’s Admin room, allowing players to view a log that constantly updates with each players location. While this might appear to be a downgrade of The Skeld’s admin room, it’s actually perfect for tracking an individual person you might be suspicious of.
As for vents, MIRA HQ is rather unique since the entire network is connected. There are a total of eleven vents on this map and you can use them to reach anywhere on the map. This makes it much easier to get away, just be careful as you can easily become spotted emerging from one of these holes. Finally, the last big twist is the Decontamination hallway near the middle of the map. Entering this will lock both doors for a brief period, trapping anyone inside until the doors open. Use this to your advantage to split up teams or trap an unaware target! You can see all the MIRA HQ vents below marked in red along with the routes they’re connected to in green.
MIRA HQ Beginner Tips
MIRA HQ is a fairly tricky map to master, as the confined spaces don’t leave a lot of room for Imposters to isolate targets. Because of this, you’ll want to make use of the maps ventilation system to zip around the location until you find someone wandering alone. Keep in mind, there’s a greater chance that everyone will have a general idea where each player is. This makes having an alibi even more important than on other maps, so don’t hide in the vents all game. Make sure players can see you wander around and “completing” tasks, otherwise, you’ll be easy to single out.
The Decontamination hallway is perfect for killers since there’s a brief period when someone is trapped inside there. If you know someone is going in alone, use the vent to appear, kill them, then quickly make your escape to another room. This the only real place you won’t risk someone stumbling onto your nefarious deeds.
Inversely, crewmates should stick in pairs or a large group whenever possible. This makes it tougher for the imposters to kill players unless everyone is stacked right on top of one another. Just like The Skeld, the MedBay’s medical scan task will visually show everyone you’re not an imposter. Use this to your advantage and only complete this task when multiple people are watching. Doing so will lift any suspicion off you and let you have more power during the debates. Try to enter the Decontamination with a minimum of three people (or someone you know is a crewmate) to lower the risk of being murdered by the imposter.
It will take practice, but eventually, you’ll be able to easily navigate this claustrophobic skyscraper with confidence.