Unfortunate Spacemen

Unfortunate Spacemen

Not enough ratings
Shapeshifter Mode Map Guide (W.I.P.)
By I'm Mr. Meseeks, look at me!ݴ
A (W.I.P.) guide to everything you need to know about Unfortunate Spacemen maps. Learn the best places to murder spacemen and how to survive with information specific for each map. The best and only map guide on steam!
   
Award
Favorite
Favorited
Unfavorite
Overview
This is a work in progress guide, I will be updating it regularly until it's complete, but it will probably take a week or two. It currently covers nearly two thirds the maps and offers some general information.

If something is marked (STUB) it contains basically no information. If it is marked (Incomplete) it contains partial information that should be useful for many players but is still missing important information.

This guide covers areas largely mentioning how it affects monster play. This is because for the most part spacemen play is more consistent across maps. You search for and complete all the objectives while playing defensively against the monster. Monster hunting can win the game but it is not the optimal way to play the game. The monster is the one in the offensive role. It is best to learn the kill zones for each map and avoid being isolated while completing objectives. Completing a lot of tasks early causes the monster to have to play overly aggressive and mess up, or end up trapped on the shuttle. (but most will mess up trying to get more kills than they can if players are doing well on tasks with low early deaths.)

If you see any issues in this guide or have any tips to add feel free to drop them in the comments below, especially tips about things I haven't covered yet.
First Game? Read This!
Hey you? Is this your first game? Maybe your second? Don't know what you're doing? Read this first! Played a few dozen games and know what objectives and rescue shuttles are? Skip right on past. What's covered here isn't really different than what you can learn from the in game tutorial, however I've noticed a lot, seemingly most brand new players don't know these things. I'm not sure if it's because people don't play the tutorial or simply don't remember how to do stuff afterwards, but either way I thought it was good to put this information here.

This section will show you the most straightforward and effective way to win the game as a spaceman. The monster roll is significantly more complicated than spacemen as he combines all the capabilities of the spacemen with an entirely new set of abilities. For this reason it is suggested you first play some games as a spaceman and learn how to play and fight in spacemen form before taking on playing as a monster.

As a spaceman the main way to reach victory in this game is to complete all of the objectives in time. You can beat the monster before that, but that usually only happens against un-experienced monsters. If the timer runs out the monster wins automatically so if you're not doing the objectives there is no incentive for the monster to take risks and get killed going for dangerous fights.

So what are the objectives? There are three objects used in objectives in the game, one of which is used for two objectives.
This is a research sample. Looks like an egg in a tube. It's seen unsealed on the left and sealed on the right. Press E on it and it will begin sealing. It seals on its own a few seconds after you interact with it. One important thing about these is that unsealed samples are the only task that can not be found easily on the map, so if you see one go press E on it! even if you're not going to finish the task it will be easy for players to find later and save a lot of time.

Speaking of finishing this task, the second task to do with samples is to pick them up by pressing E on them and then carry them to an Emergency Mass Ejector, or E.M.E.
Picking it up will show a green trail on the ground that will help you find an E.M.E. nearby. You can also open your map and look for the symbol of 3 green arrows to find one. When you find one walk up and stand in front of it. The sample will automatically be transferred into the E.M.E. Don't walk in though! Walking into it will mean you are launched into space with the sample! Where you will die. You won't always die if you have Magnetic Boots but you will still take damage which can kill you. Beware, the monster can shove players in if he is near enough!

Now for the other two tasks:
On the left you can see a transmitter. Pressing E on the panel will begin an upload. The upload is automatic once started but takes quite a long while, feel free to leave the transmitters and go do something else. The monster can disable these in monster form and they will all be disabled when the power goes out, but it is easier to just restart them than to stop them from being disabled, and they will maintain their progress. The other task is simple, clear garbage from the landing pads. Just run up to all the garbage, which is pictured right of the transmitter, and press E on it to get rid of it.

This is what the map usually looks like, you can see transmitters that need to be started as red satellite dish icons, in progress ones as yellow, and finished ones as blue. Sealed samples look like a green egg with a square around them, and you can't see the garbage but it is always located on the three landing pads marked L1, L2, and L3. You can see in this picture that two landing pads are orange and one is green. The green means the landing pad is already clear.

There is also a gear item called a map scanner pictured left below which can be used to see unsealed samples on the map, as well as many other things. Just hold M and after about a second the eggs will start blinking on the map.

But why have we been doing all these tasks? Well if you complete them all the company will be able to land a rescue shuttle!
The rescue shuttle lands on a random landing pad and will be closed for exactly 30 seconds. After this time the doors will open and everyone will have exactly 1 minute to get on board. If you don't get on board you will die outside as soon as the doors shut.

Once the shuttle is sealed a scanner will run across the ship to see if the shapeshifter is aboard. If he didn't make it, spacemen win! If he did the players will first have to kill the monster before the shuttle takes off. However reaching the shuttle is usually the end for the monster as they will likely be outnumbered and there is no further chance for them to escape to go heal.
The scanner will also turn orange whenever it passes over a monster who does not have the Membrane perk which can help you quite a bit.

One thing to be aware of is the shuttle door. The monster can tear open this door by attacking it in monster form several times, and he can do this at any point. If he completely tears the door open he will eat the pilot, steal the shuttle, and win instantly! He can even do this before take off so it's important that spacemen get to the shuttle when it opens and don't allow the monster a free chance to steal it.
General Information: Map Difficulty
This section will give you a brief overview of map difficulty for spacemen. This is not the difficulty for new players to learn the map, but rather it is the difficulty for spacemen to beat the monster on a map. Some maps, often the larger ones, will make it easier for the monster to beat spacemen while some make it easier for spacemen to beat the monster. This can be affected by how spread out players tend to be on the map, what hazards it has, how long it takes to complete tasks, and the layout, but this will be covered in greater detail on each maps section.

The maps listed here are from hardest for spacemen to easiest, and it is worth noting there is some subjectivity to this, and difficulty may vary at different levels of play. For example Echo is one of the best maps for the monster if you know how to capitalize on the map features, but newer players tend not to know how to do this, making it seem more balanced until the monster learns the map.

General Information: Where do I put sentries and tripmines?
Sentries: For Spacemen:
I am a firm believer in carrying the sentries. The advantage of carrying a sentry is that you can deploy it in combat instantly when you see the monster. This will more often deter the monster than kill him but causing him to flee has helped me save myself and others many times. It can also save you from a facehugger as sentries will target and remove any facehuggers in their firing cone. In some cases it has been very significant if the monster burrows or is trapped and a sentry is set up to help trap them. All in all these uses appear to win more games than dropping them to defend a set area in my experience. Plus if you carry it all the way to the end it can help quite a bit on the shuttle if your numbers are thin. If you do place it on the shuttle I'd suggest putting it on top of the tallest stack of boxes facing the pilot side door, as it will cover most of the shuttle in that position.

If you do choose to place one the correct placement is usually in a wide open and well traveled area. If a monster is alone with a sentry they will usually destroy it, rendering it useless, so having it somewhere people are near can stop a monster from doing this and keep it useful. Wide open areas are also best for its targeting usually.

Sentries: For Monster:
You put them in timeout.

A lot of newer players will simply ignore sentries because they only attack monsters. This leaves them on the ground where spacemen can still pick them up and use them against you. Instead pick them up and put them in a corner facing the nearest wall. This makes them harmless and saves you from having to deal with them later.

Tripmines: For Spacemen:
Tripmines are a fairly effective way to detect the monster now that detection immunity has been moved to membrane, which is a less common perk. With the tribunal I find it is best to save these in most games and use one over the entrance to detect if a monster enters the tribunal. Suspicious players can walk through for a somewhat effective test but it's not 100%. It still works a lot though.

It is worth noting that shooting the mines detonates them, so if you place them and leave them to long don't be to surprised if the monster removes them when he's alone.

If you end up saving them until the drop ship place them at the top of the ramp to inhibit monster form and use them for tests there.

Tripmines: For Monster:
You also put them in timeout.


Trimpines are worthless to monster but can be used against them, so just stick them under a table, on top of a transmitter facing up, or in any other location you can't or won't go. Wasting them insures they don't get used against you. You can also shoot them to make them explode, but this can draw unwanted attention so it's generally better and easier to just dump them on a shelf. The only exception is if you are using the Membrane Perk which allows you to go through tripmines undetected. With this perk you can set up a tripmine and use it to "prove" your innocence to naive spacemen who don't expect the monster would be running membrane. Still be sure to place them out of the way though, you don't want to trip them as monster! try setting them up near a well traveled area but not blocking any paths. You should have to walk at least a few steps out of your way to hit it. And again, this is only worth considering if you run membrane, otherwise they go in timeout always.
General Information: Where do I put the nuke?
For spacemen:
Bad! Stop nuking things. We know it's fun to drop the big bomb but the monster is very fast, can vent and generally has an easy time escaping the nuke. Your teammates not so much so. Obtaining the nuke should always be a priority but this is mainly to stop the monster from using a well placed nuke to take out your team. The monster should only die to the nuke if they are trapped, so if you have him welded inside a room with no other doors or vents out for some reason go ahead, but otherwise don't drop it unless you are on the rescue shuttle and the doors are closed. Dropping the nuke on a closed shuttle kills everything, but killing all spacemen and the monster at the same time is technically a win for spacemen. Hopefully your team won't be mad you murdered them all.

For monster:
For monster the nuke is usually a game winner if obtained. A monster can easily escape a nuke from almost any position by virtue of his greater speed, and by using vents which teleport instantly. Spacemen however do not have that luxury. A spaceman has barely enough time to run from the center of the nuke to edge, and any substantial detours should result in their death. Lets take a look at a picture of a map on architects:
In this game you can see the Tribunal has spawned in a remote room of the map with only one entrance for spacemen. You can't nuke during the tribunal, but if you wait for it to end you can nuke immediately after. If you drop the nuke 15 meters outside the area with the tribunal (Nuke Radius is about 65), spacemen will first have to run into the blast radius to go through it, and they won't have enough time to do this and escape.

Another good time to use the nuke is when the shuttle lands. If you nuke the shuttle with 28 seconds left on the clock you should have enough time to escape and return, but spacemen should not be able to make it back in time, and you will be alone on the shuttle allowing you to take down the cockpit door and eat the pilot.
General Information: Perk Choice
Optimal perk choice may vary by map. However for many maps a specific load out is not required. I'd suggest starting with a generic load out or two that can be used on most maps and then using specific perks for some maps.

For generic load outs spacemen generally bring Springy Step, Medical Nanobots, and a third perk chosen from Blastshield, Oxygen Filters and Antibodies for newer players. As of update 1.2 Medical Nanobots is much less mandatory and can be switched out for another perk. Springy Step remains almost mandatory. I mainly use Oxygen Filter on maps where it is helpful but on ones with lots of oxygen I switch to blast shield.

For generic load outs for monsters I would suggest Chitin, Posterior Claws, Nocturnal Aggression, Medical Nanobots, Springy Step, and Welder. Following the 1.2 update Chitin became simply overpowered and Posterior Claws remains near mandatory for the speed and air dodge. (if you're new and not using monster dodge I suggest binding it to SHIFT.) The third perk is really the only flex slot at the moment and I'd usually suggest adapting to using Nocturnal Aggression with it now after the changes from 1.2. Nocturnal Aggression now increases the minimum time for power outages and decreases minimum time between power outages meaning you have more time buffed and it helps to delay tasks, giving you more time to kill the Spacemen.

Important
The Welder perk is really a monster perk in disguise. I would not ever suggest bringing it on spacemen unless you are already very experienced and are bringing it to fix cameras but even then it faces stiff competition so it's still very debatable. The welder is however an amazing tool to have as monster, as welding doors allows you a great opportunity to separate Spacemen into smaller groups and lock them in to be killed. With a Welder and a keycard you can close off two doors at once and this turns many many, more places into places to trap spacemen for easy kills. Spacemen welding doors can also create easy places to trap them to and welding doors can kill your teammates, so don't go around welding random doors as spacemen. Just use a key.

Map Specific Perk Choices:
This will be covered under each map in greater detail, but here is a basic list of a few maps where special perk choices are more important for quick reference.
Snowsept: Air Filter for spacemen; Nocturnal Aggression and Welder are extra important for Monster
Tidal Lock: Magboots can fill out a flex slot for anyone.
H20: Acid Monster is best on this map and can be very good in your flex slot. For spacemen Oxygen Filter is great to help you with the outdoors.
General Information: Where To Lay Eggs?
Pressing R lays an egg that contains a face hugger. If a player walks near it will attach to their face blocking most their screen and damaging them. Players can shoot a face hugger to detach it from a spaceman. As of patch 1.2 face huggers are no longer a death sentence if you are alone, as they will do a maximum of 90 damage before dying and falling off naturally. This damage is greatly reduced by the Oxygen Filter perk.

This doesn't mean that randomly encountering a face hugger will not kill spacemen though. Leaving an egg in a key area may pick off a spaceman with lower health with no further input from the monster.

It is often good however to lay an egg in a place you know spacemen will soon go, and then attack the players while the face hugger is attached. A face hugger effectively stops one person from fighting back while damaging them, and other players are unlikely to shoot it off while being attacked by the monster. This can help turn fights in your favor a lot. Be careful not to shoot off the facehugger though if you are in human form. (Monster claws wont remove it though.)

When laying the egg look for a place spacemen will enter blind. Thankfully all doors and a lot of walls are opaque so an egg directly behind a door should usually be successful in catching players off guard.
Map: Snowswept

Map Overview:
Welcome to Snowswept! Don't let Snoswept's lack of hazards and benign appearance similar to more friendly maps like Outpost 13 and Recruitment fool you, danger lies everywhere for unsuspecting spacemen here on this very hostile map.

The key factor that makes Snowswept so dangerous for spacemen is the teleporter system. Unlike other maps you will find on Snowswept you are heavily reliant on the teleporter system to move around. The middle section is so large that you will be almost out of oxygen crossing it, and the monster can simply use a welded or locked door on the other end to put you in extreme danger or kill you. When the power goes out Snoswept becomes deadly. All teleporters except for the two leading into the "Command Center" area will be disabled and this will force spacemen into dangerous situations. The monster can even use a remote arm to trap you suddenly by cutting off escape.

Special Perks:
For spacemen it may be worth losing your flex perk for Oxygen Filter on this map. It is far easier to trap spacemen outside than on most other maps and the suffocation damage can help the monster kill many players quickly. If the monster locks a door inside he can take on abnormally large amounts of players in the center aided by the suffocation damage.

For monster the perks here are the same as my generic loadout. However if you use a different loadout I'd suggest switching out your flexible perks for Nocturnal Aggression and Welder. The fact that the power is so disruptive on this map means getting additional outages from Nocturnal Aggression is extremely powerful and the welder as mentioned above can be enough to kill players with oxygen depletion in some cases.

Now lets take another look at that map:

Key Areas:
Reactor Below and East Wing Below: I mention these areas simply because it can be a bit confusing how to access them from the map. The entrances to these areas come from the places called "Padded Obstacle Course," "Snowed In Storage," and the teleporter from "Admin Halls" denoted by the thin blue line stretching across the map. This area can be a bit hard to find when you just started so it's worth noting.
L1 or Western Landing Pad: This is a major kill zone on the map for the monster. There is only one door onto the landing pad and no oxygen so it is easy to lock or weld players out with you when they're already low oxygen from clearing the landing pad or launching samples. Players tend to run here early to clear the pad and less often throughout the entire game to launch samples. If you are the monster its a great idea to head here at the very start of the match and get an easy kill or two off some hapless do-gooder(s) working on tasks. You can also leave an egg by the door since it is a blind entrance where players cannot see the egg.
P Post (The Power Shed): This small building houses a lot. It contains one of the power generators to restart the power for spacemen, a possible weapon ground drop, weapon canister, and frequently a specimen. It is also a great place for the monster to isolate and kill spacemen who will tend to run toward it reliably at every power outage. Also during a power outage it has only one entrance since the teleporter is out, which makes for a great place to lay an egg.
Central Landing Pad Area: This is a huge section with no oxygen where it can be very easy to pick off spacemen when using a welder or keycard to stop them from leaving. Beware for the monster though, the high visibility means spacemen are more likely to see you and run to the rescue. Always have an escape plan!
L3 vent of the edge of the map: This one puts you on a nice little hill where players don't go, so you can ambush them, or just dump all the spare power weapons.

Where To Lay eggs:
L2 and the P Post shed are two eggcellent places for monsters to leave their parasite eggs. It is worth noting that L2 is problematically close to a health station which experienced players may use to remove the egg but this will not save them if the health station is on cooldown, which lasts quite a while. Here are a couple of examples of well placed eggs seen through monster vision that spacemen would be completely blind to:

It can also be good practice to lay them over any teleporter while fleeing or bating spacemen as spacemen following you will reliably get face huggered either allowing you time to escape or a chance to turn a fight in your favor and get some kills.
Map: Tidal Lock (STUB)
Map Overview:
The thing about Tidal Lock is the map is almost useless for navigating given that it gives you no indication what floor things are on and is basically unmarked. Also it's covered in drop bridges and airlocks so if you're new maybe go somewhere else. It might be a good idea to actually go check this map out alone in a private lobby first just so you have time to learn where everything is and get a feel for it.

Special Perks:
A lot of people run Magnetic Boots here for protection from airlocks and shove resistance. I find Oxygen Filter to be more useful here since there is also very little oxygen, but you can also bring both with Springy Step.

Key Areas:
Drop Bridges: Most of the drop bridges here are actually not a death sentence if you're stuck on them when they fall. This is because you can often jump down to a lower bridge, assuming of course you're not on the first floor. But always be aware when you're on one and listen for the beeping so you'll know when someone arms it. If it is armed just jump down to a lower area!
Where To Lay Eggs:
Map: Echo
Map Overview:
One of the beginner friendly map Echo at first seems balanced to equally favor both monsters and spacemen, but once you learn to monopolize on the map features you will find this map makes for an easy victory for monsters. The key to controlling Echo and killing all the spacemen is to isolate spacemen with keycards and welders frequently and aggressively vent to important power weapons.

Special Perks:
No special perks are required for Echo. Your default loadout should perform as well here as anywhere.

Now lets take another look at the map with some notes this time:
Key Areas:
Main Hangar / L3: A generally fairly safe place for spacemen due to high numbers of exits and high traffic, this is a place where ground weapon drops are often missed. There are three weapon spawn points behind some boxes, 1 on the ground floor and 2 on the second floor to either side of the EME behind some boxes.
The Central Area: This place is also fairly safe for spacemen but it is worth noting that the one entrance room in the center of the middle room is a good place to put eggs, which should be watched for if you're spacemen when restoring power. Monsters always be sure to shoot out the camera to allow undetected venting in.
Engine Room: This is a surprisingly easy place for monsters to kill. Players are usually driven here early to complete objectives, but the doors are fairly easy to seal on them. Just weld the door you enter in, lock the other, and feast on all the spacemen. Also makes it very easy to obtain power weapons that spawn here and contains a power switch.
1. & 2: These are two single entrance rooms in which players are blind entering and both contain vents, ground weapon spots and power weapon canisters. 1. also contains a virus jar. These are amazing kill zones for the monster because you can not only leave eggs there but also lock the door, kill everyone inside, and easily vent out. Alternately if players are in it trying to protect an opening canister there is little they can do to stop you entering. As monster use eggs here to get kills, lock or weld people in and kill them, and take all the power weapons. A nuke spawning in one of these rooms can mean easy victory for the monster.
3. & 4: These are less useful single entrance rooms. 3. still contains a power weapon canister, ground weapon spawn, and potential sample spawn but lacks a vent making it more risky for monster. It's still a decent place to put an egg but it is easier for spacemen to protect weapon spawns and use the door against you. 4. contains nothing but a single possible sample, but it is often one of the last samples so spacemen should know to check the corner of this room and monster can potentially get a late egg kill here.

Where To Lay Eggs:
I largely covered this before so this section is just screenshots demonstrating properly placed eggs at spots .1, .2 and the power room in the center of map.
Map: Duress (incomplete)
Map Overview:
Some maps are beginner friendly. Duress is the opposite. Its... advanced... hostile?

The defining thing about Duress is that it has trams making a loop between multiple stations around the map. You can climb aboard and ride trams from any station to the next, but they are very small inside and you cannot jump while on them.

You can jump all the tram gaps but be very careful though, in pubs there's usually multiple deaths to falling per game. To extend your jump crouch in mid air and it will pull your legs up allowing you to clear ledges you might not have been able to if your jump was bad. Not necessary but makes it a lot easier. You can clear any gap without springy step or crouch jumping it's just easier if you do crouch jump.

Also there is an achievement for riding the trams between all stations in a single game. They don't have to be completed consecutively or in order, just at any point.

Special Perks:
Duress doesn't really have many no oxygen zones so I would not suggest Oxygen Filter at all on this map.

Key Areas:
Scanner: When walking to station 4 players will encounter a scanner just outside it. Anyone walking through the two scanner sections of this will take 2 damage. If a monster walks through it will also beep. The Membrane perk does not protect from detection in this way. This is probably the most reliable test you can give a player to see if they are the monster, and the damage is negligible.
L1: Great landing pad for getting kills as monster. You can weld or lock everyone out and there is only the one door with no oxygen. If to many players come to help you can vent out easily. Spacemen will still come here a lot anyway because it has one of the 3 EMEs.

Where To Lay Eggs:
(STUB)
Map: Hypetrain
Map Overview:
Hyper Train is a fairly difficult map for spacemen because of its large size and how easy it is to use doors to isolate spacemen. However one thing spacemen have going for here is that you can get all the tasks done very fast.

The map is one long strip but a teleporter marked by a dashed blue-white line will bring you from one end to the other instantly.

Special Perks:
Don't bring Oxygen Filter here the only no oxygen zones are the landing pads. I've had it suggested you use Void Beast here to void bomb in small rooms but it's not something I personally use.

Key Areas:
Bunks:
This car contains the power switch on the front end, but it is covered on the map by the vent, so if you are monster you have to remember where this is. It also contains a room with a broken door that contains a vent. As spacemen it is advisable if anyone has a welder to lock this room off to stop the monster using it to ambush players or escape.
Roof: This is essentially a monster only area due to the complete lack of oxygen. It contains several vents and openings to drop down to cars below, so it is a great place to escape to or drop down from.

Dining Car: This room contains one of the only airlocks it can be worth arming as spacemen. This is because it sits under an entrance from the roof which will probably only be used by the monster.





Landing Pads:
An important thing to note about landing pads is that there can be objectives on top of or hidden to the side of the landing pad rooms. Each one has a staircase to the top and the last samples and transmitters are often ones left on top of these buildings by new players.
It is also important to note that there is a path leading around each of these rooms, so if you intend to stop someone with a door it is best to lock or weld the door to the other car and avoid locking or welding the landing pad doors directly. Weld the one pictured right not the one pictured left.
Where To Lay Eggs:
There are no particularly special places to lay eggs here that don't risk players shooting them before getting hit. You can leave them on the doors to landing pads on either end if there are no players there. In general though you can put them behind most doors to make an ambush and on the teleporters when people follow you though.
Map: Abduction
Map Overview:
*Sci-fi noises* Welcome to abduction. This quaint little farmhouse has been invaded by... Martians maybe? The distinguishing feature of course on this map is a flying saucer with a tractor beam pulling players up to it. This map is fairly straight forward in that it contains no hazards outside of the normal E.M.E. and no oxygen zones. The U.F.O. however can make it quite interesting as it restricts access to it heavily by only being accessible by the tractor beam.

Special Perks:
I'd suggest using Oxygen Filter on this map for spacemen. Otherwise just use your default build there is nothing to special perk wise here.

Key Areas:
U.F.O./Flying Saucer: The section of the map that gives it its name. There is a flying saucer hovering at the top of this map which is only accessible through a tractor beam which lifts people up from the farmhouse. The U.F.O. is a major section of the map with objectives including a landing pad, a power switch and numerous ground weapon drops and power weapon canisters. It is worth noting you cannot fall out of bounds even though it looks like you would be able to.If you jump off you will get pushed by an invisible force back inside the fence so that you won't end up out of bounds, so don't worry about falling to your death.







Tractor Beam: Do not flee up the tractor beam at low health! You will be nearly immobile and incapable of dodging. If you have high health as monster you can actually get easy kills by getting someone with weaker guns to follow you up and then open firing when locked in the beam so they can't dodge. Doing this with an auto shotgun at close range kills a spaceman in less than a second. You're going to have to use this because it is the only way up to the saucer so just make sure there aren't people you don't trust right by you.

Barn: The Barn is a small yellow building on the right side of the map. It's fairly unremarkable... Except the ceiling is covered in acid bombs! Shooting these can easily kill a player who is on the top floor under them. They can even kill players instantly if they don't have perks that make them more durable.



Farmhouse: Players usually treat this area as a main base for spacemen. It contains a fair amount of objectives and weapons, and has an EME in the tunnel behind it. There is also a power switch behind it opposite the U.F.O. which is the easier one for monster to use unseen.
Stalks: This area has oxygen, an E.M.E. and a whole bunch of plants to block your vision. There is a ramp which leads to the roof of the farmhouse, which is important as there are usually objectives on top.

Where To Lay Eggs:
I tend to drop eggs in ambushes when I know a player is headed my way more here than on other maps. However if not there are a few pretty good places to put them. Inside the door leading to the tractor beam in the farm house usually hits people but they also usually have someone nearby shoot it off. The barn can be a good place to even though there are 3 doors and a health station that can knock it off. Players still tend to enter only from the side closest to the farmhouse though. Also there are a ton of places in the UFO where narrow turning passages and a bunch of random pipes can be used to obscure an egg placement until players are in range.
Map: Recruitment
Map Overview:
If you're new you may recognize this from the tutorial. This is the companies training course, or at least it was before. This is a fairly simple and straight forward map for beginner players. Only real hazard is a single airlock. One thing though is the obstacle course is a little bit of a maze and easy to get turned around in.

Special Perks:
Medical Nanobots is more important here because there are only two health stations instead of three like on most maps, which makes it harder to heal and means they spend more time on cooldown. I'm not a fan of Oxygen Filter here since there's only one place really where you might take oxygen damage.

Key Areas:
Power Shed: Contains the only power switch for the monster, and the only oxygen in the area for players. Best not to be to alone here as spacemen or a monster might kill you, but it's not the best place to kill since it's so highly visible.
Ejection Room: An indoor EME seems like a good thing for spacemen, but it is very easy for the monster to lock or weld people in here, kill everyone, and then vent out safely. Try grouping up when using this EME as players.





Snowglobe Landing pad / L3: This is another area that can be easier for monsters to lock off and kill players. With a welder and a keycard you can disable both doors for easy kills to anyone outside. If you are attacked out here as a spaceman it is almost always going to be better to flee up the stairs because you can then shove the monster all the way down to put a huge distance between you.


Obstacle Course / Staff Offices:
There's not much here, but the maze can be quite confusing since it's sort of vertigo inducing with how tight it is. Samples get missed here a lot so if there's one more to seal and you don't have a map scanner look here first probably. There is a teleporter on the second floor that leads across the map.

Where To Lay Eggs:
Some great places to lay eggs are inside the ejector room and in the area accessed from landing pad 3 stairs. A correctly placed egg has enough range to grab anyone going through the door or teleporter.
Map: H20
Map Overview:
Welcome to H20, the companies foremost underwater installation. The defining characteristic for this map, besides being underwater, is the unique entrances and exits. Unlike any other map these exits and entrances are one way doors

Pictured here is an entrance where if a player walks under it they will be sucked up into the structure, the right picture is the other end of the tube where the player enters. This is significant because it means that if a player steps out and encounters a monster they cannot immediately go back in where it is safer and if a player is low on oxygen hunting a monster outside they can't simply step in and step out but instead have to walk for a while to get back. This helps the monster enough to make up for the fact that the interior of this map is just tiny. There are 3 marked exits and 4 marked entrances on the map as well as one unmarked entrance at the center of the map.

A critical issue for spacemen on this map is that many players will avoid leaving the structure. The ocean floor is more dangerous and is where many players die, but it is also necessary to go down there to finish the objectives. When players refuse to leave and do the tasks to be safer it ends up delaying the shuttle greatly and allows the monster much more time to work with, making it much easier for him to win in the end.

There is also an Easter egg on this map than unlocks a secret achievement and visor. If you're interested in it try this guide.

Special Perks:
For monster the Acid Monster perk is very good here because the entrances force players into the same spot and if you leave an acid bomb it will hit them reliably. You can leave them as traps, or drop them when chased because you're fleeing or baiting and either way it helps. Dropping them on the Lab entrance is especially good since they won't be spotted and cleared.

For spacemen Oxygen Filter is very strong now that it increases oxygen as it makes it much easier and safer to do the tasks outside of the main structure. It also means you can do them faster to since you can do more before returning to the structure and is just very good.

Key Areas:
Fan: There's a fan here, if you walk into it you die! Don't do that. Also people can shove you into it. Also there is an entrance from outside that leaves into this room but is not seen on the map.
Overlook: This room features an airlock, but it's not very dangerous. Keep an eye on the yellow border and just walk around it if it's armed. There is also am indoor EME here which is the important part as it is the easiest place to launch most samples.



Lab: This room as a raised section that is only accessible by taking the entrance from outside. (except in rare cases where you can climb up the tribunal to reach it) This makes it one of the best egg spots for experienced monsters and that is something to be aware of. It also can contain samples and weapon drops forcing you to go up that inlet even if you don't want to.
Fishing Rod: There's regularly samples here and a good eme for putting samples that were already outdoors. It seems suspicious and is a very easy place for monster to get kills but is often unprotected due to the fact that not many players come here so it's harder to justify camping it.
Ocean Floor: Anywhere out here is good for the monster to hunt, but there are a few noteworthy things. This is one of the few places where burrowing is really useful at low health because players will be forced to go in and take a long path making it easier to get back out. Also you can go really REALLY far away as monster so feel free to drop unwanted power weapons stupidly far if you think it's worth spending 15-30 seconds to know spacemen will never see them. Also there is a sample that sometimes spawns on the edge of the cliff under the fan room and a lot of people miss it, so here's a picture:






Where To Lay Eggs ACID BOMBS!:
I've change the name for this section because I really do like bomb instant kills, however you can use eggs in all the same places. The number one place to lay eggs on this map for non-void beasts is on an entrance since players will be unable to dodge them. The number one entrance to lay eggs is the lab entrance because it is only accessible through that entrance and players are less likely to be able to clear the egg safely.

Also dropping them while people are chasing you up is a great way to kill if you can bait people into following you.
Map: Outpost 13
Map Overview:
Outpost 13 is a fairly simple beginner map comprised of one main building and a series of smaller structures outside. The large structure tends to be the main base for spacemen so it can be a death trap for monsters. There aren't very many escapes from this building so its fairly easy to get trapped in it.

The outside area is sort of the reverse where the small structures tend to be much more dangerous places for spacemen where larger numbers tend to die. The low amount of exits also means limited places to go back in and its easy for a monster to lock or weld you out with her.

Special Perks:
For spacemen this is a great map to be running Oxygen Filter to make moving outside safer. As monster you can run your usual loadout but I find both welder and Nocturnal Aggression perform very well here. Void Beast can be much better inside the outpost due to being able to stun lock effectively in tight areas but I prefer to simply focus on attacking spacemen when they come outside to do their objectives.


Key Areas:
Kennel, Office, and Freezer: These are some big no-go zones for the monster. I would not suggest attacking in these ever unless you really know what you're doing. The reason being that it is actually very easy to get trapped in here and due to fairly central locations it is much easier for spacemen to quickly receive a lot of backup making it hard to escape. These are places you'll see new monsters die early a lot more. Kennel is also a common Tribunal zone, so be sure you're not a color that will be force to transform if you go there as monster.
Shed: This raised building is very notable to the monster as it contains the main health station you should be using. The other healthstations are simply to accessible, but with this one the stairs up mean it will take several seconds for spacemen to get up as long as you check to make sure no one is coming, which means its much easier to have time available to heal. You can also just lock the door or lay an egg by it to stop a single person. It is also very easy to trap and kill spacemen going for the health station here, or checking to see if there are any samples inside. This is both good for killing and healing and easy to escape from as you can easily jump off and go very far with an airdash or underneath to the vent.
Power Building: This building contains the only power switch, and it's fairly remote so it can be a good place to kill. If you're attacked by monster here try to shove him downhill just outside and you can send him really far.



Where To Lay Eggs:
I'm personally a fan of leaving parasites in the shed, but if the health station is available it is very easy to get them off. If you leave one make sure to use the health station so that it will be on cooldown. The power shed is also pretty good as is the toolshed. You can also leave them by outdoor transmitters especially when you're planning on turning one off.
Map: Architects
Map Overview:
Welcome to Architects the leading map in... tentacles? This is a fairly simple map with no real hazards outside of the usual. There is some acid in the "cave" but it deals very low damage so it's not actually dangerous unless you're clinging to life by a thread. This is a fairly simple and straightforward map but still has quite an interesting and unique layout, and it's one of the more balanced maps as far as favoring one team or the other is concerned.

Special Perks:
Oxygen Filter is pretty good here since there is a large amount of space without oxygen. If you're monster you get extra mileage out of Posterior Claws here because of some jumps over obstacles you can make, but you should be doing that on every map anyway and if you're not running it you should change that.

Key Areas:
Grand Hall: This area contains landing pad 2 and an EME while also being full of oxygen. This makes it a great place for spacemen to be and do tasks. It also has an abnormally high amount of ground weapon spawn points and a lot of them are missed among the pillars so look out for those. Samples sometimes are hard to see behind pillars to. If you're the monster you can jump through a gap over the doors assuming you have posterior claws allowing you to simply bypass locked and welded doors, which is very important when risking kills here. You can also jump right over the walls of the ruins area which helps you lose people when you're leaving here.
Underground ... Cave?: This "cave" which is definitely not the stomach of a giant space monster can be accessed by finding one of 3 tentacle clusters marked as entrances on the map. Walking into the beat of light pictured on the left will cause you to teleport and drop down into the acid filled "cave" on the right.
Thankfully this cave is full of oxygen, which is important because if you get locked out from a lot of rooms there is a long distance to go for oxygen unless you just run down one of the tentacle clusters. The buildings called Oval, Tomb, and South Structure on the map are all ones the monster can easily weld or lock you out of, but just run to the nearby tentacles! The acid in here doesn't deal much damage and you can easily avoid it to. One thing to note is that the monster can leave face huggers where you drop down. If the health station in here is up though you can just run to it to get them removed. To leave the cave just run out the cluster of tentacles opposite the entrance and you'll drop out of this... Tentacle butt?










Headquarters: Great place for monster to kill spacemen. Lock or weld them inside by closing the main outer door and then kill them all and vent if you need to. Also eggs by the main entrance give a reliable hit. If more people are outside and hear you and you choose to fight them instead of venting leave an egg behind the locked door to disable the first one through. If you're playing as a spaceman of course you probably want to avoid all those things I just mentioned so either bring several people or make sure there is no one you don't trust near you so there is no one to lock you in.

Where To Lay Eggs:
My main egg spots here are inside the "cave," headquarters, and right under the exit from the cave. The Oval appears good at first but since the health station is near I've had eggs fail against me even when I was low health because I simply ran to the health station and healed it off.
Map: Containment (STUB)
Map Overview:

Special Perks:

Key Areas:

Where To Lay Eggs:
Map: Spacebar
Map Overview:
Welcome to spacebar, spaces foremost bar, movie theater, pool hall, restaurant, there's a lot going on. Also a monsters running around eating people to, and not even in the dining area. This is a fairly simple and beginner friendly map. No hazards.

Special Perks:
None needed, Oxygen Filter isn't particularly good here because there's lots of oxygen though so if you run it maybe switch to Blast Shield or Nanobots.

Key Areas:
Projector Rooms: This can be a little hard for new players to find but there is a sizable upstairs area leading to two projector rooms. The stairs up are marked by a series of small lines leading out of the utilities room. A sample can spawn under the stairs and is often missed.
Generator Shed: small shed, contains a power generator, possible weapon spawn, not much else. One of the more isolated rooms, and players sometimes use it for air. Can make an easy place to kill if a monster locks players in.
Back Alley Shortcut: This leads to a path only accessible by the monster in monster form. (excluding some shenanigans with players stacking on each others heads but that doesn't matter because it takes to long.) This path leads to the Milk Cage area which it can also be accessed from with Posterior Claws allowing you to jump back out. From there it leads to a vent and then landing pad 2. This can be used as an escape but also as a great place to attack from which you can quickly vent to and the ambush people on the landing pad.
Rear Landing Pad: This landing pad is substantially more dangerous than the other ones because it has less entrances and they're much further apart. It's better to have multiple people with you if you're a spaceman back here because this is pretty much the highest kill area. If you're the monster lock people out of one door and it takes them a really long time to run across and they'll probably take oxygen damage in addition to you shooting or clawing them. If you have a welder weld one door and lock the door and just kill everyone there. There is a vent to help you get out easy to if people are waiting on the other side of the door.

Where To Lay Eggs:
A great place to lay eggs is at the top of the stairs to the projector room since it is the only access to this area and a blind entrance. The generator shed is also a decent place but there is a chance player can see them through the glass. I also like to put them on the doors to the rear landing pad since those are pretty blind to.
Map: Gardens (STUB)
Map Overview:

Special Perks:

Key Areas:

Where To Lay Eggs:
Map: Spaceburbia
Map Overview:
Spaceburbia, a nice little place to settle down with the space wife and space kids. Just watch out for the neighbors space dog he seems to be eating people and amassing space weapons.

This is a fairly simple map that I'd see as beginner friendly but it's probably not labeled as such because of the large no oxygen zones if I had to guess. However thanks to the small size of the map you can still run from one end to the other on a single tank so it's not that big an issue. No hazards here.

Special Perks:
None needed. Magboots is a little less useful here since it has no way for you to be lethally shoved off the map and no airlocks, only EMEs.

Key Areas:
Blue's House: This is the only multi story house, and it has a lot of spawnpoints people miss. There is a possible weapon in the downstairs theater, bowling room, study area, and more, as well as one behind the house. A transmitter also often spawns on the balcony.
Park Storage Shed: This is probably the most dangerous place for spacemen. You're almost forced to use it for air when clearing the landing pad and getting nearby samples but it's an easy place for a monster egg, and the monster can easily lock or weld players inside with him to trap and kill them. As monster usually kill a person or two here and leave an egg every game.
Pink 's House: You can get on top of this one by climbing up a fallen piece behind it. (left on the map.) There are usually samples and or transmitters on top new players don't do early enough. You can use it to get on yellows house to. Monster with posterior claws can also jump on any other house by first jumping on a fence or light, which doesn't serve much purpose, but they can drop unwanted weapons out of reach.
Orange's House: The architect who made Orange's House was fired... Into space. The house has 3 rooms that are connected in the back and a room that is only accessible from outside, hence the firing. The middle room has almost nothing for spacemen in it, but includes a power switch as of update 1.2 which is a much better one to use than the one on the roof of Yellow's House which is highly visible. The middle room is great for locking people in and locking people out without oxygen is also fairly helpful for monster.

Where To Lay Eggs:
On your neighbors lawn. (Not really.) The best location is the storage shed because it's fairly blind and there is often no one near to see them. You can drop them in the single room on Oranges house, or any single entrance bathroom but people are more likely to be in groups in other houses. I also like dropping them on top of Pink's house (pictured right), it's not completely blind, but many people fall for it and once it's on them they usually are dead.

Map: The Experiment
Map Overview:
Welcome to experiment! This is the place where the company experiments on... Space rats? (You.) It is the only tiny map in the game at the moment for shapeshifter and as a direct result is the hardest map for the monster to win on. The small size means it is very hard to kill anyone at all without many spacemen hearing and rushing in to help. This map is generally suggested for smaller games as a result but it is still possible for the monster to win in games even as large as 16 people, it's just very difficult.

An important technique for this map is to employ crouch jumping. By pressing crouch after you jump you can pull up your legs and clear higher obstacles. This is relevant because it means you can jump over many short rails as spacemen while fleeing. Monster can also use this to jump up on the roof of the first floor in any place where there is a wall leading up to the roof. (if it's just a hanging edge of room it won't clear it.) This can substantially improve mobility in a chase or when fleeing.

Special Perks:
No special perks needed. Oxygen Filter may not be the best here since there is not that much outdoors and not that much facehugger risk besides a couple spots. But even then there is usually someone near by or a health station to get it off.

For monsters you can try bringing Void Beast to kill quieter but that won't really work to well if players start screaming when you show up. People will probably still hear you. I choose not to run this but it's worth noting that it is quieter.

Key Areas:
Spawn Points: On this map spawnpoints are raised up in spots that are no longer accessible after leaving them... Okay that's not true. A monster with posterior claws can airdodge into them from the raised platform, players can reach only a few from the raised platform, and a monster can even airdodge straight into someone else's spawnpoint at the start of the game. You can leave unwanted power weapons in them if you want as monster later on. You can also try to murder someone nearby at the spawn. If they don't leave before you and don't push you out they will die in their spawn point.
Raised Area and Teleporter: Their is a raised area on the right side of the map over the power switch that can only be accessed by a one way teleporter for spacemen. The teleporter is not marked on map, but it is directly in front of spawnpoint 19 on the map which is marked. Objectives can spawn up here, and the telepoter makes a good place for monsters to lay eggs. Monsters can also vent to this area. Be sure to shoot out the camera first if you're monster though!
Drop Bridges: There are drop bridges between the L1 and L3 landing pads on the bottom floor. If someone presses the button they will drop after an arming time sending anyone unfortunate enough to be on them down into the void. They're not very good at killing people though. Just make sure they're not beeping and flashing red when you step on them. I don't generally consider trying to kill with them worthwhile for monster.
Landing Pads: The landing pads are open and exposed, but they are also one of the only places monster stands a chance of killing while out of earshot of players in the main area. For this reason attacking on the landing pads can be a great place for a monster to get kills. Just be prepared you may have to flee past people quickly.

Where To Lay Eggs:
There are a couple good areas to put eggs, being a closed of room with one entrance in the orange area, and on top of the one way teleporter. (both pictured below) You can lay an egg behind any door really but most risk players coming from the other side and seeing and clearing them harmlessly. You can also drop eggs on the third floor between the two doors leading to the center ring for a reliable hit, but players will usually get another player to knock these off.