Among Us, the most popular digital game of all time, has a new Airship map, which features some unique challenges for crewmates and imposters alike. Most of the game's previous maps are fairly straightforward, sometimes with a mechanical gimmick or an odd layout quirk that helps keep players on their toes. However, while those support the same general strategies, the Airship is different enough to present a challenge even for veteran players.

The Airship map references InnerSloth's previous title, The Henry Stickmin Collection, an underrated point-and-click title. While experience with that game isn't necessary for playing Among Us' Airship level, it does help players understand some of the map's design choices and references.

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One of the most important things to keep in mind is the sheer size of the Airship. Compared to Polus, previously the game's largest map, the Airship is much larger and far more complex in terms of layout. This in itself presents perhaps the greatest challenge to players, and learning how to navigate yourself to key task areas (or move around unseen as the imposter) is crucial to success on the Airship.

Crewmates should be aware that there are some well-defined paths that connect most of the Airship's key locations to each other. The Main Hall, the Gap Room, Electrical and the Showers are key navigation rooms due to the number of branching paths -- which also makes them prime locations for imposters to score kills and quickly escape.

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Know the Rooms

Electrical is a confusing and dark maze that's a perfect location for imposters to pass through and score easy kills. There are three paths that connect to the Electrical room, one on each side other than the south. Crewmates will often need to run through Electrical to get to their intended location. Imposters should try to avoid camping in Electrical, however, as there isn't really a spot to hide that's inconspicuous from all angles.

One unique feature of the Airship is that it allows crewmates to choose one of three locations to spawn in at the start of each round and following each emergency meeting: the Records Room, the Main Hall or the Engine Room. These three rooms are fairly close to each other, though the Records Room connects to the most unique locations in comparison to the others.

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Use the Vents

The vents are incredibly valuable to imposters on the Airship. Having the ability to navigate through the map's unique layout quickly and efficiently gives imposters a significant advantage, though they still need to figure out where the crewmates are. Security can help them with this, since it allows anyone to view various rooms throughout the Airship. Locating crewmates and knowing which vent will intercept them is a great Airship strategy.

Of course, these vents don't always connect to each other. There are four main clusters of vents that interconnect throughout the Airship, with three of those clusters connecting three rooms. The last cluster connects the two sections of the Gap room with Main Hall. The vents in the Gap room are of particular importance, since they can help an imposter intercept crewmates trying to cross the Gap to escape.

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