Ok, so now this is some serious heck of a delay here, but at least I tried my best to complete it as soon as possible. Done blame, me cuz it is Chinese New Year and I'm a Chinese so I can't miss it. Maybe I over enjoy the holiday wayyyyy to much. So now without further ado, let's continue our second part of the map speculation series. At this series, we will be talking about the worst map in game, one of the largest mistake ever created by Innersloth, feels like having a baby devil at Christmas Eve. Ladies and gentlemen, we bring you, the one and only
MIRA HQ
Released on 9th August 2019, the map was supposed to attract more players to play the game but it did nothing except making players heck of a pissed by the map. It was the least famous in game map with over 30 percent players hating the game and only earning 17% play rate per day. Which is a massacre if compared to both map in game which is the SKELD and planet POLUS. MIRA HQ is said to be set high up in the Earth's atmosphere. The facility is owned by, and is the headquarters for the company MIRA and by the size of the building shown by the trailer, you must've been damn rich to own such a colossal building.
After a long journey on The SKELD, the crewmates decided to spend some time back at the MIRA Headquarters. Surely there aren't as many Impostors there... But WRONG. This is the map where the imposter get all of its upper hand. It was an imposter heaven, and that's why many players hate it as it is damn hard to catch the sneaky imposter. There were two main reason why imposter thrives in this map:
THE GODDAMN LOCATION OF ALL THE VENTS!!
Ok we all hate vents. They were creepy, scary and an imposter will hop out from there at no time. So at the SLELD, producer notice this problem and they placed the vents wisely like Einstein calculating the atoms, but at MIRA HQ, it was a different story. Maybe they sus at being the balance Thanos like guy so they decided to let the imposter vent around the WHOLE MAP, literally at almost every room, there is an vent. The imposter can vent around the whole map with ease and that was literally game breaking.
THE GODDAMN SECURITY SYSTEM!!
The cams plays a very important role in game especially when it comes to catching the imposter on act. So during creating the map, the producer went big brain mode and created the doorlogs system which indicates who passes which gate at the middle of the map. And you might already guess how many people will pass through those three gates so you might need to scroll over a million times to catch the imposter and you have to read every one of them clear in detail, so unless you work with the FBI and CIA, the chance you are going to catch him is dwindling slim.
So after a lot of nagging, let's talk about the development of this map.
With the implementation of a map filter in 2019's first update, Innersloth officially confirmed the development of a second map. Later, they revealed the map would be set on the Crewmates' headquarters, and released several concept arts from the new map on Discord. The map was officially announced on August 3, 2019, along with a Henry Stickman Collection update. It was released on August 8, 2019, with a trailer uploaded on August 9, 2019. Which by the looks of it, was kinda a great map, but normally expectations will never blend in with reality, and when the map was first released, those bad reviews were just flooding away like the great flood. Luckily they fixed it a few month later with a new map but that was another story later.
Let's talk about the rooms now. Some tasks we've already mentioned at the previous section will be skipped away so be sure to check it out. At the previous section I also mentioned which vent is linked with which but I decided to skip it too since all the vent were linked with each other in this map.
Rooms:
Launchpad
This is the first spawn point for players until the first meeting. The dropship is perched, along with several boxes, a diagnostic computer, and another device to fill the engines which is obviously the engine refuel task at the SKELD except it is a onetime task. The run computer diagnostic task is like the inspect sample task at the Medbay of the SKELD. Talking about Medbay, MIRA HQ also has one too at the right side of the Launchpad, just down the narrow hallway....
Medbay
This room consists of 7 beds, a scanner with the Medbay Scan task and a vent between two beds.
Communications
The communications is located above Medbay and is the room which average players only stay at it for 30second per game as it has not much tasks and the security system called "doorlogs" is kinda useless. This room has radio equipment and a computer that displays the doorlogs; updating the log whenever a player passes a sensor. You can also fix comms sabotage here. Comms sabotage at MIRA HQ is nothing compared at the SKELD and is a lot more complicated and till this day, I still got no idea how to fix the sabotage so now I just gonna skip it. But the only up hand at this room is that there is no vent, so at least you will have some peace at the room.
Locker Room
The Locker Room has several lockers and a bench, and a vent in the bottom left corner. And it connects towards the decontamination corridor.
Office
The office is a medium-sized room located at the end of the North Hallway, across from Admin. It has a "The Henry Stickman Collection" poster at the top right corner. It is in the upper area of the map. It has a vent in the upper left corner. Two short tasks are found here which is. The Fix Lights Sabotage and Comms Sabotaged can be fixed there.
Admin
In MIRA HQ, the admin room is located under the Greenhouse, where it consists of the Admin table and the Enter Id Code task.
Balcony
It is a balcony at the bottom of the MIRA HQ, with the Clear Asteroids task on the left, the Measure Weather task on the right, and a vent in the middle between the two doors. And trust me, that vent was the most dangerous vent in game. Whether it's a glitch or a bug, the door is like glass and players can just look through the door like there was nothing there. So at least you wanted to live a longer life as an imposter, don't vent there.
Cafeteria
In MIRA HQ, the Cafeteria is located in the right corridor and is smaller than its predecessor. It is also near the Storage and the Balcony, and the tables are cubic instead of circular and are light brown. A vent is located near the entrance, and the emergency button is located on the left table. There was a freakin vending machine at the upper right of the map. There were also left over food at the table as well as beverages.
Decontamination
In MIRA HQ, the Decontamination room is a long hallway that runs from the Locker Room to a hallway that separates the Reactor and Laboratory. Note that there is a vent at the bottom-right corner of the room, so Impostors can perform a murder in the room. In this map, the player must use a stand next to the doors to open them. Extreme caution is required, as The Impostor can kill then vent unnoticed. The crew members are decontaminated before going to the corridor that connects the Reactor and the Laboratory. It consists of an isolated room with yellow floors and black floors that flash blue, in addition to vaporizers and two doors that players can open by pressing the button on the sides. When they enter, the door closes, and the place emits steam. Several seconds after that, the other door opens.
Hallway
The Hallway is an upside-down Y-shaped and has doorlogs sensors at each of its exits. It has one task at its bottom left, which is Fix Wiring. At its bottom right, there is a vent. Here's a little tip, by standing at the middle of the hallway, you will know the location of every player's location, that's handier than the doorlogs security, just make sure you don't get killed.
Laboratory
At MIRA HQ, the Laboratory is a medium room, located across the Reactor after the Decontamination Hallway. It features a one-way window that can only be looked through on the hallway side. This can be handy since the imposter inside the laboratory can't see you spying on them. So it is quite handy to catch someone venting out of it. It also includes a vent directly connected to other vents in the Decontamination hallway, the Reactor, and the Office, and is part of MIRA HQ's vent network.
Reactor
In MIRA HQ, the Reactor is connected to the Laboratory, which contains a massive reactor with a claw that emits a laser (which can change color if the Reactor is Sabotaged), several computers, and two hand palms that are used to repair the Sabotage of the Reactor, just like on The Skeld. But, to get to the Reactor, Crewmates must first go through Decontamination. A vent is located on the left below. Several one-way windows can also be seen through the hallway side of the Reactor.
Storage
On this map, Storage is located near the Cafeteria. Inside the room is a bookcase that contains old materials, including the watering can, which is used to water the plants.
Greenhouse
The Greenhouse is a long room with pots full of shrubs, flowers, and plants, and a large oxygen filter with a tree inside. The roof contains several dry plants that sway slowly, and a vent is located above the filter. The floor is entirely made of some transparent material (possibly glass).
So I will just skip almost all the tasks at this map since it did it in quite a hurry. I will update it later on but it will surely take me some time! Sorry for the delay!