Complete Sabotage Guide for Sussy Swap Simulator
Master every sabotage type, learn optimal timing strategies, and discover how to use sabotages for kills, misdirection, and complete game control!
Understanding Sabotage Mechanics
Sabotages are the impostor's most powerful tool beyond killing. Use them strategically to control the game's pace and create opportunities.
What Are Sabotages?
Sabotages are special abilities only impostors can activate that disrupt ship systems and force crewmates to respond. Each sabotage type creates different tactical situations, from forcing player movement to limiting vision and disabling security features.
Understanding when and why to use each sabotage separates amateur impostors from professionals. Random sabotaging wastes opportunities, while strategic sabotaging creates consistent kill opportunities and slows crewmate progress dramatically.
Sabotage Cooldowns and Limitations
After triggering a sabotage, there is typically a short cooldown before you can sabotage again. More importantly, you cannot sabotage during the kill cooldown period immediately after eliminating someone. This prevents the overpowered combination of killing and immediately sabotaging to escape.
Critical sabotages like Reactor and Oxygen have longer cooldowns than simple sabotages like Lights and Doors. Plan your sabotage sequence throughout the game rather than using everything at once.

Critical Sabotages - Reactor and Oxygen
These sabotages can win the game instantly if not fixed in time. Master their strategic applications for maximum impact.
Reactor Meltdown Mechanics
Reactor sabotage forces two players to simultaneously input codes at separate terminals within 30-45 seconds or impostors win automatically. This creates the strongest player grouping effect, pulling everyone to Reactor and creating chaos.
Reactor Strategic Uses
Use Reactor when players are spread across the map to force regrouping. This stops task completion momentum entirely. After Reactor is fixed, players scatter again - perfect time for isolated kills. Advanced: trigger Reactor, kill someone far from Reactor, then help fix it for an alibi.
Oxygen Crisis Mechanics
Oxygen sabotage requires entering codes at two different terminals in sequence. Unlike Reactor, one skilled player can fix it alone, but it takes longer and creates more sustained pressure. The timer is typically 30-45 seconds before impostors win.
Oxygen Strategic Uses
Oxygen is better than Reactor for late game when fewer crewmates remain. It forces movement without requiring two people, making it harder for small crews to coordinate fixes. Use when you need time pressure without forcing everyone into one room.
Critical Sabotage Defense
As crewmate, ALWAYS respond to critical sabotages immediately. Tasks can wait - losing to sabotage ends the game instantly. Learn fix locations and procedures for both Reactor and Oxygen before playing impostor-heavy rounds.
Fake Fix Technique
As impostor, run to critical sabotage locations with the crew and pretend to fix them. This builds trust while your partner uses the distraction for kills. Coordinate with your partner - one fixes appearance, one kills strategically.
Lights Out - The Killer's Best Friend

How Lights Sabotage Works
Lights sabotage drastically reduces vision for crewmates while impostors maintain full vision. This creates massive information asymmetry - you can see everyone, but they cannot see you coming. Lights are fixed at Electrical on The Skeld, making it a double-edged sword location.
Optimal Lights Sabotage Timing
Trigger lights when your kill cooldown is almost ready and you are positioned near isolated targets. The reduced vision lets you close distance without being seen. Most kills during lights happen because crewmates cannot see the impostor approaching.
However, avoid over-using lights. If you sabotage lights every single round, crewmates will group up permanently and you will never get isolated kills. Use lights 2-3 times per game maximum for best results.
Lights Defense Strategy
When lights go out, immediately find another player and stick together. Move slowly and carefully toward Electrical in a group. Never run toward Electrical alone - this is exactly what impostors want. The player who rushes alone to fix lights is the easiest target.
If you are in Electrical when lights are sabotaged, fix them immediately. This reduces impostor opportunity window significantly. If multiple people are in Electrical, assign one to fix while others watch for attacks.
Advanced Lights Tactics
The Double Kill Setup: Sabotage lights with your impostor partner. While crewmates rush to Electrical, you both position in separate areas of the ship. As lights get fixed, both kill simultaneously in different locations. This creates maximum confusion about which impostor killed whom.
The Electrical Trap: Sabotage lights while standing in Electrical yourself. As crewmates arrive to fix lights, kill the first one who enters. Other players assume the kill happened elsewhere during lights out, not in Electrical itself where the fix location is.
The Fake Fix: Go to Electrical with the crew during lights sabotage and pretend to try fixing it. Let someone else actually fix lights while you stand there looking helpful. This establishes an alibi with witnesses while your partner kills elsewhere.
Psychological Warfare: Trigger lights but do not kill anyone. Do this 2-3 times. Crewmates will become complacent, thinking lights sabotage is just to slow them down. Then on the 4th lights sabotage, strike with multiple kills.
Communications Sabotage - The Underrated Power
Communications is often overlooked but incredibly powerful when used correctly. It disables task lists, admin maps, security cameras, and vitals monitoring.
What Comms Disables
Communications sabotage removes the task list from screens, disables the admin table player tracking, shuts down security cameras, and turns off vitals monitoring. Crewmates become blind to information while maintaining full vision. This is pure information denial.
When to Use Comms
Trigger Communications when crewmates are spread out doing tasks and you want to prevent security monitoring. Unlike lights, Comms does not force regrouping, meaning players stay isolated - perfect for hunting. Use before kills to ensure cameras cannot witness your attacks.
Comms + Kill Combo
Sabotage Communications, kill someone far from the fix location, then vent to Communications and fix it yourself. You appear helpful fixing sabotage while having a perfect alibi for the kill that happened during Comms outage. Extremely effective technique.
Defending Against Comms
As crewmate, Communications sabotage is lower priority than critical sabotages but higher priority than tasks. Head to the fix location but stay in groups. Without task lists, focus on visual tasks and staying with confirmed innocents until Comms is restored.
Door Sabotage - Map Control Mastery
Door Sabotage Offensive Tactics
- The Kill Trap: Close doors to trap a target alone in a room with you. Kill them, then vent out before doors reopen. Doors stay closed for 10 seconds, giving you time to kill and escape.
- Separation Strategy: Close doors to split groups. If three players are traveling together, close a door between them to isolate one. Kill the isolated player while others are stuck behind the door.
- Emergency Button Denial: Close Cafeteria doors when you want to prevent emergency meetings. This buys time for additional kills before players can call meetings.
- Body Hiding: After killing, close doors around the body. This delays discovery and gives you time to establish an alibi far from the crime scene.
- Path Manipulation: Close doors to force players to take longer routes, allowing you to position for ambushes or alibi creation.
- Escape Routes: Close doors behind you after kills to slow pursuers if anyone saw you near the victim.
Door Sabotage Defensive Response
- Never Enter Trapped Rooms: If you see closed doors ahead, wait for them to reopen. Entering a room with closed doors is walking into a potential trap.
- Group Movement Priority: Closed doors cannot trap groups effectively. Travel in groups of 3+ and closed doors become minor delays rather than deadly traps.
- Alternative Routes: Learn alternative paths around closed doors. Do not stand waiting at closed doors - this makes you an easy target.
- Door Pattern Recognition: Track which doors get sabotaged and when. Impostors who repeatedly close the same doors reveal their preferred kill zones.
- Emergency Exit: If doors close while you are in a room with someone suspicious, move to corners and watch them closely. Be ready to report if they attack.
- Report Immediately: If you find a body behind closed doors, report instantly. The impostor likely just killed and closed doors, meaning they are still nearby.
Advanced Sabotage Combinations
Master these multi-sabotage strategies for maximum effectiveness!
Lights + Doors Combo
Sabotage lights, then immediately close doors around your target's location. They cannot see well and are now trapped. Close in for the kill with minimal risk. This combination is devastating in isolated areas like Storage or Navigation.
Comms + Reactor Combo
Trigger Communications first, then Reactor. Without task lists or admin table, crewmates struggle to coordinate Reactor fix. This creates maximum confusion and extended distraction time for kills far from Reactor.
Door + Door Chain
Close multiple doors in sequence to control player flow. Close Cafeteria doors, then close hallway doors, forcing players into specific paths where you control the encounter. This advanced technique requires map knowledge but is incredibly powerful.
Oxygen + Kill Tour
Trigger Oxygen crisis, kill someone far from O2 fix locations while crew rushes to fix, then vent across map. The time pressure makes crewmates focus on fixing rather than finding bodies, delaying discovery significantly.
Lights + Comms Confusion
Sabotage Comms first so there is no admin table, then sabotage lights. Crewmates cannot see each other or track positions. This creates maximum confusion and makes kills harder to trace because nobody knows who was where.
Reactor + Door Block
Trigger Reactor, then close doors leading to Reactor fix locations. This delays the fix and increases panic. While some try to reach Reactor, kill others who are trapped by doors away from the Reactor room.
Optimal Sabotage Timing Strategies
Early Game Sabotage (Rounds 1-2)
Early game sabotages should focus on slowing task completion and establishing control. Use Lights and Communications primarily. Avoid critical sabotages like Reactor early - they group everyone together when you need isolated targets for first kills.
Early door sabotages establish that you are willing to use them, creating paranoia. Players become cautious about entering rooms, slowing their task completion naturally even when doors are not actively sabotaged.
Mid Game Sabotage (Rounds 3-5)
Mid game is when critical sabotages become powerful. Use Reactor or Oxygen to break up task-focused players and create chaos. This is also prime time for Lights + Kill combinations since players are less cautious than late game.
Vary your sabotage patterns mid-game. If you only used Lights early, switch to Communications. Unpredictability prevents crewmates from developing counter-strategies.
Late Game Sabotage (6 or fewer players)
Late game sabotages are about creating winning conditions. With few crewmates left, critical sabotages become game-enders if even one player is out of position. A single reactor sabotage when one crewmate is across the map can win the game instantly.
Door sabotages late game should focus on separating the last few crewmates. Even brief separations allow kills that immediately win. Be aggressive with sabotages late game - defensive play loses when crewmate numbers are low.
Sabotage After Kills
Remember: you cannot sabotage immediately after killing. However, once kill cooldown ends, sabotage immediately to move players away from potential body discoveries. A well-timed sabotage can delay body reports by 30-45 seconds - an entire extra kill cycle.
Map-Specific Sabotage Strategies
The Skeld Sabotage
Electrical is the key. Lights force everyone to Electrical - use this to kill elsewhere or trap victims in Electrical itself. Door sabotages are extremely powerful on The Skeld due to narrow hallways. Reactor is centrally located, grouping everyone effectively.
Polus Sabotage
Polus has no door sabotages, changing strategy completely. Communications and Lights are more important. Reactor and Oxygen are spread far apart, making critical sabotages deadlier. Use outdoor visibility to your advantage during sabotages.
Mira HQ Sabotage
Mira HQ has unique sabotage dynamics with limited critical sabotage locations. Communications is extremely powerful on Mira since the map is complex and confusing without task lists. Door sabotages are limited but powerful in key choke points.
Airship Sabotage
Airship is massive, making sabotages incredibly powerful. Players spread across huge distances struggle to respond to Reactor or Oxygen quickly. Use the size to your advantage - sabotage one area, kill in the opposite area.
Ready to Master Sabotage?
Put these sabotage strategies into action and become an unstoppable impostor!