Unfortunate Spacemen – Logical Conclusions

Unfortunate Spacemen – Logical Conclusions 2 - wpgameplay.com
Unfortunate Spacemen – Logical Conclusions 2 - wpgameplay.com

Guide for Unfortunate Spacemen – Logical Conclusions

This guide is intended to list out some tactics and logical conclusions you can make during gameplay, to Identify the Monster, and aquire information. Or, to give insight into what the Spacemen are thinking, as the Monster. These are not shortcuts or guesses per say, but they are fairly (and in some cases absolutely) accurate a*sumptions you can make based on facts in your environment. As we go over them, I’ll tell you what to look out for, and how you can use that to your advantage.
Note-most of this guide was written before 1.3.1.
Remember, Knowledge is power. You may or may not want to share this info with others.


Definitive Conclusions

Unfortunate Spacemen - Logical Conclusions - Definitive Conclusions
These situations are your best bet at catching the monster.

Camera Alerts

Camera alerts, the red Diamonds on your HUD placed by cameras when the Monster enters their field of view, are your most powerful and absolute Monster tracking and identifying a*set. Pay attention to them.
They serve as a potent area denial tool, outright surveillance device when used, and a handy identification device on occasion, provided the monster doesn’t destroy them. We’ll get to that later.

Firstly, one thing should be obvious. When you see that diamond, the monster is in that area of the map. No matter who you think it is, if you are looking at them, and see that diamond somewhere else, it is not them. This can be used to immediately rule out an entire group of people at once, and focus on intercepting the Monster, and anyone in or coming from the vicinity of the Alert.

Trip Mines

Trip mines are an extremely handy, portable, and effective device for the purpose of this guide. They are extremely useful in combat, alerting you when any monster pa*ses them, and any disguised monster, when they aren’t resisting it with a perk.

Health Stations

Health Stations are a cla*sic, though still useful, method of discernment. About 1/3 of the time, you can expect a monster to have this perk on, since the rework. The main trouble is getting them to comply, and working with the cooldown.

The Investigator

This Cla*s gives you multiple useful abilities:
-Knowing when half of the crew are killed
-Seeing through decoys
-Seeing suspicious human footprints
But the main attraction is this. The investigator is able to see Monster footprints, and deduce who it is through the Pocket Detective, by keeping track of perks and activity.

Partial Conclusions

These are relatively less concrete, but still useful in gameplay. They also may be more common than those in the last section, so look out for an opening to employ these reasonings.

Character Markings

In this game, a Shapeshifting disguise does not just mimic the color of the target, it mimics every cosmetic item they have. This makes identifying a given Spaceman superficially, conventionally impossible. You will need to look closely at the details and equipped items if you want to visually guess that someone is who they say they are.


The Soldier Perk has a signature backpack that occupies the user’s (and only their) gear slot. This backpack is irremovable, and will persist throughout any form they take, and cannot be fabricated through a disguise. This means that if you verify an individual Spaceman, through any means, and they have an equipped Soldier perk, you can immediately confirm that it is still them, on later review, by looking at the backpack.

Cultist – Milk Jug

The Cultist (formerly Space Milk) Perk gives the user a trademark bottle of Space Milk.

Equipment Investigation

Map Scanner

Use the map scanner to track individuals whereabouts. Take note of disappearences.
Use the Pocket Detective to find info about activities.
Use it to keep track of perks and identities.


Needless to say, these are far from set in stone, and should not be used to justify an execution, unless an overwhelming majority of these clues coincide to make a case, or the suspect obviously tries to flee.


Things like: locking doors to O2less areas.Walking away from recent corpses.


Avoiding speaking.
Voices coming from different people.

Written by Jetstreak

This is all that we can say about Unfortunate Spacemen – Logical Conclusions for now. I hope this post helped you. If there is anything that we should add, please let us know via comment below. See you soon!

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