Endings

*"Ssstranger, you might not want to look at thisss now..."*

This article contains important spoilers that can ruin your experience while playing  FTL: Multiverse! Read at your own risk.

Beyond just the default Flagship defeat, FTL: Multiverse has a host of alternate endings you can complete. These sometimes give a score boost as well.

## Multiversal Victory (Default)

*The Multiverse Flagship of this reality has been destroyed. The Rebel forces were weakened and the Federation troops, along with reinforcements, successfully defeated the Rebel forces of this reality.*

This is the standard victory, similar to vanilla. It is completed through defeating all 3 stages of the standard Flagship.

## Peace Ending

*After the defeat of the first stage of the Flagship, and seeing the might of the Cruiser responsible, Admiral Vance and the Rebel fleet surrendered. Everywhere across this reality, Rebel forces powered off their weapons. What few splinter groups remained were quickly vanquished, and the survival of the Federation was guaranteed.*

This is perhaps the hardest victory to accomplish simply because it requires the player to have completed numerous different boss related victories. To get this victory, the player must accomplish at least 1 of the following things in each of the 4 categories:

1. Monk Peace Quest
2. Expose a corrupt government
	* Assassinate the Rock Elder Stonewall
	* Save the Osmians
	* Raid the Mantis Hatchery
	* Overthrow President Tyrdeo by defeating the Ampere Dreadnaught
	* Aid Slocknog or Nights in the festival and convince the Kleptocracy to turn into a democracy
	* Expose the flaws of the Duskbringer movement by stopping a Syndicate attack that attempted to frame the Federation
3. Save a population
	* Save the Orchids from a pirate raid
	* Save Node 17 Memorial from a Rebel siege ✦
	* Save the Prime Reaper from an Auto-Dreadnought ✦
	* Rescue Obyn from the EHG
	* Free a civilian sector from the Hacker clan
	* Convince Empress Dianesh to be open to the rest of the galaxy
4. Defeat an important Rebel ship
	* Defeat the Construction Flagship in the Rebel Stronghold
	* Defeat the original Haunted Flagship in the Spectral Wastelands
	* Defeat the Auto-Dreadnought attacking the Dynasty Capitol ✦
	* Defeat C.U.R.A. Supreme in Wentworth Innovations HQ
	* Defeat the MFK Gunboat assaulting the Node 17 Memorial ✦
	* Defeat the Stolen Elite Rebel Gunboat in the Smuggler Shipyards

(✦ ✦ it is important to note that these conditions are fulfilled within the same event, greatly shortening the number of beacons the player needs to find)

If the player has completed one item in each category, they will have special blue options during their first encounter with the flagship, after fulfilling all 4 required blue options the flagship's commander will respond:

*So you are the one responsible for that? Mighty impressive, but that ship was not yet complete! You will find this ship is far better prepared for a tiny cruiser like yours. Enough delay, you will not escape this fight.*

The player will still have to defeat Stage 1 of the flagship as normal, but once they find the 2nd Stage they will receive this message instead:

*Suddenly, a small automated vessel breaks off from the fleet in the distance. You receive a hail from the shuttle. "Hello. This is an automated message sent from Admiral Vance of the Rebel fleet. We have taken into consideration your past victories, and defeat of the first stage of the Flagship. With this in mind, the Rebellion no longer holds interest in this reality. We offer our surrender."*

This will put the player on the credits screen and give them an additional 2000 scrap to boost their score.

## Slug Ending

*Thanks to your help, you revolutionized the Slug government. In close coordination with the new king, you overtook both the Rebellion and Federation, and established a new galactic slug order that will stand the test of time for a decade, before it falls because thieves don't know how to run an economy properly.*

This ending is a secret option within the Slug Crown Festival quest. In the Royal Nebula at a non-nebula beacon (LRS will show a ship detected), the player can encounter a Clansman ship whose pilot has come to steal the slug crown for himself. If you befriend him and take him with you (by killing the crew of his ship), you will be given an extra option at the Slug Palace to start the sequence, the player will have to follow these steps at the festival:

1. Aid Slocknog and defeat Nights.
2. Choose to go after the crown when Slocknog expresses his gratitude.
3. Have a Ranger alive (not necessarily the original clansman, though he will always be a Ranger to fulfill this requirement)
4. Have a minimum level 2 Cloaking system.
5. Have any level Teleporter system.
6. Have one of the following:
	* Level 2 Sensors
	* Long-Ranged Scanners

If the player fulfills every requirement, their clansman will successfully obtain the crown and every other Slug will bow down, accepting their new leader.

As this victory cannot be accomplished in sector 8, and only involves 1 additional secret sector, it is reasonable to expect a lower score from this ending as you will not have gone as far as usual.

## True Endings (Paragon Detonation, Paragon Destruction and Mutual Destruction)

These endings are a part of the Ancient Questline. Though they have completely different outcomes, they are found after defeating the MFK Flagship Ace, presenting the choice to the player (although Mutual Destruction also requires the player to be defeated simultaneously).

All endings can be considered canonical endings, and resolve the Multiverse war conflict in some way. Evidently runs continue on afterwards and the questline can be repeated regardless.

### Detonate the Paragon

*You know what you have to do. This war must end, no matter the cost. You've been given this chance, and you won't pass it up. Your crew understands, they signed up to this knowing very well they might die. You say your last goodbyes, and activate the bomb...*

*The shockwave of the bomb spreads further outwards, first consuming your ship, then the entire Ancient Homeworlds, erasing every last Ancient and Vance's entire fleet. Around the Multiverse, billions of MV drives ceased functioning, much to the confusion of everyone. Inevitably, the Federations and Rebellions of many realities were able to work out a truce, knowing the lopsided balances of power would only spell the end for them both. Though your sacrifice will never be known, you've put an end to the unending war, and restored every reality back to the way they were before.*

Final Victory text: *Your victory will echo through the Multiverse for all time*

### Destroy the Paragon

*This isn't your choice to make. You can't decide the fate of the entire Multiverse. You lift the Paragon, then bring it hard down onto the metal floor, smashing the seemingly invulnerable piece of tech into a million pieces. This war might never end, but if it does, it won't be because of the actions of one person.*

*With the Paragon destroyed, you return to the Ancient Homeworlds. The MFK Fleet awaits you, but when you show them the wreckage of their flagship, they stand down. Even afterwards, the tales of your victory are spoken around the Multiverse. It seems your victory has earned you more than just another day to live - you'll forever be immortalized as the single ship that stopped the entire Rebellion. Without the original Vance, the many Rebellions of each reality struggled to gain leadership, and inevitably it spelled doom for the Rebellion. Their society collapsed, and the Federation quickly retook as many realities as they could. Though the conflict will inevitably continue for eternity, at least things have calmed down at last.*

Final Victory text: *Your victory will echo through the Multiverse for all time*

### Mutual Destruction

*With the MFK Flagship and your vessel destroyed, the Paragon was lost in slipspace never to be found again. Though the Obelisk Empire soon collapsed, the Rebellion remained in power, soon replacing Vance's leadership.*

Final Victory text: *This is not the victory you hoped for, but it's one nonetheless.*

This ending only appears if both the Player and the MFK Flagship are defeated simultaneously, and similarly to vanilla, the player will still achieve a victory, though they will not get to talk with their crew (and thus gain unique crew unlocks) about the paragon nor take a decision unlike the endings above.

## Nexus Endings (Spare Prime, Disable the Rings and Chaos)

Each of these endings has two variants, depending on how much Nexus Notoriety you have when you reach them.

After crewkilling Sylvan Prime or reducing him to 3 hull, you get a choice on whether you want to spare him or disable his rings. You also unlock the C.E.L. Cruiser at this point.

### Spare Prime

Prime is shocked that you're sparing him, and asks why you're sparing him. You have two options, though both lead to the same dialogue. He then agrees to let you go, and admits he can't stop you. She than arrives and is furious that you disobeyed her. With Prime in a weakened state, She reduces you to 1 hull, but before She can kill you, Prime smashes the Rings, destroying most of her power. She is forced to retreat, and Prime explains that without the Rings, his power will fade. If your Nexus Notoriety is 5 or higher, he mentions that the C.E.L. will most likely not survive. However, if your Nexus Notoriety is below 5, he mentions that the C.E.L. will survive without him. Depending on which of these you got, you will get a different ending and the credits will play.

Below 5 Notoriety: *Shortly after the death of Prime, the C.E.L. reorganized with a new council of leadership. The Prime cluster, your home, was finally incorporated after millenia of disclusion, with you standing as representative. A new era of peaceful order in the Multiverse began, but with Her still alive somewhere out there, it's uncertain for how long it can remain...*

Final victory text: *Your legacy will be remembered.*

5 Notoriety or above: *Shortly after the death of Prime, the C.E.L. fell into shambles with too few of its previous members left to organize it. Prime's empire collapsed, and a new era of disorder took the Multiverse by hold. With Her still alive but having vanished, new agents of chaos spread across realities, destroying many. Even your own cluster began its exodus across clusters, spreading the Multiversal War to new Federations and Rebellions, ensuring its eternity forevermore.*

Final victory text: *Your legacy will be remembered.*

### Disable the Rings

You travel through Prime's cruiser to find him. After finding Prime, despite his warnings, you smash the Rings. She then destroys Prime's cruiser and returns you to yours. Depending on your Notoriety, the next part changes. If you have under 5 Nexus Notoriety, She congratulates you for helping with her return to power, but explains that you're too weak to join Her. However, as a favour, she destroys your cluster immediately rather than torturing its inhabitants for eternities. You then take 999 hull damage. If you have 5 or above Nexus Notoriety, She thanks you, and you join Her side as Her executioner. Hahe!

Below 5 Notoriety ending text: *Following your demise and the destruction of the C.E.L., Her evil spread outwards, reclaiming all of its past territory. The inhabitants of your cluster were killed near instantaneously, spared the same pain that all else whom She corrupts will endure for eternity.*

Final victory text: *Your legacy will be remembered.*

5 Notoriety or above ending text: *With Her power over the Nexus cemented, the last few survivors of the C.E.L. attempt to flee but are quickly snuffed out along with their clusters. Your original mission is quickly forgotten as you accept your place at side of Her, serving Her faithfully for eternity.*

Final victory text: *Your legacy will be remembered.*

### Chaos

To get this ending, you need to bring the gnome to the Nexus. In order to bring The Gnome you need to complete Rhyme Cruiser quest. As starting point Node 1, you need to click on him at the background Hangar. After defeating Prime, the gnome appears on his ship and kills him. It's then revealed that the gnome is the third container of Her power. She thanks you for helping Her finally defeat Prime, and returns to The Realm Of Madness to recruit the Sirens and The One Who Rhymes. You then lose the gnome. If you have 5 Nexus Notoriety or above, no Sylvans arrive to aid you, and you and the remains of the C.E.L. are killed by Her, which is the first of the Chaos Nexus endings. If you have below 5 Nexus Notoriety, the Sylvans arrive to aid you. If you have killed your Sylvan, you get a C.E.L. Enforcer as crew, and if you haven't you get a regular Sylvan as crew. A Nexus store then appears. Following this, you arrive in The Realm Of Madness with the C.E.L.. The only events in here are fights with Eldritch Visions, but there's a beacon marked Her. When arriving at it, you fight the Vision of Evil. It is an immensely powerful ship with The One Who Rhymes and Things onboard. It almost instantly heals any damage done to it, and you need to wait two minutes for the C.E.L. to arrive. They stop Her from healing the Vision of Evil, allowing it to be defeated. After beating the Vision of Evil, Her and The One Who Rhymes are defeated for good, and you take a vacation in another reality.

Below 5 Notoriety ending text: *The powers of Her, once again divided, are destroyed to prevent Her evil from ever being released again. The C.E.L. reorganizes, trying new method of leadership in the absence of Prime. As for you and your crew, you take a long and well deserved vacation in some remote reality offered to you by the Sylvans as a reward for your service. In time, perhaps your cluster will be assimilated into the Nexus. Maybe you'll even serve as an ambassador - but that's all for the future.*

Final victory text: *She is no more. Enjoy your retirement, Renegade.*

Above 5 Notoriety ending text: *Power unmatched, She returns to the Nexus and eradicates the remaining forces of the C.E.L., including yourself. A new dark empire descends on the Multiverse, spreading madness through the infinite expanse of the cosmos for eternity.*

Final victory text: *:)*

## Chaos Ending

To get this ending, you need to find a Siren ship and defeat 3 Rhyming Cultists across multiple runs. Once you defeat the third one, you get a reroute to a sector labeled ???. Once you reroute there, you find The One Who Rhymes. He explains some lore to you for a bit, and then gives you a choice; fight him, or stand by and let him destroy the universe. If you let him destroy the universe, you get a game over, so never pick that option. The fight with him is fairly tough, mainly because he boards you with two Things which split into two if killed while not burning, stunned, or mind controlled. He also boards you himself, and is immortal, and has drones he boards you with which are immortal. If you have Irwin before the fight, he changes to Demon Hunter Irwin, who's Tranquiliser ability now also nullifies the properties of eldritch beings, allowing Eldritch Spawns to be damaged and Things to be killed without them splitting in two. After defeating TOWR, he congratulates you on the fight and comments that he's never had so much fun, before giving you the Gnome and the Rhyme Cruiser. He also destroys the Flagship for you, ending the game.

Ending text: *As you continue on your quest, by the time you reach Node 17 the Flagship has already been 'destroyed'. Warped beyond comprehension, the twisted hull of the vessel soon slips out of existence entirely. It seems the Federation has won - and you aren't sure how to feel about it.*

Final victory text: *What fun, what fun! And now your run is won!*

## Cheater Ending

Though not truly an ending as it does not appear in regular gameplay, an event called (ID) FREE\_WIN exists and can be spawned via console. This immediately sends the player to the credits with the text:

*Congratulations, you cheated!!!*