recursal/Fanatic-Fandom huggingface dataset:
Civilians

Civilians are a friendly "faction" consisting of the citizens of Federation or Rebel space. Though many civilians have no need to ever leave their home planet or system, many purchase ships capable of FTL travel.

Civilian ships can be encountered in many events, usually as merchants, refugees, or humble explorers.

## Gameplay

Most civilian ships are very poorly armed, and some do not even support weapon systems. Because of their wide range of crew and high crew counts, boarding might not always be effective, but luckily their defenses are weak enough to easily be destroyed.

Usually, there will be no reason to fight civilian ships, and doing so usually resorts in a notoriety increase.

## Ships

Union DropshipUnion Mining ShipUnion InvestigatorUnion OutriderUnion ScoutUnion ShuttleUnion TransportUnion Refueling StationUnion Station
Mantis Fugitive

Occurs in:

1. Liberated Sector
2. Engi Controlled Sector
3. Engi Harmony (Sector)
4. Mantis Controlled Sector
5. Mantis Hive (Sector)

## Event

*You arrive just in time to see an unusually well-armed Engi ship destroying a small pirate craft. A teleporter signal is detected... intruder on deck!*

* *A young Mantis in a charred uniform has teleported onto the deck. He begs for sanctuary from the Engi, and offers to serve in exchange for your protection. The Engi have already traced the teleporter signal and are offering a deal in exchange for the prisoner.*
	1. Side with the fugitive and fight the Engi ship.
		+ *It was a trap! The Mantis manages to sabotage your engines before beaming away.*
			- Your Engines' maximum power is **halved** and you fight a Mantis controlled Engi ship with standard rewards.
		+ *He expresses his thanks and prepares to help you fight his pursuer.*
			- You receive **1** mantis crew member and fight an Engi ship with standard rewards.
	2. Agree to offer up the Mantis in exchange for a bounty
		+ *The Engi captain is delighted, and quickly arranges for the transfer of the prisoner.*
			- You receive a **high** scrap-only reward.
		+ *Fury sparks in the eyes of the Mantis. He won't go easily, and causes serious damage before he can be captured.*
			- Your ship takes **5** hull damage, a random room ignites, and you receive a **high** scrap-only reward.
		+ *The pursuing ship responds with a completely unintelligible message. The young Mantis jerks to attention and assumes a battle stance. It was a trap!*
			- You are attacked by **1** mantis boarder and fight a Mantis controlled Engi ship with standard rewards.

## Trivia

* ID: ALISON\_MANTIS\_CREW
* This event, along with Rock Live Mine were slightly altered from their vanilla forms by providing a safe option, as they were events that had no "safe" options for the player in regards to hull damage outcomes.
Federation Fortifications

Occurs in:

1. Multiverse Drop Point

## Event

Ship: none

*Nearby are some Federation fortifications that have taken heavy damage. A couple workers are busy trying to patch up the damage.*

1. Hail and ask if they need any assistance.
	* *"Any help you could offer would be a life saver. We only just barely managed to chase away those damn rebels, and they'll no doubt be returning with reinforcements soon. We're undermanned and we won't be able to get these repairs done in time."*
		1. Offer to wait behind longer and fight off the rebels.
			+ *You wait behind until you spot a small squadron of Rebel ships approaching. Hurry to combat positions!*
				- The Rebel Fleet advances by 1 jump and you fight a rebel ship with standard rewards.
					* (**After the ship successfully escaped**) *The Rebel ships jump away once again, leaving you and the fortifications behind.*
						+ *"Thank you for your help, but I am afraid this is very unfortunate that they got away. We know you can't wait behind any longer, and I don't think anyone else will arrive in time to assist us. Still, at least it buys us some time. We can't offer too much, but perhaps this fuel will help."*
							- You gain a **low** fuel-only reward.
					* (**After defeating the enemy ship by any means**) *It appears the rest of the Rebel squadron is trying to flee after watching their comrades be destroyed by you. The Federation officers thank you and offer payment.*
						+ You gain a **medium** standard reward.
		2. Lend a crew member to stay and assist them.
			+ *Though it's only one man, the Federation officers seem to understand the weight of your decision and pay you greatly for your sacrifice.*
				- You gain a **medium** standard reward and lose a random crewmember.
					* **(If clonebay is present)***Your crew cannot be cloned as they are not dead.*
		3. We can't help.
			+ *You apologize and end comms.*
				- Do something onboard the ship.
				- Do nothing.
2. Ignore them.
	* *The staff will hopefully be able to repair their defenses in time before the fleet arrives.*
		1. Do something onboard the ship.
		2. Do nothing.
Lost Sun Cache

Occurs in:

1. Lost Sun Stronghold

*An incessant beeping on your radar shows a strange object floating in empty space. It appears to be... a Lost Sun weapon cache?*

1. Open it.
	* Open it
2. Don't risk it.
	* *Stealing military supplies in Lost Sun territory doesn't sound like a good idea. You leave it be.*
		1. Do something onboard the ship.
		2. Do nothing

## Open it

* *You pry open the cache to find racks and racks of ammunition.*
	+ You gain a **high** missiles reward
* *The cache is filled mostly with first aid supplies and rations. You do however find a fire weapon, the black sheep of the supplies.*
	+ You gain a Lost Sun weapon
* *The cache is harder to open than you expected. You spend some time trying to open it when a Lost Sun ship spots you, and attacks! You abandon the cache and prepare to fight.*
	+ Fight the Lost Sun Ship with standard rewards.

### Lost Sun

'Torch' Beam, Fire Bomb, Fire Ion, Fire Flak, 'Sekhmet' Minelauncher or 'Hades' Missiles.
Crystalline Origins

*"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.

### Unique

Yes (Can visit multiple times in one run)

### Rebel Threat Level

???

*"There is next to no information about this sector in your Atlas. What little data there is suggests this was the old homeworlds of the Crystalline Empire before they were forced about by greedy 'pioneers.'" -* Hyperspeed flavor text

## Access

The Crystalline Origins can be accessed in one of two ways:

1. As per vanilla FTL, the Rock homeworlds have a 'Crystalline Waystone,' allowing the player to access this sector if they have a Crystal crewmember. Warping in this fashion will cause the cultist church to be abandoned.
2. Accepting Ruwen's proposition at the Theocracy Badlands unique sector, after defeating the Paladin ship that disrupts his meeting. Once accepted, you will be warped instantly to the sector with Ruwen onto your crew for a retrieval mission in the Crystalline Origins. Warping in this fashion will spawn a quest guiding you to a church of the Eternal Ember, instead of the abandoned church using the method above.

## Guard

The Crystalline Origins are guaranteed to have a cultist guard at the entrance beacon. The guard will question you before proceeding to fight. Fighting the Cultist guard will spawn cultist boarders once the guard is on 4 to 5 hull. The fight can be avoided with either a Crystal, Cultist or High Priest crew. The former two result in a cultist crew member, the latter an item and high supplies.

You can attempt to escape the guard with cloaking (33% chance of success), level 5 engines or level 3 piloting (both 50% chance). You can also attempt to mind control the guard, giving a 50% chance of ending the fight, and a 50% chance of continuing the fight with the guard having disabled piloting.

Entering the sector for a second time in a run gives unique text, explaining that the guard is different from last time. Aside from this, nothing else changes.

## Beacons

* 1 Special Loot Transport
* 1 Cultist Church (Abandoned if not accessed through Ruwen)
* 2 Stores
* 1-2 Empty Beacons
* 5 Items
* 1-2 Distress Beacons
* 5 Neutral Encounters
* 999 Hostile Encounters (Not strictly true, just what is set in the mod files)

## Crew members

See Races

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event.

* Cultist of the Eternal Ember (2)
* Crystal (3)
* Rock Outcasts (5)
* Crystal Sentinel (5)

## Equipment Rarities

The following equipment appears more/less often in this sector compared to others.

* Crystal Lockdown Bomb (0 -> 2)
* Crystal Burst Mk 1 (0 -> 1)
* Crystal Burst Mk 2 (0 -> 2)
* Heavy Crystal Mk 1 (0 -> 1)
* Heavy Crystal Mk 2 (0 -> 3)
* Blunt Crystal Burst (0 -> 2)
* Crystal Scatter (0 -> 3)
* Crystal Charger (0 -> 2)

## Soundtrack

* Crystal (Composed by Squishyboi)
* Debris
* Wasteland
* Deepspace
Gambling Machine

The Gambling Machine is a unique augment that is obtained by either the starting augment on Tuco's Cruiser B or through defeating the Tuco's Cruiser miniboss.

## Usage

At any empty beacon, the player can use the gambling machine for a chance to get a reward. The player can choose one of 6 different potential rewards, each with a 1 in 3 chance of delivering. Gambling can be done indefinitely within a single Storage Check for as long as the player has enough scrap to gamble and they do not win, as winning ends the storage check (it does not remove the augment, this only happens with a special rockman interaction described down below).

* Gamble for Scrap
	+ -10 , chance to win 40
* Gamble for Fuel
	+ -7 , chance to win 9
* Gamble for Missiles
	+ -10 , chance to win 5
* Gamble for Drone Parts
	+ -10 , chance to win 5
* Gamble for a Weapon
	+ -25 , chance to win a random weapon
* Gamble for a Drone
	+ -25 , chance to win a random drone

The weapon and drone rewards are randomized and use the rarity list of the sector it is used in. This can be used to gamble for Kernel Weapons at Orchid sectors, Crystal Weapons at Crystal sectors and so on.

If the player has a Rockman, they can also choose to beat up the machine to try and receive a free reward. Doing so gives a 1 in 3 chance of gaining 4 to 7 , a 1 in 3 chance of nothing happening, and a 1 in 3 chance of gaining a Weapon Types#weapon whilst also breaking the machine, removing it from your ship.
Free Mantis Wearing Shirt and Sombrero

Occurs in:

1. Free Mantis Controlled Sector
2. Free Mantis Hunting Grounds

## Event

Ship: random Free Mantis ship.

*A lone Free Mantis ship nearby hails you. You are greeted by a Mantis dressed in a shirt decorated with 2D tropical flowers,*
and wearing a bizarre, beaten sombrero atop his head. "Welcome to beacon! I wish to show you most amazing prize of mine, but you must earn it!"

1. Agree.
	* *"Perfect! Prepare combat," his weapons go online, and you ready yours. If you want to prove yourself, you'll have to go for their hull and spare them in time.*
		+ Fight the Free Mantis ship (surrenders at 2 hull)
			- (**When the ship surrenders**) *You are hailed by the Free Mantis again. He remarkably shows no signs of concern about his potential demise. "Very good, first human to defeat me."*
				1. Spare him
					* *He lowers his voice to a whisper. "This rock... very very special. It glow, and can replicate itself. It even go boom! I trust it with you, noble fighter."*
						+ You gain the Recycler Bomb.
				2. Screw this, destroy the ship anyways
					* *"So, you wish to continue. Brave. We shall duel, one on one!"*
						+ You are boarded by a Mantis (!) and the fight resumes.
			- (**After destroying enemy ship**) *You can't help but feel a little guilty about killing them. Regardless, you scrap all that you can.*
				* You gain a **low** standard reward.
			- (**After killing enemy crew**) *You never even gave them a chance. You feel guilty, but regardless you scrap all that you can.*
				* You gain a **medium** standard reward.
2. No thanks.
	* *The Mantis shakes his head, "Where your sense of fight? Disappointing." He ends transmissions.*
		1. Do something aboard the ship
		2. Do nothing.

(!) Oversight/bug, should be a Free Mantis.
Grand Priest Vortigon

*"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.

## Grand Priest Vortigon

### Title

Grand Priest Lord Vortigon Obadann XIV, Devout Follower and Leader of the Cult of the Eternal Ember and Keeper of the Holy Texts

### Species

Rockman

Vortigon is a powerful Cult leader in charge of the Cult of the Eternal Ember, a cult of Rockmen who have taken control of the Crystalline Origins and worship the Waystone Device , which they believe to be a holy entity called the Eternal Ember.
Vortigon, like all other Cultists, is able to use a sacrifice ability that temporarily amplifies his stats but does large damage to his health. Unlike other Cultists, Vortigon also heals in fire.

## History

Not much is known about Vortigon's past. At some point early in his adult life, he was a devout believer in the Rock Elder 's teachings. His faith in them was so much that he, followed by several other friends of his, journeyed out to find the entrance to the Crystalline Origins and discover the Crystal Homeworlds for themselves. There, Vortigon discovered that the sector had been invaded by Multiverse Travelling pioneers and many of the original Crystal people there had already evacuated. He also discovers the Waystone, an ancient Crystal device designed for them by the Ancients. He believes this device is the source of the Crystal's power, and that the Crystal Sentinels are its children. He spreads these ideas, and they gain traction with the other Rockmen. Soon Vortigon founds the Cult of the Eternal Ember, whose influence spreads throughout the sector and draws in more Rockmen to join them.

## Gameplay

Main article for the questline: Ruwen's Favor Questline

Vortigon is an optional part of the Ruwen's Favor Questline, who can be spared after either sparing them during the surrender, or crew killing the ship. It requires either a level 1 clonebay or level 2 medbay. If the player gets Vortigon they will also be able to keep Ruwen, who normally leaves the player at the exit beacon for the sector.

Vortigon and Ruwen actually function very well together and both are useful boarding crew. Vortigon's regenerative fire abilities encourage the use of fire weaponry to complement boarding with him as well.

Despite the heavy toll on health Vortigon takes upon triggering his ability, the movement penalty and the greatly increased vulnerability to damages (x7), the passive healing of 65 hp/s overly compensates for these drawbacks, since it is so strong that most races won't be able to outdamage it, resulting in Vortigon healing more damage than he takes. In comparison, a level 3 Medbay heals at a rate of 19.2 hp/s, which is less than a third of Vortigon's passive healing. Vortigon will also deal triple damage to enemy crew when triggered.
Free Mantis Pheromone Factory

Occurs in:

1. Free Mantis Hunting Grounds

## Event

Ship: none.

*The nearby planet is home to a large Zoltan city, whose original population has since abandoned it in favor of its new Free Mantis inhabitants.*

1. Land, the Free Mantis should welcome us.
	* *You land near a coastal region, where you find a peace-keeper vessel waiting! Some Free Mantis are shouting at it, but an armed battalion of peace-keepers stands stonefaced watching them.*
		+ It appears the Zoltan are actually stationed in front of a huge laboratory. You don't know what the Free Mantis are using the factory for, but clearly it is high enough priority for the Zoltan to target it.
			1. Attack the Zoltan!
				- *Attacking a Zoltan Peacekeeper in technically Zoltan territory in order to defend Free Mantis inhabiting an ex-Zoltan city? An action bold enough that it might actually work!*
					* Fight the Zoltan Peacekeeper ship.
						+ (**After defeating the enemy ship by any means**) *The Zoltan stood no chance against your ship, and now they're dead.*
							- You gain a **high** standard reward.
								* *The Free Mantis cheer for you as you land once again. "Federation has done it, saving us from Zoltan!"*
									1. Question them about the factory.
										+ *"This? This pheromone concoction laboratory! Here, make finest pheromones. Though, very addictive, sometimes crippling. Oh well, they make soldier very fast! Here, have some, may bring great swiftness to crew."*
											- You gain the Synthesized Pheromones augment
			2. Leave.
2. Ignore the city.
	* *You don't care to disturb the Free Mantis and ignore the city.*
		1. Do something aboard the ship
		2. Do nothing.
Devorak

Devorak is a famous Duskbringer war hero, a high priority Federation target, and general of the Duskbringers. As all Duskbringers, he is a Zoltan, and wears an outfit similar to Duskbringer Martyrs but with orange highlights instead of red.

Devorak is known as "Devorak the Deathless", because of his insane amount of suicide kills and by extension massive number of times he's been cloned, a sign of dedication among the Duskbringers. Devorak, like all Martyrs, does not lose memories upon being cloned, but after years of cloning, his pain receptors have decayed, making him almost entirely numb to pain and fearless of death.

## Gameplay

Devorak is similar to normal Martyrs, albeit with a few key differences. He will always spawn at max level skills, and has a skill requirement of 1. However, this doesn't matter, as like Martyrs, he does not lose skills from cloning. He will also provide 2 power to the system, similar to Zoltan Peacekeepers.

Devorak also has a quicker ability cooldown, which triggers instantly upon activation, deals 60 crew damage, stuns, and kills all allied zoltans in the room to cause even more damage to enemies. A full party of zoltans in a 4-tile room is just enough to kill most races in a single detonation caused by Devorak. This tactic can be extremely efficient if one wishes to crew-kill, even if the enemy has a medbay onboard their ship.

The player can get Devorak as crew in the Duskbringer Capitol if they assist the Duskbringers against the Rebel invasion.
Engi Judge

EventLocation|Node 17

## Event

Ship: random Engi combat ship.

*An Engi ship, here to aid the Federation, hails you. "Technology: the most important tool in combat. Hypothesis: in travels, Federation ship has collected wide variety of systems and invested heavily in them. Submit evidence to support hypothesis and reward will be given."*

	* *"Weapon system: advanced. Suggests: excellent arsenal. Augment will aid in weapon system capabilities."*
		+ You gain the Automated Re-loader Mk 2 augment.
	* *"Drone Control system: advanced. Suggests: excellent drone arsenal. Augment will aid in drone control system capabilities."*
		+ You gain the modular Drone Arm.
	* *"Shield system: advanced. Suggests: excellent defense. Augment will aid in shield system capabilities."*
		+ You gain the Shield Charge Booster Mark 2 augment.
	* *"Engine system: advanced. Suggests: excellent evasion. Augment will aid in engine system capabilities."*
		+ You gain the FTL Mass Accelerator augment.
	* *"Cloaking system: advanced. Suggests: excellent stealth. Augment will aid in cloaking system capabilities."*
		+ You gain the Shadow Weaponry external augment.
	* *"Teleporter system: advanced. Suggests: excellent boarding tactics. Augment will aid in teleporter system capabilities."*
		+ You gain the Reconstructive Teleporter external augment.
	* *"Hacking system: advanced. Suggests: excellent ability in enemy system disruption. Augment will aid in hacking system capabilities."*
		+ You gain the Neural Disruptor external augment.
	* *"Oxygen system: advanced. Suggests: excellent life support. Augment will aid in oxygen system capabilities."*
		+ You gain the Respirators external augment.
	* *"Medbay system: advanced. Suggests: excellent medical attention. Augment will aid in medbay system capabilities."*
		+ You gain the Advanced Med-Bots augment.
	* *"Clonebay system: advanced. Suggests: excellent medical attention. Augment will aid in clonebay system capabilities."*
		+ You gain the DNA Banks external augment.
	* *"Battery subsystem: advanced. Suggests: excellent attention to power. Augment will aid in battery subsystem capabilities."*
		+ You gain the Battery Booster external augment.
	* *"Sensor subsystem: advanced. Suggests: excellent recon abilities. Augment will aid in sensor subsystem capabilities."*
		+ You gain the Lifeform Scanner
	* *"Door subsystem: advanced. Suggests: excellent boarder and hazard deterrence. Augment will aid in door subsystem capabilities."*
		+ You gain the Extinguishers external augment.
14. I'm afraid we have nothing to show.
	* *"Dissapointment: 75%. Chances of success for Federation ship against Flagship are low." The Engi jump away.*

## Trivia

* ID: BOSS\_FATE\_SYSTEMS
* This event, along with the Lost Sun Judge and the Zoltan Judge, evaluate the player's strength in Systems/Weapons/Crew respectively, giving special rewards to help against the Flagship. Only one of the three will spawn per run in Node 17.
* Unlike the Lost Sun and the Zoltan judges, the Engi judge will not attack the player if they cannot show anything remarkable.
Emoticones

Los **emoticones** son caras y símbolos que los jugadores pueden usar para expresar cómo se sienten. Usualmente aparecen en burbujas de diálogo, y se pueden acceder haciendo clic en el "menú de emoticones", o presionando la tecla "E" seguido de otras teclas que forman diferentes combinaciones.

## Trivia

* Todos los emoticones han sido diseñados por Rsnail.
* Si diez pingüinos usan el emoticono sonriente en la misma sala, obtendrán la estampilla Sala sonriente.

## Galería

Cara de risaCara sonrienteCara de pókerCara tristeCara de sorpresaCara de disgustoCara haciendo un guiñoCara de malestarCara enojadaCara preocupadaFlorVideojuegoCorazónPuffleMonedaTrébolCaféPastelBombillaCono de helado de chocolateCono de helado de fresaGran signo de exclamaciónGran signo de interrogaciónNota musicalPizzaDíaNocheIglúPalomitas de maíz
Kernel Greenhouse

* Starting (locked) augment on Orchid A/B and Chieftain Cruiser.
* Contrary to popular belief it DOES NOT stack at all with Ammo Fabricator (it overrides the effect as greenhouse is the augment with highest replication chance), but does stack multiplicatively with Kernel Weapons' chance to ignore missile cost, resulting in a (0.35 \* 0.65) 22.75% chance of consuming a missile for greenhouse + regular kernel volley and (0.35 \* 0.35) 12.25% chance for greenhouse + elite kernel volley.
* Its ID is "KERNAL\_REPLICATOR", the locked version is "LOCKED\_KERNAL\_REPLICATOR" instead.
* It costs 60 scrap but since it cannot be bought and it only spawns as a locked augment, it cannot ever be sold.
General Turzil

*"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.

## General Turzil

### Species

Engi

Turzil is a special crew type that the Player can encounter and recruit. He has similar abilities to an Engi Defender, but can fight much better, repairs slightly slower, and learns all skills faster.

Turzil was once part of the Engi Harmony until he was declared a fugitive for breaking the Unity Declaration. He is also good friends with Admiral Tully. He is based off of a character referenced in the vanilla Last Stand entry text.

Turzil is unique in that, despite being a member of the Harmony, he shows the ability to think freely similar to the Separatists. Ultimately, this characteristic is what leads to him betraying the Harmony and aiding the Federation in the last stand in Universe 0.

## History

Turzil was once General of the Engi Brigade and loyal to the Harmony. However, in Universe 0 all Engi were forbidden from directly helping the Federation in the Last Stand as it would break the peace pact between the Engi and Rebellion. Turzil, being good friends with Tully, betrayed these orders and brought his brigade to the Last Stand. This betrayal, though inevitably worthwhile due to the Federation victory, does not go unnoticed and Turzil in Universe 0 is executed, along with most of the brigade.

After the start of the Multiverse Initiative the Harmonies of the different realities agreed to collectively share their intelligence and knowledge, and as such it became known that Turzil would inevitably betray all of them had their timelines not been interrupted. He was declared a fugitive across multiple realities, and was forced to sneak out of the sector aboard a Smuggler vessel.

## Gameplay

Turzil Questline Main Article: Engi Fugitive Questline

Turzil is first encountered in the Engi Harmony aboard a smuggler vessel who the Player suspects is carrying cargo of high value. The player can get Turzil through either the smuggler surrender or crew kill events. When he is first found, his true identity will not be known, and his name is merely "Stranger."

If the player keeps Turzil on their ship until the exit beacon, they will be contacted by an Elite Harmony Cruiser carrying HA-34U, the current physical manifestation of the Engi Harmony. The Player is offered a bounty for giving away Turzil, but if they do not they will be required to fight the ship.

Turzil is very similar to Engi Defenders, but is considerably better at combat (still worse than a regular human). As such, he makes an excellent crew for both repairing and even deterring boarders because of his damage resisting shield ability.
Free-Mantis Sylvan

Occurs in:

1. Sylvan's Nexus

*You receive a hail from a nearby group of Sylvans. "Ah, we wondered if you might ssshow up, ssstranger! We need your help. Ssssee, there'ssss thisss outsssider here. And he kinda, well... he thinksss he'sss a Ssssylvan, ssstranger. But he isssn't! And Sssylvan Prime isssn't happy keeping him around. None of usss want to be the one to tell him sssso... could you take care of him for usss?"*

## Event

1. Sure
	* *You follow the Sylvans to what seems to just be a Free Mantis vessel. "Many greetings, stranger! So happy to seeing you here, and you are making friends with other Sylvans! Wonderful! I Free Mantis Sylvan from other reality, and I am doing the big trades! You wanting to do the trade, stranger?"*
		1. You aren't really Sylvan.
			+ *"What!? What are you saying? How could you being so mean?" When the other Sylvans start to chime in, Free Mantis 'Sylvan' begins to cry and raises his weapons!"*
				1. Continue...
		2. Just trade with him.
			+ *You can't bring yourself to break the truth to this guy. Unfortunately, the other Sylvans don't take kindly to this. Realizing you won't help them, they turn hostile!*
				1. Continue...
2. *"Hmph, if you sssay sssso, ssstranger."*

## Fight Free-Mantis Sylvan

**(After beating the enemy ship by any method)**

* *You can't help but feel awful after that fight. Still, the other Sylvans reward you for your 'help'.*
	+ You receive 10 , 13 , 9 , 250 , and a random weapon.

## Fight a Sylvan ship

**(After beating the enemy ship by any method)**

* *The Sylvans have been defeated. Free Mantis 'Sylvan' is frightened but at least he's alive. "Oh my my, they so silly! Gosh, not wanting death and violence. Oh well. You wanting do the big trade now?"*
	+ You receive 10 , 13 , 9 , and 250
		- Free-Mantis Sylvan starts trading with you
			1. Continue...
Asteroid Mining Colony (Drop point)

Occurs in:

1. Multiverse Drop Point

## Event

*You come across a mining operation around this beacon. "Hail, captain! We've been dispatched to harvest the ores from these asteroids to be used in development of a new experimental fuel source for Multiverse drives. However, we've run short on ammunition... perhaps you could lend us some?"*

1. (Missile Weapon) Offer to solve their problem by launching a missile.
	* *"While I appreciate your enthusiasm, we have certain protocols for the use of explosives around the workplace. Launching a military grade weapon into our mines isn't exactly what I would call, 'union-friendly'."*
		1. Give them the requested 5 missiles.
			+ You give them 5 missiles
		2. Give them 15 missiles.
			+ You give them 15 missiles
		3. (Explosive Replicator) Use the replicator to synthesize the missiles for them.
			+ You synthesize the missiles
		4. Decline.
			+ *"I understand. Good luck out there. We'll try to make do with what we have."*
				- Check the storage.
				- Do nothing.
2. Give them the requested 5 missiles.
	* You give them 5 missiles
3. Give them 15 missiles.
	* You give them 15 missiles
4. Decline.
	* *"I understand. Good luck out there. We'll try to make do with what we have."*
		+ Check the storage.
		+ Do nothing.

## You give them 5 missiles

* *They thank you for your generosity and offer some scrap in exchange.*
	+ You gain 15-25  and lose 5
* *They thank you and offer to have their engineers repair some of your ship's hull.*
	+ Your ship is repaired by 10 hull points and you lose 5
* *They thank you and offer to have their engineers try to upgrade your reactor.*
	+ Your reactor is upgraded by 1 level and you lose 5

## You give them 15 missiles

* *"Wow. This will help our efforts considerably. Let me see what I can scrounge up to offer you." They deliver some scrap and have their team try to repair part of your hull.*
	+ You gain 30-40 , your ship is repaired by 5 hull points and you lose 15
* *"Wow. This will help our efforts considerably." They offer to have their engineers fix up your ship and upgrade your reactor.*
	+ Your reactor is upgraded by 1 level, your ship is repaired by 15 hull points and you lose 15
* *"Wow. This will help our efforts considerably. What could I offer for your troubles..." After some time they deliver a ship Augment for installation on your ship.*
	+ You gain a random Augment and lose 15

## You synthesize the missiles

* *They thank you for your generosity and offer some scrap in exchange.*
	+ You gain 15-25
* *They thank you and offer to have their engineers repair some of your ship's hull.*
	+ Your ship is repaired by 10 hull points
* *They thank you and offer to have their engineers try to upgrade your reactor.*
	+ Your reactor is upgraded by 1 level
Hektar Virtual Store(tm)

* Allows the player to summon a Hektar Store at the current beacon on storage checks:
	+ The store will only have 3 weapons (laser+beam+missile) and 3 modules (random), equipment can still be sold as normal.
	+ All prices will be +20% higher than regular.
	+ Despite it being virtual, the store will spawn directly in the beacon (game limitation), overwriting any current store and also staying in place should the player return to the beacon/close the store window.
* Costs 80  (cannot be bought)
* Starting augment on all Hektar Cruisers
* ID: MODULAR\_STORE
Dylan

Occurs in:

1. Sylvan's Nexus

Ship: Dylan's ship

*A bizzarely shaped blob of color moves towards you. It takes a few moments to recognize it as something at least vaguely similar to Sylvan. The ship hails you, and what seems to be a crudely drawn Slug with a smiley face begins to spin around in 2 dimensional space. "M A DYLAN! HELOO!!"*

## Event

1. Respond with a cheerful greeting.
	* *"YY!! I LIK U! U HAVE PASS TEST!"*
		1. What test?
			+ *The Slug suddenly falls gravely silent and his face goes blank. "The test. You are now worthy. When the day of judgement arrives, and the archangels of the highest heavens descend upon this accursed land to reap the souls of all those unworthy, your sins will be forgiven. You will be spared. I shall send this feeble mortal presence of mine alongside you as a token of light through the grim darkness ahead."*
				- You gain a crew member - **Dylan**
					1. Uh...
						* *"NOW! M WANT TRADE WIT U!"*
							+ (Dylan starts trading with the player)
2. What the hell are you?
	* *"N!! N!!!! You RUD. Umph!" The bizarre vessel suddenly turns hostile!*
		1. Continue...

## Fight Dylan

**(After the enemy ship has been defeated using any method)**

* *"AAAAAAAAAAAAAAAAAA!! AAAA!! AAAAAAAAAAAAAAA!" The Slug begins to spin with greater furvor, until it eventually explodes into a shower of hot chocolate.*
	+ You gain 20-35
		1. Continue...
FTL Mass Accelerator

* Given by the Engi Judge event at Sector 8 as a reward for showing them a high level engines system (lvl6+).
* Essentially a Engine Performance Upgrade with a MUCH stronger effect (value of "999999999"), making the FTL Drive charge in ~4.5 seconds (engine levels do not affect the charge anymore with this augment)
* Costs 85  (cannot be bought)
* ID: ENGINE\_PREIGNITER
Arcadia Research and Development

"*If it ain't broke, there's still at least a hundred ways to make it better"*

Arcadia is one of the three major corporations, the others being Zulfiqar and Hephaestus. They specialize primarily in drone and cybernetic development, but have done several other projects, including developing CICA.

Arcadia's founder and CEO is Grant Folly, a prolific human scientist and businessman with a talent at befriending powerful people.

## History

Arcadia is the newest of the three corporations.
Civilian Controlled Sector

Civilian Sector Entrance Beacon

*The Civilian sectors are populated by many races. The Galactic Senate, a sub-division within the Federation, will welcome you, but their Militia forces will always be suspicious. Just don't do anything illegal, and you won't have issues.*-Hyperspeed flavor text

## Guard

Civilian Controlled Sectors will have a Militia guard at the entry beacon. The guard will be friendly unless your notoriety with the Federation or Militia is 3+, in which case a fight will occur automatically. Fighting the Militia Guard will spawn an ASB once the guard is on 5 to 6 hull.

Requesting supplies will result in a 50% chance of a low amount of supplies. Having an Human crewmember makes this guaranteed. If you have a Medic crew, you can request medical supplies which gives some missiles and a Heal Bomb. If you have a Soldier crew, you can request military supplies which gives you a high amount of scrap, some missiles and an Osiris Minelauncher.

Demanding supplies will give a 50% chance of medium supplies or a fight. With at least level 5 weapons, this increases to a two-thirds chance of supplies and one third a fight.

## Beacons

* 0-1 Civilian Outpost
* 1 Multiverse Traveler event
* 2 Stores
* 2-3 Items
* 3-4 Neutral Encounters
* 1-2 Distress Beacons
* 4-7 Hostile Encounters
* 0-8 Nebula Beacons
* 0-2 Quests
* 1 Empty Beacon

## Crew Members

See Races

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event.

* Human (1)
* Engi (2)
* Zoltan (4)
* Orchid (4)
* Free Mantis (5)
* Crystal (5)

## Soundtracks

* Civilian
* Cosmos
* Milky Way
* Lost Ship

## Aliases

Civilian Controlled Sectors can have the following names:

* Civilian Sector
* Civilian Colonies
* Civilian Space
* Civilian Settlements
* Civilian Frontier
* Civilian Domain
* Civilian Rimworlds
* Civilian Regions
* Civilian Precinct
* Civilian District
* Civilian Parts
* Civilian Turf
* Civilian Quarter
* Civilian Outreaches
Mercenaries

## Ships

### Federation

Syndicate BomberSyndicate EscortSyndicate FighterSyndicate OutriderSyndicate RiggerSyndicate Scout

### Mantis

Syndicate AssaultSyndicate BomberSyndicate DropshipSyndicate EnforcerSyndicate FighterSyndicate ScoutSyndicate Skirmisher

### Rebel

Syndicate AssaultSyndicate BomberSyndicate DropshipSyndicate FighterSyndicate InstigatorSyndicate Light-CruiserSyndicate RiggerSyndicate Skirmisher

### Rock

Syndicate DestroyerSyndicate EnforcerSyndicate FighterSyndicate OutriderSyndicate ScoutSyndicate Skirmisher

### Zoltan

Syndicate BomberSyndicate DropshipSyndicate EnforcerSyndicate FighterSyndicate InstigatorSyndicate InvestigatorSyndicate Scout
Central Shipyards

Central Shipyards Entrance Background

*"This sector is the center of Auto-ship production. With a much larger staff of Engineers protecting it, don't be surprised to run into a few well armed Engineer vessels along with the usual Auto-ships of this sector." -* Hyperspeed flavor text

## Guard

Auto sectors are guaranteed to have an auto guard at the entrance beacon. The guard will be hostile and will attack on sight. An ASB will spawn when you fight the guard.

The player can attempt to escape the guard with cloaking (33% chance of success), level 5 engines or level 3 piloting (Both 50% chance of success.) The player can also spend a drone part to have a 50% chance to disable the guard with a hacking system, or have a 100% chance to disable it with a human engineer without a drone part.

## Beacons

* 1 Rebel Transport
* 1 Automated Trapper Event
* 1 Engineer Core Meltdown Event
* 1 Automated Zoltan Facility Event
* 0-1 Stores
* 1-2 Items
* 1-2 Distress Beacons
* 1 Multiverse Traveler Encounter
* 1-2 Quests
* 9 Neutral Encounters (5 special, 4 generic)
* 6-12 Hostile Encounters

## Crew members

See Races

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event.

* Engineer (3)
* Phantom (5)

## Soundtrack

* Auto (Composed by TheSwiftTiger)
* Colonial
* Lost Ship
* Hacking
Lost Suns

**The Lost Suns** are a group of radical separatists who broke free from the oppression of the Rock Elders so they could practice their own, just as extreme religion. Though their movement is small, they control an old religious sector dedicated to worship of the Crystals.

The ships of the Lost Suns are jet-black with red lights, much like the color scheme of the vanilla Rock Cruiser B. Their tactics often revolve around setting their opponents ship on fire, taking full advantage of their own immunity to it. They also use more advanced tech than standard Rockmen, including drones.

Their troops are Commandos, trained to wield incendiary weapons in close quarter combat.

## Relations

### **Federation**

The Federation supplies the Lost Suns with additional equipment and rations. The two remain bittersweet allies, relying on their mutual enemies in the Rock Theocracy and the Coalition.

### **The Rock Theocracy**

Having rebelled against the Elders, the Lost Suns refuse to participate in the religious beliefs forced upon the Rock people. However, they also have their own belief system relating to the "Holy Fire", which demands live sacrifices to retain. The Lost Suns violently retaliate against those who remain loyal to the Elders.

### **The Coalition**

The Coalition, being backed by the Theocracy and using Inquisition soldiers aboard their ships, are enemies to the Lost Suns. The Federation only backs the Lost Sun movement in hopes that, if successful, they can cripple the Rock connections with the Coalition's alliance.

### **The Crystals**

The Lost Suns wrongfully blame the Crystals for the oppression put upon the Rock people, and go out of their way to slaughter Crystal civilians and demolish shrines built to worship them.

## Ships

Lost Sun AssaultLost Sun BattleshipLost Sun BomberLost Sun DestroyerLost Sun DropshipLost Sun FighterLost Sun GuardLost Sun MothershipLost Sun Patrol-ShipLost Sun RiggerLost Sun ScoutLost Sun TransportLost Sun TrapperLost Sun Cruiser
Free Mantis Boasting

Occurs in:

1. Free Mantis Controlled Sector

## Event

Ship: Free Mantis Scout/Fighter/Interceptor/Assault (none of them spawn with a teleporter).

*An entourage of Free Mantis ships approach, and their leader hails you, boasting of his success in combat. "Human! You surely come to see myself in combat? Yes, see it you shall. Prepare to be amazed!"*

* You are boarded by a Free Mantis Warlord and fight the Free Mantis ship with standard rewards.
Free Mantis Fleet on Pulsar

Occurs in:

1. Free Mantis Controlled Sector
2. Free Mantis Hunting Grounds
 near a Pulsar.

## Event

Ship: none.

*The pulsar at this beacon is flooding this system with powerful electromagnetic pulses, but the entire Free Mantis fleet flying towards it doesn't seem to care! You watch as the ships approach the massive orb, with doubtful intent.*

1. Hail their leader.
	* *The Free Mantis leading the group appears to be a Warlord! However, he's so dopey from his pheromones that he can barely sling out an intelligible sentence. "P-pullllsar \*hick\* zap sssship! Heheh, we show... \*hick\* pulsar who boss in this ssssystem!"*
		1. Attacking a pulsar is suicide!
			+ *"Dooooo not insult intelligence! I... \*hick\* kill you for this!"*
				- Fight a Free Mantis Warlord ship with standard rewards.
		2. Scam them into buying some missiles to "blow up" the Pulsar. (-7 , +28 )
			+ *"You arrrre most generous, captain! We take these, for use... \*hick\* in glorious battle!" You know these missiles will never do anything, but that's not your problem.*
				- You lose 7  but gain 28
		3. (Engineer Crew) Have your Engineer explain how Pulsars work.
			+ Your Engineer sits down with the Free Mantis, and takes almost half an hour explaining that a pulsar is just a star, and that a bunch of ships literally won't be able to do anything against it.
				- *"Yyyyou not speak word of sense. Stupid creature, unlike me! Out of my ship, not worthy... \*hick\* being here."*
					* Nothing happens.
				- *It appears the Free Mantis are still sober enough to understand. "You... \*hick\* speak much sense. Man of science! Smart, llllike me! I feel generous, and you save life. Have... this fuel..." He orders his crew to give you some fuel and scrap and then falls unconscious.</text>*
					* You gain a **high** fuel and scrap reward
		4. Whatever, you do you I guess.
			+ *You fly away from the Free Mantis, knowing their mission won't end very well.*
2. Avoid the ships
	* *You can't imagine what those ships are attempting to do, but you shouldn't get involved.*
Mantis Controlled Sector

Mantis Sector Entrance Background

*Mantis territory is heavily protected by the Hive. Divided into segments over watched by Suzerains, this sector is no place for a Federation ship.*-Hyperspeed flavor text

## Guard

Mantis Controlled sectors have a Mantis guard at the entrance beacon. The guard will be hostile and will attack on sight, unless you bribe them with 25 scrap. An ASB will spawn when the guard is on 5 to 6 hull.

If you have a Mantis crew, you can attempt to persuade the guard, which has a 50% chance of success. If you have a Mantis Suzerain crew, the guard will let you past.

You can attempt to escape the guard with cloaking (33% chance of success), level 5 engines or level 3 piloting (both 50% chance). You can also attempt to mind control the guard, giving a 50% chance of ending the fight, and a 50% chance of continuing the fight with the guard having disabled piloting.

## Events

* 1 Multiverse Traveler Event
* 1 Store
* 0-1 Store-Distress Beacon
* 1-3 Distress Beacons
* 2-3 Items
* 6-7 Neutral Encounters
* 6-7 Hostile Encounters

## Crew Members

See Races

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event.

* Mantis (1)
* Free Mantis (3)
* Engi (3)
* Human (5)

## Soundtrack

* Mantis
* Debris
* Void

## Aliases

Mantis Controlled Sectors can have the following names:

* Mantis Sector
* Mantis Colonies
* Mantis Space
* Mantis Settlements
* Mantis Frontier
* Mantis Territory
* Mantis Domain
* Mantis Rimworlds
* Mantis Regions
* Mantis Precinct
* Mantis Parts
* Mantis Dominion
* Mantis Turf
* Mantis Realm
* Mantis Quarter
* Mantis Outreaches
Bishop Cruiser (Boss)

*"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.

Not to be confused with the player ship, Bishop Cruisers.

The Bishop Cruiser is a boss found in the Mantis Hive. It is the second and final boss in the Kazaaak Questline. The player fights it after raiding Queen Leikonpliiinakra's palace.

## Equipment

### Weapons

* Chain Bomblauncher
* Burst Laser Mk III
* Conservative Laser

### Systems

* Cloaking (1)
* Doors (2)
* Engines (2)
* Medbay (2)
* Oxygen (1)
* Piloting (2)
* Shields (10)
* Teleporter (3)
* Weapons (5)

### Crew And Health

* 13 Hull (scales with sector)
* 3 Bishops, 4 Mantis, 2 Engi

## Events

The Bishop Cruiser is found in the Mantis Hive.

Destruction Event: *The Bishop cruiser explodes and debris rains down, taking out a couple other mantis ships flying in your direction. After watching you take out their strongest ship, they rethink following you and leave you alone. You figure you have enough time to pilot back down to the surface and collect some scrap before leaving*

* Gives a high standard reward

Crew Kill Event: *You've defeated the crew aboard the Bishop cruiser, something no other person in this reality has ever accomplished. After seeing your defeat of the ship the other mantis are not eager to continue chasing you and break off to return to the palace.*

* Gives a high standard reward

1. Continue...
* *The Bishop cruiser plummets into the ground. Though it's completely destroyed, you do find the ship blueprints on-board. You'll be able to send these back to the Federation so this ship can be reconstructed in future realities!*
	+ Unlocks the Bishop Cruiser player ship.

## Trivia

* The Bishop Cruiser is the only enemy that has Mantis Bishop crew.
* Though the rewards for defeating the ship are fairly standard other than the unlock, before the fight you have the option to get either a free weapon (pulls from a list of the strongest weapons) or a mantis bishop. If you are not going for the unlock, it is likely best to run away from the ship unless you need the scrap.
Federation Repair Station (Last Stand)

This event appears in the Node 17 sector in the form of outposts, they will occupy 3-4 random beacons with the "repair" label, and their interactions will change depending on the difficulty that the player has selected.

*You jump into the system, noticing the repair station signal from nearby.*

**On Casual and Normal difficulties**

* Continue
	+ (The following text could be any of:)
		- *There is a a mobile ship construction platform stationed at this beacon. After a brief exchange they give you clearance to receive emergency repairs and military supplies.*
		- *An Engi civilian ship-yard has been converted into a military refueling station. They offer you the chance to patch up your ship and refresh some supplies.*
		- *Chatter on the comm suggests the nearby Federation base is outfitted with a repair station. When you forward your mission priority they quickly help repair your ship and give you some supplies.*
		- *A forward construction station is in the process of repairing damaged warships. Your command codes convince them to do a quick patch job on your ship.*
		- *A trade station was abandoned nearby. Some Federation engineers repurposed their shipyard to perform military repairs. They offer to help fix your ship.*
			* Your ship is repaired by 15 hull points, you gain (22-44) , 5 , 4 , 5
				+ Storage Check

**On Challenge difficulty**

* *It looks as though a Rebel Elite is firing on the repair station! You'll have to clear these guys out first before you can get assistance.*
	+ Fight a random Elite Rebel ship.
		- (**After killing enemy crew**) or (**After destroying enemy ship**) Contact the federation personnel

**On Extreme difficulty**

* *It looks as though an MFK Ace is firing on the repair station! You'll have to clear these guys out first before you can get assistance.*
	+ Fight a random MFK Ace Rebel ship.
		- (**After killing enemy crew**) or (**After destroying enemy ship**) Contact the federation personnel

## You contact the surviving personnel

*Fortunately, with the Rebels out of the way, you're able to access the station. They're beaten up, but still able to supply you with what you need.*

* Your ship is repaired by 7 hull points and you gain (15-30) , 1 , 2 , 3
	+ Storage Check

## Storage Check

1. Do something on-board the ship
2. Do nothing.
Free Roamers

The Free Roamers were created when CICA (The Rebel's AI construct) went rogue and infected an auto scout factory with copies of its AI. Producing many sentient ships like it until the Rebels crippled the factory, making it unable to produce any more ships. The Free Roamers now live in a bleak situation with their numbers dwindling and unable to produce. To make matters worse, the rebels blockaded the system.