recursal/Fanatic-Fandom huggingface dataset:
Vanilla Engi Cruisers

## **Layout A**

*Although it may look like a pile of junk loosely held together, this well designed ship relies on drones and ion weaponry.*

* Default Name: The Torus
* Starting Crew: 2 Engi, 1 Human
* Starting Reactor: 10
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (2)
	+ Drones (3)
	+ Medbay (1)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
* Starting Weapons
	+ Ion Barrage MK II
* Starting Drones
	+ Combat Drone Mk. I
* Starting Augments
	+ Med-Bot Dispersal [X]
* Starting Resources
	+ 15
* Slots: 3 Weapons, 3 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "I wasn't told we were receiving more reinforcements from the Engi. I'm glad, because our forces are almost dried up."* **(SHIP\_ENGI)**

### **Unlock**

* Unlock the type A, B, and C of the Engi Cruisers.

## **Layout B**

*Heavily understaffed, this ship relies on drones to keep the ship running.*

* Default Name: The Vortex
* Starting Crew: 1 Engi
* Starting Reactor: 9
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (1)
	+ Oxygen (1)
	+ Weapons (3)
	+ Drones (3)
	+ Medbay (1)
	+ Piloting (1)
	+ Doors (1)
* Starting Weapons
	+ Heavy Ion
	+ Heavy Laser MK I
* Starting Drones
	+ Battle Drone
	+ Maintenance Drone
	+ Maintenance Drone
* Starting Augments
	+ Drone Booster [X]
* Starting Resources
	+ 6
* Slots: 3 Weapons, 3 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "I wasn't told we were receiving more reinforcements from the Engi. I'm glad, because our forces are almost dried up."* **(SHIP\_ENGI)**

### **Unlock**

* Win with the type C of the Engi Cruiser.

## **Layout C**

*The Engi were quick to adapt to the sudden surge of hacking technology - this ship is the result of their research.*

* Default Name: Tetragon
* Starting Crew: 2 Engi, 1 Lanius
* Starting Reactor: 9
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (1)
	+ Drones (2)
	+ Clonebay (1)
	+ Hacking (1)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
* Starting Weapons
	+ Burst Laser MK I
* Starting Drones
	+ Combat Drone Mk. I
* Starting Augments
	+ Defense Scrambler [X]
* Starting Resources
	+ 25
* Slots: 3 Weapons, 3 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "I wasn't told we were receiving more reinforcements from the Engi. I'm glad, because our forces are almost dried up."* **(SHIP\_ENGI)**

### **Unlock**

* Get to sector 8 with the Vanilla Engi B.
Unknown Federation Hero

The Unknown Federation Hero is the player of the vanilla game, and live in Universe 0. They are NOT the same character as the one played by the player in FTL: Multiverse. Their race, gender, name, and other aspects of their identity are left up to imagination as they are never specified. However, they are known to have done the following:

* They piloted a Kestrel Class Vessel, though the equipment and paint job are unknown.
* They successfully killed the Flagship and saved the Federation of Universe 0.
* They did not die during their mission.
* They discovered the Crystalline Origins and met Ruwen.
Federation Cruisers

The Federation Cruisers are the advanced creations of the Federation fleet, armed with powerful artillery weaponry. Manned by a diverse crew of federation species, these heavy cruisers are the pride of the Federation. They appear on page 2.

## **Layout A**

*This ship is equipped with a powerful Artillery Beam that tears through enemy ships.*

* Default Name: The Osprey
* Starting Crew: 1 Human, 1 Engi, 1 Zoltan, 1 Orchid Floral
* Starting Reactor: 7
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (3)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (2)
	+ Medbay (1)
	+ Beam Artillery (2)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
* Starting Weapons
	+ Anti-Hull Laser MK II
* Starting Resources
	+ 6
	+ 3
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "Good, looks like you've brought a well-armed Federation ship. Welcome to the Last Stand, captain."* **(SHIP\_FEDERATION)**

### **Unlock**

* Put a stop to a Rebel raid in Federation space to earn the trust of Vice Admiral Adara and unlock this ship... OR defeat the flagship with any Kestrel Cruiser.

## **Layout B**

*This ship was created by a crazed pirate obsessed with the piece of tech loved by no other creature - Mine Launchers.*

* Default Name: Haliaeetus
* Starting Crew: 1 Rockman Outcast, 1 Mare, 1 Zoltan, 1 Mantis
* Starting Reactor: 10
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (4)
	+ Medbay (1)
	+ Mine Launcher Artillery (2)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
* Starting Weapons
	+ 'Nephthys' Mine Launcher
	+ 'Osiris' Mine Launcher
* Starting Augments
	+ Weapon Performance Upgrade [X]
	+ Engine Disabler
* Starting Resources
	+ 11
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "Good, looks like you've brought a well-armed Federation ship. Welcome to the Last Stand, captain."* **(SHIP\_FEDERATION)**

### **Unlock**

* Get to Sector 5 with the Federation Cruiser Type A to unlock this ship.

## **Layout C**

*This ship is armed with a deadly fire-based Artillery Beam.*

* Default Name: The Phoenix
* Starting Crew: 1 Human, 1 Engi, 1 Lanius, 1 Lost Sun Commando
* Starting Reactor: 8
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (3)
	+ Clonebay (1)
	+ Fire Beam Artillery (1)
	+ Piloting (1)
	+ Sensors (2)
	+ Doors (2)
* Starting Weapons
	+ Tri-Ion
	+ 'Torch' Beam🗲
* Starting Augments
	+ Extinguishers [X]
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "Good, looks like you've brought a well-armed Federation ship. Welcome to the Last Stand, captain."* **(SHIP\_FEDERATION)**

### **Unlock**

* Get to Sector 5 with the Federation Cruiser Type B or beat the game with the Federation Cruiser Type A to unlock this ship.
Store:Pirate

Occurs in:

1. Outcast Controlled Sector

## Event

Ship: Pirate Station

*Pirates nowadays are just commonplace. Hell, if there wasn't a pirate here, you'd have been more surprised. Looks like the station here is a market of sorts, and they're open to trading with anyone.*

1. Hail.
	* *"Uweh...Feds. You aren't here to arrest us, are you?" When you shake your head, the pirates relax and show you where they're keeping various crates of resources. Apparently, they won't let you trade until you've bought one.*
		1. Buy a crate of fuel. (3 fuel, -15 scrap)
		2. Buy a crate of missiles. (3 missiles, -18 scrap)
		3. Buy a crate of droneparts. (3 drones, -21 scrap)
		4. Buy nothing.
2. Attack the pirates!
3. Ignore the market.

*Inside the market is a rather odd scene. To the left is a booth selling likely extremely illegal slug narcotics, to the right are several alien slaves kept in cages, and up ahead is a long slender pirate running what he calls the "Traveler's booth".*

1. Check out the slave booth.
	* *You step carefully around all the alien waste and you look at the various aliens in cages.*
		1. Buy a slave (-49)
		2. Buy a slave (-60)
		3. Buy an Elite slave (-111)
		4. Nothing here is of interest. Leave.
2. Check out the traveler's booth.
3. Nothing here is of interest. Leave.
Smuggler Market Buying Missiles

Occurs in:

1. Civilian Coreworlds
2. Engi Controlled Sector
3. Engi Harmony (Sector)

## Event

Ship: Smuggler Market.

*There is a black market hub here. You receive a message, "These are dangerous times. If you have extra military-grade explosives, we'll gladly pay you for them."*

1. Sell 5 missiles for 15 scrap.
	* *"Thank you, this will help greatly."*
		+ You gain 15  but lose 5
2. Sell 10 missiles for 30 scrap.
	* *"Thank you, this will help greatly."*
		+ You gain 30  but lose 10
3. Sell 15 missiles for 45 scrap.
	* *"Thank you, this will help greatly."*
		+ You gain 45  but lose 15
4. Ignore the station.
	* *You have no need for the station's services.*
		1. Check the storage
		2. Do nothing.
5. Attack the station!
	* *The station is surprised by your sudden hostility, but prepares to defend themselves.*
		+ Fight the Smuggler Station with standard rewards.
Smugglers

**The Smugglers** are a powerful group of pirates whose business revolves around transporting illegal goods. They specialize to become black merchants, and they run the Black market sector. They use stolen ships from other factions with a black and white paint job.

## Ships

Argeonn Transport (Zoltan)Argeonn Transport (Militia)Argeonn Transport (Rebel)Argeonn Transport (Federation)Argeonn Transport (Civilian)Black Market GuardArgeonn MarketSmuggler Cruiser
Engin ovahrdrive capcitor mak free+

The "engin ovahrdrive capcitor mak free+" is a single-use augment that can be activated in hyperspeed while jumping to any new sector. It will delay the Rebel Fleet's pursuit by 3 jumps, at the cost of dealing 6 hull damage and 6 system damage to the engines system.

It can only be found for sale at the Traveler's booth found at some pirate stores.
Separatists

**Separatists** are a subfaction of Engi that have disconnected from the Engi network and have gained the ability to think for themselves.

Their ships have a burnt-red to red-gray color scheme, similar to that of the Engi B cruiser.

The Separatists enjoy individual lives and as such make up for their low numbers with crew drones.

## Relations

### **Engi Harmony**

Though the Separatists would prefer not to fight, their territory is often invaded by the Engi Harmony, who wish to reintegrate the separatists.

### **The Federation**

The Federation is in a tough spot with the Separatists. Though these freedom seeking Engi look for protection from the Federation, due to their alliance with the Harmony the Federation has turned down helping them. As such, many Separatists hold this against the Federation, but others simply choose to be indifferent about it.

## Ships

Separatist BomberSeparatist InfiltratorSeparatist EnforcerSeparatist FighterSeparatist MothershipSeparatist OutriderSeparatist ProtectorSeparatist RiggerSeparatist ScoutSeparatist TransportSeparatist Trapper
Civilized Trader

Occurs in:

1. Multiverse Drop Point
2. Abandoned Sector
3. Civilian Coreworlds
4. Mantis Controlled Sector
5. The Black Market
6. Rebel Controlled Sector
7. Rebel Stronghold
8. Rock Controlled Sector
9. Zoltan Capital

## Event

Ship: random Civilian ship.

The intro text for this event varies, and could be any of the following:

* *You arrive at a quiet spaceport and are immediately hailed by another ship at port with a "once in a lifetime deal!"*
* *You jump into a sector filled with civilian activity. Your scan the various advertisement channels while waiting for your FTL to charge, and are intrigued by a grey-market shipwright.*
* *Your ship is flooded with advertisement transmissions from nearby merchants as soon as you arrive at this beacon. You arbitrarily pick one to examine in detail.*
* *Despite the barren area, a trader has set up shop at this beacon. He presents his offer.*
* *The beacon at first glance seems home to a junk yard. Upon closer inspection, it reveals itself to be a ramshackle market. One trader has a deal that catches your eye.*
* *A pawn broker has set up shop at this obscure beacon. He might be offering something worth looking at.*

1. Trade.
	* You lose **1-2**  and receive **5-10**
	* You lose **1-2**  and receive **4-5**
	* You lose **2-3**  and receive **2-3**
	* You lose **2-4**  and receive **4-10**
2. Ignore.
	* *You decide you have nothing you want to trade.*
		1. Check the Storage
		2. Do nothing
Rebel Supply Depot

This event appears in the following sectors:

1. Node 17 (Federation Capital)

## Event

Ship: MFK Ace Guard

*This beacon is home to a makeshift Rebel drop point, a place for transport ships to deliver supplies. It's protected by a well armed MFK guard, but if you can destroy it any supplies currently kept at the platform will be yours.*

* 1. Attack the guard.

* *You raise your weapons and attack the guard.*

* **(After defeating the Rebel Guard)** *You've defeated the guard. You scrap the remains before investigating the platform.*

* You receive a **high** scrap reward and continue to raid the platform.

* *The platform appears to completely unmanned. You steal as many supplies as you can, and a military grade weapon.*

* You receive a **high** Stuff reward and a random **weapon**

* 2. Ignore the drop point.

* *You move past the platform and continue on your mission.*

* 1. Do something aboard the ship
* 2. Do nothing.
Rock Controlled Sector

Rock Sector Entrance Background

*The Rock government holds an iron fist over its citizens, and the Rockmen are devoted to their faith. Though ignorant of the truth, and generally aggressive, it's not impossible to avoid a Rockman's wrath.*-Hyperspeed flavor text

## Guard

Rock Controlled sectors have a Rock guard at the entrance beacon. The guard will be hostile and will attack on sight, unless you bribe them with 20-25 scrap. An ASB will spawn when the guard is on 5 to 6 hull.

If you have a Rock crew, you can attempt to persuade the guard, which has a 50% chance of success. If you have a Rock Crusader or Crystal crew, the guard will let you past. If you have a Lost Sun Commando or Rock Outcast crew, you can convince the guard of the Elder's faults, which will start the fight immediately.

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.

## Beacons

* 1 Multiverse Traveler Event
* 2 Stores
* 1-2 Distress Beacons
* 0-1 Quests
* 1-2 Items
* 1-2 Boarders
* 7-8 Neutral Encounters
* 6-8 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.

* Rock (1)
* Zoltan (3)
* Human (4)
* Crystal (4)
* Rock Outcast (5)

## Equipment Rarities

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

* Crystal Lockdown Bomb (0 -> 4)

## Soundtrack

* Rock
* Wasteland

## Aliases

Rock Controlled Sectors can have the following names:

* Rock Sector
* Rock Colonies
* Rock Space
* Rock Settlements
* Rock Frontier
* Rock Territory
* Rock Domain
* Rock Rimworlds
* Rock Regions
* Rock Precinct
* Rock District
* Rock Parts
* Rock Dominion
* Rock Turf
* Rock Realm
* Rock Quarter
* Rock Shire
* Rock Outreaches
Union Coreworlds

Civilian Coreworlds Entrance Beacon

*The Civilian Coreworlds are also home to Earth, the Homeworlds of man-kind. Heavily protected by the Militia, this is no place to play villain unless you're willing to suffer the consequences. Despite this, in recent times a mysterious pirate faction known as the Brood have begun terrorizing Union settlements abroad. Keep a lookout for these illusive pirates - there might be a reward for taking them out.* - Hyperspeed flavor text

## Guard

The Civilian Coreworlds sector is guarded by an Operative guard. The guard requests you to have an inspection of the crew. If you accept, you will be allowed to pass. If you have a Soldier crew, you can get 7 repairs and pass the checkpoint.

If you choose to fight the guard, an ASB will immediately spawn and fire at your ship.

## Beacons

* 1 Earth
* 1 Infested Civilian Station Event
* 0-1 Traveling Merchant
* 1 Multiverse Traveler event
* 1 Civilian Transport
* 2-3 Stores
* 3-5 Items
* 1-2 Distress Beacons
* 0-2 Quests
* 4-5 Neutral Encounters
* 4-7 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.

* Human (1)
* Engi (3)
* Zoltan (4)
* Human Medic (4)
* Orchid (4)
* Free Mantis (5)
* Crystal (5)

## Soundtracks

* Civilian
* Cosmos
* Milky Way
* Lost Ship
Rarity

Rarity is a hidden attribute of Weapons, Drones, Augments, and Crew. It is used to determine the likelihood of a specific item to be found in Stores or as a reward in a Random Event.

Rarity normally goes from 1 to 5, 1 being common and 5 being rare.

If rarity is set to 0 on a specific item, then it cannot be randomly found in game. This is used on unique quest items or enemy versions of weapons (which are weaker than the player's).
Recycler Weapons

Recycler weapons are a new subtype of weapon that have similar properties to those seen on ammunition-consuming weapons, however, the recycler type does not take up any ammunition to fire and so it can be used much more deliberately. These weapons usually have higher cooldown or less damage than their "normal" counterparts to compensate for the lack of cost from firing them.

They can all be dismantled to obtain the Recycler Module augment at Storage Checks

## List of Recyclers

The weapon descriptions below may not be updated or even complete, if you wish to know about stats and details of a weapon it is better to use the table above which will always be up to date.
If you still wish to view the weapon list/descriptions, do so at your own risk.

### 'Momus' Missiles

*"This specialized launcher converts useless resources into missiles. However, it has a much longer charge time."*

* Costs 45
* Fires 1 missile at 2 damage.
* Cannot cause any status effects.
* Requires 1 power, and takes 15 seconds to cool down.
* Pierces all shields
* Comes equipped on The Black Raven.

### Recycler Bomb

*"Self-teleporting explosive that converts useless materials into explosives. Has a much longer cooldown but does not require missiles."*

* Costs 52
* Deals 2 system damage, and 30 crew damage
* Requires 1 power and takes 17 seconds to cool down
* Pierces all shields
* Comes equipped on the Hymenopus.

### 'Nephthys' Mine Launcher

*"A modified minelauncher that converts useless supplies into explosives. The process takes significantly longer, increasing cooldown."*

* Costs 50   (cannot be bought or found)
* Fires 2 mines with 14s cooldown, the mines have a speed of 15 (very slow, regular missile speed is 50)
* Damage: 1 per shot
* Low chance of fire (10%), moderate chance of breach (40%)
* Requires 1 power
* Pierces all shields
* Starting Weapon on the Haliaeetus.
Tuco's 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, Tuco's Cruiser.

Tuco's Cruiser is a miniboss encountered at the Sky-Drifter Casino during the Tuco's Cruiser Unlock Questline. It uses the same sprite as the type A of the player ship with the same name.

## Equipment

### Weapons

* Laser Charger II
* Ion Blast Mk I
* Basic Laser
* Basic Laser

### Systems

* Cloaking (1)
* Doors (2)
* Engines (3)
* Medbay (2)
* Oxygen (2)
* Piloting (2)
* Shields (6)
* Weapons (6)

### Crew And Health

* 15 Hull (scales with sector)
* 1 Human, 1 Rockman, 1 Mantis, 1 Engi

## Events

Tuco's Cruiser is found at the Black Market.

Defeat Event (Destruction or Crew Kill): *The remains of Tuco's cruiser crashes into the ground, shattering into debris that probably kills a few people. Regardless, it's scrap for you to take.*

* Gives a high standard reward

1. Continue...
* *Despite all the damage caused in the fight, the yacht owners are extremely greatful for your help. "That idiot has been a regular for years, and he's always causing issues. It's about time he got what was coming to him. Pffft, dread pirate my ass. As generous payment, please accept this scrap and a few of our slot machines!" You aren't sure what you think about the unusual reward, but you aren't going to turn it down.*

* Gives medium scrap only reward and the Gambling Machine.

## Trivia

* Tuco's Cruiser has a Pre-Igniter as an enemy despite the augment having no effect for enemy ships.
* Tuco's Cruiser used to be part of a basic quest that could appear in multiple sectors, yet had the same difficulty. It was eventually changed to a completely different quest that only spawns in the Black Market.
Vanilla Zoltan Cruisers

## **Layout A**

*The Zoltan's advanced shields technology gives this ship an edge during each battle.*

* Default Name: The Adjudicator
* Starting Crew: 3 Zoltan
* Starting Reactor: 5
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (1)
	+ Oxygen (1)
	+ Weapons (3)
	+ Medbay (1)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (2)
* Starting Weapons
	+ 'Halberd' Beam
	+ 'Leto' Missiles
* Starting Augments
	+ Zoltan Shield
* Starting Resources
	+ 12
	+ 2
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "I didn't think the Zoltans would ever show up. Glad to know they had the dedication to bring exactly one ship."* **(SHIP\_ZOLTAN)**

### **Unlock**

* Unlock the type A, B, and C of the Ministry Cruisers.

## **Layout B**

*This ship starts with a weakened Shield system and must rely on its supershield.*

* Default Name: Noether
* Starting Crew: 3 Zoltan
* Starting Reactor: 5
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (1)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (4)
	+ Medbay (1)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
* Starting Weapons
	+ Simple Ion
	+ Simple Ion
	+ 'Pike' Beam
* Starting Augments
	+ Zoltan Shield
* Starting Resources
	+ 2
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "I didn't think the Zoltans would ever show up. Glad to know they had the dedication to bring exactly one ship."* **(SHIP\_ZOLTAN)**

### **Unlock**

* Win with the type C of the Ministry Cruiser.

## **Layout C**

*The designer of this ship was not willing to spend the money for a decent reactor. Instead it relies on its Zoltan crew and Backup Battery.*

* Default Name: Cerenkov
* Starting Crew: 4 Zoltan
* Starting Reactor: 2
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (2)
	+ Drones (3)
	+ Clonebay (1)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
	+ Battery (2)
* Starting Weapons
	+ Ion Charger
* Starting Drones
	+ Combat Drone Mk. I
* Starting Augments
	+ Zoltan Shield
* Starting Resources
	+ 2
	+ 15
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "I didn't think the Zoltans would ever show up. Glad to know they had the dedication to bring exactly one ship."* **(SHIP\_ZOLTAN)**

### **Unlock**

* Get to sector 8 with the Vanilla Zoltan B.
Pirate Fight (Engi)

Occurs in:

1. Engi Controlled Sector
2. Engi Harmony (Sector)

## Event

Ship: random Pirate ship\*.

*There must have been rich pickings for pirates around here up until war broke out. The pirate you encounter here looks worn down, but hungry. You'll have to fight!*

* Fight the Pirate ship with standard rewards.

(\*)=This event calls for a ship from the SHIP\_PIRATE\_ALL list instead of the usual SHIP\_PIRATE\_FIGHT
Liberated Sector

Liberated Sector Entrance Beacon

*The Separatists aren't huge friends to the Federation after they were refused support against the oppressive Harmony trying to stifle them. However, they usually like to keep to themselves, and hopefully won't be of too much issue to you.*-Hyperspeed flavor text

## Guard

Unlike most other sectors, Liberated Sectors do not have a guard protecting the entry beacon.

## Beacons

* 1 Harmony Link
* 0-1 Ancient Ruins
* 2-3 Stores
* 1 Multiverse Traveler event
* 3 Items
* 1-3 Distress Beacons
* 1 Quest
* 4-6 Neutral Encounters
* 5-7 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.

* Engi Separatist (2)
* Engi (3)
* Human (4)
* Mantis (5)

## Soundtrack

* Separatist (Composed by JumboCarrot)
* Cosmos
* Hacking

## Aliases

Liberated Sectors are named as "S-#-L [Liberated Sector]", the number being between 2 and 100.
Zoltan Auto-Ship Fight (Separatist)

This event appears in the following sectors:

1. Liberated Sector

## Event

Ship: Zoltan Auto-Surveyor/Auto-Skirmisher.

*"We suggest you avoid the Auto-ship. It is broken." You notice the Separatist ship that hailed you hiding behind some large asteroids, as well as the Zoltan made Auto-ship barreling towards you!*

* Fight the Zoltan Auto-Ship
	+ (**After destroying enemy ship**) *The Separatists let out something that sounds like a robotic laugh. "Good, I see why others get much enjoyment out of watching gladitorial combat." They jump away, leaving you with the wreck of the Auto-ship.*
		- You gain a **low** standard reward.

## Trivia

* ID: ENCOUNTER\_ZOLTAN\_AUTO\_SEPERATIST
Separatist Volunteers to Join You

This event appears in the following sectors:

1. Liberated Sector

## Event

*A Separatist hails you, first speaking in binary before eventually switching over to English. "Federation. Federation. Please ignore my damaged speech processor processorsor. I have very recently recently broken free from the [Harmony], and wish to serve on a Federation vessel vessel. Will you accept accept me?"*

1. Welcome aboard!
	* *"Oh, Thank thank you captain!"*
		+ You gain a Separatist crewmember named "L-4673".
2. We don't need more crew.
	* *"Oh... I understand understand. Best of luck with your mission mission."*
Node 17

*The Federation base in this reality is just as impressive as the one back in Universe 0. Much of the city below has been evacuated, but the capitol building, the center of operations, is still operational. If the flagship destroys it, the Federation will be powerless and this reality will be lost.*

Node 17 is the title for the Federation Capital. It is the location of the Last Stand in Universe 0 as well as the final fight with the Flagship in each run in FTL: Multiverse.

The Federation base is located in Node 17 and serves as the final location of the boss fight (though it is still possible to fight the boss on other beacons). Arriving at the base before the Flagship does gives small repairs and a low autoreward, which can be repeated between stages. Like in vanilla, if the Flagship stays at the base for 3 jumps the Player will automatically lose.

See Node 17 Events
Pleasure Flagship

## **The Pleasure Flagship**

*After the last failure of Nights' attempt at a pleasure cruiser, he went full force with a complete redesign of a Pleasure Barge.*

* Default Name: Suprapedal
* Starting Crew: 1 Nights, 2 KoN Knight, 2 Slug Saboteur, 2 Slug Ranger, 14 Slug
* Starting Reactor: 16
* Max Hull: 30
* Crew Capacity: **25**
* Starting Systems
	+ Engines (2)
	+ Oxygen (2)
	+ Weapons (2)
	+ Drones (6)
	+ Clonebay **(0)** [starts at **2** on purchase]
	+ Teleporter (3)
	+ Cloaking (3)
	+ Piloting (1)
	+ Doors (3)
* Starting Weapons
	+ 'Corbin' Rad-Beam
* Starting Drones
	+ Butler Drone
	+ Butler Drone
	+ Butler Drone
* Starting Augments
	+ Suspicious Gel
	+ Pleasure Pods
* Starting Resources
	+ 15
* Slots: 3 Weapons, 3 Drones, 4-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "Slugs? Why did it have to be Slugs... I'm sure you're here looking for a reward, and perhaps we can work out a deal afterwards. But first, we need to take out the Flagship. The Federation can't stand much more of this attack, and if you came all this way I'm certain you mean business."* **(SHIP\_SLUG)**

### **Unlock**

* Unlock all layouts of the Kleptocracy Cruisers, Guild Cruisers, Hacker Cruisers, Knighted Cruisers, Slug Pleasure Barges and Coalition Cruisers to unlock this ship.

### **Trivia**

* Aside from AenWithe's Cruiser, this is the only ship that can have Nights breed with himself if he is obtained at the Royal Slug Palace.
Separatist Gives Worthless Junk

This event appears in the following sectors:

1. Liberated Sector

## Event

*You catch the two Separatists on the nearby ship squabbling over something about an augment. You hail them. "Yes, greetings. We have obtained object. Object's purpose is unknown, and our desire to keep it is 0. Please take this [worthless junk] off of our hands."*

* You gain a **random** Augment
Repair Station

Occurs in:

1. Civilian Coreworlds
2. Engi Controlled Sector
3. Engi Harmony (Sector)
4. Crystal Controlled Sector
5. Zoltan Controlled Sector
6. Zoltan Capital

## Event

Ship: Auto-station.

*You see a small station fitted with hundreds of Repair drones. You receive an automated message, "We don't know who you are and we don't care, but this is the right place for some ship repair!"*

1. Repair 20 damage.
	* *"Thank you for your business, no refunds!"*
		+ Your ship is repaired by 20 hull points but lose 40
2. Repair 10 damage.
	* *"Thank you for your business, no refunds!"*
		+ Your ship is repaired by 10 hull points but lose 20
3. Repair 5 damage.
	* *"Thank you for your business, no refunds!"*
		+ Your ship is repaired by 5 hull points but lose 10
4. Ignore the station.
	* *You have no need for the station's services.*
		1. Check the storage
		2. Do nothing.
5. Attack the station!
	* *The Auto-station wastes no time powering up its defenses.*
		+ Fight the Auto-station with standard rewards.
The Knights of Nights

*"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.

## Ships

### Elites

N/A

The Knights of Nights are a deadly slug subfaction who serve Captain Nights. They are also one of the few "super elite" factions the player can encounter, along with the Mantis Bishops and MFK Aces.

## Gameplay

Knight ships, like normal elites, will always have 2 additional weapon and shield power, 2 more hull health, and an additional crew member. However, Knight ships also will always have cloaking (even if their normal variant does not) and have shadow weaponry.

## History

The Knights of Nights are a relatively short-lived faction, existing only within the time that Nights has held kingship over the Slug Kleptocracy. The player can only encounter them within the Royal Nebula. Nights employs them to distract and silence anyone who opposes his thrown, and also to sabotage the Crown Theft Festival so that he can hold his title longer.

## Ships

Knighted ScoutKnighted RiggerKnighted ProtectorKnighted OutriderKnighted MarauderKnighted Light CruiserKnighted JailerKnighted InterceptorKnighted GuardKnighted FrigateKnighted FighterKnighted EnforcerKnighted DropshipKnighted DestroyerKnighted BomberKnighted AssaultKnighted Abductor
Recycler Module

Not to be confused with; Recycler Weapons (ammo weapons that don't use missiles) or the Ammo fabricator (Augment that increases chances of not using a missile).

The Recycler Module is a storage augment that lets the player convert other resources into missiles.

It has a rarity of 3 and a cost of 50 scrap. It can also be obtained by dismantling any Recycler Weapon at a Storage check.

## List of interactions

* Convert some random onboard junk into missiles.
	+ Gives 1 free
* Convert some fuel into missiles.
	+ Uses 3 , gives 2
* Convert some droneparts into missiles.
	+ Uses 3 , gives 4
* Convert some scrap into missiles.
	+ Uses 20 , gives 5

## Trivia

* There used to be an augment known as the Reverse Recycler Module which could only be received in the last stand before 5.0, it functioned as the opposite of the normal recycler module.
Zoltan Capital

Zoltan Capital Entrance Beacon

*The Capital is the center of the Zoltan Ministry. Be cautious of not just Duskbringers, Pirates, and Rebels, but the Ministry's watchful eye as well. Your Federation authority might have some worth here, but it's nothing compared to the Ministry's.* -Hyperspeed flavor text

## Guard

The Zoltan Capital sector will have a Peace-Keeping guard at the entry beacon. The guard will be friendly unless your notoriety with the Zoltan is 3+, in which case a fight will occur automatically.

The guard will ask the reason for entry. If you have a Zoltan/Engi/Orchid/Rock crewmember or their respective augmentations, you will be allowed to pass. If you do not have any of them, you can say that you are just passing through, which will have a 50% chance of passing and 50% chance of a fight.

If you fight the guard, a hostile ASB will immediately start firing at you.

You can attempt to escape the guard with cloaking (33% chance of success), level 5 engines or level 3 piloting (both 50% chance). You cannot attempt to mind control the guard, as the guard has an active Zoltan Shield.

## Beacons

* 1 Zoltan Nebula Info Hub Event
* 1 Zoltan Transport
* 1 Zoltan Trapper
* 2 Stores
* 1 Traveling Merchant
* 1 Quest
* 1-2 Distress Beacons
* 1-3 Items
* 1-4 Nebula Beacons
* 5-6 Neutral Encounters
* 4-6 Hostile Encounters
* 1-2 Hostile Encounters with a Hazard

## Crew Members

See Races

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

* Zoltan (1)
* Engi (2)
* Human (3)
* Rock (4)
* Free Mantis (4)
* Crystal (5)
* Orchid (5)

## Soundtracks

* Zoltan
* Cosmos
Mysterious Beacon

*"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.

* Special augment obtained from the Judges after killing a certain number of Multiverse Renegade Cruisers across all runs.
* Can be activated at a Storage Check which will allow secret Multiverse Renegade Cruisers to sometimes spawn in place of of normal MV Renegade minibosses.
* Once activated, all following runs will **permanently** have an option when exiting the Equipment Grab to activate the beacon again. If the beacon is re-activated at the start of a run, it will have the same effect as if you activated it from your ship’s Storage.
* Costs 30 , has a rarity of 0.
* ID: MYSTERIOUS\_BEACON
Murder-Bot Dispersal

* Starting augment on Engi C, all Separatist layouts (locked version) and is bundled with Med-Bot Dispersal in the Utility-Bot Dispersal for the Harmony Cruiser
* Can be obtained by any cruiser in the Distress Engi attacked by Rebels, the Empty Separatist Ship in Space and the Strange Engi requesting supplies events.
* Deals 2.7 damage per second to enemy crew on board (mind control will NOT change this regardless of who gets controlled)
* Its ID is "NANOBOT\_DEFENSE\_SYSTEM", the locked version is "LOCKED\_NANOBOT\_DEFENSE\_SYSTEM" instead.
* Costs 60  (unlocked version, cannot be bought).

For a comparison between every Boarder-Damaging Augment, this table lists the damage per second dealt depending on door level

All of these augments can stack additively with each other, however Utility-Bot Dispersal and Emancipation grid cannot normally combine as they are starting-only augments on different ships.

 LV1
 LV2
 LV3
 LV4 | 5

1. ↑ Manned doors increase level by 1
2. ↑ Only comes equipped on Harmony Cruiser
3. ↑ Only comes equipped on Innovation Cruisers and A55H0L3's Crewser
4. ↑ Only happens when doors are broken or non-existent
5. ↑ Only obtainable by manning LV3 doors
Vanilla Rock Cruisers

## **Layout A**

*Similar to its designers, this super-dense behemoth uses brute force to overwhelm its foes.*

* Default Name: Bulwark
* Starting Crew: 3 Rockman
* Starting Reactor: 8
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (3)
	+ Medbay (1)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
* Starting Weapons
	+ 'Artemis' Heavy Missiles
	+ 'Hermes' Heavy Missiles
* Starting Augments
	+ Rock Plating
* Starting Resources
	+ 28
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "The Rock Elders sent a cruiser to fight for us? I can't imagine their reasoning, but you're our last chance if we want to win this fight."* **(SHIP\_ROCK)**

### **Unlock**

* Unlock the type A, B, and C of the Theocracy Cruisers.

## **Layout B**

*With no airlocks, this ship must rely entirely on its rock crew to put out fires.*

* Default Name: Shivan
* Starting Crew: 4 Rockman
* Starting Reactor: 8
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (2)
	+ Oxygen (2)
	+ Weapons (2)
	+ Medbay (1)
	+ Piloting (1)
	+ Sensors (1)
* Starting Weapons
	+ Piercing Heavy Laser
	+ Fire Bomb
* Starting Augments
	+ Rock Plating
* Starting Resources
	+ 18
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "The Rock Elders sent a cruiser to fight for us? I can't imagine their reasoning, but you're our last chance if we want to win this fight."* **(SHIP\_ROCK)**

### **Unlock**

* Win with the type C of the Theocracy Cruiser.

## **Layout C**

*Contact has been made with the Crystalline race and this cruiser was offered to the Federation as part of diplomatic discussions between the sister species.*

* Default Name: Tektite
* Starting Crew: 1 Crystal, 2 Rockman
* Starting Reactor: 8
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (2)
	+ Clonebay (1)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
* Starting Weapons
	+ 'Pegasus' Burst Missiles
	+ Crystal Heavy MK I
* Starting Augments
	+ Rock Plating
* Starting Resources
	+ 15
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "The Rock Elders sent a cruiser to fight for us? I can't imagine their reasoning, but you're our last chance if we want to win this fight."* **(SHIP\_ROCK)**

### **Unlock**

* Get to sector 8 with the Vanilla Rock B.
Vanilla Lanius Cruisers

## **Layout A**

*The sharp knife-like structures make Lanius ships a sight to behold. This cruiser was adapted to support the other races of the Federation.*

* Default Name: Kruos
* Starting Crew: 2 Lanius, 1 Human
* Starting Reactor: 8
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (1)
	+ Oxygen (1)
	+ Weapons (2)
	+ Clonebay (1)
	+ Hacking (1)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
* Starting Weapons
	+ Chain Burst Laser
	+ Stunner MK I
* Starting Augments
	+ Respirators [X]
* Starting Resources
	+ 3
	+ 9
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. He recoils in shock at the sight of your ship. "A Lanius warship, how interesting. I've never been certain of the Lanius's loyalties or motivation, but if you've come this far I have no doubt you've come to aid us in our fight."* **(SHIP\_LANIUS)**

### **Unlock**

* Unlock the type A, B, and C of the Lanius Cruisers.

## **Layout B**

*The racial ability of the Lanius make them fearsome combatants in small quarters. Combine that with a Mind Control system and this ship is a force to be reckoned with.*

* Default Name: The Shrike
* Starting Crew: 2 Lanius, 1 Engi
* Starting Reactor: 8
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (1)
	+ Oxygen (1)
	+ Weapons (1)
	+ Clonebay (1)
	+ Teleporter (1)
	+ Mind Control (1)
	+ Piloting (1)
	+ Doors (1)
* Starting Weapons
	+ Flak Gun MK II🗲
* Starting Augments
	+ Respirators [X]
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. He recoils in shock at the sight of your ship. "A Lanius warship, how interesting. I've never been certain of the Lanius's loyalties or motivation, but if you've come this far I have no doubt you've come to aid us in our fight."* **(SHIP\_LANIUS)**
Miniship Icons

In the hangar of FTL: Multiverse, each miniship will display small icons overlaying the ship, which provide information about gimmicks and crew numbers of each ship.

## Crew and Items

Crewmember icons represent the crew that staffs the ship or the faction that the ship belongs to. Some examples:

Sometimes it can also include drones:

## Augments

These icons represent equipment (usually an augment/internal upgrade) that the ship carries:

### Armor

* Crystalline Armor
* Golden Plating
* Obsidian Armor
* Regenerative Plating
* Rock Plating
* Steel Plating
* Salt Plating
* Titanium System Casing

### Engines

* Advanced Navigator
* Prototype Multiverse Drive
* FTL Jammer

### Shields

* Zoltan Shield
* Ion Field
* Shield Charge Booster
* Energy Shield Bypass
* Shield Jammer

### Weapons

* Ammo Fabricator
* Weapon Pre-Igniter
* Reloader

### Sensors

* Long-Ranged Scanners
* Lifeform Scanner

### Oxygen

* Respirators
* Toxic Gas
* Asphyxiator

### Drone Control

* Drone Booster
* Drone Recovery Arm
* Defense Scrambler

### Cloaking

* Shadow Weaponry
* Tracking Flares

### Crew

* Mantis/Free Mantis/Suzerain Pheromones, respectively
* Low Friction Suits
* Murder-Bot Dispersal [Internalized]
* Phase Crystal Array

### Utility

* Magnetic Arm
* Scrap Gatherer
* Extinguishers
* Repair Gel
* Decoy Buoys

### Storage-Only

* Recycler Module
* Drive Hacker
* Pleasure Pods
* Proton Pack
* Merchant Beacon
* Gambling Machines
* Hektar\_Virtual\_Store(tm)
* Solar Panels

## Crew Number

These icons represent the maximum amount of crew that the ship can have:

## Disadvantages

These icons represent a weakness of the ship, most of the time a lacking (sub)system:

* Lacks Doors (generally also lacks airlocks)
* Lacks  weapons (empty weapon slots, not the System itself)
* Lacks Sensors
* Lacks any medical systems (Medbay and Clonebay)
* Lacks O2
* Lacks Shields

## Gimmicks

These icons represent a defining trait or strategy for the ship, can be beneficial or detrimental:

* Has Anti-Bio weaponry
* Has Stun weaponry
* Has Fire-based weaponry
* Has Rusty or Old weaponry (unique for Machina Aeterna)
* Has weak weapons (unique for Zixiang Maodun)
* Has Ion-based weaponry only (unique for The Faraday)
* Starts with a weak reactor (unique for C-F-B-31 and Peace-Keeping Cruiser)
* Layout is separated in half (unique for Yin Yang)

## Hull Strength

These icons represent the numeric durability of the ship's hull:

* (Megalomaniac)
* (Princess Bride and all Knighted Cruisers)
* (MEV-1 and all Bishop Cruisers)
* (Botulinum and Unidentified (spoiler))

## Systems

These icons indicate that the ship has the system available from the start:

* Medbay (sometimes also has the number of tiles that the medbay has)
* Drone Control
* Artillery
* Cloaking
* Crew Teleporter (For some ship layouts that do not start with a teleporter and have extended teleporter sizes, an icon [] is shown in a room where the teleporter would be.)
* Hacking
* Mind Control
Orchids Mistake You for Orwell

Occurs in:

1. Multiverse Drop Point

## Event

Ship: random drop point Orchid ship

*To your surprise, an Orchid ship is waiting for you here. Sure, they're a loyal part of the Federation, but the Florals typically prefer to keep to their own turf. What's this about?*

1. Wait for them to hail.
	* *An Orchid appears on screen, gesturing with their hands in native Orchid sign language, which your translator converts into actual audio. "Hello! You must be professor Orwell. We have reviewed the files you gave us and we are most excited to share our scientific findings with the board. We have left a few annotated questions for your review, and will send them over along with payment shortly!"*
		1. Yes, that's me. I'm Orwell. Definitely.
			+ *"Wonderful!" The Orchids send over a series of annotated videos of what appears to be human adult films with extremely questionable titles, and some scrap.*
				- You gain a **low** scrap-only reward
		2. I'm not 'Orwell'.
			+ *"Oh. I am terribly sorry. Would you happen to know the location of the professor?"*
				1. Make up some random directions.
					- *The Orchid stares blanky at you. "I'm afraid I don't understand. Are you, as the humans call it, 'pulling my leg'? It would be appreciated if you did not mess with foreigners." The Orchids hang up.*
				2. No idea.
					- *"Understandable. I appreciate your straightforwardness. Good day!" The Orchid ship jumps away, but not before leaving you with a few fuel cells as a customary gift.*
						* You gain a **low** fuel reward.
2. Attack pre-emptively.
	* *You're barely out the gate of your mission and you're already murdering random innocents. This really does not speak well to your motives.*
		+ Your Orchid notoriety raises by 1 and you fight the Orchid ship with standard rewards.
3. Ignore the Orchids and fly away.
	* *You simply fly past the ship, and they make no attempt to follow you. Odd, but nothing for you to worry about now.*
		1. Do something aboard the ship
		2. Do nothing.
Xenophobia

* Unique starting augment on Porbandar.
* All human crew gain a 33% boost to Health, Damage, Sabotage, Repair, and Movement Speed.
* All non-human crew have a 40% penalty to Health, Damage, Sabotage, Repair, and Movement Speed.
* Costs 70  and can be sold for 35 , but cannot be found or purchased, and cannot be sold as it is locked to the ship.
* AUG ID: LOCKED\_XENOPHOBIA
Raving Zoltan Madman

Occurs in:

1. Multiverse Drop Point

## Event

Ship: none.

*A blip on the communicator shows an incoming transmision from a Zoltan ship out of your field of view. When you pick up, you're greeted by the unwelcome sounds of a raving madman screaching about 'cowering beneath the prophet eye.' He demands a prayer and offering, or else suffer his wrath.*

1. Refuse.
	* *The Zoltan shouts an insult or two at you, but eventually his ramblings go quiet and the ship jumps away. As far as you can tell, nothing bad has happened from this, and likely never will.*
	* **2x***"Then let the curse befall you!" The Zoltan ship jumps away, and are immediately followed by a Rebel ship jumping in! Were the Zoltan working with the Rebels, or is this a pure coincidence? Hard to say, but one thing's for certain. It's time to fight!*
		1. Continue and fight a drop point rebel ship with standard rewards.
2. Pay him. [-20 ]
	* *The Zoltan yells some more obscene nonsense, scoops up the scrap, and jumps away.*
		+ You lose 20 .
	* *The Zoltan scoops up the scrap, and says something prophetic about your good fortune. He jumps away shortly after.*
		+ You lose 20  and the fleet is delayed by 2 jumps.
3. (Monk Crew) Retaliate with even greater spiritual nonsense.  [Requires Zoltan Monk]
	* *Both Zoltans launch into a long debate that gets so heated it eventually reaches a point not even your translator can comprehend the words they are saying. That's mostly because they aren't words, just primal screeching. Your monk returns and reports that the second Zoltan died during the argument, and implores you to not ask questions. You scrap his ship.*
		+ You gain a **medium** standard reward.
4. (Medical Crew) Evaluate his condition.  [Requires Medic or Shell Scientist]
	* *Your crew determines he has some kind of mind erosion, not uncommon for eldery Zoltan as their hard-light forms start to deteriorate. They manage to talk some sense into the Zoltan, and convince him to stand down while they take a look at his situation. They manage to patch him up, and in return he joins your crew.*
		+ You gain a Zoltan crewmember.
5. Ignore them.
	* *You've barely started your journey, and you don't intend to dedicate time to listen to the ramblings of a grumpy Zoltan elder.*
		+ Do something onboard the ship.
		+ Do nothing.