recursal/Fanatic-Fandom huggingface dataset:
Free Mantis under Attack by Rebel

Occurs in:

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

## Event

Ship: none.

*Your ship is almost immediately hailed by a nearby Free Mantis ship under attack by a Rebel. "Federation captain, please save us from Rebels!"*

1. Defend them from the Rebels.
	* *You fire up the weapons and prepare to defend your Mantis allies.*
		+ Fight a Rebel combat ship
			- (**After destroying enemy ship**) *With the Rebel ship destroyed you are free to contact their would-be victim.*
				* You gain a **medium** standard reward.
					+ The Free Mantis are grateful
			- (**After killing enemy crew**) *With the Rebel ship defeated you quickly salvage what you can and move to contact their prey.*
				* You gain a **high** standard reward.
					+ The Free Mantis are grateful
2. Tune them out.
	* *You try to ignore their pleas for help as you fly away.*
		1. Do something aboard the ship
		2. Do nothing.

### The Free Mantis are grateful

*The Free Mantis are grateful for your aid. They pay you in thanks.*

* You gain a **low** standard reward.
Emancipation Grid

* Starting augment on all Innovation Cruisers and A55H0L3's Crewser
* Makes all hostile ghost-type crew (including uniques) have their sabotage speed multiplied by 0.8x and deals 4-5-6-7 damage per second to enemy boarders depending on Door System level (mind control will NOT change this regardless of who gets controlled). If the Door System is broken or non-existent, the damage does not apply. Manning the doors will increase the level by 1
* Remember that Auto-Ships always have manning bonuses on all applicable systems as long as they are not damaged or breached.
* ID: NO\_GHOST
* Costs 80

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
Free Mantis Burial-Ship

Occurs in:

1. Free Mantis Hunting Grounds

## Event

Ship: Free Mantis Burial-Ship.

*At first you think the ship nearby might be a transport, but scans show it has been repurposed as a mass grave for the Free Mantis! In Free Mantis culture, the dead are buried with their finest weapons. Maybe we can loot something from the ship?*

1. Attack and take what you can!
	* *"Eek! Ship attacking, run run!" It seems the Free Mantis are running!*
		+ Your Free Mantis notoriety goes up by **1** and you fight the Burial-Ship (escapes in 60 seconds unless stopped)
			- (**After the ship successfully escaped**) *The Free Mantis ship escapes, along with any chances of you getting any loot.*
			- (**After destroying enemy ship**) *The burial ship has been destroyed, and with it the remains of the dead. With no chance at extra loot now, you scrap the wreckage.*
				* You gain a **medium** standard reward.
			- (**After killing enemy crew**) *The burial ship's crew have joined the ranks of the other "residents" of the ship. You scrap the outer hull.*
				* You gain a **medium** standard reward.
					+ *You board the burial ship and break open several coffins. Most just have hand-held weapons of little use to you, but one has a ship-mounted weapon inside!*
						- You gain a random Weapon.
2. Request to come aboard and take some stuff.
	* *"What?! No no no, we cannot allow. These possession key to gate of great beyond! Cannot offering anything more than apologies."*
		1. Attack them!
			+ *"Eek! Ship attacking, run run!" It seems the Free Mantis are running!*
				- Your Free Mantis notoriety goes up by **1** and you fight the Burial-Ship (escapes in 60 seconds unless stopped)
		2. (Free Mantis Crew) Convince them it's for a good cause.  (Requires any Free Mantis crew)
			+ *"Well... maybe souls understand, if their key used in name of Federation? Go ahead, take it."*
				- You gain a random Weapon.
		3. Bribe them. (-20)
			+ *You hand over some scrap to the Free Mantis, in hopes they'll accept the bribe...*
				- *The Free Mantis refuse, but generously give back the scrap. "We cannot let you on. Sorry for refusal, but requesting you please stop trying."*
					* You gain back the 20 scrap
				- *"You are making convincing offer... we take this, and let you dig up weapon. Only from bad person though, who probably deserve it..."*
					* You gain a random Weapon.
		4. Leave.
3. Decline.
	* *You aren't willing to argue any further with the Free Mantis. You apologize and leave.*
		1. Do something aboard the ship
		2. Do nothing.
Factions

There are many types of factions in FTL: Multiverse, which have a variety of different gameplay mechanics.

## Friendly Factions

* Civilians
* The Militia
* The Federation
* The Harmony
* The Zoltan Ministry
	+ Prophets of the Great Eye
* Free Mantis
* The Orchid Gathering
* The Shell Geniocracy
	+ Radiants
	+ Shell Science District
	+ Shell Management District
	+ Shell Military District
	+ Morphs

## Neutral Factions

* Crystalline Empire
* Separatists
* Vagabond Ghosts
* The Lanius Swarm
* Lost Suns
* The Slug Kleptocracy
	+ Knights of Nights
	+ Clairvoyants
* Exotic Hunters Guild
* Hektar Corporation™

## Hostile Factions

* The Rebellion
	+ Auto-Ships
	+ Rebel Engineer Corps
	+ MFK Aces
	+ The Legion
* The Rock Theocracy
* The Mantis Hive
* The Coalition
* Duskbringers
* The Spectral Dynasty

## Pirates

* Pirates
* Slavers
* Mercenaries
* Smugglers
* Slug Hackers

## Secret Factions

*"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.

* Augmented Lanius
* The Ancients
* Cult of the Eternal Ember
* The Brood
Beacon Of Death

Occurs in:

1. Crystal Controlled Sector

## Event

Ship: Imperial Scout

*As you arrive at this beacon, you are stopped by a Crystalline vessel. "Stop! Who would cross the beacon of death must answer me these questions three, ere the other side he see."*

1. Ask me the questions. I am not afraid.
	* *"What...is your name?"*
		1. Tell him your name.
			+ *"What...is your quest?"*
				1. To defeat the Flagship.
					1. *"What...is the name of the grand Orchid Gardens?"*
						1. Kat'ar Lek.
						2. Part O'ek.
						3. Rt'lak Et.
							- *"Right. Off you go!" The Crystals wave you past. As you leave, you find the wreckage of several ships who failed the test before you. You feel a little guilty about it, but you don't waste the opportunity and scrap the ships.*
								* You gain a **medium** standard reward.
						4. Tret Ye.
						5. I don't know that!
						6. (Zoltan Crew) The answer is Illesctrianism
							- *"Right. Off you go!" The Crystals wave you past. As you leave, you find the wreckage of several ships who failed the test before you. You feel a little guilty about it, but you don't waste the opportunity and scrap the ships.*
								* You gain a **medium** standard reward.
						7. (Mantis crew) The answer is Leikonpliiinakra.
							- *"Right. Off you go!" The Crystals wave you past. As you leave, you find the wreckage of several ships who failed the test before you. You feel a little guilty about it, but you don't waste the opportunity and scrap the ships.*
								* You gain a **medium** standard reward.
2. We don't have time for this, attack!
Emergency Manual

The Emergency Manual is an augment that can be found in stores. It is technically a combat augment, though it functions differently from most.

Before combat, when the player chooses to do the last-minute checkups an additional blue option to read the Emergency Manual will be available. Selecting to use it will open up the following choices:

1. Craft a last minute fuel cell.
	* +1  -4
2. Convert a missile to a drone part
	* -1  +1
3. Convert a drone part to a missile
	* -1  +1
4. Detonate the ammunition reserves to cripple the enemy weapons
	* -10 , but deals 4 hull damage to the enemy as well as 4 system damage to their weapons, and permanently reduces their power by 1

Though these functions are more niche than the usual repairs, droneparts, or missiles options, they can still be useful. Like the standard options, the fuel crafting choice is not scrap efficient and is intended to be used as a last resort.

## Trivia

* This augment is called EXTRA\_PREP in the files, it is worth 30 scrap and has a rarity of 4.
* The additional options in the sub-menu are all blue despite not having additional equipment requirements beyond the manual.
Confused Free Mantis Fight

Occurs in:

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

## Event

Ship: random Free Mantis ship (who will not surrender nor flee).

*You are hailed by a Free Mantis ship, whose captain immediately begins to slander you. "Rebel scum! You will rue the day you messed my clan! I will remove head, and bring it as gift to my Federation friends!" He roars and ends the transmission. You aren't sure how they confused you as a Rebel ship, but looks like there's no talking your way out of this one.*

*You are hailed by a Free Mantis ship, whose captain immediately begins to slander you. "Rebel scum! You will rue the day you messed my clan! I will remove head, and bring it as gift to my Federation friends!" He roars and ends the transmission. You have no one but yourself to blame this time, seeing as you had the splendid idea of flying an actual Rebel vessel right into the territory of the Free Mantis.* (only triggers if you are using a rebel type ship)

* Fight the Free Mantis ship with standard rewards,
MFK Aces

The MFK Aces are a group of highly trained human soldiers utilized by Vance as his own personal dirty-workers. Their ships are well armed and well protected, but are very rare encounters outside of rebel sectors or the fleet.

## Gameplay

MFK Aces function as the Rebellion's "super elites." Like elite ships, they use modified hulls of generic rebel ships, but with a different white and black color scheme. They have higher hull counts and system values, crew made up entirely of soldiers, and a unique and stronger weapon list.

MFK Aces can very rarely be found instead of regular elites during fleet dives, and give better rewards.

## Trivia

* The MFK Aces are one of the only three "super elite" sub-factions currently, the others being the Mantis Bishops and the Rockman Paladins.
* MFK Aces are the only faction with both a faction prefix and suffix.

## Ships

MFK Bomber AceMFK Battleship AceMFK Assault AceMFK Fighter AceMFK Dropship AceMFK Destroyer AceMFK Guard AceMFK Rigger AceMFK Predator AceMFK Picket AceMFK Marauder AceMFK Instigator Ace
Engi Harmony (Sector)

Engi Harmony Entrance Beacon

*The Harmony is not to be confused with The Harmony, lead by The Harmony. Records also show the remains of some massive super structures and a warrant out for a band of smugglers. Be on the lookout for anything out of the ordinary.*-Hyperspeed flavor text

## Guard

The Engi Harmony Sector will have a Harmony Guard at the entry beacon. The guard will be friendly unless your notoriety with the Engi is 3+, in which case a fight will occur automatically. The guard says that a verification is required to enter the sector.

If you have an Engi or Zoltan crew, level 2 Medbay, Engi medbots or a pacifist weapon, the guard will allow you to pass. If you have an Engi Defender crew, the guard will also give a medium amount of supplies.

If you show a Human or Separatist crewmember or do not have anything for proof, you have to fight the guard. If you choose to fight the Harmony guard, a hostile ASB will immediately start firing at your ship.

You can attempt to escape the guard with cloaking (33% chance of success), level 5 engines or level 3 piloting (both 50% chance).

## Beacons

* 1 Harmony Link
* 1 Harmony Sector Smuggler Transport Event
* 1 Engi Trapper Event
* 1-2 Multiverse Traveler Events
* 1 Engi Transport
* 2-3 Stores
* 2-4 Items
* 1-3 Distress Beacons
* 1 Quest
* 5-7 Neutral Encounters
* 4-6 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 (1)
* Human (1)
* Zoltan (3)
* Mantis (4)
* Free Mantis (5)
* Orchid (5)
* Engi Separatist (5)

## Soundtracks

* Engi
* Cosmos
* Hacking

## Aliases

This sector is named "S-1 [Engi Harmony] [!]", which distinguishes this sector from normal Engi sectors.
Free Weapon

Occurs in:

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

## Event

Ship: none.

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

* *Holy crap! A weapon is just floating in space!*
* *You inform a nearby station of your flight from the Rebels. They offer to outfit your ship with a weapon and wish you well.*
* *A settlement still loyal to the Federation hails your ship. They have prepared a weapon to aid your escape from the Rebels.*
* *As soon as you arrive a small Mantis ship detaches from a wreck and jumps away. You must have interrupted their salvage operation because you find a weapon ready to be installed!*
* *A small merchant ship messages you, "Underground Federation comm channels are all talking about your 'secret' mission. Let us install a weapon to help. Good luck!"*
* *Debris from a battle is scattered around this system. A few pieces bounce against your ship. You passively scan them and discover there is a functioning weapon among them!*
	+ You gain a free Weapon
		1. Check the storage
		2. Do nothing.

## Free Weapons

* Burst Laser 1
* Heavy Laser 1
* Hull Laser 1
* Chain Laser 1
* Pierce Laser 1
* Particle Laser 1
* Anti-Bio Laser
* Laser Chainger
* Adaptive Laser
* Neural Laser
* Artemis Heavy Missiles
* Hydra Missiles
* Hades Heavy Missiles
* Momus Missiles
* Osiris Mine Launcher
* Sekhmet Mine Launcher
* Spetum Beam
* Halberd Beam
* Torch Beam
* Corseque Beam
* Guisarme Beam
* Ranseur Beam
* Dirk Pinpoint
* Bomb
* Fire Bomb
* Heal Bomb
* Cluster Bomb
* Ion 1
* Tri-Ion
* Heavy Ion
* Fire Ion
* Stunner 1
* Flak 1
* Mini Flak
* Energy 1
* Energy 2
* Hull Energy
* Energy Stunner
Balboni Sector

### Warning

The content of this page is disputed. Some information may be incorrect and need future research.

# Balboni Sector

The Balboni Sector is an alleged "secret sector" discovered by a Discord user in FTL: Multiverse. The sector can be accessed by a rare random event that can happen at the end of any sector.

## Jump Event

Ship: none.

*Do you want to Balboni?*

1 . Yes.

You jump to the Balboni Sector.

2. No.

The result of this option is currently unknown.

## The Balboni Sector

There are no stores, events, or quests in the Balboni Sector, with the exception of the final jump.

Every jump will have an AI rebel scout ship with strong gear. The gear is randomized.

## The Big Balboni Boy

On the final jump of the Balboni sector, you must fight "*The Big Balboni Boy"* , which is another AI rebel scout ship. This ship is weaker than the other enemies in the sector, so this boss fight is nothing to worry about.

## Big Balboni Fight Event

Ship: The Big Balboni Boy.

*"Hey kid. I heard you wanted to Balboni. \*spits\* You don't stand a chance against me.*

1 . Sorry (sarcastically).

You fight the Big Balboni Boy.

2. I'm not sorry. I want to balboni.

You fight the Big Balboni Boy.

If you win the fight, you will receive this event:

## Congratulations

*You receive a video call from the scattered ashes of the Big Balboni Boy. The AI Balboni crew speak. "*Congratulations! Congratulations! Congratulations! Congratulations!*" They applaud. You thank them.*

1 . I am now the balboni.

You unlock the "Balboni Roller" ship, and jump out of the Balboni Sector.

## Trivia

There are a few differing accounts of the Balboni sector. See the disambiguation pages for details.
Civilian Informant

Occurs in:

1. Civilian Coreworlds
2. Multiverse Drop Point
3. Rebel Controlled Sector
4. Rebel Stronghold

## Event

Ship: random Civilian ship.

*"Oh good heavens, that's a Federation Multiverse traveler! If we turn their location to the Rebels, we'll be rich! Wait, did I just say that on open coms?" The nearby civilian ship mutes themselves, then immediately activates their engines!*

1. Attack, we can't let them escape!
	* *You can't let this information get out!*
		+ Your General Notoriety raises by 1 and you fight the Civilians
2. Try to reason with them.
	* *"The Federation is outdated in its philosophies! The Rebellion will offer us a glorious galaxy... nay, Multiverse free from xeno scum!"*
		1. (Engineer Crew) Persuade them further.  [Requires Engineer crew]
			+ *Your Engineer knows what it's like to have been a Rebel, and they reveal the truths of the Rebellion's brutality and hypocrisy to the civilians. They're so taken-aback by this knowledge they even offer supplies towards your cause.*
				- You gain a **low** standard reward.
		2. (Jerry) Persuade them further.  [Requires Jerry]
			+ *Jerry knows what it's like to have been a Rebel, and he reveals the truths of the Rebellion's brutality and hypocrisy to the civilians. They're so taken-aback by this knowledge they even offer supplies towards your cause.*
				- You gain a **high** standard reward.
		3. Then you leave us no choice but to silence you.
			+ Fight the Civilians
3. (Upg. Weapons) Threaten them.  [Requires LV5 Weapon system]
	* *"Alright, alright! You've made your point... and ours. This is why the Federation will fall, because when things go south all you savages know is to use your guns!"*
		+ Nothing happens.
4. (Mind Control) Change their mind.  [Requires Mind Control system]
	* *Your mind control won't last long enough to change their opinion of the Federation entirely, so instead you persuade them that informing the Rebels might put them in more danger than it's worth. Satisfied, you leave the civilians behind.*
		+ Nothing happens.
5. (Upg. Mind Control) Change their mind.  [Requires LV2 Mind Control system]
	* *"You know what, I've changed my mind. The Federation rocks!"*
		+ You gain a Human crewmember.
6. Just let them escape.
	* *You aren't going to resort to murdering civilians, no matter the context. Unfortunately, this means the Rebels will only be faster at finding you.*
		+ The fleet pursuit is doubled for 1 jump.

## Fight the Civilians

(The civilian ship will escape in 50 seconds unless you stop them.)

(**After the ship successfully escaped**) *The civilians jump away. They'll no doubt fulfill their intentions and inform the Rebels, especially now that you've attacked them.*

* The fleet pursuit is doubled for 1 jump.

(**After defeating the enemy ship by any means**) *The civilians have been defeated. You aren't exactly proud, but at least the Rebels won't know your location.*

* You gain a **low** standard reward.
Desperate Civilian Out of Fuel

Occurs in:

1. Node 17

## Event

Ship: random Civilian ship.

*A civilian ship is desperately trying to escape from the advancing Rebel fleet, but they've run out of fuel. "Oh thank goodness, we thought all of the Federation ships were busy fighting the Rebels. Please, you know how horrible this sector has become. We need to evacuate while we still can, do you have any fuel to spare?"*

1. Give them some fuel [-5 ]
	* *"Oh thank you Captain. This is why we've always supported the Federation. Just make sure you kill that Flagship so it doesn't all go to waste." The Civilians give you some scrap.*
		+ You lose 5  but gain a **medium** scrap-only reward.
2. We have no need for this fuel anymore. Give them as much as we can. [-15 ]
	* *"Oh my... This is so much more than we could ever need. We'll certainly be able to escape with all of this! This is why I've always supported the Federation. Just make sure you kill that Flagship so it doesn't all go to waste." The Civilians are so grateful, they give you a military grade weapon that they no longer need on their ship, as well as some scrap.*
		+ You lose 15  but gain a **high** scrap-only reward and a random weapon.
3. Ignore them.
	* *You fly away from the strange ship and mute their call.*
		+ Do something aboard the ship
		+ Do nothing.
Abandoned Cache Floating in Space

Occurs in:

1. Multiverse Drop Point

## Event

*An abandoned supply cache drifts through space nearby. It must have been lost during an attack. You aren't sure who it belongs to - but you could use it for a trap against the fleet, or try your luck with opening it.*

1. Try to carefully open it.
	* You open the cache
2. Blow it open! (-3 )
	* *As a wise man once said - when you can't be certain, just apply a very large amount of militry grade explosives and pray to the high heavens you don't go up in flames.*
		+ You blow open the cache
3. Set a trap for the fleet. (-3 )
	* *This'll throw them off for a bit. Let's just hope no civilians or Feds get greedy and try to open it first.*
		+ The fleet is delayed by 1 jump.
4. Ignore the cache.
	* This could be an ambush. It is wiser to move past this cache.
		+ Do something aboard the ship
		+ Do nothing.

## You open the cache

* *Once you get the cache open, you realize the entire thing is filled with explosives! It's for supplies, of course, but if you had tried to blow it open that would have gone very poorly. You take everything inside.*
	+ You gain a **high** missile reward.
* *The cache looks to be filled with batteries and other various reactor parts. You could use these to improve the efficiency of your own reactor!*
	+ Your reactor is upgraded by 1 level
* *Looks like the cache is protected by some kind of complicated keypad connected to a bomb. Playing with it is too risky. You leave behind the cache dissapointed.*
* *You open up the cache, only to find a band of malnourished and ravenous pirates trapped inside!*
	+ You are boarded by 2-3 crewmembers of random races

## You blow open the cache

* *Your missiles detonate... only for the entire cache to explode a split second later! The force is so great it even damages your hull. That cache must have been filled with explosives!*
	+ Your ship takes 3 hull damage
* *The cache looks to be filled with batteries and other various reactor parts. You could use these to improve the efficiency of your own reactor!*
	+ Your reactor is upgraded by 1 level
* *The doors of the cache explode, revealing a band of ravenous pirates locked inside. Now exposed to the vacuum of space, they quickly perish. You shuffle past their lifeless bodies and find an armament inside the cache.*
	+ You gain a random Weapon
Alpha Kestrel Cruiser

*Can't go wrong with the classics! This is the earliest rendition of this version of the Alpha Kestrel (recreated with a few liberties). It cannot support AE systems, so be careful you don't waste your scrap on them at stores!*

* Default Name: The Kestrel
* Starting Crew: 3 Human
* Starting Reactor: 8
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (3)
	+ Engines (3)
	+ Oxygen (2)
	+ Weapons (3)
	+ Medbay (1)
	+ Piloting (1)
	+ Sensors (3)
	+ Doors (1)
* The following systems cannot be installed:
	+ Clonebay
	+ Mind Control
	+ Hacking
	+ Battery
* Starting Weapons
	+ Burst Laser MK II
	+ 'Artemis' Heavy Missiles
* Starting Resources
	+ 6
	+ 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. "Your ship there, well, it strikes a strong resemblance to a vessel I knew from a long, long, long time ago. Never matter, that's far in the past. Let's focus on the present right now, we don't have time to reminisce."* **(SHIP\_ALPHA)**

### **Unlock**

* Unlock all layouts of every Vanilla Cruiser (Kestrel, Engi, Federation, Zoltan, Mantis, Slug, Rock, Stealth, Lanius, Crystal).

### **Trivia**

* Some of the features are from the alpha version of the game. The shield system cannot be manned, and the player weapons cannot be seen.
Large Asteroid Field (Drop point)

Occurs in:

1. Multiverse Drop Point

## Event

Ship: none.

*Scans reveal a large asteroid field nearby. Short-range scanners may discover useful materials while we wait for the FTL to recharge*

1. Explore the asteroid field.
	* You explore the field
2. Too dangerous. We'll just wait for the FTL to charge.
	* You decide to not risk exploring the asteroid field.
		+ Check the storage.
		+ Do nothing.
3. (Scrap Recovery Arm) Attempt to mine the asteroids.
	* *You carefully extract as much usable material as possible from the nearest asteroids while waiting for the FTL to charge.*
		+ You gain a **high** scrap-only reward.
4. (Magnetic Arm) Attempt to mine the asteroids.
	* Your magnetic arm is not well suited to the task, but it is able to salvage a very small portion of space junk drifting around nearby..
		+ You gain a **low** stuff reward.
5. (Mining Beam) Attempt to mine the asteroids.
	* *You carefully extract as much usable material as possible from the nearest asteroids while waiting for the FTL to charge.*
		+ You gain a **high** scrap-only reward.

## Explore the Field

*A brief exploration yields nothing of interest.*

* Nothing happens

*Scans reveal a number of asteroids with useful compositions. You extract some fuel.*

* You gain a **high** fuel-only reward.

*You discover the remains of ship embedded into an asteroid. It still has some functional missiles.*

* You gain a **medium** missile reward.

*You happen upon an abandoned mining site. A few mining drones were left behind and could be repurposed.*

* You gain a **medium** dronepart reward.

*The asteroid field proved more dangerous than expected. Some asteroids managed to get through your ship's defenses.*

* Your ship takes 5 hull damage total, a random system room takes 1 damage and a random room takes 1 damage and ignites.

*A pirate ship hiding behind one of the larger asteroids attacks you! You're able to escape from the asteroid field, but you can't lose the pirates.*

* Fight a random drop point Pirate with standard rewards
Engi Surrender

Occurs in:

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

## Event

Ship: random generic Engi ship.

*An Engi ship in the vicinity, seeing you jump in armed to the teeth, immediately broadcasts its surrender: "Subject goal: wealth. Engi motivation: survival. Transfer of goods acceptable?"*

1. Explain that you're friendly.
	* *The Engi seem relieved, and eager to get underway. They set off without saying goodbye.*
		+ Nothing happens.
	* *The Engi are satisfied with your explanation. "Beneficial. Subject goal: long, long journey. Remains compatible with transfer of goods from Engi." They send over the gear willingly, and you feel better for it.*
		+ You gain a **random** standard reward.
2. Accept their offer of surrender.
	* *The Engi obediently transfer over the goods and get on their way. Money for nothing.*
		+ Your Engi notoriety increases by **1** and you gain a **random** standard reward.
3. Attack!
	* *The Engi were right to assume you're hostile! You attack the ship.*
		+ Your Engi notoriety increases by **1** and you fight the Engi ship with standard rewards.
Inter-Dimensional War

The Inter-Dimensional War (A.k.a the Multiverse War or the Endless Conflict) is the primary conflict during the events of FTL: Multiverse, and is the result of the Multiverse Initiative.

## History

After the Rebellion uncovered the Ancient MV-Drive, they promptly began construction of their own specialized fleet of Multiverse vessels. The Federation heard news of this and captured the tech, soon making their own ships. Both fleets invaded countless other realities attempting to sway the same Civil War from Universe 0 in their favor.

Many people have theorized that the Inter-Dimensional War simply cannot end. Since there is no known limit to the number of realities that can be explored, and each reality seems to be similar and undergoing the same Civil War as Universe 0 did, that means there is an infinite number of Rebels and Feds to compete with each other. Even if either side from Universe 0 surrendered, it would not be enough to stop the fighting in other realities as well. Because of this, some refer to the war as the "Endless Conflict".
Free Mantis Controlled Sector

Free Mantis Sector Entrance Beacon

*The Free Mantis have captured this sector from the Zoltan. Though their addiction to pheromones may degrade their intelligence, the Free Mantis are exceedingly loyal to the Federation.*-Hyperspeed flavor text

## Guard

Free Mantis Controlled Sectors will have a Free Mantis guard at the entry beacon. The guard will be friendly unless your notoriety with the Free Mantis is 3+, in which case a fight will occur automatically. Fighting the Free Mantis Guard will spawn an ASB once the guard is on 7 to 8 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 Free Mantis crewmember, you can get an additional Free Mantis crew. If you have a Free Mantis Warlord, you can get a medium amount of supplies as well as the extra Free Mantis crewmember. If you choose to contact the guard ship with a standard Mantis or Suzerain Mantis, the fight will be triggered immediately.

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 low supplies and one third a fight.

## Beacons

* 0-1 Free Mantis Outpost
* 1-2 Stores
* 0-1 Traveling Merchant
* 1 Multiverse Traveler event
* 2-3 Items
* 1-2 Quests
* 1-2 Distress Beacons
* 6-7 Hostile Encounters
* 8 Neutral Encounters
* 1-2 Empty Beacons

## Crew Members

See Races

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

* Free Mantis (1)
* Human (2)
* Zoltan (2)
* Mantis (3)
* Separatist Engi (5)

## Soundtracks

* Mantis
* Debris
* Void

## Aliases

Free Mantis Controlled Sectors can have the following names:

* Free Mantis Sector
* Free Mantis Space
* Free Mantis Frontier
* Free Mantis Territory
* Free Mantis Domain
* Free Mantis Rimworlds
* Free Mantis Regions
* Free Mantis Precinct
* Free Mantis Parts
* Free Mantis Dominion
* Free Mantis Turf
* Free Mantis Realm
* Free Mantis Outreaches
Auto-Ships

Auto ships are technology recently developed by the Rebellion to effectively scout out areas ahead of the rebel fleets. They have also been delegated to combat tasks that don't warrant human involvement, like subjugating civilian stations.

Auto-AssaultAuto-BattleshipAuto-BomberAuto-CorvetteAuto-DestroyerAuto-DreadnaughtAuto-EnforcerAuto-EscortAuto-FighterAuto-GuardAuto-HackerAuto-HarvesterAuto-InstigatorIon Deterrence PrototypeAuto-OutriderAuto-RiggerAuto-ScoutAuto-SkirmisherAuto-StationAuto-SupportAuto-SurveyorAuto-TransportAuto-Trapper
ERROR SYLVAN

Occurs in:

1. Sylvan's Nexus

*could not find mu\_TEXT\_SYLVAN\_DEFUNCT\_INTRO*

## Event

1. What?
	* *could not find mu\_TEXT\_SYLVAN\_DEFUNCT\_DIALOGUE\_1*
		1. I have no idea what you're saying.
			+ *could not find mu\_TEXT\_SYLVAN\_DEFUNCT\_GIFT*
				- (You receive the **could not find mu\_TITLE\_DEFUNCT\_LASER**)
					1. Er... thanks?
						* *could not find mu\_TEXT\_SYLVAN\_DEFUNCT\_GOODBYE*
Broken Federation Supply Drone

Occurs in:

1. Multiverse Drop Point
2. Civilian Controlled Sector
3. Civilian Coreworlds
4. Federation Controlled Sector
5. Lost Sun Stronghold
6. Nebula Sector
7. Shell Controlled Sector

*A Federation automated supply drone nearby is on the fritz, sparking and occasionally sending garbled, meaningless messages. It must have recieved serious damage.*

1. Attempt to contact the drone
	* You contact the drone
2. Salvage the drone
	* You salvage the drone
3. (Engi crew) Fix the drone.  [Requires any Engi crew]
	* *Your Engi is no stranger to working on auto-ships and drones, and easily identifies the problem. Once the Auto-ship is fixed, it distributes supplies and patches up your hull.*
		+ You gain a **random** stuff reward and your ship is repaired by 5 hull points.
4. (Engineer crew) Fix the drone.  [Requires Engineer crew]
	* *Your Engineer tries to explain that they're only used to working on Rebel Auto-ships, but you convince them to try anyways. They manage to get the drone working long enough to repair some hull before something goes wrong and the ship turns hostile!*
		+ Your ship is repaired by 5 hull points and you fight the Federation auto-ship with standard rewards.
5. (Hull repair) Fix the drone. [uses 1 dronepart]  [Requires Hull Repair Drone]
	* *Your hull repair drone quickly patches up the Auto-ship. Once fixed, it distributes supplies and patches up your hull.*
		+ You lose 1 , you gain a **random** stuff reward and your ship is repaired by 5 hull points.
6. (Lanius crew) Have your Lanius salvage the drone.  [Requires any Lanius crew]
	* *Your Lanius is able to salvage the drone with little difficulty, knowing exactly what to dissasemble to prevent triggering its defenses.*
		+ You gain a **medium** standard reward.
7. Ignore the Auto-ship.
	* *You aren't interested by the malfunctioning automaton.*
		1. Do something onboard the ship.
		2. Do nothing

## Contact the drone

* *You attempt to transmit your ID to the ship, in hopes it will still be able to distribute supplies. However, it seems to struggle identifying your ship, and suddenly attacks!*
	+ Fight the Federation auto-ship with standard rewards.
* *Luckily, though the drone is heavily damaged, it is still able to scan your Federation ID and transmit some supplies.*
	+ You gain a **low** stuff reward.

## Salvage the drone

* *While salvaging the drone, it suddenly turns hostile and attacks!*
	+ Fight the Federation auto-ship with standard rewards.
* *The drone remains mostly unresponsive. Its weapons even come online, but it remains unable to fire.*
	+ You gain a **low** standard reward.
FTL: Multiverse Wiki

**FEDERATION DATABASE**Welcome to the Federation Database and Knowledge Repository. Newly updates for the Multiverse Initiative, this database contains all the information you need to know for your upcoming journey into the next multiverse. Please prepare yourself before heading out on your mission.

FTL: Multiverse is a massive overhaul mod for the game FTL: Faster Than Light. It adds nearly 300 new playable ships, over 500 new enemy vessels, over 200 new weapons and drones, and over 30 brand new sectors to explore! The events of FTL: Multiverse take place several decades or so after the events of the base game, during which time the Federation and the Rebellion had launched themselves into a massive interdimensional conflict with the creation of the Multiverse Drive, capable of sending ships to the many different branches of reality that make up the Multiverse.

This wiki is still under construction as much of the base mod is still a work in progress!

The mod can be downloaded via its forum page, and older versions can be installed on this page.
Mantis Fight (Separatist)

This event appears in the following sectors:

1. Liberated Sector

## Event

Ship: random Mantis fighter.
The intro text for this event varies, and could be any of the following:

* *Separatist or not, the Mantis don't care about the source of their Engi slaves. A Mantis scouting out this sector decides to attack your ship*
* *A Mantis ship, most likely coming here under the assumption it would be a regular Engi sector, has grown aggravated from the lack of populated ships to fight. Finally greeted by a challenging battle in the form of your ship, they waste no time to move in and attack.*
* *You're hailed by a Separatist ship, which briefly shouts "Watch out for killer bugs!" before jumping away. The pursuing Mantis ship decides to make you its prey instead.*
* *A frustrated Mantis captain appears on the call screen. "Oh great, another ship. What wondrous horrors you greet us with? Perhaps flesh eating cloud? Maybe knife hand monster with long tentacles?" He quickly realizes you are in fact a Federation ship, and all of his doubts are cleared. He orders his crew to prepare for combat!*
* *In this sector it can be hard to tell whether the flash of a red hull will bring an Engi or some other vessel. Unfortunately, this time it turns out to be a Mantis, longing for a fight.*
	+ Fight the Mantis ship with standard rewards.
Advanced Navigator

* Starting augment on all MV Cruisers (all cruisers from page 1 except Proto-MV and Sylvan's)
* Is essentially a combination of the Long Ranged Jump and Long-Ranged Scanners upgrades, does carry over their blue options for events.
* Costs 50 scrap (cannot be bought, but can be sold as it is not a locked augment)
* ID: FTL\_JUMPER\_SCANNER
FM Warlord Fight

Occurs in:

1. Free Mantis Hunting Grounds

## Event

Ship: random Elite Warlord combat ship.

The Free Mantis have designated this sector as their hunting grounds, and as such many powerful Free Mantis Warlords linger, waiting for prey. Though they don't usually target Federation ships, it seems the elite vessel here is taking its chances!

* Fight the Free Mantis Warlord with standard rewards.
Civilian Requests Protection for his Family

Occurs in:

1. Multiverse Drop Point

## Event

Ship: none.

*Once you arrive at this populated region, you immediately pick up a distress signal. A small shuttle is asking anyone who'll listen for help protecting their family from a Rebel ship. Unsurprisingly, no one has yet responded to their request.*

1. See if you can assist them.
	* *It seems that a small space dock has done something to anger the Rebels. The store there is run by his family and he pleads that you rescue them. He uploads the coordinates of the station to your navigation system.*
		+ A quest marker is added to your map.
2. Ignore their pleas.
	* *You block the channel and prepare to jump as soon as possible.*
		+ Nothing happens\*

\**There is no storage check, this is most likely a bug.*

## You arrive at the space dock

Ship: none.
*Once you arrive at the beacon you detect a Rebel scout assaulting a compound on a nearby desolate moon.*

1. Engage the Rebel and rescue the space dock.
	* *You lock onto the rebel and move in to engage.*
		+ Fight a Rebel Explorer/Wayfinder/Node-Setter ship.
			- (**After killing enemy crew**) or (**After destroying enemy ship**) *The outpost hails you, "Thank you! I don't know what we did to anger the Rebels, but they were ready to kill us. I'll show you our goods and patch up your hull."*
				* You gain a **medium** Scrap reward, your ship is repaired by 5 hull points and a store opens.
2. Avoid a fight.
	* After a time the ship powers down its weapons and jumps away. No life-signs are detected on the moon.
		+ Nothing happens.

## Trivia

* ID: MV\_STORE\_RESCUE for the starting event, MV\_QUEST\_STORE\_RESCUE for the quest marker event.
DNA Samples

* Allows a Morph to transform into any of the following races without having a crew member of that race on board:
	+ Human
	+ Mantis
	+ Rockman
	+ Shell
* Allows a Technopath to transform into an Engi without having a crew member of that race on board.
* Allows a Malform to transform into any of the following races without having a crew member of that race on board:
	+ Human Soldier
	+ Mantis Suzerain
	+ Rockman Crusader
	+ Shell Radiant
	+ Engi Defender
* Starting exclusive augment on Morph Cruisers A and C, and OOJ\_MAJOO's Crewser
* ID: MORPH\_DATABASE
Exotic Hunters Guild

The Exotic Hunters Guild is a slug sub-faction of a band of hunters who take joy in hunting various rare organisms, as well as other sentient ones. Their primary targets are the Shells, whose relation to the slugs as a cousin species as well as natural armor makes them the targets of both the Guild's curiosity and animosity.

The Guild's members are known as the Slug Clansmen, who, since the guild is not its own government despite controlling some large portions of territory, are usually still Kleptocracy citizens. The guild's actions are regulated and approved by the government, and they are given full sanction to hunt non-slug ships within their nebulous territory.

## Gameplay

Guild ships are somewhat similar to regular Slug encounters. However, they usually have more anti-bio and stun weaponry but less damaging weapons than slugs, have teleporter more often, and use hacking less.

Clansmen are dangerous boarders because of their bio bomb ability, which can be hazardous to your crew. However, since their bombs do friendly fire as well, it is possible to exploit their ability to damage their own crew as well. Additionally, though they also gain damage reduction, after dropping the bomb the clansmen cloak and become unable to fight or move, making them easy targets for venting.

## Trivia

* The clansmen are titled "snail" in the files, due to their original concept being a slug inside full shell armor that rolled. However, this was too hard to animate and was scrapped in favor of shell colored armor.
* Despite being based around vanilla Slug B colors, guild ships can have medical systems occasionally.
* Like many other sub-types, guild ships have unique class titles.
* The Exotic Hunters Guild was officially added in part 2 of the Shell update. Before that, several type B slug ships existed in the files and a few events referenced them as "Rogue Slugs."

## Ships

Guild BaiterGuild CollectorGuild DeadshotGuild FrigateGuild GroundskeeperClan HandlerGuild HuntsmanClan LawkeeperClan RaiderGuild SailorGuild SeekerGuild SpotterGuild StashmasterGuild Lodge
Mantis Ship Doesn't See You

Occurs in:

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

(Engi Controlled Sector can also have it as an exit event)

## Event

Ship: random Mantis combat ship.

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

* *You're greeted by a rare sight: a Mantis ship that appears not to have noticed you.*
* *For once, you see the Mantis before they see you.*
* *When they see the Mantis warship waiting in ambush at your intended coordinates, your crew is relieved to note you've jumped someway off the mark.*
* *You overhear Mantis comm chatter: "Negative, I kill more humans!" You gulp noticeably, but luckily they don't see you yet.*
* *You overhear Mantis comm chatter: "One on the right starting to rot. Take him down. Take off fingers. Put out of airlock." They certainly don't seem to be friendly...*
* *You overhear Mantis comm chatter: "Agreed. Next ship your turn. Good hunting." They don't see you yet.*
	1. Attack the ship.
		+ You prepare for combat
			- Fight the Mantis ship with standard rewards.
	2. Attempt to remain concealed.
		+ You power down non-essential systems and wait for the FTL drive to charge. They either don't want to fight or have failed to notice your ship, the latter being more likely.
			- Nothing happens
		+ Before you have a chance to slink away the Mantis ship notices you and powers up their weapons.
			- Fight the Mantis ship with standard rewards.
		+ You power down non-essential systems in an attempt to remain unnoticed. It looks like they are about to leave when suddenly they turn and set course toward you, weapons powered.
			- Fight the Mantis ship with standard rewards.
	3. (Cloaking) Cloak to stay hidden.
		+ You quickly cloak the ship and move out of immediate scanning range. You appear to have gotten away undetected.
			- Nothing happens
		+ You cloak and shut down non-essential systems. In a short time the Mantis ship jumps away, no doubt in search of prey.
			- Nothing happens
		+ You quickly cloak the ship, but not quickly enough. They spot you and move in to engage.
			- Fight the Mantis ship with standard rewards.
Guard Ships

Guards are a new type of ship and mechanic introduced in Multiverse. Most sectors will have a guard-type ship protecting the starting beacon of the sector, the guard will usually be from the same faction as the sector it resides in, and depending on the federation's stance (or if you have high notoriety) with their faction they might attack on arrival, ask for something or simply let you in freely.

While fighting guards, once their hull points have been lowered enough, they will call for ASB support, and considering they are usually stronger than other ships of the same sector #, they can prove to be a tough fight to an ill-prepared cruiser. When crewkilled they will give a special reward (weapon/drone/crew/resource) and a storage check, the ASB will also stop firing immediately afterwards. On any type of defeat however, they will call for reinforcements, spawning an unavoidable fight with a ship+ASB in a beacon somewhere in the sector (which can be spotted early as an ASB hazard with mapping or Hijacked Frequencies).

It is worth noting that Homeworld guards (on sectors marked with an ! symbol) are always an Elite Guard variant, they will also instantly call for ASB support at the start of any fight and even normally friendly ones (such as Engi or Zoltan) will require special equipment or processing to be let through peacefully.

Friendly Guards (as long as your notoriety is not high enough):

-Militia
-Federation
-Engi
-Zoltan
-Free Mantis
-Crystal
-Orchid
-Shell

Hostile Guards:

-Rebel
-Auto
-Coalition
-Rock
-Duskbringer
-Mantis
-Vagabond
-Dynasty
-Pirate
-Slug
-Hacker

WIP
Distress: Friendly Ship Out of Fuel

Occurs in:

1. Crystal Controlled Sector
2. Multiverse Drop Point
3. Engi Controlled Sector
4. Engi Harmony (Sector)
5. Mantis Controlled Sector
6. Nebula Sector
7. Rock Controlled Sector
8. Liberated Sector
9. Zoltan Controlled Sector
 at a distress beacon.

## Event

Ship: random Civilian ship.

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

* *"Greetings! It is so good to see you! We've been out of fuel and floating out here for weeks. We were terrified a pirate or those damn Rebels would find us first. Could you spare some fuel?"*
* *You arrive to find a ship floating among some debris. "Hello. Our impulse drives are shot and we can't jump. Could you give us some fuel?"*
* *A small civilian ship flies over as soon as you arrive. You're prepared to fight but they just inform you that they're out of FTL fuel and can't jump.*
* *"Hello. We used our last FTL fuel to jump to this station." They indicate a burnt out husk of debris and warped metal. "As you can see the war must have spread to this sector. We've been stranded ever since."*
* *The ship emitting the distress beacon messages you, "Sorry to bother you, but we're out of fuel and can't get out of this barren sector. Could you help us out?*
	1. Give them the fuel.
		+ *You give them the fuel.*
			- You lose **2-4**  and the civilians are grateful.
	2. (Fuel Conserver) Show them how to wire up their own conserver.
		+ *You break out the manual for your conservation device and give it to the Civilians. Whatever they throw together won't be nearly as efficient, but it should get them somewhere.*
			- The Civilians are Grateful
	3. (Emergency Manual) Teach the civilians how to produce fuel onboard.
		+ *You clone the data from the emergency manual and pass it onto the Civilians. Whatever they throw together won't be cost efficient, but it should get them somewhere. This is digital piracy by the way. Scum.*
			- The Civilians are Grateful
	4. Apologize, wish them luck, and continue on.
		+ *"We understand... Please send help our way if you meet anyone trustworthy."*
			1. Check the storage.
			2. Do nothing.
	5. Attack them.
		+ *"Wait, what are you doing?" You ignore their cries for mercy and move in to attack.*
			- Your General Notoriety is increased by 1 and you fight the Civilian ship with standard rewards.

### The Civilians are Grateful

* *"Thank you so much! We don't have much to offer, but have a look at the sector scans we took." Your map is updated.*
	+ Your map is revealed.
* **2x** *"Thank you. Here, have this extra scrap as payment."*
	+ You receive a **high** scrap-only reward.
* *"Thank the Gods. We can finally get out of here! We're jumping straight home so take this extra weapon. We won't need it, hopefully."*
	+ You receive a random weapon.
* *"Thank you. Perhaps as payment our engineer can try to optimize your ship's reactor output?"*
	+ Your reactor is upgraded by **1**.