FTL: Faster Than Light Wiki
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FTL: Faster Than Light Wiki

This page consists of events that do not appear in unmodified FTL, whether because they are not included in any event list or because they are themselves commented out completely.

For more events (and other content) that didn't make it into the final version of the game, see The Cutting Room Floor (TCRF) - FTL: Faster Than Light.

Events commented out[]

Hostile auto-ship detected[]

As soon as you arrive multiple warnings go off. A hostile automated ship is detected and an Anti-Ship Battery begins firing. This doesn't look good!

  1. Prepare to fight.
  2. (Simple Hacking) Confuse the Anti-Ship Battery's targets. (Requires level 1 Hacking)
    • You spot a weakness in the targeting satellites. Your crew is able to launch a hacking drone to periodically confuse the ASB's lock signal. It should sometimes fire on the Rebel ship now.
  3. (Advanced Hacking) Override the ASB's target. (Requires level 3 Hacking)
    • You spot a weakness in the targeting satellites. Your crew is able to launch an improved hacking drone to overwrite the ASB's target locks. It will fire on the Rebel ship instead!

This event is called "REBEL_AUTO_PDS" in the datafiles.


Mantis commando[]

You come across an Engi wreck with one life-sign aboard; it turns out to be the sole survivor of the Mantis boarding party that wiped out the ship's crew. He's in no state to fight and he's brought aboard.

  1. Release him.
    • You help get the Engi ship up and running but take some of their supplies. He takes off without another word.
    • He takes your mercy as a sign of weakness and rigs up a small timed explosive before making off in the Engi vessel.
      • You receive 3 hull damage and 1 damage with a fire to a random system.
  2. Kill him.
    • The Mantis commando shows no fear as the airlock's inner doors are sealed and space prepares to take him. You press the switch and then he's gone, whisked out into the great black.
    • You strip the Engi ship before preparing to deal with the Mantis. However, the commando immediately realizes your intentions and attacks!
  3. (Mantis Crew) Interrogate him.
    • It's not clear what occurs between the two Mantis behind the locked door, but when they emerge the commando is prepared to provide telemetry on the local sector. He then leaves on the Engi ship. Your map has been updated.
      • Your map is revealed.
    • After a short time alone with the commando, you are told he wishes to join the crew. Although you are surprised at the commandos willingness to swap allegiances, you trust your crewmembers' judgement about him.
  4. (Mind Control) Interrogate him.
    • Your mind control device allows you to quickly get his story without resistance. It appears the boarding party was attempting to steal an weapon that the Engi ship was transporting. However their team was wiped out by drones.
      • You find the weapon in a hidden storage hold and decide to patch the ship up enough to let the mantis leave.

This event is called "MANTIS_CAPTURE_COMMANDO" in the datafiles.


Mantis gamble[]

This node is currently home to a Mantis leisure ship: a place of brothels and combat arenas for warriors to release steam. When they scan your inventory they indicate that you're eligible to engage in a grand game of chance.

  1. You don't gamble with crooks. Prepare to jump.
    • Nothing happens.
  2. Bet 50 scrap on the warrior with blue paint.
    • You watch over the view-screen as two Mantis juveniles are pitched at one another in combat.
      • You lose 50 scrap.
        • The one in blue gets pressed into a corner, but he lashes out at the last moment, decapitating his opponent. You claim your winnings!
          • You receive 100 scrap.
        • The blue Mantis seems sure to win, scoring numerous hits on his enemy. However, the one in red ends the fight with a single key swipe.
          1. Pay what you owe.
            • You transfer over the scrap that you bet and quit while you still have a ship to sail off in.
              • Nothing happens.
          2. (Advanced Engines) Dodge the debt and power up the engines. (Requires level 4 Engines)
            • You are able to get out of firing range of the cruiser before they can react. However, a smaller ship breaks off from a patrol and moves in to engage.
  3. Bet 50 scrap on the warrior with red paint.
    • You watch over the view-screen as two Mantis juveniles are pitched at one another in combat.
      • You lose 50 scrap.
        • The blue Mantis seems sure to win, scoring numerous hits on his enemy. However, the one in red ends the fight with a single key swipe. You claim your winnings!
          • You receive 100 scrap.
        • The one in blue gets pressed into a corner, but he lashes out at the last moment, decapitating his opponent.
          1. Pay what you owe.
            • You transfer over the scrap that you bet and quit while you still have a ship to sail off in.
              • Nothing happens.
          2. (Advanced Engines) Dodge the debt and power up the engines. (Requires level 4 Engines)
            • You recall the scrap you prepared to send and are able to get out of the cruiser's firing range before they can react. However, a smaller ship breaks off from a patrol and moves in to engage.

This event is called "MANTIS_GAMBLE" in the datafiles.


Rebel forward base on planet[]

You're shocked to discover a Rebel forward base on this planet. A patrol ship moves in to intercept and sensors indicate an Anti-Ship Battery is about to fire. We've got to get out of here!

  1. Prepare to fight.
  2. (Simple Hacking) Confuse the Anti-Ship Battery's targets. (Requires level 1+ Hacking)
    • You spot a weakness in the targeting satellites. Your crew is able to launch a hacking drone to confuse the Anti-Ship Battery's targeting matrix. It should also fire on the Rebel ship now.
  3. (Advanced Hacking) Override the ASB's target. (Requires level 3 Hacking)
    • You spot a weakness in the targeting satellites. Your crew is able to launch an improved hacking drone to overwrite the Anti-Ship Battery's targeting matrix. It will fire on the Rebel ship instead!

This event is called "REBEL_PDS" in the datafiles.


Rock nursery[]

Fluctuating life-signs are reported near the surface of a hazy, pock-marked moon in the vicinity. It seems this is a Rock nursery where the young are 'acclimatized' to their religion - only there's been some kind of coup and the students are running amok!

  1. Transfer an away team to investigate.
  2. Leave.
    • As long as they're not shooting at the ship it's best to leave them be.
      • Nothing happens.
  3. (Improved Weapons) Fire a warning shot near to the commotion to announce your arrival. (Requires level 6 Weapon Control)
    • You dispatch a barrage of weapons fire that crashes home into an unused quarry near to the installation. Weapons fire on the surface ceases for as long as it takes for the moon's defense force to be dispatched to your location!

The battle[]

It's not long before the violence on the planet becomes a full-scale battle, your away team and their military-grade weaponry in the very center of it.

  • Things, in the end, do not go well. The enemy succeeds in flanking your team and they're forced to retreat to the ship.
  • The fight goes poorly, and your team eventually finds itself out on the flank with a wounded Rock combatant in tow. They make a desperate push for the shuttle co-ordinates, but one falls. The survivor helps the injured Rock aboard.
    • You lose 1 random crewmember and receive 1 Rockman crewmember.
      • (Clone Bay) Fortunately, your crewmember was close enough to the ship for the Clone Bay to revive them.
  • Your team hunkers down in the main quad and succeeds in holding off the enemy combatants and claiming control of the institution!
  • Your team comes under heavy fire. One is blinded by a flash bomb and staggers past the lip of a quarry and to their death far below; the other succeeds in joining with friendly forces and ultimately claims control of the institution!
    • You lose 1 random crewmember.
      • (Clone Bay) Fortunately, your crewmember was close enough to the ship for the Clone Bay to revive them.
  • As the battle proceeds the action moves away from your team's location. During the lull they're able to secure some abandoned weapons; by the time they're done the battle is largely over and they return to ship.

Won the battle[]

(Students side) The students secure the remaining staff and prepare to leave the solar system - there is only one path open to them now, that of the outlaw.
(Authorities side) The staff and authorities subdue the last of the renegade students; prison transport ships are already in orbit.

  • In return for your support during the fight the survivors reward you with the funds set aside for prison transport. You leave before anyone changes their mind!

Lost the battle[]

(Students side) The staff and authorities subdue the last of the renegade students; prison transport ships are already in orbit.
(Authorities side) The students secure the remaining staff and prepare to leave the solar system - there is only one path open to them now, that of the outlaw.

  • Fully aware that their victory was threatened by your arrival, the survivors immediately dispatch a ship to eliminate you!

This event is called "ROCK_NURSERY" in the datafiles.

Ghost ship[]

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

  • This beacon lies in an empty section of space. You almost move on before spotting a heavily damaged ship drifting nearby. The ship's markings are unfamiliar.
  • You share this beacon with just one other ship, but it appears ancient and long since abandoned.
  • Another ship is jumping away just as you arrive. They send out a quick communication before their jump completes: "That ruined bulk is more trouble than it's worth." You see a drifting, abandoned vessel nearby.
  • There's a heavily damaged ship at this beacon. You briefly pick up a very distorted communication from the ship but are unable to understand it. Your sensors detect no life-signs.
    1. This is a great opportunity. Let's dock and see if we can find valuable supplies.
      • Your crew complains of hearing strange voices as they work. One requests that they end the salvage operation early.
        1. They're being ridiculous. Finish the job.
          • The salvage operation ends without a hitch. You get your crew-members back on board and prepare to jump away.
          • Just as they're finishing the salvage operation, your crew reports they're being attacked by what they claim to be the ghosts of the previous crew. They seem confident they can deal with them though.
            1. Order your crew to retreat with what they can and get back to the ship.
            2. Order them to stand their ground, they should be able to handle a few ghosts.
              • The fight doesn't doesn't go well. Eventually your crew is forced to abandon the supplies and retreat of their own accord.
              • The ghosts prove to be even weaker than you'd expected. Your crew quickly mops them up and brings back a large cache of supplies.
              • Your crew is losing the fight against the ghosts. If this continues, you'll lose everyone.
                1. Everyone make a full retreat.
                2. Retreat if possible, but protecting the ship is the primary goal.
                  • You lose a crew-member to the fight but manage to escape the ghost ship and its inhabitants.
                    • (Clone Bay) You get back to find your crew-member cloned, though annoyed with the command decisions that lead to his death.
        2. They've gathered enough supplies. Let's get going.
        3. (Sensors) Wait, sensors are picking up something strange...
          • Your sensors are picking up some subtle but anomalous activity, it's as if the ship is slowly activating. You pull everyone back to your ship with what they have gathered.
    2. We're in a hurry, let's just quickly pull some scrap off the ship.
    3. Something seems wrong here. Let's just leave.
      • Nothing happens.

Ghosts board the ship[]

The ghosts follow your crew-members back on board the ship!

  • 2-4 ghost boarders beam aboard.

The ship becomes hostile[]

  • Suddenly the wreckage powers up. Still no life-signs are detected. You have no idea who's piloting the ship, but it has clearly become hostile.
    • Fight a crewless Slug Assault ship.
      • (When the ship is destroyed) The haunted ship is destroyed. It won't be able to trouble future travelers.
  • You receive a transmission from the ship: "You got what you came for. Now leave us!" No life-signs are detected still.
    1. You take the empty ship's advice and leave.
      • Nothing happens.
    2. This ship could be dangerous to future travelers. We should destroy it.
      • Fight a crewless Slug Assault ship.
        • (When the ship is destroyed) The haunted ship is destroyed. It won't be able to trouble future travelers.

Trivia[]

This event is called GHOST_SHIP in the datafiles.

Test events[]

The following events were intended as tests and were never considered for inclusion in their current state in the final FTL game, unlike the above cut events.

Name and gender tests[]

Unlike all other events in FTL, these events use unique, non-functional syntax that was supposed to allow selected crew members' name and gender to be substituted dynamically in the event text. In the final game, no such functionality is available; the event text will never change to accomodate crew. This syntax is transcribed as is from the datafiles below.

Big name test[]

A ship with pirate markings hails you: "Hello, we know you have %crew on board. The bounty on %crew_his head is substantial, hand %crew_him over and we'll share it."

  1. That bounty could be vital to our survival, hand %crew over.
    • %loss1 goes without complaint, understanding your mission is more important than %loss1_his life.
      • You lose 1 random crewmember, and you gain Scrap gained:40-80 scrap.
  2. You don't give in to pirate demands. Power your weapons and prepare to fight.
    • Fight a Pirate ship.
  3. %req says %req_he has detected a flaw in their ship sensors and can exploit it, allowing the Kestrel to escape without a fight.
    • You hear a hail on all channels: "Dammit, where did you go!? This isn't over %crew!"
      • Nothing happens.

This event is called BIG_NAME_TEST in the datafiles.

Hidden crew races[]

A "ghost" race is hidden within the FTL files. They are available with save-game editors and some mods. "Ghosts" have 50 health, do not require oxygen, and look like translucent humans with a yellow glow. An unused event involves an attack by ghosts when salvaging their "haunted" shipwreck.

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