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Sector Map


Sectors are zones in FTL: Faster Than Light, each containing roughly 20 beacons. On the sector map, there are three broad categories of sector.

These sector colours are determined randomly, but the odds are not equal. There is a 40% chance for a sector to be red, 40% to be green, and 20% to be purple.

There are also two "special" sectors:

The colour-coding of sectors is misleading. It suggests that green sectors are safer, while red sectors have more fights and therefore more scrap; but that is not really true. For example, while Engi sectors have few fights and are very safe, Zoltan sectors have many fights and are among the most dangerous. It's best to choose your next sector based on an understanding of that specific sector, rather than just looking at its colour. One important difference between sectors is the number of stores they contain.

The following sector descriptions list types of events under the "beacons" heading. These are taken straight from the game files, and can be misleading. For example, the starting sector has one "quest" beacon, but that simply means there is one beacon that selects events from the "QUESTS" event list. You can actually encounter quests generated from other beacons as well. And that one "quest" beacon might not even exist on the map, because all beacons may have been "filled" by other events already.

Civilian Sectors[]

Civilian (Starting Sector)[]

"The data you carry is vital to the remaining Federation fleet. You'll need supplies for the journey, so make sure to explore each sector before moving on to the next. But get to the exit before the pursuing Rebel fleet can catch up!"

Despite the in-game name, the starting sector is slightly different from the usual Civilian Sector: it has fewer stores, items, quests and nebulas. This sector is always and only Sector 1.

Random Events[]

See Civilian Sector Events as the Civilian Events are used.

Beacons[]

  • 1-2 stores
  • 1 various item
  • 1-2 distress beacons
  • 1 quest
  • 2-4 neutral encounters
  • 4-6 hostile encounters
  • 0-11 nebula spaces
  • 1-2 empty beacons

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Human
  • 2: Engi, Mantis
  • 3: Rockmen
  • 5: Zoltan

Soundtrack[]

The following tracks can be played in this sector : Civilian, Cosmos, MilkyWay, Lost Ship.



Civilian Sector[]

"Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!"

This sector can occur multiple times per game and is different from the first sector.

Random Events[]

See Civilian Sector Events

Beacons[]

  • 2-3 stores
  • 2-3 various items
  • 1-2 distress beacons
  • 0-2 quests
  • 2-4 neutral encounters
  • 4-6 hostile encounters
  • 0-11 nebula spaces
  • 1-2 empty beacons

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Human
  • 2: Engi, Mantis
  • 3: Rockmen
  • 5: Zoltan

Soundtrack[]

The following tracks can be played in this sector : Civilian, Cosmos, MilkyWay, Lost Ship.



Engi Controlled Sector[]

"You have arrived in Engi space. The fall of the Federation has brought tough times for these robotic lifeforms, but they're usually willing to help."

This sector can occur multiple times per game.

Random Events[]

See Engi Controlled Sector Events

Beacons[]

  • 2-3 stores
  • 2 various items
  • 1-3 distress beacons
  • 1 quest
  • 4-6 neutral encounters
  • 5-7 hostile encounters
  • 1-2 empty beacons

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Engi
  • 3: Human
  • 4: Zoltan

Soundtrack[]

The following tracks can be played in this sector : Engi, Cosmos, Hacking Malfunction.



Engi Homeworlds[]

"You have arrived in Engi space. The Mantis have been threatening the Engi core worlds, but you should be able to stock up for your journey."

This sector can only occur once per game and only at sector 3 or higher.

Random Events[]

See Engi Homeworlds Events

Beacons[]

  • 2-3 stores
  • 2 various items
  • 1-3 distress beacons
  • 1 quest
  • 5-7 neutral encounters
  • 5-7 hostile encounters
  • 1-2 empty beacons
  • 1 Engi Fleet Discussion random event

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Engi
  • 3: Human
  • 4: Zoltan

Soundtrack[]

The following tracks can be played in this sector : Engi, Cosmos, Hacking Malfunction.



Zoltan Controlled Sector[]

"You've entered Zoltan territory. This species is not renowned for giving anything for nothing, but you can always be assured a fair hearing."
"You've arrived in Zoltan space. It's not clear whether the authorities have any goodwill remaining, but still, you have to push forward."

This sector can occur multiple times per game.

Random Events[]

See Zoltan Controlled Sector Events

Beacons[]

  • 2 stores
  • 1-2 various items
  • 1-2 distress beacons
  • 0-1 quests
  • 5-6 neutral encounters
  • 6-8 hostile encounters
  • 1-2 boarders
  • 2-6 nebula spaces
  • 1-2 empty beacons
  • 1 Zoltan Research Facility random event

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Zoltan
  • 2: Human
  • 3: Engi, Mantis, Rockmen, Slug

Soundtrack[]

The following tracks can be played in this sector : Zoltan, Cosmos.



Zoltan Homeworlds[]

"You arrive in Zoltan space. From what you have heard they anticipated the coming war and made preparations to hold their borders."

This sector can only occur once per game and only occurs at sector 3 or higher.

Random Events[]

See Zoltan Homeworlds Events

Beacons[]

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Zoltan
  • 2: Human
  • 3: Engi, Mantis, Rockmen, Slug

Soundtrack[]

The following tracks can be played in this sector : Zoltan, Cosmos.



Hostile Sectors[]

Mantis Controlled Sector[]

"You've entered a poorly charted area of space that's known to be home to the Mantis. Ensure your hull plating is up to scratch and that you have enough fuel in the tank to make it through."

This sector can occur multiple times per game.

Random Events[]

See Mantis Controlled Sector Events

Beacons[]

  • 1-2 stores
  • 1-2 various items
  • 1-3 distress beacons
  • 6-7 neutral encounters
  • 6-7 hostile encounters
  • 1-2 boarders
  • 2-3 empty beacons

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Mantis
  • 2: Human
  • 3: Engi
  • 4: Rockmen

Soundtrack[]

The following tracks can be played in this sector : Mantis, Debris, Void.



Mantis Homeworlds[]

"You've entered a poorly charted area of space that's known to be home to the Mantis. Ensure your hull plating is up to scratch and that you have enough fuel in the tank to make it through."

This sector can only occur once per game and only occurs at sector 3 or higher.

Random Events[]

See Mantis Homeworlds Events

Beacons[]

  • 1-2 stores
  • 1-2 various items
  • 1-3 distress beacons
  • 6-7 neutral encounters
  • 6-7 hostile encounters
  • 1-2 boarders
  • 2-3 empty beacons
  • 1 Legendary thief KazaaakplethKilik random event

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Mantis
  • 2: Human
  • 3: Engi
  • 4: Rockmen

Soundtrack[]

The following tracks can be played in this sector : Mantis, Debris, Void.



Pirate Controlled Sector[]

"A few years ago this region was bustling with trade activity. Now it is overrun with bandits and marauders. You should tread lightly here."

This sector can occur multiple times per game.

Random Events[]

See Pirate Controlled Sector Events

Beacons[]

  • 1-2 stores
  • 1-2 various items
  • 1-2 distress beacons
  • 0-1 quests
  • 5-6 neutral encounters
  • 6-8 hostile encounters
  • 1 boarder
  • 0-5 nebula spaces
  • 1-2 empty beacons

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Human
  • 2: Engi, Mantis
  • 3: Rockmen
  • 5: Zoltan

Soundtrack[]

The following tracks can be played in this sector : Colonial, Void, Lost Ship, Hacking Malfunction.



Rebel Controlled Sector[]

"This sector was bustling with activity just a few years ago. Now, more than half the beacons have been destroyed, many settlements have been abandoned and the Rebels patrol constantly."

This sector can occur multiple times per game.

Random Events[]

See Rebel Controlled Sector Events

Beacons[]

  • 1-2 stores
  • 1-2 various items
  • 1-2 distress beacons
  • 0-2 quests
  • 5-6 neutral encounters
  • 6-8 hostile encounters
  • 1 boarder
  • 0-5 nebula spaces
  • 1-2 empty beacons

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Human
  • 2: Engi, Mantis
  • 3: Rockmen
  • 5: Zoltan

Soundtrack[]

The following tracks can be played in this sector : Colonial, Wasteland, Lost Ship, Hacking Malfunction.



Rebel Stronghold[]

"This sector was hit hard by the rebellion. The many alien settlements and stations located here are now watched over by almost an equal number of Rebel bases, heavy-handedly 'keeping the peace'."

This sector can only occur once per game and only at sector 5 or higher..

Random Events[]

See Rebel Stronghold Events

Beacons[]

  • 1-2 stores
  • 1-2 various items
  • 1-2 distress beacons
  • 0-2 quests
  • 5-6 neutral encounters
  • 6-8 hostile encounters
  • 1 boarder
  • 0-5 nebula spaces
  • 1-2 empty beacons
  • 1 Huge Rebel Shipyard random event

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Human
  • 2: Engi, Mantis
  • 3: Rockmen
  • 5: Zoltan

Soundtrack[]

The following tracks can be played in this sector : Colonial, Wasteland, Lost Ship, Hacking Malfunction.



Rock Controlled Sector[]

"The Rock people are a powerful and proud race. It is not unheard of to have a peaceful journey through their lands but don't count on it."

This sector can occur multiple times per game.

Crystal Lockdown Bombs can be found or bought in this sector, although they have a high rarity (4).

Random Events[]

See Rock Controlled Sector Events

Beacons[]

  • 2 stores
  • 1-2 various items
  • 1-2 distress beacons
  • 0-1 quests
  • 7-8 neutral encounters
  • 6-8 hostile encounters
  • 2-3 empty beacons

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Rockmen
  • 2: Human
  • 3: Zoltan

Soundtrack[]

The following tracks can be played in this sector : Rockmen, Wasteland.



Rock Homeworlds[]

"The Rock people have a particularly aggressive stance toward alien races trespassing in their space. You should tread carefully here."

This sector can only occur once per game and only occurs at sector 5 or higher.

Crystal Lockdown Bombs can be found or bought in this sector, with an average rarity (2).

Random Events[]

See Rock Homeworlds Events

Beacons[]

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Rockmen
  • 2: Human
  • 3: Zoltan

Soundtrack[]

The following tracks can be played in this sector : Rockmen, Wasteland.



Abandoned Sector[]

"This sector was the site of many major battles between the Federation and Rebel fleets. Strangely, there's very little evidence of these battles remaining..."

A new addition as of FTL: Advanced Edition, this sector is home to the Lanius, and many new, unique events.

This sector can occur multiple times per game.

Random Events[]

See Abandoned Sector Events

Beacons[]

  • 2 stores
  • 2-4 various items
  • 1-2 distress beacons
  • 0-1 quests
  • 5-6 neutral encounters
  • 5-6 hostile encounters
  • 1-2 hostile environment
  • 1-2 boarders
  • 1-2 empty beacons

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 2: Lanius, Human
  • 3: Engi, Mantis, Rockmen
  • 4: Zoltan, Slug

Soundtrack[]

The following tracks can be played in this sector : Lanius, Deepspace, Wasteland.



Nebula Sectors[]

In these sectors, visiting a nebula beacon will slow down the Rebel Fleet by only 20% instead of the regular 50%, since "the Rebel Fleet was prepared for the nebula".

Uncharted Nebula[]

"Nebulas were always dangerous places. Many electronics fail in these clouds. You will have to tread lightly."

This sector can occur multiple times per game.

In normal circumstances, this sector will have 1-2 stores. However, issues with map generation mean that about 0.8% will have no stores at all.[1]

Random Events[]

See Uncharted Nebula Events

Beacons[]

  • 0-1 stores
  • 1 nebula store
  • 1-3 various items
  • 1-3 distress beacons
  • 7-8 nebula neutral encounters
  • 5-6 nebula hostile encounters
  • 4 empty nebula beacons

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Human
  • 2: Slug
  • 3: Engi, Mantis, Zoltan, Rockmen

Soundtrack[]

The following tracks can be played in this sector : Void, Deepspace.



Slug Controlled Nebula[]

"The only thing that can render a nebula more dangerous is if it's also home to the Slugs. This nebula is just that."

This sector can occur multiple times per game and only at sector 4 or higher.

Random Events[]

See Slug Controlled Nebula Events

Beacons[]

  • 0-1 stores
  • 2 nebula stores
  • 0-2 various items
  • 3-4 distress beacons
  • 1-2 neutral encounters
  • 1-2 hostile encounters
  • 3-5 nebula neutral encounters
  • 5-7 nebula hostile encounters
  • 1-3 Storms
  • 0-2 empty beacons
  • 2-4 empty nebula beacons

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Slug, Human
  • 2: Engi, Mantis, Zoltan, Rockmen

Soundtrack[]

The following tracks can be played in this sector : Slug, Debris, Wasteland, Deepspace.



Slug Home Nebula[]

"The Slugs that live in this nebula field are a leisure-centered civilization. Everything in Slug life is done in the pursuit of more currency and more time in which to spend it on extravagant ventures. This, inevitably, leads to much treachery in open space."

This sector can only occur once per game and only at sector 4 or higher.

Random Events[]

See Slug Home Nebula Events

Beacons[]

  • 0-1 stores
  • 2 nebula stores
  • 0-2 various items
  • 3-4 distress beacons
  • 1-2 neutral encounters
  • 1-2 hostile encounters
  • 3-5 nebula neutral encounters
  • 5-7 nebula hostile encounters
  • 1-3 Storms
  • 0-2 empty beacons
  • 2-4 empty nebula beacons
  • 1* Slug Home Nebula Surrender random event

*Only the quest part of the event can occur once in the sector. The Slug Ship Encounter part can occur multiple times.

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare :

  • 1: Slug, Human
  • 2: Engi, Mantis, Zoltan, Rockmen

Soundtrack[]

The following tracks can be played in this sector : Slug, Debris, Wasteland, Deepspace.



Hidden Crystal Worlds[]

"You arrive in a sector not listed in any star charts. Strange crystalline ships dot the horizon. Your companion speaks, "Here we are, my home sector. It has been a long time since others have set foot here, I wonder how you will be received."

The Hidden Crystal Worlds are filled with Crystal people and technology. Long an isolationist culture, their civilians can make easy prey for new arrivals. Crystalline technology interacts in strange ways with that of other species.

Sector particularities[]

This sector can only occur once per game and can only be accessed via the Ancient Device event. Due to game mechanics, the Rebels will continue to follow you through the sector.

The Crystal sector is unique in that it is not technically part of the map. Gameplay-wise, it is a standalone sector separate from Rock Homeworlds. In regards to the map, however, Hidden Crystal Worlds and Rock Homeworlds are treated as the same sector, as reaching the exit beacon in the Crystal sector prompts you to navigate to the next sector, and notably, does not return you to the Ancient Device beacon. Exiting from hidden crystal worlds a random new sector is chosen, you will not be able to see what you missed when. Because of this separation from the map, restarting the game will send you not to the standard sector 1 but hidden crystal worlds (ships have level 1 shields but 3 power crystal piercer weapons )

In this sector, only Crystal crew members and crystal weapons can be found in Stores or as a reward in a Random Event.

Random Events[]

See Hidden Crystal Worlds Events

Beacons[]

  • 2-3 stores
  • 2 various items
  • 9-12 neutral encounters
  • 6-10 hostile encounters
  • 1-2 boarders
  • 2-3 empty beacons

Soundtrack[]

The following tracks can be played in this sector : Debris, Wasteland, Deepspace.



The Last Stand[]

Unique sector, always as sector 8, the final sector.

Random Events[]

See The Last Stand Sector Events

Beacons[]

  • 1 store
  • 3 repair stations
  • 7-10 neutral encounters
  • 6 hostile encounters

Crew members[]

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event. By Rarity, from common to rare:

  • 1: Human
  • 2: Engi, Mantis
  • 3: Rockmen
  • 5: Zoltan

Soundtrack[]

The track Last Stand is continuously played in this sector.

Sector behavior[]

  • At the beginning of this sector you meet headquarters and get 10 Fuel and 10 points of hull repair.
  • This will be the sector you fight The Rebel Flagship. When you arrive, it is already approaching the Federation Base.
  • The Rebel Fleet functions differently in this sector than in all other sectors: rather than gradually moving en-masse from the left of the screen, the Rebels conquer individual beacons each turn, indicated by flashing red backgrounds. The Flagship also conquers any beacon it reaches.
  • You need to reach the Federation Base before the Flagship can destroy it. If the Flagship stays there for 3 uncontested turns, you lose the game.
  • Repair beacons give you 15 hull repair, 5 fuel, 4 missiles, 5 drone parts, and 22 -- 44 scrap. Each beacon can only be used once, and they may be overtaken before you can reach them.
  • There is one store in the sector somewhere, but it might get overrun by the Rebel Fleet, by the Flagship, or be otherwise inaccessible.
  • Some random encounters still occur on beacons unlabelled by Long-Ranged Scanners.
  • There are no environmental hazards at first, but rebel controlled beacons have Anti-Ship Batteries.


Technical details of sector generation and events[]

Before anything else, beacon placement is generated according to a grid system. The map is divided into a 6 * 4 grid, and a beacon is randomly placed in each of the 24 squares. Some beacons are randomly removed. Beacons can only connect across one grid line in each direction, but there is also an element of raw proximity in determining whether they connect; some beacons may be too far apart despite having only one grid line between them.

Regardless, there will always be a path from the start beacon to the exit, and there will always be time to reach the exit without fighting the Rebel Fleet along the way (notwithstanding fuel problems, or events doubling the Fleet Pursuit).

Beacons are then assigned events based on the order that events are specified in the sector definition (but see nebula generation, below). Each line is either a specific event, or a list of events; and each specifies a minimum and maximum number of occurrences in the sector. The game will randomly choose between the minimum and maximum numbers (inclusive). Note that this wiki page does not reflect the actual order of events in the game files.

When a list of events is used, an event will be picked at random from that list. The same event can be picked multiple times without limit, unless it is specified as a unique event. Unique events can only occur once per sector, but can occur again in a later sector.

After fully populating a line of events, the game will move on to the next line. This is why stores and special events (such as homeworlds events) are listed at the top of the sector event definitions. It ensures those events will always be present in the sector.

Once all beacons on the map have been assigned events, the process stops. No additional beacons will be generated. That means it's possible, with modding, to create "unreachable" events, simply by listing too many in the sector definition. This also explains why some events, such as Zoltan Wise Man and the Shield Virus, are much less common than others. Not only are they unique events that can only occur once per sector, but also they are called from an event list near the bottom of the sector definition.

Nebula generation[]

Nebula beacons are the one major exception to this logic.

Any event list that starts with "NEBULA_" will generate nebula beacons on the map. When you arrive at a beacon, however, the existence of a nebula environment is specified by the event itself. This sometimes leads to confusing situations, where you jump to a non-nebula beacon but still land in a nebula environment.

All the event lists starting with "NEBULA_" are processed first, regardless of the order of events in the sector definition. This is because the game has to generate purple cloud graphics on the map. When the game places these graphics, they will sometimes overlap non-nebula beacons. Those beacons will be converted to additional nebula beacons, and will be assigned events from the default "NEBULA" event list.

After this process of nebula generation is finished, the sector generation will continue as described above.

Fallback events[]

Sometimes the game can reach the end of the sector defintion, and still have beacons left over that have not been assigned events.

Those beacons will then be assigned events from the "NEUTRAL" event list, which is used as a fallback. In Advanced Edition, the "OVERRIDE_NEUTRAL" list replaces it.

Exit beacon events[]

These are not specified in the sector definition. Instead, they are chosen from an event list shared between all sectors, called "EXIT_LIST".

Exit beacons can be located in a nebula. This only happens when the exit beacon location is covered by nebula cloud graphics on the sector map. Exits at a nebula beacon will always be an empty event (nothing happens, unless the exit is overtaken by the Rebel Fleet).

Events additional information[]

Events
Events: Blue Options
Events: Negative Consequences
Events: Rewards

References[]

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