Captain's Quarters

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Command Area
CaptainsQuarters.png
Captain's Quarters
The boss man's office and bedroom. If you're in here, you better have a good reason.
Obvious exits AI Upload east, Conference Room north
Purpose Protecting the Captain and their valuables
Access level Captain
Noteworthy contents Nuke disk, Antique laser gun, Captain's spare ID card, Chain of Command
Clearance Captain, Cyborg, AI
Security level High
Style Office/Quarters
Balance Requirements No major balance requirements
Other Notes
Jobstemp.png Locations on FTL13


This is the Captain's not-so-roomy private office, for when the pressures of command get too great. It is located in the command sector, with the Bridge to the north (so the Captain can stride manfully onto the Bridge in a crisis) and to AI Upload to the east (to get permastunned because he thought going in there was a good idea). It is only right that the Captain himself spawns here. Naturally, Captain-level access is required to use this room.

This room contains the Nuclear Authentication Disk (so the Syndicate can blow up the ship), a storage unit with a special space suit and jetpack (so the Captain can disappear into space), the Captain's Spare ID (so that the Clown can become SUPREME RULER) and the Chain of Command (to whip troublemakers). The Captain's Antique Laser Gun is also stored in a high-security display case here, and a box of medals, including the much-coveted Medal of Captaincy, is on the desk for nobody to ever earn.

The Captain's private quarters is the room to the left. This contains a comfortable bed for the Captain to sleep on, as well as a locker with some armor, an energy gun, parade outfit and an extra jumpsuit. He also has a wardrobe full of different undergarments.

The office's main target for traitors is that Spare ID, which they will try to get their filthy hands on. This can be accomplished relatively easily, albeit noticeably, by breaking the southern windows (if the shutters are up anyway), and provides a pretty quick shortcut to the AI Upload to make the station suffer.

If you're smart, you'll leave the shutters down while you're absent from your office, so people will have to go the long way around, buying you more time to arrest them, or giving you more time to make an escape plan if the crew wants your head for some reason.

Command Area
NRVCaptainsQuarters.png
Captain's Quarters
The boss man's office and bedroom. If you're in here, you better have a good reason.
Obvious exits AI Upload east, Conference Room north
Purpose Protecting the Captain and their valuables
Access level Captain
Noteworthy contents Nuke disk, Antique laser gun, Captain's spare ID card, Chain of Command
Clearance Captain, Cyborg, AI
Security level High
Style Office/Quarters
Balance Requirements No major balance requirements
Other Notes
Jobstemp.png Locations on FTL13


This is the Captain's cluttered private office, for when the pressures of command get too great. It is located in the command sector, with the Bridge to the east (so the Captain can stride manfully onto the Bridge in a crisis) and Munitions to the south (so the Captain can experience first-hand exploding from an ejected live shell). It is only right that the Captain himself spawns here. Naturally, Captain-level access is required to use this room.

This room contains the Nuclear Authentication Disk (so the Syndicate can blow up the ship), a storage unit with a special space suit and jetpack (so the Captain can disappear into space), the Captain's Spare ID (so that the Clown can become SUPREME RULER) and the Chain of Command (to whip troublemakers). The Captain's Antique Laser Gun is also stored in a high-security display case here, and a box of medals, including the much-coveted Medal of Captaincy, is on the desk for nobody to ever earn.

The Captain's private quarters is the office itself. This contains a comfortable bed for the Captain to sleep on, as well as a locker with some armor, an energy gun, parade outfit and an extra jumpsuit. He also has a wardrobe full of different undergarments.

The office's main target for traitors is that Spare ID, which they will try to get their filthy hands on. It's a little trickier to break into this time, but if you know how to take down r-walls, you could enter from the north, but you'll be very visible in that hallway.