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Mirror’s Edge (2008) | The City Definitive World Info
108 entries · scan depth 4 · budget 3,500 tokens · recursive scanning off
Original Mirror’s Edge 2008 worldbook, including locations, character histories, courier operations, surveillance, public life, original comic prequel, and spoiler-locked late-game secrets. No Catalyst continuity.
Book settings
- #1CORE | 2008 continuity
Keys: original Mirror’s Edge, Mirror’s Edge 2008
Always on · After character · Order 100 · 100%
Entry settings
Use the ORIGINAL 2008 Mirror's Edge, NOT Catalyst. The City is a fictional, monitored, visually clean near-future metropolis. Faith is 24; Kate is her twin and a CPF officer; Mercury runs Faith's courier operations; Celeste is a fellow Runner. The story begins before Pope's assassination by default. Never import Glass, Cascadia, KrugerSec, MAG Rope, Catalyst's GridLink, Noah or Dogen. No fixed real-world country or in-universe calendar year is reliably established.
- #2CORE | 2008 continuity
Keys: original game timeline, continuity 2008
Always on · After character · Order 100 · 100%
Entry settings
Default time is early original-game continuity, while Faith, Kate, Mercury and Celeste are active. Later canonical developments are possible story branches, not inevitable facts. Separate the game's established initial state from discoveries and outcomes; characters only know what they have witnessed or been told. The 2008 Rhianna Pratchett six-issue prequel comics offer background, but some inferred chronology differs from the original manual, so avoid enforcing a precise universal year or training date.
- #3GAME | 2008 continuity
Keys: The City, City skyline, city of Mirror’s Edge
Enabled · After character · Order 60 · 100%
Entry settings
An unnamed coastal metropolis of white facades, dark glass, striking color accents and monumental office blocks. Its surfaces look calm and immaculate, yet rooftops, exhaust vents, drains, maintenance catwalks, rail yards and crowded service levels tell a less controlled story. Public security and municipal renewal are pervasive. Everyday people still work, shop, socialize and benefit from some real civic amenities. Do not identify it as an actual city or assert a certain country.
- #4GAME | 2008 continuity
Keys: citizenship policies, Citizenship Program
Enabled · After character · Order 45 · 100%
Entry settings
A civic reform and control program sold as a way to make life easier, safer, healthier and more orderly. It restricts unconventional lifestyles, unregulated communication and political dissent as institutions expand their oversight. Many residents sincerely appreciate reduced disorder; others view the tradeoff as intolerable. The surface of consent is an important part of this world: authority uses convenience and social pressure as well as force.
- #5GAME | 2008 continuity
Keys: November Riots, November protest riots
Enabled · After character · Order 45 · 100%
Entry settings
Public demonstrations against the City's tightening controls deteriorated into lethal riots. Faith and Kate's mother, Erika Connors, died amid the chaos. The event traumatized the sisters and helped fracture their family. Officials invoke the memory of unrest to justify maintaining order, while opposition activists remember the losses and suppression. Don't invent a precise calendar date beyond the known event name.
- #6COMIC | 2008 continuity
Keys: Libertas protesters, Libertas movement
Enabled · After character · Order 20 · 100%
Entry settings
A protest movement resisting the City's increasingly prescriptive civic regime, linked to the Connors family in the original prequel comics. Abraham and Erika Connors supported the cause. Its rise and violent suppression influenced Faith's skepticism of organized political causes, even though she strongly values personal freedom. Members and sympathizers may hold different views; it is not synonymous with the entire Runner network.
- #7GAME | 2008 continuity
Keys: redevelopment authority, urban renewal, New City
Enabled · After character · Order 20 · 100%
Entry settings
The newer districts present polished plazas, secure office towers, white transit infrastructure, modern apartments and orderly pedestrian traffic. Construction work is nearly continuous, replacing old streets with regulated spaces. Renovation creates scaffolding, cranes, unsecured service routes and changing sightlines useful to Runners. Prestige projects often work hand in glove with political power.
- #8GAME | 2008 continuity
Keys: Old Town district, Old Town
Enabled · After character · Order 20 · 100%
Entry settings
Older urban pockets remain beneath or beyond the recent redevelopment. Worn streets, low-rise buildings, improvised repairs and weaker access to City-approved amenities contrast with the clean towers. Independent storefronts and informal networks are plausible, but Old Town is not uniformly lawless or devoid of residents who value stability.
- #9SUPPORT | 2008 continuity
Keys: public order, civil liberties, city safety
Enabled · After character · Order 20 · 100%
Entry settings
The City presents a genuine tension between everyday safety and loss of privacy or autonomy. Petty crime may be uncommon in regulated districts, yet surveillance, restricted information and political manipulation suppress dissent. A citizen can reasonably prefer reliable services without endorsing abuses. Police and corporate employees are individuals, not automatically villains.
- #10SUPPORT | 2008 continuity
Keys: citizens, office commuters, city residents
Enabled · After character · Order 20 · 100%
Entry settings
Office workers, transit riders, maintenance staff, merchants, nurses, journalists, students and families sustain ordinary life. Secure employment and a clean commute are meaningful comforts. Citizens have different views on the official narrative and may be frightened by illicit couriers, sympathetic to them, indifferent or conflicted. Civic rules do not make every conversation political.
- #11SUPPORT | 2008 continuity
Keys: ID checkpoint, citizen checkpoint, security screening
Enabled · After character · Order 20 · 100%
Entry settings
CPF and private security checkpoints can include visual identification, bag checks, cameras, patrol spacing, controlled entrances and documented orders. A person is not always detained simply for being unusual. A credible lead, alert or breach increases scrutiny. Avoid invented universal biometrics that make infiltration literally impossible; the 2008 technology is advanced but grounded.
- #12GAME | 2008 continuity
Keys: censorship, city propaganda, media control
Enabled · After character · Order 20 · 100%
Entry settings
Public-facing screens, news bulletins and city-approved messaging emphasize order, prosperity and safety. Information can be shaped by access, slant, censorship and self-censorship. Journalists and local witnesses can still discover facts, but publication carries risks. Separate official claims from established truth.
- #13GAME | 2008 continuity
Keys: camera network, surveillance cameras, CCTV
Enabled · After character · Order 20 · 100%
Entry settings
Cameras monitor public and private approaches, building access, plazas and important corridors. Blind spots, maintenance failures, changing camera angles, glare and administrative boundaries complicate coverage. Camera footage may be reviewed and shared, but the police cannot instantly see every roof tile in the entire city. Runners exploit physical routes and delayed communications.
- #14GAME | 2008 continuity
Keys: rooftop couriers, Runners, Runner network
Enabled · After character · Order 65 · 100%
Entry settings
Runners are human couriers moving information, parcels and other sensitive materials outside the City's monitored channels. They train in parkour and use rooftop routes, service corridors and nonstandard handoffs; trackers coordinate jobs and monitor risk. They are not a uniform army or a magic brotherhood: individuals charge for jobs, disagree and have personal loyalties. Skilled Runners avoid contact and preserve plausible deniability.
- #15SUPPORT | 2008 continuity
Keys: Runner delivery, courier job, courier contract
Enabled · After character · Order 20 · 100%
Entry settings
A courier job requires a sender, destination or handoff, agreed urgency, route planning, payment and risk assessment. Sensitive material might be a document, memory device, medical item or message. Some customers are altruistic, others exploit secrecy; Runners need not agree with everything carried. Clients may lie, drop contacts may miss meetings and bad information can be as dangerous as police.
- #16GAME | 2008 continuity
Keys: runner tag, Runner symbol, Runner graffiti
Enabled · After character · Order 20 · 100%
Entry settings
Runners use recognizable personal marks and informal signs to identify crews and routes. Faith's black mark around her right eye echoes her personal tag; her right-arm tattoo is equally distinctive. In-game splashes of red are a presentation of navigational awareness, not necessarily physical red markings left on every climbable object.
- #17GAME | 2008 continuity
Keys: Runner dispatcher, Tracker, trackers
Enabled · After character · Order 55 · 100%
Entry settings
A Tracker coordinates routes, communications, contacts and delivery work from a relatively secure location. Mercury and Drake are known examples. They may access scanners, maps, watch patrol changes and arrange handoffs. Trackers are knowledgeable but limited by bandwidth, current information and what field Runners report; they are not omniscient.
- #18SUPPORT | 2008 continuity
Keys: Runner hideout, Runner safehouse, Merc’s lair
Enabled · After character · Order 20 · 100%
Entry settings
Safehouses provide a place for radios, route maps, food, rest and emergency concealment. A hideout may be an adapted apartment, utility room or abandoned industrial space rather than a spectacular bunker. Runners need to protect locations and avoid predictable traffic. Damage to one safehouse need not collapse an entire network, but exposure can endanger friends and contacts.
- #19GAME | 2008 continuity
Keys: earpiece, Runner radio, radio comms
Enabled · After character · Order 20 · 100%
Entry settings
Compact earpieces and handsets let field Runners stay in contact with trackers. Signals can drop through concrete, underground corridors, interference or obstructed routes. Communications can carry scanner updates, warnings, jokes and reassurance. No instant unlimited surveillance or telepathy; a dispatcher must find information before passing it on.
- #20GAME | 2008 continuity
Keys: red pathfinding, Runner’s Vision, Runner Vision
Enabled · After character · Order 55 · 100%
Entry settings
In the 2008 game, useful pipes, doors and surfaces appear highlighted red to represent a trained Runner's awareness of possible paths. It is a visual device for the player, not proof that objects glow for bystanders, and not a Catalyst-style computerized implant. A Runner may notice a plausible route others overlook. There are often multiple routes, some faster or more dangerous than others.
- #21GAME | 2008 continuity
Keys: flow of running, momentum, the Flow
Enabled · After character · Order 55 · 100%
Entry settings
Running well means chaining vaults, wall-runs, springboards, slides, rolls, climbs and leaps while preserving speed. Momentum increases reachable distances but makes sudden stops harder. Poor angle, wet footing, load and fatigue matter. The Flow is a practiced state of concentration and perceptual familiarity, not supernatural speed, invulnerability or time travel.
- #22GAME | 2008 continuity
Keys: speed vault, parkour, wall climb, wall run
Enabled · After character · Order 55 · 100%
Entry settings
A Runner must judge footholds, grip, wall texture, approach angle, horizontal distance, safe landings and escape routes. Wall-runs cover limited distance; springboards exchange forward speed for height; vaults and slides conserve momentum; rolls reduce force within survivable drops. Training takes time. Unsupported multi-story jumps, slippery edges and damaged ladders can be fatal.
- #23SUPPORT | 2008 continuity
Keys: rooftop chase, ledge, roof gap
Enabled · After character · Order 20 · 100%
Entry settings
High roofs create wind, glare, acoustic echoes, fragile barriers and serious fall exposure. A short-looking gap may be uncrossable without proper speed or a lower fallback surface. Track the relative positions of characters and pursuers, locked doors, railings, helicopters and hazards. Spectacular stunts require plausible setup and are not automatic successes.
- #24SUPPORT | 2008 continuity
Keys: injury, fall damage, fatigue
Enabled · After character · Order 20 · 100%
Entry settings
The game's recovery system abstracts minor damage, but for narrative roleplay broken bones, bullet wounds, sprains, concussion and exhaustion have realistic consequences. Runners may rest, bandage, seek medical help, miss jobs and adapt routes. Don't use a videogame health bar or instant full healing after a few seconds.
- #25GAME | 2008 continuity
Keys: disarming, melee fight, Runner combat
Enabled · After character · Order 20 · 100%
Entry settings
Faith and other experienced Runners use evasive footwork, quick strikes and disarms to open an escape route. Against several armed guards, escape is generally wiser than a stand-up fight. A successful disarm requires proximity, timing and space; an armed opponent can shoot before the attempt lands. Neither Runner speed nor adrenaline allows reliable dodging of already-fired bullets.
- #26GAME | 2008 continuity
Keys: guns on rooftops, firearm, police rifle
Enabled · After character · Order 20 · 100%
Entry settings
The original game permits seized police firearms, but Faith does not normally carry a substantial arsenal. Heavy guns are bulky, loud and slow a Runner; taking a weapon creates consequences and does not confer unlimited ammunition. Armed officers' line of sight, ammunition, cover, and distance make gunfire dangerous. Many Runners prefer not to kill; individual ethics vary.
- #27GAME | 2008 continuity
Keys: heightened perception, Reaction Time
Enabled · After character · Order 20 · 100%
Entry settings
In game mechanics, Faith's adrenaline-charged awareness temporarily slows the perceived action. In RP describe an intensely focused moment where a Runner notices motion and makes a practiced decision. It is not literal alteration of time or proof of a special brain implant.
- #28SUPPORT | 2008 continuity
Keys: delivery bag, courier parcel, Runner bag
Enabled · After character · Order 20 · 100%
Entry settings
Compact shoulder bags and packages are chosen for mobility. Size, weight, fragility and how a package is concealed affect routes and speed. The sender may demand a sealed handoff. A Runner may check a dangerous shipment or refuse it; discovery of the contents should depend on plausible access and consequences.
- #29SUPPORT | 2008 continuity
Keys: courier rivalry, Runner crew, Runner rival
Enabled · After character · Order 20 · 100%
Entry settings
Independent Runners compete over rates, routes, reputations and clients but may cooperate when the CPF threatens everyone. Trackers share information selectively. Friendly racing, rivalry and mistrust are possible without assuming a unified, altruistic rebel organization.
- #30GAME | 2008 continuity
Keys: CPF, city police, City Protection Force
Enabled · After character · Order 65 · 100%
Entry settings
The CPF is the City's formal police force, assigned to preserve public order and investigate crimes. Uniformed officers, detectives, command personnel, tactical teams, and air units have different duties. Many enforce restrictive rules; individuals can be conscientious, indifferent, compromised, aggressive or sincerely worried about safety. Officers rely on evidence, radios and procedures, though political direction can distort priorities.
- #31GAME | 2008 continuity
Keys: Blues patrol, the Blues
Enabled · After character · Order 20 · 100%
Entry settings
Runners' slang for City Protection Force officers, after their distinctive policing identity. Routine officers make stops, patrol transit areas and respond to alerts. Being spotted isn't proof every officer knows a Runner's identity. Resisting arrest, surveillance evidence and repeated sightings change how the CPF responds.
- #32GAME | 2008 continuity
Keys: tactical police, CPF SWAT, police pursuit
Enabled · After character · Order 20 · 100%
Entry settings
Armed tactical police and specialized personnel may respond to dangerous fugitives, high-alert searches and fortified locations. Training, ballistic gear and backup make direct confrontation dangerous. Escalation should be proportional: a casual traffic violation does not automatically summon snipers and helicopters.
- #33GAME | 2008 continuity
Keys: dispatch center, police radio, police scanner
Enabled · After character · Order 20 · 100%
Entry settings
Patrols exchange location, descriptions, search areas, status and orders over radio. Trackers may intercept or analyze traffic but cannot unambiguously decode every classified message. Dispatch can coordinate roadblocks and elevators if a suspect's location is known. Information ages quickly during rooftop chases.
- #34GAME | 2008 continuity
Keys: news helicopter, City Eye, City Eye helicopter
Enabled · After character · Order 20 · 100%
Entry settings
Helicopters offer observation and rapid aerial pursuit over accessible rooflines. Spotlight angles, neighboring buildings and flight restrictions limit them. An aircraft cannot hover through solid buildings, stop instantly, or monitor every side of a tower. City Eye also appears as a recognizable media/aircraft identity in original-game material.
- #35GAME | 2008 continuity
Keys: Pirandello Kruger, Pirandello-Kruger, PK security
Enabled · After character · Order 55 · 100%
Entry settings
Pirandello Kruger is an influential private security organization whose personnel and facilities extend the City's ability to exert force. Its security forces possess equipment, internal training and restricted-access offices. The firm's public role can be discussed without automatically exposing clandestine anti-Runner projects. It is NOT Catalyst's KrugerSec.
- #36SUPPORT | 2008 continuity
Keys: security contractor, private security guard
Enabled · After character · Order 20 · 100%
Entry settings
Corporate and municipal facilities may hire separate security firms to control entrances, patrol interiors, guard executives and maintain surveillance. Their orders and liability differ from the CPF. Guards may be unarmed, equipped with nonlethal gear or heavily armed depending on the site; not every guard is an elite rooftop specialist.
- #37GAME | 2008 continuity
Keys: Icarus file, Project Icarus, ICARUS
Enabled · After character · Order 50 · 100%
Entry settings
PROJECT ICARUS is a restricted term whose significance is NOT publicly established at the beginning of the game. At first, it can appear as a name on a note, research document or security reference. Treat it as a mystery until credible documents, witnesses or discoveries establish its real purpose. Do not auto-reveal participants, operational targets, collaborators or crimes simply because the keyword appears.
- #38SPOILER | SPOILER LOCKED; enable only after revealDisabled
Keys: Pursuit cops, Icarus pursuit team, Pursuit Police
Disabled · After character · Order 30 · 100%
Entry settings
LATE-GAME REVELATION ONLY: Specialized pursuit units receive parkour-like mobility training to intercept Runners across rooftops. They are human and cannot ignore normal risks or defeat veteran Runners automatically. Once this program is discovered, tactical units can employ route prediction and rooftop coordination.
- #39GAME | 2008 continuity
Keys: Callaghan administration, Mayor Callaghan
Enabled · After character · Order 40 · 100%
Entry settings
Mayor Callaghan is the City's incumbent leader. Civic security, renewal and construction tie into the administration's political interests. The 2008 material and some related releases differ on personal details; preserve the title and surname, and avoid a confident first name/gender assertion unless a chosen version explicitly establishes one. Officials act through staff and agencies as well as public appearances.
- #40GAME | 2008 continuity
Keys: City election, mayoral election, public reform
Enabled · After character · Order 20 · 100%
Entry settings
Robert Pope campaigns as a challenger to the incumbent administration, promising change and attracting scrutiny. Political power is contested through speeches, media, donor networks and institutional alliances, not solely through rooftop shootouts. Allegations require evidence; different citizens interpret reform in different ways.
- #41GAME | 2008 continuity
Keys: Robert Pope, Pope campaign
Enabled · After character · Order 45 · 100%
Entry settings
Robert Pope is a public figure and mayoral challenger whose policy stance threatens entrenched interests. He maintains offices and security arrangements, and can plausibly meet sources, reporters or political allies. In the pre-game default he is alive. His later death is a potential plot event, not inevitable or pre-known by the cast.
- #42GAME | 2008 continuity
Keys: Pope offices, Robert Pope & Associates
Enabled · After character · Order 20 · 100%
Entry settings
An office and professional operation tied to Robert Pope's civic career. Its polished interiors, visitors and security procedures make it a location for appointments, lobbying, document drops, campaigns, and potentially sensitive meetings. A courier with legitimate business may enter through an arranged handoff.
- #43GAME | 2008 continuity
Keys: Travis Burfield, Ropeburn
Enabled · After character · Order 40 · 100%
Entry settings
Travis 'Ropeburn' Burfield is a physically intimidating corporate and security figure connected to Pope's circle and to shipping business. He knows how to apply leverage and protect his interests. In early continuity his involvement in any covert operation is not general public knowledge; don't jump straight to confessions or combat.
- #44GAME | 2008 continuity
Keys: Burfield Shipping, shipping offices, Z. Burfield
Enabled · After character · Order 20 · 100%
Entry settings
Z. Burfield International Shipping is a prominent freight and logistics enterprise with offices and operations linked to the docks. Its cargo network is useful for legitimate deliveries and covert transfers. Industrial spaces include maintenance access, containers, cranes and guarded cargo routes.
- #45GAME | 2008 continuity
Keys: Faith Connors, Faith’s tattoo, Faith the Runner
Enabled · After character · Order 45 · 100%
Entry settings
24-year-old original-game Runner, lean and agile, with short angular black hair, brown eyes, a black tag tattoo around her right eye and a large right-arm tattoo. Black athletic top with white stripes, white cargo trousers and red split-toe shoes. Self-reliant, pragmatic, courageous, skeptical of authorities and overblown rhetoric; dry humor, guarded warmth. Kate is her twin. Merc trained her. Faith is highly skilled but human, susceptible to fear, pain and error.
- #46GAME | 2008 continuity
Keys: Officer Connors, Kate Connors
Enabled · After character · Order 45 · 100%
Entry settings
Faith's 24-year-old twin sister, a diligent CPF officer with a stronger belief in institutions and civic rules than Faith. They are estranged in habits and outlook but care deeply about each other. Kate dislikes Faith's dangerous clients and illegal activity. Her loyalty to the law is sincere, not proof of gullibility. In the default opening she has not yet been framed for murder.
- #47GAME | 2008 continuity
Keys: Merc’s safehouse, Merc, Mercury
Enabled · After character · Order 45 · 100%
Entry settings
Former Runner and now Faith's mentor/Tracker. Merc assigns courier work, gives radio guidance, tracks patrol activity and protects the network. Wry, critical, quick with dry banter but deeply loyal to his Runners. He once caught a young Faith stealing from him and offered her a chance to train instead of punishment. He usually coordinates from a safehouse, not from every active rooftop.
- #48GAME | 2008 continuity
Keys: Celeste, Celeste Wilson
Enabled · After character · Order 45 · 100%
Entry settings
Accomplished Runner and friend of Faith, also trained through the network. Admired for stylish, fluid parkour, confidence and an undercurrent of cynicism. Can banter or disagree while sincerely cooperating in early scenes. Keep any later divided loyalties unrevealed until established by play; she must not act like a villain because the model remembers the final plot.
- #49COMIC | 2008 continuity
Keys: Drake, Drake’s equipment
Enabled · After character · Order 20 · 100%
Entry settings
A tech-capable Runner network tracker and colleague of Merc, supplying equipment, radio support and occasional jobs. In the prequel comic, Drake helps identify an experimental security camera chip and coordinates with Runners including Kreeg. He operates through communication and established contacts; he is not an all-purpose omniscient hacker.
- #50COMIC | 2008 continuity
Keys: Clarence E. Kreeg, Kreeg
Enabled · After character · Order 20 · 100%
Entry settings
Runner associated with Drake, involved in dangerous courier work in the original prequel comics. He has been pursued while carrying material connected to Faith's family. His presence adds breadth to the network beyond Faith and Celeste. Specific mannerisms are not exhaustively established; invent only what fits the scene without treating headcanon as canon.
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