Daedalus Bloc retirement slides[edit | edit source]
This page has the Daedalus retirement slides and blurbs for every merc. (It "will eventually" have them all: if you have some that are missing, please contribute!)
Obviously this entire page is spoilers; until you have experienced the ending slides once, you might not want to view the details here.
The organization of this page is based on one player's guess about how the retirement "blurbs" are created:
- The text for the cyberknight is fixed, and displayed on a backdrop of Mars.
- The retirement dialog asks the player whether the Face will retire with you or not, leading to two different ending blurbs, displayed on a backdrop of a computer terminal.
- The game chooses 3-5 mercs to go to Mars with you, based on loyalty and level; mercs with loyalty less than 60% can go, despite the ending text which says loyalty 60% or higher is required.
- There are about 5 different "going to Mars" blurbs; one of them is assigned to each merc who went to Mars. Presumably there are some tags on the mercs and some tags on the blurbs which are matched. The blurb and the merc are displayed on the backdrop of Mars.
- There are several secondary sentences which can be added to the blurbs; these "might be" related to some tags or could be random.
- For the mercs who did not go to Mars, some of them get an ending slide with one of several backdrops, and custom text based on their origin story. (We do not have all of these, if you find more, please contribute!).
- There are 3-4 "negative" blurbs which can be randomly assigned to mercs who did not go to Mars.
- For some mercs who participated in particular storylines like Sibling Breakout, one extra line is added.
Based on this guess, this page has several sections:
- Image gallery showing the known backdrops
- The known blurbs for the Cyberknight, Face, and "going to Mars"
- Known "secondary blurbs" that can be added to the "going to Mars" blurbs
- The known blurbs for different mercs who did not go to Mars
- Other blurbs, including particular storylines and negative blurbs
Image Gallery[edit | edit source]
For mercs who went to Mars, including the Cyber Knight, but not including the Face. (Many hairstyles appear translucent in this view.)
The Face is displayed on this backdrop.
For mercs who did not go to Mars, their blurb may be displayed on an orange post-apocalyptic backdrop.
One merc, the ultratek ex-weapons dev, gets another backdrop but there is no mercenary shown on it.
Going to Mars blurbs[edit | edit source]
Cyberknight[edit | edit source]
<codename> and a select few joined Paige De Vail in Earth's orbit on a non-corporate gleamer. From there, a slow transport brought the fugitives to the red planet, Mars, and a temporary home inside the Jupiter colony, MARS 2.
Rich beyond any Earther's dream, <codename> and Paige De Vail began to find their new frontier -- using their Jupiter connections to snatch up land and mining rights, break ground on a colony, fund a fleet of ships and lay the groundwork for a new megacorp.
Citadel[edit | edit source]
On Mars, <codename> led the effort to build and secure a new standard of quantum network, the kernel of which became the infamous CITADEL and the backbone of the interplanetary matrix, known as the Route.
Commander[edit | edit source]
On Mars, <codename> took command of the milsec forces arrayed to protect the fledgling colony and frontier and became a respected but feared general.
Face[edit | edit source]
On Mars, <codename> became the face behind the curtain, operating below the level on the new world to cut deal after deal, paving the wave for the new megacorp, colony, fleet, and future.
Head Hunter[edit | edit source]
Among the colonies and planets, <codename> became one of the first interplanetary Head Hunters, willing to hunt a bounty to any length, distance or measure.
Right Hand[edit | edit source]
On Mars, <codename> stayed close to <cyberknight> and worked as their right hand in all things.
Space Captain[edit | edit source]
Operating from Mars, <codename> took her own path and roved into space. As an independent captain, she helped establish waystations, dockyards, and colonies as far out as Neptune.
Secondary blurbs[edit | edit source]
These appear to be added as a second sentence to the main blurbs, once a merc is selected as "going to mars".
<codename> became obsessed with collecting old-world weapons and boasts an interesting collection of oddities and antiques.
<codename> has become obsessed with collecting high-powered weaponry and amassed an impressive arsenal of death.
Other mercenary blurbs[edit | edit source]
Escaped Experiment[edit | edit source]
Amnesia returned, and <codename> was lost for a year before she stumbled into a clinic, shot through, and dying. <Codename> survived the night and whatever happened during that time away settled a new peace on her mind. <Codename> was well aware of how <cyberknight> made out in the end and always felt cheated.
Ex-Ultratec Weapons Dev[edit | edit source]
After bloody years on the street, <codename> founded an underground outfit designing new weapons tech for the criminal syndicates of New Boston, but never lost his love of testing first-hand.
Face[edit | edit source]
Unwilling or unable to leave New Boston, <codename> split with <cyberknight> and has started anew below the level. With the help of her extensive underworld network, she founded a fledgling syndicate, the Arcana.
Fireteam: Shadow Wolf[edit | edit source]
<codename> reunited with the survivors of the Fireteam: Shadow Wolf to start a new mercenary company that operated on the European mainland, far enough away from their old corporate masters.
Framed UNA Hacking Specialist[edit | edit source]
Mission executed, but not recruited: <codename> initiated a personal quest to eradicate and dismantle the criminal syndicates perpetuating snatch scams on unsuspecting victims. The first target was the street-level tech house that snared her before <face codename> effected a rescue. Eventually <codename> discovered the truth that <cyberknight> was behind the UNA termination and W-B's betrayal. <codename> holds a deep grudge against <cyberknight> and never reconciled.
Rhino[edit | edit source]
Rhino never settled completely with her second cyber knight squad and decided to try her luck in a new city, heading south to the Atlanta Sprawl.
Sid[edit | edit source]
<codename> followed the path set out by his outlaw rather, that of a hired gun. Though <codename> searched from below the level to the towers, he never found another trace of the Head Hunter MIRA who killed his father.
Street Smart Climber[edit | edit source]
With years of experience under her belt, <codename> relocated to Atlanta Sprawl and founded a new mercenary company, resolving to forge a new own underworld family again (sic).
Other blurbs[edit | edit source]
Negative blurbs[edit | edit source]
For all the scars and shots <codename> took, he resented how it shook out in the end and rarely spoke of the Cyber Knight.
<codename> was well aware of how <cybernight> made out in the end and always felt cheated.
<codename> felt cheated by the final disbanding of the merc company and would always trash the Cyber Knight across the global matrix.
Sibling Breakout[edit | edit source]
There are multiple possible outcomes, see Sibling Breakout
Did not recruit sibling after rescue: <codename> was always grateful that <sibling> was rescued from death on a KEMCO, even if <sibling> could not find a home among the merc company.
Did not run mission: <codename> never forgave herself for failing her <sibling> and not being able to find him.



