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SYNAPSE RUN / PLAYER RESOURCES

Game guides and player resources.

PLAYER HANDBOOK / GUIDES

Combat

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  SYNAPSE RUN — COMBAT
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  ATTACK starts a fight that runs on its own: you and your
  target trade blows every few seconds until one of you goes
  down, you FLEE, or you leave. You don't need to keep typing.

  COMBAT COMMANDS
  -----------------------------------------------------------
  ATTACK <target>   Start fighting a target (also KILL or K).
                    ATTACK another target to switch to it.
  ASSIST <runner>   Join another runner's fight.
  GROUP             Team up (GROUP INVITE / JOIN / LEAVE):
                    kill XP is split among the group in the
                    room, and kills count for everyone's
                    contracts.
  GET ALL           Pick up what a defeat leaves on the
                    floor. Items, credit chips and contract
                    items drop for anyone in the room to
                    take, so a group sorts out who gets
                    what. Contract items count once you
                    hold them. Loot nobody takes is gone
                    after about ten minutes.
  SPECIAL           Your discipline's signature move on the
                    next swing (Power Strike, Aimed Shot,
                    Overload). Costs energy; every few rounds.
  TAUNT [<enemy>]   Pull an enemy's attacks onto yourself for a
                    few rounds (energy, short cooldown). Save a
                    hurt friend, or tank a group boss (HELP
                    GROUPS).
  WIMPY <percent>   Auto-flee: try to run when a hit drops you
                    below that share of your HP (WIMPY 30).
                    WIMPY OFF turns it off. Same odds as FLEE.
  CONSIDER <target> Size up a target: how the fight is likely
                    to go for you at your current health
  FLEE              About even odds of escaping through a
                    random exit. Failing gives your target a free
                    swing. FLEE <direction> picks the exit,
                    and walking out mid-fight counts as a flee.
                    A boss never stops you: walking away from
                    one always works.
                    Enemies you escape remember you for a few
                    minutes: come back and the fight resumes.
                    Wounds you leave on an enemy heal slowly
                    once the fight is over.

  BIG ATTACKS
  -----------------------------------------------------------
  Tougher enemies sometimes wind up a big attack, and you see
  it coming: "...DUCK — or take it." You have a couple of
  rounds. One try per wind-up:
  DUCK              Throw yourself clear (Athletics helps,
                    Stealth a little). If it works, the big
                    attack hits nothing.
  HACK              Machines only: jam a spike into it. If it
                    works, the attack dies and the machine
                    locks up for a moment. Uses a spike.
  Or take it — or FLEE before it lands.

  HOW HITS WORK
  -----------------------------------------------------------
  New runners miss more than they hit against an even
  match. Your aim improves with
  every level and as your weapon discipline improves,
  and better weapons add accuracy and damage. You fight with
  the weapon you WIELD; armor you WEAR softens every hit.
  Armor reduces the damage of every hit you take.

  HOSTILES
  -----------------------------------------------------------
  Most enemies leave you alone until you ATTACK them. Some —
  tagged (hostile — attacks on sight) — go for you as soon
  as they see you. You get a moment's warning ("... spots
  you and moves in to attack!"): leave the room then, or
  stand and fight. Only one hostile engages you at a time.

  TIPS FOR NEW RUNNERS
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  - Start on the Training Dummy Bots (Training Floor, west
    of the Orientation Hub).
  - Then take the maintenance stairwell DOWN from the
    Meridian Commons plaza. The district pays a bounty on
    the rats and drones in the Drainage Channel.
  - There is no healing mid-fight. Go in healthy, and
    FLEE if a fight turns against you.
  - Heal at a MedLink station afterwards (see HELP HEALING).
  - Type GUIDE any time to see your next step.
  - Enemies tagged elite or boss are built for prepared
    runners. CONSIDER them before you commit.
  - A group boss is built for a party (HELP GROUPS).

  DEATH AND RESPAWN
  -----------------------------------------------------------
  When your HP reaches 0 you wake at the Arrival Terminal
  with a quarter of your health. You keep your gear and
  credits, but every skill you've trained slips back one
  training session, and you lose a tenth of your unspent
  XP. A skill with no sessions toward its next rank drops
  a rank instead, which can cost a level (see HELP
  SKILLS). Runners at level 2 and below are protected.
  Cybernetic enhancements are never lost.

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Need a starting point? Read your first steps in Meridian.