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SYNAPSE RUN — EXPLORING
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MOVING
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Type the name of an exit to walk through it: NORTH, SOUTH,
EAST, WEST, NORTHEAST, UP, DOWN... Short forms work too
(N, S, E, W, U, D). Exits are listed under every room:
[ Exits: north | east | down ]
LOOKING
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LOOK Describe where you are.
LOOK <thing> Look at a person, an item you carry, or
something the room description points
out — a sign, a kiosk, a board.
LOOK AT <thing>, EXAMINE <thing>, X <thing>
All the same as LOOK <thing>.
If something matters, the room description mentions it
and you can look at it. If it doesn't, you will be told:
"That is either not here, or is quite unimportant."
READING
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READ Read the sign or board in this room.
READ <thing> Read something specific.
Signs and notice boards hold directions and advice — read
every one you pass.
PEOPLE
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The room listing tags every person with their role:
(vendor — type LIST) sells goods HELP SHOPPING
(trainer — type TRAIN) teaches skills HELP SKILLS
(ripperdoc — type LIST) sells chrome HELP CYBERWARE
(CONSIDER, ATTACK) an enemy HELP COMBAT
(TALK to) someone to talk to
TALK <person> to hear what they have to say. LOOK at
anyone to see a description and how to deal with them.
SAFE ROOMS
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Rooms marked (safe — no combat) can't be fought in. Every
shop, clinic and MedLink station is in a safe room.
LOOKING CLOSER
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Past the arcology the city stops explaining itself. A
grille that's loose, a memo with a hint, a code on a plaque
— LOOK at the things a room mentions, and READ what people
left behind. Discoveries can open ways that weren't there.
ENTER <code> key a code into a keypad
COMBINE a, b fit parts together (puzzles); the parts
are usually described as going with
something
CLIMB <thing> see HELP CLIMBING
HACK <terminal> see HELP HACKING — some terminals give
up more than credits
THE CITY KEEPS ITS OWN TIME
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Day turns to night outdoors (a game day lasts about half a
real day). Some traders only open after dark, like the
Night Market and the fish market, and some of the city's
stranger things only come out at night.
DATASHARDS AND THE CODEX
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Lore is hidden all over Meridian: LOOK closely at the
things rooms mention and you may find a datashard. CODEX
keeps them, in sets. Some people hand them over once they
trust you. Mara Voss's INTEL can point you at ones you've
missed.
THE CIVIC TRAM
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The Authority's tram links the Welcome District, the
Commons, the Stacks and Port Meridian. TRAM at a stop
lists the stops you've walked to; TRAM <stop> rides
there for 10 credits.
THINGS THAT AREN'T ON ANY CONTRACT
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Every district has its own dangers, and some have a
boss of their own: a rat queen, a rogue crane, a depot
mech, a smuggler captain. Nobody pays you to fight them.
They're just there, sometimes. When they're gone, they
come back in a while (or not, for a while).
SCORE shows how much of the city you've walked.
LOST?
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Type GUIDE. It looks at your level, gear, health and
credits and tells you where to go next.
MAP shows the streets around you, but only the common
areas are charted (the Welcome District, the Commons and
its streets).
Below the streets and out in the Lower Ward, you explore.
===========================================================Need a starting point? Read your first steps in Meridian.