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SYNAPSE RUN / PLAYER RESOURCES

Game guides and player resources.

PLAYER HANDBOOK / GUIDES

Exploring

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  SYNAPSE RUN — EXPLORING
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  MOVING
  -----------------------------------------------------------
  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
  -----------------------------------------------------------
  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
  -----------------------------------------------------------
  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
  -----------------------------------------------------------
  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
  -----------------------------------------------------------
  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
  -----------------------------------------------------------
  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
  -----------------------------------------------------------
  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
  -----------------------------------------------------------
  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
  -----------------------------------------------------------
  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?
  -----------------------------------------------------------
  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.

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