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SYNAPSE RUN / PLAYER RESOURCES

Game guides and player resources.

PLAYER HANDBOOK / GUIDES

Hacking

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  SYNAPSE RUN — HACKING
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  Every terminal in Meridian is a safe with a screen on it.
  Crack one and it pays out: credits, XP, stolen data you
  can SELL, sometimes gear.

  HACK               size up the terminals in the room
  HACK <terminal>    try to crack one

  Each attempt burns one ICE-breaker spike. Juno at the
  Runner's Board teaches Hacking and sells Mk I and Mk II
  spikes; Riku in the Lower Ward stocks Mk III. Better spikes
  need more Hacking to drive.

  Your odds rise with your Hacking proficiency, a better
  spike, and NEURAL. Terminals come in tiers: a jukebox in
  the Canteen is easy, a Vantara core node is not. HACK on
  its own tells you how the ICE looks before you commit.

  If it goes wrong, the terminal locks you out for a minute
  and the ICE can burn you (the Clean Exit perk stops that).
  Once cracked, a terminal won't open for you again for a
  while — move on to the next one.

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