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SYNAPSE RUN — CONTRACTS
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People around the city have work for runners. Contracts
pay XP and credits, point you at the next place worth
going, and tell the story of what is happening in the
Lower Ward.
FINDING WORK
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Anyone tagged (contracts — type TALK) has work. TALK to
them and pick from the numbered options to hear an offer,
accept it, or report a finished job. Good first stops:
Registration Kiosk Attendant east of the Arrival Terminal
Maintenance Bounty Clerk Commons, down the stairwell
Board Operator the Runner's Board, Commons
Off-Duty Runner the Commons canteen
Riku, the Checkpoint Guard later, in and near the Ward
Some contracts need a minimum level or an earlier contract
first; the contact will tell you.
BOUNTIES
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Some contacts post standing bounties, marked [Bounty]. You
can take one again a while after you finish it: the bounty
clerk's Rat Cull, the checkpoint guard's Ward Sweep, Riku's
Drone Scrap and the off-duty runner's enforcer bounty.
TRACKING
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QUESTS open contracts and progress
QUESTS <name> details on one
QUESTS DONE what you have finished
QUESTS ABANDON <name> drop one (progress is lost)
Objectives update on their own as you fight, travel, hack
and talk. Items a contract asks you to collect drop only
while someone in the room has it open, and count while you
hold them. Some steps list an alternative marked "or":
either one does it, so a hack can stand in for a fight.
When a contract says it is complete, go back to the person
who gave it to you to get paid.
THE TRAINING CEILING
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Training alone can only take you so far. Three story
contracts raise the ceiling on what you can train:
Toll Collector (bounty clerk) train past level 3
Syndicate Signal (Board Operator) train past level 5
Deep Signal (Board Operator) train past level 7
XP you earn while at the ceiling is kept — spend it the
moment the ceiling rises. QUESTS shows your current
ceiling.
===========================================================Need a starting point? Read your first steps in Meridian.