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SYNAPSE RUN / PLAYER RESOURCES

Game guides and player resources.

PLAYER HANDBOOK / GUIDES

Zones

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  SYNAPSE RUN — DISTRICTS
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  Meridian is bigger than it looks. The story runs one way
  (Underpass, Lower Ward, the arcology, the Spire), but the
  city around it is yours to explore. Levels are a guide:
  CONSIDER anything before you fight it.

  THE SAFE CITY
  -----------------------------------------------------------
  Welcome District     where you start. The Arrival
                       Concourse, Lost Property, and the
                       Civic Tram (north of the waiting hall).
  Meridian Commons     the hub: Kovac's, the Clinic, the
                       Runner's Board, the Canteen.
  Commons Streets      SOUTHWEST of the plaza: Market Row,
                       Noodle Alley, the Night Market (after
                       dark), the Records Library, the Glitch
                       Arcade and the Commons tram station
                       (east of the Canteen). Precinct Seven
                       is east of the Runner's Board.

  LEVELS 1-4
  -----------------------------------------------------------
  Commons Underpass    DOWN from the plaza. The Pipe Gang
                       bruiser waits in the Old Pump Room.
  Underpass Depths     beyond it, every way: the Low Camp
                       (safe), cisterns, the Warren, the
                       Dredge Pit, and the old toll booth.
  Service Alleys       behind Market Row: petty trouble.

  LEVELS 3-8
  -----------------------------------------------------------
  The Lower Ward       NORTH through the Commons North Gate.
  The Stacks           EAST of Riku's cargo bay: the Free
                       Ward's home, the Ring, a clinic.
  Strikeworks Yard     WEST of the Reclamation Plant, the
                       Syndicate's own ground.
  The old Metro        DOWN from the Night Market, or up
                       from the Depths: tunnels to the Ward.

  LEVELS 6-12
  -----------------------------------------------------------
  The High Line        the rooftops. From the Commons roofs,
                       Block Nine's garden, or the Ward
                       Overlook's gantry. The Kites hold it.
  Vantara Arcology     DOWN from Relay Substation 7-Kappa,
                       once the Board clears you.
  Sublevel Ten         below the arcology, west of its
                       security hub (or the Yard's freight
                       elevator).
  Junction Nine        Lowline's exchange, up from the
                       Metro's Exchange Station.

  LEVELS 11-20
  -----------------------------------------------------------
  The Vantara Spire    above the arcology core. Nobody will
                       tell you how to climb it.
  The Spire's tiers    offices, labs, a server farm and the
                       executives' homes, off the Spire's
                       landmark rooms.
  Port Meridian        the docks, at the end of the Civic
                       Tram or the Metro's Harbor Line. The
                       Counting House, the smugglers' quarter,
                       and Lighthouse Point.

  TIDEWATER JUNCTION
  -----------------------------------------------------------
  Deep on the Harbor Line, the old Metro's grandest station
  is closed. Line Six ran from here under the bay to Lantern
  Bay. It has been sealed for eighteen months. People talk.

  ROOM TAGS
  -----------------------------------------------------------
  (safe — no combat)          nothing can fight here
  group boss — party of N     bring friends (HELP GROUPS)

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