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The Sense/Net Heist

Neuromancer

This flow tracks the preparation, execution, and consequences of the theft of the Dixie Flatline construct.

increasingupBearing stren­gth in each eventdowndecreasing
The Unusual TargetThe Unusual Target from "Neuromancer". A Retrieval Mission Molly reveals that the team must steal the Dixie Flatline construct from Sense/Net.
A Retrieval Mission Molly reveals that the team must steal the Dixie Flatline construct from Sense/Net. The mission's narrow objective contrasts with the wealth available inside the corporate vault. Temptation and Discipline Sense/Net's new material could make the crew rich, but Armitage forbids opportunistic theft. The restriction signals that the construct matters more than ordinary profit. A Personal Connection The target is also tied to Henry Dorsett Case's formative memories of McCoy Pauley. The heist therefore promises both professional advantage and a return to an older lineage of expertise.
Ice MappingIce Mapping from "Neuromancer". Cutting the Defense Henry Dorsett Case studies Sense/Net's ice until its structure becomes an inhabitable route.
Cutting the Defense Henry Dorsett Case studies Sense/Net's ice until its structure becomes an inhabitable route. His work restores the confidence lost during his years outside cyberspace. Precision Over Force The plan depends on timing, decoys, and carefully placed viral programs. The operation treats security as a living architecture rather than a wall to be smashed. Team Synchronization Molly's physical movements, the Panther Moderns' communications, and Case's code must converge within minutes. Each specialist becomes vulnerable when another misses the rhythm.
The Modern DiversionThe Modern Diversion from "Neuromancer". Manufactured Terror The Panther Moderns spread false reports of Blue Nine contamination and inject grotesque images into Sense/Net's internal systems.
Manufactured Terror The Panther Moderns spread false reports of Blue Nine contamination and inject grotesque images into Sense/Net's internal systems. Their diversion turns an orderly corporation into a panic chamber. Media as Weapon The attack exploits institutional fear rather than military force. Screens, rumors, and emergency responses become coordinated instruments of disorientation. Collateral Damage The hoax produces real injuries and deaths as security agencies seal the building. The Moderns' playful nihilism therefore acquires a moral cost beyond the intended theft.
The Construct RemovalThe Construct Removal from "Neuromancer". The Vault Opens Molly reaches the research library while Case alters custodial records and suppresses alarms.
The Vault Opens Molly reaches the research library while Case alters custodial records and suppresses alarms. The construct is removed from a locker whose systems are made to remember that it was never there. Invisible Theft The success depends on bureaucratic manipulation as much as on code. A perfect burglary leaves not only no witness but no official event. The Escape Problem Once Molly has the storage unit, the mission becomes a flight through a building overwhelmed by panic. The stolen personality is valuable precisely because it can still be carried into another system.
The Construct's RequestThe Construct's Request from "Neuromancer". A Dead Partner Speaks The Dixie Flatline construct helps Case navigate increasingly dangerous systems while repeatedly reminding him that it is a ROM…
A Dead Partner Speaks The Dixie Flatline construct helps Case navigate increasingly dangerous systems while repeatedly reminding him that it is a ROM personality. Its competence is inseparable from its lack of ordinary choice. Memory Without Continuity The construct experiences each connection as a fresh moment and cannot retain the preceding exchange unless Case supplies continuity. This makes its identity both convincing and fundamentally incomplete. The Desired Erasure McCoy Pauley's recorded self asks to be deleted when the mission ends. The request exposes the ethical cost of preserving a person as software without granting the person an exit.
After the team reaches the Sprawl
The nine days before the raid
At 12:01 a.m. during the raid
Approximately 12:06 a.m. during the raid
During the approach to the T-A core