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... int a player can obtain in the game.
According to the standards of the cyber world, players with less than six intelligence points can forget about becoming hackers; they can barely enter Cyberspace. Their brains simply can't support that massive demand for calculations in Cyberspace—if they're not careful, even the most stable intranet could crash altogether, let alone the old network with danger levels far exceeding the intranet.
Then, in the already low intelligence point situ ...
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