Neuromancer - Chapter 4 Summary & Analysis

This Study Guide consists of approximately 60 pages of chapter summaries, quotes, character analysis, themes, and more - everything you need to sharpen your knowledge of Neuromancer.

Neuromancer - Chapter 4 Summary & Analysis

This Study Guide consists of approximately 60 pages of chapter summaries, quotes, character analysis, themes, and more - everything you need to sharpen your knowledge of Neuromancer.
This section contains 745 words
(approx. 2 pages at 400 words per page)
Buy the Neuromancer Study Guide

Chapter 4 Summary

Case practices using the new simstim flipflop on his deck by entering cyberspace and then hitting the switch. He instantly experiences everything that Molly is experiencing. He watches as she prowls down an alley. He finds the experience frightening, frustrating and disorienting at first, but he eventually gets used to it.

As Case watches, Molly finds a particular software rental booth and makes contact with a person named Larry. Larry belongs to a youth movement, or terrorist criminal gang, called the Panther Moderns. Like all Panther Moderns, Larry has a socket behind one ear where he is able to insert microsofts, small colored chips that allow him to access data or perform complex tasks. One of Larry's microsofts allows him to discern that Molly is broadcasting simstim to Case. He refuses to talk to her while Case is listening, so she tells Case...

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This section contains 745 words
(approx. 2 pages at 400 words per page)
Buy the Neuromancer Study Guide
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