Hit three centrals, play three Quest Completed. I guess too much video gaming really DOES rot your brain...
Of course, if you're going to do that you're probably better off with multiples of Notoriety and a single Quest. And the REAL power behind this card is being able to, out of nowhere, put down a Medium and hit a poorly defended R&D for 15 cards (instead of the paltry six that "Medium + 3 accesses" offers). This can be outright game-winning and pretty much forces a purge even if you don't hit 7 points right away (the corp can attempt to further ICE up R&D, but it's a significant risk since if you manage to slip through then they're screwed), and even without "living the dream" the escalating nature of Medium means squeezing even one extra access out of your pile of Medium counters before they get purged (maybe by spending your other bonus click on econ to get the creds you need to get in) can be very valuable indeed.
You can do it first turn, even. This costs 1, Medium costs 3, and you start with 5 creds. So woe betide any corp who doesn't put at least a nominal piece of ICE on R&D first turn against an Anarch. Luckily both cards are 3 influence so they can probably ease up a little against other factions...
Unlike other Runner click cards like All-nighter, Amped Up is also highly versatile. Sometimes it's just worth taking a brain damage to avoid having to float a tag, to build econ to foil a predicted SEA Source, to grind out an extra run for something important, or even paradoxically just to fill your hand up to avoid a flatline. These aren't ideal uses of the card, but it CAN do these things if it absolutely must and this makes it more than just combo fodder. Brain damage is no joke, but those two extra clicks can enable a whole wealth of solutions to board states where four clicks just won't cut it.
Of course, REAL Runners will spend their two clicks on Stimhacks. What are you, a wuss?