The Hacker Crackdown

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The Hacker Crackdown Page 10

by Bruce Sterling


  Some people, however, will actually try these plans. A determinedly murderous American teenager can probably buy or steal a handgun far more easily than he can brew fake "napalm" in the kitchen sink. Nevertheless, if temptation is spread before people a certain number will succumb, and a small minority will actually attempt these stunts. A large minority of that small minority will either fail or, quite likely, maim themselves, since these "philes" have not been checked for accuracy, are not the product of professional experience, and are often highly fanciful. But the gloating menace of these philes is not to be entirely dismissed.

  Hackers may not be "serious" about bombing; if they were, we would hear far more about exploding flashlights, homemade bazookas, and gym teachers poisoned by chlorine and potassium. However, hackers are *very* serious about forbidden knowledge. They are possessed not merely by curiosity, but by a positive *lust to know.* The desire to know what others don't is scarcely new. But the *intensity* of this desire, as manifested by these young technophilic denizens of the Information Age, may in fact *be* new, and may represent some basic shift in social values -- a harbinger of what the world may come to, as society lays more and more value on the possession, assimilation and retailing of *information* as a basic commodity of daily life.

  There have always been young men with obsessive interests in these topics. Never before, however, have they been able to network so extensively and easily, and to propagandize their interests with impunity to random passers-by. High-school teachers will recognize that there's always one in a crowd, but when the one in a crowd escapes control by jumping into the phone-lines, and becomes a hundred such kids all together on a board, then trouble is brewing visibly. The urge of authority to *do something,* even something drastic, is hard to resist. And in 1990, authority did something. In fact authority did a great deal.

  # The process by which boards create hackers goes something like this. A youngster becomes interested in computers -- usually, computer games. He hears from friends that "bulletin boards" exist where games can be obtained for free. (Many computer games are "freeware," not copyrighted -- invented simply for the love of it and given away to the public; some of these games are quite good.) He bugs his parents for a modem, or quite often, uses his parents' modem.

  The world of boards suddenly opens up. Computer games can be quite expensive, real budget-breakers for a kid, but pirated games, stripped of copy protection, are cheap or free. They are also illegal, but it is very rare, almost unheard of, for a small-scale software pirate to be prosecuted. Once "cracked" of its copy protection, the program, being digital data, becomes infinitely reproducible. Even the instructions to the game, any manuals that accompany it, can be reproduced as text files, or photocopied from legitimate sets. Other users on boards can give many useful hints in game-playing tactics. And a youngster with an infinite supply of free computer games can certainly cut quite a swath among his modem- less friends.

  And boards are pseudonymous. No one need know that you're fourteen years old -- with a little practice at subterfuge, you can talk to adults about adult things, and be accepted and taken seriously! You can even pretend to be a girl, or an old man, or anybody you can imagine. If you find this kind of deception gratifying, there is ample opportunity to hone your ability on boards. But local boards can grow stale. And almost every board maintains a list of phone-numbers to other boards, some in distant, tempting, exotic locales. Who knows what they're up to, in Oregon or Alaska or Florida or California? It's very easy to find out -- just order the modem to call through its software -- nothing to this, just typing on a keyboard, the same thing you would do for most any computer game. The machine reacts swiftly and in a few seconds you are talking to a bunch of interesting people on another seaboard.

  And yet the *bills* for this trivial action can be staggering! Just by going tippety-tap with your fingers, you may have saddled your parents with four hundred bucks in long-distance charges, and gotten chewed out but good. That hardly seems fair.

  How horrifying to have made friends in another state and to be deprived of their company -- and their software - - just because telephone companies demand absurd amounts of money! How painful, to be restricted to boards in one's own *area code* -- what the heck is an "area code" anyway, and what makes it so special? A few grumbles, complaints, and innocent questions of this sort will often elicit a sympathetic reply from another board user -- someone with some stolen codes to hand. You dither a while, knowing this isn't quite right, then you make up your mind to try them anyhow -- *and they work!* Suddenly you're doing something even your parents can't do. Six months ago you were just some kid -- now, you're the Crimson Flash of Area Code 512! You're bad -- you're nationwide! Maybe you'll stop at a few abused codes. Maybe you'll decide that boards aren't all that interesting after all, that it's wrong, not worth the risk -- but maybe you won't. The next step is to pick up your own repeat-dialling program -- to learn to generate your own stolen codes. (This was dead easy five years ago, much harder to get away with nowadays, but not yet impossible.) And these dialling programs are not complex or intimidating -- some are as small as twenty lines of software. Now, you too can share codes. You can trade codes to learn other techniques. If you're smart enough to catch on, and obsessive enough to want to bother, and ruthless enough to start seriously bending rules, then you'll get better, fast. You start to develop a rep. You move up to a heavier class of board -- a board with a bad attitude, the kind of board that naive dopes like your classmates and your former self have never even heard of! You pick up the jargon of phreaking and hacking from the board. You read a few of those anarchy philes -- and man, you never realized you could be a real *outlaw* without ever leaving your bedroom.

  You still play other computer games, but now you have a new and bigger game. This one will bring you a different kind of status than destroying even eight zillion lousy space invaders.

  Hacking is perceived by hackers as a "game." This is not an entirely unreasonable or sociopathic perception. You can win or lose at hacking, succeed or fail, but it never feels "real." It's not simply that imaginative youngsters sometimes have a hard time telling "make-believe" from "real life." Cyberspace is *not real!* "Real" things are physical objects like trees and shoes and cars. Hacking takes place on a screen. Words aren't physical, numbers (even telephone numbers and credit card numbers) aren't physical. Sticks and stones may break my bones, but data will never hurt me. Computers *simulate* reality, like computer games that simulate tank battles or dogfights or spaceships. Simulations are just make- believe, and the stuff in computers is *not real.*

  Consider this: if "hacking" is supposed to be so serious and real-life and dangerous, then how come *nine-year-old kids* have computers and modems? You wouldn't give a nine year old his own car, or his own rifle, or his own chainsaw -- those things are "real."

  People underground are perfectly aware that the "game" is frowned upon by the powers that be. Word gets around about busts in the underground. Publicizing busts is one of the primary functions of pirate boards, but they also promulgate an attitude about them, and their own idiosyncratic ideas of justice. The users of underground boards won't complain if some guy is busted for crashing systems, spreading viruses, or stealing money by wire- fraud. They may shake their heads with a sneaky grin, but they won't openly defend these practices. But when a kid is charged with some theoretical amount of theft: $233,846.14, for instance, because he sneaked into a computer and copied something, and kept it in his house on a floppy disk -- this is regarded as a sign of near- insanity from prosecutors, a sign that they've drastically mistaken the immaterial game of computing for their real and boring everyday world of fatcat corporate money. It's as if big companies and their suck-up lawyers think that computing belongs to them, and they can retail it with price stickers, as if it were boxes of laundry soap! But pricing "information" is like trying to price air or price dreams. Well, anybody on a pirate board knows that computing can be, and ought to be, *free.* Pi
rate boards are little independent worlds in cyberspace, and they don't belong to anybody but the underground. Underground boards aren't "brought to you by Procter & Gamble."

  To log on to an underground board can mean to experience liberation, to enter a world where, for once, money isn't everything and adults don't have all the answers. Let's sample another vivid hacker manifesto. Here are some excerpts from "The Conscience of a Hacker," by "The Mentor," from *Phrack* Volume One, Issue 7, Phile 3.

  "I made a discovery today. I found a computer. Wait a second, this is cool. It does what I want it to. If it makes a mistake, it's because I screwed it up. Not because it doesn't like me.(...) "And then it happened... a door opened to a world... rushing through the phone line like heroin through an addict's veins, an electronic pulse is sent out, a refuge from day-to-day incompetencies is sought... a board is found. 'This is it... this is where I belong...' "I know everyone here... even if I've never met them, never talked to them, may never hear from them again... I know you all...(...) "This is our world now.... the world of the electron and the switch, the beauty of the baud. We make use of a service already existing without paying for what could be dirt-cheap if it wasn't run by profiteering gluttons, and you call us criminals. We explore... and you call us criminals. We seek after knowledge... and you call us criminals. We exist without skin color, without nationality, without religious bias... and you call us criminals. You build atomic bombs, you wage wars, you murder, cheat and lie to us and try to make us believe that it's for our own good, yet we're the criminals. "Yes, I am a criminal. My crime is that of curiosity. My crime is that of judging people by what they say and think, not what they look like. My crime is that of outsmarting you, something that you will never forgive me for."

  #

  There have been underground boards almost as long as there have been boards. One of the first was 8BBS, which became a stronghold of the West Coast phone- phreak elite. After going on-line in March 1980, 8BBS sponsored "Susan Thunder," and "Tuc," and, most notoriously, "the Condor." "The Condor" bore the singular distinction of becoming the most vilified American phreak and hacker ever. Angry underground associates, fed up with Condor's peevish behavior, turned him in to police, along with a heaping double-helping of outrageous hacker legendry. As a result, Condor was kept in solitary confinement for seven months, for fear that he might start World War Three by triggering missile silos from the prison payphone. (Having served his time, Condor is now walking around loose; WWIII has thus far conspicuously failed to occur.)

  The sysop of 8BBS was an ardent free-speech enthusiast who simply felt that *any* attempt to restrict the expression of his users was unconstitutional and immoral. Swarms of the technically curious entered 8BBS and emerged as phreaks and hackers, until, in 1982, a friendly 8BBS alumnus passed the sysop a new modem which had been purchased by credit-card fraud. Police took this opportunity to seize the entire board and remove what they considered an attractive nuisance.

  Plovernet was a powerful East Coast pirate board that operated in both New York and Florida. Owned and operated by teenage hacker "Quasi Moto," Plovernet attracted five hundred eager users in 1983. "Emmanuel Goldstein" was one-time co-sysop of Plovernet, along with "Lex Luthor," founder of the "Legion of Doom" group. Plovernet bore the signal honor of being the original home of the "Legion of Doom," about which the reader will be hearing a great deal, soon.

  "Pirate-80," or "P-80," run by a sysop known as "Scan- Man," got into the game very early in Charleston, and continued steadily for years. P-80 flourished so flagrantly that even its most hardened users became nervous, and some slanderously speculated that "Scan Man" must have ties to corporate security, a charge he vigorously denied.

  "414 Private" was the home board for the first *group* to attract conspicuous trouble, the teenage "414 Gang," whose intrusions into Sloan-Kettering Cancer Center and Los Alamos military computers were to be a nine-days- wonder in 1982.

  At about this time, the first software piracy boards began to open up, trading cracked games for the Atari 800 and the Commodore C64. Naturally these boards were heavily frequented by teenagers. And with the 1983 release of the hacker-thriller movie *War Games,* the scene exploded. It seemed that every kid in America had demanded and gotten a modem for Christmas. Most of these dabbler wannabes put their modems in the attic after a few weeks, and most of the remainder minded their P's and Q's and stayed well out of hot water. But some stubborn and talented diehards had this hacker kid in *War Games* figured for a happening dude. They simply could not rest until they had contacted the underground -- or, failing that, created their own. In the mid-80s, underground boards sprang up like digital fungi. ShadowSpawn Elite. Sherwood Forest I, II, and III. Digital Logic Data Service in Florida, sysoped by no less a man than "Digital Logic" himself; Lex Luthor of the Legion of Doom was prominent on this board, since it was in his area code. Lex's own board, "Legion of Doom," started in 1984. The Neon Knights ran a network of Apple- hacker boards: Neon Knights North, South, East and West. Free World II was run by "Major Havoc." Lunatic Labs is still in operation as of this writing. Dr. Ripco in Chicago, an anything-goes anarchist board with an extensive and raucous history, was seized by Secret Service agents in 1990 on Sundevil day, but up again almost immediately, with new machines and scarcely diminished vigor.

  The St. Louis scene was not to rank with major centers of American hacking such as New York and L.A. But St. Louis did rejoice in possession of "Knight Lightning" and "Taran King," two of the foremost *journalists* native to the underground. Missouri boards like Metal Shop, Metal Shop Private, Metal Shop Brewery, may not have been the heaviest boards around in terms of illicit expertise. But they became boards where hackers could exchange social gossip and try to figure out what the heck was going on nationally -- and internationally. Gossip from Metal Shop was put into the form of news files, then assembled into a general electronic publication, *Phrack,* a portmanteau title coined from "phreak" and "hack." The *Phrack* editors were as obsessively curious about other hackers as hackers were about machines.

  *Phrack,* being free of charge and lively reading, began to circulate throughout the underground. As Taran King and Knight Lightning left high school for college, *Phrack* began to appear on mainframe machines linked to BITNET, and, through BITNET to the "Internet," that loose but extremely potent not-for-profit network where academic, governmental and corporate machines trade data through the UNIX TCP/IP protocol. (The "Internet Worm" of November 2-3,1988, created by Cornell grad student Robert Morris, was to be the largest and best- publicized computer-intrusion scandal to date. Morris claimed that his ingenious "worm" program was meant to harmlessly explore the Internet, but due to bad programming, the Worm replicated out of control and crashed some six thousand Internet computers. Smaller- scale and less ambitious Internet hacking was a standard for the underground elite.) Most any underground board not hopelessly lame and out-of-it would feature a complete run of *Phrack* -- and, possibly, the lesser-known standards of the underground: the *Legion of Doom Technical Journal,* the obscene and raucous *Cult of the Dead Cow* files, *P/HUN* magazine, *Pirate,* the *Syndicate Reports,* and perhaps the highly anarcho-political *Activist Times Incorporated.*

  Possession of *Phrack* on one's board was prima facie evidence of a bad attitude. *Phrack* was seemingly everywhere, aiding, abetting, and spreading the underground ethos. And this did not escape the attention of corporate security or the police. We now come to the touchy subject of police and boards. Police, do, in fact, own boards. In 1989, there were police-sponsored boards in California, Colorado, Florida, Georgia, Idaho, Michigan, Missouri, Texas, and Virginia: boards such as "Crime Bytes," "Crimestoppers," "All Points" and "Bullet-N-Board." Police officers, as private computer enthusiasts, ran their own boards in Arizona, California, Colorado, Connecticut, Florida, Missouri, Maryland, New Mexico, North Carolina, Ohio, Tennessee and Texas. Police boards have often proved helpful in community relations. Sometimes crimes are reported on police boards.
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  Sometimes crimes are *committed* on police boards. This has sometimes happened by accident, as naive hackers blunder onto police boards and blithely begin offering telephone codes. Far more often, however, it occurs through the now almost-traditional use of "sting boards." The first police sting-boards were established in 1985: "Underground Tunnel" in Austin, Texas, whose sysop Sgt. Robert Ansley called himself "Pluto" -- "The Phone Company" in Phoenix, Arizona, run by Ken MacLeod of the Maricopa County Sheriff's office -- and Sgt. Dan Pasquale's board in Fremont, California. Sysops posed as hackers, and swiftly garnered coteries of ardent users, who posted codes and loaded pirate software with abandon, and came to a sticky end.

  Sting boards, like other boards, are cheap to operate, very cheap by the standards of undercover police operations. Once accepted by the local underground, sysops will likely be invited into other pirate boards, where they can compile more dossiers. And when the sting is announced and the worst offenders arrested, the publicity is generally gratifying. The resultant paranoia in the underground -- perhaps more justly described as a "deterrence effect" -- tends to quell local lawbreaking for quite a while.

  Obviously police do not have to beat the underbrush for hackers. On the contrary, they can go trolling for them. Those caught can be grilled. Some become useful informants. They can lead the way to pirate boards all across the country.

 

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