The date was May 9, 1990. The Pope was touring Mexico City.
Hustlers from the Medellin Cartel were trying to buy black-market Stinger
missiles in Florida. On the comics page, Doonesbury character Andy was
dying of AIDS.
And then.... a highly unusual item whose novelty and calculated
rhetoric won it headscratching attention in newspapers all over America.
The US Attorney's office in Phoenix, Arizona, had issued a press release
announcing a nationwide law enforcement crackdown against "illegal
computer hacking activities." The sweep was officially known as
"Operation Sundevil."
Eight paragraphs in the press release gave the bare facts: twenty-
seven search warrants carried out on May 8, with three arrests, and a
hundred and fifty agents on the prowl in "twelve" cities across America.
(Different counts in local press reports yielded "thirteen," "fourteen," and
"sixteen" cities.) Officials estimated that criminal losses of revenue to
telephone companies "may run into millions of dollars." Credit for the
Sundevil investigations was taken by the US Secret Service, Assistant US
Attorney Tim Holtzen of Phoenix, and the Assistant Attorney General of
Arizona, Gail Thackeray.
The prepared remarks of Garry M. Jenkins, appearing in a U.S.
Department of Justice press release, were of particular interest. Mr.
Jenkins was the Assistant Director of the US Secret Service, and the
highest-ranking federal official to take any direct public role in the hacker
crackdown of 1990.
"Today, the Secret Service is sending a clear message to those
computer hackers who have decided to violate the laws of this nation in
the mistaken belief that they can successfully avoid detection by hiding
behind the relative anonymity of their computer terminals.(...)
"Underground groups have been formed for the purpose of exchanging
information relevant to their criminal activities. These groups often
communicate with each other through message systems between
computers called 'bulletin boards.' "Our experience shows that many
computer hacker suspects are no longer misguided teenagers,
mischievously playing games with their computers in their bedrooms.
Some are now high tech computer operators using computers to engage in
unlawful conduct."
Who were these "underground groups" and "hightech operators?"
Where had they come from? What did they want? Who were they?
Were they "mischievous?" Were they dangerous? How had "misguided
teenagers" managed to alarm the United States Secret Service? And just
how widespread was this sort of thing? Of all the major players in the
Hacker Crackdown: the phone companies, law enforcement, the civil
libertarians, and the "hackers" themselves -- the "hackers" are by far the
most mysterious, by far the hardest to understand, by far the weirdest.
Not only are "hackers" novel in their activities, but they come in a
variety of odd subcultures, with a variety of languages, motives and
values.
The earliest proto-hackers were probably those unsung
mischievous telegraph boys who were summarily fired by the Bell
Company in 1878.
Legitimate "hackers," those computer enthusiasts who are
independent-minded but law-abiding, generally trace their spiritual
ancestry to elite technical universities, especially M.I.T. and Stanford, in
the 1960s.
Hoffman's worldview grew much darker as the glory days of the
1960s faded. In 1989, he purportedly committed suicide, under odd and,
to some, rather suspicious circumstances.
Abbie Hoffman is said to have caused the Federal Bureau of
Investigation to amass the single largest investigation file ever opened on
an individual American citizen. (If this is true, it is still questionable
whether the FBI regarded Abbie Hoffman a serious public threat -quite
possibly, his file was enormous simply because Hoffman left colorful
legendry wherever he went). He was a gifted publicist, who regarded
electronic media as both playground and weapon. He actively enjoyed
manipulating network TV and other gullible, imagehungry media, with
various weird lies, mindboggling rumors, impersonation scams, and other
sinister distortions, all absolutely guaranteed to upset cops, Presidential
candidates, and federal judges. Hoffman's most famous work was a book
self-reflexively known as Steal This Book, which publicized a number
of methods by which young, penniless hippie agitators might live off the
fat of a system supported by humorless drones. Steal This Book, whose
title urged readers to damage the very means of distribution which had put
it into their hands, might be described as a spiritual ancestor of a computer
virus.
Hoffman, like many a later conspirator, made extensive use of pay-
phones for his agitation work -- in his case, generally through the use of
cheap brass washers as coin-slugs.
During the Vietnam War, there was a federal surtax imposed on
telephone service; Hoffman and his cohorts could, and did, argue that in
systematically stealing phone service they were engaging in civil
disobedience: virtuously denying tax funds to an illegal and immoral war.
But this thin veil of decency was soon dropped entirely. Ripping-off the
System found its own justification in deep alienation and a basic outlaw
contempt for conventional bourgeois values. Ingenious, vaguely
politicized varieties of rip-off, which might be described as "anarchy by
convenience," became very popular in Yippie circles, and because rip-off
was so useful, it was to survive the Yippie movement itself. In the early
1970s, it required fairly limited expertise and ingenuity to cheat
payphones, to divert "free" electricity and gas service, or to rob vending
machines and parking meters for handy pocket change. It also required a
conspiracy to spread this knowledge, and the gall and nerve actually to
commit petty theft, but the Yippies had these qualifications in plenty. In
June 1971, Abbie Hoffman and a telephone enthusiast sarcastically known
as "Al Bell" began publishing a newsletter called Youth International
Party Line. This newsletter was dedicated to collating and spreading
Yippie rip-off techniques, especially of phones, to the joy of the
freewheeling underground and the insensate rage of all straight people.
As a political tactic, phone-service theft ensured that Yippie
advocates would always have ready access to the long-distance telephone
as a medium, despite the Yippies' chronic lack of organization, discipline,
money, or even a steady home address.
"Al Bell" dropped out of the game by the late 70s, and "Tom
Edison" took over; TAP readers (some 1400 of them, all told) now began
to show more interest in telex switches and the growing phenomenon of
computer systems. In 1983, "Tom Edison" had his computer stolen and his
house set on fire by an arsonist. This was an eventually mortal blow to
TAP (though the legendary name was to be resurrected in 1990 by a
young Kentuckian computeroutlaw named "Predat0r.")
2.
The term "hacker" has had an unfortunate history. This book, The
Hacker Crackdown, has little to say about "hacking" in its finer, original
sense. The term can signify the free-wheeling intellectual exploration of
the highest and deepest potential of computer systems. Hacking can
describe the determination to make access to computers and information
as free and open as possible. Hacking can involve the heartfelt conviction
that beauty can be found in computers, that the fine aesthetic in a perfect
program can liberate the mind and spirit. This is "hacking" as it was
defined in Steven Levy's much-praised history of the pioneer computer
milieu, Hackers, published in 1984.
Hackers of all kinds are absolutely soaked through with heroic
anti-bureaucratic sentiment. Hackers long for recognition as a
praiseworthy cultural archetype, the postmodern electronic equivalent of
the cowboy and mountain man. Whether they deserve such a reputation
is something for history to decide. But many hackers -including those
outlaw hackers who are computer intruders, and whose activities are
defined as criminal -actually attempt to live up to this techno-cowboy
reputation. And given that electronics and telecommunications are still
largely unexplored territories, there is simply no telling what hackers
might uncover.
For some people, this freedom is the very breath of oxygen, the
inventive spontaneity that makes life worth living and that flings open
doors to marvellous possibility and individual empowerment. But for
many people -- and increasingly so -- the hacker is an ominous figure, a
smartaleck sociopath ready to burst out of his basement wilderness and
savage other people's lives for his own anarchical convenience.
Any form of power without responsibility, without direct and
formal checks and balances, is frightening to people -- and reasonably so.
It should be frankly admitted that hackers are frightening, and that the
basis of this fear is not irrational. Fear of hackers goes well beyond the
fear of merely criminal activity.
Subversion and manipulation of the phone system is an act with
disturbing political overtones. In America, computers and telephones are
potent symbols of organized authority and the technocratic business elite.
But there is an element in American culture that has always
strongly rebelled against these symbols; rebelled against all large
industrial computers and all phone companies. A certain anarchical tinge
deep in the American soul delights in causing confusion and pain to all
bureaucracies, including technological ones.
There is sometimes malice and vandalism in this attitude, but it is a
deep and cherished part of the American national character. The outlaw,
the rebel, the rugged individual, the pioneer, the sturdy Jeffersonian
yeoman, the private citizen resisting interference in his pursuit of
happiness -- these are figures that all Americans recognize, and that many
will strongly applaud and defend.
Many scrupulously law-abiding citizens today do cutting-edge
work with electronics -- work that has already had tremendous social
influence and will have much more in years to come. In all truth, these
talented, hardworking, law-abiding, mature, adult people are far more
disturbing to the peace and order of the current status quo than any
scofflaw group of romantic teenage punk kids. These law-abiding hackers
have the power, ability, and willingness to influence other people's lives
quite unpredictably. They have means, motive, and opportunity to meddle
drastically with the American social order. When corralled into
governments, universities, or large multinational companies, and forced to
follow rulebooks and wear suits and ties, they at least have some
conventional halters on their freedom of action. But when loosed alone, or
in small groups, and fired by imagination and the entrepreneurial spirit,
they can move mountains - causing landslides that will likely crash
directly into your office and living room.
These people, as a class, instinctively recognize that a public,
politicized attack on hackers will eventually spread to them -- that the term
"hacker," once demonized, might be used to knock their hands off the
levers of power and choke them out of existence. There are hackers today
who fiercely and publicly resist any besmirching of the noble title of
hacker. Naturally and understandably, they deeply resent the attack on
their values implicit in using the word "hacker" as a synonym for
computer-criminal.
This book, sadly but in my opinion unavoidably, rather adds to the
degradation of the term. It concerns itself mostly with "hacking" in its
commonest latter-day definition, i.e., intruding into computer systems by
stealth and without permission. The term "hacking" is used routinely today
by almost all law enforcement officials with any professional interest in
computer fraud and abuse. American police describe almost any crime
committed with, by, through, or against a computer as hacking.
Most importantly, "hacker" is what computerintruders choose to
call themselves. Nobody who "hacks" into systems willingly describes
himself (rarely, herself) as a "computer intruder," "computer trespasser,"
"cracker," "wormer," "darkside hacker" or "high tech street gangster."
Several other demeaning terms have been invented in the hope that the
press and public will leave the original sense of the word alone. But few
people actually use these terms. (I exempt the term "cyberpunk," which a
few hackers and law enforcement people actually do use. The term
"cyberpunk" is drawn from literary criticism and has some odd and
unlikely resonances, but, like hacker, cyberpunk too has become a criminal
pejorative today.)
In any case, breaking into computer systems was hardly alien to the
original hacker tradition. The first tottering systems of the 1960s
required fairly extensive internal surgery merely to function day-by-day.
Their users "invaded" the deepest, most arcane recesses of their operating
software almost as a matter of routine. "Computer security" in these early,
primitive systems was at best an afterthought. What security there was,
was entirely physical, for it was assumed that anyone allowed near this
expensive, arcane hardware would be a fully qualified professional expert.
In a campus environment, though, this meant that grad students,
teaching assistants, undergraduates, and eventually, all manner of dropouts
and hangers-on ended up accessing and often running the works.
Universities, even modern universities, are not in the business of
maintaining security over information. On the contrary, universities, as
institutions, pre-date the "information economy" by many centuries and are
notfor-profit cultural entities, whose reason for existence (purportedly) is
to discover truth, codify it through techniques of scholarship, and then
teach it. Universities are meant to pass the torch of civilization, not just
download data into student skulls, and the values of the academic
community are strongly at odds with those of all would-be information
empires. Teachers at all levels, from kindergarten up, have proven to be
shameless and persistent software and data pirates. Universities do not
merely "leak information" but vigorously broadcast free thought.
This clash of values has been fraught with controversy. Many
hackers of the 1960s remember their professional apprenticeship as a long
guerilla war against the uptight mainframe-computer "information
priesthood." These computer-hungry youngsters had to struggle hard for
access to computing power, and many of them were not above certain, er,
shortcuts. But, over the years, this practice freed computing from the
sterile reserve of lab-coated technocrats and was largely responsible for the
explosive growth of computing in general society -- especially personal
computing.
Access to technical power acted like catnip on certain of these
youngsters. Most of the basic techniques of computer intrusion: password
cracking, trapdoors, backdoors, trojan horses -- were invented in college
environments in the 1960s, in the early days of network computing. Some
off-the-cuff experience at computer intrusion was to be in the informal
resume of most "hackers" and many future industry giants. Outside of the
tiny cult of computer enthusiasts, few people thought much about the
implications of "breaking into" computers. This sort of activity had not
yet been publicized, much less criminalized.
In the 1960s, definitions of "property" and "privacy" had not yet
been extended to cyberspace. Computers were not yet indispensable to
society. There were no vast databanks of vulnerable, proprietary
information stored in computers, which might be accessed, copied without
permission, erased, altered, or sabotaged. The stakes were low in the
early days -- but they grew every year, exponentially, as computers
themselves grew.
By the 1990s, commercial and political pressures had become
overwhelming, and they broke the social boundaries of the hacking
subculture. Hacking had become too important to be left to the hackers.
Society was now forced to tackle the intangible nature of cyberspace-as-
property, cyberspace as privately-owned unreal-estate. In the new,
severe, responsible, highstakes context of the "Information Society" of the
1990s, "hacking" was called into question.
What did it mean to break into a computer without permission and
use its computational power, or look around inside its files without hurting
anything? What were computer-intruding hackers, anyway -- how should
society, and the law, best define their actions? Were they just
browsers, harmless intellectual explorers? Were they voyeurs,
snoops, invaders of privacy? Should they be sternly treated as potential
agents of espionage, or perhaps as industrial spies? Or were they best
defined as trespassers, a very common teenage misdemeanor? Was
hacking theft of service? (After all, intruders were getting someone
else's computer to carry out their orders, without permission and without
paying). Was hacking fraud? Maybe it was best described as
impersonation. The commonest mode of computer intrusion was (and
is) to swipe or snoop somebody else's password, and then enter the
computer in the guise of another person -- who is commonly stuck with
the blame and the bills.
Perhaps a medical metaphor was better -- hackers should be
defined as "sick," as computer addicts unable to control their
irresponsible, compulsive behavior.
But these weighty assessments meant little to the people who were
actually being judged. From inside the underground world of hacking
itself, all these perceptions seem quaint, wrongheaded, stupid, or
meaningless. The most important self-perception of underground hackers
- from the 1960s, right through to the present day -- is that they are an
elite. The day-to-day struggle in the underground is not over
sociological definitions -- who cares? -- but for power, knowledge, and
status among one's peers.
When you are a hacker, it is your own inner conviction of your
elite status that enables you to break, or let us say "transcend," the rules.
It is not that all rules go by the board. The rules habitually broken by
hackers are unimportant rules -- the rules of dopey greedhead telco
bureaucrats and pig-ignorant government pests. Hackers have their own
rules, which separate behavior which is cool and elite, from behavior
which is rodentlike, stupid and losing. These "rules," however, are mostly
unwritten and enforced by peer pressure and tribal feeling. Like all rules
that depend on the unspoken conviction that everybody else is a good old
boy, these rules are ripe for abuse. The mechanisms of hacker peer-
pressure, "teletrials" and ostracism, are rarely used and rarely work. Back-
stabbing slander, threats, and electronic harassment are also freely
employed in downand-dirty intrahacker feuds, but this rarely forces a rival
out of the scene entirely. The only real solution for the problem of an
utterly losing, treacherous and rodentlike hacker is to turn him in to the
police. Unlike the Mafia or Medellin Cartel, the hacker elite cannot
simply execute the bigmouths, creeps and troublemakers among their
ranks, so they turn one another in with astonishing frequency.
There is no tradition of silence or omerta in the hacker
underworld. Hackers can be shy, even reclusive, but when they do talk,
hackers tend to brag, boast and strut. Almost everything hackers do is
invisible; if they don't brag, boast, and strut about it, then nobody will
ever know. If you don't have something to brag, boast, and strut about,
then nobody in the underground will recognize you and favor you with
vital cooperation and respect.
The way to win a solid reputation in the underground is by telling
other hackers things that could only have been learned by exceptional
cunning and stealth. Forbidden knowledge, therefore, is the basic currency
of the digital underground, like seashells among Trobriand Islanders.
Hackers hoard this knowledge, and dwell upon it obsessively, and refine
it, and bargain with it, and talk and talk about it. Many hackers even suffer
from a strange obsession to teach -- to spread the ethos and the
knowledge of the digital underground. They'll do this even when it gains
them no particular advantage and presents a grave personal risk.
And when that risk catches up with them, they will go right on
teaching and preaching -- to a new audience this time, their interrogators
from law enforcement. Almost every hacker arrested tells everything he
knows -- all about his friends, his mentors, his disciples -- legends,
threats, horror stories, dire rumors, gossip, hallucinations. This is, of
course, convenient for law enforcement -- except when law enforcement
begins to believe hacker legendry.
Phone phreaks are unique among criminals in their willingness to
call up law enforcement officials -- in the office, at their homes -- and give
them an extended piece of their mind. It is hard not to interpret this as
begging for arrest, and in fact it is an act of incredible foolhardiness.
Police are naturally nettled by these acts of chutzpah and will go well out
of their way to bust these flaunting idiots. But it can also be interpreted as
a product of a world-view so elitist, so closed and hermetic, that electronic
police are simply not perceived as "police," but rather as enemy phone
phreaks who should be scolded into behaving "decently."
Hackers at their most grandiloquent perceive themselves as the
elite pioneers of a new electronic world. Attempts to make them obey the
democratically established laws of contemporary American society are
seen as repression and persecution. After all, they argue, if Alexander
Graham Bell had gone along with the rules of the Western Union telegraph
company, there would have been no telephones. If Jobs and Wozniak had
believed that IBM was the be-all and end-all, there would have been no
personal computers. If Benjamin Franklin and Thomas Jefferson had tried
to "work within the system" there would have been no United States.
Not only do hackers privately believe this as an article of faith, but
they have been known to write ardent manifestos about it. Here are some
revealing excerpts from an especially vivid hacker manifesto: "The
TechnoRevolution" by "Dr. Crash," which appeared in electronic form in
Phrack Volume 1, Issue 6, Phile 3.
"To fully explain the true motives behind hacking, we must first
take a quick look into the past. In the 1960s, a group of MIT students built
the first modern computer system. This wild, rebellious group of young
men were the first to bear the name 'hackers.' The systems that they
developed were intended to be used to solve world problems and to benefit
all of mankind.
"As we can see, this has not been the case. The computer system
has been solely in the hands of big businesses and the government. The
wonderful device meant to enrich life has become a weapon which
dehumanizes people. To the government and large businesses, people are
no more than disk space, and the government doesn't use computers to
arrange aid for the poor, but to control nuclear death weapons. The
average American can only have access to a small microcomputer which
is worth only a fraction of what they pay for it. The businesses keep the
true state-of-the-art equipment away from the people behind a steel wall of
incredibly high prices and bureaucracy. It is because of this state of affairs
that hacking was born.(...)
"Of course, the government doesn't want the monopoly of
technology broken, so they have outlawed hacking and arrest anyone who
is caught.(...) The phone company is another example of technology
abused and kept from people with high prices.(...)
"Hackers often find that their existing equipment, due to the
monopoly tactics of computer companies, is inefficient for their purposes.
Due to the exorbitantly high prices, it is impossible to legally purchase the
necessary equipment. This need has given still another segment of the
fight: Credit Carding. Carding is a way of obtaining the necessary goods
without paying for them. It is again due to the companies' stupidity that
Carding is so easy, and shows that the world's businesses are in the hands
of those with considerably less technical know-how than we, the hackers.
(...) "Hacking must continue. We must train newcomers to the art of
hacking.(....) And whatever you do, continue the fight. Whether you
know it or not, if you are a hacker, you are a revolutionary. Don't worry,
you're on the right side."
The defense of "carding" is rare. Most hackers regard credit-card
theft as "poison" to the underground, a sleazy and immoral effort that,
worse yet, is hard to get away with. Nevertheless, manifestos advocating
creditcard theft, the deliberate crashing of computer systems, and even acts
of violent physical destruction such as vandalism and arson do exist in the
underground. These boasts and threats are taken quite seriously by the
police. And not every hacker is an abstract, Platonic computernerd. Some
few are quite experienced at picking locks, robbing phone-trucks, and
breaking and entering buildings.
Hackers vary in their degree of hatred for authority and the
violence of their rhetoric. But, at a bottom line, they are scofflaws. They
don't regard the current rules of electronic behavior as respectable efforts
to preserve law and order and protect public safety. They regard these
laws as immoral efforts by soulless corporations to protect their profit
margins and to crush dissidents. "Stupid" people, including police,
businessmen, politicians, and journalists, simply have no right to judge the
actions of those possessed of genius, techno-revolutionary intentions, and
technical expertise.
3.
Hackers are generally teenagers and college kids not engaged in
earning a living. They often come from fairly well-to-do middle-class
backgrounds, and are markedly anti-materialistic (except, that is, when it
comes to computer equipment). Anyone motivated by greed for mere
money (as opposed to the greed for power, knowledge and status) is
swiftly written-off as a narrowminded breadhead whose interests can only
be corrupt and contemptible.
Having grown up in the 1970s and 1980s, the young Bohemians of
the digital underground regard straight society as awash in plutocratic
corruption, where everyone from the President down is for sale and
whoever has the gold makes the rules.
Interestingly, there's a funhouse-mirror image of this attitude on the
other side of the conflict. The police are also one of the most markedly
anti-materialistic groups in American society, motivated not by mere
money but by ideals of service, justice, esprit-de-corps, and, of course,
their own brand of specialized knowledge and power. Remarkably, the
propaganda war between cops and hackers has always involved angry
allegations that the other side is trying to make a sleazy buck. Hackers
consistently sneer that anti-phreak prosecutors are angling for cushy jobs
as telco lawyers and that computercrime police are aiming to cash in later
as well-paid computer-security consultants in the private sector.
For their part, police publicly conflate all hacking crimes with
robbing payphones with crowbars. Allegations of "monetary losses" from
computer intrusion are notoriously inflated. The act of illicitly copying a
document from a computer is morally equated with directly robbing a
company of, say, half a million dollars. The teenage computer intruder in
possession of this "proprietary" document has certainly not sold it for such
a sum, would likely have little idea how to sell it at all, and quite probably
doesn't even understand what he has. He has not made a cent in profit
from his felony but is still morally equated with a thief who has robbed the
church poorbox and lit out for Brazil.
Police want to believe that all hackers are thieves. It is a tortuous
and almost unbearable act for the American justice system to put people in
jail because they want to learn things which are forbidden for them to
know. In an American context, almost any pretext for punishment is
better than jailing people to protect certain restricted kinds of information.
Nevertheless, policing information is part and parcel of the struggle
against hackers.
This dilemma is well exemplified by the remarkable activities of
"Emmanuel Goldstein," editor and publisher of a print magazine known as
2600: The Hacker Quarterly. Goldstein was an English major at Long
Island's State University of New York in the '70s, when he became
involved with the local college radio station. His growing interest in
electronics caused him to drift into Yippie TAP circles and thus into the
digital underground, where he became a self-described technorat. His
magazine publishes techniques of computer intrusion and telephone
"exploration" as well as gloating exposes of telco misdeeds and
governmental failings.
Goldstein lives quietly and very privately in a large, crumbling
Victorian mansion in Setauket, New York. The seaside house is
decorated with telco decals, chunks of driftwood, and the basic bric-a-brac
of a hippie crash-pad. He is unmarried, mildly unkempt, and survives
mostly on TV dinners and turkey-stuffing eaten straight out of the bag.
Goldstein is a man of considerable charm and fluency, with a brief,
disarming smile and the kind of pitiless, stubborn, thoroughly recidivist
integrity that America's electronic police find genuinely alarming.
Goldstein took his nom-de-plume, or "handle," from a character in
Orwell's 1984, which may be taken, correctly, as a symptom of the
gravity of his sociopolitical worldview. He is not himself a practicing
computer intruder, though he vigorously abets these actions, especially
when they are pursued against large corporations or governmental
agencies. Nor is he a thief, for he loudly scorns mere theft of phone
service, in favor of 'exploring and manipulating the system.' He is
probably best described and understood as a dissident.
Weirdly, Goldstein is living in modern America under conditions
very similar to those of former East European intellectual dissidents. In
other words, he flagrantly espouses a value-system that is deeply and
irrevocably opposed to the system of those in power and the police. The
values in 2600 are generally expressed in terms that are ironic, sarcastic,
paradoxical, or just downright confused. But there's no mistaking their
radically anti-authoritarian tenor. 2600 holds that technical power and
specialized knowledge, of any kind obtainable, belong by right in the
hands of those individuals brave and bold enough to discover them -- by
whatever means necessary. Devices, laws, or systems that forbid access,
and the free spread of knowledge, are provocations that any free and self-
respecting hacker should relentlessly attack. The "privacy" of
governments, corporations and other soulless technocratic organizations
should never be protected at the expense of the liberty and free initiative of
the individual techno-rat.
However, in our contemporary workaday world, both governments
and corporations are very anxious indeed to police information which is
secret, proprietary, restricted, confidential, copyrighted, patented,
hazardous, illegal, unethical, embarrassing, or otherwise sensitive. This
makes Goldstein persona non grata, and his philosophy a threat.
Very little about the conditions of Goldstein's daily life would
astonish, say, Vaclav Havel. (We may note in passing that President
Havel once had his word-processor confiscated by the Czechoslovak
police.) Goldstein lives by samizdat, acting semi-openly as a data-
center for the underground, while challenging the powers-that-be to abide
by their own stated rules: freedom of speech and the First Amendment.
Goldstein thoroughly looks and acts the part of techno-rat, with
shoulder-length ringlets and a piratical black fisherman's-cap set at a
rakish angle. He often shows up like Banquo's ghost at meetings of
computer professionals, where he listens quietly, half-smiling and taking
thorough notes.
Computer professionals generally meet publicly, and find it very
difficult to rid themselves of Goldstein and his ilk without extralegal and
unconstitutional actions. Sympathizers, many of them quite respectable
people with responsible jobs, admire Goldstein's attitude and
surreptitiously pass him information. An unknown but presumably large
proportion of Goldstein's 2,000-plus readership are telco security
personnel and police, who are forced to subscribe to 2600 to stay
abreast of new developments in hacking. They thus find themselves
paying this guy's rent while grinding their teeth in anguish, a situation
that would have delighted Abbie Hoffman (one of Goldstein's few idols).
Goldstein is probably the best-known public representative of the
hacker underground today, and certainly the best-hated. Police regard him
as a Fagin, a corrupter of youth, and speak of him with untempered
loathing. He is quite an accomplished gadfly.
After the Martin Luther King Day Crash of 1990, Goldstein, for
instance, adeptly rubbed salt into the wound in the pages of 2600.
"Yeah, it was fun for the phone phreaks as we watched the network
crumble," he admitted cheerfully. "But it was also an ominous sign of
what's to come... Some AT&T people, aided by well-meaning but
ignorant media, were spreading the notion that many companies had the
same software and therefore could face the same problem someday.
Wrong. This was entirely an AT&T software deficiency. Of course, other
companies could face entirely different software problems. But then, so
too could AT&T."
After a technical discussion of the system's failings, the Long
Island techno-rat went on to offer thoughtful criticism to the gigantic
multinational's hundreds of professionally qualified engineers. "What we
don't know is how a major force in communications like AT&T could be
so sloppy. What happened to backups? Sure, computer systems go down
all the time, but people making phone calls are not the same as people
logging on to computers. We must make that distinction. It's not
acceptable for the phone system or any other essential service to 'go down.'
If we continue to trust technology without understanding it, we can look
forward to many variations on this theme.
"AT&T owes it to its customers to be prepared to instantly
switch to another network if something strange and unpredictable starts
occurring. The news here isn't so much the failure of a computer program,
but the failure of AT&T's entire structure."
The very idea of this.... this person.... offering "advice" about
"AT&T's entire structure" is more than some people can easily bear. How
dare this near-criminal dictate what is or isn't "acceptable" behavior from
AT&T? Especially when he's publishing, in the very same issue, detailed
schematic diagrams for creating various switching-network signalling
tones unavailable to the public.
"See what happens when you drop a 'silver box' tone or two down
your local exchange or through different long distance service carriers,"
advises 2600 contributor "Mr. Upsetter" in "How To Build a Signal
Box." "If you experiment systematically and keep good records, you will
surely discover something interesting."
This is, of course, the scientific method, generally regarded as a
praiseworthy activity and one of the flowers of modern civilization. One
can indeed learn a great deal with this sort of structured intellectual
activity. Telco employees regard this mode of "exploration" as akin to
flinging sticks of dynamite into their pond to see what lives on the bottom.
2600 has been published consistently since 1984. It has also run
a bulletin board computer system, printed 2600 T-shirts, taken fax
calls... The Spring 1991 issue has an interesting announcement on page
45: "We just discovered an extra set of wires attached to our fax line and
heading up the pole. (They've since been clipped.) Your faxes to us and to
anyone else could be monitored."
In the worldview of 2600, the tiny band of technorat brothers
(rarely, sisters) are a beseiged vanguard of the truly free and honest. The
rest of the world is a maelstrom of corporate crime and high-level
governmental corruption, occasionally tempered with well-meaning
ignorance. To read a few issues in a row is to enter a nightmare akin to
Solzhenitsyn's, somewhat tempered by the fact that 2600 is often
extremely funny.
Goldstein did not become a target of the Hacker Crackdown,
though he protested loudly, eloquently, and publicly about it, and it added
considerably to his fame. It was not that he is not regarded as dangerous,
because he is so regarded. Goldstein has had brushes with the law in the
past: in 1985, a 2600 bulletin board computer was seized by the FBI,
and some software on it was formally declared "a burglary tool in the form
of a computer program." But Goldstein escaped direct repression in 1990,
because his magazine is printed on paper, and recognized as subject to
Constitutional freedom of the press protection. As was seen in the
Ramparts case, this is far from an absolute guarantee. Still, as a
practical matter, shutting down 2600 by court-order would create so
much legal hassle that it is simply unfeasible, at least for the present.
Throughout 1990, both Goldstein and his magazine were peevishly
thriving.
Instead, the Crackdown of 1990 would concern itself with the
computerized version of forbidden data. The crackdown itself, first and
foremost, was about bulletin board systems. Bulletin Board Systems,
most often known by the ugly and un-pluralizable acronym "BBS," are the
life-blood of the digital underground. Boards were also central to law
enforcement's tactics and strategy in the Hacker Crackdown.
A "bulletin board system" can be formally defined as a computer
which serves as an information and messagepassing center for users
dialing-up over the phone-lines through the use of modems. A "modem,"
or modulatordemodulator, is a device which translates the digital impulses
of computers into audible analog telephone signals, and vice versa.
Modems connect computers to phones and thus to each other.
Large-scale mainframe computers have been connected since the
1960s, but personal computers, run by individuals out of their homes,
were first networked in the late 1970s. The "board" created by Ward
Christensen and Randy Suess in February 1978, in Chicago, Illinois, is
generally regarded as the first personal-computer bulletin board system
worthy of the name. Boards run on many different machines, employing
many different kinds of software. Early boards were crude and buggy, and
their managers, known as "system operators" or "sysops," were hard-
working technical experts who wrote their own software. But like most
everything else in the world of electronics, boards became faster, cheaper,
better-designed, and generally far more sophisticated throughout the
1980s. They also moved swiftly out of the hands of pioneers and into
those of the general public. By 1985 there were something in the
neighborhood of 4,000 boards in America. By 1990 it was calculated,
vaguely, that there were about 30,000 boards in the US, with uncounted
thousands overseas.
Computer bulletin boards are unregulated enterprises. Running a
board is a rough-and-ready, catchas-catch-can proposition. Basically,
anybody with a computer, modem, software and a phone-line can start a
board. With second-hand equipment and public-domain free software, the
price of a board might be quite small -less than it would take to publish a
magazine or even a decent pamphlet. Entrepreneurs eagerly sell bulletin-
board software, and will coach nontechnical amateur sysops in its use.
Boards are not "presses." They are not magazines, or libraries, or
phones, or CB radios, or traditional cork bulletin boards down at the local
laundry, though they have some passing resemblance to those earlier
media. Boards are a new medium -- they may even be a large number of
new media.
Consider these unique characteristics: boards are cheap, yet they
can have a national, even global reach. Boards can be contacted from
anywhere in the global telephone network, at no cost to the person
running the board -- the caller pays the phone bill, and if the caller is local,
the call is free. Boards do not involve an editorial elite addressing a mass
audience. The "sysop" of a board is not an exclusive publisher or writer --
he is managing an electronic salon, where individuals can address the
general public, play the part of the general public, and also exchange
private mail with other individuals. And the "conversation" on boards,
though fluid, rapid, and highly interactive, is not spoken, but written. It is
also relatively anonymous, sometimes completely so.
And because boards are cheap and ubiquitous, regulations and
licensing requirements would likely be practically unenforceable. It would
almost be easier to "regulate" "inspect" and "license" the content of
private mail -- probably more so, since the mail system is operated by the
federal government. Boards are run by individuals, independently, entirely
at their own whim.
For the sysop, the cost of operation is not the primary limiting
factor. Once the investment in a computer and modem has been made, the
only steady cost is the charge for maintaining a phone line (or several
phone lines). The primary limits for sysops are time and energy. Boards
require upkeep. New users are generally "validated" -they must be issued
individual passwords, and called at home by voice-phone, so that their
identity can be verified. Obnoxious users, who exist in plenty, must be
chided or purged. Proliferating messages must be deleted when they grow
old, so that the capacity of the system is not overwhelmed. And software
programs (if such things are kept on the board) must be examined for
possible computer viruses. If there is a financial charge to use the board
(increasingly common, especially in larger and fancier systems) then
accounts must be kept, and users must be billed. And if the board crashes
-- a very common occurrence -- then repairs must be made.
Boards can be distinguished by the amount of effort spent in
regulating them. First, we have the completely open board, whose sysop is
off chugging brews and watching re-runs while his users generally
degenerate over time into peevish anarchy and eventual silence. Second
comes the supervised board, where the sysop breaks in every once in a
while to tidy up, calm brawls, issue announcements, and rid the
community of dolts and troublemakers. Third is the heavily supervised
board, which sternly urges adult and responsible behavior and swiftly
edits any message considered offensive, impertinent, illegal or irrelevant.
And last comes the completely edited "electronic publication," which is
presented to a silent audience which is not allowed to respond directly in
any way.
Boards can also be grouped by their degree of anonymity. There is
the completely anonymous board, where everyone uses pseudonyms --
"handles" -- and even the sysop is unaware of the user's true identity. The
sysop himself is likely pseudonymous on a board of this type. Second, and
rather more common, is the board where the sysop knows (or thinks he
knows) the true names and addresses of all users, but the users don't know
one another's names and may not know his. Third is the board where
everyone has to use real names, and roleplaying and pseudonymous
posturing are forbidden.
Boards can be grouped by their immediacy. "Chatlines" are boards
linking several users together over several different phone-lines
simultaneously, so that people exchange messages at the very moment that
they type. (Many large boards feature "chat" capabilities along with other
services.) Less immediate boards, perhaps with a single phoneline, store
messages serially, one at a time. And some boards are only open for
business in daylight hours or on weekends, which greatly slows response.
A network of boards, such as "FidoNet," can carry electronic mail from
board to board, continent to continent, across huge distances -- but at a
relative snail's pace, so that a message can take several days to reach its
target audience and elicit a reply.
Boards can be grouped by their degree of community. Some
boards emphasize the exchange of private, person-to-person electronic
mail. Others emphasize public postings and may even purge people who
"lurk," merely reading posts but refusing to openly participate. Some
boards are intimate and neighborly. Others are frosty and highly technical.
Some are little more than storage dumps for software, where users
"download" and "upload" programs, but interact among themselves little if
at all.
Boards can be grouped by their ease of access. Some boards are
entirely public. Others are private and restricted only to personal friends
of the sysop. Some boards divide users by status. On these boards, some
users, especially beginners, strangers or children, will be restricted to
general topics, and perhaps forbidden to post. Favored users, though, are
granted the ability to post as they please, and to stay "on-line" as long as
they like, even to the disadvantage of other people trying to call in. High-
status users can be given access to hidden areas in the board, such as off-
color topics, private discussions, and/or valuable software. Favored users
may even become "remote sysops" with the power to take remote control
of the board through their own home computers. Quite often "remote
sysops" end up doing all the work and taking formal control of the
enterprise, despite the fact that it's physically located in someone else's
house. Sometimes several "co-sysops" share power.
And boards can also be grouped by size. Massive, nationwide
commercial networks, such as CompuServe, Delphi, GEnie and Prodigy,
are run on mainframe computers and are generally not considered
"boards," though they share many of their characteristics, such as
electronic mail, discussion topics, libraries of software, and persistent and
growing problems with civil-liberties issues. Some private boards have as
many as thirty phone-lines and quite sophisticated hardware. And then
there are tiny boards.
Boards vary in popularity. Some boards are huge and crowded,
where users must claw their way in against a constant busy-signal. Others
are huge and empty -- there are few things sadder than a formerly
flourishing board where no one posts any longer, and the dead
conversations of vanished users lie about gathering digital dust. Some
boards are tiny and intimate, their telephone numbers intentionally kept
confidential so that only a small number can log on.
And some boards are underground.
Boards can be mysterious entities. The activities of their users can
be hard to differentiate from conspiracy. Sometimes they are
conspiracies. Boards have harbored, or have been accused of harboring,
all manner of fringe groups, and have abetted, or been accused of abetting,
every manner of frowned-upon, sleazy, radical, and criminal activity.
There are Satanist boards. Nazi boards. Pornographic boards. Pedophile
boards. Drugdealing boards. Anarchist boards. Communist boards. Gay
and Lesbian boards (these exist in great profusion, many of them quite
lively with well-established histories). Religious cult boards. Evangelical
boards. Witchcraft boards, hippie boards, punk boards, skateboarder
boards. Boards for UFO believers. There may well be boards for serial
killers, airline terrorists and professional assassins. There is simply no way
to tell. Boards spring up, flourish, and disappear in large numbers, in
most every corner of the developed world. Even apparently innocuous
public boards can, and sometimes do, harbor secret areas known only to a
few. And even on the vast, public, commercial services, private mail is
very private -- and quite possibly criminal.
Boards cover most every topic imaginable and some that are hard
to imagine. They cover a vast spectrum of social activity. However, all
board users do have something in common: their possession of computers
and phones. Naturally, computers and phones are primary topics of
conversation on almost every board.
And hackers and phone phreaks, those utter devotees of computers
and phones, live by boards. They swarm by boards. They are bred by
boards. By the late 1980s, phone-phreak groups and hacker groups, united
by boards, had proliferated fantastically.
As evidence, here
is a list of hacker groups compiled by the editors
of Phrack on August 8, 1988.
The Administration. Advanced Telecommunications, Inc. ALIAS.
American Tone Travelers. Anarchy Inc. Apple Mafia. The Association.
Atlantic Pirates Guild.
Bad Ass Mother Fuckers. Bellcore. Bell Shock Force. Black Bag.
Camorra. C&M Productions. Catholics Anonymous. Chaos
Computer Club. Chief Executive Officers. Circle Of Death. Circle Of
Deneb. Club X. Coalition of Hi-Tech Pirates. Coast-To-Coast. Corrupt
Computing. Cult Of The Dead Cow. Custom Retaliations.
Damage Inc. D&B Communications. The Dange Gang. Dec
Hunters. Digital Gang. DPAK.
Eastern Alliance. The Elite Hackers Guild. Elite Phreakers and
Hackers Club. The Elite Society Of America. EPG. Executives Of
Crime. Extasyy Elite.
Fargo 4A. Farmers Of Doom. The Federation. Feds R Us. First
Class. Five O. Five Star. Force Hackers. The 414s.
Hack-A-Trip. Hackers Of America. High Mountain Hackers.
High Society. The Hitchhikers.
IBM Syndicate. The Ice Pirates. Imperial Warlords. Inner Circle.
Inner Circle II. Insanity Inc. International Computer Underground
Bandits.
Justice League of America. Kaos Inc. Knights Of Shadow.
Knights Of The Round Table.
League Of Adepts. Legion Of Doom. Legion Of Hackers. Lords
Of Chaos. Lunatic Labs, Unlimited.
Master Hackers. MAD! The Marauders. MD/PhD. Metal
Communications, Inc. MetalliBashers, Inc. MBI. Metro
Communications. Midwest Pirates Guild.
NASA Elite. The NATO Association. Neon Knights. Nihilist
Order. Order Of The Rose. OSS.
Pacific Pirates Guild. Phantom Access Associates. PHido
PHreaks. The Phirm. Phlash. PhoneLine Phantoms. Phone Phreakers Of
America. Phortune 500. Phreak Hack Delinquents. Phreak Hack
Destroyers. Phreakers, Hackers, And Laundromat Employees Gang
(PHALSE Gang). Phreaks Against Geeks. Phreaks Against Phreaks
Against Geeks. Phreaks and Hackers of America. Phreaks Anonymous
World Wide. Project Genesis. The Punk Mafia. The Racketeers. Red
Dawn Text Files. Roscoe Gang.
SABRE. Secret Circle of Pirates. Secret Service. 707 Club.
Shadow Brotherhood. Sharp Inc. 65C02 Elite. Spectral Force. Star
League. Stowaways. Strata-Crackers.
Team Hackers '86. Team Hackers '87. TeleComputist Newsletter
Staff. Tribunal Of Knowledge. Triple Entente. Turn Over And Die
Syndrome (TOADS). 300 Club. 1200 Club. 2300 Club. 2600 Club.
2601 Club. 2AF. The United Soft WareZ Force. United Technical
Underground.
Ware Brigade. The Warelords. WASP.
Contemplating this list is an impressive, almost humbling
business. As a cultural artifact, the thing approaches poetry.
Underground groups -- subcultures -- can be distinguished from
independent cultures by their habit of referring constantly to the parent
society. Undergrounds by their nature constantly must maintain a
membrane of differentiation. Funny/distinctive clothes and hair,
specialized jargon, specialized ghettoized areas in cities, different hours of
rising, working, sleeping.... The digital underground, which specializes in
information, relies very heavily on language to distinguish itself. As can
be seen from this list, they make heavy use of parody and mockery. It's
revealing to see who they choose to mock.
First, large corporations. We have the Phortune 500, The Chief
Executive Officers, Bellcore, IBM Syndicate, SABRE (a computerized
reservation service maintained by airlines). The common use of "Inc." is
telling -- none of these groups are actual corporations, but take clear
delight in mimicking them.
Second, governments and police. NASA Elite, NATO
Association. "Feds R Us" and "Secret Service" are fine bits of fleering
boldness. OSS -- the Office of Strategic Services was the forerunner of
the CIA.
Third, criminals. Using stigmatizing pejoratives as a perverse
badge of honor is a time-honored tactic for subcultures: punks, gangs,
delinquents, mafias, pirates, bandits, racketeers.
Specialized orthography, especially the use of "ph" for "f" and "z"
for the plural "s," are instant recognition symbols. So is the use of the
numeral "0" for the letter "O" -- computer-software orthography generally
features a slash through the zero, making the distinction obvious.
Some terms are poetically descriptive of computer intrusion: the
Stowaways, the Hitchhikers, the PhoneLine Phantoms, Coast-to-Coast.
Others are simple bravado and vainglorious puffery. (Note the insistent
use of the terms "elite" and "master.") Some terms are blasphemous, some
obscene, others merely cryptic - anything to puzzle, offend, confuse, and
keep the straights at bay.
Many hacker groups further re-encrypt their names by the use of
acronyms: United Technical Underground becomes UTU, Farmers of
Doom become FoD, the United SoftWareZ Force becomes, at its own
insistence, "TuSwF," and woe to the ignorant rodent who capitalizes the
wrong letters.
It should be further recognized that the members of these groups
are themselves pseudonymous. If you did, in fact, run across the
"PhoneLine Phantoms," you would find them to consist of "Carrier
Culprit," "The Executioner," "Black Majik," "Egyptian Lover," "Solid
State," and "Mr Icom." "Carrier Culprit" will likely be referred to by his
friends as "CC," as in, "I got these dialups from CC of PLP."
It's quite possible that this entire list refers to as few as a thousand
people. It is not a complete list of underground groups -- there has never
been such a list, and there never will be. Groups rise, flourish, decline,
share membership, maintain a cloud of wannabes and casual hangers-on.
People pass in and out, are ostracized, get bored, are busted by police, or
are cornered by telco security and presented with huge bills. Many
"underground groups" are software pirates, "warez d00dz," who might
break copy protection and pirate programs, but likely wouldn't dare to
intrude on a computer-system. It is hard to estimate the true population of
the digital underground. There is constant turnover. Most hackers start
young, come and go, then drop out at age 22 -- the age of college
graduation. And a large majority of "hackers" access pirate boards, adopt
a handle, swipe software and perhaps abuse a phone-code or two, while
never actually joining the elite.
Some professional informants, who make it their business to retail
knowledge of the underground to paymasters in private corporate security,
have estimated the hacker population at as high as fifty thousand. This is
likely highly inflated, unless one counts every single teenage software
pirate and petty phone-booth thief. My best guess is about 5,000 people.
Of these, I would guess that as few as a hundred are truly "elite" -- active
computer intruders, skilled enough to penetrate sophisticated systems and
truly to worry corporate security and law enforcement.
Another interesting speculation is whether this group is growing or
not. Young teenage hackers are often convinced that hackers exist in vast
swarms and will soon dominate the cybernetic universe. Older and wiser
veterans, perhaps as wizened as 24 or 25 years old, are convinced that the
glory days are long gone, that the cops have the underground's number
now, and that kids these days are dirt-stupid and just want to play
Nintendo.
My own assessment is that computer intrusion, as a non-profit act
of intellectual exploration and mastery, is in slow decline, at least in the
United States; but that electronic fraud, especially telecommunication
crime, is growing by leaps and bounds.
One might find a useful parallel to the digital underground in the
drug underground. There was a time, now much-obscured by historical
revisionism, when Bohemians freely shared joints at concerts, and hip,
smallscale marijuana dealers might turn people on just for the sake of
enjoying a long stoned conversation about the Doors and Allen Ginsberg.
Now drugs are increasingly verboten, except in a high-stakes, highly-
criminal world of highly addictive drugs. Over years of disenchantment
and police harassment, a vaguely ideological, free-wheeling drug
underground has relinquished the business of drugdealing to a far more
savage criminal hard-core. This is not a pleasant prospect to contemplate,
but the analogy is fairly compelling.
What does an underground board look like? What distinguishes it
from a standard board? It isn't necessarily the conversation -- hackers
often talk about common board topics, such as hardware, software, sex,
science fiction, current events, politics, movies, personal gossip.
Underground boards can best be distinguished by their files, or "philes,"
pre-composed texts which teach the techniques and ethos of the
underground. These are prized reservoirs of forbidden knowledge. Some
are anonymous, but most proudly bear the handle of the "hacker" who has
created them, and his group affiliation, if he has one.
Here is a partial
table-of-contents of philes from an underground board, somewhere in the
heart of middle America, circa 1991. The descriptions are mostly self-
explanatory.
5406 06-11-91 Hacking Bank America CHHACK.ZIP
4481 06-11-91 Chilton Hacking CITIBANK.ZIP
4118 06-11-91 Hacking Citibank CREDIMTC.ZIP
3241 06-11-91 Hacking Mtc Credit Company DIGEST.ZIP
5159 06-11-91 Hackers Digest HACK.ZIP
14031 06-11-91 How To Hack HACKBAS.ZIP
5073 06-11-91 Basics Of Hacking HACKDICT.ZIP
42774 06-11-91 Hackers Dictionary HACKER.ZIP
57938 06-11-91 Hacker Info HACKERME.ZIP
3148 06-11-91 Hackers Manual HACKHAND.ZIP
4814 06-11-91 Hackers Handbook HACKTHES.ZIP 48290 06-
11-91 Hackers Thesis HACKVMS.ZIP
4696 06-11-91 Hacking Vms Systems MCDON.ZIP
3830 06-11-91 Hacking Macdonalds (Home Of The Archs) P500UNIX.ZIP
15525 06-11-91 Phortune 500 Guide To Unix RADHACK.ZIP
8411 06-11-91 Radio Hacking TAOTRASH.DOC
4096 12-25-89 Suggestions For Trashing TECHHACK.ZIP
5063 06-11-91 Technical Hacking
The files above are do-it-
yourself manuals about computer intrusion. The above is only a small
section of a much larger library of hacking and phreaking techniques and
history. We now move into a different and perhaps surprising
area.
3641 06-11-91 Anarchy Files ANARCHST.ZIP
63703 06-11-91 Anarchist Book ANARCHY.ZIP
2076 06-11-91 Anarchy At Home ANARCHY3.ZIP
6982 06-11-91 Anarchy No 3 ANARCTOY.ZIP
2361 06-11-91 Anarchy Toys ANTIMODM.ZIP
2877 06-11-91 Anti-modem Weapons ATOM.ZIP
4494 06-11-91 How To Make An Atom Bomb BARBITUA.ZIP
3982 06-11-91 Barbiturate Formula BLCKPWDR.ZIP
2810 06-11-91 Black Powder Formulas BOMB.ZIP
3765 06-11-91 How To Make Bombs BOOM.ZIP
2036 06-11-91 Things That Go Boom CHLORINE.ZIP
1926 06-11-91 Chlorine Bomb COOKBOOK.ZIP
1500 06-11-91 Anarchy Cook Book DESTROY.ZIP
3947 06-11-91 Destroy Stuff DUSTBOMB.ZIP
2576 06-11-91 Dust Bomb ELECTERR.ZIP
3230 06-11-91 Electronic Terror EXPLOS1.ZIP
2598 06-11-91 Explosives 1 EXPLOSIV.ZIP
18051 06-11-91 More Explosives EZSTEAL.ZIP
4521 06-11-91 Ez-stealing FLAME.ZIP
2240 06-11-91 Flame Thrower FLASHLT.ZIP
2533 06-11-91 Flashlight Bomb FMBUG.ZIP
2906 06-11-91 How To Make An Fm Bug OMEEXPL.ZIP
2139 06-11-91 Home Explosives HOW2BRK.ZIP
3332 06-11-91 How To Break In LETTER.ZIP
2990 06-11-91 Letter Bomb LOCK.ZIP
2199 06-11-91 How To Pick Locks MRSHIN.ZIP
3991 06-11-91 Briefcase Locks NAPALM.ZIP
3563 06-11-91 Napalm At Home NITRO.ZIP
3158 06-11-91 Fun With Nitro PARAMIL.ZIP
2962 06-11-91 Paramilitary Info PICKING.ZIP
3398 06-11-91 Picking Locks PIPEBOMB.ZIP
2137 06-11-91 Pipe Bomb POTASS.ZIP
3987 06-11-91 Formulas With Potassium PRANK.TXT
11074 08-03-90 More Pranks To Pull On Idiots! REVENGE.ZIP
4447 06-11-91 Revenge Tactics ROCKET.ZIP
2590 06-11-91 Rockets For Fun SMUGGLE.ZIP
3385 06-11-91 How To Smuggle
Holy Cow! The damned thing is full of stuff about bombs!
What are we to make of this?
First, it should be acknowledged that spreading knowledge about
demolitions to teenagers is a highly and deliberately antisocial act.
It is not, however, illegal.
Second, it should be recognized that most of these philes were in
fact written by teenagers. Most adult American males who can
remember their teenage years will recognize that the notion of building a
flamethrower in your garage is an incredibly neat-o idea. Actually
building a flamethrower in your garage, however, is fraught with
discouraging difficulty. Stuffing gunpowder into a booby-trapped
flashlight, so as to blow the arm off your high-school vice-principal, can
be a thing of dark beauty to contemplate. Actually committing assault by
explosives will earn you the sustained attention of the federal Bureau of
Alcohol, Tobacco and Firearms.
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.
5.
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 phonephreak 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-dayswonder 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 Applehacker 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
bestpublicized 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. Smallerscale 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.
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.
And boards all across the country showed the sticky fingerprints of
Phrack, and of that loudest and most flagrant of all underground groups,
the "Legion of Doom."
The term "Legion of Doom" came from comic books. The Legion
of Doom, a conspiracy of costumed supervillains headed by the chrome-
domed criminal ultramastermind Lex Luthor, gave Superman a lot of four-
color graphic trouble for a number of decades. Of course, Superman, that
exemplar of Truth, Justice, and the American Way, always won in the long
run. This didn't matter to the hacker Doomsters -- "Legion of Doom" was
not some thunderous and evil Satanic reference, it was not meant to be
taken seriously. "Legion of Doom" came from funny-books and was
supposed to be funny. "Legion of Doom" did have a good mouthfilling
ring to it, though. It sounded really cool. Other groups, such as the
"Farmers of Doom," closely allied to LoD, recognized this grandiloquent
quality, and made fun of it. There was even a hacker group called "Justice
League of America," named after Superman's club of true-blue
crimefighting superheros.
But they didn't last; the Legion did. The original Legion of Doom,
hanging out on Quasi Moto's Plovernet board, were phone phreaks. They
weren't much into computers. "Lex Luthor" himself (who was under
eighteen when he formed the Legion) was a COSMOS expert, COSMOS
being the "Central System for Mainframe Operations," a telco internal
computer network. Lex would eventually become quite a dab hand at
breaking into IBM mainframes, but although everyone liked Lex and
admired his attitude, he was not considered a truly accomplished computer
intruder. Nor was he the "mastermind" of the Legion of Doom -- LoD
were never big on formal leadership. As a regular on Plovernet and sysop
of his "Legion of Doom BBS," Lex was the Legion's cheerleader and
recruiting officer.
Legion of Doom began on the ruins of an earlier phreak group, The
Knights of Shadow. Later, LoD was to subsume the personnel of the
hacker group "Tribunal of Knowledge." People came and went constantly
in LoD; groups split up or formed offshoots.
Early on, the LoD phreaks befriended a few computer-intrusion
enthusiasts, who became the associated "Legion of Hackers." Then the
two groups conflated into the "Legion of Doom/Hackers," or LoD/H.
When the original "hacker" wing, Messrs. "CompuPhreak" and "Phucked
Agent 04," found other matters to occupy their time, the extra "/H" slowly
atrophied out of the name; but by this time the phreak wing, Messrs. Lex
Luthor, "Blue Archer," "Gary Seven," "Kerrang Khan," "Master of
Impact," "Silver Spy," "The Marauder," and "The Videosmith," had picked
up a plethora of intrusion expertise and had become a force to be reckoned
with.
LoD members seemed to have an instinctive understanding that the
way to real power in the underground lay through covert publicity. LoD
were flagrant. Not only was it one of the earliest groups, but the members
took pains to widely distribute their illicit knowledge. Some LoD
members, like "The Mentor," were close to evangelical about it. Legion
of Doom Technical Journal began to show up on boards throughout the
underground.
LoD Technical Journal was named in cruel parody of the ancient
and honored AT&T Technical Journal. The material in these two
publications was quite similar -much of it, adopted from public journals
and discussions in the telco community. And yet, the predatory attitude of
LoD made even its most innocuous data seem deeply sinister; an outrage;
a clear and present danger.
To see why this should be, let's consider the following (invented)
paragraphs, as a kind of thought experiment.
(A) "W. Fred Brown, AT&T Vice President for Advanced
Technical Development, testified May 8 at a Washington hearing of the
National Telecommunications and Information Administration (NTIA),
regarding Bellcore's GARDEN project. GARDEN (Generalized
Automatic Remote Distributed Electronic Network) is a telephone-switch
programming tool that makes it possible to develop new telecom services,
including hold-on-hold and customized message transfers, from any
keypad terminal, within seconds. The GARDEN prototype combines
centrex lines with a minicomputer using UNIX operating system
software."
(B) "Crimson Flash 512 of the Centrex Mobsters reports: D00dz,
you wouldn't believe this GARDEN bullshit Bellcore's just come up with!
Now you don't even need a lousy Commodore to reprogram a switch --
just log on to GARDEN as a technician, and you can reprogram switches
right off the keypad in any public phone booth! You can give yourself
hold-on-hold and customized message transfers, and best of all, the thing
is run off (notoriously insecure) centrex lines using -- get this -standard
UNIX software! Ha ha ha ha!"
Message (A), couched in typical technobureaucratese, appears
tedious and almost unreadable. (A) scarcely seems threatening or
menacing. Message (B), on the other hand, is a dreadful thing, prima
facie evidence of a dire conspiracy, definitely not the kind of thing you
want your teenager reading. The information, however, is identical. It is
public information, presented before the federal government in an open
hearing. It is not "secret." It is not "proprietary." It is not even
"confidential." On the contrary, the development of advanced software
systems is a matter of great public pride to Bellcore. However, when
Bellcore publicly announces a project of this kind, it expects a certain
attitude from the public -- something along the lines of gosh wow, you
guys are great, keep that up, whatever it is -- certainly not cruel
mimickry, one-upmanship and outrageous speculations about possible
security holes.
Now put yourself in the place of a policeman confronted by an
outraged parent, or telco official, with a copy of Version (B). This well-
meaning citizen, to his horror, has discovered a local bulletin-board
carrying outrageous stuff like (B), which his son is examining with a deep
and unhealthy interest. If (B) were printed in a book or magazine, you, as
an American law enforcement officer, would know that it would take a
hell of a lot of trouble to do anything about it; but it doesn't take technical
genius to recognize that if there's a computer in your area harboring stuff
like (B), there's going to be trouble.
In fact, if you ask around, any computer-literate cop will tell you
straight out that boards with stuff like (B) are the source of trouble.
And the worst source of trouble on boards are the ringleaders inventing
and spreading stuff like (B). If it weren't for these jokers, there wouldn't
be any trouble.
And Legion of Doom were on boards like nobody else. Plovernet.
The Legion of Doom Board. The Farmers of Doom Board. Metal Shop.
OSUNY. Blottoland. Private Sector. Atlantis. Digital Logic. Hell
Phrozen Over.
LoD members also ran their own boards. "Silver Spy" started his
own board, "Catch-22," considered one of the heaviest around. So did
"Mentor," with his "Phoenix Project." When they didn't run boards
themselves, they showed up on other people's boards, to brag, boast, and
strut. And where they themselves didn't go, their philes went, carrying evil
knowledge and an even more evil attitude. As early as 1986, the police
were under the vague impression that everyone in the underground was
Legion of Doom. LoD was never that large -considerably smaller than
either "Metal Communications" or "The Administration," for instance --
but LoD got tremendous press. Especially in Phrack, which at times
read like an LoD fan magazine; and Phrack was everywhere, especially
in the offices of telco security. You couldn't get busted as a phone
phreak, a hacker, or even a lousy codes kid or warez dood, without the
cops asking if you were LoD.
This was a difficult charge to deny, as LoD never distributed
membership badges or laminated ID cards. If they had, they would likely
have died out quickly, for turnover in their membership was considerable.
LoD was less a high-tech street-gang than an ongoing state-ofmind. LoD
was the Gang That Refused to Die. By 1990, LoD had ruled for ten
years, and it seemed weird to police that they were continually busting
people who were only sixteen years old. All these teenage small-timers
were pleading the tiresome hacker litany of "just curious, no criminal
intent." Somewhere at the center of this conspiracy there had to be some
serious adult masterminds, not this seemingly endless supply of myopic
suburban white kids with high SATs and funny haircuts.
There was no question that most any American hacker arrested
would "know" LoD. They knew the handles of contributors to LoD Tech
Journal, and were likely to have learned their craft through LoD boards
and LoD activism. But they'd never met anyone from LoD. Even some of
the rotating cadre who were actually and formally "in LoD" knew one
another only by board-mail and pseudonyms. This was a highly
unconventional profile for a criminal conspiracy. Computer networking,
and the rapid evolution of the digital underground, made the situation very
diffuse and confusing.
Furthermore, a big reputation in the digital underground did not
coincide with one's willingness to commit "crimes." Instead, reputation
was based on cleverness and technical mastery. As a result, it often
seemed that the heavier the hackers were, the less likely they were to
have committed any kind of common, easily prosecutable crime. There
were some hackers who could really steal. And there were hackers who
could really hack. But the two groups didn't seem to overlap much, if at
all. For instance, most people in the underground looked up to
"Emmanuel Goldstein" of 2600 as a hacker demigod. But Goldstein's
publishing activities were entirely legal -- Goldstein just printed dodgy
stuff and talked about politics, he didn't even hack. When you came right
down to it, Goldstein spent half his time complaining that computer
security wasn't strong enough and ought to be drastically improved
across the board!
Truly heavy-duty hackers, those with serious technical skills who
had earned the respect of the underground, never stole money or abused
credit cards. Sometimes they might abuse phone-codes -- but often, they
seemed to get all the free phone-time they wanted without leaving a trace
of any kind.
The best hackers, the most powerful and technically accomplished,
were not professional fraudsters. They raided computers habitually, but
wouldn't alter anything, or damage anything. They didn't even steal
computer equipment -- most had day-jobs messing with hardware, and
could get all the cheap secondhand equipment they wanted. The hottest
hackers, unlike the teenage wannabes, weren't snobs about fancy or
expensive hardware. Their machines tended to be raw second-hand
digital hot-rods full of custom add-ons that they'd cobbled together out of
chickenwire, memory chips and spit. Some were adults, computer
software writers and consultants by trade, and making quite good livings at
it. Some of them actually worked for the phone company -- and for
those, the "hackers" actually found under the skirts of Ma Bell, there
would be little mercy in 1990.
It has long been an article of faith in the underground that the
"best" hackers never get caught. They're far too smart, supposedly. They
never get caught because they never boast, brag, or strut. These demigods
may read underground boards (with a condescending smile), but they
never say anything there. The "best" hackers, according to legend, are
adult computer professionals, such as mainframe system administrators,
who already know the ins and outs of their particular brand of security.
Even the "best" hacker can't break in to just any computer at random: the
knowledge of security holes is too specialized, varying widely with
different software and hardware. But if people are employed to run, say, a
UNIX mainframe or a VAX/VMS machine, then they tend to learn
security from the inside out. Armed with this knowledge, they can look
into most anybody else's UNIX or VMS without much trouble or risk, if
they want to. And, according to hacker legend, of course they want to, so
of course they do. They just don't make a big deal of what they've done.
So nobody ever finds out.
It is also an article of faith in the underground that professional
telco people "phreak" like crazed weasels. Of course they spy on
Madonna's phone calls -- I mean, wouldn't you? Of course they give
themselves free longdistance -- why the hell should they pay, they're
running the whole shebang! It has, as a third matter, long been an article of
faith that any hacker caught can escape serious punishment if he confesses
how he did it. Hackers seem to believe that governmental agencies and
large corporations are blundering about in cyberspace like eyeless jellyfish
or cave salamanders. They feel that these large but pathetically stupid
organizations will proffer up genuine gratitude, and perhaps even a
security post and a big salary, to the hot-shot intruder who will deign to
reveal to them the supreme genius of his modus operandi. In the case of
longtime LoD member "Control-C," this actually happened, more or less.
Control-C had led Michigan Bell a merry chase, and when captured in
1987, he turned out to be a bright and apparently physically harmless
young fanatic, fascinated by phones. There was no chance in hell that
Control-C would actually repay the enormous and largely theoretical sums
in long-distance service that he had accumulated from Michigan Bell. He
could always be indicted for fraud or computer-intrusion, but there seemed
little real point in this -- he hadn't physically damaged any computer. He'd
just plead guilty, and he'd likely get the usual slap-on-the-wrist, and in the
meantime it would be a big hassle for Michigan Bell just to bring up the
case. But if kept on the payroll, he might at least keep his fellow hackers
at bay.
There were uses for him. For instance, a contrite Control-C was
featured on Michigan Bell internal posters, sternly warning employees to
shred their trash. He'd always gotten most of his best inside info from
"trashing" - raiding telco dumpsters, for useful data indiscreetly thrown
away. He signed these posters, too. Control-C had become something
like a Michigan Bell mascot. And in fact, Control-C did keep other
hackers at bay. Little hackers were quite scared of Control-C and his
heavy-duty Legion of Doom friends. And big hackers were his friends
and didn't want to screw up his cushy situation.
No matter what one might say of LoD, they did stick together.
When "Wasp," an apparently genuinely malicious New York hacker,
began crashing Bellcore machines, Control-C received swift volunteer
help from "the Mentor" and the Georgia LoD wing made up of "The
Prophet," "Urvile," and "Leftist." Using Mentor's Phoenix Project board
to coordinate, the Doomsters helped telco security to trap Wasp, by luring
him into a machine with a tap and line-trace installed. Wasp lost. LoD
won! And my, did they brag.
Urvile, Prophet and Leftist were well-qualified for this activity,
probably more so even than the quite accomplished Control-C. The
Georgia boys knew all about phone switching-stations. Though relative
johnny-comelatelies in the Legion of Doom, they were considered some of
LoD's heaviest guys, into the hairiest systems around. They had the good
fortune to live in or near Atlanta, home of the sleepy and apparently
tolerant BellSouth RBOC.
As RBOC security went, BellSouth were "cake." US West (of
Arizona, the Rockies and the Pacific Northwest) were tough and
aggressive, probably the heaviest RBOC around. Pacific Bell, California's
PacBell, were sleek, high- tech, and longtime veterans of the LA phone-
phreak wars. NYNEX had the misfortune to run the New York City area,
and were warily prepared for most anything. Even Michigan Bell, a
division of the Ameritech RBOC, at least had the elementary sense to hire
their own hacker as a useful scarecrow. But BellSouth, even though their
corporate P.R. proclaimed them to have "Everything You Expect From a
Leader," were pathetic.
When rumor about LoD's mastery of Georgia's switching network
got around to BellSouth through Bellcore and telco security scuttlebutt,
they at first refused to believe it. If you paid serious attention to every
rumor out and about these hacker kids, you would hear all kinds of wacko
saucer-nut nonsense: that the National Security Agency monitored all
American phone calls, that the CIA and DEA tracked traffic on bulletin-
boards with wordanalysis programs, that the Condor could start World
War III from a payphone.
If there were hackers into BellSouth switchingstations, then how
come nothing had happened? Nothing had been hurt. BellSouth's
machines weren't crashing. BellSouth wasn't suffering especially badly
from fraud. BellSouth's customers weren't complaining. BellSouth was
headquartered in Atlanta, ambitious metropolis of the new high-tech
Sunbelt; and BellSouth was upgrading its network by leaps and bounds,
digitizing the works left right and center. They could hardly be
considered sluggish or naive. BellSouth's technical expertise was second
to none, thank you kindly.
But then came the Florida business.
On June 13, 1989, callers to the Palm Beach County Probation
Department, in Delray Beach, Florida, found themselves involved in a
remarkable discussion with a phone-sex worker named "Tina" in New
York State. Somehow, any call to this probation office near Miami was
instantly and magically transported across state lines, at no extra charge to
the user, to a pornographic phonesex hotline hundreds of miles away!
This practical joke may seem utterly hilarious at first hearing, and
indeed there was a good deal of chuckling about it in phone phreak circles,
including the Autumn 1989 issue of 2600. But for Southern Bell (the
division of the BellSouth RBOC supplying local service for Florida,
Georgia, North Carolina and South Carolina), this was a smoking gun.
For the first time ever, a computer intruder had broken into a BellSouth
central office switching station and re-programmed it!
Or so BellSouth thought in June 1989. Actually, LoD members
had been frolicking harmlessly in BellSouth switches since September
1987. The stunt of June 13 -call-forwarding a number through
manipulation of a switching station -- was child's play for hackers as
accomplished as the Georgia wing of LoD. Switching calls interstate
sounded like a big deal, but it took only four lines of code to accomplish
this. An easy, yet more discreet, stunt, would be to call-forward another
number to your own house. If you were careful and considerate, and
changed the software back later, then not a soul would know.
Except you. And whoever you had bragged to about it.
As for BellSouth, what they didn't know wouldn't hurt them.
Except now somebody had blown the whole thing wide open, and
BellSouth knew. A now alerted and considerably paranoid BellSouth
began searching switches right and left for signs of impropriety, in that hot
summer of 1989. No fewer than forty-two BellSouth employees were put
on 12-hour shifts, twenty-four hours a day, for two solid months, poring
over records and monitoring computers for any sign of phony access.
These forty-two overworked experts were known as BellSouth's
"Intrusion Task Force."
6.
What the investigators found astounded them. Proprietary telco
databases had been manipulated: phone numbers had been created out of
thin air, with no users' names and no addresses. And perhaps worst of all,
no charges and no records of use. The new digital ReMOB
(Remote Observation) diagnostic feature had been extensively
tampered with -- hackers had learned to reprogram ReMOB software, so
that they could listen in on any switch-routed call at their leisure! They
were using telco property to spy!
The electrifying news went out throughout law enforcement in
1989. It had never really occurred to anyone at BellSouth that their prized
and brand-new digital switching-stations could be re-programmed.
People seemed utterly amazed that anyone could have the nerve. Of
course these switching stations were "computers," and everybody knew
hackers liked to "break into computers:" but telephone people's
computers were different from normal people's computers.
The exact reason why these computers were "different" was
rather ill-defined. It certainly wasn't the extent of their security. The
security on these BellSouth computers was lousy; the AIMSX computers,
for instance, didn't even have passwords. But there was no question that
BellSouth strongly felt that their computers were very different indeed.
And if there were some criminals out there who had not gotten that
message, BellSouth was determined to see that message taught.
After all, a 5ESS switching station was no mere bookkeeping
system for some local chain of florists. Public service depended on these
stations. Public safety depended on these stations.
And hackers, lurking in there call-forwarding or ReMobbing,
could spy on anybody in the local area! They could spy on telco officials!
They could spy on police stations! They could spy on local offices of the
Secret Service....
In 1989, electronic cops and hacker-trackers began using
scrambler-phones and secured lines. It only made sense. There was no
telling who was into those systems. Whoever they were, they sounded
scary. This was some new level of antisocial daring. Could be West
German hackers, in the pay of the KGB. That too had seemed a weird and
farfetched notion, until Clifford Stoll had poked and prodded a sluggish
Washington law-enforcement bureaucracy into investigating a computer
intrusion that turned out to be exactly that -- hackers, in the pay of the
KGB! Stoll, the systems manager for an Internet lab in Berkeley
California, had ended up on the front page of the New York Times,
proclaimed a national hero in the first true story of international computer
espionage. Stoll's counterspy efforts, which he related in a bestselling
book, The Cuckoo's Egg, in 1989, had established the credibility of
'hacking' as a possible threat to national security. The United States Secret
Service doesn't mess around when it suspects a possible action by a
foreign intelligence apparat. The Secret Service scrambler-phones and
secured lines put a tremendous kink in law enforcement's ability to operate
freely; to get the word out, cooperate, prevent misunderstandings.
Nevertheless, 1989 scarcely seemed the time for half-measures. If the
police and Secret Service themselves were not operationally secure, then
how could they reasonably demand measures of security from private
enterprise? At least, the inconvenience made people aware of the
seriousness of the threat.
If there was a final spur needed to get the police off the dime, it
came in the realization that the emergency 911 system was vulnerable.
The 911 system has its own specialized software, but it is run on the same
digital switching systems as the rest of the telephone network. 911 is not
physically different from normal telephony. But it is certainly culturally
different, because this is the area of telephonic cyberspace reserved for the
police and emergency services. Your average policeman may not know
much about hackers or phone-phreaks. Computer people are weird; even
computer cops are rather weird; the stuff they do is hard to figure out.
But a threat to the 911 system is anything but an abstract threat. If the 911
system goes, people can die.
Imagine being in a car-wreck, staggering to a phonebooth,
punching 911 and hearing "Tina" pick up the phone-sex line somewhere in
New York! The situation's no longer comical, somehow.
And was it possible? No question. Hackers had attacked 911
systems before. Phreaks can max-out 911 systems just by siccing a bunch
of computer-modems on them in tandem, dialling them over and over until
they clog. That's very crude and low-tech, but it's still a serious business.
The time had come for action. It was time to take stern measures
with the underground. It was time to start picking up the dropped threads,
the loose edges, the bits of braggadocio here and there; it was time to get
on the stick and start putting serious casework together. Hackers weren't
"invisible." They thought they were invisible; but the truth was, they
had just been tolerated too long.
Under sustained police attention in the summer of '89, the digital
underground began to unravel as never before.
The first big break in the case came very early on: July 1989, the
following month. The perpetrator of the "Tina" switch was caught, and
confessed. His name was "Fry Guy," a 16-year-old in Indiana. Fry Guy
had been a very wicked young man.
Fry Guy had earned his handle from a stunt involving French fries.
Fry Guy had filched the log-in of a local MacDonald's manager and had
logged-on to the MacDonald's mainframe on the Sprint Telenet system.
Posing as the manager, Fry Guy had altered MacDonald's records, and
given some teenage hamburger-flipping friends of his, generous raises. He
had not been caught.
Emboldened by success, Fry Guy moved on to creditcard abuse.
Fry Guy was quite an accomplished talker; with a gift for "social
engineering." If you can do "social engineering" -- fast-talk, fake-outs,
impersonation, conning, scamming -- then card abuse comes easy.
(Getting away with it in the long run is another question). Fry Guy had run
across "Urvile" of the Legion of Doom on the ALTOS Chat board in
Bonn, Germany. ALTOS Chat was a sophisticated board, accessible
through globe-spanning computer networks like BITnet, Tymnet, and
Telenet. ALTOS was much frequented by members of Germany's Chaos
Computer Club. Two Chaos hackers who hung out on ALTOS, "Jaeger"
and "Pengo," had been the central villains of Clifford Stoll's CUCKOO'S
EGG case: consorting in East Berlin with a spymaster from the KGB, and
breaking into American computers for hire, through the Internet. When
LoD members learned the story of Jaeger's depredations from Stoll's book,
they were rather less than impressed, technically speaking. On LoD's own
favorite board of the moment, "Black Ice," LoD members bragged that
they themselves could have done all the Chaos breakins in a week flat!
Nevertheless, LoD were grudgingly impressed by the Chaos rep, the sheer
hairy-eyed daring of hash-smoking anarchist hackers who had rubbed
shoulders with the fearsome big-boys of international Communist
espionage. LoD members sometimes traded bits of knowledge with
friendly German hackers on ALTOS -- phone numbers for vulnerable
VAX/VMS computers in Georgia, for instance. Dutch and British phone
phreaks, and the Australian clique of "Phoenix," "Nom," and "Electron,"
were ALTOS regulars, too. In underground circles, to hang out on
ALTOS was considered the sign of an elite dude, a sophisticated hacker of
the international digital jet-set.
Fry Guy quickly learned how to raid information from credit-card
consumer-reporting agencies. He had over a hundred stolen credit-card
numbers in his notebooks, and upwards of a thousand swiped long-
distance access codes. He knew how to get onto Altos, and how to talk the
talk of the underground convincingly. He now wheedled knowledge of
switching-station tricks from Urvile on the ALTOS system.
Combining these two forms of knowledge enabled Fry Guy to
bootstrap his way up to a new form of wirefraud. First, he'd snitched
credit card numbers from credit-company computers. The data he copied
included names, addresses and phone numbers of the random card-holders.
Then Fry Guy, impersonating a card-holder, called up Western
Union and asked for a cash advance on "his" credit card. Western Union,
as a security guarantee, would call the customer back, at home, to verify
the transaction.
But, just as he had switched the Florida probation office to "Tina"
in New York, Fry Guy switched the cardholder's number to a local pay-
phone. There he would lurk in wait, muddying his trail by routing and re-
routing the call, through switches as far away as Canada. When the call
came through, he would boldly "social-engineer," or con, the Western
Union people, pretending to be the legitimate card-holder. Since he'd
answered the proper phone number, the deception was not very hard.
Western Union's money was then shipped to a confederate of Fry Guy's in
his home town in Indiana.
Fry Guy and his cohort, using LoD techniques, stole six thousand
dollars from Western Union between December 1988 and July 1989.
They also dabbled in ordering delivery of stolen goods through card-
fraud. Fry Guy was intoxicated with success. The sixteen-year-old
fantasized wildly to hacker rivals, boasting that he'd used rip-off money to
hire himself a big limousine, and had driven out-of-state with a groupie
from his favorite heavymetal band, Motley Crue. Armed with knowledge,
power, and a gratifying stream of free money, Fry Guy now took it upon
himself to call local representatives of Indiana Bell security, to brag, boast,
strut, and utter tormenting warnings that his powerful friends in the
notorious Legion of Doom could crash the national telephone network.
Fry Guy even named a date for the scheme: the Fourth of July, a national
holiday.
This egregious example of the begging-for-arrest syndrome was
shortly followed by Fry Guy's arrest. After the Indiana telephone company
figured out who he was, the Secret Service had DNRs -- Dialed Number
Recorders -- installed on his home phone lines. These devices are not
taps, and can't record the substance of phone calls, but they do record the
phone numbers of all calls going in and out. Tracing these numbers
showed Fry Guy's long-distance code fraud, his extensive ties to pirate
bulletin boards, and numerous personal calls to his LoD friends in Atlanta.
By July 11, 1989, Prophet, Urvile and Leftist also had Secret Service DNR
"pen registers" installed on their own lines.
The Secret Service showed up in force at Fry Guy's house on July
22, 1989, to the horror of his unsuspecting parents. The raiders were led
by a special agent from the Secret Service's Indianapolis office. However,
the raiders were accompanied and advised by Timothy M. Foley of the
Secret Service's Chicago office (a gentleman about whom we will soon be
hearing a great deal).
Following federal computer-crime techniques that had been
standard since the early 1980s, the Secret Service searched the house
thoroughly, and seized all of Fry Guy's electronic equipment and
notebooks. All Fry Guy's equipment went out the door in the custody of
the Secret Service, which put a swift end to his depredations.
The USSS interrogated Fry Guy at length. His case was put in the
charge of Deborah Daniels, the federal US Attorney for the Southern
District of Indiana. Fry Guy was charged with eleven counts of computer
fraud, unauthorized computer access, and wire fraud. The evidence was
thorough and irrefutable. For his part, Fry Guy blamed his corruption on
the Legion of Doom and offered to testify against them.
Fry Guy insisted that the Legion intended to crash the phone
system on a national holiday. And when AT&T crashed on Martin Luther
King Day, 1990, this lent a credence to his claim that genuinely alarmed
telco security and the Secret Service. Fry Guy eventually pled guilty on
May 31, 1990. On September 14, he was sentenced to forty-four months'
probation and four hundred hours' community service. He could have had
it much worse; but it made sense to prosecutors to take it easy on this
teenage minor, while zeroing in on the notorious kingpins of the Legion of
Doom. But the case against LoD had nagging flaws. Despite the best effort
of investigators, it was impossible to prove that the Legion had crashed the
phone system on January 15, because they, in fact, hadn't done so. The
investigations of 1989 did show that certain members of the Legion of
Doom had achieved unprecedented power over the telco switching
stations, and that they were in active conspiracy to obtain more power yet.
Investigators were privately convinced that the Legion of Doom intended
to do awful things with this knowledge, but mere evil intent was not
enough to put them in jail.
And although the Atlanta Three -- Prophet, Leftist, and especially
Urvile -- had taught Fry Guy plenty, they were not themselves credit-card
fraudsters. The only thing they'd "stolen" was long-distance service -- and
since they'd done much of that through phone-switch manipulation, there
was no easy way to judge how much they'd "stolen," or whether this
practice was even "theft" of any easily recognizable kind.
Fry Guy's theft of long-distance codes had cost the phone
companies plenty. The theft of long-distance service may be a fairly
theoretical "loss," but it costs genuine money and genuine time to delete
all those stolen codes, and to re-issue new codes to the innocent owners of
those corrupted codes. The owners of the codes themselves are
victimized, and lose time and money and peace of mind in the hassle.
And then there were the credit-card victims to deal with, too, and Western
Union. When it came to rip-off, Fry Guy was far more of a thief than LoD.
It was only when it came to actual computer expertise that Fry Guy was
small potatoes.
The Atlanta Legion thought most "rules" of cyberspace were for
rodents and losers, but they did have rules. They never crashed
anything, and they never took money. These were rough rules-of-thumb,
and rather dubious principles when it comes to the ethical subtleties of
cyberspace, but they enabled the Atlanta Three to operate with a relatively
clear conscience (though never with peace of mind).
If you didn't hack for money, if you weren't robbing people of
actual funds -- money in the bank, that is -then nobody really got hurt, in
LoD's opinion. "Theft of service" was a bogus issue, and "intellectual
property" was a bad joke. But LoD had only elitist contempt for rip-off
artists, "leechers," thieves. They considered themselves clean.
In their opinion, if you didn't smash-up or crash any systems --
(well, not on purpose, anyhow -- accidents can happen, just ask Robert
Morris) then it was very unfair to call you a "vandal" or a "cracker."
When you were hanging out on-line with your "pals" in telco security, you
could face them down from the higher plane of hacker morality. And you
could mock the police from the supercilious heights of your hacker's quest
for pure knowledge.
But from the point of view of law enforcement and telco security,
however, Fry Guy was not really dangerous. The Atlanta Three were
dangerous. It wasn't the crimes they were committing, but the danger,
the potential hazard, the sheer technical power LoD had accumulated,
that had made the situation untenable.
Fry Guy was not LoD. He'd never laid eyes on anyone in LoD; his
only contacts with them had been electronic. Core members of the Legion
of Doom tended to meet physically for conventions every year or so, to
get drunk, give each other the hacker high-sign, send out for pizza and
ravage hotel suites. Fry Guy had never done any of this. Deborah Daniels
assessed Fry Guy accurately as "an LoD wannabe."
Nevertheless Fry Guy's crimes would be directly attributed to LoD
in much future police propaganda. LoD would be described as "a closely
knit group" involved in "numerous illegal activities" including "stealing
and modifying individual credit histories," and "fraudulently obtaining
money and property." Fry Guy did this, but the Atlanta Three didn't; they
simply weren't into theft, but rather intrusion. This caused a strange kink
in the prosecution's strategy. LoD were accused of "disseminating
information about attacking computers to other computer hackers in an
effort to shift the focus of law enforcement to those other hackers and
away from the Legion of Doom."
This last accusation (taken directly from a press release by the
Chicago Computer Fraud and Abuse Task Force) sounds particularly far-
fetched. One might conclude at this point that investigators would have
been well-advised to go ahead and "shift their focus" from the "Legion of
Doom." Maybe they should concentrate on "those other hackers" -- the
ones who were actually stealing money and physical objects.
But the Hacker Crackdown of 1990 was not a simple policing
action. It wasn't meant just to walk the beat in cyberspace -- it was a
crackdown, a deliberate attempt to nail the core of the operation, to send
a dire and potent message that would settle the hash of the digital
underground for good.
By this reasoning, Fry Guy wasn't much more than the electronic
equivalent of a cheap streetcorner dope dealer. As long as the
masterminds of LoD were still flagrantly operating, pushing their
mountains of illicit knowledge right and left, and whipping up enthusiasm
for blatant lawbreaking, then there would be an infinite supply of Fry
Guys.
Because LoD were flagrant, they had left trails everywhere, to be
picked up by law enforcement in New York, Indiana, Florida, Texas,
Arizona, Missouri, even Australia. But 1990's war on the Legion of Doom
was led out of Illinois, by the Chicago Computer Fraud and Abuse Task
Force.
7.
The Computer Fraud and Abuse Task Force, led by federal
prosecutor William J. Cook, had started in 1987 and had swiftly become
one of the most aggressive local "dedicated computer-crime units."
Chicago was a natural home for such a group. The world's first computer
bulletin-board system had been invented in Illinois. The state of Illinois
had some of the nation's first and sternest computer crime laws. Illinois
State Police were markedly alert to the possibilities of white-collar crime
and electronic fraud.
And William J. Cook in particular was a rising star in electronic
crime-busting. He and his fellow federal prosecutors at the U.S.
Attorney's office in Chicago had a tight relation with the Secret Service,
especially gogetting Chicago-based agent Timothy Foley. While Cook
and his Department of Justice colleagues plotted strategy, Foley was their
man on the street.
Throughout the 1980s, the federal government had given
prosecutors an armory of new, untried legal tools against computer crime.
Cook and his colleagues were pioneers in the use of these new statutes in
the real-life cut-and-thrust of the federal courtroom.
On October 2, 1986, the US Senate had passed the "Computer
Fraud and Abuse Act" unanimously, but there were pitifully few
convictions under this statute. Cook's group took their name from this
statute, since they were determined to transform this powerful but rather
theoretical Act of Congress into a real-life engine of legal destruction
against computer fraudsters and scofflaws.
It was not a question of merely discovering crimes, investigating
them, and then trying and punishing their perpetrators. The Chicago unit,
like most everyone else in the business, already knew who the bad guys
were: the Legion of Doom and the writers and editors of Phrack. The
task at hand was to find some legal means of putting these characters
away.
This approach might seem a bit dubious, to someone not
acquainted with the gritty realities of prosecutorial work. But prosecutors
don't put people in jail for crimes they have committed; they put people in
jail for crimes they have committed that can be proved in court. Chicago
federal police put Al Capone in prison for income-tax fraud. Chicago is a
big town, with a roughand-ready bare-knuckle tradition on both sides of
the law.
Fry Guy had broken the case wide open and alerted telco security
to the scope of the problem. But Fry Guy's crimes would not put the
Atlanta Three behind bars -much less the wacko underground journalists
of Phrack. So on July 22, 1989, the same day that Fry Guy was raided in
Indiana, the Secret Service descended upon the Atlanta Three.
This was likely inevitable. By the summer of 1989, law
enforcement were closing in on the Atlanta Three from at least six
directions at once. First, there were the leads from Fry Guy, which had
led to the DNR registers being installed on the lines of the Atlanta Three.
The DNR evidence alone would have finished them off, sooner or later.
But second, the Atlanta lads were already well-known to Control-C and
his telco security sponsors. LoD's contacts with telco security had made
them overconfident and even more boastful than usual; they felt that they
had powerful friends in high places, and that they were being openly
tolerated by telco security. But BellSouth's Intrusion Task Force were hot
on the trail of LoD and sparing no effort or expense.
The Atlanta Three had also been identified by name and listed on
the extensive anti-hacker files maintained, and retailed for pay, by private
security operative John Maxfield of Detroit. Maxfield, who had extensive
ties to telco security and many informants in the underground, was a bete
noire of the Phrack crowd, and the dislike was mutual.
The Atlanta Three themselves had written articles for Phrack.
This boastful act could not possibly escape telco and law enforcement
attention.
"Knightmare," a high-school age hacker from Arizona, was a close
friend and disciple of Atlanta LoD, but he had been nabbed by the
formidable Arizona Organized Crime and Racketeering Unit. Knightmare
was on some of LoD's favorite boards -- "Black Ice" in particular -- and
was privy to their secrets. And to have Gail Thackeray, the Assistant
Attorney General of Arizona, on one's trail was a dreadful peril for any
hacker.
And perhaps worst of all, Prophet had committed a major blunder
by passing an illicitly copied BellSouth computer-file to Knight Lightning,
who had published it in Phrack. This, as we will see, was an act of dire
consequence for almost everyone concerned.
On July 22, 1989, the Secret Service showed up at the Leftist's
house, where he lived with his parents. A massive squad of some twenty
officers surrounded the building: Secret Service, federal marshals, local
police, possibly BellSouth telco security; it was hard to tell in the crush.
Leftist's dad, at work in his basement office, first noticed a muscular
stranger in plain clothes crashing through the back yard with a drawn
pistol. As more strangers poured into the house, Leftist's dad naturally
assumed there was an armed robbery in progress.
Like most hacker parents, Leftist's mom and dad had only the
vaguest notions of what their son had been up to all this time. Leftist had
a day-job repairing computer hardware. His obsession with computers
seemed a bit odd, but harmless enough, and likely to produce a wellpaying
career. The sudden, overwhelming raid left Leftist's parents traumatized.
The Leftist himself had been out after work with his co-workers,
surrounding a couple of pitchers of margaritas. As he came trucking on
tequila-numbed feet up the pavement, toting a bag full of floppy-disks, he
noticed a large number of unmarked cars parked in his driveway. All the
cars sported tiny microwave antennas.
The Secret Service had knocked the front door off its hinges,
almost flattening his Mom.
Inside, Leftist was greeted by Special Agent James Cool of the US
Secret Service, Atlanta office. Leftist was flabbergasted. He'd never met a
Secret Service agent before. He could not imagine that he'd ever done
anything worthy of federal attention. He'd always figured that if his
activities became intolerable, one of his contacts in telco security would
give him a private phone-call and tell him to knock it off.
But now Leftist was pat-searched for weapons by grim
professionals, and his bag of floppies was quickly seized. He and his
parents were all shepherded into separate rooms and grilled at length as a
score of officers scoured their home for anything electronic.
Leftist was horrified as his treasured IBM AT personal computer
with its forty-meg hard disk, and his recently purchased 80386 IBM-clone
with a whopping hundred-meg hard disk, both went swiftly out the door
in Secret Service custody. They also seized all his disks, all his
notebooks, and a tremendous booty in dogeared telco documents that
Leftist had snitched out of trash dumpsters.
Leftist figured the whole thing for a big misunderstanding. He'd
never been into military computers. He wasn't a spy or a
Communist. He was just a good ol' Georgia hacker, and now he just
wanted all these people out of the house. But it seemed they wouldn't go
until he made some kind of statement.
And so, he levelled with them. And that, Leftist said later from his
federal prison camp in Talladega, Alabama, was a big mistake.
The Atlanta area was unique, in that it had three members of the
Legion of Doom who actually occupied more or less the same physical
locality. Unlike the rest of LoD, who tended to associate by phone and
computer, Atlanta LoD actually were "tightly knit." It was no real
surprise that the Secret Service agents apprehending Urvile at the
computer-labs at Georgia Tech, would discover Prophet with him as well.
Urvile, a 21-year-old Georgia Tech student in polymer chemistry,
posed quite a puzzling case for law enforcement. Urvile -- also known as
"Necron 99," as well as other handles, for he tended to change his cover-
alias about once a month -- was both an accomplished hacker and a fanatic
simulation-gamer.
Simulation games are an unusual hobby; but then hackers are
unusual people, and their favorite pastimes tend to be somewhat out of the
ordinary. The best-known American simulation game is probably
"Dungeons & Dragons," a multi-player parlor entertainment played with
paper, maps, pencils, statistical tables and a variety of oddly-shaped dice.
Players pretend to be heroic characters exploring a wholly-invented
fantasy world. The fantasy worlds of simulation gaming are commonly
pseudo-medieval, involving swords and sorcery -- spellcasting wizards,
knights in armor, unicorns and dragons, demons and goblins.
Urvile and his fellow gamers preferred their fantasies highly
technological. They made use of a game known as "G.U.R.P.S.," the
"Generic Universal Role Playing System," published by a company called
Steve Jackson Games (SJG).
"G.U.R.P.S." served as a framework for creating a wide variety of
artificial fantasy worlds. Steve Jackson Games published a smorgasboard
of books, full of detailed information and gaming hints, which were used
to flesh-out many different fantastic backgrounds for the basic GURPS
framework. Urvile made extensive use of two SJG books called GURPS
High-Tech and GURPS Special Ops.
In the artificial fantasy-world of GURPS Special Ops, players
entered a modern fantasy of intrigue and international espionage. On
beginning the game, players started small and powerless, perhaps as
minor-league CIA agents or penny-ante arms dealers. But as players
persisted through a series of game sessions (game sessions generally lasted
for hours, over long, elaborate campaigns that might be pursued for
months on end) then they would achieve new skills, new knowledge, new
power. They would acquire and hone new abilities, such as
marksmanship, karate, wiretapping, or Watergate burglary. They could
also win various kinds of imaginary booty, like Berettas, or martini
shakers, or fast cars with ejection seats and machine-guns under the
headlights. As might be imagined from the complexity of these games,
Urvile's gaming notes were very detailed and extensive. Urvile was a
"dungeon-master," inventing scenarios for his fellow gamers, giant
simulated adventure-puzzles for his friends to unravel. Urvile's game
notes covered dozens of pages with all sorts of exotic lunacy, all about
ninja raids on Libya and break-ins on encrypted Red Chinese
supercomputers. His notes were written on scrap-paper and kept in loose-
leaf binders.
The handiest scrap paper around Urvile's college digs were the
many pounds of BellSouth printouts and documents that he had snitched
out of telco dumpsters. His notes were written on the back of
misappropriated telco property. Worse yet, the gaming notes were
chaotically interspersed with Urvile's hand-scrawled records involving
actual computer intrusions that he had committed.
Not only was it next to impossible to tell Urvile's fantasy game-
notes from cyberspace "reality," but Urvile himself barely made this
distinction. It's no exaggeration to say that to Urvile it was all a game.
Urvile was very bright, highly imaginative, and quite careless of other
people's notions of propriety. His connection to "reality" was not
something to which he paid a great deal of attention. Hacking was a game
for Urvile. It was an amusement he was carrying out, it was something he
was doing for fun. And Urvile was an obsessive young man. He could no
more stop hacking than he could stop in the middle of a jigsaw puzzle, or
stop in the middle of reading a Stephen Donaldson fantasy trilogy. (The
name "Urvile" came from a best-selling Donaldson novel.)
Urvile's airy, bulletproof attitude seriously annoyed his
interrogators. First of all, he didn't consider that he'd done anything
wrong. There was scarcely a shred of honest remorse in him. On the
contrary, he seemed privately convinced that his police interrogators were
operating in a demented fantasy-world all their own. Urvile was too polite
and well-behaved to say this straightout, but his reactions were askew and
disquieting. For instance, there was the business about LoD's ability to
monitor phone-calls to the police and Secret Service. Urvile agreed that
this was quite possible, and posed no big problem for LoD. In fact, he and
his friends had kicked the idea around on the "Black Ice" board, much as
they had discussed many other nifty notions, such as building personal
flame-throwers and jury-rigging fistfulls of blasting-caps. They had
hundreds of dial-up numbers for government agencies that they'd gotten
through scanning Atlanta phones, or had pulled from raided VAX/VMS
mainframe computers.
Basically, they'd never gotten around to listening in on the cops
because the idea wasn't interesting enough to bother with. Besides, if
they'd been monitoring Secret Service phone calls, obviously they'd never
have been caught in the first place. Right?
The Secret Service was less than satisfied with this rapier-like
hacker logic.
Then there was the issue of crashing the phone system. No
problem, Urvile admitted sunnily. Atlanta LoD could have shut down
phone service all over Atlanta any time they liked. Even the 911
service? Nothing special about that, Urvile explained patiently. Bring
the switch to its knees, with say the UNIX "makedir" bug, and 911 goes
down too as a matter of course. The 911 system wasn't very interesting,
frankly. It might be tremendously interesting to cops (for odd reasons of
their own), but as technical challenges went, the 911 service was
yawnsville. So of course the Atlanta Three could crash service. They
probably could have crashed service all over BellSouth territory, if they'd
worked at it for a while. But Atlanta LoD weren't crashers. Only losers
and rodents were crashers. LoD were elite.
Urvile was privately convinced that sheer technical expertise could
win him free of any kind of problem. As far as he was concerned, elite
status in the digital underground had placed him permanently beyond the
intellectual grasp of cops and straights. Urvile had a lot to learn.
Of the three LoD stalwarts, Prophet was in the most direct trouble.
Prophet was a UNIX programming expert who burrowed in and out of the
Internet as a matter of course. He'd started his hacking career at around
age 14, meddling with a UNIX mainframe system at the University of
North Carolina.
Prophet himself had written the handy Legion of Doom file "UNIX
Use and Security From the Ground Up." UNIX (pronounced "you-nicks")
is a powerful, flexible computer operating-system, for multi-user, multi-
tasking computers. In 1969, when UNIX was created in Bell Labs, such
computers were exclusive to large corporations and universities, but today
UNIX is run on thousands of powerful home machines. UNIX was
particularly wellsuited to telecommunications programming, and had
become a standard in the field. Naturally, UNIX also became a standard
for the elite hacker and phone phreak.
Lately, Prophet had not been so active as Leftist and Urvile, but
Prophet was a recidivist. In 1986, when he was eighteen, Prophet had
been convicted of "unauthorized access to a computer network" in North
Carolina. He'd been discovered breaking into the Southern Bell Data
Network, a UNIX-based internal telco network supposedly closed to the
public. He'd gotten a typical hacker sentence: six months suspended, 120
hours community service, and three years' probation.
After that humiliating bust, Prophet had gotten rid of most of his
tonnage of illicit phreak and hacker data, and had tried to go straight. He
was, after all, still on probation. But by the autumn of 1988, the
temptations of cyberspace had proved too much for young Prophet, and he
was shoulder-to-shoulder with Urvile and Leftist into some of the hairiest
systems around.
In early September 1988, he'd broken into BellSouth's centralized
automation system, AIMSX or "Advanced Information Management
System." AIMSX was an internal business network for BellSouth,
where telco employees stored electronic mail, databases, memos, and
calendars, and did text processing. Since AIMSX did not have public
dial-ups, it was considered utterly invisible to the public, and was not well-
secured -- it didn't even require passwords. Prophet abused an account
known as "waa1," the personal account of an unsuspecting telco employee.
Disguised as the owner of waa1, Prophet made about ten visits to AIMSX.
Prophet did not damage or delete anything in the system. His
presence in AIMSX was harmless and almost invisible. But he could not
rest content with that.
One particular piece of processed text on AIMSX was a telco
document known as "Bell South Standard Practice 660-225-104SV
Control Office Administration of Enhanced 911 Services for Special
Services and Major Account Centers dated March 1988."
Prophet had not been looking for this document. It was merely one
among hundreds of similar documents with impenetrable titles. However,
having blundered over it in the course of his illicit wanderings through
AIMSX, he decided to take it with him as a trophy. It might prove very
useful in some future boasting, bragging, and strutting session. So, some
time in September 1988, Prophet ordered the AIMSX mainframe computer
to copy this document (henceforth called simply called "the E911
Document") and to transfer this copy to his home computer.
No one noticed that Prophet had done this. He had "stolen" the
E911 Document in some sense, but notions of property in cyberspace can
be tricky. BellSouth noticed nothing wrong, because BellSouth still had
their original copy. They had not been "robbed" of the document itself.
Many people were supposed to copy this document -specifically, people
who worked for the nineteen BellSouth "special services and major
account centers," scattered throughout the Southeastern United States.
That was what it was for, why it was present on a computer network in the
first place: so that it could be copied and read -by telco employees. But
now the data had been copied by someone who wasn't supposed to look at
it.
Prophet now had his trophy. But he further decided to store yet
another copy of the E911 Document on another person's computer. This
unwitting person was a computer enthusiast named Richard Andrews who
lived near Joliet, Illinois. Richard Andrews was a UNIX programmer by
trade, and ran a powerful UNIX board called "Jolnet," in the basement of
his house.
Prophet, using the handle "Robert Johnson," had obtained an
account on Richard Andrews' computer. And there he stashed the E911
Document, by storing it in his own private section of Andrews' computer.
Why did Prophet do this? If Prophet had eliminated the E911
Document from his own computer, and kept it hundreds of miles away, on
another machine, under an alias, then he might have been fairly safe from
discovery and prosecution -- although his sneaky action had certainly put
the unsuspecting Richard Andrews at risk.
But, like most hackers, Prophet was a pack-rat for illicit data.
When it came to the crunch, he could not bear to part from his trophy.
When Prophet's place in Decatur, Georgia was raided in July 1989, there
was the E911 Document, a smoking gun. And there was Prophet in the
hands of the Secret Service, doing his best to "explain."
Our story now takes us away from the Atlanta Three and their raids
of the Summer of 1989. We must leave Atlanta Three "cooperating fully"
with their numerous investigators. And all three of them did cooperate, as
their Sentencing Memorandum from the US District Court of the
Northern Division of Georgia explained -just before all three of them
were sentenced to various federal prisons in November 1990.
We must now catch up on the other aspects of the war on the
Legion of Doom. The war on the Legion was a war on a network -- in
fact, a network of three networks, which intertwined and interrelated in a
complex fashion. The Legion itself, with Atlanta LoD, and their hanger-on
Fry Guy, were the first network. The second network was Phrack
magazine, with its editors and contributors. The third network involved
the electronic circle around a hacker known as "Terminus."
The war against these hacker networks was carried out by a law
enforcement network. Atlanta LoD and Fry Guy were pursued by USSS
agents and federal prosecutors in Atlanta, Indiana, and Chicago.
"Terminus" found himself pursued by USSS and federal prosecutors from
Baltimore and Chicago. And the war against Phrack was almost entirely a
Chicago operation.
The investigation of Terminus involved a great deal of energy,
mostly from the Chicago Task Force, but it was to be the least-known and
least-publicized of the Crackdown operations. Terminus, who lived in
Maryland, was a UNIX programmer and consultant, fairly wellknown
(under his given name) in the UNIX community, as an acknowledged
expert on AT&T minicomputers. Terminus idolized AT&T, especially
Bellcore, and longed for public recognition as a UNIX expert; his highest
ambition was to work for Bell Labs.
But Terminus had odd friends and a spotted history. Terminus had
once been the subject of an admiring interview in Phrack (Volume II,
Issue 14, Phile 2 -dated May 1987). In this article, Phrack co-editor
Taran King described "Terminus" as an electronics engineer, 5'9", brown-
haired, born in 1959 -- at 28 years old, quite mature for a hacker.
Terminus had once been sysop of a phreak/hack underground
board called "MetroNet," which ran on an Apple II. Later he'd replaced
"MetroNet" with an underground board called "MegaNet," specializing in
IBMs. In his younger days, Terminus had written one of the very first and
most elegant code-scanning programs for the IBM-PC. This program had
been widely distributed in the underground. Uncounted legions of PC-
owning phreaks and hackers had used Terminus's scanner program to rip-
off telco codes. This feat had not escaped the attention of telco security; it
hardly could, since Terminus's earlier handle, "Terminal Technician," was
proudly written right on the program.
When he became a full-time computer professional (specializing in
telecommunications programming), he adopted the handle Terminus,
meant to indicate that he had "reached the final point of being a proficient
hacker." He'd moved up to the UNIX-based "Netsys" board on an AT&T
computer, with four phone lines and an impressive 240 megs of storage.
"Netsys" carried complete issues of Phrack, and Terminus was quite
friendly with its publishers, Taran King and Knight Lightning.
In the early 1980s, Terminus had been a regular on Plovernet,
Pirate-80, Sherwood Forest and Shadowland, all well-known pirate
boards, all heavily frequented by the Legion of Doom. As it happened,
Terminus was never officially "in LoD," because he'd never been given the
official LoD high-sign and back-slap by Legion maven Lex Luthor.
Terminus had never physically met anyone from LoD. But that scarcely
mattered much -- the Atlanta Three themselves had never been officially
vetted by Lex, either. As far as law enforcement was concerned, the issues
were clear. Terminus was a full-time, adult computer professional with
particular skills at AT&T software and hardware -- but Terminus reeked of
the Legion of Doom and the underground.
On February 1, 1990 -- half a month after the Martin Luther King
Day Crash -- USSS agents Tim Foley from Chicago, and Jack Lewis
from the Baltimore office, accompanied by AT&T security officer Jerry
Dalton, travelled to Middle Town, Maryland. There they grilled Terminus
in his home (to the stark terror of his wife and small children), and, in their
customary fashion, hauled his computers out the door.
The Netsys machine proved to contain a plethora of arcane UNIX
software -- proprietary source code formally owned by AT&T. Software
such as: UNIX System Five Release 3.2; UNIX SV Release 3.1; UUCP
communications software; KORN SHELL; RFS; IWB; WWB; DWB; the
C++ programming language; PMON; TOOL CHEST; QUEST; DACT,
and S FIND.
In the long-established piratical tradition of the underground,
Terminus had been trading this illicitlycopied software with a small circle
of fellow UNIX programmers. Very unwisely, he had stored seven years
of his electronic mail on his Netsys machine, which documented all the
friendly arrangements he had made with his various colleagues. Terminus
had not crashed the AT&T phone system on January 15. He was,
however, blithely running a notfor-profit AT&T software-piracy ring.
This was not an activity AT&T found amusing. AT&T security officer
Jerry Dalton valued this "stolen" property at over three hundred thousand
dollars.
AT&T's entry into the tussle of free enterprise had been
complicated by the new, vague groundrules of the information economy.
Until the break-up of Ma Bell, AT&T was forbidden to sell computer
hardware or software. Ma Bell was the phone company; Ma Bell was not
allowed to use the enormous revenue from telephone utilities, in order to
finance any entry into the computer market.
AT&T nevertheless invented the UNIX operating system. And
somehow AT&T managed to make UNIX a minor source of income.
Weirdly, UNIX was not sold as computer software, but actually retailed
under an obscure regulatory exemption allowing sales of surplus
equipment and scrap. Any bolder attempt to promote or retail UNIX
would have aroused angry legal opposition from computer companies.
Instead, UNIX was licensed to universities, at modest rates, where the
acids of academic freedom ate away steadily at AT&T's proprietary rights.
Come the breakup, AT&T recognized that UNIX was a potential
gold-mine. By now, large chunks of UNIX code had been created that
were not AT&T's, and were being sold by others. An entire rival UNIX-
based operating system had arisen in Berkeley, California (one of the
world's great founts of ideological hackerdom). Today, "hackers"
commonly consider "Berkeley UNIX" to be technically superior to
AT&T's "System V UNIX," but AT&T has not allowed mere technical
elegance to intrude on the real-world business of marketing proprietary
software. AT&T has made its own code deliberately incompatible with
other folks' UNIX, and has written code that it can prove is copyrightable,
even if that code happens to be somewhat awkward -- "kludgey." AT&T
UNIX user licenses are serious business agreements, replete with very
clear copyright statements and nondisclosure clauses.
AT&T has not exactly kept the UNIX cat in the bag, but it kept a
grip on its scruff with some success. By the rampant, explosive standards
of software piracy, AT&T UNIX source code is heavily copyrighted, well-
guarded, well-licensed. UNIX was traditionally run only on mainframe
machines, owned by large groups of suit-andtie professionals, rather than
on bedroom machines where people can get up to easy mischief.
And AT&T UNIX source code is serious high-level programming.
The number of skilled UNIX programmers with any actual motive to
swipe UNIX source code is small. It's tiny, compared to the tens of
thousands prepared to rip-off, say, entertaining PC games like "Leisure
Suit Larry."
But by 1989, the warez-d00d underground, in the persons of
Terminus and his friends, was gnawing at AT&T UNIX. And the
property in question was not sold for twenty bucks over the counter at the
local branch of Babbage's or Egghead's; this was massive, sophisticated,
multi-line, multi-author corporate code worth tens of thousands of dollars.
It must be recognized at this point that Terminus's purported ring
of UNIX software pirates had not actually made any money from their
suspected crimes. The $300,000 dollar figure bandied about for the
contents of Terminus's computer did not mean that Terminus was in actual
illicit possession of three hundred thousand of AT&T's dollars. Terminus
was shipping software back and forth, privately, person to person, for free.
He was not making a commercial business of piracy. He hadn't asked for
money; he didn't take money. He lived quite modestly.
AT&T employees -- as well as freelance UNIX consultants, like
Terminus -- commonly worked with "proprietary" AT&T software, both in
the office and at home on their private machines. AT&T rarely sent
security officers out to comb the hard disks of its consultants. Cheap
freelance UNIX contractors were quite useful to AT&T; they didn't have
health insurance or retirement programs, much less union membership in
the Communication Workers of America. They were humble digital
drudges, wandering with mop and bucket through the Great Technological
Temple of AT&T; but when the Secret Service arrived at their homes, it
seemed they were eating with company silverware and sleeping on
company sheets! Outrageously, they behaved as if the things they worked
with every day belonged to them!
And these were no mere hacker teenagers with their hands full of
trash-paper and their noses pressed to the corporate windowpane. These
guys were UNIX wizards, not only carrying AT&T data in their machines
and their heads, but eagerly networking about it, over machines that were
far more powerful than anything previously imagined in private hands.
How do you keep people disposable, yet assure their awestruck respect for
your property? It was a dilemma.
Much UNIX code was public-domain, available for free. Much
"proprietary" UNIX code had been extensively re-written, perhaps altered
so much that it became an entirely new product -- or perhaps not.
Intellectual property rights for software developers were, and are,
extraordinarily complex and confused. And software "piracy," like the
private copying of videos, is one of the most widely practiced "crimes" in
the world today. The USSS were not experts in UNIX or familiar with the
customs of its use. The United States Secret Service, considered as a
body, did not have one single person in it who could program in a UNIX
environment -- no, not even one. The Secret Service were making
extensive use of expert help, but the "experts" they had chosen were
AT&T and Bellcore security officials, the very victims of the purported
crimes under investigation, the very people whose interest in AT&T's
"proprietary" software was most pronounced.
On February 6, 1990, Terminus was arrested by Agent Lewis.
Eventually, Terminus would be sent to prison for his illicit use of a piece
of AT&T software.
The issue of pirated AT&T software would bubble along in the
background during the war on the Legion of Doom. Some half-dozen of
Terminus's on-line acquaintances, including people in Illinois, Texas and
California, were grilled by the Secret Service in connection with the illicit
copying of software. Except for Terminus, however, none were charged
with a crime. None of them shared his peculiar prominence in the hacker
underground.
But that did not meant that these people would, or could, stay out
of trouble. The transferral of illicit data in cyberspace is hazy and ill-
defined business, with paradoxical dangers for everyone concerned:
hackers, signal carriers, board owners, cops, prosecutors, even random
passers-by. Sometimes, well-meant attempts to avert trouble or punish
wrongdoing bring more trouble than would simple ignorance, indifference
or impropriety.
Terminus's "Netsys" board was not a common-or- garden bulletin
board system, though it had most of the usual functions of a board. Netsys
was not a stand-alone machine, but part of the globe-spanning "UUCP"
cooperative network. The UUCP network uses a set of Unix software
programs called "Unix-to-Unix Copy," which allows Unix systems to
throw data to one another at high speed through the public telephone
network. UUCP is a radically decentralized, not-for-profit network of
UNIX computers. There are tens of thousands of these UNIX machines.
Some are small, but many are powerful and also link to other networks.
UUCP has certain arcane links to major networks such as JANET,
EasyNet, BITNET, JUNET, VNET, DASnet, PeaceNet and FidoNet, as
well as the gigantic Internet. (The so-called "Internet" is not actually a
network itself, but rather an "internetwork" connections standard that
allows several globe-spanning computer networks to communicate with
one another. Readers fascinated by the weird and intricate tangles of
modern computer networks may enjoy John S. Quarterman's authoritative
719-page explication, The Matrix, Digital Press, 1990.)
A skilled user of Terminus' UNIX machine could send and receive
electronic mail from almost any major computer network in the world.
Netsys was not called a "board" per se, but rather a "node." "Nodes" were
larger, faster, and more sophisticated than mere "boards," and for hackers,
to hang out on internationally-connected "nodes" was quite the step up
from merely hanging out on local "boards." Terminus's Netsys node in
Maryland had a number of direct links to other, similar UUCP nodes, run
by people who shared his interests and at least something of his free-
wheeling attitude. One of these nodes was Jolnet, owned by Richard
Andrews, who, like Terminus, was an independent UNIX consultant.
Jolnet also ran UNIX, and could be contacted at high speed by mainframe
machines from all over the world. Jolnet was quite a sophisticated piece
of work, technically speaking, but it was still run by an individual, as a
private, not-for-profit hobby. Jolnet was mostly used by other UNIX
programmers -- for mail, storage, and access to networks. Jolnet supplied
access network access to about two hundred people, as well as a local
junior college. Among its various features and services, Jolnet also carried
Phrack magazine.
For reasons of his own, Richard Andrews had become suspicious
of a new user called "Robert Johnson." Richard Andrews took it upon
himself to have a look at what "Robert Johnson" was storing in Jolnet.
And Andrews found the E911 Document.
"Robert Johnson" was the Prophet from the Legion of Doom, and
the E911 Document was illicitly copied data from Prophet's raid on the
BellSouth computers.
The E911 Document, a particularly illicit piece of digital property,
was about to resume its long, complex, and disastrous career.
It struck Andrews as fishy that someone not a telephone employee
should have a document referring to the "Enhanced 911 System." Besides,
the document itself bore an obvious warning.
"WARNING: NOT FOR USE OR DISCLOSURE OUTSIDE
BELLSOUTH OR ANY OF ITS SUBSIDIARIES EXCEPT UNDER
WRITTEN AGREEMENT."
These standard nondisclosure tags are often appended to all sorts of
corporate material. Telcos as a species are particularly notorious for
stamping most everything in sight as "not for use or disclosure." Still, this
particular piece of data was about the 911 System. That sounded bad to
Rich Andrews.
Andrews was not prepared to ignore this sort of trouble. He
thought it would be wise to pass the document along to a friend and
acquaintance on the UNIX network, for consultation. So, around
September 1988, Andrews sent yet another copy of the E911 Document
electronically to an AT&T employee, one Charles Boykin, who ran a
UNIX-based node called "attctc" in Dallas, Texas.
"Attctc" was the property of AT&T, and was run from AT&T's
Customer Technology Center in Dallas, hence the name "attctc."
"Attctc" was better-known as "Killer," the name of the machine that the
system was running on. "Killer" was a hefty, powerful, AT&T 3B2 500
model, a multi-user, multi-tasking UNIX platform with 32 meg of memory
and a mind-boggling 3.2 Gigabytes of storage. When Killer had first
arrived in Texas, in 1985, the 3B2 had been one of AT&T's great white
hopes for going head- to-head with IBM for the corporate computer-
hardware market. "Killer" had been shipped to the Customer Technology
Center in the Dallas Infomart, essentially a high-technology mall, and
there it sat, a demonstration model.
Charles Boykin, a veteran AT&T hardware and digital
communications expert, was a local technical backup man for the AT&T
3B2 system. As a display model in the Infomart mall, "Killer" had little
to do, and it seemed a shame to waste the system's capacity. So Boykin
ingeniously wrote some UNIX bulletin-board software for "Killer," and
plugged the machine in to the local phone network. "Killer's" debut in
late 1985 made it the first publicly available UNIX site in the state of
Texas. Anyone who wanted to play was welcome.
The machine immediately attracted an electronic community. It
joined the UUCP network, and offered network links to over eighty other
computer sites, all of which became dependent on Killer for their links to
the greater world of cyberspace. And it wasn't just for the big guys;
personal computer users also stored freeware programs for the Amiga, the
Apple, the IBM and the Macintosh on Killer's vast 3,200 meg archives. At
one time, Killer had the largest library of public-domain Macintosh
software in Texas.
Eventually, Killer attracted about 1,500 users, all busily
communicating, uploading and downloading, getting mail, gossipping, and
linking to arcane and distant networks.
Boykin received no pay for running Killer. He considered it good
publicity for the AT&T 3B2 system (whose sales were somewhat less than
stellar), but he also simply enjoyed the vibrant community his skill had
created. He gave away the bulletin-board UNIX software he had written,
free of charge.
In the UNIX programming community, Charlie Boykin had the
reputation of a warm, open-hearted, levelheaded kind of guy. In 1989, a
group of Texan UNIX professionals voted Boykin "System Administrator
of the Year." He was considered a fellow you could trust for good advice.
In September 1988, without warning, the E911 Document came
plunging into Boykin's life, forwarded by Richard Andrews. Boykin
immediately recognized that the Document was hot property. He was not
a voicecommunications man, and knew little about the ins and outs of the
Baby Bells, but he certainly knew what the 911 System was, and he was
angry to see confidential data about it in the hands of a nogoodnik. This
was clearly a matter for telco security. So, on September 21, 1988, Boykin
made yet another copy of the E911 Document and passed this one
along to a professional acquaintance of his, one Jerome Dalton, from
AT&T Corporate Information Security. Jerry Dalton was the very fellow
who would later raid Terminus's house. From AT&T's security division,
the E911 Document went to Bellcore. Bellcore (or BELL
COmmunications REsearch) had once been the central laboratory of the
Bell System. Bell Labs employees had invented the UNIX operating
system. Now Bellcore was a quasi-independent, jointly owned company
that acted as the research arm for all seven of the Baby Bell RBOCs.
Bellcore was in a good position to co-ordinate security technology and
consultation for the RBOCs, and the gentleman in charge of this effort
was Henry M. Kluepfel, a veteran of the Bell System who had worked
there for twenty-four years.
On October 13, 1988, Dalton passed the E911 Document to Henry
Kluepfel. Kluepfel, a veteran expert witness in telecommunications fraud
and computer-fraud cases, had certainly seen worse trouble than this. He
recognized the document for what it was: a trophy from a hacker break-in.
However, whatever harm had been done in the intrusion was
presumably old news. At this point there seemed little to be done.
Kluepfel made a careful note of the circumstances and shelved the
problem for the time being.
Whole months passed.
February 1989 arrived. The Atlanta Three were living it up in Bell
South's switches, and had not yet met their comeuppance. The Legion
was thriving. So was Phrack magazine. A good six months had passed
since Prophet's AIMSX break-in. Prophet, as hackers will, grew weary of
sitting on his laurels. "Knight Lightning" and "Taran King," the editors of
Phrack, were always begging Prophet for material they could publish.
Prophet decided that the heat must be off by this time, and that he could
safely brag, boast, and strut.
So he sent a copy of the E911 Document -- yet another one -- from
Rich Andrews' Jolnet machine to Knight Lightning's BITnet account at
the University of Missouri. Let's review the fate of the document so far.
0. The original E911 Document. This in the AIMSX system on a
mainframe computer in Atlanta, available to hundreds of people, but all of
them, presumably, BellSouth employees. An unknown number of them
may have their own copies of this document, but they are all professionals
and all trusted by the phone company.
1. Prophet's illicit copy, at home on his own computer in Decatur,
Georgia.
2. Prophet's back-up copy, stored on Rich Andrew's Jolnet
machine in the basement of Rich Andrews' house near Joliet Illinois.
3. Charles Boykin's copy on "Killer" in Dallas, Texas, sent by Rich
Andrews from Joliet.
4. Jerry Dalton's copy at AT&T Corporate Information Security in
New Jersey, sent from Charles Boykin in Dallas.
5. Henry Kluepfel's copy at Bellcore security headquarters in New
Jersey, sent by Dalton.
6. Knight Lightning's copy, sent by Prophet from Rich Andrews'
machine, and now in Columbia, Missouri.
We can see that the "security" situation of this proprietary
document, once dug out of AIMSX, swiftly became bizarre. Without any
money changing hands, without any particular special effort, this data had
been reproduced at least six times and had spread itself all over the
continent. By far the worst, however, was yet to come.
In February 1989, Prophet and Knight Lightning bargained
electronically over the fate of this trophy. Prophet wanted to boast, but, at
the same time, scarcely wanted to be caught.
For his part, Knight Lightning was eager to publish as much of the
document as he could manage. Knight Lightning was a fledgling
political-science major with a particular interest in freedom-of-information
issues. He would gladly publish most anything that would reflect glory on
the prowess of the underground and embarrass the telcos. However,
Knight Lightning himself had contacts in telco security, and sometimes
consulted them on material he'd received that might be too dicey for
publication.
Prophet and Knight Lightning decided to edit the E911 Document
so as to delete most of its identifying traits. First of all, its large "NOT
FOR USE OR DISCLOSURE" warning had to go. Then there were other
matters. For instance, it listed the office telephone numbers of several
BellSouth 911 specialists in Florida. If these phone numbers were
published in Phrack, the BellSouth employees involved would very
likely be hassled by phone phreaks, which would anger BellSouth no end,
and pose a definite operational hazard for both Prophet and Phrack.
So Knight Lightning cut the Document almost in half, removing
the phone numbers and some of the touchier and more specific
information. He passed it back electronically to Prophet; Prophet was still
nervous, so Knight Lightning cut a bit more. They finally agreed that it
was ready to go, and that it would be published in Phrack under the
pseudonym, "The Eavesdropper."
And this was done on February 25, 1989.
The twenty-fourth issue of Phrack featured a chatty interview
with co-ed phone-phreak "Chanda Leir," three articles on BITNET and its
links to other computer networks, an article on 800 and 900 numbers by
"Unknown User," "VaxCat's" article on telco basics (slyly entitled
"Lifting Ma Bell's Veil of Secrecy,)" and the usual "Phrack World News."
The News section, with painful irony, featured an extended account
of the sentencing of "Shadowhawk," an eighteen-year-old Chicago hacker
who had just been put in federal prison by William J. Cook himself.
And then there were the two articles by "The Eavesdropper." The
first was the edited E911 Document, now titled "Control Office
Administration Of Enhanced 911 Services for Special Services and Major
Account Centers." Eavesdropper's second article was a glossary of terms
explaining the blizzard of telco acronyms and buzzwords in the E911
Document.
The hapless document was now distributed, in the usual Phrack
routine, to a good one hundred and fifty sites. Not a hundred and fifty
people, mind you -- a hundred and fifty sites, some of these sites
linked to UNIX nodes or bulletin board systems, which themselves had
readerships of tens, dozens, even hundreds of people.
This was February 1989. Nothing happened immediately.
Summer came, and the Atlanta crew were raided by the Secret Service.
Fry Guy was apprehended. Still nothing whatever happened to Phrack.
Six more issues of Phrack came out, 30 in all, more or less on a monthly
schedule. Knight Lightning and co-editor Taran King went untouched.
Phrack tended to duck and cover whenever the heat came down.
During the summer busts of 1987 -(hacker busts tended to cluster in
summer, perhaps because hackers were easier to find at home than in
college) -- Phrack had ceased publication for several months, and laid
low. Several LoD hangers-on had been arrested, but nothing had
happened to the Phrack crew, the premiere gossips of the underground.
In 1988, Phrack had been taken over by a new editor, "Crimson Death,"
a raucous youngster with a taste for anarchy files.
1989, however, looked like a bounty year for the underground.
Knight Lightning and his co-editor Taran King took up the reins again, and
Phrack flourished throughout 1989. Atlanta LoD went down hard in
the summer of 1989, but Phrack rolled merrily on. Prophet's E911
Document seemed unlikely to cause Phrack any trouble. By January
1990, it had been available in Phrack for almost a year. Kluepfel and
Dalton, officers of Bellcore and AT&T security, had possessed the
document for sixteen months -- in fact, they'd had it even before Knight
Lightning himself, and had done nothing in particular to stop its
distribution. They hadn't even told Rich Andrews or Charles Boykin to
erase the copies from their UNIX nodes, Jolnet and Killer. But then came
the monster Martin Luther King Day Crash of January 15, 1990.
A flat three days later, on January 18, four agents showed up at
Knight Lightning's fraternity house. One was Timothy Foley, the second
Barbara Golden, both of them Secret Service agents from the Chicago
office. Also along was a University of Missouri security officer, and
Reed Newlin, a security man from Southwestern Bell, the RBOC having
jurisdiction over Missouri. Foley accused Knight Lightning of causing the
nationwide crash of the phone system.
Knight Lightning was aghast at this allegation. On the face of it,
the suspicion was not entirely implausible - though Knight Lightning knew
that he himself hadn't done it. Plenty of hot-dog hackers had bragged that
they could crash the phone system, however. "Shadowhawk," for instance,
the Chicago hacker whom William Cook had recently put in jail, had
several times boasted on boards that he could "shut down AT&T's public
switched network." And now this event, or something that looked just like
it, had actually taken place. The Crash had lit a fire under the Chicago
Task Force. And the former fencesitters at Bellcore and AT&T were now
ready to roll. The consensus among telco security -- already horrified by
the skill of the BellSouth intruders -- was that the digital underground was
out of hand. LoD and Phrack must go.
And in publishing Prophet's E911 Document, Phrack had
provided law enforcement with what appeared to be a powerful legal
weapon. Foley confronted Knight Lightning about the E911 Document.
Knight Lightning was cowed. He immediately began "cooperating
fully" in the usual tradition of the digital underground.
He gave Foley a complete run of Phrack,printed out in a set of
three-ring binders. He handed over his electronic mailing list of Phrack
subscribers. Knight Lightning was grilled for four hours by Foley and his
cohorts. Knight Lightning admitted that Prophet had passed him the E911
Document, and he admitted that he had known it was stolen booty from a
hacker raid on a telephone company. Knight Lightning signed a statement
to this effect, and agreed, in writing, to cooperate with investigators.
Next day -- January 19, 1990, a Friday -- the Secret Service
returned with a search warrant, and thoroughly searched Knight
Lightning's upstairs room in the fraternity house. They took all his floppy
disks, though, interestingly, they left Knight Lightning in possession of
both his computer and his modem. (The computer had no hard disk, and
in Foley's judgement was not a store of evidence.) But this was a very
minor bright spot among Knight Lightning's rapidly multiplying troubles.
By this time, Knight Lightning was in plenty of hot water, not only with
federal police, prosecutors, telco investigators, and university security, but
with the elders of his own campus fraternity, who were outraged to think
that they had been unwittingly harboring a federal computer-criminal.
On Monday, Knight Lightning was summoned to Chicago, where
he was further grilled by Foley and USSS veteran agent Barbara Golden,
this time with an attorney present. And on Tuesday, he was formally
indicted by a federal grand jury.
The trial of Knight Lightning, which occurred on July 24-27, 1990,
was the crucial show-trial of the Hacker Crackdown. We will examine the
trial at some length in Part Four of this book. In the meantime, we must
continue our dogged pursuit of the E911 Document.
It must have been clear by January 1990 that the E911 Document,
in the form Phrack had published it back in February 1989, had gone off
at the speed of light in at least a hundred and fifty different directions. To
attempt to put this electronic genie back in the bottle was flatly impossible.
And yet, the E911 Document was still stolen property, formally
and legally speaking. Any electronic transference of this document, by
anyone unauthorized to have it, could be interpreted as an act of wire
fraud. Interstate transfer of stolen property, including electronic property,
was a federal crime.
The Chicago Computer Fraud and Abuse Task Force had been
assured that the E911 Document was worth a hefty sum of money. In fact,
they had a precise estimate of its worth from BellSouth security personnel:
$79,449. A sum of this scale seemed to warrant vigorous prosecution.
Even if the damage could not be undone, at least this large sum offered a
good legal pretext for stern punishment of the thieves. It seemed likely to
impress judges and juries. And it could be used in court to mop up the
Legion of Doom.
The Atlanta crowd was already in the bag, by the time the Chicago
Task Force had gotten around to Phrack. But the Legion was a hydra-
headed thing. In late 89, a brand-new Legion of Doom board, "Phoenix
Project," had gone up in Austin, Texas. Phoenix Project was sysoped by
no less a man than the Mentor himself, ably assisted by University of
Texas student and hardened Doomster "Erik Bloodaxe." As we have seen
from his Phrack manifesto, the Mentor was a hacker zealot who
regarded computer intrusion as something close to a moral duty. Phoenix
Project was an ambitious effort, intended to revive the digital
underground to what Mentor considered the full flower of the early 80s.
The Phoenix board would also boldly bring elite hackers face-to-face with
the telco "opposition." On "Phoenix," America's cleverest hackers would
supposedly shame the telco squareheads out of their stick-in-the-mud
attitudes, and perhaps convince them that the Legion of Doom elite were
really an all-right crew. The premiere of "Phoenix Project" was heavily
trumpeted by Phrack, and "Phoenix Project" carried a complete run of
Phrack issues, including the E911 Document as Phrack had published
it.
Phoenix Project was only one of many -- possibly hundreds -- of
nodes and boards all over America that were in guilty possession of the
E911 Document. But Phoenix was an outright, unashamed Legion of
Doom board. Under Mentor's guidance, it was flaunting itself in the face
of telco security personnel. Worse yet, it was actively trying to win them
over as sympathizers for the digital underground elite. "Phoenix" had no
cards or codes on it. Its hacker elite considered Phoenix at least
technically legal. But Phoenix was a corrupting influence, where hacker
anarchy was eating away like digital acid at the underbelly of corporate
propriety. The Chicago Computer Fraud and Abuse Task Force now
prepared to descend upon Austin, Texas.
Oddly, not one but two trails of the Task Force's investigation
led toward Austin. The city of Austin, like Atlanta, had made itself a
bulwark of the Sunbelt's Information Age, with a strong university
research presence, and a number of cutting-edge electronics companies,
including Motorola, Dell, CompuAdd, IBM, Sematech and MCC.
Where computing machinery went, hackers generally followed.
Austin boasted not only "Phoenix Project," currently LoD's most flagrant
underground board, but a number of UNIX nodes.
One of these nodes was "Elephant," run by a UNIX consultant
named Robert Izenberg. Izenberg, in search of a relaxed Southern
lifestyle and a lowered cost-of-living, had recently migrated to Austin
from New Jersey. In New Jersey, Izenberg had worked for an independent
contracting company, programming UNIX code for AT&T itself.
"Terminus" had been a frequent user on Izenberg's privately owned
Elephant node.
Having interviewed Terminus and examined the records on Netsys,
the Chicago Task Force were now convinced that they had discovered an
underground gang of UNIX software pirates, who were demonstrably
guilty of interstate trafficking in illicitly copied AT&T source code.
Izenberg was swept into the dragnet around Terminus, the self-proclaimed
ultimate UNIX hacker.
Izenberg, in Austin, had settled down into a UNIX job with a
Texan branch of IBM. Izenberg was no longer working as a contractor for
AT&T, but he had friends in New Jersey, and he still logged on to AT&T
UNIX computers back in New Jersey, more or less whenever it pleased
him. Izenberg's activities appeared highly suspicious to the Task Force.
Izenberg might well be breaking into AT&T computers, swiping AT&T
software, and passing it to Terminus and other possible confederates,
through the UNIX node network. And this data was worth, not merely
$79,499, but hundreds of thousands of dollars!
On February 21, 1990, Robert Izenberg arrived home from work at
IBM to find that all the computers had mysteriously vanished from his
Austin apartment. Naturally he assumed that he had been robbed. His
"Elephant" node, his other machines, his notebooks, his disks, his tapes,
all gone! However, nothing much else seemed disturbed -- the place had
not been ransacked. The puzzle becaming much stranger some five
minutes later. Austin U. S. Secret Service Agent Al Soliz, accompanied
by University of Texas campus-security officer Larry Coutorie and the
ubiquitous Tim Foley, made their appearance at Izenberg's door. They
were in plain clothes: slacks, polo shirts. They came in, and Tim Foley
accused Izenberg of belonging to the Legion of Doom.
Izenberg told them that he had never heard of the "Legion of
Doom." And what about a certain stolen E911 Document, that posed a
direct threat to the police emergency lines? Izenberg claimed that he'd
never heard of that, either.
His interrogators found this difficult to believe. Didn't he know
Terminus?
Who?
They gave him Terminus's real name. Oh yes, said Izenberg. He
knew that guy all right -- he was leading discussions on the Internet
about AT&T computers, especially the AT&T 3B2.
AT&T had thrust this machine into the marketplace, but, like many
of AT&T's ambitious attempts to enter the computing arena, the 3B2
project had something less than a glittering success. Izenberg himself had
been a contractor for the division of AT&T that supported the 3B2. The
entire division had been shut down. Nowadays, the cheapest and quickest
way to get help with this fractious piece of machinery was to join one of
Terminus's discussion groups on the Internet, where friendly and
knowledgeable hackers would help you for free.
Naturally the remarks within this group were less than flattering
about the Death Star.... was that the problem?
Foley told Izenberg that Terminus had been acquiring hot software
through his, Izenberg's, machine.
Izenberg shrugged this off. A good eight megabytes of data
flowed through his UUCP site every day. UUCP nodes spewed data like
fire hoses. Elephant had been directly linked to Netsys -- not surprising,
since Terminus was a 3B2 expert and Izenberg had been a 3B2 contractor.
Izenberg was also linked to "attctc" and the University of Texas.
Terminus was a well-known UNIX expert, and might have been up to all
manner of hijinks on Elephant. Nothing Izenberg could do about that.
That was physically impossible. Needle in a haystack.
In a four-hour grilling, Foley urged Izenberg to come clean and
admit that he was in conspiracy with Terminus, and a member of the
Legion of Doom. Izenberg denied this. He was no weirdo teenage hacker -
- he was thirty-two years old, and didn't even have a "handle." Izenberg
was a former TV technician and electronics specialist who had drifted into
UNIX consulting as a full-grown adult. Izenberg had never met
Terminus, physically. He'd once bought a cheap highspeed modem from
him, though.
Foley told him that this modem (a Telenet T2500 which ran at 19.2
kilobaud, and which had just gone out Izenberg's door in Secret Service
custody) was likely hot property. Izenberg was taken aback to hear this;
but then again, most of Izenberg's equipment, like that of most freelance
professionals in the industry, was discounted, passed hand-to-hand through
various kinds of barter and gray-market. There was no proof that the
modem was stolen, and even if it was, Izenberg hardly saw how that gave
them the right to take every electronic item in his house.
Still, if the United States Secret Service figured they needed his
computer for national security reasons -- or whatever -- then Izenberg
would not kick. He figured he would somehow make the sacrifice of his
twenty thousand dollars' worth of professional equipment, in the spirit of
full cooperation and good citizenship.
Robert Izenberg was not arrested. Izenberg was not charged with
any crime. His UUCP node -- full of some 140 megabytes of the files,
mail, and data of himself and his dozen or so entirely innocent users --
went out the door as "evidence." Along with the disks and tapes, Izenberg
had lost about 800 megabytes of data.
Six months would pass before Izenberg decided to phone the
Secret Service and ask how the case was going. That was the first time that
Robert Izenberg would ever hear the name of William Cook. As of
January 1992, a full two years after the seizure, Izenberg, still not charged
with any crime, would be struggling through the morass of the courts, in
hope of recovering his thousands of dollars' worth of seized equipment.
In the meantime, the Izenberg case received absolutely no press
coverage. The Secret Service had walked into an Austin home, removed a
UNIX bulletinboard system, and met with no operational difficulties
whatsoever.
Except that word of a crackdown had percolated through the
Legion of Doom. "The Mentor" voluntarily shut down "The Phoenix
Project." It seemed a pity, especially as telco security employees had, in
fact, shown up on Phoenix, just as he had hoped -- along with the usual
motley crowd of LoD heavies, hangers-on, phreaks, hackers and
wannabes. There was "Sandy" Sandquist from US SPRINT security, and
some guy named Henry Kluepfel, from Bellcore itself! Kluepfel had been
trading friendly banter with hackers on Phoenix since January 30th (two
weeks after the Martin Luther King Day Crash). The presence of such a
stellar telco official seemed quite the coup for Phoenix Project.
Still, Mentor could judge the climate. Atlanta in ruins, Phrack in
deep trouble, something weird going on with UNIX nodes -- discretion
was advisable. Phoenix Project went off-line.
Kluepfel, of course, had been monitoring this LoD bulletin board
for his own purposes -- and those of the Chicago unit. As far back as June
1987, Kluepfel had logged on to a Texas underground board called
"Phreak Klass 2600." There he'd discovered an Chicago youngster named
"Shadowhawk," strutting and boasting about rifling AT&T computer files,
and bragging of his ambitions to riddle AT&T's Bellcore computers with
trojan horse programs. Kluepfel had passed the news to Cook in Chicago,
Shadowhawk's computers had gone out the door in Secret Service custody,
and Shadowhawk himself had gone to jail.
Now it was Phoenix Project's turn. Phoenix Project postured
about "legality" and "merely intellectual interest," but it reeked of the
underground. It had Phrack on it. It had the E911 Document. It had a
lot of dicey talk about breaking into systems, including some bold and
reckless stuff about a supposed "decryption service" that Mentor and
friends were planning to run, to help crack encrypted passwords off of
hacked systems.
Mentor was an adult. There was a bulletin board at his place of
work, as well. Kleupfel logged onto this board, too, and discovered it to
be called "Illuminati." It was run by some company called Steve Jackson
Games. On March 1, 1990, the Austin crackdown went into high gear.
On the morning of March 1 -- a Thursday -- 21-yearold University
of Texas student "Erik Bloodaxe," co-sysop of Phoenix Project and an
avowed member of the Legion of Doom, was wakened by a police
revolver levelled at his head.
Bloodaxe watched, jittery, as Secret Service agents appropriated
his 300 baud terminal and, rifling his files, discovered his treasured
source-code for Robert Morris's notorious Internet Worm. But Bloodaxe,
a wily operator, had suspected that something of the like might be coming.
All his best equipment had been hidden away elsewhere. The raiders took
everything electronic, however, including his telephone. They were
stymied by his hefty arcade-style Pac-Man game, and left it in place, as it
was simply too heavy to move.
Bloodaxe was not arrested. He was not charged with any crime.
A good two years later, the police still had what they had taken from him,
however.
The Mentor was less wary. The dawn raid rousted him and his
wife from bed in their underwear, and six Secret Service agents,
accompanied by an Austin policeman and Henry Kluepfel himself, made a
rich haul. Off went the works, into the agents' white Chevrolet minivan:
an IBM PC-AT clone with 4 meg of RAM and a 120-meg hard disk; a
Hewlett-Packard LaserJet II printer; a completely legitimate and highly
expensive SCO-Xenix 286 operating system; Pagemaker disks and
documentation; and the Microsoft Word word-processing program.
Mentor's wife had her incomplete academic thesis stored on the hard-disk;
that went, too, and so did the couple's telephone. As of two years later, all
this property remained in police custody.
Mentor remained under guard in his apartment as agents prepared
to raid Steve Jackson Games. The fact that this was a business
headquarters and not a private residence did not deter the agents. It was
still very early; no one was at work yet. The agents prepared to break
down the door, but Mentor, eavesdropping on the Secret Service walkie-
talkie traffic, begged them not to do it, and offered his key to the building.
The exact details of the next events are unclear. The agents would
not let anyone else into the building. Their search warrant, when
produced, was unsigned. Apparently they breakfasted from the local
"Whataburger," as the litter from hamburgers was later found inside. They
also extensively sampled a bag of jellybeans kept by an SJG employee.
Someone tore a "Dukakis for President" sticker from the wall.
SJG employees, diligently showing up for the day's work, were
met at the door and briefly questioned by U.S. Secret Service agents. The
employees watched in astonishment as agents wielding crowbars and
screwdrivers emerged with captive machines. They attacked outdoor
storage units with boltcutters. The agents wore blue nylon windbreakers
with "SECRET SERVICE" stencilled across the back, with running-shoes
and jeans.
Jackson's company lost three computers, several hard-disks,
hundred of floppy disks, two monitors, three modems, a laser printer,
various powercords, cables, and adapters (and, oddly, a small bag of
screws, bolts and nuts). The seizure of Illuminati BBS deprived SJG of
all the programs, text files, and private e-mail on the board. The loss of
two other SJG computers was a severe blow as well, since it caused the
loss of electronically stored contracts, financial projections, address
directories, mailing lists, personnel files, business correspondence, and,
not least, the drafts of forthcoming games and gaming books.
No one at Steve Jackson Games was arrested. No one was accused
of any crime. No charges were filed. Everything appropriated was
officially kept as "evidence" of crimes never specified.
After the Phrack show-trial, the Steve Jackson Games scandal
was the most bizarre and aggravating incident of the Hacker Crackdown of
1990. This raid by the Chicago Task Force on a science-fiction gaming
publisher was to rouse a swarming host of civil liberties issues, and gave
rise to an enduring controversy that was still re-complicating itself, and
growing in the scope of its implications, a full two years later.
The pursuit of the E911 Document stopped with the Steve Jackson
Games raid. As we have seen, there were hundreds, perhaps thousands of
computer users in America with the E911 Document in their possession.
Theoretically, Chicago had a perfect legal right to raid any of these people,
and could have legally seized the machines of anybody who subscribed to
Phrack. However, there was no copy of the E911 Document on
Jackson's Illuminati board. And there the Chicago raiders stopped dead;
they have not raided anyone since. It might be assumed that Rich Andrews
and Charlie Boykin, who had brought the E911 Document to the attention
of telco security, might be spared any official suspicion. But as we have
seen, the willingness to "cooperate fully" offers little, if any, assurance
against federal anti-hacker prosecution.
Richard Andrews found himself in deep trouble, thanks to the
E911 Document. Andrews lived in Illinois, the native stomping grounds
of the Chicago Task Force. On February 3 and 6, both his home and his
place of work were raided by USSS. His machines went out the door, too,
and he was grilled at length (though not arrested). Andrews proved to be in
purportedly guilty possession of: UNIX SVR 3.2; UNIX SVR 3.1; UUCP;
PMON; WWB; IWB; DWB; NROFF; KORN SHELL '88; C++; and
QUEST, among other items. Andrews had received this proprietary code
-- which AT&T officially valued at well over $250,000 -- through the
UNIX network, much of it supplied to him as a personal favor by
Terminus. Perhaps worse yet, Andrews admitted to returning the favor, by
passing Terminus a copy of AT&T proprietary STARLAN source code.
Even Charles Boykin, himself an AT&T employee, entered some
very hot water. By 1990, he'd almost forgotten about the E911 problem
he'd reported in September 88; in fact, since that date, he'd passed two
more security alerts to Jerry Dalton, concerning matters that Boykin
considered far worse than the E911 Document.
But by 1990, year of the crackdown, AT&T Corporate Information
Security was fed up with "Killer." This machine offered no direct
income to AT&T, and was providing aid and comfort to a cloud of
suspicious yokels from outside the company, some of them actively
malicious toward AT&T, its property, and its corporate interests.
Whatever goodwill and publicity had been won among Killer's 1,500
devoted users was considered no longer worth the security risk. On
February 20, 1990, Jerry Dalton arrived in Dallas and simply unplugged
the phone jacks, to the puzzled alarm of Killer's many Texan users. Killer
went permanently off-line, with the loss of vast archives of programs and
huge quantities of electronic mail; it was never restored to service. AT&T
showed no particular regard for the "property" of these 1,500 people.
Whatever "property" the users had been storing on AT&T's computer
simply vanished completely.
Boykin, who had himself reported the E911 problem, now found
himself under a cloud of suspicion. In a weird private-security replay of
the Secret Service seizures, Boykin's own home was visited by AT&T
Security and his own machines were carried out the door.
However, there were marked special features in the Boykin case.
Boykin's disks and his personal computers were swiftly examined by his
corporate employers and returned politely in just two days -- (unlike
Secret Service seizures, which commonly take months or years). Boykin
was not charged with any crime or wrongdoing, and he kept his job with
AT&T (though he did retire from AT&T in September 1991, at the age of
52).
It's interesting to note that the US Secret Service somehow failed to
seize Boykin's "Killer" node and carry AT&T's own computer out the
door. Nor did they raid Boykin's home. They seemed perfectly willing to
take the word of AT&T Security that AT&T's employee, and AT&T's
"Killer" node, were free of hacker contraband and on the up-and-up.
It's digital water-under-the-bridge at this point, as Killer's 3,200
megabytes of Texan electronic community were erased in 1990, and
"Killer" itself was shipped out of the state.
But the experiences of Andrews and Boykin, and the users of their
systems, remained side issues. They did not begin to assume the social,
political, and legal importance that gathered, slowly but inexorably, around
the issue of the raid on Steve Jackson Games.
8.
We must now turn our attention to Steve Jackson Games itself,
and explain what SJG was, what it really did, and how it had managed to
attract this particularly odd and virulent kind of trouble. The reader may
recall that this is not the first but the second time that the company has
appeared in this narrative; a Steve Jackson game called GURPS was a
favorite pastime of Atlanta hacker Urvile, and Urvile's science-fictional
gaming notes had been mixed up promiscuously with notes about his
actual computer intrusions.
First, Steve Jackson Games, Inc., was not a publisher of
"computer games." SJG published "simulation games," parlor games that
were played on paper, with pencils, and dice, and printed guidebooks full
of rules and statistics tables. There were no computers involved in the
games themselves. When you bought a Steve Jackson Game, you did not
receive any software disks. What you got was a plastic bag with some
cardboard game tokens, maybe a few maps or a deck of cards. Most of
their products were books.
However, computers were deeply involved in the Steve Jackson
Games business. Like almost all modern publishers, Steve Jackson and
his fifteen employees used computers to write text, to keep accounts, and
to run the business generally. They also used a computer to run their
official bulletin board system for Steve Jackson Games, a board called
Illuminati. On Illuminati, simulation gamers who happened to own
computers and modems could associate, trade mail, debate the theory and
practice of gaming, and keep up with the company's news and its product
announcements.
Illuminati was a modestly popular board, run on a small computer
with limited storage, only one phone-line, and no ties to large-scale
computer networks. It did, however, have hundreds of users, many of
them dedicated gamers willing to call from out-of-state.
Illuminati was not an "underground" board. It did not feature
hints on computer intrusion, or "anarchy files," or illicitly posted credit
card numbers, or long-distance access codes. Some of Illuminati's users,
however, were members of the Legion of Doom. And so was one of
Steve Jackson's senior employees -- the Mentor. The Mentor wrote for
Phrack, and also ran an underground board, Phoenix Project -- but the
Mentor was not a computer professional. The Mentor was the managing
editor of Steve Jackson Games and a professional game designer by trade.
These LoD members did not use Illuminati to help their hacking
activities. They used it to help their game-playing activities -- and they
were even more dedicated to simulation gaming than they were to hacking.
"Illuminati" got its name from a card-game that Steve Jackson
himself, the company's founder and sole owner, had invented. This multi-
player card-game was one of Mr Jackson's best-known, most successful,
most technically innovative products. "Illuminati" was a game of
paranoiac conspiracy in which various antisocial cults warred covertly to
dominate the world. "Illuminati" was hilarious, and great fun to play,
involving flying saucers, the CIA, the KGB, the phone companies, the Ku
Klux Klan, the South American Nazis, the cocaine cartels, the Boy Scouts,
and dozens of other splinter groups from the twisted depths of Mr.
Jackson's professionally fervid imagination. For the uninitiated, any
public discussion of the "Illuminati" card-game sounded, by turns, utterly
menacing or completely insane.
And then there was SJG's "Car Wars," in which souped-up
armored hot-rods with rocket-launchers and heavy machine-guns did battle
on the American highways of the future. The lively Car Wars discussion
on the Illuminati board featured many meticulous, painstaking discussions
of the effects of grenades, land-mines, flamethrowers and napalm. It
sounded like hacker anarchy files run amuck.
Mr Jackson and his co-workers earned their daily bread by
supplying people with make-believe adventures and weird ideas. The
more far-out, the better.
Simulation gaming is an unusual pastime, but gamers have not
generally had to beg the permission of the Secret Service to exist.
Wargames and role-playing adventures are an old and honored pastime,
much favored by professional military strategists. Once littleknown,
these games are now played by hundreds of thousands of enthusiasts
throughout North America, Europe and Japan. Gaming-books, once
restricted to hobby outlets, now commonly appear in chain-stores like B.
Dalton's and Waldenbooks, and sell vigorously.
Steve Jackson Games, Inc., of Austin, Texas, was a games
company of the middle rank. In 1989, SJG grossed about a million
dollars. Jackson himself had a good reputation in his industry as a
talented and innovative designer of rather unconventional games, but his
company was something less than a titan of the field -certainly not like the
multimillion-dollar TSR Inc., or Britain's gigantic "Games Workshop."
SJG's Austin headquarters was a modest two-story brick office-
suite, cluttered with phones, photocopiers, fax machines and computers. It
bustled with semi-organized activity and was littered with glossy
promotional brochures and dog-eared science-fiction novels. Attached to
the offices was a large tin-roofed warehouse piled twenty feet high with
cardboard boxes of games and books. Despite the weird imaginings that
went on within it, the SJG headquarters was quite a quotidian, everyday
sort of place. It looked like what it was: a publishers' digs. Both "Car
Wars" and "Illuminati" were well-known, popular games. But the
mainstay of the Jackson organization was their Generic Universal Role-
Playing System, "G.U.R.P.S." The GURPS system was considered solid
and well-designed, an asset for players. But perhaps the most popular
feature of the GURPS system was that it allowed gaming-masters to
design scenarios that closely resembled well-known books, movies, and
other works of fantasy. Jackson had licensed and adapted works from
many science fiction and fantasy authors. There was GURPS Conan,
GURPS Riverworld, GURPS Horseclans, GURPS Witch World,
names eminently familiar to science-fiction readers. And there was
GURPS Special Ops, from the world of espionage fantasy and
unconventional warfare.
And then there was GURPS Cyberpunk.
"Cyberpunk" was a term given to certain science fiction writers
who had entered the genre in the 1980s. "Cyberpunk," as the label implies,
had two general distinguishing features. First, its writers had a compelling
interest in information technology, an interest closely akin to science
fiction's earlier fascination with space travel. And second, these writers
were "punks," with all the distinguishing features that that implies:
Bohemian artiness, youth run wild, an air of deliberate rebellion, funny
clothes and hair, odd politics, a fondness for abrasive rock and roll; in a
word, trouble.
The "cyberpunk" SF writers were a small group of mostly college-
educated white middle-class litterateurs, scattered through the US and
Canada. Only one, Rudy Rucker, a professor of computer science in
Silicon Valley, could rank with even the humblest computer hacker. But,
except for Professor Rucker, the "cyberpunk" authors were not
programmers or hardware experts; they considered themselves artists (as,
indeed, did Professor Rucker). However, these writers all owned
computers, and took an intense and public interest in the social
ramifications of the information industry.
The cyberpunks had a strong following among the global
generation that had grown up in a world of computers, multinational
networks, and cable television. Their outlook was considered somewhat
morbid, cynical, and dark, but then again, so was the outlook of their
generational peers. As that generation matured and increased in strength
and influence, so did the cyberpunks. As science-fiction writers went,
they were doing fairly well for themselves. By the late 1980s, their work
had attracted attention from gaming companies, including Steve Jackson
Games, which was planning a cyberpunk simulation for the flourishing
GURPS gamingsystem.
The time seemed ripe for such a product, which had already been
proven in the marketplace. The first gamescompany out of the gate, with a
product boldly called "Cyberpunk" in defiance of possible infringement-
ofcopyright suits, had been an upstart group called R. Talsorian.
Talsorian's Cyberpunk was a fairly decent game, but the mechanics of the
simulation system left a lot to be desired. Commercially, however, the
game did very well.
The next cyberpunk game had been the even more successful
Shadowrun by FASA Corporation. The mechanics of this game were
fine, but the scenario was rendered moronic by sappy fantasy elements
like elves, trolls, wizards, and dragons -- all highly ideologically-
incorrect, according to the hard-edged, high-tech standards of cyberpunk
science fiction.
Other game designers were champing at the bit. Prominent among
them was the Mentor, a gentleman who, like most of his friends in the
Legion of Doom, was quite the cyberpunk devotee. Mentor reasoned that
the time had come for a real cyberpunk gaming-book -- one that the
princes of computer-mischief in the Legion of Doom could play without
laughing themselves sick. This book, GURPS Cyberpunk, would reek
of culturally online authenticity.
Mentor was particularly well-qualified for this task. Naturally, he
knew far more about computer-intrusion and digital skullduggery than any
previously published cyberpunk author. Not only that, but he was good at
his work. A vivid imagination, combined with an instinctive feeling for
the working of systems and, especially, the loopholes within them, are
excellent qualities for a professional game designer.
By March 1st, GURPS Cyberpunk was almost complete, ready
to print and ship. Steve Jackson expected vigorous sales for this item,
which, he hoped, would keep the company financially afloat for several
months. GURPS Cyberpunk, like the other GURPS "modules," was not
a "game" like a Monopoly set, but a book: a bound paperback book the
size of a glossy magazine, with a slick color cover, and pages full of text,
illustrations, tables and footnotes. It was advertised as a game, and was
used as an aid to game-playing, but it was a book, with an ISBN number,
published in Texas, copyrighted, and sold in bookstores. And now, that
book, stored on a computer, had gone out the door in the custody of the
Secret Service.
The day after the raid, Steve Jackson visited the local Secret
Service headquarters with a lawyer in tow. There he confronted Tim Foley
(still in Austin at that time) and demanded his book back. But there was
trouble. GURPS Cyberpunk, alleged a Secret Service agent to
astonished businessman Steve Jackson, was "a manual for computer
crime."
"It's science fiction," Jackson said.
"No, this is real." This statement was repeated several times, by
several agents. Jackson's ominously accurate game had passed from pure,
obscure, smallscale fantasy into the impure, highly publicized, largescale
fantasy of the Hacker Crackdown. No mention was made of the real reason
for the search. According to their search warrant, the raiders had expected
to find the E911 Document stored on Jackson's bulletin board system.
But that warrant was sealed; a procedure that most law enforcement
agencies will use only when lives are demonstrably in danger. The
raiders' true motives were not discovered until the Jackson searchwarrant
was unsealed by his lawyers, many months later. The Secret Service, and
the Chicago Computer Fraud and Abuse Task Force, said absolutely
nothing to Steve Jackson about any threat to the police 911 System. They
said nothing about the Atlanta Three, nothing about Phrack or Knight
Lightning, nothing about Terminus.
Jackson was left to believe that his computers had been seized
because he intended to publish a science fiction book that law enforcement
considered too dangerous to see print.
This misconception was repeated again and again, for months, to
an ever-widening public audience. It was not the truth of the case; but as
months passed, and this misconception was publicly printed again and
again, it became one of the few publicly known "facts" about the
mysterious Hacker Crackdown. The Secret Service had seized a
computer to stop the publication of a cyberpunk science fiction book.
The second section of this book, "The Digital Underground," is
almost finished now. We have become acquainted with all the major
figures of this case who actually belong to the underground milieu of
computer intrusion. We have some idea of their history, their motives,
their general modus operandi. We now know, I hope, who they are, where
they came from, and more or less what they want. In the next section of
this book, "Law and Order," we will leave this milieu and directly enter
the world of America's computer-crime police. At this point, however, I
have another figure to introduce: myself.
My name is Bruce Sterling. I live in Austin, Texas, where I am a
science fiction writer by trade: specifically, a cyberpunk science fiction
writer.
Like my "cyberpunk" colleagues in the U.S. and Canada, I've never
been entirely happy with this literary label -- especially after it became a
synonym for computer criminal. But I did once edit a book of stories by
my colleagues, called MIRRORSHADES: the Cyberpunk Anthology,
and I've long been a writer of literarycritical cyberpunk manifestos. I am
not a "hacker" of any description, though I do have readers in the digital
underground.
When the Steve Jackson Games seizure occurred, I naturally took
an intense interest. If "cyberpunk" books were being banned by federal
police in my own home town, I reasonably wondered whether I myself
might be next. Would my computer be seized by the Secret Service? At
the time, I was in possession of an aging Apple IIe without so much as a
hard disk. If I were to be raided as an author of computer-crime manuals,
the loss of my feeble word-processor would likely provoke more snickers
than sympathy.
I'd known Steve Jackson for many years. We knew one another as
colleagues, for we frequented the same local science-fiction conventions.
I'd played Jackson games, and recognized his cleverness; but he certainly
had never struck me as a potential mastermind of computer crime.
I also knew a little about computer bulletin-board systems. In the
mid-1980s I had taken an active role in an Austin board called "SMOF-
BBS," one of the first boards dedicated to science fiction. I had a modem,
and on occasion I'd logged on to Illuminati, which always looked
entertainly wacky, but certainly harmless enough.
At the time of the Jackson seizure, I had no experience whatsoever
with underground boards. But I knew that no one on Illuminati talked
about breaking into systems illegally, or about robbing phone companies.
Illuminati didn't even offer pirated computer games. Steve Jackson, like
many creative artists, was markedly touchy about theft of intellectual
property.
It seemed to me that Jackson was either seriously suspected of
some crime -- in which case, he would be charged soon, and would have
his day in court -- or else he was innocent, in which case the Secret
Service would quickly return his equipment, and everyone would have a
good laugh. I rather expected the good laugh. The situation was not
without its comic side. The raid, known as the "Cyberpunk Bust" in the
science fiction community, was winning a great deal of free national
publicity both for Jackson himself and the "cyberpunk" science fiction
writers generally.
Besides, science fiction people are used to being misinterpreted.
Science fiction is a colorful, disreputable, slipshod occupation, full of
unlikely oddballs, which, of course, is why we like it. Weirdness can be
an occupational hazard in our field. People who wear Halloween
costumes are sometimes mistaken for monsters.
Once upon a time -- back in 1939, in New York City -science
fiction and the U.S. Secret Service collided in a comic case of mistaken
identity. This weird incident involved a literary group quite famous in
science fiction, known as "the Futurians," whose membership included
such future genre greats as Isaac Asimov, Frederik Pohl, and Damon
Knight. The Futurians were every bit as offbeat and wacky as any of their
spiritual descendants, including the cyberpunks, and were given to
communal living, spontaneous group renditions of light opera, and
midnight fencing exhibitions on the lawn. The Futurians didn't have
bulletin board systems, but they did have the technological equivalent in
1939 -- mimeographs and a private printing press. These were in steady
use, producing a stream of science-fiction fan magazines, literary
manifestos, and weird articles, which were picked up in ink-sticky bundles
by a succession of strange, gangly, spotty young men in fedoras and
overcoats.
The neighbors grew alarmed at the antics of the Futurians and
reported them to the Secret Service as suspected counterfeiters. In the
winter of 1939, a squad of USSS agents with drawn guns burst into
"Futurian House," prepared to confiscate the forged currency and illicit
printing presses. There they discovered a slumbering science fiction fan
named George Hahn, a guest of the Futurian commune who had just
arrived in New York. George Hahn managed to explain himself and his
group, and the Secret Service agents left the Futurians in peace henceforth.
(Alas, Hahn died in 1991, just before I had discovered this astonishing
historical parallel, and just before I could interview him for this book.)
But the Jackson case did not come to a swift and comic end. No
quick answers came his way, or mine; no swift reassurances that all was
right in the digital world, that matters were well in hand after all. Quite
the opposite. In my alternate role as a sometime pop-science journalist, I
interviewed Jackson and his staff for an article in a British magazine.
The strange details of the raid left me more concerned than ever. Without
its computers, the company had been financially and operationally
crippled. Half the SJG workforce, a group of entirely innocent people,
had been sorrowfully fired, deprived of their livelihoods by the seizure. It
began to dawn on me that authors -- American writers -- might well have
their computers seized, under sealed warrants, without any criminal
charge; and that, as Steve Jackson had discovered, there was no immediate
recourse for this. This was no joke; this wasn't science fiction; this was
real.
I determined to put science fiction aside until I had discovered
what had happened and where this trouble had come from. It was time to
enter the purportedly real world of electronic free expression and computer
crime. Hence, this book. Hence, the world of the telcos; and the world of
the digital underground; and next, the world of the police.
Brought to you
by
The Cyberpunk Project