WEBVTT

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JACK: Back in 2002, I got banned from playing EverQuest. [MUSIC] This was a massive multiplayer

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online roleplaying game, or MMORPG. I spent years playing the game as a half-elf bard traveling

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through the world of Norrath. It consumed my life but I had ventures that I’ll never forget,

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like the time I got together with eighty other players and killed dragons like Lady Vox and

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Nagafen. But after years of doing the same repetitive things over and over and making

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it to the top, I got bored and I quit. But that didn’t last long because I found myself

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playing again a few weeks later. I had spent years working on my character and it was just too hard

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to let it go. I got to the point where I just couldn’t quit the game, so the only solution I

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could think of to force me to quit was to find a way to get banned. So I started using a bot.

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The bot would take control of my character and automate it for me.

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This was strictly against game rules. I would leave the bot run all night long,

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fighting monsters and gaining experience while I was sleeping. When I awoke,

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I was surprised to see that I was still fighting monsters, still not banned. I kept botting and

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letting it run night after night. Eventually players complained to a GM, or Game Master,

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which is like the game’s admin and I got just what I wanted - banned. While this story is epic

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in my own memories, it’s nothing compared to the story you’re about to hear. You’re about to hear

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possibly the most epic online video game story of all time. This tale is so crazy that it was even

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featured in Wired Magazine. The world will become altered in ways you’ve never expected. There will

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be massive amounts of gold and wealth, so gather around and listen to a tale of epic proportions.

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JACK (INTRO): [INTRO MUSIC] This is Darknet Diaries, true stories

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from the dark side of the internet. I’m Jack Rhysider. [INTRO MUSIC ENDS]

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JACK: I feel really lucky to have captured this story. This is one that

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almost got away and disappeared into the sunset forever. It’s a

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rare one to be heard. This is a story from a guy named Manfred.

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MANFRED: Hello. Hey, how’s it going?

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JACK: Manfred has kept his story quiet for twenty years. He’s never publically

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told these stories until this year. He first spoke about this at Defcon,

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the largest hacker conference in the world, but he didn’t get to say everything he wanted to say.

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MANFRED: I was going to show two zero-day exploits in a couple of games. I was in

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the Green Room at Defcon like, fifteen minutes before my talk. One of the Defcon team members,

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goons, they asked me what my talk’s about and began the subject of me demonstrating

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this exploit. He went to talk to another goon and they both came back to me and they’re like,

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you probably don’t want to do this. You can talk about the exploit;

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just don’t demonstrate how to reproduce it. Then I was like, you guys are probably right.

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JACK: He did talk about the numerous games he did hack during his Defcon talk,

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which was recorded and put on YouTube. But that didn’t last long.

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MANFRED: My Defcon talk got taken down due to a copyright claim by ArenaNet,

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the makers of Guild Wars 2.

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JACK: As you can see, the story is not only rare but in some ways,

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forbidden. So let’s begin, shall we? First off, what kind of name is Manfred?

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MANFRED: Back in the early days of Ultima Online I did a lot of PKing and griefing and

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all that good stuff. Originally my name wasn’t Manfred. It was Phuckchop. P-H-U-C-K-C-H-O-P. I

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guess it kind of added insults to injury to the players that I’d kill. They’d [inaudible] their

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hard-earned resources. All good fun, you know. It’s not me in real life. It was just a game.

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I did it all in good fun. Under that name of Phuckchop I player-killed, PKD, as it’s called,

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for weeks and maybe months. Then one day I was just sitting AFK in town under guard protection

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next to an in-game bank. Then I went out to get some Krispy Kreme doughnuts for lunch. That was

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my usual lunch. I get a dozen of those. They’re pretty awesome. [00:05:00] I came back and I

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looked at my character and my name was Manfred. I was like hmm, this is interesting. I looked at the

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chat log and I saw that a GM told me that he can’t have me going around killing players as Phuckchop.

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He’s like, you can kill players or whatever, it’s part of the game, but we can’t have that name

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so he just changed my name to a random name and it happened to be Manfred. It stuck ever since.

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JACK: That story took place twenty years ago. Manfred has been playing MMORPGs ever

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since. It always starts out the same way; he’ll play, have fun, learn the game inside and out,

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and then eventually get bored and start to tinker with it.

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MANFRED: For fun I reverse-engineer games and I reverse-engineer how the protocol

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talks to the server and vice versa, how the server talks back to the client.

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JACK: He hacks online video games. This is what he’s good at. After twenty years of doing this,

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he is an expert at finding bugs in MMOs. He captures the packets and

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analyzes what’s in them. He’ll injects his own data into packets and see how the game

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responds. He’ll find ways into the game client and manipulate what traffic is

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sent to the server. The exploit he finds in almost every game is an integer overflow.

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To understand this, imagine you have a clock and the time is 1:00. Now, if you were to

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subtract one minute from it, the time would then be 12:59. Do you see how by subtracting,

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it resulted in a larger number? Computers have a limit of how high they can count and once they

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hit that limit it rolls all the way around to the lowest number they can count. Video games

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don’t always check if you can subtract from the lowest amounts, so Manfred tries to subtract

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from zero and he sometimes gets surprising results. He’s doing this at the packet level,

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sort of like a man-in-the-middle. When a packet is sent from his computer to the server,

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he captures it, changes some values, and sends it off. He’s been doing this for a

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long time so he can pretty much find bugs in any game. So far he’s found bugs in all these games.

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MANFRED: Ultima Online, Dark Age of Camelot, Anarchy Online, Lineage II, Final Fantasy Online,

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the first one, World of Warcraft, RIFT Online, Elder Scrolls Online,

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Lord of the Rings Online, RIFT Online II, Final Fantasy XIV,

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Guild Wars II, and WildStar Online. I’m sure I forgot five or six more.

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JACK: Because I personally played a lot of World of Warcraft, let’s start

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there. World of Warcraft was leading the pack as the most popular MMORPG in 2007.

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MANFRED: Back when I was playing it I think it had close to ten million players.

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JACK: Manfred had been playing for a while and he was having fun leveling up his characters,

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fighting creatures, and exploring the world. This game had a thing called a talent system,

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and for every level you level up, you get one talent point to put into improving your

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character. Manfred became curious what packets the computer was sending to the

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server when he would use a talent point, but there was a problem. The packets between his

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computer and the server were encrypted so he couldn’t see what was inside

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them or inject his own data in it. But he’s a reverse-engineer, so he starts to tinker with…

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MANFRED: Slightly modifying the game client so I could take over the communication before

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encryption happens, when the packets are outgoing. Then I take over communication

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after encryption happens, when they’re coming from the server.

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JACK: Once he has his hooks in the game communication, he played the game and

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spent a talent point to boost his character. He saw what the data looks like when this happens.

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He tried replaying that same packet back to the game client. What he was expecting

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to see was that he had spent one talent point and his talent would go up by one.

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MANFRED: I noticed that my skills didn’t match up with the talent points I spent. There was a

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disconnect. Supposedly I had, for example, like fifteen skill points in this one skill tree but

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I didn’t use any of my talent points, which was weird. Somehow at least initially I thought was

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just a client-side glitch where I raise my talents without using any skill points. I logged out of

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the game, closed down the client, and I pull up a fresh copy of my character from the server

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that told me the true story of what’s going on. I log into the game and I still have my whatever,

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fifteen points in my talent tree, and I still have my fifteen skill points. I was like okay,

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this is interesting. Let’s see what’s going on here.

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JACK: [MUSIC] Talent points are rare and you can only get a certain amount.

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You can only spend a maximum of five on a specific skill but Manfred found

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a way to spend talent points without using talent points, and to spend more than five.

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MANFRED: I was able to boost it up to fifteen points using only

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five points. Any exploits that improves your character’s strength or gave you an

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advantage over another player were pretty significant ‘cause you gain an advantage,

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an unfair advantage, over ten million players, basically.

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JACK: After Manfred overloaded his talents with this exploit, he became god-like in

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the game. His powers were far more superior than any other player. [00:10:00] He started

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decking out his character in all the best equipment and made himself even more powerful.

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MANFRED: Then I went to see if I could complete a dungeon solo.

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JACK: He was able to easily clear dungeons that normally takes five people to complete,

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allowing him to gather even better equipment and improving more. He kept pushing his abilities

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to see what was possible to do with this super character. At one point his goal became Molten

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Core. This was a raid-level dungeon which required forty people to clear. He tried to solo it.

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MANFRED: My character wasn’t powerful enough to complete Molten Core so we started getting some

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friends together. I’d buff up my characters and my friends’ characters and we’d go and

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complete Molten Core, which I think was a forty-person dungeon. We’d do it with like,

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eight people. It was a lot of fun. It was challenging. We used this talent

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exploit to complete dungeons with very few people for probably eight to nine months.

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JACK: [MUSIC] The game developers never detected or caught Manfred doing these exploits.

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MANFRED: You’d think they’d have metrics on all these dungeons and they could see how

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quickly a group of players could finish a dungeon or whatnot, but they didn’t.

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JACK: He went back to reverse-engineering the client. He found there were debug

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packets that were enabled in production servers. After spending time analyzing

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the debug packets he found ways of doing some amazing things.

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MANFRED: Things like broadcasting messages to the entire server, like teleport directly to a player.

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JACK: Even after using these exploits for a few months he still wasn’t caught or detected,

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so he eventually started getting bored with the

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game and decided to see how far he can push this before getting banned.

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MANFRED: Usually the way this ends is in PVP. People complain when they get killed

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instantly. We started going out into the PVP lands and just basically one-shotting people,

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killing the person, like a super buffed-up Level 80 person or Level 50,

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whatever the level cap was back then, in a single hit or a couple of hits. The players would start

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complaining. They’d take screen shots, they’d call GMs, and fairly quickly,

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maybe one or two weeks, maybe three weeks afterwards, we all get banned.

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JACK: What surprises me most about this story is how a game the size of World of Warcraft

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can have these exploits in them. The game had ten million players who were all paying

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$15 a month to play. The game developers were bringing in over $100,000,000 a month

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or $3,000,000 a day. With a budget like that you’d like they’d have solved every exploit.

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MANFRED: That was a huge oversight on the developer’s part. They shouldn’t have included

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development packets in their production MMORPG on the scale of World of Warcraft.

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JACK: While Manfred was banned from World of Warcraft, it was no problem for him because he

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could just move on to another game. [MUSIC] A few years before that, he played a game called

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Shadowbane. It was an MMORPG. You level up your character by killing monsters, equip new items,

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and you fight other players too, but only in certain areas. Manfred was amazed at how buggy

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this game was. He concluded the game must have skipped any Alpha testing, any Beta testing,

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and went directly to final release. In all his twenty years of hacking video games,

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none have come close to how bad Shadowbane was in terms of bugs.

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MANFRED: I think Shadowbane deserves its own category and maybe a movie

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made after it. Shadowbane was so hopelessly insecure that – no,

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if I were to write a game to demonstrate the game developers,

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no, do not write the game like this ‘cause this is very insecure. I’d basically give them Shadowbane.

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JACK: The story starts the same way as others. Manfred played the game, got good at it,

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and then got bored and started reverse-engineering the client. He saw that when you get experience

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points, [NOTIFICATION SOUNDS] a packet is sent to the game indicating how many experience points you

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just earned. He captured that packet, sent it a second time, and sure enough he got experience

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points in the game just for resending that packet again. He could keep getting unlimited experience

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points by just sending specially crafted packets to the server. Within a few minutes he gained over

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100 levels. [00:15:00] He found that there was no server side validation for any packet he sent,

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so he could do almost anything he wanted. He could open up other players’ bank vaults,

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take items from them, he could load any piece of equipment into his inventory;

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he could even gain massive amounts of strength and HIT points. [LEVEL UP SOUND]

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MANFRED: Pretty much anything that I tried,

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any exploit I tried, worked. It was like, is this real life?

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JACK: He tried to see if anyone would be willing to buy equipment, gold, or characters from him for

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real dollars. But there just wasn’t enough demand because there wasn’t enough players

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playing Shadowbane. He decided the game was so buggy and he didn’t want to play it anymore.

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MANFRED: We just decided to do a grand finale hack and basically uninstall the game and move

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on. I knew if we made this super obvious that servers would get rolled back, so we

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did have to kind of go over the top. ‘Cause if we killed a few players here and there and blah,

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blah, blah, they’d complain to developers on the forums and they’d ignore it. But if

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we do a mass scale game-mechanics changing attack where it kills hundreds of players,

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totally alters the rules of the game, then they’d get rolled back. One of our grand finale acts was

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to basically teleport high-level monsters into safe haven cities that new players would start

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in. Let’s say, create a new character in Shadowbane, you’re sent into this little

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island where the game teaches you how to play. It’s supposed to be completely safe.

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But we teleported like Level 200 monsters in there to kill anybody that joined the game.

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You joined the game as a new player, and then suddenly this Level 200 dragon just

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totally decimates you. On this little island of new players, we probably killed dozens and

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dozens and dozens of them. New players joined the game and were respawning over a course of

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thirty minutes to an hour. We teleported an entire town full of people under the ocean. They’d slowly

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drown. They weren’t drowning fast enough, so we also teleported monsters with them so that the

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monsters would kill the drowning players. [MONSTER SOUNDS] We’re killing newbies joining in the game,

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we’re killing active players, we’re teleporting players into the ocean; it’s just complete chaos.

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It was yeah, it was pretty funny. It was all in good fun. I was kind of in shock and awe. It

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was funny that the events that were going on; players being teleported into the sea, monsters

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being teleported into newbie areas where players are supposed to be safe. It was shocking that,

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you know, how is it possible that we could pull this off in a supposedly final game?

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JACK: But still, that wasn’t enough. He decided to make every safe zone in the

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game a PVP zone. This means the players could attack other players anywhere in

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the world. There was no place to hide. Manfred had used his exploits to level

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his character high up and gave his character all the best equipment in

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the game. Now that the whole world is a PVP area, you can guess what he did next.

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MANFRED: Me and my friends just going in and decimating everybody with highly overpowered

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characters. [FIGHTING SOUNDS] Yeah, it was complete chaos and disorder. All in good fun.

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JACK: Manfred’s chaos impacted everyone on the entire server. There were hundreds of tombstones

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everywhere you looked and everyone was wondering what in the world is happening? Some people are

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saying the gods went crazy and other people are saying there’s bugs in the game. After about an

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hour of total chaos the servers went offline. Him and his friends were banned from the game

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and the server rolled back to a save point before the chaos began and all players were restored.

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MANFRED: Initially the Shadowbane people thought somebody [inaudible] their servers,

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gained illegal access to their servers and they thought their servers were compromised when all

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we were doing was just using in-game mechanics. I look at the aftermath in the Shadowbane forums

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and some of the players were saying this should happen more often, this was like,

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the most fun they’ve ever had since they bought the game. There are some players that were kind

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of annoyed and some players were like hey, this is pretty cool. Let’s do it again.

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JACK: This Shadowbane hack was so ridiculous that Wired wrote an article about it back in 2003 when

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it happened. Nobody ever knew who was behind this until now. Wired posted a comment from the game

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developers which said, quote, “We’re working with law enforcement and we promise all of you

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that these individuals will be prosecuted to the full extent of the law.” End quote.

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MANFRED: That was all bark. I think they realized that their servers

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weren’t [00:20:00] compromised and we were just using the game protocol and

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the game logic against itself by finding unattended features in the protocol.

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JACK: Manfred was never contacted by game developers or law enforcement for this event.

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Manfred has tried working with game developers to responsibly disclose the bugs he finds.

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MANFRED: Back in the early days when I started doing this, I tried to work with the game

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developers. It’s always backfired. For one example would be Anarchy Online. I think it came out in

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2000 or 2001. I paged GM in the game and I go hey, I want to talk to one of your developers

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about some exploits I’ve found. We go in; we talk in the IRC, try and go out of the band,

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outside the game, and talk over IRC. We’re like, here’s the exploits, here’s how to reproduce them,

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here’s how to do them. They’re like okay cool, thanks. The next day we wake up and our accounts

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are banned. This happened twice early on and if it happens twice or it if it happens in one game and

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then it happens in another game, typically it’d be different development game. You’ve

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got to assume maybe the game industry doesn’t want to work with people responsibly disclosing hacks.

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I think their main point is they don’t want people reverse-engineering their client in

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the first place. Maybe, I think, that’s their motive for banning people that find these sorts

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of things. It was kind of counter-intuitive because you don’t want to ban the people

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that are trying to help you out. You’d think they’d want to give us resources or additional

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resources or be like hey, here’s some free accounts and here’s our private test servers,

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have at. The opposite happened. They just said we’re gonna ban you; don’t come back.

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JACK: This year Manfred gave a talk at Defcon. He was going to expose two unfixed bugs in

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Elder Scrolls Online and WildStar Online. He decided not to demonstrate the hack.

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MANFRED: After the talk, one of the companies that was behind Elder Scrolls Online came up

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to me. [MUSIC] They were like here’s my business card, let’s talk. I talked to them. I showed them

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the exploit shortly after Defcon. While we were still in Vegas I showed it to them in person.

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They were like cool, thanks. The other one for WildStar Online, I sent him an e-mail describing

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the issue at hand and its ramifications. They got back to me and said cool, thanks. That’s about it.

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For Elder Scrolls Online I last checked about a month and a half ago, which was about six weeks

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after Defcon and disclosure. It still hasn’t been fixed. WildStar Online, I haven’t checked since.

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JACK: But this is just Chapter One of Manfred’s epic journey. All of these

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exploits you’ve heard are just for fun but he found exploits in other games that would

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change his life for decades. He found ways to turn his virtual items into real US dollars.

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No longer was this about fun and games. It became a serious full-time business.

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MANFRED: Let me just say that given the option of getting a day job as a software engineer,

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and you can imagine how much a software engineer makes these days, given the option of doing that

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versus hacking online video games, I chose to hack online video games because the pay

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was good but also because I was running my own business and making my own hours.

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JACK: Join us in Part 2 of this story as we shift

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from putting coins into the game to taking coins out of the game.

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JACK [OUTRO]: [OUTRO MUSIC STARTS] You’ve been listening to Darknet Diaries. There’s

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a bunch of screenshots of Manfred’s adventures at darknetdiaries.com.

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Be sure to check them out as well as links to some of the stories that were

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mentioned. Music is provided by Ian Alex Mac, Kevin MacLeod, and Tabletop Audio.
