Hacking

A hack is a race against a clock you can see. You break in, you take what you came for, and you get out before the target traces you. Getting in is half the job: a hack only counts when you disconnect in time.

1. Connect

On HOME, add the target to your bounce list with + and press CONNECT. You land on the target's login screen: its address, its welcome message and the reputation of its owner. Nothing has started yet.

Connected to vault-node, before the crack.

2. Crack

Press Crack. Three numbers appear:

  • Time to crack: when the target opens up.
  • Trace-back time: when the target finds you and kicks you out.
  • Safe time: the gap between the two. That is your time inside.
The crack counting down. Both clocks start together.
WARNING
Disconnecting before the crack ends is a failed hack: it costs reputation and locks the target like a trace does.

3. Inside: Use the Safe Time

Once cracked, the header shows Traced in with the seconds you have left. Everything you do on the target happens now:

1 the trace countdown · 2 the target's hardware, files and logs · 3 Disconnect · 4 Collect Miner.
  • Collect Miner: take the Bits stored in the target's miner. The theft is written in its log.
  • Logs: read, delete or add lines in the target's access log. See Bounces & Logs.
  • Files: browse the target's filesystem and copy files to your host. See Files & Databases.
  • Hardware: the level of each of the target's components.
  • Database and Nexus: only on hosts that have one, or that belong to a hex of the Nexus map.

4. Disconnect in Time

Press Disconnect before the trace reaches zero. That is a successful hack: you gain reputation and roll for drops, and the results appear on screen.

A successful hack: drops and reputation change.

If the trace reaches zero first, you are traced: the connection drops, the hack fails, you lose reputation and the target's owner gains it.

Drops

  • A successful hack can drop a Bits Package (open it from ITEMS), items, and craft currency for modules.
  • You have a few drop slots. Each successful hack uses one, and each slot refills on its own after a short while. The results window tells you how many are ready.
  • A lore fragment can drop from any successful hack, slots or not. Read it in LORE.
  • Corporation members can also find materials, modules and schematics. See Modules & Fabricator.

Cooldowns

After a hack, the same target is locked for a while: a short wait after a success, a longer one after a trace or a failed hack. The Crack button shows the time left. Other targets are free right away.

Same target again: locked until the countdown ends.

What Sets the Timers

Both times are computed when you press Crack, from your host against the target's:

  • Shorter crack: your CPU, GPU, RAM, Cracker and AI.
  • Longer crack: the target's Firewall and Antivirus.
  • Faster trace: the target's Back-tracing and Firewall.
  • Slower trace: your NET and AI.
  • Levels: a target above your level cracks slower and traces faster; one below, the opposite. Each level of difference counts.
  • On top: your archetype, active synergies, equipped modules and active buffs.
TIP
The bounce list does not change the timers. It only decides which IP the target logs.

Reputation

Reputation works like a chess rating. Beat someone with more reputation than you and you gain more; fail against someone with less and you lose more. What you gain, the target's owner loses, and the other way round. Tutorial targets and dungeon enemies do not move it.

WARNING
Hacking at an inhuman pace makes your system overheat: you get a forced pause between hacks and your rewards shrink. Play like a person and it never happens.