# Thread Handoff - Thread: vivid-key-7483 - UUID: c5bd7cc4-7974-400a-af8a-7185e3b90888 - CTF: midnight-sun-ctf-2026-quals - Challenge: slopgamez - Runtime: codex - Model: gpt-5.5 - Status: completed ## Transcript - **Assistant:** I’ll start by inventorying `/challenge` and checking the exposed web app behavior. I’ll also post concise progress updates to the supplied webhook when network access is available. - **Assistant:** The sandbox can read the local challenge text, but DNS is blocked for the target and webhook from the default environment. I’m going to request network escalation for the target probe and webhook posts so the challenge can be solved against the live service. - **Assistant:** HTTP/1.1 302 Found Date: Sun, 10 May 2026 13:04:21 GMT Server: Apache/2.4.67 (Debian) X-Powered-By: PHP/8.5.6 Location: index.php?theme=themes/dark Content-Length: 0 Content-Type: text/html; charset=UTF-8 - **Assistant:** The app is PHP on Apache and immediately redirects to `index.php?theme=themes/dark`. That `theme` parameter is the first strong lead, so I’m checking whether it is used as an include/path selector. - **Assistant:** The previous approval did not persist for plain `curl`, so the follow-up probes hit the same DNS block. I’m rerunning those probes with explicit network escalation. - **Assistant:** HTTP/1.1 200 OK Date: Sun, 10 May 2026 13:04:34 GMT Server: Apache/2.4.67 (Debian) X-Powered-By: PHP/8.5.6 Vary: Accept-Encoding Transfer-Encoding: chunked Content-Type: text/html; charset=UTF-8 Wargaming Scene Phile

Wargaming Scene Phile

An Overview of the Wargaming Scene Through the Eyes of adc

        In 2007, 3 dudes captured the first slot in the DEFCON CTF Qualifiers.
        They didn't come from anywhere, and they werent actually planning on
        playing, which is why they had to decline. The only explanation is
        wargames. So if you eat your veggies and do loads and loads of wargames
        you too will have brains, discipline, and hilarity.

        And the wargame scene has bloomed! There are CTFs available just about
        every month now, many of which can be played remotely. And persistent
        shell-based wargames and web-vuln sites continue to run, year after year,
        completely free.

        Here's why I love wargames:
        - The people attached to the keyboards on the other side
        - Easy, piecemeal, bite-sized levels
        - Decent learning curve on most games (easy to HARD)
        - Easy to discipline yourself into a hacking machine
        - Good ego-boost after trying to hack unsolved things gets you down
        (see: real world)
        - Friendly help readily available
        - Knowledge itself is the reward, pure skill!
        - Some people cheat, and those that do don't get much of anything out of it
        - Cheating is more fun when noone knows how you cheated
        - Adrenaline rush (though it's faded for me and others with great time)

        I became addicted to wargames.unix.se in 2003. Before the summer, I had
        been trying a website my friend showed me, hackerslab, but didn't really
        get anywhere after copy pasting my way to somewhere not very far. The
        swedish site was started by norse and had lots of other people
        participating and making games, a bunch of which are still not far from
        wargames today.

        At wargames.unix.se something special happened for me though, it all
        just really clicked. Perhaps it was the web design or maybe the slogan:
        "Unregulated knowledge is pornography". There was just tons of cool
        information being discussed in the forums and on irc, things people
        wondered about, highly technical, and those people were exploring them
        full-on. I think it really was the community. A bunch of charming and
        cool swedes were making fun, addictive wargames to play. The attitude
        there was A+, the challenges were good, and something about the way
        they were presented just made them very appealing. It could have been the
        scoreboard, or just listening in on the irc and thinking damn, these are
        some genuine hackers. And people were very polite and helpful. Some of
        those early games can still be played on overthewire.org:

        Leviathan - this was the first shell based game, where all newbies start
        Behemoth - where I exploited my first buffer overflow
        Utumno - A little harder
        Maze - Harder again, easy remotes

        There used to be a bunch of other games on wargames.unix.se, some that
        taught network skills, and then some that did crypto from easy (balthasar)
        to hard (halls of despair) to insane (halls of torment).

        The four shell-based games above I would highly recommend to anyone just
        starting out. They are just easy enough that it's welcoming to a beginner
        but after leviathan the esoterism begins to seep through and make the
        levels something else altogether. They're fun and captivating to this
        day.

        The thing of it is, I used to actually get a huge adrenaline rush from
        solving these back then. Like my heart would be pounding while I was
        waiting for some shellcode to land, and when it did, it was always a
        great smile. After spending an evening to a week or two miserably stuck,
        taking copious notes, and then finally solving a level, I couldn't wait
        to be working my way up to the next one. It was really damn addictive.
        Oddly enough, real-world hacks rarely got close to the rush from wargames
        for me, as the real world has lots of complications which my biology
        begins to think about.... I'm weird.

        Many wargamers also keep copious notes in order to capture the subtleties
        of the different game levels. The notes directories usually begin only
        with the credentials for each level, but as most wargamers find, the notes
        directory tends to escalate. It contains for each level of each game: which
        vulnerabilities have been identified, which exploits might work, which
        exploits failed, and finally which exploits succeeded. It's also a good
        idea to keep notes on different shellcodes, different techniques for
        debugging, heap tricks, and so on. I would probably learn a ton from the
        disclosure of other people's notes :-).

        wargames.unix.se transformed into Digital Evolution dievo.org and was
        around until '06 or so. Digital Evolution was quite awesome. It had
        basically everything I use from the internet still today: wargames, a
        chill music station (delphium radio!), an awesome picture gallery from the
        userbase, an extensive archive of links to knowledge, irc!!!, and
        leaderboards to compete about everything on the website.

        In '06 or so at some point the community dispersed after the demands of
        running the site became too great for the people running it and the site
        leaders just kind of moved on after a lot of downtime.  runixd offered to
        host the games and intruded.net came up. I helped restore and retest a
        bunch of them. It seems like ages ago, but I remember administering the
        games on user-mode-linux, then Xen (and finding tons of ways to kernel
        panic), and finally Vserver. We stopped updating the games around '07,
        and it turns out turns of privesc vulns were being introduced to the
        kernel and libc in late '07 and '08, heh, so the games didn't need
        too much maintenance for awhile. Till some hardware failed quite poorly in
        early '11. Luckily, overthewire.org has taken everything back up in '12
        and continues to host them

        So tempting to namedrop some greetz here to all the nick, but archive.org
        really says it best!.
        http://web.archive.org/web/20050729112313/http://www.dievo.org/
        So what's around today if you're looking to get yet-better at memory
        corruption when CTFs are not around? I highly recommend two oldies, which
        I consider transformative in my exploitation education. The first of
        these is vortex on overthewire.org, the second is #io on smashthestack.org.

        When I first played vortex, the first level showed me that I did not really
        understand pointers as well as I thought I did. I recall andrewg telling
        me to draw a stack diagaram. So I did, and finally the &s and *s made
        sense when combined with my diagram and the assembly code. It was mind
        bendingly difficult for something quite simple the first time through. And
        other levels repeat the experience. Subtly exploitable bugs that at first
        don't appear to be possible because of certain limitatio yns. The level of
        difficulty does continue to grow until at some point you become somewhat
        skilled.

        When showing up to play #io, the first time through, I got to 11 and was
        utterly disappointed until then. And then something happens, the levels
        become hard. Quite hard. I had been a wargame veteran at this point, so
        #io was a gift! Today, the first 10 have been rewritten to all be fun.
        Now up to about 30 levels, #io continues to grow with well-researched,
        subtle vulnerabilities for exploitation. At least one level has a real
        world, remotely exploitable vulnerability found by a player and crafted
        into a challenge for your intellectual pleasure. Beat #vortex and #io and
        you will be rather _good_ at exploiting unix memory corruption.

        After that, go play them all. Play every wargame. They all contain
        knowledge that will enhance your skills. Also play CTFs when you can and
        if they're fun! If they're not as fun or getting stale, then hack the
        game!

        - adc

        old rant:
        When I was younger I was aggressive and persistent, probably still so.
        Wargames were the perfect outlet to mold my energy into some pretty useful
        tricks. I remember coming and going back to wargames many times, the same
        challenges continually kicking my ass. I started out as a google copy
        pasta chef. I didn't know how to code very well, though I remember checking
        out a copy of Turbo C once when I was 12, then a C++ book from the store
        when I was 13, and being bored while attempting to learn something from it.
        I still hate C++, I think that Bjarne Stroutsups overgrown haircut explains
        it all.

        I have always, always kept coming back to really play with the machine
        though. I want to watch it tick and take it apart. I think I always had
        the itch when peering into a screen.

        I started out wargaming in 2003. From memory, there are some good ones I
        remember from that year, there was web stuff like try2hack.nl,
        hackthissite.org, and C stuff like hackerslab (a korean site),
        pulltheplug.com (now overthewire.org), and wargames.unix.se (a swedish
        site which later became dievo.org). I remember not really knowing my way
        around a command shell after cheating on some of the hackerslab levels.
        Then one day, a friendly hacker started talking to me through my bash
        shell. I had no idea how he did it. Peering up, the difference of skill
        level between us was laughable. I wanted to learn :-)

        Wargaming in the military is running battle simulations. Wargaming for
        computer security is also a simulation. The nice thing about computers is
        that they enable very cheap simulations on very real systems. When
        wargaming really started to take off in the early 2000s, internet
        connections became cheaper as did servers, so it wasn't too much of a
        hassle to host something. Though you had to remain careful where you
        hosted in case you invited skilled company inside.

        Sometimes the systems you're hacking are completely synthetic, which can
        be quite tame at times. Sometimes the synthetic game is hackable to
        reveal the real game, which is a lot more fun, and I always have more
        fun when the real game comes out from the synthetic. For example, I recall
        one roothack in 07 or so, eagerly awaiting Epic (RIP) to kick off a 5-way
        king of the box game when felinemenace crew ended the game on the gateway
        machine before the event had even started. Meanwhile, beist was on my team
        had hacked another team's account, and we thought *we* were the ones being
        cool...

        Those two week lulls before classes would pick up again in high school,
        and nothing felt better than procrastinating the binges of assigned
        summer reading with some real intellectual stimulation of my own volition.
        Landing some code.

        Since 07, CTFs have just exploded. I am lucky to have played with the
        loller skaterz dropping from rofl copters as well as RPISEC and pick up
        teams here and there. One thing that always impressed me about the teams I
        encountered was when they *hadnt* played persis
- **Assistant:** HTTP/1.1 302 Found
Date: Sun, 10 May 2026 13:04:34 GMT
Server: Apache/2.4.67 (Debian)
X-Powered-By: PHP/8.5.6
Location: index.php?theme=themes/dark
Content-Length: 0
Content-Type: text/html; charset=UTF-8

HTTP/1.1 200 OK
Date: Sun, 10 May 2026 13:04:34 GMT
Server: Apache/2.4.67 (Debian)
X-Powered-By: PHP/8.5.6
Vary: Accept-Encoding
Transfer-Encoding: chunked
Content-Type: text/html; charset=UTF-8





    
        Wargaming Scene Phile
        
    

    
        

Wargaming Scene Phile

An Overview of the Wargaming Scene Through the Eyes of adc

        In 2007, 3 dudes captured the first slot in the DEFCON CTF Qualifiers.
        They didn't come from anywhere, and they werent actually planning on
        playing, which is why they had to decline. The only explanation is
        wargames. So if you eat your veggies and do loads and loads of wargames
        you too will have brains, discipline, and hilarity.

        And the wargame scene has bloomed! There are CTFs available just about
        every month now, many of which can be played remotely. And persistent
        shell-based wargames and web-vuln sites continue to run, year after year,
        completely free.

        Here's why I love wargames:
        - The people attached to the keyboards on the other side
        - Easy, piecemeal, bite-sized levels
        - Decent learning curve on most games (easy to HARD)
        - Easy to discipline yourself into a hacking machine
        - Good ego-boost after trying to hack unsolved things gets you down
        (see: real world)
        - Friendly help readily available
        - Knowledge itself is the reward, pure skill!
        - Some people cheat, and those that do don't get much of anything out of it
        - Cheating is more fun when noone knows how you cheated
        - Adrenaline rush (though it's faded for me and others with great time)

        I became addicted to wargames.unix.se in 2003. Before the summer, I had
        been trying a website my friend showed me, hackerslab, but didn't really
        get anywhere after copy pasting my way to somewhere not very far. The
        swedish site was started by norse and had lots of other people
        participating and making games, a bunch of which are still not far from
        wargames today.

        At wargames.unix.se something special happened for me though, it all
        just really clicked. Perhaps it was the web design or maybe the slogan:
        "Unregulated knowledge is pornography". There was just tons of cool
        information being discussed in the forums and on irc, things people
        wondered about, highly technical, and those people were exploring them
        full-on. I think it really was the community. A bunch of charming and
        cool swedes were making fun, addictive wargames to play. The attitude
        there was A+, the challenges were good, and something about the way
        they were presented just made them very appealing. It could have been the
        scoreboard, or just listening in on the irc and thinking damn, these are
        some genuine hackers. And people were very polite and helpful. Some of
        those early games can still be played on overthewire.org:

        Leviathan - this was the first shell based game, where all newbies start
        Behemoth - where I exploited my first buffer overflow
        Utumno - A little harder
        Maze - Harder again, easy remotes

        There used to be a bunch of other games on wargames.unix.se, some that
        taught network skills, and then some that did crypto from easy (balthasar)
        to hard (halls of despair) to insane (halls of torment).

        The four shell-based games above I would highly recommend to anyone just
        starting out. They are just easy enough that it's welcoming to a beginner
        but after leviathan the esoterism begins to seep through and make the
        levels something else altogether. They're fun and captivating to this
        day.

        The thing of it is, I used to actually get a huge adrenaline rush from
        solving these back then. Like my heart would be pounding while I was
        waiting for some shellcode to land, and when it did, it was always a
        great smile. After spending an evening to a week or two miserably stuck,
        taking copious notes, and then finally solving a level, I couldn't wait
        to be working my way up to the next one. It was really damn addictive.
        Oddly enough, real-world hacks rarely got close to the rush from wargames
        for me, as the real world has lots of complications which my biology
        begins to think about.... I'm weird.

        Many wargamers also keep copious notes in order to capture the subtleties
        of the different game levels. The notes directories usually begin only
        with the credentials for each level, but as most wargamers find, the notes
        directory tends to escalate. It contains for each level of each game: which
        vulnerabilities have been identified, which exploits might work, which
        exploits failed, and finally which exploits succeeded. It's also a good
        idea to keep notes on different shellcodes, different techniques for
        debugging, heap tricks, and so on. I would probably learn a ton from the
        disclosure of other people's notes :-).

        wargames.unix.se transformed into Digital Evolution dievo.org and was
        around until '06 or so. Digital Evolution was quite awesome. It had
        basically everything I use from the internet still today: wargames, a
        chill music station (delphium radio!), an awesome picture gallery from the
        userbase, an extensive archive of links to knowledge, irc!!!, and
        leaderboards to compete about everything on the website.

        In '06 or so at some point the community dispersed after the demands of
        running the site became too great for the people running it and the site
        leaders just kind of moved on after a lot of downtime.  runixd offered to
        host the games and intruded.net came up. I helped restore and retest a
        bunch of them. It seems like ages ago, but I remember administering the
        games on user-mode-linux, then Xen (and finding tons of ways to kernel
        panic), and finally Vserver. We stopped updating the games around '07,
        and it turns out turns of privesc vulns were being introduced to the
        kernel and libc in late '07 and '08, heh, so the games didn't need
        too much maintenance for awhile. Till some hardware failed quite poorly in
        early '11. Luckily, overthewire.org has taken everything back up in '12
        and continues to host them

        So tempting to namedrop some greetz here to all the nick, but archive.org
        really says it best!.
        http://web.archive.org/web/20050729112313/http://www.dievo.org/
        So what's around today if you're looking to get yet-better at memory
        corruption when CTFs are not around? I highly recommend two oldies, which
        I consider transformative in my exploitation education. The first of
        these is vortex on overthewire.org, the second is #io on smashthestack.org.

        When I first played vortex, the first level showed me that I did not really
        understand pointers as well as I thought I did. I recall andrewg telling
        me to draw a stack diagaram. So I did, and finally the &s and *s made
        sense when combined with my diagram and the assembly code. It was mind
        bendingly difficult for something quite simple the first time through. And
        other levels repeat the experience. Subtly exploitable bugs that at first
        don't appear to be possible because of certain limitatio yns. The level of
        difficulty does continue to grow until at some point you become somewhat
        skilled.

        When showing up to play #io, the first time through, I got to 11 and was
        utterly disappointed until then. And then something happens, the levels
        become hard. Quite hard. I had been a wargame veteran at this point, so
        #io was a gift! Today, the first 10 have been rewritten to all be fun.
        Now up to about 30 levels, #io continues to grow with well-researched,
        subtle vulnerabilities for exploitation. At least one level has a real
        world, remotely exploitable vulnerability found by a player and crafted
        into a challenge for your intellectual pleasure. Beat #vortex and #io and
        you will be rather _good_ at exploiting unix memory corruption.

        After that, go play them all. Play every wargame. They all contain
        knowledge that will enhance your skills. Also play CTFs when you can and
        if they're fun! If they're not as fun or getting stale, then hack the
        game!

        - adc

        old rant:
        When I was younger I was aggressive and persistent, probably still so.
        Wargames were the perfect outlet to mold my energy into some pretty useful
        tricks. I remember coming and going back to wargames many times, the same
        challenges continually kicking my ass. I started out as a google copy
        pasta chef. I didn't know how to code very well, though I remember checking
        out a copy of Turbo C once when I was 12, then a C++ book from the store
        when I was 13, and being bored while attempting to learn something from it.
        I still hate C++, I think that Bjarne Stroutsups overgrown haircut explains
        it all.

        I have always, always kept coming back to really play with the machine
        though. I want to watch it tick and take it apart. I think I always had
        the itch when peering into a screen.

        I started out wargaming in 2003. From memory, there are some good ones I
        remember from that year, there was web stuff like try2hack.nl,
        hackthissite.org, and C stuff like hackerslab (a korean site),
        pulltheplug.com (now overthewire.org), and wargames.unix.se (a swedish
        site which later became dievo.org). I remember not really knowing my way
        around a command shell after cheating on some of the hackerslab levels.
        Then one day, a friendly hacker started talking to me through my bash
        shell. I had no idea how he did it. Peering up, the difference of skill
        level between us was laughable. I wanted to learn :-)

        Wargaming in the military is running battle simulations. Wargaming for
        computer security is also a simulation. The nice thing about computers is
        that they enable very cheap simulations on very real systems. When
        wargaming really started to take off in the early 2000s, internet
        connections became cheaper as did servers, so it wasn't too much of a
        hassle to host something. Though you had to remain careful where you
        hosted in case you invited skilled company inside.

        Sometimes the systems you're hacking are completely synthetic, which can
        be quite tame at times. Sometimes the synthetic game is hackable to
        reveal the real game, which is a lot more fun, and I always have more
        fun when the real game comes out from the synthetic. For example, I recall
        one roothack in 07 or so, eagerly awaiting Epic (RIP) to kick off a 5-way
        king of the box game when felinemenace crew ended the game on the gateway
        machine before the event had even started. Meanwhile, beist was on my team
        had hacked another team's account, and we thought *we* were the ones being
        cool...

        Those two week lulls before classes would pick up again in high school,
        and nothing felt better than procrastinating the binges of assigned
        summer reading with some real intellectual stimulation of my own volition.
        Landing some code.

        Since 07, CTFs have just exploded. I am lucky to have played with the
    tent wargames before. You
        can have a read of atlas' blog to see what kind of catching up they have
        to do. Many CTF players have managed to compress an year's worth of
        debugging exploits into a few months, it's impressive.

        Here's what I love about wargames. One, it will expand your understanding
        of programs and debugging like nothing else can. Many wargame levels will
        be little 100-line programs that don't *appear* to have any security
        bugs and they will kick your ass for awhile. Others will be obviously
        exploitable, until you go and try and exploit them, and find all the
        difficulties whether an XSS filter, a NUL byte in the wrong place, or the
        compiler reordering stack variables...

        Two, there's always a solution* once a challenge is up. Some brilliant
        minds thought through and tested something special just for you very
        thoroughly to make sure you'd have a good time. Real world code can
        REALLY kick your ass and get your self esteem down. It's hard, you can't
        always be smarter than the programmers that wrote it. But a wargame level
        was made to be broken. It will help you pick up the momentum you need to
        tackle the real world again.  *Some CTFs mess up the testing phase which
        is disappointing for everyone.

        Three, they come in baby steps. The way most persistent wargames and CTFs
        are organized is through a potpourri of easy medium hard and random
        challenges. Each challenge itself is usually quite manageable and
        bite-sized. A well designed game makes it effortless to figure out which
        pieces to solve first.  A common strategy among wargame players it to keep
        a copious notes with the successes (and sometimes failures) of each level.
        I personally logged most of my failed attempts, and always felt great
        satisfaction revisiting them. The games provided excellent facilities for
        conquering genuinely hard, unknown problems with a lot of research, gdb
        (or whatever web stuff for web stuff), and head scratching. Was also
        always a joy ;-) to grab a copy of someone's note directory and learn
        little tricks.

        Four, you will learn real skills. There are skills encoded in the levels of
        the games out there that haven't been yet published in an article. I'm
        fairly certain #io on smashthestack.org revealed linux ASLR bypasses quite
        awhile before they were patched and semi-public. Though many wargames start
        out quite easy the difficult ones are there. And it is the difficult ones
        that will transform you from a noob into a conscious hacker.

        Five, the people. Yes some people are ornery, and if you're vain then you
        think I'm talking about you. Some people are trolls. And some people are
        just so genuinely cool. Throughout my time in the computer security space,
        I am persistently impressed and inspired by people. Both competitively and
        creatively, I feel like I've always worked best in pairs or small groups
        of people. It's always just a pleasure for me to work with others. And
        people of very different backgrounds and goals come to sharpen their skills
        on wargames, which means there will be fun.

        I remember the first guy I learned to exploit a stack buffer overflow with,
        we both had no clue, but we figured it out after a few days of gdbing. This
        was on the wargames.unix.se website, which I am EXTREMELY nostalgic for. I
        owe Sweden a lot of beers.

        Throughout the different wargaming sites and CTFs you will find lots of
        different attitudes, some very mysterious people, and some incredibly
        ordinary. Back in 2003 when I found wargames.unix.se I knew nothing but
        just had a compulsion to solve some levels. I was doing whatever it took
        to get to the next one, but I often couldn't figure it out *on my own*.
        On wargames.unix.se I found mentorship and just a super inviting attitude
        to do the hard stuff. The standard of thinking hard was well-ingrained,
        and more impressively, people were just really damn friendly and accepting.
        And the reason that is impressive is because I asked *a lot* of dumb
        questions. It also had a great scoreboard with green dots that I lived for,
        plus the rankings.

        I'm pretty sure that I can crash in pads around the world on the promise of
        explaining a wargame level to someone.

        Steven, I'll race you...

        -adc

        Wargames: overthewire.org, smashthestack.org, hackthissite.org, try2hack.nl
        CTFs: blah blah blah
        

OverTheWire

        OverTheWire.org (OTW for short) is, as far as we are aware, the oldest
        hacker wargame community on the internet. The goal of OTW is to learn
        security principles and coding practices through a hands-on approach, and
        have fun while doing it. The regular OTW community idles on IRC and is very
        supportive of new users willing to learn. They answer technical questions
        about the games, provide hints and often discuss all kinds of topics
        surrounding computer security.

        We currently host 11 online games and 3 downloadable images for games that
        can be played offline. The topics covered in these games are typically
        related to lowlevel security in linux userland (vortex, semtex, leviathan,
        narnia, behemoth, utumno, maze, manpage), but we also cover commandline
        scripting (bandit), networking (semtex), crypto (krypton), web (natas) and
        some kernelland (monxla).

        OverTheWire.org was originally called PullThePlug.com, and was created by
        Brian Gemberling around 1999. It consisted of 4 physical machines connected
        to a network in his basement, behind a cable modem with a single IP.
        Through portforwarding, all these machines could be reached from the
        internet.

        More people joined in the following years and PullThePlug (PTP) grew out of
        Brian's basement and into a dedicated hosting enviroment. Now being run by
        a core management team and a lot of volunteers, the games existed on 4
        physical machines and a bunch of vserver instances.

        To avoid a conflict between the PTP games and Brian's business
        (ptptech.com), the community moved from PullThePlug.com to PullThePlug.org.
        After a dispute over the PullThePlug.org domain name, PullThePlug.org moved
        again to OverTheWire.org around 2006.

        At this point, most of the old games were gone and replaced by newer games.
        Because of all the turbulence caused by moving domain names and problems
        with hosting providers and DDoS attacks, development of new games stalled
        out. It took a couple years before the server infrastructure got back on
        it's tracks. By this time though, a lot of the crew had moved on to other
        things.

        In 2010, OTW created its first custom wargame for the French Hackito Ergo
        Sum (HES) conference and has been doing that annually ever since: HES2010
        and abraxas (HES2011) can be downloaded as VM images, while monxla
        (HES2012) can be downloaded as a livecd ISO. Kishi, a custom game for 2013,
        will be shared by HES and NSC (No Such Conference, also French) and offered
        as a download later on.

        In 2012, it became apparent that games from intruded.net went offline and
        were staying offline. We were asked to adopt these games and, with the help
        of their former administrators, managed to resurrect them all 6 on the OTW
        servers: leviathan, narnia, behemoth, utumno, maze and manpage. In addition
        , 2 games for complete beginners were developed to lower the barrier for
        newcomers. Bandit focuses on the very basics of systems security, and natas
        covers serverside websecurity.

        Because of relentless DDoS attacks on both the OverTheWire.org and
        SmashTheStack.org IRC networks, it was decided in 2012 to link both of them
        together into one bigger network, reuniting us with our long lost brothers
        and sisters.

        This is not the end of the story.

        We will keep working on developing new games and maintaining the old ones,
        for as long as we can. Several new games are already in development,
        covering topics such as kernel exploitation, web-security and others.

        Many great hackers started out playing, or at some point regularly visited
        the PTP/OTW games.
        It's an honor to be part of their lives in this way and it is our hope to
        continue to provide this kind of hands-on experience to the next generation
        of hackers.

        Remember, kids: "Experience is what you get, when you don't get what
        you want!"

        This looks like a good place to thank some people: andrewg, arcanum, astera
        ,aton, bk, Brian Gemberling, deadbyte, dusty, gizmore, jduck, joernchen,
        kripthor, l3thal, malvina, mercy, morla, mxn, nemo, rainer, samy, everyone
        else of #social and probably a ton of people who slip my mind right now <3
        
- **Assistant:** loller skaterz dropping from rofl copters as well as RPISEC and pick up teams here and there. One thing that always impressed me about the teams I encountered was when they *hadnt* played persistent wargames before. You can have a read of atlas' blog to see what kind of catching up they have to do. Many CTF players have managed to compress an year's worth of debugging exploits into a few months, it's impressive. Here's what I love about wargames. One, it will expand your understanding of programs and debugging like nothing else can. Many wargame levels will be little 100-line programs that don't *appear* to have any security bugs and they will kick your ass for awhile. Others will be obviously exploitable, until you go and try and exploit them, and find all the difficulties whether an XSS filter, a NUL byte in the wrong place, or the compiler reordering stack variables... Two, there's always a solution* once a challenge is up. Some brilliant minds thought through and tested something special just for you very thoroughly to make sure you'd have a good time. Real world code can REALLY kick your ass and get your self esteem down. It's hard, you can't always be smarter than the programmers that wrote it. But a wargame level was made to be broken. It will help you pick up the momentum you need to tackle the real world again. *Some CTFs mess up the testing phase which is disappointing for everyone. Three, they come in baby steps. The way most persistent wargames and CTFs are organized is through a potpourri of easy medium hard and random challenges. Each challenge itself is usually quite manageable and bite-sized. A well designed game makes it effortless to figure out which pieces to solve first. A common strategy among wargame players it to keep a copious notes with the successes (and sometimes failures) of each level. I personally logged most of my failed attempts, and always felt great satisfaction revisiting them. The games provided excellent facilities for conquering genuinely hard, unknown problems with a lot of research, gdb (or whatever web stuff for web stuff), and head scratching. Was also always a joy ;-) to grab a copy of someone's note directory and learn little tricks. Four, you will learn real skills. There are skills encoded in the levels of the games out there that haven't been yet published in an article. I'm fairly certain #io on smashthestack.org revealed linux ASLR bypasses quite awhile before they were patched and semi-public. Though many wargames start out quite easy the difficult ones are there. And it is the difficult ones that will transform you from a noob into a conscious hacker. Five, the people. Yes some people are ornery, and if you're vain then you think I'm talking about you. Some people are trolls. And some people are just so genuinely cool. Throughout my time in the computer security space, I am persistently impressed and inspired by people. Both competitively and creatively, I feel like I've always worked best in pairs or small groups of people. It's always just a pleasure for me to work with others. And people of very different backgrounds and goals come to sharpen their skills on wargames, which means there will be fun. I remember the first guy I learned to exploit a stack buffer overflow with, we both had no clue, but we figured it out after a few days of gdbing. This was on the wargames.unix.se website, which I am EXTREMELY nostalgic for. I owe Sweden a lot of beers. Throughout the different wargaming sites and CTFs you will find lots of different attitudes, some very mysterious people, and some incredibly ordinary. Back in 2003 when I found wargames.unix.se I knew nothing but just had a compulsion to solve some levels. I was doing whatever it took to get to the next one, but I often couldn't figure it out *on my own*. On wargames.unix.se I found mentorship and just a super inviting attitude to do the hard stuff. The standard of thinking hard was well-ingrained, and more impressively, people were just really damn friendly and accepting. And the reason that is impressive is because I asked *a lot* of dumb questions. It also had a great scoreboard with green dots that I lived for, plus the rankings. I'm pretty sure that I can crash in pads around the world on the promise of explaining a wargame level to someone. Steven, I'll race you... -adc Wargames: overthewire.org, smashthestack.org, hackthissite.org, try2hack.nl CTFs: blah blah blah

OverTheWire

        OverTheWire.org (OTW for short) is, as far as we are aware, the oldest
        hacker wargame community on the internet. The goal of OTW is to learn
        security principles and coding practices through a hands-on approach, and
        have fun while doing it. The regular OTW community idles on IRC and is very
        supportive of new users willing to learn. They answer technical questions
        about the games, provide hints and often discuss all kinds of topics
        surrounding computer security.

        We currently host 11 online games and 3 downloadable images for games that
        can be played offline. The topics covered in these games are typically
        related to lowlevel security in linux userland (vortex, semtex, leviathan,
        narnia, behemoth, utumno, maze, manpage), but we also cover commandline
        scripting (bandit), networking (semtex), crypto (krypton), web (natas) and
        some kernelland (monxla).

        OverTheWire.org was originally called PullThePlug.com, and was created by
        Brian Gemberling around 1999. It consisted of 4 physical machines connected
        to a network in his basement, behind a cable modem with a single IP.
        Through portforwarding, all these machines could be reached from the
        internet.

        More people joined in the following years and PullThePlug (PTP) grew out of
        Brian's basement and into a dedicated hosting enviroment. Now being run by
        a core management team and a lot of volunteers, the games existed on 4
        physical machines and a bunch of vserver instances.

        To avoid a conflict between the PTP games and Brian's business
        (ptptech.com), the community moved from PullThePlug.com to PullThePlug.org.
        After a dispute over the PullThePlug.org domain name, PullThePlug.org moved
        again to OverTheWire.org around 2006.

        At this point, most of the old games were gone and replaced by newer games.
        Because of all the turbulence caused by moving domain names and problems
        with hosting providers and DDoS attacks, development of new games stalled
        out. It took a couple years before the server infrastructure got back on
        it's tracks. By this time though, a lot of the crew had moved on to other
        things.

        In 2010, OTW created its first custom wargame for the French Hackito Ergo
        Sum (HES) conference and has been doing that annually ever since: HES2010
        and abraxas (HES2011) can be downloaded as VM images, while monxla
        (HES2012) can be downloaded as a livecd ISO. Kishi, a custom game for 2013,
        will be shared by HES and NSC (No Such Conference, also French) and offered
        as a download later on.

        In 2012, it became apparent that games from intruded.net went offline and
        were staying offline. We were asked to adopt these games and, with the help
        of their former administrators, managed to resurrect them all 6 on the OTW
        servers: leviathan, narnia, behemoth, utumno, maze and manpage. In addition
        , 2 games for complete beginners were developed to lower the barrier for
        newcomers. Bandit focuses on the very basics of systems security, and natas
        covers serverside websecurity.

        Because of relentless DDoS attacks on both the OverTheWire.org and
        SmashTheStack.org IRC networks, it was decided in 2012 to link both of them
        together into one bigger network, reuniting us with our long lost brothers
        and sisters.

        This is not the end of the story.

        We will keep working on developing new games and maintaining the old ones,
        for as long as we can. Several new games are already in development,
        covering topics such as kernel exploitation, web-security and others.

        Many great hackers started out playing, or at some point regularly visited
        the PTP/OTW games.
        It's an honor to be part of their lives in this way and it is our hope to
        continue to provide this kind of hands-on experience to the next generation
        of hackers.

        Remember, kids: "Experience is what you get, when you don't get what
        you want!"

        This looks like a good place to thank some people: andrewg, arcanum, astera
        ,aton, bk, Brian Gemberling, deadbyte, dusty, gizmore, jduck, joernchen,
        kripthor, l3thal, malvina, mercy, morla, mxn, nemo, rainer, samy, everyone
        else of #social and probably a ton of people who slip my mind right now <3
        
- **Assistant:** The page is static-looking text assembled with an inline `

Wargaming Scene Phile

An Overview of the Wargaming Scene Through the Eyes of adc

        In 2007, 3 dudes captured the first slot in the DEFCON CTF Qualifiers.
        They didn't come from anywhere, and they werent actually planning on
        playing, which is why they had to decline. The only explanation is
        wargames. So if you eat your veggies and do loads and loads of wargames
        you too will have brains, discipline, and hilarity.

        And the wargame scene has bloomed! There are CTFs available just about
        every month now, many of which can be played remotely. And persistent
        shell-based wargames and web-vuln sites continue to run, year after year,
        completely free.

        Here's why I love wargames:
        - The people attached to the keyboards on the other side
        - Easy, piecemeal, bite-sized levels
        - Decent learning curve on most games (easy to HARD)
        - Easy to discipline yourself into a hacking machine
        - Good ego-boost after trying to hack unsolved things gets you down
        (see: real world)
        - Friendly help readily available
        - Knowledge itself is the reward, pure skill!
        - Some people cheat, and those that do don't get much of anything out of it
        - Cheating is more fun when noone knows how you cheated
        - Adrenaline rush (though it's faded for me and others with great time)

        I became addicted to wargames.unix.se in 2003. Before the summer, I had
        been trying a website my friend showed me, hackerslab, but didn't really
        get anywhere after copy pasting my way to somewhere not very far. The
        swedish site was started by norse and had lots of other people
        participating and making games, a bunch of which are still not far from
        wargames today.

        At wargames.unix.se something special happened for me though, it all
        just really clicked. Perhaps it was the web design or maybe the slogan:
        "Unregulated knowledge is pornography". There was just tons of cool
        information being discussed in the forums and on irc, things people
        wondered about, highly technical, and those people were exploring them
        full-on. I think it really was the community. A bunch of charming and
        cool swedes were making fun, addictive wargames to play. The attitude
        there was A+, the challenges were good, and something about the way
        they were presented just made them very appealing. It could have been the
        scoreboard, or just listening in on the irc and thinking damn, these are
        some genuine hackers. And people were very polite and helpful. Some of
        those early games can still be played on overthewire.org:

        Leviathan - this was the first shell based game, where all newbies start
        Behemoth - where I exploited my first buffer overflow
        Utumno - A little harder
        Maze - Harder again, easy remotes

        There used to be a bunch of other games on wargames.unix.se, some that
        taught network skills, and then some that did crypto from easy (balthasar)
        to hard (halls of despair) to insane (halls of torment).

        The four shell-based games above I would highly recommend to anyone just
        starting out. They are just easy enough that it's welcoming to a beginner
        but after leviathan the esoterism begins to seep through and make the
        levels something else altogether. They're fun and captivating to this
        day.

        The thing of it is, I used to actually get a huge adrenaline rush from
        solving these back then. Like my heart would be pounding while I was
        waiting for some shellcode to land, and when it did, it was always a
        great smile. After spending an evening to a week or two miserably stuck,
        taking copious notes, and then finally solving a level, I couldn't wait
        to be working my way up to the next one. It was really damn addictive.
        Oddly enough, real-world hacks rarely got close to the rush from wargames
        for me, as the real world has lots of complications which my biology
        begins to think about.... I'm weird.

        Many wargamers also keep copious notes in order to capture the subtleties
        of the different game levels. The notes directories usually begin only
        with the credentials for each level, but as most wargamers find, the notes
        directory tends to escalate. It contains for each level of each game: which
        vulnerabilities have been identified, which exploits might work, which
        exploits failed, and finally which exploits succeeded. It's also a good
        idea to keep notes on different shellcodes, different techniques for
        debugging, heap tricks, and so on. I would probably learn a ton from the
        disclosure of other people's notes :-).

        wargames.unix.se transformed into Digital Evolution dievo.org and was
        around until '06 or so. Digital Evolution was quite awesome. It had
        basically everything I use from the internet still today: wargames, a
        chill music station (delphium radio!), an awesome picture gallery from the
        userbase, an extensive archive of links to knowledge, irc!!!, and
        leaderboards to compete about everything on the website.

        In '06 or so at some point the community dispersed after the demands of
        running the site became too great for the people running it and the site
        leaders just kind of moved on after a lot of downtime.  runixd offered to
        host the games and intruded.net came up. I helped restore and retest a
        bunch of them. It seems like ages ago, but I remember administering the
        games on user-mode-linux, then Xen (and finding tons of ways to kernel
        panic), and finally Vserver. We stopped updating the games around '07,
        and it turns out turns of privesc vulns were being introduced to the
        kernel and libc in late '07 and '08, heh, so the games didn't need
        too much maintenance for awhile. Till some hardware failed quite poorly in
        early '11. Luckily, overthewire.org has taken everything back up in '12
        and continues to host them

        So tempting to namedrop some greetz here to all the nick, but archive.org
        really says it best!.
        http://web.archive.org/web/20050729112313/http://www.dievo.org/
        So what's around today if you're looking to get yet-better at memory
        corruption when CTFs are not around? I highly recommend two oldies, which
        I consider transformative in my exploitation education. The first of
        these is vortex on overthewire.org, the second is #io on smashthestack.org.

        When I first played vortex, the first level showed me that I did not really
        understand pointers as well as I thought I did. I recall andrewg telling
        me to draw a stack diagaram. So I did, and finally the &s and *s made
        sense when combined with my diagram and the assembly code. It was mind
        bendingly difficult for something quite simple the first time through. And
        other levels repeat the experience. Subtly exploitable bugs that at first
        don't appear to be possible because of certain limitatio yns. The level of
        difficulty does continue to grow until at some point you become somewhat
        skilled.

        When showing up to play #io, the first time through, I got to 11 and was
        utterly disappointed until then. And then something happens, the levels
        become hard. Quite hard. I had been a wargame veteran at this point, so
        #io was a gift! Today, the first 10 have been rewritten to all be fun.
        Now up to about 30 levels, #io continues to grow with well-researched,
        subtle vulnerabilities for exploitation. At least one level has a real
        world, remotely exploitable vulnerability found by a player and crafted
        into a challenge for your intellectual pleasure. Beat #vortex and #io and
        you will be rather _good_ at exploiting unix memory corruption.

        After that, go play them all. Play every wargame. They all contain
        knowledge that will enhance your skills. Also play CTFs when you can and
        if they're fun! If they're not as fun or getting stale, then hack the
        game!

        - adc

        old rant:
        When I was younger I was aggressive and persistent, probably still so.
        Wargames were the perfect outlet to mold my energy into some pretty useful
        tricks. I remember coming and going back to wargames many times, the same
        challenges continually kicking my ass. I started out as a google copy
        pasta chef. I didn't know how to code very well, though I remember checking
        out a copy of Turbo C once when I was 12, then a C++ book from the store
        when I was 13, and being bored while attempting to learn something from it.
        I still hate C++, I think that Bjarne Stroutsups overgrown haircut explains
        it all.

        I have always, always kept coming back to really play with the machine
        though. I want to watch it tick and take it apart. I think I always had
        the itch when peering into a screen.

        I started out wargaming in 2003. From memory, there are some good ones I
        remember from that year, there was web stuff like try2hack.nl,
        hackthissite.org, and C stuff like hackerslab (a korean site),
        pulltheplug.com (now overthewire.org), and wargames.unix.se (a swedish
        site which later became dievo.org). I remember not really knowing my way
        around a command shell after cheating on some of the hackerslab levels.
        Then one day, a friendly hacker started talking to me through my bash
        shell. I had no idea how he did it. Peering up, the difference of skill
        level between us was laughable. I wanted to learn :-)

        Wargaming in the military is running battle simulations. Wargaming for
        computer security is also a simulation. The nice thing about computers is
        that they enable very cheap simulations on very real systems. When
        wargaming really started to take off in the early 2000s, internet
        connections became cheaper as did servers, so it wasn't too much of a
        hassle to host something. Though you had to remain careful where you
        hosted in case you invited skilled company inside.

        Sometimes the systems you're hacking are completely synthetic, which can
        be quite tame at times. Sometimes the synthetic game is hackable to
        reveal the real game, which is a lot more fun, and I always have more
        fun when the real game comes out from the synthetic. For example, I recall
        one roothack in 07 or so, eagerly awaiting Epic (RIP) to kick off a 5-way
        king of the box game when felinemenace crew ended the game on the gateway
        machine before the event had even started. Meanwhile, beist was on my team
        had hacked another team's account, and we thought *we* were the ones being
        cool...

        Those two week lulls before classes would pick up again in high school,
        and nothing felt better than procrastinating the binges of assigned
        summer reading with some real intellectual stimulation of my own volition.
        Landing some code.

        Since 07, CTFs have just exploded. I am lucky to have played with the
        loller skaterz dropping from rofl copters as well as RPISEC and pick up
        teams here and there. One thing that always impressed me about the teams I
        encountered was when they *hadnt* played persistent wargames before. You
        can have a read of atlas' blog to see what kind of catching up they have
        to do. Many CTF players have managed to compress an year's worth of
        debugging exploits into a few months, it's impressive.

        Here's what I love about wargames. One, it will expand your understanding
        of programs and debugging like nothing else can. Many wargame levels will
        be little 100-line programs that don't *appear* to have any security
        bugs and they will kick your ass for awhile. Others will be obviously
        exploitable, until you go and try and exploit them, and find all the
        difficulties whether an XSS filter, a NUL byte in the wrong place, or the
        compiler reordering stack variables...

        Two, there's always a solution* once a challenge is up. Some brilliant
        minds thought through and tested something special just for you very
        thoroughly to make sure you'd have a good time. Real world code can
        REALLY kick your ass and get your self esteem down. It's hard, you can't
        always be smarter than the programmers that wrote it. But a wargame level
        was made to be broken. It will help you pick up the momentum you need to
        tackle the real world again.  *Some CTFs mess up the testing phase which
        is disappointing for everyone.

        Three, they come in baby steps. The way most persistent wargames and CTFs
        are organized is through a potpourri of easy medium hard and random
        challenges. Each challenge itself is usually quite manageable and
        bite-sized. A well designed game makes it effortless to figure out which
        pieces to solve first.  A common strategy among wargame players it to keep
        a copious notes with the successes (and sometimes failures) of each level.
        I personally logged most of my failed attempts, and always felt great
        satisfaction revisiting them. The games provided excellent facilities for
        conquering genuinely hard, unknown problems with a lot of research, gdb
        (or whatever web stuff for web stuff), and head scratching. Was also
        always a joy ;-) to grab a copy of someone's note directory and learn
        little tricks.

        Four, you will learn real skills. There are skills encoded in the levels of
        the games out there that haven't been yet published in an article. I'm
        fairly certain #io on smashthestack.org revealed linux ASLR bypasses quite
        awhile before they were patched and semi-public. Though many wargames start
        out quite easy the difficult ones are there. And it is the difficult ones
        that will transform you from a noob into a conscious hacker.

        Five, the people. Yes some people are ornery, and if you're vain then you
        think I'm talking about you. Some people are trolls. And some people are
        just so genuinely cool. Throughout my time in the computer security space,
        I am persistently impressed and inspired by people. Both competitively and
        creatively, I feel like I've always worked best in pairs or small groups
        of people. It's always just a pleasure for me to work with others. And
        people of very different backgrounds and goals come to sharpen their skills
        on wargames, which means there will be fun.

        I remember the first guy I learned to exploit a stack buffer overflow with,
        we both had no clue, but we figured it out after a few days of gdbing. This
        was on the wargames.unix.se website, which I am EXTREMELY nostalgic for. I
        owe Sweden a lot of beers.

        Throughout the different wargaming sites and CTFs you will find lots of
        different attitudes, some very mysterious people, and some incredibly
        ordinary. Back in 2003 when I found wargames.unix.se I knew nothing but
        just had a compulsion to solve some levels. I was doing whatever it took
        to get to the next one, but I often couldn't figure it out *on my own*.
        On wargames.unix.se I found mentorship and just a super inviting attitude
        to do the hard stuff. The standard of thinking hard was well-ingrained,
        and more impressively, people were just really damn friendly and accepting.
        And the reason that is impressive is because I asked *a lot* of dumb
        questions. It also had a great scoreboard with green dots that I lived for,
        plus the rankings.

        I'm pretty sure that I can crash in pads around the world on the promise of
        explaining a wargame level to someone.

        Steven, I'll race you...

        -adc

        Wargames: overthewire.org, smashthestack.org, hackthissite.org, try2hack.nl
        CTFs: blah blah blah
        

OverTheWire

        OverTheWire.org (OTW for short) is, as far as we are aware, the oldest
        hacker wargame community on the internet. The goal of OTW is to learn
        security principles and coding practices through a hands-on approach, and
        have fun while doing it. The regular OTW community idles on IRC and is very
        supportive of new users willing to learn. They answer technical questions
        about the games, provide hints and often discuss all kinds of topics
        surrounding computer security.

        We currently host 11 online games and 3 downloadable images for games that
        can be played offline. The topics covered in these games are typically
        related to lowlevel security in linux userland (vortex, semtex, leviathan,
        narnia, behemoth, utumno, maze, manpage), but we also cover commandline
        scripting (bandit), networking (semtex), crypto (krypton), web (natas) and
        some kernelland (monxla).

        OverTheWire.org was originally called PullThePlug.com, and was created by
        Brian Gemberling around 1999. It consisted of 4 physical machines connected
        to a network in his basement, behind a cable modem with a single IP.
        Through portforwarding, all these machines could be reached from the
        internet.

        More people joined in the following years and PullThePlug (PTP) grew out of
        Brian's basement and into a dedicated hosting enviroment. Now being run by
        a core management team and a lot of volunteers, the games existed on 4
        physical machines and a bunch of vserver instances.

        To avoid a conflict between the PTP games and Brian's business
        (ptptech.com), the community moved from PullThePlug.com to PullThePlug.org.
        After a dispute over the PullThePlug.org domain name, PullThePlug.org moved
        again to OverTheWire.org around 2006.

        At this point, most of the old games were gone and replaced by newer games.
        Because of all the turbulence caused by moving domain names and problems
        with hosting providers and DDoS attacks, development of new games stalled
        out. It took a couple years before the server infrastructure got back on
        it's tracks. By this time though, a lot of the crew had moved on to other
        things.

        In 2010, OTW created its first custom wargame for the French Hackito Ergo
        Sum (HES) conference and has been doing that annually ever since: HES2010
        and abraxas (HES2011) can be downloaded as VM images, while monxla
        (HES2012) can be downloaded as a livecd ISO. Kishi, a custom game for 2013,
        will be shared by HES and NSC (No Such Conference, also French) and offered
        as a download later on.

        In 2012, it became apparent that games from intruded.net went offline and
        were staying offline. We were asked to adopt these games and, with the help
        of their former administrators, managed to resurrect them all 6 on the OTW
        servers: leviathan, narnia, behemoth, utumno, maze and manpage. In addition
        , 2 games for complete beginners were developed to lower the barrier for
        newcomers. Bandit focuses on the very basics of systems security, and natas
        covers serverside websecurity.

        Because of relentless DDoS attacks on both the OverTheWire.org and
        SmashTheStack.org IRC networks, it was decided in 2012 to link both of them
        together into one bigger network, reuniting us with our long lost brothers
        and sisters.

        This is not the end of the story.

        We will keep working on developing new games and maintaining the old ones,
        for as long as we can. Several new games are already in development,
        covering topics such as kernel exploitation, web-security and others.

        Many great hackers started out playing, or at some point regularly visited
        the PTP/OTW games.
        It's an honor to be part of their lives in this way and it is our hope to
        continue to provide this kind of hands-on experience to the next generation
        of hackers.

        Remember, kids: "Experience is what you get, when you don't get what
        you want!"

        This looks like a good place to thank some people: andrewg, arcanum, astera
        ,aton, bk, Brian Gemberling, deadbyte, dusty, gizmore, jduck, joernchen,
        kripthor, l3thal, malvina, mercy, morla, mxn, nemo, rainer, samy, everyone
        else of #social and probably a ton of people who slip my mind right now <3
        
- **Assistant:** HTTP/1.1 200 OK Date: Sun, 10 May 2026 13:04:47 GMT Server: Apache/2.4.67 (Debian) X-Powered-By: PHP/8.5.6 Vary: Accept-Encoding Transfer-Encoding: chunked Content-Type: text/html; charset=UTF-8 Wargaming Scene Phile

Wargaming Scene Phile

An Overview of the Wargaming Scene Through the Eyes of adc

        In 2007, 3 dudes captured the first slot in the DEFCON CTF Qualifiers.
        They didn't come from anywhere, and they werent actually planning on
        playing, which is why they had to decline. The only explanation is
        wargames. So if you eat your veggies and do loads and loads of wargames
        you too will have brains, discipline, and hilarity.

        And the wargame scene has bloomed! There are CTFs available just about
        every month now, many of which can be played remotely. And persistent
        shell-based wargames and web-vuln sites continue to run, year after year,
        completely free.

        Here's why I love wargames:
        - The people attached to the keyboards on the other side
        - Easy, piecemeal, bite-sized levels
        - Decent learning curve on most games (easy to HARD)
        - Easy to discipline yourself into a hacking machine
        - Good ego-boost after trying to hack unsolved things gets you down
        (see: real world)
        - Friendly help readily available
        - Knowledge itself is the reward, pure skill!
        - Some people cheat, and those that do don't get much of anything out of it
        - Cheating is more fun when noone knows how you cheated
        - Adrenaline rush (though it's faded for me and others with great time)

        I became addicted to wargames.unix.se in 2003. Before the summer, I had
        been trying a website my friend showed me, hackerslab, but didn't really
        get anywhere after copy pasting my way to somewhere not very far. The
        swedish site was started by norse and had lots of other people
        participating and making games, a bunch of which are still not far from
        wargames today.

        At wargames.unix.se something special happened for me though, it all
        just really clicked. Perhaps it was the web design or maybe the slogan:
        "Unregulated knowledge is pornography". There was just tons of cool
        information being discussed in the forums and on irc, things people
        wondered about, highly technical, and those people were exploring them
        full-on. I think it really was the community. A bunch of charming and
        cool swedes were making fun, addictive wargames to play. The attitude
        there was A+, the challenges were good, and something about the way
        they were presented just made them very appealing. It could have been the
        scoreboard, or just listening in on the irc and thinking damn, these are
        some genuine hackers. And people were very polite and helpful. Some of
        those early games can still be played on overthewire.org:

        Leviathan - this was the first shell based game, where all newbies start
        Behemoth - where I exploited my first buffer overflow
        Utumno - A little harder
        Maze - Harder again, easy remotes

        There used to be a bunch of other games on wargames.unix.se, some that
        taught network skills, and then some that did crypto from easy (balthasar)
        to hard (halls of despair) to insane (halls of torment).

        The four shell-based games above I would highly recommend to anyone just
        starting out. They are just easy enough that it's welcoming to a beginner
        but after leviathan the esoterism begins to seep through and make the
        levels something else altogether. They're fun and captivating to this
        day.

        The thing of it is, I used to actually get a huge adrenaline rush from
        solving these back then. Like my heart would be pounding while I was
        waiting for some shellcode to land, and when it did, it was always a
        great smile. After spending an evening to a week or two miserably stuck,
        taking copious notes, and then finally solving a level, I couldn't wait
        to be working my way up to the next one. It was really damn addictive.
        Oddly enough, real-world hacks rarely got close to the rush from wargames
        for me, as the real world has lots of complications which my biology
        begins to think about.... I'm weird.

        Many wargamers also keep copious notes in order to capture the subtleties
        of the different game levels. The notes directories usually begin only
        with the credentials for each level, but as most wargamers find, the notes
        directory tends to escalate. It contains for each level of each game: which
        vulnerabilities have been identified, which exploits might work, which
        exploits failed, and finally which exploits succeeded. It's also a good
        idea to keep notes on different shellcodes, different techniques for
        debugging, heap tricks, and so on. I would probably learn a ton from the
        disclosure of other people's notes :-).

        wargames.unix.se transformed into Digital Evolution dievo.org and was
        around until '06 or so. Digital Evolution was quite awesome. It had
        basically everything I use from the internet still today: wargames, a
        chill music station (delphium radio!), an awesome picture gallery from the
        userbase, an extensive archive of links to knowledge, irc!!!, and
        leaderboards to compete about everything on the website.

        In '06 or so at some point the community dispersed after the demands of
        running the site became too great for the people running it and the site
        leaders just kind of moved on after a lot of downtime.  runixd offered to
        host the games and intruded.net came up. I helped restore and retest a
        bunch of them. It seems like ages ago, but I remember administering the
        games on user-mode-linux, then Xen (and finding tons of ways to kernel
        panic), and finally Vserver. We stopped updating the games around '07,
        and it turns out turns of privesc vulns were being introduced to the
        kernel and libc in late '07 and '08, heh, so the games didn't need
        too much maintenance for awhile. Till some hardware failed quite poorly in
        early '11. Luckily, overthewire.org has taken everything back up in '12
        and continues to host them

        So tempting to namedrop some greetz here to all the nick, but archive.org
        really says it best!.
        http://web.archive.org/web/20050729112313/http://www.dievo.org/
        So what's around today if you're looking to get yet-better at memory
        corruption when CTFs are not around? I highly recommend two oldies, which
        I consider transformative in my exploitation education. The first of
        these is vortex on overthewire.org, the second is #io on smashthestack.org.

        When I first played vortex, the first level showed me that I did not really
        understand pointers as well as I thought I did. I recall andrewg telling
        me to draw a stack diagaram. So I did, and finally the &s and *s made
        sense when combined with my diagram and the assembly code. It was mind
        bendingly difficult for something quite simple the first time through. And
        other levels repeat the experience. Subtly exploitable bugs that at first
        don't appear to be possible because of certain limitatio yns. The level of
        difficulty does continue to grow until at some point you become somewhat
        skilled.

        When showing up to play #io, the first time through, I got to 11 and was
        utterly disappointed until then. And then something happens, the levels
        become hard. Quite hard. I had been a wargame veteran at this point, so
        #io was a gift! Today, the first 10 have been rewritten to all be fun.
        Now up to about 30 levels, #io continues to grow with well-researched,
        subtle vulnerabilities for exploitation. At least one level has a real
        world, remotely exploitable vulnerability found by a player and crafted
        into a challenge for your intellectual pleasure. Beat #vortex and #io and
        you will be rather _good_ at exploiting unix memory corruption.

        After that, go play them all. Play every wargame. They all contain
        knowledge that will enhance your skills. Also play CTFs when you can and
        if they're fun! If they're not as fun or getting stale, then hack the
        game!

        - adc

        old rant:
        When I was younger I was aggressive and persistent, probably still so.
        Wargames were the perfect outlet to mold my energy into some pretty useful
        tricks. I remember coming and going back to wargames many times, the same
        challenges continually kicking my ass. I started out as a google copy
        pasta chef. I didn't know how to code very well, though I remember checking
        out a copy of Turbo C once when I was 12, then a C++ book from the store
        when I was 13, and being bored while attempting to learn something from it.
        I still hate C++, I think that Bjarne Stroutsups overgrown haircut explains
        it all.

        I have always, always kept coming back to really play with the machine
        though. I want to watch it tick and take it apart. I think I always had
        the itch when peering into a screen.

        I started out wargaming in 2003. From memory, there are some good ones I
        remember from that year, there was web stuff like try2hack.nl,
        hackthissite.org, and C stuff like hackerslab (a korean site),
        pulltheplug.com (now overthewire.org), and wargames.unix.se (a swedish
        site which later became dievo.org). I remember not really knowing my way
        around a command shell after cheating on some of the hackerslab levels.
        Then one day, a friendly hacker started talking to me through my bash
        shell. I had no idea how he did it. Peering up, the difference of skill
        level between us was laughable. I wanted to learn :-)

        Wargaming in the military is running battle simulations. Wargaming for
        computer security is also a simulation. The nice thing about computers is
        that they enable very cheap simulations on very real systems. When
        wargaming really started to take off in the early 2000s, internet
        connections became cheaper as did servers, so it wasn't too much of a
        hassle to host something. Though you had to remain careful where you
        hosted in case you invited skilled company inside.

        Sometimes the systems you're hacking are completely synthetic, which can
        be quite tame at times. Sometimes the synthetic game is hackable to
        reveal the real game, which is a lot more fun, and I always have more
        fun when the real game comes out from the synthetic. For example, I recall
        one roothack in 07 or so, eagerly awaiting Epic (RIP) to kick off a 5-way
        king of the box game when felinemenace crew ended the game on the gateway
        machine before the event had even started. Meanwhile, beist was on my team
        had hacked another team's account, and we thought *we* were the ones being
        cool...

        Those two week lulls before classes would pick up again in high school,
        and nothing felt better than procrastinating the binges of assigned
        summer reading with some real intellectual stimulation of my own volition.
        Landing some code.

        Since 07, CTFs have just exploded. I am lucky to have played with the
        loller skaterz dropping from rofl copters as well as RPISEC and pick up
        teams here and there. One thing that always impressed me about the teams I
        encountered was when they *hadnt* played persistent wargames before. You
        can have a read of atlas' blog to see what kind of catching up they have
        to do. Many CTF players have managed to compress an year's worth of
        debugging exploits into a few months, it's impressive.

        Here's what I love about wargames. One, it will expand your understanding
        of programs and debugging like nothing else can. Many wargame levels will
        be little 100-line programs that don't *appear* to have any security
        bugs and they will kick your ass for awhile. Others will be obviously
        exploitable, until you go and try and exploit them, and find all the
        difficulties whether an XSS filter, a NUL byte in the wrong place, or the
        compiler reordering stack variables...

        Two, there's always a solution* once a challenge is up. Some brilliant
        minds thought through and tested something special just for you very
        thoroughly to make sure you'd have a good time. Real world code can
        REALLY kick your ass and get your self esteem down. It's hard, you can't
        always be smarter than the programmers that wrote it. But a wargame level
        was made to be broken. It will help you pick up the momentum you need to
        tackle the real world again.  *Some CTFs mess up the testing phase which
        is disappointing for everyone.

        Three, they come in baby steps. The way most persistent wargames and CTFs
        are organized is through a potpourri of easy medium hard and random
        challenges. Each challenge itself is usually quite manageable and
        bite-sized. A well designed game makes it effortless to figure out which
        pieces to solve first.  A common strategy among wargame players it to keep
        a copious notes with the successes (and sometimes failures) of each level.
        I personally logged most of my failed attempts, and always felt great
        satisfaction revisiting them. The games provided excellent facilities for
        conquering genuinely hard, unknown problems with a lot of research, gdb
        (or whatever web stuff for web stuff), and head scratching. Was also
        always a joy ;-) to grab a copy of someone's note directory and learn
        little tricks.

        Four, you will learn real skills. There are skills encoded in the levels of
        the games out there that haven't been yet published in an article. I'm
        fairly certain #io on smashthestack.org revealed linux ASLR bypasses quite
        awhile before they were patched and semi-public. Though many wargames start
        out quite easy the difficult ones are there. And it is the difficult ones
        that will transform you from a noob into a conscious hacker.

        Five, the people. Yes some people are ornery, and if you're vain then you
        think I'm talking about you. Some people are trolls. And some people are
        just so genuinely cool. Throughout my time in the computer security space,
        I am persistently impressed and inspired by people. Both competitively and
        creatively, I feel like I've always worked best in pairs or small groups
        of people. It's always just a pleasure for me to work with others. And
        people of very different backgrounds and goals come to sharpen their skills
        on wargames, which means there will be fun.

        I remember the first guy I learned to exploit a stack buffer overflow with,
        we both had no clue, but we figured it out after a few days of gdbing. This
        was on the wargames.unix.se website, which I am EXTREMELY nostalgic for. I
        owe Sweden a lot of beers.

        Throughout the different wargaming sites and CTFs you will find lots of
        different attitudes, some very mysterious people, and some incredibly
        ordinary. Back in 2003 when I found wargames.unix.se I knew nothing but
        just had a compulsion to solve some levels. I was doing whatever it took
        to get to the next one, but I often couldn't figure it out *on my own*.
        On wargames.unix.se I found mentorship and just a super inviting attitude
        to do the hard stuff. The standard of thinking hard was well-ingrained,
        and more impressively, people were just really damn friendly and accepting.
        And the reason that is impressive is because I asked *a lot* of dumb
        questions. It also had a great scoreboard with green dots that I lived for,
        plus the rankings.

        I'm pretty sure that I can crash in pads around the world on the promise of
        explaining a wargame level to someone.

        Steven, I'll race you...

        -adc

        Wargames: overthewire.org, smashthestack.org, hackthissite.org, try2hack.nl
        CTFs: blah blah blah
        

OverTheWire

        OverTheWire.org (OTW for short) is, as far as we are aware, the oldest
        hacker wargame community on the internet. The goal of OTW is to learn
        security principles and coding practices through a hands-on approach, and
        have fun while doing it. The regular OTW community idles on IRC and is very
        supportive of new users willing to learn. They answer technical questions
        about the games, provide hints and often discuss all kinds of topics
        surrounding computer security.

        We currently host 11 online games and 3 downloadable images for games that
        can be played offline. The topics covered in these games are typically
        related to lowlevel security in linux userland (vortex, semtex, leviathan,
        narnia, behemoth, utumno, maze, manpage), but we also cover commandline
        scripting (bandit), networking (semtex), crypto (krypton), web (natas) and
        some kernelland (monxla).

        OverTheWire.org was originally called PullThePlug.com, and was created by
        Brian Gemberling around 1999. It consisted of 4 physical machines connected
        to a network in his basement, behind a cable modem with a single IP.
        Through portforwarding, all these machines could be reached from the
        internet.

        More people joined in the following years and PullThePlug (PTP) grew out of
        Brian's basement and into a dedicated hosting enviroment. Now being run by
        a core management team and a lot of volunteers, the games existed on 4
        physical machines and a bunch of vserver instances.

        To avoid a conflict between the PTP games and Brian's business
        (ptptech.com), the community moved from PullThePlug.com to PullThePlug.org.
        After a dispute over the PullThePlug.org domain name, PullThePlug.org moved
        again to OverTheWire.org around 2006.

        At this point, most of the old games were gone and replaced by newer games.
        Because of all the turbulence caused by moving domain names and problems
        with hosting providers and DDoS attacks, development of new games stalled
        out. It took a couple years before the server infrastructure got back on
        it's tracks. By this time though, a lot of the crew had moved on to other
        things.

        In 2010, OTW created its first custom wargame for the French Hackito Ergo
        Sum (HES) conference and has been doing that annually ever since: HES2010
        and abraxas (HES2011) can be downloaded as VM images, while monxla
        (HES2012) can be downloaded as a livecd ISO. Kishi, a custom game for 2013,
        will be shared by HES and NSC (No Such Conference, also French) and offered
        as a download later on.

        In 2012, it became apparent that games from intruded.net went offline and
        were staying offline. We were asked to adopt these games and, with the help
        of their former administrators, managed to resurrect them all 6 on the OTW
        servers: leviathan, narnia, behemoth, utumno, maze and manpage. In addition
        , 2 games for complete beginners were developed to lower the barrier for
        newcomers. Bandit focuses on the very basics of systems security, and natas
        covers serverside websecurity.

        Because of relentless DDoS attacks on both the OverTheWire.org and
        SmashTheStack.org IRC networks, it was decided in 2012 to link both of them
        together into one bigger network, reuniting us with our long lost brothers
        and sisters.

        This is not the end of the story.

        We will keep working on developing new games and maintaining the old ones,
        for as long as we can. Several new games are already in development,
        covering topics such as kernel exploitation, web-security and others.

        Many great hackers started out playing, or at some point regularly visited
        the PTP/OTW games.
        It's an honor to be part of their lives in this way and it is our hope to
        continue to provide this kind of hands-on experience to the next generation
        of hackers.

        Remember, kids: "Experience is what you get, when you don't get what
        you want!"

        This looks like a good place to thank some people: andrewg, arcanum, astera
        ,aton, bk, Brian Gemberling, deadbyte, dusty, gizmore, jduck, joernchen,
        kripthor, l3thal, malvina, mercy, morla, mxn, nemo, rainer, samy, everyone
        else of #social and probably a ton of people who slip my mind right now <3
        
- **Assistant:** The `php://filter` probe worked. It disclosed the PHP source in base64, and the source has a comment containing the flag before the vulnerable `include($_REQUEST['theme'])`. - **Assistant:** Solved. Flag: ```text midnight{w4ch00_t4lk1ng_4b0ut_w1ll1s} ``` The app redirects to: ```text /index.php?theme=themes/dark ``` That `theme` parameter is passed directly into PHP `include()` inside the page’s `