The Digital Underground
***********************

     Steal This Phone / Phreaking and Hacking / The View From Under the
     Floorboards / Boards: Core of the Underground / Phile Phun / The
     Rake's Progress / Strongholds of the Elite / Sting Boards / Hot
     Potatoes / War on the Legion / Terminus / Phile 9-1-1 / War Games
     / Real Cyberpunk

   The date was May 9, 1990.  The Pope was touring Mexico City.
Hustlers from the Medellin Cartel were  trying to buy black-market
Stinger missiles in Florida.  On the comics page, Doonesbury character
Andy was dying of AIDS.

   And then... a highly unusual item whose novelty and calculated
rhetoric won it headscratching attention in newspapers all over America.
The US Attorney's office in Phoenix, Arizona, had issued a press release
announcing a nationwide law enforcement crackdown against "illegal
computer hacking activities."  The sweep was officially known as
"Operation Sundevil."

   Eight paragraphs in the press release gave the bare facts: 
twenty-seven search warrants carried out on May 8, with three arrests,
and a hundred and fifty agents on the  prowl in "twelve" cities across
America. (Different counts in local press reports yielded "thirteen,"
"fourteen," and "sixteen" cities.)   Officials estimated that criminal
losses of revenue to telephone companies "may run into millions of
dollars."   Credit for the Sundevil investigations was taken by the US
Secret Service, Assistant US Attorney Tim Holtzen of Phoenix, and the
Assistant Attorney General of Arizona,  Gail Thackeray.

   The prepared remarks of Garry M. Jenkins, appearing in a U.S.
Department of Justice press release, were of particular interest.  Mr.
Jenkins was the Assistant Director of the US Secret Service, and the
highest-ranking federal official to take any direct public role in  the
hacker crackdown of 1990.

   "Today, the Secret Service is sending a clear message to those
computer hackers who have decided to violate the laws of this nation in
the mistaken belief that they can successfully avoid detection by hiding
behind the relative anonymity of their computer terminals.(...)
"Underground groups have been formed for the purpose of exchanging
information relevant to their criminal activities.  These groups often
communicate with each other through message systems between computers
called 'bulletin boards.' "Our experience shows that many computer
hacker suspects are no longer misguided teenagers, mischievously
playing games with their computers in their bedrooms. Some are now high
tech computer operators using computers to engage in unlawful conduct."

   Who were these "underground groups" and "hightech operators?" Where
had they come from?  What did they want?  Who *were*   they? Were they
"mischievous?"  Were they dangerous?  How had "misguided teenagers"
managed to alarm the United  States Secret Service?  And just how
widespread was this sort of thing? Of all the major players in the
Hacker Crackdown: the phone companies, law enforcement, the civil
libertarians, and the "hackers" themselves -- the "hackers" are by far
the most mysterious, by far the hardest to understand, by far the
*weirdest.*

   Not only are "hackers"  novel in their activities, but they come in a
variety of odd subcultures, with a variety of languages, motives and
values.

   The earliest proto-hackers were probably those unsung mischievous
telegraph boys who were summarily fired by the Bell Company in 1878.

   Legitimate "hackers," those computer enthusiasts who are
independent-minded but law-abiding, generally trace their spiritual
ancestry to  elite technical universities, especially M.I.T. and
Stanford, in the 1960s.

   But the genuine roots of the modern hacker *underground* can
probably be traced most successfully to a now much-obscured hippie
anarchist movement  known as the Yippies.   The  Yippies, who took their
name from the largely fictional "Youth International Party," carried
out a loud and lively policy of surrealistic subversion and outrageous
political mischief.  Their basic tenets were flagrant sexual
promiscuity, open and copious drug use, the political overthrow of any
powermonger over thirty years of age, and an immediate end to the war
in Vietnam, by any means necessary, including the psychic levitation of
the Pentagon. The two most visible Yippies were Abbie Hoffman and Jerry
Rubin.  Rubin eventually became a Wall Street broker.  Hoffman,
ardently sought by federal authorities, went into hiding for seven
years, in Mexico, France, and the United States.   While on the lam,
Hoffman continued to write and publish, with help from sympathizers in
the American anarcho-leftist underground.   Mostly, Hoffman survived
through false ID and odd jobs. Eventually he underwent facial plastic
surgery and adopted an entirely new identity as one "Barry Freed."  
After surrendering himself to authorities in 1980, Hoffman  spent a
year in prison on a cocaine conviction.

   Hoffman's worldview grew much darker as the glory days of the 1960s
faded.  In 1989, he purportedly committed suicide, under odd and, to
some, rather suspicious circumstances.

   Abbie Hoffman is said to have caused the Federal Bureau of
Investigation to amass the single largest investigation file ever
opened on an individual American  citizen.  (If this is true, it is
still questionable whether the FBI regarded Abbie Hoffman a serious
public threat -- quite possibly, his file was enormous simply because
Hoffman left colorful legendry wherever he went).   He was a gifted
publicist, who regarded electronic media as both playground and weapon.
 He actively enjoyed manipulating network TV and other gullible,
imagehungry media,  with various weird lies, mindboggling rumors,
impersonation scams, and other sinister distortions, all absolutely
guaranteed to upset cops,  Presidential candidates, and federal judges.
   Hoffman's most famous work was a book self-reflexively known as
*Steal This Book,* which publicized a number of methods by which young,
penniless hippie agitators might live off  the fat of a system
supported by humorless drones.  *Steal This Book,* whose title urged
readers to damage the very means of distribution which had put it into
their hands, might be described as a spiritual ancestor of a computer
virus.

   Hoffman, like many a later conspirator, made extensive use of
pay-phones for his agitation work -- in his case, generally through the
use of cheap brass washers as coin-slugs.

   During the Vietnam War, there was a federal surtax imposed on
telephone service; Hoffman and his cohorts could, and did,  argue that
in systematically stealing phone service they were engaging in civil
disobedience: virtuously denying tax funds to an illegal and immoral
war. But this thin veil of decency was soon dropped entirely. 
Ripping-off the System  found its own justification in deep alienation
and a basic outlaw contempt for  conventional bourgeois values. 
Ingenious, vaguely politicized varieties of rip-off, which might be
described as "anarchy by convenience," became very popular in Yippie
circles, and because rip-off was so useful, it was to survive the
Yippie movement itself. In the early 1970s, it required fairly limited
expertise and ingenuity to cheat payphones, to divert "free"
electricity and gas service, or to rob vending machines and parking
meters for handy pocket change.   It also required a conspiracy to
spread this knowledge, and the gall and nerve actually to commit petty
theft, but the Yippies had these qualifications in plenty.  In June
1971, Abbie Hoffman and a telephone enthusiast sarcastically known as
"Al Bell"  began publishing a newsletter called *Youth International
Party Line.*  This newsletter was dedicated to collating and spreading
Yippie rip-off techniques, especially of phones, to the joy of the
freewheeling underground and the insensate rage of all straight people.

   As a political tactic, phone-service theft ensured that Yippie
advocates would always have ready access to the long-distance telephone
as a medium, despite the Yippies' chronic lack of organization,
discipline, money, or even a steady home address.

   *Party Line* was run out of Greenwich Village for a couple of years,
then "Al Bell" more or less defected from the faltering ranks of
Yippiedom, changing the newsletter's name to *TAP* or *Technical
Assistance Program.*  After the Vietnam War ended, the steam began
leaking rapidly out of American radical dissent. But  by this time,
"Bell" and his dozen or so core contributors  had the bit between their
teeth, and had begun to derive tremendous gut-level satisfaction from
the sensation of pure *technical power.*

   *TAP* articles, once highly politicized, became pitilessly
jargonized and technical, in homage or parody to the Bell System's own
technical documents, which *TAP* studied closely, gutted, and
reproduced without permission.   The *TAP* elite revelled in gloating
possession of the specialized knowledge necessary to beat the system.

   "Al Bell" dropped out of the game by the late 70s, and "Tom Edison"
took over; *TAP* readers (some 1400 of them, all told) now began to
show more interest in telex switches and the growing phenomenon of
computer systems. In 1983, "Tom Edison" had his computer stolen and his
house set on fire by an arsonist.  This was an eventually mortal blow to
*TAP* (though the legendary name was to be resurrected in 1990 by a
young Kentuckian computer outlaw named "Predat0r.")

                                   #

   Ever since telephones began to make money, there have been people
willing to rob and defraud phone companies.   The legions of petty
phone thieves vastly outnumber those "phone phreaks" who  "explore the
system" for the sake of the intellectual challenge.   The New York
metropolitan area  (long in the vanguard of American crime) claims over
150,000 physical attacks on pay telephones every year!  Studied
carefully, a modern payphone reveals itself as a little fortress,
carefully designed and redesigned over generations,  to resist
coinslugs, zaps of electricity, chunks of coin-shaped ice, prybars,
magnets, lockpicks, blasting caps.  Public pay-phones must survive in a
world of unfriendly, greedy people,  and a modern payphone is as
exquisitely evolved as a cactus.

   Because the phone network pre-dates the computer network, the
scofflaws known as "phone phreaks" pre-date the scofflaws known as
"computer hackers."   In practice, today, the line between "phreaking"
and "hacking" is very blurred, just as the distinction between
telephones and computers has blurred.  The phone system has been
digitized, and computers have learned to "talk" over  phone-lines.  
What's worse -- and this was the point of the Mr. Jenkins of the Secret
Service -- some hackers have learned to steal, and some thieves have
learned to hack.

   Despite the blurring, one can still draw a few useful behavioral
distinctions between "phreaks" and "hackers." Hackers are intensely
interested in the "system" per se, and enjoy relating to machines.
"Phreaks" are more social,  manipulating the system in a rough-and-ready
fashion in order to get through to other human beings, fast, cheap and
under the table.

   Phone phreaks love nothing so much as "bridges," illegal conference
calls of ten or twelve chatting conspirators, seaboard to seaboard,
lasting for many hours -- and running, of course, on somebody else's
tab, preferably a large corporation's. As phone-phreak conferences wear
on, people drop out (or simply leave the phone off the hook, while they
sashay off to work or school or babysitting), and new people are phoned
up and invited to join in, from some other continent, if possible.
Technical trivia, boasts, brags, lies, head-trip deceptions, weird
rumors, and cruel gossip are all freely exchanged. The lowest rung of
phone-phreaking is the theft of telephone access codes.   Charging a
phone call to somebody else's stolen number is, of course, a pig-easy
way of stealing phone service, requiring practically no technical
expertise.  This practice has been very widespread, especially among
lonely people without much money who are far from home.  Code theft has
flourished especially in college dorms, military bases, and,
notoriously, among roadies for rock bands.   Of late, code theft has
spread very rapidly among Third Worlders in the US, who pile up
enormous unpaid long-distance bills to the Caribbean, South America,
and Pakistan.

   The simplest way to steal phone-codes is simply to look over a
victim's shoulder as he punches-in his own code-number on a public
payphone.  This technique is known as "shoulder-surfing," and is
especially common in airports, bus terminals, and train stations.  The
code is  then sold by the thief for a few dollars.  The buyer abusing
the code has no computer expertise, but calls his Mom in New York, 
Kingston or Caracas and runs up a huge bill with impunity.  The losses
from this primitive phreaking activity are far, far greater than the
monetary losses caused by computer-intruding hackers. In the
mid-to-late 1980s, until the introduction of sterner telco security
measures, *computerized* code theft worked like a charm, and was
virtually omnipresent throughout the digital underground, among phreaks
and hackers alike.   This was accomplished through programming one's
computer to try random code numbers over the telephone until one of
them worked. Simple programs to do this were widely available in the
underground; a computer running all night was likely to come up with a
dozen or so useful hits.  This could be repeated week after week until
one had a large library of stolen codes.

   Nowadays, the computerized dialling of hundreds of numbers can be
detected within hours and swiftly traced. If a stolen code is repeatedly
abused, this too can be detected within a few hours.  But for years in
the 1980s, the publication of stolen codes was a kind of elementary
etiquette for fledgling hackers.   The simplest way to establish your
bona-fides as a raider was to steal a code through repeated random
dialling and offer it to the "community" for use.   Codes could be both
stolen, and used, simply and easily from the safety of one's own
bedroom, with very little fear of detection or punishment.

   Before computers and their phone-line modems entered American homes
in gigantic numbers, phone phreaks had their own special
telecommunications hardware gadget, the famous "blue box."  This fraud
device (now rendered increasingly useless by the digital evolution of
the phone system) could trick switching  systems into granting free
access to long-distance lines. It did this by mimicking the system's
own signal, a tone of 2600 hertz.

   Steven Jobs and Steve Wozniak, the founders of Apple Computer, Inc.,
once dabbled in selling blue-boxes  in college dorms in California. For
many, in the early days of phreaking, blue-boxing was scarcely
perceived as "theft," but rather as a fun (if sneaky) way to use excess
phone capacity harmlessly.  After all, the long-distance lines were
*just sitting there*...  Whom did it hurt, really? If you're not
*damaging* the system, and  you're not *using up any tangible
resource,* and if nobody *finds out* what you did, then what real harm
have you done? What exactly *have* you "stolen," anyway?   If a tree
falls in the forest and nobody hears it, how much is the noise worth? 
Even now this remains a rather dicey question.

   Blue-boxing was no joke to the phone companies, however. Indeed,
when *Ramparts* magazine, a radical publication in California, printed
the wiring schematics necessary to create a  mute box in June 1972, the
magazine was seized by police and Pacific Bell phonecompany officials. 
 The mute box, a blue-box variant, allowed its user to receive
long-distance calls free of charge to the caller.  This device was
closely described in a *Ramparts* article wryly titled "Regulating the
Phone Company In Your Home."  Publication of this article was held to
be in violation of Californian State Penal Code section 502.7, which
outlaws ownership of wire-fraud devices and the selling of "plans or
instructions for any instrument, apparatus, or device intended to avoid
telephone toll charges."

   Issues of *Ramparts* were recalled or seized on the newsstands, and
the resultant loss of income helped put the magazine out of business.
This was an ominous precedent for free-expression issues, but the
telco's crushing of a radical-fringe magazine passed without serious
challenge at the time.  Even in the freewheeling California 1970s, it
was widely felt that there was something sacrosanct about what the
phone company knew; that the telco had a legal and moral right to
protect itself by shutting off the flow of such illicit information.
Most telco information was so "specialized" that it would scarcely be
understood by any honest member of the public.   If not published, it
would not be missed.   To print such material did not seem part of the
legitimate role of a free press.

   In 1990 there would be a similar telco-inspired attack on the
electronic phreak/hacking "magazine" *Phrack.* The *Phrack* legal case
became a central issue in the Hacker Crackdown, and gave rise to great
controversy. *Phrack* would also be shut down, for a  time, at least,
but this time both the telcos and their law enforcement allies would
pay a much larger price for their actions.  The *Phrack* case will be
examined in detail, later.

   Phone-phreaking as a social practice is still very much alive at this
moment.  Today, phone-phreaking is thriving much more vigorously than
the better-known and worse-feared practice of "computer hacking."  New
forms of phreaking are spreading rapidly, following new vulnerabilities
in sophisticated phone services.

   Cellular phones are especially vulnerable; their chips can be
re-programmed to present a false caller ID and  avoid billing.   Doing
so also avoids police tapping, making cellular-phone abuse a favorite
among drug-dealers. "Call-sell operations" using pirate cellular phones
can, and have, been run right out of the backs of cars, which move from
"cell" to "cell" in the local phone system, retailing stolen
long-distance service, like some kind of demented electronic version of
the neighborhood ice-cream truck.

   Private branch-exchange phone systems in large corporations can be
penetrated; phreaks dial-up a local company, enter its internal
phone-system, hack it, then use the company's own PBX system to dial
back out over the public network, causing the company to be stuck with
the resulting long-distance bill.  This technique is known as
"diverting." "Diverting"  can be very costly, especially because
phreaks tend to travel in packs and never stop talking.   Perhaps the
worst by-product of this "PBX fraud" is that victim companies and
telcos have sued one another over the financial responsibility for the
stolen calls, thus enriching not only shabby phreaks but well-paid
lawyers.

   "Voice-mail systems" can also be abused; phreaks can seize their own
sections of these sophisticated electronic answering machines, and use
them for trading codes or knowledge of illegal techniques.   Voice-mail
abuse does not hurt the company directly, but finding supposedly empty
slots in your company's answering machine all crammed with phreaks
eagerly chattering and hey-duding one another in impenetrable jargon
can cause sensations of almost mystical repulsion and dread.

   Worse yet, phreaks have sometimes been known to react truculently to
attempts to "clean up" the voice-mail system.  Rather than humbly
acquiescing to being thrown out of their playground, they may very well
call up the company officials at work (or at home) and loudly demand 
free voice-mail addresses of their very own.  Such bullying is taken
very seriously by spooked victims.

   Acts of phreak revenge against straight people are rare, but
voice-mail systems are especially tempting and vulnerable, and an
infestation of angry phreaks in one's voice-mail system is no joke. 
They can erase legitimate messages; or spy on private messages; or
harass users with recorded taunts and  obscenities.   They've even been
 known to seize control of voice-mail security, and lock out legitimate
users, or even shut down the system entirely.

   Cellular phone-calls, cordless phones, and ship-to-shore telephony
can all be monitored by various forms of radio; this kind of "passive
monitoring" is spreading explosively today.  Technically eavesdropping
on other people's cordless and cellular phone-calls is the fastest
growing area in phreaking today.   This practice strongly appeals to
the lust for power and conveys gratifying sensations of technical
superiority over the eavesdropping victim.  Monitoring is rife with all
manner of tempting evil mischief.  Simple prurient snooping is by far
the most common activity. But credit-card numbers unwarily spoken over
the phone can be recorded, stolen and used. And tapping people's
phone-calls (whether through active telephone taps or passive radio
monitors) does lend itself conveniently to activities like blackmail,
industrial espionage, and political dirty tricks. It should be repeated
that telecommunications fraud,  the theft of phone service,  causes
vastly greater monetary losses than the practice of entering into
computers by stealth.   Hackers are mostly young suburban American
white males, and exist in their hundreds -- but "phreaks" come from both
sexes and from many nationalities, ages and ethnic backgrounds, and are
flourishing in the thousands.

                                   #

   The term "hacker" has had an unfortunate history. This book, *The
Hacker Crackdown,* has little to say about "hacking" in its finer,
original sense.  The term  can signify the free-wheeling intellectual
exploration of the highest and deepest potential of computer systems.  
Hacking can describe  the determination to make access to computers and
information as free and open as possible.  Hacking can involve the
heartfelt conviction that beauty can be found in computers, that the
fine aesthetic in a perfect program can liberate the mind and spirit. 
This is "hacking" as it was defined in Steven Levy's much-praised
history of the pioneer computer milieu, *Hackers,* published in 1984.

   Hackers of all kinds are absolutely soaked through with heroic
anti-bureaucratic sentiment.  Hackers long for recognition as a
praiseworthy cultural archetype, the postmodern electronic equivalent of
the cowboy and mountain man.   Whether  they deserve such a reputation
is something for history to decide.  But many hackers -- including those
outlaw hackers who are computer intruders, and whose activities are
defined as criminal -- actually attempt to *live up to* this
techno-cowboy reputation.   And given that electronics and
telecommunications are still largely unexplored  territories, there is
simply *no telling* what hackers might uncover.

   For some people, this freedom is the very breath of oxygen, the
inventive spontaneity that makes life worth living  and that flings open
doors to marvellous possibility and individual empowerment.  But for
many people -- and increasingly so -- the hacker is an ominous figure, a
smart aleck sociopath ready to burst out of his basement wilderness and
savage other people's lives for his own anarchical convenience.

   Any form of power without responsibility, without direct and formal
checks and balances, is frightening to people -- and reasonably so. It
should be frankly admitted that hackers *are* frightening, and that the
basis of this fear is not irrational. Fear of hackers goes well beyond
the fear of merely criminal activity.

   Subversion and manipulation of the phone system is an act with
disturbing political overtones.  In America, computers and telephones
are potent symbols of organized authority and the technocratic business
elite.

   But there is an element in American culture that has always strongly
rebelled  against these symbols; rebelled against all large industrial
computers and all phone companies.    A certain anarchical tinge deep
in the American soul delights in causing confusion and pain to all
bureaucracies, including technological ones.

   There is sometimes malice and vandalism in this attitude, but it is a
deep and cherished part of the American national character.  The outlaw,
the rebel, the rugged individual, the pioneer, the sturdy Jeffersonian
yeoman, the private citizen resisting interference in his pursuit of
happiness --  these are figures that all Americans recognize, and that
many will strongly applaud and defend.

   Many scrupulously law-abiding citizens today do  cutting-edge work
with electronics -- work that has already had tremendous social
influence and will have much more in years to come.    In all truth,
these talented, hardworking, law-abiding, mature, adult people are far
more disturbing  to the peace and order of the current status quo  than
any scofflaw group of romantic teenage punk kids.  These law-abiding
hackers have the power, ability, and willingness to influence other
people's lives quite unpredictably.  They have means, motive, and
opportunity to meddle drastically with the American social  order.   
When corralled into governments, universities, or large multinational
companies, and forced to follow rulebooks and wear suits and ties, they
at least have some conventional halters on their freedom of action. 
But when loosed alone, or in small groups, and fired by imagination and
the entrepreneurial spirit, they can move mountains -- causing
landslides that will likely crash directly into your office and living
room.

   These people, as a class, instinctively recognize that a public,
politicized attack on hackers will eventually spread to them -- that
the term "hacker,"  once demonized, might be used to knock their hands
off the levers of power and choke them out of existence.  There are
hackers today who fiercely and publicly resist any besmirching of the
noble title of hacker.   Naturally and understandably, they deeply
resent the attack on their values implicit in using the word "hacker"
as a synonym for computer-criminal.

   This book, sadly but in my opinion unavoidably, rather adds to the
degradation of the term.  It concerns itself mostly with "hacking" in
its commonest latter-day definition, i.e., intruding into computer
systems by stealth and without permission. The term "hacking" is used
routinely today by almost all law enforcement officials with any
professional interest in computer fraud  and abuse.   American police
describe almost any crime committed with, by, through, or against a
computer as hacking.

   Most importantly, "hacker" is what computer intruders choose to call
*themselves.*  Nobody who "hacks" into systems willingly describes
himself (rarely, herself) as a "computer intruder," "computer
trespasser," "cracker," "wormer," "darkside hacker" or "high tech
street gangster." Several other demeaning terms have been invented  in
the hope that the press and public will leave the original sense of the
word alone.   But few people actually use these terms.  (I exempt the
term "cyberpunk," which a few hackers and law enforcement people
actually do use.  The term "cyberpunk" is drawn from literary criticism
and has some odd  and unlikely resonances, but, like hacker, cyberpunk
too has become a criminal pejorative today.)

   In any case, breaking into computer systems was hardly alien to the
original hacker tradition.   The first tottering systems of the 1960s
required fairly extensive internal surgery merely to function
day-by-day. Their users "invaded" the deepest, most arcane recesses of
their operating software almost as a matter of routine. "Computer
security" in these early, primitive systems was at best an
afterthought.  What security there was, was entirely physical, for it
was assumed that anyone allowed near this expensive, arcane hardware
would be a fully qualified professional expert.

   In a campus environment, though, this meant that grad students,
teaching assistants, undergraduates, and eventually, all manner of
dropouts and hangers-on ended up accessing and often running the works.

   Universities, even modern universities, are not in the business of
maintaining security over information.  On the contrary, universities,
as institutions, pre-date the "information economy" by many centuries
and are not-for-profit cultural entities, whose reason for existence
(purportedly) is to discover truth, codify it through techniques of
scholarship, and then teach it.   Universities are meant to *pass the
torch of civilization,* not just download data into student skulls, and
the values of the academic community are strongly at odds with those of
all would-be information empires.   Teachers at all levels, from
kindergarten up, have proven to be shameless and persistent software
and data pirates.   Universities do not merely "leak information" but
vigorously broadcast free thought.

   This clash of values has been fraught with controversy.  Many
hackers of the 1960s remember their professional apprenticeship as a
long guerilla war against the uptight mainframe-computer "information
priesthood."  These computer-hungry youngsters had to struggle hard for
access to computing power, and many of them were not above certain, er,
shortcuts.   But, over the years,  this practice freed computing from
the sterile reserve of lab-coated technocrats and was largely
responsible for the explosive growth of computing in general society --
especially *personal* computing.

   Access to technical power acted like catnip on certain of these
youngsters.  Most of the basic techniques of computer intrusion:
password cracking, trapdoors, backdoors, trojan horses --  were
invented in college environments in the 1960s, in the early days of
network computing.   Some off-the-cuff experience at computer intrusion
was to be in the informal resume of most "hackers" and many future
industry giants.   Outside of the tiny cult of computer enthusiasts,
few people thought much about  the implications of "breaking into"
computers.  This sort of activity had not yet been publicized, much
less criminalized.

   In the 1960s, definitions of "property" and "privacy" had not yet
been extended to cyberspace.  Computers were not yet indispensable to
society.  There were no vast databanks of vulnerable, proprietary
information stored in computers, which might be accessed, copied without
permission, erased, altered, or sabotaged.   The stakes were low in the
early days -- but they grew every year, exponentially, as computers
themselves grew.

   By the 1990s, commercial and political pressures had become
overwhelming, and they broke the social boundaries of the hacking
subculture.   Hacking had become too important to be left to the 
hackers. Society was now forced to tackle the intangible nature of
cyberspace as property, cyberspace as privately-owned unreal-estate.  
In the  new, severe, responsible, highstakes context of the
"Information Society" of the 1990s, "hacking" was called into question.

   What did it mean to break into a computer without permission and use
its computational power, or look around inside its files without hurting
anything?  What were computer-intruding hackers, anyway -- how should
society, and the law,  best define their actions?    Were they just
*browsers,* harmless intellectual explorers? Were they *voyeurs,*
snoops, invaders of privacy?  Should  they be sternly treated as
potential *agents of espionage,* or perhaps as *industrial spies?* Or
were they best defined as *trespassers,* a very common teenage
misdemeanor?  Was hacking  *theft of service?*  (After all, intruders
were getting someone else's computer to carry out their orders, without
permission and without paying).   Was hacking *fraud?*  Maybe it was
best described as *impersonation.*  The commonest mode of computer
intrusion was (and is) to swipe or snoop somebody else's password, and
then enter the computer in the guise of another person -- who is
commonly stuck with the blame and the bills.

   Perhaps a medical metaphor was better -- hackers should be defined
as "sick," as *computer addicts* unable to control their irresponsible,
compulsive behavior.

   But these weighty assessments meant little to the people who were
actually being judged.   From inside the underground world of hacking
itself,  all these perceptions seem quaint, wrongheaded, stupid, or
meaningless.   The most important self-perception of underground hackers
- from the 1960s, right through to the present day --  is that they are
an *elite.*  The day-to-day struggle in the underground is not over
sociological definitions -- who cares? -- but for power, knowledge, and
status among one's peers.

   When you are a hacker, it is your own inner conviction of your elite
status that enables you to break, or let us say "transcend," the rules.
It is not that *all* rules go by the board.   The rules habitually
broken  by hackers are *unimportant* rules -- the rules of dopey
greedhead telco bureaucrats and pig-ignorant government pests. Hackers
have their *own* rules,  which separate behavior which is cool and
elite, from behavior which is rodentlike, stupid and losing.   These
"rules," however, are mostly unwritten and  enforced by peer pressure
and tribal feeling.   Like all rules that depend on the unspoken
conviction that everybody else is a good old boy, these rules are ripe
for abuse.  The mechanisms of hacker peer-pressure, "teletrials" and
ostracism, are rarely used and rarely work.  Back-stabbing slander,
threats, and electronic harassment are also freely employed in
down-and-dirty intrahacker feuds, but this rarely forces a rival out of
the scene entirely.  The only real solution for the problem of an
utterly losing, treacherous and rodentlike hacker is to *turn him in to
the police.*   Unlike the Mafia or Medellin Cartel, the hacker elite
cannot simply execute the bigmouths, creeps and troublemakers among
their ranks, so they turn one another in with astonishing frequency.

   There is no tradition of silence or *omerta* in the hacker
underworld.     Hackers can be shy, even reclusive, but when they do
talk, hackers tend to brag, boast and strut.   Almost everything
hackers do is *invisible;* if they don't brag, boast, and strut about
it, then *nobody will ever know.*  If you don't have something to brag,
boast, and strut about, then nobody in the underground will recognize
you and favor you with vital cooperation and respect.

   The way to win a solid reputation in the underground is by telling
other hackers things that could only have been learned by exceptional
cunning and stealth. Forbidden knowledge, therefore, is the basic
currency of the digital underground, like seashells among Trobriand
Islanders. Hackers hoard this knowledge, and dwell upon  it
obsessively, and refine it, and bargain with it, and talk and talk
about it. Many hackers even suffer from a strange obsession to *teach*
-- to spread the ethos and the knowledge of the digital underground. 
They'll do this even when it gains them no particular advantage and
presents a grave personal risk.

   And when that risk catches up with them, they will go right on
teaching and preaching -- to a new audience this time, their
interrogators from law enforcement.   Almost every hacker arrested
tells everything he knows --  all about his friends, his mentors, his
disciples -- legends, threats, horror stories, dire rumors, gossip,
hallucinations. This is, of course, convenient for law enforcement --
except when law enforcement begins to believe hacker legendry.

   Phone phreaks are unique among criminals in their willingness to
call up law enforcement officials -- in the office, at their homes --
and give them an extended piece of their mind.  It is hard not to
interpret this as *begging for arrest,* and in fact it is an act of
incredible foolhardiness. Police are naturally nettled by these acts of
chutzpah and will go well out of their way to bust these flaunting
idiots.   But it can also be interpreted as a product of a world-view
so elitist, so closed and hermetic, that electronic police are simply 
not perceived as "police," but rather as *enemy phone phreaks* who
should be scolded into behaving "decently."

   Hackers at their most grandiloquent perceive themselves as the elite
pioneers of a new electronic world. Attempts to make them obey the
democratically established laws of contemporary American society are
seen as repression and persecution.   After all, they argue, if
Alexander Graham Bell had gone along with the rules of the Western
Union telegraph company, there would have been no telephones.  If Jobs
and Wozniak had believed that IBM was the be-all and end-all, there
would have been no personal computers.  If Benjamin Franklin and Thomas
Jefferson had tried to "work within the system" there would have been
no United States.

   Not only do hackers privately believe this as an  article of faith,
but they have been known to write ardent manifestos about it.  Here are
some revealing excerpts from an especially vivid hacker manifesto:  "The
TechnoRevolution" by  "Dr. Crash,"  which appeared in electronic form in
*Phrack* Volume 1, Issue 6, Phile 3.

   "To fully explain the true motives behind hacking, we  must first
take a quick look into the past.  In the 1960s, a group of MIT students
built the first modern computer system.  This wild, rebellious group of
young men were the first to bear the name `hackers.'  The systems that
they developed were intended to be used to solve world problems and to
benefit all of mankind.

   "As we can see, this has not been the case.  The computer system has
been solely in the hands of big businesses and the government.  The
wonderful device meant to enrich life has become a weapon which
dehumanizes people.  To the government and large businesses, people are
no more than disk space, and the government doesn't use computers to
arrange aid for the poor, but to control nuclear death weapons.  The
average American can only have access to a small microcomputer  which
is worth only a fraction of what they pay for it.  The businesses keep
the true state-of-the-art equipment away from the people behind a steel
wall of incredibly high prices and bureaucracy.  It is because of this
state of affairs that hacking was born.(...)

   "Of course, the government doesn't want the monopoly of technology
broken, so they have outlawed hacking and arrest anyone who is
caught.(...) The phone company is another example of technology abused
and kept from people with high prices.(...)

   "Hackers often find that their existing equipment, due to the
monopoly tactics of computer companies, is  inefficient for their
purposes. Due to the exorbitantly high prices, it is impossible to
legally purchase the necessary equipment.  This need has given still
another segment of the fight:  Credit Carding.  Carding is a way of
obtaining the necessary goods without paying for them.  It is again due
to the companies' stupidity that Carding is so easy, and shows that the
world's businesses are in the hands of those with considerably less
technical know-how than we, the hackers. (...) "Hacking must continue. 
We must train newcomers to the art of hacking.(...)  And whatever you
do, continue  the fight.  Whether you know it or not, if you are a
hacker, you are a revolutionary.  Don't worry, you're on the right
side."

   The  defense of "carding" is rare.  Most hackers regard credit-card
theft as "poison" to the underground, a sleazy and immoral effort that,
worse yet, is hard to get away with.   Nevertheless, manifestos
advocating credit card theft, the deliberate crashing of computer
systems, and even acts of violent physical destruction such as
vandalism and arson do exist in the underground.  These boasts and
threats are taken quite seriously by the police. And not every hacker
is an abstract, Platonic computer nerd.  Some few are quite experienced
at picking locks, robbing phone-trucks, and breaking and entering
buildings.

   Hackers  vary in their degree of hatred for authority and the
violence of their rhetoric.  But, at a bottom line, they are scofflaws.
 They don't regard the current rules of electronic behavior as
respectable efforts to preserve law and order and protect public
safety.  They regard these laws as immoral efforts by soulless
corporations to protect their profit margins and to crush dissidents.  
"Stupid" people, including police, businessmen, politicians, and
journalists, simply have no right to judge the actions of those
possessed of genius, techno-revolutionary intentions, and technical
expertise.

                                   #

   Hackers are generally teenagers and college kids not engaged in
earning a living.   They often come from fairly well-to-do middle-class
backgrounds, and are markedly anti-materialistic (except, that is, when
it comes to computer equipment).   Anyone motivated by greed for mere
money (as opposed to the greed for power, knowledge and status)  is
swiftly written-off as a narrowminded breadhead whose interests can only
be corrupt and contemptible.

   Having grown up in the 1970s and 1980s, the young Bohemians of the
digital underground regard straight society as awash in plutocratic
corruption, where everyone from the President down is for sale and
whoever has the gold makes the rules.

   Interestingly, there's a funhouse-mirror image of this attitude on
the other side of the conflict.  The police are also one of the most
markedly anti-materialistic groups in American society, motivated not
by mere money but by  ideals of service, justice, esprit-de-corps, and,
of course, their own brand of specialized knowledge and power.
Remarkably, the propaganda war between cops and hackers has always
involved angry allegations that the other side is trying to make a
sleazy buck.  Hackers consistently sneer that anti-phreak prosecutors
are angling for cushy jobs as telco lawyers and that computer crime
police are aiming to cash in later as well-paid computer-security
consultants in the private sector.

   For their part, police publicly conflate all hacking crimes with
robbing payphones with crowbars.  Allegations of "monetary losses" from
computer intrusion are notoriously inflated.  The act of illicitly
copying a document from a computer is morally equated with  directly
robbing a company of, say, half a million dollars. The teenage computer
intruder in possession of this "proprietary"  document has certainly
not sold it for such a sum, would likely have little idea how to sell
it at all, and quite probably doesn't even understand what he has.  He
has not made a cent in profit from his felony but is still morally
equated with a thief who has robbed the church poorbox and lit out for
Brazil.

   Police want to believe that all hackers are thieves. It is a tortuous
and almost unbearable act for the American justice system to put people
in jail because they want to learn things which are forbidden for them
to know.   In an American context, almost any pretext for punishment is
better than jailing people to protect certain restricted kinds of
information. Nevertheless, *policing information* is part and parcel of
the struggle against hackers.

   This dilemma is well exemplified by the remarkable activities of
"Emmanuel Goldstein," editor and publisher of a print magazine known as
*2600: The Hacker Quarterly.*  Goldstein was an English major at Long
Island's State University of New York in the '70s, when he became
involved with the local college radio station.  His growing interest in
electronics caused him to drift into Yippie *TAP* circles and thus into
the digital underground, where he became a self-described techno-rat. 
His magazine publishes techniques of computer intrusion and telephone
"exploration" as well as gloating exposes of telco misdeeds and
governmental failings.

   Goldstein lives quietly and very privately in a large, crumbling
Victorian mansion in Setauket, New York.   The seaside house is
decorated with telco decals, chunks of driftwood, and the basic
bric-a-brac of a hippie crash-pad. He is unmarried, mildly unkempt, and
survives mostly on TV dinners and turkey-stuffing eaten straight out of
the bag. Goldstein is a man of considerable charm and fluency, with a
brief, disarming smile and the kind of pitiless, stubborn, thoroughly
recidivist integrity that America's electronic police find genuinely
alarming.

   Goldstein took his nom-de-plume, or "handle," from a character in
Orwell's *1984,*  which may be taken,  correctly, as a symptom of the
gravity of his sociopolitical worldview.   He is not himself a
practicing computer intruder, though he vigorously abets these actions,
especially when they are pursued against large  corporations or
governmental agencies.   Nor is he a thief, for he loudly scorns mere
theft of phone service, in favor of `exploring and manipulating the
system.'  He is probably best described and understood as a *dissident.*

   Weirdly, Goldstein is living in modern America under conditions very
similar to those of former East European intellectual dissidents.  In
other words, he flagrantly espouses a value-system that is deeply and
irrevocably opposed to the system of those in power and  the police. 
The values in *2600* are generally expressed in terms that are ironic,
sarcastic, paradoxical, or just downright confused.  But there's no
mistaking their radically anti-authoritarian tenor.  *2600* holds that
technical power and specialized knowledge, of any kind obtainable,
belong by right in the hands of those individuals brave and bold enough
to discover them -- by whatever means necessary.  Devices, laws, or
systems that forbid access, and the free spread of knowledge, are
provocations that any free and self-respecting hacker should
relentlessly attack.  The "privacy" of governments, corporations and
other soulless technocratic organizations should never be protected at
the expense of the liberty and free initiative of the individual
techno-rat.

   However, in our contemporary workaday world,  both governments and
corporations are very anxious indeed to  police information which is
secret, proprietary, restricted, confidential, copyrighted, patented,
hazardous, illegal, unethical, embarrassing, or otherwise sensitive.  
This makes Goldstein persona non grata, and his philosophy a threat.

   Very little about the conditions of Goldstein's daily life would
astonish, say, Vaclav Havel.  (We may note in passing that President
Havel once had his word-processor confiscated by the Czechoslovak
police.)   Goldstein lives by *samizdat,* acting semi-openly as a
data-center for the underground, while challenging the powers-that-be
to abide by their own stated rules:  freedom of speech and the First
Amendment.

   Goldstein thoroughly looks and acts the part of techno-rat, with
shoulder-length ringlets and a piratical black fisherman's-cap set at a
rakish angle.  He often shows up like Banquo's ghost at meetings of
computer professionals, where he listens quietly, half-smiling and
taking thorough notes.

   Computer professionals generally meet publicly,  and find it very
difficult to rid themselves of Goldstein and his ilk  without
extralegal and unconstitutional actions. Sympathizers, many of them
quite respectable people with responsible jobs, admire Goldstein's
attitude and surreptitiously pass him information.  An unknown but
presumably large proportion of Goldstein's  2,000-plus readership are
telco security personnel and police, who  are forced to subscribe to
*2600*  to stay abreast of new developments in hacking.  They thus find
themselves *paying this guy's rent* while grinding their teeth in
anguish, a situation that would have delighted Abbie Hoffman (one of
Goldstein's few idols).

   Goldstein is probably the best-known public representative of the
hacker underground today, and certainly the best-hated.  Police regard
him as a Fagin, a corrupter of youth, and speak of him with untempered
loathing.  He is quite an accomplished gadfly.

   After the  Martin Luther King Day Crash of 1990,  Goldstein, for
instance, adeptly rubbed salt into the wound in the pages of *2600.*
"Yeah, it was fun for the phone phreaks as we watched the network
crumble," he admitted cheerfully.   "But it was also an ominous sign of
what's to come...  Some AT&T people, aided by well-meaning but ignorant
media, were spreading the notion that many companies had the same
software and therefore could face the same problem someday. Wrong. 
This was entirely an AT&T software deficiency.  Of course, other
companies could face entirely *different* software problems.  But then,
so too could AT&T."

   After a technical discussion of the system's failings, the Long
Island techno-rat went on to offer thoughtful criticism to the gigantic
multinational's hundreds of professionally qualified engineers.  "What
we don't know is how a major force in communications like AT&T could be
so sloppy.  What happened to backups?  Sure, computer systems go down
all the time, but people  making phone calls are not the same as people
logging on to computers.  We must make that distinction.  It's not
acceptable for the phone system or any other essential service to `go
down.' If we continue to trust technology without understanding it, we
can look forward to many variations on this theme.

   "AT&T owes it to its customers to be prepared to *instantly* switch
to another network if something strange  and unpredictable starts
occurring.  The news here isn't so much the failure of a computer
program, but the failure of AT&T's entire structure."

   The very idea of this... this *person*... offering "advice" about
"AT&T's entire structure" is more than some people can easily bear.  
How dare this near-criminal dictate what is or isn't "acceptable"
behavior from AT&T? Especially when he's publishing, in the very same
issue, detailed schematic diagrams for creating various
switching-network signalling tones unavailable to the public.

   "See what happens when you drop a `silver box' tone or two down your
local exchange or through different long-distance service carriers,"
advises *2600* contributor "Mr. Upsetter" in "How To Build a Signal
Box."  "If you experiment systematically and keep good records, you will
surely discover something interesting."

   This is, of course, the scientific method, generally regarded as a
praiseworthy activity and one of the flowers of modern civilization.  
One can indeed learn a great deal with this sort of structured
intellectual activity.   Telco employees regard this mode of
"exploration" as akin to flinging sticks of dynamite into their pond to
see what lives on the bottom.

   *2600* has been published consistently since 1984.  It has also run
a bulletin board computer system, printed *2600* T-shirts, taken fax
calls...  The Spring 1991 issue has an interesting announcement on page
45:  "We just discovered an extra set of wires attached to our fax line
and heading up the pole.  (They've since been clipped.) Your faxes to
us and to anyone else could be monitored."

   In the worldview of *2600,* the tiny band of technorat brothers
(rarely, sisters) are a beseiged vanguard of the truly free and honest.
  The rest of the world is a maelstrom of corporate crime and high-level
governmental corruption, occasionally tempered with well-meaning
ignorance.   To read a few issues in a row is to enter a nightmare akin
to Solzhenitsyn's, somewhat tempered by the fact that *2600* is often
extremely funny.

   Goldstein did not become a target of the Hacker Crackdown, though he
protested loudly, eloquently, and publicly about it, and it added
considerably to his fame. It was not that he is not regarded as
dangerous, because he is so regarded.  Goldstein has had brushes with
the law in the past:  in 1985, a *2600* bulletin board computer was
seized by the FBI, and some software on it was formally declared "a
burglary tool in the form of a computer program."  But Goldstein
escaped direct repression in 1990, because his magazine is printed on
paper, and recognized as subject to Constitutional freedom of the 
press protection.  As was seen in the *Ramparts* case, this is far from
an absolute guarantee.  Still, as a practical matter, shutting down
*2600* by court-order would create so much legal hassle that it is
simply unfeasible, at least for the present. Throughout 1990, both
Goldstein and his magazine were peevishly thriving.

   Instead, the Crackdown of 1990 would concern itself with the
computerized version of forbidden data.  The crackdown itself, first and
foremost, was about *bulletin board systems.*  Bulletin Board Systems,
most often known by the ugly and un-pluralizable acronym "BBS," are the
life-blood of the digital underground.  Boards were also central to law
enforcement's tactics and strategy in the Hacker Crackdown.

   A "bulletin board system" can be formally defined as a computer
which serves as an information and messagepassing center for users
dialing-up over the phone-lines through the use of  modems.   A "modem,"
or modulatordemodulator, is a device which translates the digital
impulses of computers into audible analog telephone signals, and vice
versa. Modems connect computers to phones and thus to each other.

   Large-scale mainframe computers have been connected since the 1960s,
but *personal* computers, run by individuals out of their homes, were
first networked in the late 1970s.   The "board" created by Ward
Christensen and Randy Suess in February 1978, in Chicago, Illinois, is
generally regarded as the first personal-computer bulletin board system
worthy of the name. Boards run on many different machines, employing
many different kinds of software.  Early boards were crude and buggy,
and their managers, known as "system operators" or "sysops," were
hard-working technical experts who wrote their own software.  But like
most everything else in the world of electronics, boards became faster,
cheaper, better-designed, and generally far more sophisticated
throughout the 1980s.  They also moved swiftly out of the hands of
pioneers and into those of the general public.   By 1985 there were
something in the neighborhood of 4,000 boards in America.  By 1990 it
was calculated, vaguely, that there were about 30,000 boards in the US,
with uncounted thousands overseas.

   Computer bulletin boards are unregulated enterprises.  Running a
board is a rough-and-ready, catch-as-catch-can proposition.   Basically,
anybody with a computer, modem, software and a phone-line can start a
board.   With second-hand equipment and public-domain free software, the
price of a board might be quite small -- less than it would take to
publish a magazine or even a decent pamphlet.   Entrepreneurs eagerly
sell bulletin-board software, and will coach nontechnical amateur
sysops in its use.

   Boards are not "presses."  They are not magazines, or libraries, or
phones, or CB radios, or traditional cork bulletin boards down at the
local laundry, though they have some passing resemblance to those
earlier media. Boards are a new medium -- they may even be a *large
number* of new media.

   Consider these unique characteristics:  boards are cheap, yet they
can have a national, even global reach. Boards can be contacted from
anywhere in the global telephone network, at *no cost* to the person
running the board -- the caller pays the phone bill, and if the caller
is local, the call is free.  Boards do not involve an editorial elite
addressing a mass audience.   The "sysop" of a board is not an
exclusive publisher or writer -- he is managing an electronic salon,
where individuals can address the general public,  play the part of the
general public, and also  exchange private mail with other individuals.
 And the "conversation" on boards, though fluid, rapid, and  highly
interactive, is not spoken, but written.  It is also relatively
anonymous, sometimes completely so.

   And because boards are cheap and ubiquitous, regulations and
licensing requirements would likely be practically unenforceable.  It
would almost be easier to "regulate,"  "inspect" and "license" the
content of private mail -- probably more so, since the mail system is
operated by the federal government.  Boards are run by individuals,
independently, entirely at their own whim.

   For the sysop, the cost of operation is not the primary limiting
factor.  Once the investment in a computer and modem has been made, the
only steady cost is the charge for maintaining a phone line (or several
phone lines).   The primary limits for sysops are time and energy. 
Boards require upkeep.  New users are generally "validated" -- they
must be issued individual passwords, and called at home by voice-phone,
so that their identity can be verified.  Obnoxious users, who exist in
plenty, must be chided or purged.  Proliferating messages must be
deleted when they grow old, so that the capacity of the system is not
overwhelmed.  And software programs (if such things are kept on the
board)  must be examined for possible computer viruses.   If there is a
financial charge to use the board (increasingly common, especially in
larger and fancier systems) then accounts must be kept, and users must
be billed.  And if the board crashes -- a very common occurrence --
then repairs must be made.

   Boards can be distinguished by the amount of effort spent in
regulating them.  First, we have the completely open board, whose sysop
is off chugging brews and watching re-runs while his users generally
degenerate over time into peevish anarchy and eventual silence. Second
comes the supervised board, where the sysop breaks in every once in a
while to tidy up, calm brawls, issue announcements, and rid the
community of  dolts and troublemakers.   Third is the heavily supervised
board,  which sternly urges adult and responsible behavior and swiftly
edits any message considered offensive, impertinent, illegal or
irrelevant. And last comes the completely  edited "electronic
publication,"  which is presented to a silent audience which is not
allowed to respond directly in any way.

   Boards can also be grouped by their degree of anonymity.  There is
the completely anonymous board, where everyone uses pseudonyms --
"handles" -- and even  the sysop is unaware of the user's true
identity.  The sysop himself is likely pseudonymous on a board of this
type. Second, and rather more common, is the board where the sysop
knows (or thinks he knows) the true names and addresses of all users,
but the users don't know one another's names and may not know his. 
Third is the board where everyone has to use real names, and
roleplaying and pseudonymous posturing are forbidden.

   Boards can be grouped by their immediacy.  "Chatlines" are boards
linking several users together over several different phone-lines
simultaneously, so that people exchange messages at the very moment that
they  type.  (Many large boards feature "chat" capabilities along with
other services.)   Less immediate boards, perhaps with a single
phoneline, store messages serially, one at a time.  And some boards are
only open for business in daylight hours or on weekends, which greatly
slows response. A *network* of boards, such as "FidoNet," can carry
electronic mail from board to board, continent to continent, across
huge distances -- but at a relative snail's pace, so that a message can
take several days to reach its target audience and elicit a reply.

   Boards can be grouped by their degree of community.  Some boards
emphasize the exchange of private, person-to-person electronic mail.  
Others emphasize public postings and may even purge people  who "lurk,"
merely reading posts but refusing to openly participate.  Some boards
are intimate and neighborly. Others are frosty and highly technical.
Some are little more than storage dumps for software, where users
"download" and "upload" programs, but interact among themselves little
if at all.

   Boards can be grouped by their ease of access.  Some boards are
entirely public.  Others are private and restricted only to personal
friends of the sysop.   Some boards divide users by status.   On these
boards, some users, especially beginners, strangers or children, will
be  restricted to general topics, and perhaps forbidden to post.
Favored users, though, are granted the ability to post as they please,
and to stay "on-line" as long as they like, even to the disadvantage of
other people trying to call in. High-status users can be given access
to hidden areas in the board, such as off-color topics, private
discussions, and/or valuable software.  Favored users may even become
"remote sysops" with the power to take remote control of the board
through their own home computers.  Quite often "remote sysops" end up
doing all the work and  taking formal control of the enterprise,
despite the fact that it's physically located in someone else's house.
Sometimes several "co-sysops" share power.

   And boards can also be grouped by size.  Massive, nationwide
commercial networks, such as CompuServe, Delphi, GEnie and Prodigy, are
run on mainframe computers and are generally not considered "boards,"
though they share many of their characteristics, such as electronic
mail, discussion topics, libraries of software, and persistent and
growing problems with civil-liberties issues. Some private boards have
as many as thirty phone-lines and quite sophisticated hardware.   And
then there are tiny boards.

   Boards vary in popularity.  Some boards are huge and crowded, where
users must claw their way in against a constant busy-signal.  Others
are huge and empty -- there are few things sadder than a formerly
flourishing board where no one posts any longer, and the dead
conversations of vanished users lie about gathering digital dust.  Some
boards are tiny and intimate, their telephone numbers intentionally kept
confidential so that only a small number can log on.

   And some boards are *underground.*

   Boards can be mysterious entities.  The activities of their users can
be hard to differentiate from conspiracy. Sometimes they *are*
conspiracies.  Boards have harbored, or have been accused of harboring,
all manner of fringe groups, and have abetted, or been accused of
abetting, every manner of frowned-upon, sleazy, radical, and criminal
activity. There are Satanist boards.  Nazi boards.  Pornographic
boards.  Pedophile boards.  Drugdealing boards.  Anarchist boards. 
Communist boards. Gay and Lesbian boards (these exist in great
profusion,  many of them quite lively with well-established histories).
Religious cult boards.  Evangelical boards.  Witchcraft boards, hippie
boards, punk boards, skateboarder boards. Boards for UFO believers.  
There may well be boards for serial killers, airline terrorists and
professional assassins. There is simply no way to tell.   Boards spring
up, flourish, and disappear in large numbers, in most every corner of
the developed world.  Even apparently innocuous public boards can, and
sometimes do, harbor secret areas known only to a few.  And even on the
vast, public, commercial  services, private mail is very private -- and
quite possibly criminal.

   Boards cover most every topic imaginable and some that are hard to
imagine.  They cover a vast spectrum of social activity.   However, all
board users do have something in common:  their possession of computers
and phones.  Naturally, computers and phones are primary topics of
conversation on almost every board.

   And hackers and phone phreaks, those utter devotees of computers and
phones, live by boards.  They swarm by boards.  They are bred by
boards.  By the late 1980s, phone-phreak groups and hacker groups,
united by boards, had proliferated fantastically.

   As evidence, here is a list of hacker groups compiled by the editors
of *Phrack* on August 8, 1988.

   The Administration.  Advanced Telecommunications, Inc.  ALIAS.
American Tone Travelers.  Anarchy Inc. Apple Mafia.  The Association.
Atlantic Pirates Guild.

   Bad Ass Mother Fuckers.  Bellcore.  Bell Shock Force. Black Bag.

   Camorra.  C&M Productions.  Catholics Anonymous. Chaos Computer
Club.  Chief Executive Officers.  Circle  Of Death.  Circle Of Deneb. 
Club X.  Coalition of Hi-Tech Pirates.  Coast-To-Coast.  Corrupt
Computing.  Cult Of The Dead Cow.  Custom Retaliations.

   Damage Inc.  D&B Communications. The Dange Gang.  Dec Hunters. 
Digital Gang.  DPAK.

   Eastern Alliance. The Elite Hackers Guild.  Elite Phreakers and
Hackers Club.  The Elite Society Of America.  EPG.  Executives Of
Crime. Extasyy Elite.

   Fargo 4A.  Farmers Of Doom.  The Federation.  Feds R Us.  First
Class. Five O.  Five Star.   Force Hackers. The 414s.

   Hack-A-Trip.  Hackers Of America.   High Mountain Hackers. High
Society.  The Hitchhikers.

   IBM Syndicate.  The Ice Pirates.   Imperial Warlords. Inner Circle.
Inner Circle II.  Insanity Inc.  International Computer Underground
Bandits.

   Justice League of America. Kaos Inc.  Knights Of Shadow. Knights Of
The Round Table.

   League Of Adepts.  Legion Of Doom.  Legion Of Hackers.  Lords Of
Chaos.  Lunatic Labs, Unlimited.

   Master Hackers.  MAD!  The Marauders.  MD/PhD. Metal Communications,
Inc.  MetalliBashers, Inc.  MBI. Metro Communications.  Midwest Pirates
Guild.

   NASA Elite.  The NATO Association.  Neon Knights. Nihilist Order.   
 Order Of The Rose.  OSS.

   Pacific Pirates Guild.  Phantom Access Associates. PHido PHreaks.
The Phirm.  Phlash.  PhoneLine Phantoms.  Phone Phreakers Of America.
Phortune 500. Phreak Hack Delinquents.  Phreak Hack Destroyers.
Phreakers, Hackers, And Laundromat Employees Gang (PHALSE Gang). 
Phreaks Against Geeks.  Phreaks Against Phreaks Against Geeks.  Phreaks
and Hackers of America.  Phreaks Anonymous World Wide.  Project
Genesis.  The Punk Mafia. The Racketeers.  Red Dawn Text Files.  Roscoe
Gang.

   SABRE.  Secret Circle of Pirates.  Secret Service.  707 Club. Shadow
Brotherhood.  Sharp Inc.  65C02 Elite. Spectral Force. Star League. 
Stowaways.   Strata-Crackers.

   Team Hackers '86.  Team Hackers '87. TeleComputist Newsletter Staff.
 Tribunal Of Knowledge. Triple Entente.  Turn Over And Die Syndrome
(TOADS). 300 Club.  1200 Club.  2300 Club.  2600 Club. 2601 Club. 2AF.
The United Soft WareZ Force.  United Technical Underground.

   Ware Brigade.  The Warelords.  WASP.

   Contemplating this list is  an impressive, almost humbling business.
  As a cultural artifact, the thing approaches poetry.

   Underground groups -- subcultures -- can be distinguished from
independent cultures by their  habit of referring constantly to the
parent society.  Undergrounds by their nature constantly  must maintain
a membrane of differentiation.   Funny/distinctive clothes and hair,
specialized jargon, specialized ghettoized areas in cities, different
hours of rising, working, sleeping...  The digital underground, which
specializes in information, relies very heavily on language to
distinguish itself.   As can be seen from this list, they make heavy
use of parody and mockery.   It's revealing to see who they choose to
mock.

   First,  large corporations.  We have the Phortune 500, The Chief
Executive Officers,  Bellcore,  IBM Syndicate, SABRE (a computerized
reservation service maintained by airlines).  The common use of "Inc."
is telling -- none of these groups are actual corporations, but take
clear delight in mimicking them.

   Second,  governments and police.  NASA Elite, NATO Association. 
"Feds R Us" and "Secret Service" are fine bits of fleering boldness. 
OSS -- the Office of Strategic Services was the forerunner of the CIA.

   Third, criminals.  Using stigmatizing pejoratives as a perverse
badge of honor is a time-honored tactic for subcultures:   punks, gangs,
delinquents, mafias, pirates, bandits, racketeers.

   Specialized orthography, especially the use of "ph" for "f" and "z"
for the plural "s," are instant recognition symbols.  So is the use of
the numeral "0" for the letter "O" -- computer-software orthography
generally features a slash through the zero, making the distinction
obvious.

   Some terms are poetically descriptive of computer intrusion:  the
Stowaways,  the Hitchhikers, the PhoneLine Phantoms, Coast-to-Coast.
Others are simple bravado and vainglorious puffery.  (Note the insistent
use of the terms "elite" and "master.")  Some terms are blasphemous,
some obscene, others merely cryptic - anything to puzzle, offend,
confuse, and keep the straights at bay.

   Many hacker groups further re-encrypt their names by the use of
acronyms:  United Technical Underground becomes UTU, Farmers of Doom
become FoD,  the United SoftWareZ Force becomes, at its own insistence,
"TuSwF," and woe to the ignorant rodent who capitalizes the wrong
letters.

   It should be further recognized that the members of these groups are
themselves pseudonymous.  If you did, in fact, run across the
"PhoneLine Phantoms," you would find them to consist of  "Carrier
Culprit,"  "The Executioner," "Black Majik,"  "Egyptian Lover,"  "Solid
State," and  "Mr Icom."  "Carrier Culprit" will likely be referred to
by his friends as "CC," as in, "I got these dialups from CC of PLP."

   It's quite possible that this entire list refers to as few as a
thousand people.   It is not a complete list of underground groups --
there has never been such a list, and there never will be.   Groups
rise, flourish, decline, share membership, maintain a cloud of wannabes
and casual hangers-on. People pass in and out, are ostracized, get
bored, are busted by police, or are cornered by telco security and
presented with huge bills.  Many "underground groups" are software
pirates, "warez d00dz," who might break copy protection and pirate
programs, but likely wouldn't dare to intrude on a computer-system. It
is hard to estimate the true population of the digital underground. 
There is constant turnover.  Most hackers start young, come and go,
then drop out at age 22 -- the age of college graduation.  And a large
majority of "hackers" access pirate boards, adopt a handle,  swipe
software and perhaps abuse a phone-code or two, while never actually
joining the elite.

   Some professional informants, who make it their business to retail
knowledge of the underground to paymasters in private corporate
security, have estimated the hacker population at as high as fifty
thousand.   This is likely highly inflated, unless one counts every
single teenage software pirate  and petty phone-booth thief.  My best
guess is about 5,000 people. Of these, I would guess that as few as a
hundred are truly "elite"  -- active computer intruders, skilled enough
to penetrate sophisticated systems and truly to worry corporate
security and law enforcement.

   Another interesting speculation is whether this group is growing or
not.  Young teenage hackers are often convinced that hackers exist in
vast swarms and will soon dominate the cybernetic universe.  Older and
wiser veterans, perhaps as wizened as 24 or 25 years old, are convinced
that the glory days are long gone, that the cops have the underground's
number now, and that kids these days are dirt-stupid and just want to
play Nintendo.

   My own assessment is that computer intrusion, as a non-profit act of
intellectual exploration and mastery, is in slow decline, at least in
the United States; but that electronic fraud, especially
telecommunication crime, is growing by leaps and bounds.

   One might find a useful parallel to the digital underground in  the
drug  underground.   There was a time, now much-obscured by historical
revisionism, when Bohemians freely shared joints at concerts, and hip,
smallscale marijuana dealers might turn people on just for the sake of
enjoying a long stoned conversation about the Doors and Allen Ginsberg.
Now drugs are increasingly verboten, except in a high-stakes,
highly-criminal world of highly addictive drugs.  Over years of
disenchantment and police harassment, a vaguely ideological,
free-wheeling drug underground has relinquished the business of
drugdealing to a  far more savage criminal hard-core.   This is not a
pleasant prospect to contemplate, but the analogy is fairly compelling.

   What does an underground board look like?   What distinguishes it
from a standard board?  It isn't necessarily the conversation -- hackers
often talk about common board topics, such as hardware, software, sex,
science fiction, current events, politics, movies, personal gossip.
Underground boards can best be distinguished by their files, or
"philes," pre-composed texts which teach the techniques and ethos of the
underground.   These are prized reservoirs of forbidden knowledge.  Some
are anonymous, but most proudly bear the handle of the  "hacker" who has
created them, and his group affiliation, if he has one. Here is a
partial table-of-contents of philes from an underground board,
somewhere in the heart of middle America, circa 1991.  The descriptions
are mostly self-explanatory.

     5406 06-11-91  Hacking Bank America BANKAMER.ZIP
     4481 06-11-91  Chilton Hacking CHHACK.ZIP
     4118 06-11-91  Hacking Citibank CITIBANK.ZIP
     3241 06-11-91  Hacking Mtc Credit Company CREDIMTC.ZIP
     5159 06-11-91  Hackers Digest DIGEST.ZIP
     14031 06-11-91  How To Hack HACK.ZIP
     5073 06-11-91  Basics Of Hacking HACKBAS.ZIP
     42774 06-11-91  Hackers Dictionary HACKDICT.ZIP
     57938 06-11-91  Hacker Info HACKER.ZIP
     3148 06-11-91  Hackers Manual HACKERME.ZIP
     4814 06-11-91  Hackers Handbook HACKHAND.ZIP
     48290 06-11-91  Hackers Thesis HACKTHES.ZIP
     4696 06-11-91  Hacking Vms Systems HACKVMS.ZIP
     3830 06-11-91  Hacking Macdonalds (Home Of The Archs) MCDON.ZIP
     15525 06-11-91  Phortune 500 Guide To Unix P500UNIX.ZIP
     8411 06-11-91  Radio Hacking RADHACK.ZIP
     4096 12-25-89  Suggestions For Trashing TAOTRASH.DOC
     5063 06-11-91  Technical Hacking TECHHACK.ZIP

   The files above are do-it-yourself manuals about  computer intrusion.
The above is only a small section of a much larger library of hacking
and phreaking techniques and history.  We now move into a different and
perhaps surprising area.

     +------------+
     |  Anarchy   |
     +------------+
     3641 06-11-91  Anarchy Files ANARC.ZIP
     63703 06-11-91 Anarchist Book ANARCHST.ZIP

     2076 06-11-91  Anarchy At Home ANARCHY.ZIP
     6982 06-11-91  Anarchy No 3 ANARCHY3.ZIP
     2361 06-11-91  Anarchy Toys ANARCTOY.ZIP
     2877 06-11-91  Anti-modem Weapons ANTIMODM.ZIP
     4494 06-11-91  How To Make An Atom Bomb ATOM.ZIP
     3982 06-11-91  Barbiturate Formula BARBITUA.ZIP
     2810 06-11-91  Black Powder Formulas BLCKPWDR.ZIP
     3765 06-11-91  How To Make Bombs BOMB.ZIP
     2036 06-11-91  Things That Go Boom BOOM.ZIP
     1926 06-11-91  Chlorine Bomb CHLORINE.ZIP
     1500 06-11-91  Anarchy Cook Book COOKBOOK.ZIP
     3947 06-11-91  Destroy Stuff DESTROY.ZIP
     2576 06-11-91  Dust Bomb DUSTBOMB.ZIP
     3230 06-11-91  Electronic Terror ELECTERR.ZIP
     2598 06-11-91  Explosives 1 EXPLOS1.ZIP

     18051 06-11-91 More Explosives EXPLOSIV.ZIP
     4521 06-11-91  Ez-stealing EZSTEAL.ZIP
     2240 06-11-91  Flame Thrower FLAME.ZIP
     2533 06-11-91  Flashlight Bomb FLASHLT.ZIP
     2906 06-11-91  How To Make An Fm Bug FMBUG.ZIP
     2139 06-11-91  Home Explosives OMEEXPL.ZIP
     3332 06-11-91  How To Break In HOW2BRK.ZIP
     2990 06-11-91  Letter Bomb LETTER.ZIP
     2199 06-11-91  How To Pick Locks LOCK.ZIP
     3991 06-11-91  Briefcase Locks MRSHIN.ZIP
     3563 06-11-91  Napalm At Home NAPALM.ZIP
     3158 06-11-91  Fun With Nitro NITRO.ZIP
     2962 06-11-91  Paramilitary Info PARAMIL.ZIP
     3398 06-11-91  Picking Locks PICKING.ZIP
     2137 06-11-91  Pipe Bomb PIPEBOMB.ZIP
     3987 06-11-91  Formulas With Potassium POTASS.ZIP
     11074 08-03-90  More Pranks To Pull On Idiots! PRANK.TXT
     4447 06-11-91  Revenge Tactics REVENGE.ZIP
     2590 06-11-91  Rockets For Fun ROCKET.ZIP
     3385 06-11-91  How To Smuggle SMUGGLE.ZIP

   *Holy Cow!*  The damned thing is full of stuff about bombs!

   What are we to make of this?

   First, it should be acknowledged that spreading knowledge about
demolitions to teenagers is a highly and deliberately antisocial act.

   It is not, however, illegal.

   Second, it should be recognized that most of these philes were in
fact *written* by teenagers.  Most adult American males who can
remember their teenage years will recognize that the notion of building
a flamethrower in your garage is an incredibly neat-o idea.  *Actually*
building a flamethrower in your garage, however, is fraught with
discouraging difficulty.  Stuffing gunpowder into a booby-trapped
flashlight, so as to blow the arm off your high-school vice-principal,
can be a thing of dark beauty to contemplate.   Actually committing
assault by explosives  will earn you the sustained attention of the
federal Bureau of Alcohol, Tobacco and Firearms.

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

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

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

                                   #

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

   The world of boards suddenly opens up.  Computer games can be quite
expensive, real budget-breakers for a kid, but pirated games, stripped
of copy protection,  are cheap or free.  They are also illegal, but it
is very rare, almost unheard of, for a small-scale software pirate to
be prosecuted. Once "cracked" of its copy protection, the program,
being digital data, becomes infinitely reproducible.  Even the
instructions to the game, any manuals that accompany it, can be
reproduced as text files, or photocopied from legitimate sets.  Other
users  on boards can give many useful hints in game-playing tactics.
And a youngster with an infinite supply of free computer games can
certainly cut quite a swath among his modemless friends. And boards are
pseudonymous.  No one need know that you're fourteen years old -- with
a little practice at subterfuge, you can talk to adults about adult
things, and be accepted and taken seriously!  You can even pretend to
be a girl, or an old man, or anybody you can imagine.  If you find this
kind of deception gratifying, there is ample opportunity to hone your
ability on boards. But local boards can grow stale.  And almost every
board maintains a list of phone-numbers to other boards, some in
distant, tempting, exotic locales.   Who knows what they're up to, in
Oregon or Alaska or Florida or California?  It's very easy to find out
-- just order the  modem to call through its software -- nothing to
this, just typing on a keyboard, the same thing you would do for most
any computer game. The machine reacts swiftly and in a few seconds you
are talking to a bunch of interesting people on another seaboard.

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

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

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

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

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

   People underground are perfectly aware that the "game" is frowned
upon by the powers that be.   Word gets around about busts in the
underground.   Publicizing busts  is one of the primary functions of
pirate boards,  but they also promulgate an attitude about them, and
their own idiosyncratic ideas of justice.   The users of underground
boards won't complain if some guy is busted for crashing systems,
spreading viruses, or stealing money by wirefraud.   They may shake
their heads with a sneaky grin, but they won't openly defend these
practices.   But when a kid is charged with some theoretical amount of
theft: $233,846.14, for instance, because he sneaked into a computer
and copied something, and kept it in his house on a floppy disk -- this
is regarded as a sign of near insanity from prosecutors, a sign that
they've drastically mistaken the immaterial game of computing for their
real and boring everyday world of fatcat corporate money.

   It's as if big companies and their suck-up lawyers think that
computing belongs to them, and they can retail  it with price stickers,
as if it were boxes of laundry soap! But pricing "information"  is like
trying to price air or price dreams.  Well, anybody on a pirate board
knows that computing can be, and ought to be, *free.*  Pirate boards
are little independent worlds in cyberspace, and they don't belong to
anybody but the underground.   Underground boards aren't "brought to
you by Procter & Gamble."

   To log on to an underground board can mean to experience liberation,
to enter a world where, for once, money isn't everything and adults
don't have all the answers.

   Let's sample another vivid hacker manifesto.  Here are some excerpts
from "The Conscience of a Hacker," by "The Mentor," from *Phrack*
Volume One, Issue 7, Phile 3.

   "I made a discovery today.  I found a computer.  Wait a second, this
is cool.  It does what I want it to.  If it makes a mistake, it's
because I screwed it up.  Not because it doesn't like me.(...)

   "And then it happened... a door opened to a world... rushing through
the phone line like heroin through an addict's veins, an electronic
pulse is sent out, a refuge from day-to-day incompetencies is sought...
a board is found.  `This is it...  this is where I belong...' "I know
everyone here... even if I've never met them, never talked to them, may
never hear from them again... I know you all...(...) "This is our world
now...  the world of the electron and the switch, the beauty of the
baud.  We make use of a service already existing without paying for
what could be dirt-cheap if it wasn't run by profiteering gluttons, and
you call us criminals.  We explore... and you call us criminals. We
seek after knowledge... and you call us criminals.  We exist without
skin color, without nationality, without religious bias... and you call
us criminals.  You build atomic bombs, you wage wars, you murder, cheat
and lie to us and try to make us believe that it's for our own good,
yet we're the criminals.

   "Yes, I am a criminal.  My crime is that of curiosity. My crime is
that of judging people by what they say and think, not what they look
like. My crime is that of outsmarting you, something that you will
never forgive me for."

                                   #

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

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

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

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

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

   At about this time, the first software piracy boards began to open
up, trading cracked games for the Atari 800 and the Commodore C64.
Naturally these boards were heavily frequented by teenagers.  And with
the 1983 release of the hacker-thriller movie *War Games,* the scene
exploded.   It seemed that every kid in America had demanded and  gotten
a modem for Christmas.  Most of these dabbler wannabes put their modems
in the attic after a few weeks, and most of the remainder minded their
P's and Q's and stayed well out of hot water.  But some stubborn and
talented diehards had this hacker kid in *War Games* figured for a
happening dude.   They simply  could not rest until they had contacted
the underground -- or, failing that, created their own.

   In the mid-80s, underground boards sprang up like digital fungi.
ShadowSpawn Elite.  Sherwood Forest I, II, and III. Digital Logic Data
Service in Florida, sysoped by no less a man than "Digital Logic"
himself; Lex Luthor of the Legion of Doom was prominent on this board,
since it was in his area code.  Lex's own board,  "Legion of Doom,"
started in 1984.  The Neon Knights ran a network of Applehacker boards:
Neon Knights North, South, East and West.   Free World II was run by
"Major Havoc."  Lunatic Labs is still in operation as of this writing. 
 Dr. Ripco in Chicago, an anything-goes anarchist board with an
extensive and raucous history, was seized by Secret Service agents in
1990 on Sundevil day, but up again almost immediately, with new
machines and scarcely diminished vigor.

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

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

   Possession of *Phrack*  on one's board was prima  facie evidence of
a bad attitude.   *Phrack* was seemingly everywhere, aiding, abetting,
and spreading the underground ethos.  And this did not escape the
attention of corporate security or the police.

   We now come to the touchy subject of police and boards.  Police, do,
in fact, own boards.   In 1989, there were police-sponsored boards in
California, Colorado, Florida, Georgia, Idaho, Michigan, Missouri,
Texas, and Virginia: boards such as "Crime Bytes,"  "Crimestoppers," 
"All Points" and "Bullet-N-Board."   Police officers, as private
computer enthusiasts, ran their own boards in Arizona, California,
Colorado, Connecticut, Florida, Missouri, Maryland, New Mexico, North
Carolina, Ohio, Tennessee and Texas.   Police boards have often proved
helpful in community relations.  Sometimes crimes are reported on
police boards.

   Sometimes crimes are *committed*  on police boards.  This has
sometimes happened by accident, as naive hackers blunder onto police
boards and blithely  begin offering telephone codes.  Far more often,
however, it occurs through the now almost-traditional use of "sting
boards."  The first police sting-boards were established in 1985:
"Underground Tunnel" in Austin, Texas, whose sysop Sgt. Robert Ansley
called himself "Pluto" -- "The Phone Company" in Phoenix, Arizona, run
by Ken MacLeod of the Maricopa County Sheriff's office -- and Sgt. Dan
Pasquale's board in Fremont, California.   Sysops posed as hackers, and
swiftly garnered coteries of ardent users, who posted codes and loaded
pirate software with abandon, and came to a sticky end.

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

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

   And boards all across the country showed the sticky fingerprints of
*Phrack,* and of that loudest and most flagrant of all underground
groups, the "Legion of Doom."

   The term "Legion of Doom" came from comic books. The Legion of Doom,
a conspiracy of costumed supervillains headed by the chrome-domed
criminal ultramastermind Lex Luthor, gave Superman a lot of four-color
graphic trouble for a number of decades.   Of course, Superman, that
exemplar of Truth, Justice, and the American Way, always won in the long
run.   This didn't matter to the hacker Doomsters -- "Legion of Doom"
was not some thunderous and evil Satanic reference, it was not meant to
be taken seriously.  "Legion of Doom" came from funny-books and was
supposed to be funny. "Legion of Doom" did have a good mouthfilling
ring to it, though.  It sounded really cool.  Other groups, such as the
"Farmers of Doom," closely allied to LoD, recognized this grandiloquent
quality, and made fun of it.  There was even a hacker group called
"Justice League of America," named after Superman's club of true-blue
crimefighting superheros.

   But they didn't last; the Legion did. The original Legion of Doom,
hanging out on Quasi Moto's Plovernet board, were phone phreaks.   They
weren't much into computers.   "Lex Luthor" himself (who was under
eighteen when he formed the Legion)  was a COSMOS expert, COSMOS being
the "Central System for Mainframe Operations," a telco internal
computer network.   Lex would eventually become quite a dab hand at
breaking into IBM mainframes, but although everyone liked Lex and
admired his attitude, he was not considered a truly accomplished
computer intruder.  Nor was he the "mastermind" of the Legion of Doom
--  LoD were never big on formal leadership.  As a regular on Plovernet
and sysop of his "Legion of Doom BBS,"  Lex was the Legion's
cheerleader and recruiting officer.

   Legion of Doom began on the ruins of an earlier phreak group, The
Knights of Shadow.  Later, LoD was to subsume the personnel of the
hacker group "Tribunal of Knowledge."  People came and went constantly
in LoD; groups split up or formed offshoots.

   Early on, the LoD phreaks befriended a few computer-intrusion
enthusiasts, who became the associated "Legion of Hackers."  Then the
two groups conflated into the "Legion of Doom/Hackers,"  or LoD/H. When
the original "hacker" wing, Messrs. "CompuPhreak" and "Phucked Agent
04," found other matters to occupy their time, the extra "/H" slowly
atrophied out of the name;  but by this time the phreak wing, Messrs. 
Lex Luthor, "Blue Archer," "Gary Seven," "Kerrang Khan," "Master of
Impact," "Silver Spy," "The Marauder," and "The Videosmith," had picked
up a plethora of intrusion expertise and had become a force to be
reckoned with.

   LoD members seemed to have an instinctive understanding that the way
to real power in the underground lay through covert publicity.   LoD
were  flagrant.  Not only was it one of the earliest groups, but the
members took pains to widely distribute their illicit knowledge.   Some
LoD members, like "The Mentor," were close to evangelical about it.  
*Legion of Doom Technical Journal*  began to show up on boards
throughout the underground.

   *LoD Technical Journal* was named in cruel parody of the ancient and
honored *AT&T Technical Journal.* The material in these two
publications was quite similar -- much of it, adopted from public
journals and discussions in the telco community.  And yet, the
predatory attitude of LoD made even its most innocuous data seem deeply
sinister; an outrage; a clear and present danger.

   To see why this should be, let's consider the following (invented)
paragraphs, as a kind of thought experiment.

   (A)  "W. Fred Brown, AT&T Vice President for Advanced Technical
Development, testified May 8  at a Washington hearing of the National
Telecommunications and Information Administration (NTIA), regarding
Bellcore's GARDEN project.  GARDEN (Generalized Automatic Remote
Distributed Electronic Network)  is a telephone-switch programming tool
that makes it possible to develop new telecom services, including
hold-on-hold and customized message transfers,  from any keypad
terminal, within seconds.   The GARDEN prototype combines centrex lines
with a minicomputer using UNIX operating system software."

   (B)  "Crimson Flash 512 of the Centrex Mobsters reports:  D00dz, you
wouldn't believe this GARDEN  bullshit Bellcore's just come up with!
Now you don't even need a lousy Commodore to reprogram a switch -- just
log on to GARDEN as a technician, and you can reprogram switches right
off the keypad in any public phone booth! You can give yourself
hold-on-hold and customized message transfers, and best of all, the
thing is run off (notoriously insecure)  centrex lines using -- get
this -- standard UNIX software!  Ha ha ha ha!"

   Message (A), couched in typical technobureaucratese, appears tedious
and almost unreadable. (A) scarcely seems threatening or menacing.  
Message (B), on the other hand, is a dreadful thing, prima facie 
evidence of a dire conspiracy, definitely not the kind of thing you
want your teenager reading. The *information,* however, is identical. 
It is *public* information, presented before the federal government in
an open hearing.  It is not "secret."  It is not "proprietary." It is
not even "confidential."  On the contrary, the development of advanced
software systems is a matter of great public pride to Bellcore.
However, when Bellcore publicly announces a project of this kind, it
expects a certain attitude from the public -- something along the lines
of  *gosh wow, you guys are great, keep that up, whatever it is*  -- 
certainly not cruel mimickry, one-upmanship and outrageous speculations
about possible security holes.

   Now put yourself in the place of a policeman confronted by an
outraged parent, or telco official, with a copy of Version (B).  This
well-meaning citizen, to his horror, has discovered a local
bulletin-board carrying  outrageous stuff like (B), which his son is
examining with a deep and unhealthy interest.   If (B) were printed in
a book or magazine, you, as an American law enforcement officer, would
know that it would take a hell of a lot of trouble to do anything about
it;  but it doesn't take technical genius to recognize that if there's
a computer in your area harboring stuff like (B), there's going to be
trouble.

   In fact, if you ask around, any computer-literate cop will tell you
straight out that boards with stuff like (B) are the *source* of
trouble. And the *worst* source of trouble on boards are the
ringleaders inventing and spreading stuff like (B).  If it weren't for
these jokers, there wouldn't *be* any trouble.

   And Legion of Doom were on boards like nobody else.  Plovernet. The
Legion of Doom Board.  The Farmers of Doom Board.  Metal Shop. OSUNY. 
Blottoland. Private Sector.  Atlantis.  Digital Logic.  Hell Phrozen
Over.

   LoD members also ran their own boards.  "Silver Spy" started his own
board, "Catch-22,"  considered one of the heaviest around.   So did
"Mentor," with his "Phoenix Project."   When they didn't run boards
themselves, they showed up on other people's boards, to brag, boast, and
strut.  And where they themselves didn't go, their philes went,
carrying evil knowledge and an even more evil attitude. As early as
1986, the police were under the vague impression that *everyone* in the
underground was Legion of Doom.   LoD was never that large --
considerably smaller than either "Metal  Communications" or "The
Administration," for instance -- but LoD got tremendous press. 
Especially in *Phrack,* which at times read like an LoD fan magazine;
and *Phrack* was everywhere, especially in the offices of telco
security.   You couldn't *get* busted as a phone phreak, a hacker, or
even a lousy codes kid or warez dood, without the cops asking if you
were LoD.

   This was a difficult charge to deny, as LoD never distributed
membership badges or laminated ID cards.  If they had, they would likely
have died out quickly, for turnover in their membership was
considerable. LoD was less a high-tech street-gang than an ongoing
state of mind.  LoD was the Gang That Refused to Die.   By 1990, LoD
had *ruled* for ten years, and it seemed *weird* to police that they
were continually busting people who were only sixteen years old.   All
these teenage small-timers were pleading the tiresome hacker litany  of
"just curious, no criminal intent."  Somewhere at the center of this
conspiracy there had to be some serious adult masterminds, not this
seemingly endless supply of myopic suburban white kids with high SATs
and funny haircuts.

   There was no question that most any American hacker arrested would
"know" LoD.  They knew the handles of contributors to *LoD Tech
Journal,*  and were likely to have learned their craft through LoD
boards and LoD activism.  But they'd never met anyone from LoD. Even
some of the rotating cadre who were actually and formally "in LoD" knew
one another only by board-mail and pseudonyms.   This was a highly
unconventional profile for a criminal conspiracy.  Computer networking,
and the rapid evolution of the digital underground,  made the situation
very diffuse and confusing.

   Furthermore, a big reputation in the digital underground did not
coincide with one's willingness to commit "crimes."   Instead,
reputation was based on cleverness and technical mastery.  As a result,
it often seemed that the *heavier* the hackers were, the *less* likely
they were to have committed any kind of common, easily prosecutable
crime.   There were some hackers who could really steal.  And there
were hackers who could really hack.  But the two groups didn't seem to
overlap much, if at all.   For instance, most people in the underground
looked up to "Emmanuel Goldstein" of *2600* as a hacker demigod.  But
Goldstein's publishing activities were entirely legal -- Goldstein just
printed dodgy stuff and talked about politics, he didn't even hack.
When you came right down to it, Goldstein spent half his time
complaining that computer security *wasn't strong enough* and ought to
be drastically improved across the board!

   Truly heavy-duty hackers, those with serious technical skills who
had earned the respect of the underground,  never stole money or abused
credit cards. Sometimes they might abuse phone-codes -- but often, they
seemed to get all the free phone-time they wanted without leaving a
trace of any kind.

   The best hackers, the most powerful and technically accomplished,
were not professional fraudsters.   They raided computers habitually,
but wouldn't alter anything, or damage anything.  They didn't even steal
computer equipment -- most had day-jobs messing with hardware, and
could get all the cheap secondhand equipment they wanted.   The hottest
hackers, unlike the teenage wannabes,  weren't snobs about fancy or
expensive hardware.  Their machines tended to be raw second-hand
digital hot-rods full of custom add-ons that they'd cobbled together
out of chickenwire, memory chips and spit.  Some were adults, computer
software writers and consultants by trade, and making quite good
livings at it.  Some of them *actually worked for the phone company* --
 and for those, the "hackers" actually found under the skirts of Ma
Bell, there would be little mercy in 1990.

   It has long been an article of faith in the underground that the
"best" hackers never get caught. They're far too smart, supposedly. 
They never get caught because they never boast, brag, or strut.   These
demigods may read underground boards (with a condescending smile), but
they never say anything there.   The "best" hackers, according to
legend, are adult computer professionals, such as mainframe system
administrators, who already know the ins and outs of their particular 
brand of security. Even the "best" hacker can't break in to just any
computer at random: the knowledge of security holes is too specialized,
varying widely with different software and hardware.  But if people are
employed to run, say, a UNIX mainframe or a VAX/VMS machine, then they
tend to learn security from the inside out.  Armed with this knowledge,
they can look into most anybody else's UNIX or VMS without much trouble
or risk, if they want to.   And, according to hacker legend, of course
they  want to, so of course they do.   They just don't make a big deal
of what they've done. So nobody ever finds out.

   It is also an article of faith in the underground that professional
telco people "phreak" like crazed weasels. *Of course* they spy on
Madonna's phone calls -- I mean, *wouldn't you?*  Of course they give
themselves free long-distance -- why the hell should *they* pay, they're
running the whole shebang! It has, as a third matter, long been an
article of faith that any hacker caught can escape serious punishment
if he confesses *how he did it.*  Hackers seem to believe that
governmental agencies and large corporations are blundering about in
cyberspace like eyeless jellyfish or cave salamanders.  They feel that
these large but pathetically stupid organizations will proffer up
genuine gratitude, and perhaps even a security post and a big  salary,
to the hot-shot intruder who will deign to reveal to them the supreme
genius of his modus operandi. In the case of longtime LoD member
"Control-C," this actually happened, more or less. Control-C had led
Michigan Bell a merry chase, and when captured in 1987, he turned out
to be a bright and apparently physically harmless young fanatic,
fascinated by phones.   There was no chance in hell that Control-C
would actually repay the enormous and largely theoretical sums in
long-distance service that he had accumulated from Michigan Bell.   He
could always be indicted for fraud or computer-intrusion, but there
seemed little real point in this -- he hadn't physically damaged any
computer.  He'd just plead guilty, and he'd likely get the usual
slap-on-the-wrist, and in the meantime it would be a big hassle for
Michigan Bell just  to bring up the case.  But if kept on the payroll,
he might at least keep his fellow hackers at bay.

   There were uses for him.  For instance, a contrite Control-C was
featured on Michigan Bell internal posters, sternly warning employees to
shred their trash.   He'd always gotten most of his best inside info
from "trashing" -- raiding telco dumpsters, for useful data
indiscreetly thrown away.   He signed these posters, too.  Control-C
had become something like a Michigan Bell mascot.  And in fact,
Control-C *did* keep other hackers at bay.  Little hackers were quite
scared of Control-C and his heavy-duty Legion of Doom friends.   And
big hackers *were* his friends and didn't want to screw up his cushy
situation.

   No matter what one might say of LoD, they did stick together. When
"Wasp," an apparently genuinely malicious New York hacker, began
crashing Bellcore machines,  Control-C received swift volunteer help
from "the Mentor" and the Georgia LoD wing  made up of "The Prophet,"
"Urvile," and "Leftist."   Using Mentor's Phoenix Project board to
coordinate, the Doomsters helped telco security to trap Wasp, by luring
him into a machine with a tap and line-trace installed.  Wasp lost.  LoD
won!  And my, did they brag.

   Urvile, Prophet and Leftist were well-qualified for this activity,
probably more so even than the quite accomplished Control-C.  The
Georgia boys knew all about phone switching-stations.  Though relative
johnny-come-latelies in the Legion of Doom, they were considered some of
LoD's heaviest guys, into the hairiest systems around. They had the good
fortune to live in or near Atlanta, home of the sleepy and apparently
tolerant BellSouth RBOC.

   As RBOC security went, BellSouth were "cake."   US West (of Arizona,
the Rockies and the Pacific Northwest) were tough and aggressive,
probably the heaviest RBOC around.  Pacific Bell, California's PacBell,
were sleek, high-tech, and longtime veterans of the LA phone-phreak
wars. NYNEX had the misfortune to run the New York City area, and were
warily prepared for most anything.   Even Michigan Bell, a division of
the Ameritech RBOC, at least had the elementary sense to hire their own
hacker as a useful scarecrow.  But BellSouth, even though their
corporate P.R.  proclaimed them to have "Everything You Expect From a
Leader," were pathetic.

   When rumor about LoD's mastery of Georgia's switching network got
around to BellSouth through Bellcore and telco security scuttlebutt,
they at first refused to believe it.   If you paid serious attention to
every rumor out and about these hacker kids, you would hear all kinds
of wacko saucer-nut nonsense:  that the National Security Agency
monitored all American phone calls, that the CIA and DEA tracked
traffic on bulletin-boards with wordanalysis programs, that the Condor
could start World War III from a payphone.

   If there were hackers into BellSouth switching stations, then how
come nothing had happened?  Nothing had been hurt.  BellSouth's
machines weren't crashing. BellSouth wasn't suffering especially badly
from fraud. BellSouth's customers weren't complaining.  BellSouth  was
headquartered in Atlanta, ambitious metropolis of the new high-tech
Sunbelt; and BellSouth was upgrading its network by leaps and bounds,
digitizing the works left, right and center.   They could hardly be
considered sluggish or naive.  BellSouth's technical expertise was
second to none, thank you kindly.

   But then came the Florida business.

   On June 13, 1989, callers to the Palm Beach County Probation
Department, in Delray Beach, Florida,  found themselves involved in a
remarkable discussion with a phone sex worker named "Tina" in New York
State. Somehow, *any* call to this probation office near Miami was
instantly and magically transported across state lines, at no extra
charge to the user, to a pornographic phone sex hotline hundreds of
miles away!

   This practical joke may seem utterly hilarious at first hearing, and
indeed there was a good deal of chuckling about it in phone phreak
circles, including the Autumn  1989 issue of *2600.*  But for Southern
Bell  (the division of the BellSouth RBOC supplying local service for
Florida, Georgia, North Carolina and South Carolina),  this was a
smoking gun. For the first time ever,  a computer intruder had broken
into a BellSouth central office switching station and re-programmed it!

   Or so BellSouth thought in June 1989.  Actually, LoD members had
been frolicking harmlessly in BellSouth switches since September 1987. 
The stunt of June 13 -- call-forwarding a number through manipulation
of a switching station -- was child's play for hackers as accomplished
as the Georgia wing of LoD.  Switching calls interstate sounded like a
big deal, but it took only four lines of code to accomplish this.    An
easy, yet more discreet, stunt, would be to call-forward another number
to your own house.  If you were careful and considerate, and changed
the software back later, then not a soul would know.

   Except you.  And whoever you had bragged to about it.

   As for BellSouth, what they didn't know wouldn't hurt them. Except
now somebody had blown the whole thing wide open, and BellSouth knew. A
now alerted and considerably paranoid BellSouth began searching
switches right and left for signs of impropriety, in that hot summer of
1989.  No fewer than forty-two BellSouth employees were put on 12-hour
shifts, twenty-four hours a day, for two solid months, poring over
records and monitoring computers for any sign of phony access. These
forty-two overworked experts were known as BellSouth's "Intrusion Task
Force."

   What the investigators found astounded them. Proprietary telco
databases had been manipulated: phone numbers had been created out of
thin air, with no users' names and no addresses.  And perhaps worst of
all, no charges and no records of use.   The new digital ReMOB (Remote
Observation)  diagnostic feature had been extensively tampered with --
hackers had learned to reprogram ReMOB software, so that they could
listen in on any switch-routed call at their leisure!   They were using
telco property to *spy!*

   The electrifying news went out throughout law enforcement in 1989. 
It had never really occurred to anyone at BellSouth that their prized
and brand-new digital switching-stations could be *re-programmed.*
People seemed utterly amazed that anyone could have the nerve.   Of
course these switching stations were "computers," and everybody knew
hackers liked to "break into computers:"   but telephone people's
computers were *different* from normal people's computers.

   The exact reason *why* these computers were "different" was rather
ill-defined.  It certainly wasn't the extent of their security.  The
security on these BellSouth computers was lousy;  the AIMSX computers,
for instance, didn't even have passwords.   But there was no question
that BellSouth strongly *felt* that their computers were very different
indeed. And if there were some criminals out there who had not gotten
that message, BellSouth was determined to see that message taught.

   After all, a 5ESS switching station was no mere bookkeeping system
for some local chain of florists. Public service depended on these
stations.   Public *safety* depended on these stations.

   And hackers, lurking in there call-forwarding or ReMobbing, could
spy on anybody in the local area! They could spy on telco officials!
They could spy on police stations!  They could spy on local offices of
the Secret Service...

   In 1989, electronic cops and hacker-trackers began using
scrambler-phones and secured lines.  It only made sense.  There was no
telling who was into those systems. Whoever they were, they sounded
scary.   This was some new level of antisocial daring.  Could be West
German hackers, in the pay of the KGB.   That too had seemed a weird and
farfetched notion, until Clifford Stoll had poked and prodded a sluggish
Washington law enforcement bureaucracy into investigating a computer
intrusion that turned out to be exactly that -- *hackers, in the pay of
the KGB!*    Stoll, the  systems manager for an Internet lab in Berkeley
California, had ended up on the front page of the *New York  Times,*
proclaimed a national  hero in the first true story of international
computer espionage. Stoll's counterspy efforts, which he related in a
bestselling book, *The Cuckoo's Egg,*  in 1989, had established the
credibility of `hacking' as a possible threat to national security. 
The United States Secret Service doesn't mess around when it suspects a
possible action by a foreign intelligence apparat. The Secret Service
scrambler-phones and secured lines put a tremendous kink in law
enforcement's ability to operate freely; to get the word out,
cooperate, prevent misunderstandings. Nevertheless, 1989 scarcely
seemed the time for half-measures.  If the police and Secret Service
themselves were not operationally secure, then how could they
reasonably demand measures of security from private enterprise?  At
least, the inconvenience made people aware of the seriousness  of the
threat.

   If there was a final spur needed to get the police off the dime, it
came in the realization that the emergency 911 system was vulnerable.
The 911 system has its own specialized software, but it is run on the
same digital switching systems as the rest of the telephone network.
911 is not physically different from normal telephony.  But it is
certainly culturally different, because this is the area of telephonic
cyberspace reserved for the police and emergency services. Your average
policeman may not know much about hackers or phone-phreaks.  Computer
people are weird; even computer *cops*  are rather weird; the stuff
they do is hard to figure out. But a threat to the 911 system is
anything but an abstract threat.  If the 911 system goes, people can
die.

   Imagine being in a car-wreck, staggering to a phonebooth, punching
911 and hearing "Tina" pick up the phone-sex line somewhere in New
York!   The situation's no longer comical, somehow.

   And was it possible?  No question.  Hackers had attacked 911 systems
before.  Phreaks can max-out 911 systems just by siccing a bunch of
computer-modems on them in tandem, dialling them over and over until
they clog.  That's very crude and low-tech, but it's still a serious
business.

   The time had come for action.  It was time to take  stern measures
with the underground.  It was time to start picking up the dropped
threads, the loose edges, the bits of braggadocio here and there; it
was time to get on the stick and start putting serious casework
together.  Hackers weren't "invisible."  They *thought*  they were
invisible; but the truth was, they had just been tolerated too long.

   Under sustained police attention in the summer of '89, the digital
underground began to unravel as never before.

   The first big break in the case came very early on: July 1989, the
following month.  The perpetrator of the "Tina" switch was caught, and
confessed.  His name was "Fry Guy," a 16-year-old in Indiana.  Fry Guy
had been a very wicked young man.

   Fry Guy had earned his handle from a stunt involving French fries.
Fry Guy had filched the log-in of a local MacDonald's manager and had
logged-on to the MacDonald's mainframe on the Sprint Telenet system.
Posing as the manager, Fry Guy had altered MacDonald's records, and
given some teenage hamburger-flipping friends of his, generous raises. 
He had not been caught.

   Emboldened by success, Fry Guy moved on to credit card abuse. Fry
Guy was quite an accomplished talker; with a gift for "social
engineering."   If you can do "social engineering"  -- fast-talk,
fake-outs, impersonation, conning, scamming -- then card abuse comes
easy. (Getting away with it in the long run is another question). Fry
Guy had run across "Urvile" of the Legion of Doom on the ALTOS Chat
board in Bonn, Germany. ALTOS Chat was a sophisticated board, accessible
through globe-spanning computer networks like BITnet, Tymnet, and
Telenet.    ALTOS was much frequented by members of Germany's  Chaos
Computer Club.  Two Chaos hackers who hung out on ALTOS, "Jaeger" and 
"Pengo," had been the central villains of Clifford Stoll's CUCKOO'S EGG
case:  consorting in East Berlin with a spymaster from the KGB, and
breaking into American computers for hire, through the Internet. When
LoD members learned the story of Jaeger's depredations from Stoll's
book, they were rather less than impressed, technically speaking.  On
LoD's own favorite board of the moment, "Black Ice," LoD members
bragged that they themselves could have done all the Chaos breakins in
a week flat! Nevertheless,  LoD were grudgingly impressed by the Chaos
rep, the sheer hairy-eyed daring of hash-smoking anarchist hackers who
had rubbed shoulders with the fearsome big-boys of international
Communist espionage.  LoD members sometimes traded bits of knowledge
with friendly German hackers on ALTOS -- phone numbers for vulnerable
VAX/VMS computers in Georgia, for instance.  Dutch and British phone
phreaks, and the Australian clique of "Phoenix," "Nom," and "Electron,"
were ALTOS regulars, too.  In underground circles, to hang out on ALTOS
was considered the sign of an elite dude, a sophisticated hacker of the
international digital jet-set.

   Fry Guy quickly learned how to raid information from credit card
consumer-reporting agencies.  He had over a hundred stolen credit card
numbers in his notebooks, and upwards of a thousand swiped long-distance
access codes. He knew how to get onto ALTOS, and how to talk the talk
of the underground convincingly.  He now wheedled knowledge of
switching-station tricks from Urvile on the ALTOS system.

   Combining these two forms of knowledge enabled Fry Guy to bootstrap
his way up to a new form of wirefraud.  First, he'd snitched credit
card numbers from credit-company computers.  The data he copied
included names, addresses and phone numbers of the random card-holders.

   Then Fry Guy, impersonating a card-holder, called up Western Union
and asked for a cash advance on "his" credit card.  Western Union, as a
security guarantee, would call the customer back, at home, to verify
the transaction.

   But, just as he had switched the Florida probation office to "Tina"
in New York,  Fry Guy switched the cardholder's number to a local
pay-phone. There he would  lurk in wait, muddying his trail by routing
and re-routing the call, through switches as far away as Canada.   When
the call came through, he would boldly "social-engineer," or con, the
Western Union people, pretending to be the legitimate card-holder. 
Since he'd answered the proper phone number, the deception was not very
hard. Western Union's money was then shipped to a confederate of Fry
Guy's in his home town in Indiana.

   Fry Guy and his cohort, using LoD techniques, stole six thousand
dollars from Western Union between December 1988 and July 1989. They
also dabbled in  ordering delivery of stolen goods through card-fraud.
Fry Guy was intoxicated with success.  The sixteen-year-old fantasized
wildly to hacker rivals, boasting that he'd used rip-off money to hire 
himself a big limousine, and had driven out-of-state with a groupie
from his favorite heavymetal band, Motley Crue. Armed with knowledge,
power, and a gratifying stream of free money, Fry Guy now took it upon
himself to call local representatives of Indiana Bell security, to
brag, boast, strut, and utter tormenting warnings that his powerful
friends in the notorious Legion of Doom could crash the national
telephone network. Fry Guy even named a date for the scheme:  the
Fourth of July, a national holiday.

   This egregious example of the begging-for-arrest  syndrome was
shortly followed by Fry Guy's arrest.  After the Indiana telephone
company figured out who he was, the Secret Service had DNRs -- Dialed
Number Recorders -- installed on his home phone lines.  These devices
are not taps, and can't record the substance of phone calls, but they
do record the phone numbers of all  calls going in and out.   Tracing
these numbers showed Fry Guy's long-distance code fraud, his extensive
ties to pirate bulletin boards, and numerous personal calls to his LoD
friends in Atlanta. By July 11, 1989, Prophet, Urvile and Leftist also
had Secret Service DNR "pen registers" installed on their own lines.

   The Secret Service showed up in force at Fry Guy's house on July 22,
1989, to the horror of his unsuspecting parents.  The raiders were led
by a special agent from the Secret Service's Indianapolis office.  
However, the raiders were accompanied and advised by Timothy M. Foley
of the Secret Service's Chicago office (a gentleman about whom we will
soon be hearing a great deal).

   Following federal computer crime techniques that had been standard
since the early 1980s, the Secret Service searched the house
thoroughly, and seized all of Fry Guy's electronic equipment and
notebooks.   All Fry Guy's equipment went out the door in the custody of
the  Secret Service, which put a swift end to his depredations.

   The USSS interrogated Fry Guy at length.  His case was put in the
charge of Deborah Daniels, the federal US  Attorney for the Southern
District of Indiana.  Fry Guy was charged with eleven counts of computer
fraud, unauthorized computer access, and wire fraud.   The evidence was
thorough and irrefutable.  For his part, Fry Guy blamed his corruption
on the Legion of Doom and offered to testify against them.

   Fry Guy insisted that the Legion intended to crash the phone system
on a national holiday.   And when AT&T crashed on Martin Luther King
Day, 1990, this lent a credence to his claim that genuinely alarmed
telco security and the Secret Service. Fry Guy eventually pled guilty on
May 31, 1990.  On September 14, he was sentenced to forty-four months'
probation and  four hundred hours' community service. He could have had
it much worse; but it made sense to prosecutors to take it easy on this
teenage minor, while zeroing in on the notorious kingpins of the Legion
of Doom. But the case against LoD had nagging flaws. Despite the best
effort of investigators, it was impossible to prove that the Legion had
crashed the phone system on January 15, because they, in fact, hadn't
done so.  The investigations of 1989 did show that certain members of
the Legion of Doom had achieved unprecedented power over the telco
switching stations, and that they were in active conspiracy to obtain
more power yet. Investigators were privately convinced that the Legion
of Doom intended to do awful things with this knowledge, but mere evil
intent was not enough to put them in jail.

   And although the Atlanta Three -- Prophet, Leftist, and especially
Urvile -- had taught Fry Guy plenty, they were not themselves
credit-card fraudsters.  The only  thing they'd "stolen" was
long-distance service -- and since they'd done much of that through
phone-switch manipulation, there was no easy way to judge how much
they'd "stolen," or whether this practice was even "theft" of any
easily recognizable kind.

   Fry Guy's theft of long-distance codes had cost the phone companies
plenty.  The theft of long-distance service may be a fairly theoretical
"loss,"  but it costs genuine money and genuine time to delete all
those stolen codes, and to re-issue new codes to the innocent owners of
those corrupted codes.  The owners of the codes themselves are
victimized, and lose time and money and peace of mind in the hassle.
And then there were the credit-card victims to deal with, too, and
Western Union. When it came to rip-off, Fry Guy was far more of a thief
than LoD. It was only when it came to actual computer expertise that
Fry Guy was small potatoes.

   The Atlanta Legion thought most "rules" of cyberspace were for
rodents and losers, but they *did* have rules.  *They never crashed
anything, and they never took money.*   These were rough rules-of-thumb,
and rather dubious principles when it comes to the ethical subtleties of
cyberspace, but they enabled the Atlanta  Three to operate with a
relatively clear conscience (though never with peace of mind).

   If you didn't hack for money, if you weren't robbing people of
actual funds -- money in the bank, that is -- then nobody *really* got
hurt, in LoD's opinion.  "Theft of service" was a bogus issue, and
"intellectual property" was a bad joke.   But LoD had only elitist
contempt for rip-off artists, "leechers," thieves.   They considered
themselves clean.

   In their opinion, if you didn't smash-up or crash any systems  --
(well, not on purpose, anyhow -- accidents can happen, just ask Robert
Morris)  then it was very unfair to call you a "vandal" or a "cracker."
When you were hanging out on-line with your "pals" in telco security,
you could face them down from the higher plane of hacker morality.  And
you could mock the police from the supercilious heights of your
hacker's quest for pure knowledge.

   But from the point of view of law enforcement and telco security,
however, Fry Guy was not really dangerous. The Atlanta Three *were*
dangerous.  It wasn't the crimes they were committing, but the *danger,*
the potential hazard, the sheer *technical power*  LoD had accumulated,
that had made the situation untenable.

   Fry Guy was not LoD.  He'd never laid eyes on anyone in LoD; his
only contacts with them had been electronic.  Core members of the Legion
of Doom tended  to meet physically for conventions every year or so, to
get drunk, give each other the hacker high-sign, send out for pizza and
ravage hotel suites.  Fry Guy had never done any of this.   Deborah
Daniels assessed Fry Guy accurately as "an LoD wannabe."

   Nevertheless Fry Guy's crimes would be directly attributed to LoD in
much future police propaganda.  LoD would be described as "a closely
knit group" involved in "numerous illegal activities" including
"stealing and modifying individual credit histories," and "fraudulently
obtaining money and property."  Fry Guy did this, but the Atlanta Three
didn't; they simply weren't into theft, but rather intrusion.   This
caused a strange kink in the prosecution's strategy.  LoD were accused
of "disseminating information about attacking computers to other
computer hackers in an effort to shift the focus of law enforcement to
those other hackers and away from the Legion of Doom."

   This last accusation (taken directly from a press release by the
Chicago Computer Fraud and Abuse Task Force) sounds particularly
far-fetched. One might conclude at this point that investigators would
have been well-advised to go ahead and "shift their focus" from the
"Legion of Doom."   Maybe they *should* concentrate on "those other
hackers" -- the ones who were actually stealing money and physical
objects.

   But the Hacker Crackdown of 1990 was not a simple policing action. 
It wasn't meant just to walk the beat in  cyberspace -- it was a
*crackdown,* a deliberate attempt to nail the core of the operation, to
send a dire and potent message that would settle the hash of the digital
underground for good.

   By this reasoning, Fry Guy wasn't much more than the electronic
equivalent of a cheap streetcorner dope dealer.  As long as the
masterminds of LoD were still flagrantly operating, pushing their
mountains of illicit knowledge right and left, and whipping up
enthusiasm for blatant lawbreaking, then there would be an *infinite
supply*  of Fry Guys.

   Because LoD were flagrant, they had left trails everywhere, to be
picked up by law enforcement in New York, Indiana, Florida, Texas,
Arizona, Missouri, even Australia.  But 1990's war on the Legion of Doom
was led out of Illinois, by the Chicago Computer Fraud and Abuse Task
Force.

                                   #

   The Computer Fraud and Abuse Task Force, led by federal prosecutor
William J. Cook, had started in 1987 and had swiftly become one of the
most aggressive local "dedicated computer crime units." Chicago was a
natural home for such a group.  The world's first computer bulletin
board system had been invented in Illinois.  The state of Illinois had
some of the nation's first and sternest computer crime laws.   Illinois
State Police were markedly alert to the possibilities of white-collar
crime and electronic fraud.

   And William J. Cook in particular was a rising star in electronic
crime-busting.   He and his fellow federal prosecutors at the U.S.
Attorney's office in Chicago had a tight relation with the Secret
Service, especially go-getting Chicago-based agent Timothy  Foley. 
While Cook and his Department of Justice colleagues plotted strategy,
Foley was their man on the street.

   Throughout the 1980s, the federal government had given prosecutors
an armory of new, untried legal tools against computer crime. Cook and
his colleagues were pioneers in the use of these new statutes in the
real-life cut-and-thrust of the federal courtroom.

   On October 2, 1986, the US Senate had passed the "Computer Fraud and
Abuse Act" unanimously, but there  were pitifully few convictions under
this statute.  Cook's group took their name from this statute, since
they were determined to transform this powerful but rather theoretical
Act of Congress into a real-life engine of legal destruction against
computer fraudsters and scofflaws.

   It was not a question of merely discovering crimes, investigating
them, and then trying and punishing their perpetrators.   The Chicago
unit, like most everyone else in the business, already *knew* who the
bad guys were:  the Legion of Doom and the writers and editors of
*Phrack.* The task at hand was to find some legal means of putting
these characters away.

   This approach might seem a bit dubious, to someone not acquainted
with the gritty realities of prosecutorial work.  But prosecutors don't
put people in jail for crimes they have committed; they put people in
jail for crimes they have committed *that can be proved in court.*
Chicago federal police put Al Capone in prison for income-tax fraud.  
Chicago is a big town, with a roughand-ready bare-knuckle tradition on
both sides of the law.

   Fry Guy had broken the case wide open and alerted telco security to
the scope of the problem.   But Fry Guy's crimes would not put the
Atlanta Three behind bars -- much less the wacko underground journalists
of *Phrack.* So on July 22, 1989, the same day that Fry Guy was raided
in Indiana, the Secret Service descended upon the Atlanta Three.

   This was likely inevitable.  By the summer of 1989, law enforcement
were closing in on the Atlanta Three from at least six directions at
once.   First, there were the leads from Fry Guy, which had led to the
DNR registers being installed on the lines of the Atlanta Three. The
DNR evidence alone would have finished them off, sooner or later. But
second, the Atlanta lads were already well-known to Control-C and his
telco security sponsors.  LoD's contacts with telco security had made
them overconfident and even more boastful than usual; they felt that
they had powerful friends in high places, and that they were being
openly tolerated by telco security.  But BellSouth's Intrusion Task
Force were hot on the trail of LoD and sparing no effort or expense.

   The Atlanta Three had also been identified by name and listed on the
extensive anti-hacker files maintained, and retailed for pay, by private
security operative John Maxfield of Detroit.  Maxfield, who had
extensive ties to telco security and many informants in the
underground,  was a bete noire of the *Phrack* crowd, and the dislike
was mutual.

   The Atlanta Three themselves had written articles for *Phrack.* This
boastful act could not possibly escape telco and law enforcement
attention.

   "Knightmare," a high-school age hacker from Arizona,  was a close
friend and disciple of Atlanta LoD, but he had been nabbed by the
formidable Arizona Organized Crime and Racketeering Unit.   Knightmare
was on some of LoD's favorite boards -- "Black Ice" in particular -- and
was privy to their secrets.  And to have Gail Thackeray, the Assistant
Attorney General of Arizona, on one's trail was a dreadful peril for any
hacker.

   And perhaps worst of all, Prophet had committed a major blunder by
passing an illicitly copied BellSouth computer-file to Knight Lightning,
who had published it in *Phrack.*   This, as we will see, was an act of
dire consequence for almost everyone concerned.

   On July 22, 1989, the Secret Service showed up at the  Leftist's
house, where he lived with his parents.  A massive squad of some twenty
officers surrounded the building: Secret Service, federal marshals,
local police, possibly BellSouth telco security; it was hard to tell in
the crush. Leftist's dad, at work in his basement office, first noticed
a muscular stranger in plain clothes crashing through the back yard
with a drawn pistol.   As more strangers poured into the house,
Leftist's dad naturally assumed there was an armed robbery in progress.

   Like most hacker parents, Leftist's mom and dad had only the vaguest
notions of what their son had been up to all this time.   Leftist had a
day-job repairing computer hardware.  His obsession with computers
seemed a bit odd, but harmless enough, and likely to produce a
wellpaying career.  The sudden, overwhelming raid left Leftist's
parents traumatized.

   The Leftist himself had been out after work with his co-workers,
surrounding a couple of pitchers of margaritas.  As he came trucking on
tequila-numbed feet up the pavement, toting a bag full of floppy-disks,
he noticed a large number of unmarked cars parked in his driveway.  All
the cars sported tiny microwave antennas.

   The Secret Service had knocked the front door off its hinges, almost
flattening his Mom.

   Inside, Leftist was greeted by Special Agent James Cool of the US
Secret Service, Atlanta office.  Leftist was flabbergasted.  He'd never
met a Secret Service agent before.   He could not imagine that he'd
ever done anything worthy of federal attention.  He'd always figured
that if his activities became intolerable, one of his contacts in telco
security would give him a private phone-call and tell him to knock it
off.

   But now Leftist was pat-searched for weapons by grim professionals,
and his bag of floppies was quickly seized. He and his parents were all
shepherded into separate rooms and grilled at length as a score of
officers scoured their home for anything electronic.

   Leftist was horrified as his treasured IBM AT personal computer with
its forty-meg hard disk, and his recently purchased 80386 IBM-clone
with a  whopping hundred-meg hard disk, both went swiftly out the door
in  Secret Service custody.  They also seized all his disks, all his
notebooks, and a tremendous booty in dogeared telco documents that
Leftist had snitched out of trash dumpsters.

   Leftist figured the whole thing for a big misunderstanding.  He'd
never been into *military* computers.  He wasn't a *spy* or a
*Communist.*  He  was just a good ol' Georgia hacker, and now he just
wanted all these people out of the house.  But it seemed they wouldn't
go until he made some kind of statement.

   And so, he levelled with them. And that, Leftist said later from his
federal prison camp in Talladega, Alabama, was a big mistake.

   The Atlanta area was unique, in that it had three members of the
Legion of Doom who actually occupied more or less the same physical
locality.  Unlike the rest of LoD, who tended to associate by phone and
computer, Atlanta LoD actually *were* "tightly knit."  It was no real
surprise that the Secret Service agents apprehending Urvile at the
computer-labs at Georgia Tech, would discover Prophet with him as well.

   Urvile, a 21-year-old Georgia Tech student in polymer chemistry,
posed quite a puzzling case for law enforcement.  Urvile --  also known
as "Necron 99," as well as other handles, for he tended to change his
cover-alias about once a month -- was both an accomplished hacker and a
fanatic simulation-gamer.

   Simulation games are an unusual hobby; but then hackers are unusual
people, and their favorite pastimes tend to be somewhat out of the
ordinary.  The best-known American simulation game is probably
"Dungeons & Dragons," a multi-player parlor entertainment played with
paper, maps, pencils, statistical tables and a variety of oddly-shaped
dice. Players pretend to be heroic  characters exploring a
wholly-invented fantasy world.  The fantasy worlds of simulation gaming
are commonly pseudo-medieval, involving swords and sorcery --
spellcasting wizards, knights in armor, unicorns and dragons, demons
and goblins.

   Urvile and his fellow gamers  preferred their fantasies highly
technological.   They made use of a game known as "G.U.R.P.S.,"  the
"Generic Universal Role Playing System," published by a company called
Steve Jackson Games (SJG).

   "G.U.R.P.S."  served as a framework for creating  a wide variety of
artificial fantasy worlds.  Steve Jackson Games published  a
smorgasboard of books, full of detailed information and gaming hints,
which were used to flesh-out many different fantastic backgrounds for 
the basic GURPS framework.  Urvile made extensive use of two SJG books
called *GURPS High-Tech*  and *GURPS Special Ops.*

   In the artificial fantasy-world of *GURPS Special  Ops,*  players
entered a modern  fantasy of intrigue and international espionage.   On
beginning the game, players started small and powerless, perhaps as
minor-league CIA agents or penny-ante arms dealers.   But as players
persisted through a series of game sessions (game sessions generally
lasted for hours, over long, elaborate campaigns that might be pursued
for months on end) then they would achieve new skills, new knowledge,
new power.  They would acquire and hone new abilities, such as
marksmanship, karate, wiretapping, or Watergate burglary.  They could
also win various kinds of imaginary booty, like Berettas, or martini
shakers, or fast cars with ejection seats and machine-guns under the
headlights. As might be imagined from the complexity of these games,
Urvile's gaming notes were very detailed and extensive.  Urvile was a
"dungeon-master," inventing scenarios for his fellow gamers, giant
simulated adventure-puzzles for his friends to unravel.   Urvile's game
notes covered dozens of pages with all sorts of exotic lunacy, all about
ninja raids on Libya and break-ins on encrypted Red Chinese
supercomputers.   His notes were written on scrap-paper and kept in
loose-leaf binders.

   The handiest scrap paper around Urvile's college digs were the many
pounds of BellSouth printouts and documents that he had snitched out of
telco dumpsters. His notes were written on the back of misappropriated
telco property.   Worse yet, the gaming notes were chaotically
interspersed with Urvile's hand-scrawled records involving *actual
computer intrusions*  that he had committed.

   Not only was it next to impossible to tell Urvile's fantasy
game-notes from cyberspace "reality," but Urvile  himself barely made
this distinction.  It's no exaggeration to say that to Urvile it was
*all* a game. Urvile was very bright, highly imaginative, and quite
careless of other people's notions of propriety.  His connection to
"reality" was not something to which he paid a great deal of attention.
Hacking was a game for Urvile.  It was an amusement he was carrying
out, it was something he was doing for fun. And  Urvile was an
obsessive young man.  He could no more stop hacking than he could stop
in the middle of a jigsaw puzzle, or stop in the middle of reading a
Stephen Donaldson fantasy trilogy.  (The name "Urvile" came from a
best-selling Donaldson novel.)

   Urvile's airy, bulletproof attitude seriously annoyed his
interrogators.   First of all, he didn't consider that he'd done
anything wrong.  There was scarcely a shred of honest remorse in him.  
On the contrary, he seemed privately convinced that his police
interrogators were operating in a demented fantasy-world all their own.
 Urvile was too polite and well-behaved to say this straightout, but
his reactions were askew and disquieting. For instance, there was the
business about LoD's ability to monitor phone-calls to the police and
Secret Service.  Urvile agreed that this was quite possible, and posed
no big problem for LoD.  In fact, he and his friends had kicked the
idea around on the "Black Ice" board, much as they had discussed many
other nifty notions,  such as building personal flame-throwers and
jury-rigging fistfulls of blasting-caps.  They had hundreds of dial-up
numbers for government agencies that they'd gotten through scanning
Atlanta phones, or had pulled from raided VAX/VMS mainframe computers.

   Basically, they'd never gotten around to listening in on the cops
because the idea wasn't interesting enough to bother with.  Besides, if
they'd been monitoring Secret Service phone calls, obviously they'd
never have been caught in the first place.  Right?

   The Secret Service was less than satisfied with this rapier-like
hacker logic.

   Then there was the issue of crashing the phone system.  No problem,
Urvile admitted sunnily.   Atlanta LoD could have shut down phone
service all over Atlanta any time they liked.   *Even the 911 service?*
  Nothing  special about that, Urvile explained patiently.   Bring the
switch to its knees, with say the UNIX "makedir" bug, and 911 goes down
too as a matter of course.  The 911 system wasn't very interesting,
frankly.   It might be tremendously interesting to cops (for odd
reasons of their own), but as technical challenges went, the 911
service was yawnsville. So of course the Atlanta Three could crash
service. They probably could have crashed service all over BellSouth
territory, if they'd worked at it for a while. But Atlanta LoD weren't
crashers.   Only losers and rodents were crashers.  LoD were *elite.*

   Urvile was privately convinced that sheer technical expertise could
win him free of any kind of problem.  As far as he was concerned, elite
status in the digital underground had placed him permanently beyond the
intellectual grasp of cops and straights.  Urvile had a lot to learn.

   Of the three LoD stalwarts, Prophet was in the most direct trouble.
Prophet was a UNIX programming expert who burrowed in and out of the
Internet as a matter of course.   He'd started his hacking career at
around age 14, meddling with a UNIX mainframe system at the University
of North Carolina.

   Prophet himself had written the handy Legion of Doom file "UNIX Use
and Security From the Ground Up." UNIX  (pronounced "you-nicks") is a
powerful, flexible computer operating-system, for multi-user,
multi-tasking computers.   In 1969, when UNIX was created in Bell Labs,
such computers were exclusive to large corporations and universities,
but today UNIX is run on thousands of powerful home machines.  UNIX was
particularly wellsuited to telecommunications programming, and had
become a standard in the field.   Naturally, UNIX also  became a
standard for the elite hacker and phone phreak.

   Lately, Prophet had not been so active as Leftist and Urvile, but
Prophet was a recidivist.   In 1986, when he was eighteen, Prophet had
been convicted of "unauthorized access to a computer network" in North
Carolina.  He'd been discovered breaking into the Southern Bell Data
Network, a UNIX-based internal telco network supposedly closed to the
public.  He'd gotten a typical hacker sentence:  six months suspended,
120 hours community service, and three years' probation.

   After that humiliating bust, Prophet had gotten rid of most of his
tonnage of illicit phreak and hacker data, and had tried to go
straight.  He was, after all, still on probation. But by  the autumn of
1988, the temptations of cyberspace had proved too much for young
Prophet, and he was shoulder-to-shoulder with Urvile and Leftist into
some of the hairiest systems around.

   In early September 1988, he'd broken into BellSouth's centralized
automation system, AIMSX or "Advanced Information Management System."  
  AIMSX was an internal business network for BellSouth, where telco
employees stored electronic mail, databases, memos, and calendars, and
did text processing.   Since AIMSX did not have public dial-ups, it was
considered utterly invisible to the public, and was not well-secured --
it didn't even require passwords.   Prophet abused an account known as
"waa1," the personal account of an unsuspecting telco employee.
Disguised as the owner of waa1, Prophet made about ten visits to AIMSX.

   Prophet did not damage or delete anything in the system.  His
presence in AIMSX was harmless and almost invisible.  But he could not
rest content with that.

   One particular piece of processed text on AIMSX was a telco document
known as "Bell South Standard Practice 660-225-104SV Control Office
Administration of Enhanced 911 Services for Special Services and Major
Account Centers dated March 1988."

   Prophet had not been looking for this document.  It was merely one
among hundreds of similar documents  with impenetrable titles.  However,
having blundered over it in the course of his illicit wanderings through
AIMSX, he decided to take it with him as a trophy.  It might prove very
useful in some future boasting, bragging, and strutting session.   So, 
some time in September 1988, Prophet ordered the AIMSX mainframe
computer to copy this document (henceforth called simply  called "the
E911 Document")  and  to transfer this copy to his home computer.

   No one noticed that Prophet had done this.  He had "stolen" the E911
Document in some sense, but notions of property in cyberspace can be
tricky.   BellSouth noticed nothing wrong, because BellSouth still had
their original copy.  They had not been "robbed" of the document itself.
Many people were supposed to copy this document -- specifically, people
who worked for the nineteen BellSouth "special services and major
account centers," scattered throughout the Southeastern United States.
That was what it was for, why it was present on a computer network in
the first place: so that it could be copied and read -- by telco
employees.   But now the data had been copied by someone who wasn't
supposed to look at it.

   Prophet now had his trophy.  But he further decided to store yet
another copy of the E911 Document on another person's computer.  This
unwitting person was a computer enthusiast named Richard Andrews who
lived near Joliet, Illinois.  Richard Andrews was a UNIX programmer by
trade, and ran a powerful UNIX board called "Jolnet," in the basement of
his house.

   Prophet, using the handle "Robert Johnson," had obtained an account
on Richard Andrews' computer.  And  there he stashed the E911 Document,
by storing it in his own private section of Andrews' computer.

   Why did Prophet do this?  If Prophet had eliminated the E911
Document from his own computer, and kept it hundreds of miles away, on
another machine, under an alias, then he might have been fairly safe
from discovery and prosecution -- although his sneaky action had
certainly put the unsuspecting Richard Andrews at risk.

   But, like most hackers, Prophet was a pack-rat for  illicit data.
When it came to the crunch, he could not bear to part from his trophy.
When Prophet's place in Decatur, Georgia was raided in July 1989, there
was the E911 Document, a smoking gun.  And there was Prophet in the
hands of the Secret Service, doing his best to "explain."

   Our story now takes us away from the Atlanta Three and their raids
of the Summer of 1989.  We must leave Atlanta Three "cooperating fully"
with their numerous investigators.  And  all three of them did
cooperate, as their  Sentencing Memorandum from the US District Court
of the Northern Division of Georgia explained  -- just before all three
of them were sentenced to various federal prisons in November 1990.

   We must now catch up on the other aspects of the war on the Legion
of Doom.   The war on the Legion was a  war on a network -- in fact, a
network of three networks, which intertwined and interrelated in a
complex fashion. The Legion itself, with Atlanta LoD, and their
hanger-on Fry Guy, were the first network.  The second network was
*Phrack* magazine, with its editors and contributors. The third 
network involved the electronic circle around a  hacker known as
"Terminus."

   The war against these hacker networks was carried out by a law
enforcement network.  Atlanta LoD  and Fry Guy were pursued by USSS
agents and federal prosecutors in Atlanta, Indiana, and Chicago.
"Terminus" found himself pursued by USSS and  federal prosecutors from
Baltimore and Chicago.  And the war against Phrack was almost entirely a
Chicago operation.

   The investigation of Terminus involved a great deal of energy,
mostly from the Chicago Task Force, but it was to be the least-known and
least-publicized of the Crackdown operations.  Terminus, who lived in
Maryland, was a UNIX programmer and consultant, fairly well known
(under his given name)  in the UNIX community, as an acknowledged
expert on AT&T minicomputers. Terminus idolized AT&T, especially
Bellcore, and longed for public recognition as a UNIX expert; his
highest ambition was to work for Bell Labs.

   But Terminus had odd friends and a spotted history. Terminus had
once been  the subject of an admiring interview in *Phrack* (Volume II,
Issue 14, Phile 2  -- dated May 1987).   In this article, *Phrack*
co-editor Taran King described "Terminus" as an electronics engineer, 
5'9", brown-haired, born in 1959 -- at 28 years old, quite mature for a
hacker.

   Terminus had once been sysop of a phreak/hack underground board
called "MetroNet," which ran on an Apple II.  Later he'd replaced
"MetroNet" with an underground board called "MegaNet," specializing in
IBMs.  In his younger days, Terminus had written one of the very first
and most elegant code-scanning programs for the IBM-PC.  This program
had been widely distributed in the underground.  Uncounted legions of
PC-owning phreaks and hackers had used Terminus's scanner  program to
rip-off telco codes.  This  feat had not escaped the attention of telco
security; it hardly could, since Terminus's earlier handle, "Terminal
Technician," was proudly written right on the program.

   When he became a full-time computer professional (specializing in
telecommunications programming),  he adopted the handle Terminus, meant
to indicate that he had "reached the final point of being a proficient
hacker." He'd moved up to the UNIX-based "Netsys" board on an AT&T
computer, with four phone lines and an impressive 240 megs of storage.
"Netsys" carried complete issues of *Phrack,* and Terminus was quite
friendly with its publishers, Taran King and Knight Lightning.

   In the early 1980s, Terminus had been a regular on Plovernet,
Pirate-80, Sherwood Forest and Shadowland, all well-known pirate
boards, all heavily frequented by the Legion of Doom.   As it happened,
Terminus was never officially "in LoD," because he'd never been given
the official LoD high-sign and back-slap by Legion maven Lex Luthor.
Terminus had never physically met anyone from LoD.  But that scarcely
mattered much -- the Atlanta Three themselves had never been officially
vetted by Lex, either. As far as law enforcement was concerned, the
issues were clear. Terminus was a full-time, adult computer
professional with particular skills at AT&T software and hardware --
but Terminus reeked of the Legion of Doom and the underground.

   On February 1, 1990 -- half a month after the Martin Luther King Day
Crash --  USSS  agents Tim Foley from Chicago, and Jack Lewis from the
Baltimore office, accompanied by AT&T security officer Jerry Dalton,
travelled to Middle Town, Maryland.  There they grilled Terminus in his
home (to the stark terror of his wife and small children), and, in their
customary fashion, hauled his computers out the door.

   The Netsys machine proved to contain a plethora of arcane UNIX
software -- proprietary source code formally owned by AT&T.  Software
such as:  UNIX System Five Release 3.2; UNIX SV Release 3.1;  UUCP
communications software; KORN SHELL; RFS; IWB; WWB; DWB; the C++
programming language; PMON; TOOL CHEST; QUEST; DACT, and S FIND.

   In the long-established piratical tradition of the underground,
Terminus had been trading this illicitly copied  software with a small
circle of fellow UNIX programmers.   Very unwisely, he had stored seven
years of his electronic mail on his Netsys machine, which documented
all the friendly arrangements he had made with his various colleagues.
Terminus had not crashed the AT&T phone system on January 15.  He was,
however, blithely running a not-for-profit AT&T software-piracy ring.
This was not an  activity AT&T found amusing.   AT&T security officer
Jerry Dalton valued this "stolen" property at over three hundred
thousand dollars.

   AT&T's entry into the tussle of free enterprise had been complicated
by the new, vague groundrules of the information economy. Until the
break-up of Ma Bell, AT&T was forbidden to sell computer hardware or
software.  Ma Bell was the phone company; Ma Bell was not allowed to
use the enormous revenue from telephone utilities, in order to finance
any entry into the computer market.

   AT&T nevertheless invented the UNIX operating system.   And somehow
AT&T managed to make UNIX a minor source of income. Weirdly, UNIX was
not sold as computer software, but actually retailed under an obscure
regulatory exemption allowing sales of surplus equipment and scrap. 
Any bolder attempt to promote or retail UNIX would have aroused angry
legal opposition from computer companies. Instead, UNIX was licensed to
universities, at modest rates, where the acids of academic freedom ate
away steadily at AT&T's proprietary rights.

   Come the breakup, AT&T recognized that UNIX was a potential
gold-mine.   By now, large chunks of UNIX code had been created that
were not AT&T's, and were being sold by others.  An entire rival
UNIX-based operating system had arisen in Berkeley, California  (one of
the world's great founts of ideological hackerdom). Today, "hackers"
commonly consider "Berkeley UNIX" to be technically superior to AT&T's
"System V UNIX," but AT&T has not allowed mere technical elegance to
intrude on the real-world business of marketing proprietary software.  
AT&T has made its own code deliberately incompatible with other folks'
UNIX, and has written code that it can prove is copyrightable, even if
that code happens to be somewhat awkward -- "kludgey."   AT&T UNIX user
licenses are serious business agreements, replete with very clear
copyright statements and nondisclosure clauses.

   AT&T has not exactly kept the UNIX cat in the bag,  but it kept a
grip on its scruff with some success.   By the rampant, explosive
standards of software piracy, AT&T UNIX source code is heavily
copyrighted, well-guarded, well-licensed.   UNIX was traditionally run
only on mainframe machines, owned by large groups of suit-and-tie
professionals, rather than on bedroom machines where people can get up
to easy mischief.

   And AT&T UNIX source code is serious high-level programming. The
number of skilled UNIX programmers with any actual motive to swipe UNIX
 source code is small.  It's tiny, compared to the tens of thousands
prepared to rip-off, say, entertaining PC games like "Leisure Suit
Larry."

   But by 1989, the warez-d00d underground, in the persons of Terminus
and his friends,  was gnawing at AT&T UNIX.  And the property in
question was not sold for twenty bucks over the counter at the local
branch of Babbage's or Egghead's;  this was massive, sophisticated,
multi-line, multi-author corporate code worth tens of thousands of
dollars.

   It must be recognized at this point that Terminus's purported ring
of UNIX software pirates had not actually made any money from their
suspected crimes.  The $300,000 dollar figure bandied about for the
contents of Terminus's computer did not mean that Terminus was in actual
illicit possession of three hundred thousand of AT&T's  dollars.  
Terminus was shipping software back  and forth, privately, person to
person, for free. He was not making a commercial business of piracy. 
He hadn't asked for money; he didn't take money.  He lived quite
modestly.

   AT&T employees -- as well as freelance UNIX consultants, like
Terminus -- commonly worked with "proprietary" AT&T software, both in
the office and at home on their private machines.   AT&T rarely sent
security officers out to comb the hard disks of its consultants.   Cheap
freelance UNIX  contractors were quite useful to AT&T; they didn't have
health insurance or retirement programs, much less union membership in
the Communication Workers of America.  They were humble digital
drudges, wandering with mop and bucket through the Great Technological
Temple of AT&T; but when the Secret Service arrived at their homes, it
seemed they were eating with company silverware and sleeping on company
sheets!  Outrageously, they behaved as if the things they worked with
every day belonged to them!

   And these were no mere hacker teenagers with their hands full of
trash-paper and their noses pressed to the corporate windowpane.  These
guys were UNIX wizards, not only carrying AT&T data in their machines
and their heads, but eagerly networking about it, over machines that
were far more powerful than anything previously imagined in private
hands. How do you keep people disposable, yet assure their awestruck
respect for your property?  It was a dilemma.

   Much UNIX code was public-domain, available for free.   Much
"proprietary" UNIX code had been extensively re-written, perhaps altered
so much that it became an entirely new product -- or perhaps not.
Intellectual property rights for software developers were, and are,
extraordinarily complex and confused.   And software "piracy," like the
private copying of videos, is one of the most widely practiced "crimes"
in the world today. The USSS were not experts in UNIX or familiar with
the customs of its use.   The United States Secret Service, considered
as a body, did not have one single person in it who could program in a
UNIX environment -- no, not even one.   The Secret Service *were* making
extensive use of expert help, but the "experts" they had chosen were
AT&T and Bellcore security officials, the very victims of the purported
crimes under investigation, the very people whose interest in AT&T's
"proprietary" software was most pronounced.

   On February 6, 1990, Terminus was arrested by Agent Lewis.
Eventually, Terminus would be sent to prison for his illicit use of a
piece of AT&T software.

   The issue of pirated AT&T software would bubble along in the
background during the war on the Legion of Doom.  Some half-dozen of
Terminus's on-line acquaintances, including people in Illinois, Texas
and California, were grilled by the Secret Service in connection with
the illicit copying of software.   Except for Terminus, however, none
were charged with a crime.  None of them shared his peculiar prominence
in the hacker underground.

   But that did not meant that these people would, or could, stay out
of trouble.   The transferral of illicit data in cyberspace is hazy and
ill-defined business, with paradoxical dangers for everyone concerned:
hackers, signal carriers, board owners,  cops, prosecutors, even random
passers-by.  Sometimes, well-meant attempts to avert trouble  or punish
wrongdoing bring more trouble than  would simple ignorance, indifference
or impropriety.

   Terminus's "Netsys" board was not a common or garden bulletin board
system, though it had most of the usual functions of a board.  Netsys
was not a stand-alone machine, but part of the globe-spanning  "UUCP"
cooperative network.  The UUCP network uses a set of Unix software
programs called "Unix-to-Unix Copy," which allows Unix systems to throw
data to one another at high speed through the public telephone network.
  UUCP is a radically decentralized, not-for-profit network of UNIX
computers.   There are tens of thousands of these UNIX machines. Some
are small, but many are powerful and  also link to other networks. UUCP
has certain arcane links to  major networks such as JANET, EasyNet,
BITNET, JUNET, VNET, DASnet, PeaceNet and FidoNet, as well as the
gigantic Internet.  (The so-called "Internet" is not actually a network
itself, but rather an "internetwork" connections standard that allows
several globe-spanning computer networks to communicate with one
another. Readers fascinated by the weird and intricate tangles of
modern computer networks may enjoy John S. Quarterman's authoritative
719-page explication, *The Matrix,* Digital Press, 1990.)

   A skilled user of Terminus' UNIX machine could send and receive
electronic mail from almost any major  computer network in the world.
Netsys was not called a "board" per se, but rather a "node."   "Nodes"
were larger, faster, and more sophisticated than mere "boards," and for
hackers, to hang out on internationally-connected "nodes" was quite the
step up from merely hanging out on local "boards." Terminus's Netsys
node in Maryland had a number of direct links to other, similar UUCP 
nodes, run by people who shared his interests and at least something of
 his free-wheeling attitude.   One of these nodes was Jolnet, owned by
Richard Andrews, who, like Terminus, was an independent UNIX consultant.
Jolnet also ran UNIX, and could be contacted at high speed by mainframe
machines from all over the world.  Jolnet was quite a sophisticated
piece of work, technically speaking, but it was still run by an
individual, as a private, not-for-profit hobby.   Jolnet was mostly
used by other UNIX programmers -- for mail, storage, and access to
networks.  Jolnet supplied access network access to about two hundred
people, as well as a local junior college. Among its various features
and services, Jolnet also carried *Phrack* magazine.

   For reasons of his own, Richard Andrews had become  suspicious of a
new user called  "Robert Johnson."  Richard Andrews took it upon
himself to have a look at what "Robert Johnson" was storing in Jolnet.
And Andrews found the E911 Document.

   "Robert Johnson" was the Prophet from the Legion of Doom, and the
E911 Document was illicitly copied data from Prophet's raid on the
BellSouth computers.

   The E911 Document, a particularly illicit piece of digital property,
was about to resume its long, complex, and disastrous career.

   It struck Andrews as fishy that someone not a telephone employee
should have a document referring to the "Enhanced 911 System."  Besides,
the document itself bore an obvious warning.

   "WARNING:  NOT FOR USE OR DISCLOSURE OUTSIDE BELLSOUTH OR ANY OF ITS
SUBSIDIARIES EXCEPT UNDER WRITTEN AGREEMENT."

   These standard nondisclosure tags are often appended to all sorts of
corporate material.   Telcos as a species are particularly notorious for
stamping most everything in sight as "not for use or disclosure." 
Still, this particular piece of data was  about the 911 System.  That
sounded bad to Rich Andrews.

   Andrews was not prepared to ignore this sort of trouble.  He thought
it would be wise to pass the document along to a friend and
acquaintance on the UNIX network, for consultation.  So, around
September 1988, Andrews sent yet another copy of the E911 Document
electronically to an AT&T employee, one Charles Boykin, who ran a
UNIX-based node called "attctc" in Dallas, Texas.

   "Attctc" was the property of AT&T, and was run from AT&T's Customer
Technology Center  in Dallas, hence the  name "attctc." "Attctc" was
better-known as "Killer," the name of the machine that the system was
running on. "Killer" was a hefty, powerful, AT&T 3B2 500 model, a
multi-user, multi-tasking UNIX platform with 32 meg of memory and a
mind-boggling 3.2 Gigabytes of storage.  When  Killer had first arrived
in Texas, in 1985, the 3B2 had been one of AT&T's great white hopes for
going head-to-head with IBM for the corporate computer-hardware market.
 "Killer" had been shipped to the Customer Technology Center in the
Dallas Infomart, essentially a high-technology mall, and there it sat,
a demonstration model.

   Charles Boykin, a veteran AT&T hardware and digital communications
expert, was a local technical backup man for the AT&T 3B2 system.   As
a display model in the Infomart mall, "Killer" had little to do, and it
seemed a shame to waste the system's capacity.  So Boykin ingeniously
wrote some UNIX bulletin-board software for "Killer," and plugged the
machine in to the local phone network.   "Killer's" debut in late 1985
made it the first  publicly available UNIX site in the state of Texas. 
Anyone who wanted to play was welcome.

   The machine immediately attracted an electronic community.  It
joined the UUCP network, and offered network links to over eighty other
computer sites, all of which became dependent on Killer for their links
to the greater world of cyberspace.   And it wasn't just for the big
guys; personal computer users also stored freeware programs for the
Amiga, the Apple, the IBM and the Macintosh on Killer's vast 3,200 meg
archives.  At one time, Killer had the largest library of public-domain
Macintosh software in Texas.

   Eventually, Killer attracted about 1,500 users, all busily
communicating, uploading and downloading, getting mail, gossipping, and
linking to arcane and distant networks.

   Boykin received no pay for running Killer.  He considered it good
publicity for the AT&T 3B2 system (whose sales were somewhat less than
stellar), but he also simply enjoyed the vibrant community his skill had
created.   He gave away the bulletin-board UNIX software he had written,
free of charge.

   In the UNIX programming community, Charlie Boykin had the reputation
of a warm, open-hearted, levelheaded kind of guy.   In 1989, a group of
Texan UNIX professionals voted Boykin "System Administrator of the
Year."   He was considered a fellow you could trust for good advice.

   In September 1988, without warning, the E911 Document came plunging
into Boykin's life, forwarded by Richard Andrews.  Boykin immediately
recognized that the Document was hot property.   He was not a voice
communications man, and knew little about the ins and  outs of the Baby
Bells, but he certainly knew what the 911 System was, and he was angry
to see confidential data about it in the hands of a nogoodnik.  This
was clearly a matter for telco security.  So, on September 21, 1988,
Boykin made yet *another* copy of the  E911 Document and passed this one
along to a professional acquaintance of his, one Jerome Dalton, from
AT&T Corporate Information Security.   Jerry Dalton was the very fellow
who would later raid Terminus's house. From AT&T's security division,
the E911 Document went to Bellcore. Bellcore (or BELL COmmunications
REsearch)  had once been the central laboratory of the Bell System. 
Bell Labs employees had invented the UNIX operating system.  Now
Bellcore was a quasi-independent, jointly owned company that  acted as
the research arm for all seven of the Baby Bell RBOCs. Bellcore was in
a good position to co-ordinate security technology and consultation for
the RBOCs, and the gentleman in charge  of this effort was Henry M.
Kluepfel, a veteran of the Bell System who had worked there for
twenty-four years.

   On October  13, 1988, Dalton passed the E911 Document to Henry
Kluepfel.  Kluepfel, a veteran expert witness in telecommunications
fraud and computer-fraud cases, had certainly seen worse trouble than
this.   He recognized the document for what it was:  a trophy from a
hacker break-in.

   However, whatever harm had been done in the intrusion was presumably
old news.   At this point there  seemed little to be done. Kluepfel
made a careful note of the circumstances and shelved the problem for
the time being.

   Whole months passed.

   February 1989 arrived.  The Atlanta Three were living it up in Bell
South's switches, and had not yet met their comeuppance.   The Legion
was thriving.  So was *Phrack* magazine.   A good six months had passed
since Prophet's AIMSX break-in.  Prophet, as hackers will, grew weary of
sitting on his laurels.  "Knight Lightning" and "Taran King,"  the
editors of *Phrack,* were always begging Prophet for material they
could publish. Prophet decided that the heat must be off by this time,
and that he could safely brag, boast, and strut.

   So he sent a copy of the E911 Document -- yet another one -- from
Rich Andrews' Jolnet machine to Knight Lightning's  BITnet account at
the University of Missouri. Let's review the fate of the document so
far.

   0.  The original E911 Document.  This in the AIMSX system on a
mainframe computer in Atlanta, available to hundreds of people, but all
of them, presumably, BellSouth employees.   An unknown number of them
may have their own copies of this document, but they are all
professionals and all trusted by the phone company.

   1.  Prophet's illicit copy, at home on his own computer in Decatur,
Georgia.

   2.  Prophet's back-up copy, stored on Rich Andrew's Jolnet machine
in the basement of Rich Andrews'  house near Joliet Illinois.

   3.  Charles Boykin's copy on "Killer" in Dallas, Texas, sent by Rich
Andrews from Joliet.

   4.  Jerry Dalton's copy at AT&T Corporate Information Security in
New Jersey, sent from Charles Boykin in Dallas.

   5.  Henry Kluepfel's copy at Bellcore security headquarters in New
Jersey, sent by Dalton.

   6.  Knight Lightning's copy, sent by Prophet from Rich Andrews'
machine, and now in Columbia, Missouri.

   We can see that the "security" situation of this proprietary
document, once dug out of AIMSX,  swiftly became bizarre.   Without any
money changing hands, without any particular special effort, this data
had been  reproduced at least six times and had spread itself all over
the continent.  By far the worst, however, was yet to come.

   In February 1989, Prophet and Knight Lightning bargained
electronically over the fate of this trophy. Prophet wanted to boast,
but, at the same time, scarcely wanted to be caught.

   For his part, Knight Lightning was eager to publish as much of the
document as he could manage.   Knight Lightning was a fledgling
political-science major with a particular interest in
freedom-of-information issues.  He would gladly publish most anything
that would reflect glory on the prowess of the underground and
embarrass the telcos.   However, Knight Lightning himself had contacts
in telco security, and sometimes consulted them on material he'd
received that might be too dicey for publication.

   Prophet and  Knight Lightning decided to edit the E911 Document so
as  to delete most of its identifying traits.   First of all, its large
"NOT FOR USE OR DISCLOSURE" warning had to go.  Then there were other
matters.  For instance, it listed the office telephone  numbers of
several BellSouth 911 specialists in Florida.  If these phone numbers
were published in *Phrack,* the BellSouth employees involved would very
likely be hassled by phone phreaks, which would anger BellSouth no end,
and pose a definite operational hazard for both Prophet and *Phrack.*

   So Knight Lightning cut the Document almost in half, removing the
phone numbers and some of the touchier and more specific information. 
He passed it back electronically to Prophet;  Prophet was still
nervous, so Knight Lightning cut a bit more.  They finally agreed that
it was ready to go, and that it would be published in *Phrack* under the
pseudonym, "The Eavesdropper."

   And this was done on February 25, 1989.

   The twenty-fourth issue of *Phrack*  featured a chatty interview
with co-ed phone-phreak "Chanda Leir," three articles on BITNET and its
links to other computer networks,  an article on 800 and 900 numbers by
"Unknown User,"  "VaxCat's" article on telco basics (slyly entitled
"Lifting Ma Bell's Veil of Secrecy,)" and the usual "Phrack World News."

   The News section, with painful irony, featured an extended account
of the sentencing of "Shadowhawk,"  an eighteen-year-old Chicago hacker
who had just been put in federal prison by William J. Cook himself.

   And then there were the two articles by "The Eavesdropper."   The
first was the  edited E911 Document, now titled "Control Office
Administration Of Enhanced 911 Services for Special Services and Major
Account Centers."  Eavesdropper's second article was a glossary of terms
explaining the blizzard of telco acronyms and buzzwords in the E911
Document.

   The hapless document was now distributed, in the usual *Phrack*
routine, to a good one hundred and fifty sites.  Not a hundred and fifty
*people,* mind you -- a hundred and fifty *sites,* some of these sites
linked to UNIX nodes or bulletin board systems, which themselves had
readerships of tens, dozens, even hundreds of people.

   This was February 1989.  Nothing happened immediately. Summer came,
and the Atlanta crew were raided by the Secret Service. Fry Guy was
apprehended. Still nothing whatever happened to *Phrack.* Six more
issues of *Phrack* came out, 30 in all, more or less on a monthly
schedule.  Knight Lightning and co-editor Taran King went untouched.

   *Phrack* tended to duck and cover whenever the heat came down.
During the summer busts of 1987 -- (hacker busts tended to cluster in
summer, perhaps because hackers were easier to find at home than in
college) -- *Phrack* had ceased publication for several months, and laid
low.   Several LoD hangers-on had been arrested, but nothing had
happened to the *Phrack*  crew, the premiere gossips of the underground.
In 1988, *Phrack* had been taken over by a new editor, "Crimson  Death,"
a raucous youngster with a taste for anarchy files.

   1989, however, looked like a bounty year for the underground. Knight
Lightning and his co-editor Taran King took up the reins again, and
*Phrack* flourished throughout 1989.   Atlanta LoD went down hard in
the summer of 1989, but *Phrack* rolled merrily on.   Prophet's E911
Document seemed unlikely to cause *Phrack* any trouble.  By January
1990, it had been available in *Phrack* for almost a year.   Kluepfel
and Dalton, officers of Bellcore and AT&T  security, had possessed the
document for sixteen months -- in fact, they'd had it even before Knight
Lightning himself, and had done nothing in particular to stop its
distribution.  They hadn't even told Rich Andrews or Charles Boykin to
erase the copies from their UNIX nodes, Jolnet and Killer. But then came
the monster Martin Luther King Day Crash of January 15, 1990.

   A flat three days later, on January 18,  four agents showed up at
Knight Lightning's fraternity house.   One was Timothy Foley, the second
Barbara Golden, both of  them Secret Service agents from the Chicago
office.   Also along was a University of Missouri security officer, and
Reed Newlin, a security man from Southwestern Bell, the RBOC having
jurisdiction over Missouri. Foley accused Knight Lightning of causing
the nationwide crash of the phone system.

   Knight Lightning was aghast at this allegation.   On  the face of it,
the suspicion was not entirely implausible -- though Knight Lightning
knew that he himself hadn't done it.   Plenty of hot-dog hackers had
bragged that they could crash the phone system, however.  "Shadowhawk,"
for instance, the Chicago hacker whom William Cook had recently put in
jail, had several times  boasted on boards that he could "shut down
AT&T's public switched network." And now this event, or something that
looked just like it, had actually taken place.  The Crash had lit a
fire under the Chicago Task Force.  And the former fencesitters at
Bellcore and AT&T were now ready to roll.  The consensus among telco
security -- already horrified by the skill of the BellSouth intruders 
-- was that the digital underground was out of hand.  LoD and *Phrack*
must go.

   And in publishing Prophet's E911 Document, *Phrack* had provided law
enforcement with what appeared to be a powerful legal weapon. Foley
confronted Knight Lightning about the  E911 Document.

   Knight Lightning was cowed.  He immediately began "cooperating
fully" in the usual tradition of the digital underground.

   He gave Foley a complete run of *Phrack,* printed out in a set of
three-ring binders.   He handed over his electronic mailing list of
*Phrack* subscribers. Knight Lightning was grilled for four hours by
Foley and his cohorts.  Knight Lightning admitted that Prophet had
passed him the E911 Document, and he admitted that he had known it was
stolen booty from a hacker raid on a telephone company.  Knight
Lightning signed a statement to this effect, and agreed, in writing, to
cooperate with investigators.

   Next day -- January 19, 1990, a Friday  -- the Secret Service
returned with a search warrant, and thoroughly searched Knight
Lightning's upstairs room in the  fraternity house.   They took all his
floppy disks, though, interestingly, they left Knight Lightning in
possession of both his computer and his modem.  (The computer had no
hard disk, and in Foley's judgement was not a store of evidence.)   But
this was a very minor bright spot among Knight Lightning's rapidly
multiplying troubles. By this time, Knight Lightning was in plenty of
hot water, not only with federal police, prosecutors, telco
investigators, and university security, but with the elders of his own
campus fraternity, who were outraged to think that they had been
unwittingly harboring a federal computer-criminal.

   On Monday, Knight Lightning was summoned to Chicago, where he was
further grilled by Foley and USSS veteran agent Barbara Golden, this
time with an attorney present.  And on Tuesday, he was formally
indicted by a federal grand jury.

   The trial of Knight Lightning, which occurred on July 24-27, 1990,
was the crucial show-trial of the Hacker Crackdown.  We will examine the
trial at some length in Part Four of this book. In the meantime, we must
continue our dogged pursuit of the E911 Document.

   It must have been clear by January 1990 that the E911 Document, in
the form *Phrack* had published it back in February 1989, had gone off
at the speed of light in at least a hundred and fifty different
directions.   To attempt to put this electronic genie back in the
bottle was flatly impossible.

   And yet, the E911 Document was *still* stolen property, formally and
legally speaking.  Any electronic transference of this document, by
anyone unauthorized to have it, could be interpreted as an act of wire
fraud.  Interstate transfer of stolen property, including electronic
property, was a federal crime.

   The Chicago Computer Fraud and Abuse Task Force had been assured
that the E911 Document was worth a hefty sum of money.  In fact, they
had a precise estimate of its worth from BellSouth security personnel:
$79,449. A sum of this scale seemed to warrant vigorous prosecution.
Even if the damage could not be undone, at least this large sum offered
a good legal pretext for stern punishment of the thieves.   It seemed
likely to impress judges and juries. And it could be used in court to
mop up the Legion of Doom.

   The Atlanta crowd was already in the bag, by the time the Chicago
Task Force had gotten around to *Phrack.* But the Legion was a
hydra-headed thing.   In late 89, a brand-new Legion of Doom board,
"Phoenix Project," had gone up in Austin, Texas.  Phoenix Project was
sysoped by no less a man than the Mentor himself, ably assisted by
University of Texas student and hardened Doomster "Erik Bloodaxe." As
we have seen from his *Phrack* manifesto, the Mentor was a hacker
zealot who regarded computer intrusion as something close to a moral
duty.  Phoenix Project  was an ambitious effort, intended to revive the
digital underground to what Mentor considered the full flower of the
early 80s. The Phoenix board would also boldly bring elite hackers
face-to-face with the telco "opposition."  On "Phoenix," America's
cleverest hackers would supposedly shame the telco squareheads out of
their stick-in-the-mud attitudes, and perhaps convince  them that the
Legion of Doom elite were really an all-right crew.  The  premiere of
"Phoenix Project" was heavily trumpeted by *Phrack,* and "Phoenix
Project" carried a complete run of *Phrack* issues, including the E911
Document as *Phrack* had published it.

   Phoenix Project was only one of many -- possibly hundreds -- of
nodes and boards all over America that were in guilty possession of the
E911 Document.  But Phoenix was an outright, unashamed Legion of Doom
board.  Under Mentor's guidance, it was flaunting itself in the face of
telco security personnel. Worse yet, it was actively trying to *win them
over* as sympathizers for the digital underground elite.   "Phoenix"
had no cards or codes on it.  Its hacker elite considered Phoenix at
least technically legal.   But Phoenix was a corrupting influence,
where hacker anarchy was eating away like digital acid at the
underbelly of corporate propriety. The Chicago Computer Fraud and Abuse
Task Force now prepared to descend upon Austin, Texas.

   Oddly, not one but *two* trails of the Task Force's investigation
led toward Austin.  The city of Austin, like Atlanta, had made itself a
bulwark of the Sunbelt's Information Age, with a strong university
research presence, and a number of cutting-edge electronics companies,
including Motorola, Dell, CompuAdd, IBM, Sematech and MCC.

   Where computing machinery went, hackers generally followed. Austin
boasted not only "Phoenix Project," currently LoD's most flagrant
underground board, but a number of UNIX  nodes.

   One of these nodes was "Elephant," run by a UNIX consultant named
Robert Izenberg.  Izenberg, in search of  a relaxed Southern lifestyle
and a lowered cost-of-living, had recently migrated to Austin from New
Jersey.  In New Jersey, Izenberg had worked for an independent
contracting company, programming UNIX code for AT&T itself. "Terminus"
had been a frequent user on Izenberg's privately owned Elephant node.

   Having interviewed Terminus and examined the records on Netsys, the
Chicago Task Force were now convinced that they had discovered an
underground gang of UNIX software pirates, who were demonstrably guilty
of interstate trafficking in illicitly copied  AT&T source code.
Izenberg was swept into the dragnet around Terminus, the self-proclaimed
ultimate UNIX hacker.

   Izenberg, in Austin, had settled down into a UNIX job with a Texan
branch of IBM.  Izenberg was no longer working as a contractor for
AT&T, but he had friends in New Jersey, and he still logged on to AT&T
UNIX computers back in New Jersey, more or less whenever it pleased
him.  Izenberg's activities appeared highly suspicious to the Task
Force. Izenberg might well be breaking into AT&T computers, swiping AT&T
software, and passing it to  Terminus and other possible confederates,
through the UNIX node network.  And this data was worth, not merely
$79,499, but hundreds of thousands of dollars!

   On February 21, 1990, Robert Izenberg arrived home from work at IBM
to find that all the computers had mysteriously vanished from his
Austin apartment. Naturally he assumed that he had been robbed.  His
"Elephant" node, his other machines, his notebooks, his disks, his
tapes, all gone!  However, nothing much else seemed disturbed -- the
place had not been ransacked. The puzzle becaming much stranger some
five minutes later.   Austin U. S. Secret Service Agent Al Soliz,
accompanied by University of Texas campus-security officer Larry
Coutorie and the ubiquitous Tim Foley, made their appearance at
Izenberg's door.  They were in plain clothes: slacks, polo shirts. 
They came in, and Tim Foley accused Izenberg of belonging to the Legion
of Doom.

   Izenberg told them that he had never heard of the "Legion of Doom." 
And what about a certain stolen E911 Document, that posed a direct
threat to the police emergency lines?   Izenberg claimed that he'd
never heard of that, either.

   His interrogators found this difficult to believe. Didn't he know
Terminus?

   Who?

   They gave him Terminus's real name.  Oh yes, said Izenberg.  He knew
*that* guy all right -- he was leading discussions on the Internet
about AT&T computers, especially the AT&T 3B2.

   AT&T had thrust this machine into the marketplace, but, like many of
AT&T's ambitious attempts to enter the computing arena, the 3B2 project
had something less than a glittering success.   Izenberg himself had
been a  contractor for the division of AT&T that supported the 3B2. The
entire division had been shut down. Nowadays, the cheapest and quickest
way to get help with this fractious piece of machinery was to join one
of Terminus's discussion groups on the Internet, where friendly and
knowledgeable hackers would help you for free.

   Naturally the remarks within this group were less than flattering
about the Death Star...  was *that* the problem?

   Foley told Izenberg that Terminus had been acquiring hot software
through his, Izenberg's, machine.

   Izenberg shrugged this off.   A good eight megabytes of data flowed
through his UUCP site every day.   UUCP nodes spewed data like fire
hoses.  Elephant had been directly linked to Netsys -- not surprising,
since Terminus was a 3B2 expert and Izenberg had been a 3B2 contractor.
Izenberg was also linked to "attctc" and the University of Texas.
Terminus was a well-known UNIX expert, and might have been up to all
manner of hijinks on Elephant. Nothing Izenberg could do about that.
That was physically impossible.  Needle in a haystack.

   In a four-hour grilling, Foley urged Izenberg to come clean and
admit that he was in conspiracy with Terminus, and a member of the
Legion of Doom. Izenberg denied this.  He was no weirdo teenage hacker
-- he was thirty-two years old, and didn't even have a "handle." 
Izenberg was a former TV technician and electronics specialist who had
drifted into UNIX consulting as a full-grown adult.   Izenberg had
never met Terminus, physically.  He'd once bought a cheap highspeed
modem from him, though.

   Foley told him that this modem (a Telenet T2500 which ran at 19.2
kilobaud, and which had just gone out  Izenberg's door in Secret Service
custody)  was likely hot property.  Izenberg was taken aback to hear
this; but then again, most of Izenberg's equipment, like that of most
freelance professionals in the industry, was discounted, passed
hand-to-hand through various kinds of barter and gray-market.   There
was no proof that the modem was stolen, and even if it was, Izenberg
hardly saw how that gave them the right to take every electronic item
in his house.

   Still, if the United States Secret Service figured they needed his
computer for national security reasons -- or whatever -- then Izenberg
would not kick.  He figured he would somehow make the sacrifice of his
twenty thousand dollars' worth of professional equipment, in the spirit
of full cooperation and good citizenship.

   Robert Izenberg was not arrested.  Izenberg was not charged with any
crime.  His UUCP node -- full of some 140 megabytes of the files, mail,
and data of himself and his dozen or so entirely innocent users -- went
out the door as "evidence."  Along with the disks and tapes, Izenberg
had lost about 800 megabytes of data.

   Six months would pass before Izenberg decided to phone the Secret
Service and ask how the case was going. That was the first time that
Robert Izenberg would ever hear the name of William Cook.  As of
January 1992, a full two years after the seizure, Izenberg, still not
charged with any crime, would be struggling through the morass of the
courts, in hope of recovering his thousands of dollars' worth of seized
equipment.

   In the meantime, the Izenberg case received absolutely no press
coverage.   The Secret Service had walked into an Austin home, removed a
UNIX bulletin board system, and met with no operational difficulties
whatsoever.

   Except that word of a crackdown had percolated through the Legion of
Doom.   "The Mentor" voluntarily shut down "The Phoenix Project."  It
seemed a pity,  especially as telco security employees had, in fact,
shown up on Phoenix, just as he had hoped -- along with the usual
motley crowd of LoD heavies, hangers-on, phreaks, hackers and wannabes.
 There was "Sandy" Sandquist from US SPRINT security, and some guy
named Henry Kluepfel, from Bellcore itself!  Kluepfel had been trading
friendly banter with hackers on Phoenix since January 30th (two weeks
after the Martin Luther King Day Crash). The presence of such a stellar
telco official seemed quite the coup for Phoenix Project.

   Still, Mentor could judge the climate.  Atlanta in ruins, *Phrack* in
deep trouble, something weird going on with UNIX nodes -- discretion
was advisable.  Phoenix Project went off-line.

   Kluepfel, of course, had been monitoring this LoD bulletin board for
his own purposes -- and those of the Chicago unit.   As far back as June
1987, Kluepfel had logged on to a Texas underground board called
"Phreak Klass 2600."  There he'd discovered an Chicago youngster named
"Shadowhawk," strutting and boasting about rifling AT&T computer files,
and bragging of his ambitions to riddle AT&T's Bellcore computers with
trojan horse programs.  Kluepfel had passed the news to Cook in Chicago,
Shadowhawk's computers had gone out the door in Secret Service custody,
and Shadowhawk himself had gone to jail.

   Now it was Phoenix Project's turn.   Phoenix Project postured about
"legality" and "merely intellectual interest," but it reeked of the
underground.  It had *Phrack* on it.  It had the E911 Document.  It had
a lot of dicey talk about breaking into systems, including some bold and
reckless stuff about a supposed "decryption service" that Mentor and
friends were planning to run, to help crack encrypted passwords off of
hacked systems.

   Mentor was an adult.   There was a  bulletin board at his place of
work, as well.  Kleupfel logged onto this board, too, and discovered it
to be called "Illuminati."  It was run by some company called Steve
Jackson Games. On  March 1, 1990, the Austin crackdown went into high
gear.

   On the morning of March 1 -- a Thursday -- 21-year-old University of
Texas student "Erik Bloodaxe," co-sysop of Phoenix Project and an
avowed member of the Legion of Doom, was wakened by a police revolver
levelled at his head.

   Bloodaxe watched, jittery, as Secret Service agents appropriated his
300 baud terminal and, rifling his files, discovered his treasured
source-code for Robert Morris's notorious Internet Worm.  But Bloodaxe,
a wily operator, had suspected that something of the like might be
coming. All his best equipment had been hidden away elsewhere.  The
raiders took everything electronic, however, including his telephone. 
They were stymied by his hefty arcade-style Pac-Man game, and left it
in place, as it was simply too heavy to move.

   Bloodaxe was not arrested.   He was not charged with any crime. A
good two years later, the police still had what they had taken from him,
however.

   The Mentor was less wary.  The dawn raid rousted him and his wife
from bed in their underwear, and six Secret Service agents, accompanied
by an Austin policeman and  Henry Kluepfel himself, made a rich haul.
Off went the works, into the agents' white Chevrolet minivan: an IBM
PC-AT clone with 4 meg of RAM and a  120-meg hard disk; a
Hewlett-Packard LaserJet II printer; a completely legitimate and highly
expensive SCO-Xenix 286 operating system; Pagemaker disks and
documentation; and the Microsoft Word word-processing program. Mentor's
wife had her incomplete academic  thesis stored on the hard-disk; that
went, too, and so did the couple's telephone.  As of two years later,
all this property remained in police custody.

   Mentor remained under guard in his apartment as agents prepared to
raid Steve Jackson Games.  The fact that this was a business
headquarters and not a private residence did not deter the agents.  It
was still very early; no one was at work yet.  The agents prepared to
break down the door, but Mentor, eavesdropping on the Secret  Service
walkie-talkie traffic, begged them not to do it, and offered his key to
the building.

   The exact details of the next events are unclear.  The agents would
not let anyone else into the building.  Their search warrant, when
produced, was unsigned. Apparently they breakfasted from the local
"Whataburger," as the litter from hamburgers was later found inside. 
They also extensively sampled a bag of jellybeans kept by an SJG
employee. Someone tore a "Dukakis for President" sticker from the wall.

   SJG employees, diligently showing up for the day's  work, were met
at the door and briefly questioned by U.S. Secret Service agents.  The
employees watched in astonishment as agents wielding crowbars and
screwdrivers emerged with captive machines.  They attacked outdoor
storage units with boltcutters.  The agents wore blue nylon windbreakers
with "SECRET SERVICE" stencilled across the back, with running-shoes
and jeans.

   Jackson's company lost three computers, several hard-disks, hundred
of floppy disks, two monitors, three modems, a laser printer, various
powercords, cables, and adapters (and, oddly, a small bag of screws,
bolts and  nuts).   The seizure of Illuminati BBS deprived SJG of all
the programs, text files, and private e-mail on the board. The loss of
two other SJG computers was a severe blow as well, since it caused the
loss of electronically stored contracts, financial projections, address
directories, mailing lists, personnel files, business correspondence,
and, not least, the drafts of forthcoming games and gaming books.

   No one at Steve Jackson Games was arrested.  No one was accused of
any crime.   No charges were filed. Everything appropriated was
officially kept as "evidence" of crimes never specified.

   After the *Phrack* show-trial, the Steve Jackson Games scandal was
the most bizarre and aggravating incident of the Hacker Crackdown of
1990.   This raid by the Chicago Task Force on a science-fiction gaming
publisher was to rouse a swarming host of civil liberties issues, and
gave rise to an enduring controversy that was still re-complicating
itself, and growing in the scope of its implications, a full two years
later.

   The pursuit of the E911 Document stopped with the Steve Jackson
Games raid.   As we have seen, there were hundreds, perhaps thousands of
computer users in America with the E911 Document in their possession.
Theoretically, Chicago had a perfect legal right to raid any of these
people, and could have legally seized the machines of anybody who
subscribed to *Phrack.* However, there was no copy of the E911 Document
on Jackson's Illuminati board.   And there the Chicago raiders stopped
dead; they have not raided anyone since. It might be assumed that Rich
Andrews and Charlie Boykin, who had brought the E911 Document to the
attention of telco security, might be spared any official suspicion. 
But as we have seen, the willingness to  "cooperate fully" offers
little, if any, assurance against federal anti-hacker prosecution.

   Richard Andrews found himself in deep trouble, thanks to the E911
Document.  Andrews lived in Illinois, the native stomping grounds of
the Chicago Task Force. On February 3 and 6, both his home and his
place of work were raided by USSS.  His machines went out the door, too,
and he was grilled at length (though not arrested). Andrews proved to
be in purportedly guilty possession of: UNIX SVR 3.2; UNIX SVR 3.1;
UUCP; PMON; WWB; IWB; DWB; NROFF; KORN SHELL '88; C++; and QUEST, among
other items.   Andrews had received this proprietary code -- which AT&T
officially valued at well over $250,000 -- through the UNIX network,
much of it supplied to him as a personal favor by Terminus.  Perhaps
worse yet, Andrews admitted to returning the favor, by passing Terminus
a copy of AT&T proprietary STARLAN source code.

   Even Charles Boykin, himself an AT&T employee, entered some very hot
water.   By 1990, he'd almost forgotten about the E911 problem he'd
reported in September 88; in fact, since that date, he'd passed two
more security alerts to Jerry Dalton, concerning matters that Boykin
considered far worse than the E911 Document.

   But by 1990, year of the crackdown,  AT&T Corporate Information
Security was fed up with "Killer."   This machine offered no  direct
income to AT&T, and was providing aid and comfort to a cloud of
suspicious yokels from outside the company, some of them actively
malicious toward AT&T, its property, and its corporate interests.
Whatever goodwill and publicity had been won among Killer's 1,500
devoted users was considered no longer worth the security risk.  On
February 20, 1990, Jerry Dalton arrived in Dallas and simply unplugged
the phone jacks, to the puzzled alarm of Killer's many Texan users.
Killer went permanently off-line, with the loss of vast archives of
programs and huge quantities of electronic mail; it was never restored
to service.   AT&T showed no  particular regard for the "property" of
these 1,500 people. Whatever "property" the users had been storing on
AT&T's computer simply vanished completely.

   Boykin, who had himself reported the E911 problem, now found himself
under a cloud of suspicion.  In a weird private-security replay of the
Secret Service seizures, Boykin's own home was visited by AT&T Security
and his own machines were carried out the door.

   However, there were marked special features in the Boykin case.
Boykin's disks and his personal computers were swiftly examined by his
corporate employers and  returned politely in just two days -- (unlike
Secret Service seizures, which commonly take months or years).   Boykin
was not charged with any crime or wrongdoing, and he kept his job with
AT&T (though he did retire from AT&T in September 1991, at the age of
52).

   It's interesting to note that the US Secret Service somehow failed to
seize Boykin's "Killer" node and carry AT&T's own computer out the
door.   Nor did they raid Boykin's home.  They seemed perfectly willing
to take the word of AT&T Security that AT&T's employee, and AT&T's
"Killer" node, were free of hacker contraband and on the up-and-up.

   It's digital water-under-the-bridge at this point, as Killer's 3,200
megabytes of Texan electronic community  were erased in 1990, and
"Killer" itself was shipped out of the state.

   But the experiences of Andrews and Boykin, and the users of their
systems, remained side issues.   They did not begin to assume the
social, political, and legal importance that gathered, slowly but
inexorably, around the issue of the raid on Steve Jackson Games.

                                   #

   We must now turn our attention to Steve Jackson Games itself, and
explain what SJG was, what it really did, and how it had managed to
attract this particularly odd and virulent kind of trouble.  The reader
may recall that this is not the first but the second time that the
company has appeared in this narrative; a Steve Jackson game called
GURPS was a favorite pastime of Atlanta hacker Urvile, and Urvile's
science-fictional gaming notes had been mixed up promiscuously with
notes about his actual computer intrusions.

   First, Steve Jackson Games, Inc., was *not* a publisher of "computer
games."  SJG published "simulation games," parlor games that were
played on paper, with pencils, and dice, and printed guidebooks full of
rules and statistics tables.  There were no computers involved in the
games themselves.   When you bought a Steve Jackson Game, you did not
receive any software disks.  What you got was a plastic bag with some
cardboard game tokens, maybe a few maps or a deck of cards.  Most of
their products were books.

   However, computers *were* deeply involved in the Steve Jackson Games
business.  Like almost all modern publishers, Steve Jackson and his
fifteen employees used computers to write text, to keep accounts, and
to run the business generally.  They also used a computer to run their
official bulletin board system for Steve Jackson Games, a board called
Illuminati.  On Illuminati, simulation gamers who happened to own
computers and modems could associate, trade mail, debate the theory and
practice of gaming, and keep up with the company's news and its product
announcements.

   Illuminati was a modestly popular board, run on a  small computer
with limited storage,  only one phone-line, and no ties to large-scale
computer networks.   It did, however, have hundreds of users, many of
them dedicated gamers willing to call from out-of-state.

   Illuminati was *not* an "underground" board.  It did not feature
hints on computer intrusion, or "anarchy files," or illicitly posted
credit card numbers, or long-distance access codes.  Some of
Illuminati's users, however, were members of the Legion of Doom.    And
so was one of Steve Jackson's senior employees -- the Mentor.   The
Mentor wrote for *Phrack,* and also ran an underground board, Phoenix
Project -- but the Mentor was not a computer professional.  The Mentor
was the managing editor of Steve Jackson Games and a professional game
designer by trade. These LoD members did not use  Illuminati to help
their *hacking* activities.  They used it to help their *game-playing*
activities -- and they were even more dedicated to simulation gaming
than they were to hacking.

   "Illuminati" got its name from a card-game that Steve Jackson
himself, the company's founder and sole owner, had invented.  This
multi-player card-game was one of Mr Jackson's best-known, most
successful, most technically innovative products.   "Illuminati" was a
game of paranoiac conspiracy in which various antisocial cults warred
covertly to dominate the world.   "Illuminati" was  hilarious, and
great fun to play, involving flying saucers, the CIA, the KGB, the
phone companies, the Ku Klux Klan, the South American Nazis, the
cocaine cartels, the Boy Scouts, and dozens of other splinter groups
from the twisted depths of Mr. Jackson's professionally fervid
imagination.  For the uninitiated, any public discussion of the
"Illuminati" card-game sounded, by turns, utterly menacing or
completely insane.

   And then there was SJG's "Car Wars," in which souped-up armored
hot-rods with rocket-launchers and heavy machine-guns did battle on the
American highways of the future.   The lively Car Wars discussion on
the Illuminati board featured many meticulous, painstaking discussions
of the effects of grenades, land-mines, flamethrowers and napalm.  It
sounded like hacker anarchy files run amuck.

   Mr Jackson and his co-workers earned their daily bread by supplying
people with make-believe adventures and weird ideas.  The more far-out,
the better.

   Simulation gaming is an unusual pastime, but gamers have not
generally had to beg the permission of the Secret Service to exist.
Wargames and role-playing adventures are an old and honored pastime,
much  favored by professional military strategists.   Once little known,
these games are now played by hundreds of thousands of enthusiasts
throughout North America, Europe and Japan.  Gaming-books, once
restricted to hobby outlets, now commonly appear in chain-stores like B.
Dalton's and Waldenbooks, and sell vigorously.

   Steve Jackson Games, Inc., of Austin, Texas, was a games company of
the middle rank.  In 1989, SJG grossed about a million dollars.  
Jackson himself had a good reputation in his industry as a talented and
innovative designer of rather unconventional games, but his company was
something less than a titan of the field -- certainly not like the
multimillion-dollar TSR Inc., or Britain's gigantic "Games Workshop."

   SJG's Austin headquarters was a modest two-story  brick office-suite,
cluttered with phones, photocopiers, fax machines and computers. It
bustled with semi-organized activity and was littered with glossy
promotional brochures and dog-eared science-fiction novels.  Attached to
the offices was a large tin-roofed warehouse piled twenty feet high with
cardboard boxes of games and books.   Despite the weird imaginings that
went on within it, the SJG  headquarters was quite a quotidian, everyday
sort of place. It looked like what it was:  a publishers' digs. Both
"Car Wars" and "Illuminati" were well-known, popular games.  But the
mainstay of the Jackson organization was their Generic Universal
Role-Playing System, "G.U.R.P.S."   The GURPS system was considered
solid and well-designed, an asset for players.  But perhaps the most
popular feature of the GURPS system was that it allowed gaming-masters
to design scenarios that closely resembled well-known books, movies, and
other works of fantasy.  Jackson had  licensed and adapted works from
many science fiction and fantasy authors.  There was *GURPS Conan,*
*GURPS Riverworld,* *GURPS Horseclans,* *GURPS Witch World,* names
eminently  familiar to science-fiction readers.  And there was *GURPS
Special Ops,*  from the world of espionage fantasy and unconventional
warfare.

   And then there was *GURPS Cyberpunk.*

   "Cyberpunk" was a term given to certain science fiction writers who
had entered the genre in the 1980s. "Cyberpunk," as the label implies,
had two general distinguishing features.  First, its writers had a
compelling interest in information technology, an interest closely akin
to science fiction's earlier fascination with space travel. And second,
these writers were "punks," with all the distinguishing features that
that implies: Bohemian artiness, youth run wild, an air of deliberate
rebellion, funny clothes and hair, odd politics, a fondness for
abrasive rock and roll; in a word, trouble.

   The "cyberpunk" SF writers were a small group of mostly
college-educated white middle-class litterateurs, scattered through the
US and Canada.  Only one, Rudy Rucker, a professor of computer science
in Silicon Valley, could rank with even the humblest computer hacker.  
But, except for Professor Rucker, the "cyberpunk" authors were not
programmers or hardware experts; they considered themselves artists (as,
indeed, did Professor Rucker). However, these writers all owned
computers, and took an intense and public interest in the social
ramifications of the information industry.

   The cyberpunks had a strong following among the global generation
that had grown up in a world of computers, multinational networks, and 
cable television. Their outlook was considered somewhat morbid,
cynical, and dark, but then again, so was the outlook of their
generational peers.  As that generation matured and increased in
strength and influence, so did the cyberpunks.   As science-fiction
writers went, they were  doing fairly well for themselves.  By the late
1980s, their work had attracted attention from gaming companies,
including Steve Jackson Games, which was planning a cyberpunk
simulation for the flourishing GURPS gaming system.

   The time seemed ripe for such a product, which had already been
proven in the marketplace.  The first games company out of the gate,
with a product boldly called "Cyberpunk" in defiance of possible
infringement of copyright suits, had been an upstart group called R.
Talsorian. Talsorian's Cyberpunk was a fairly decent game, but the
mechanics of the simulation system left a lot to be desired. 
Commercially, however, the game did very well.

   The next cyberpunk game had been the even more successful
*Shadowrun* by FASA Corporation.  The mechanics of this game were fine,
but the scenario was rendered moronic by  sappy fantasy elements like
elves,  trolls, wizards, and  dragons -- all highly
ideologically-incorrect, according to the hard-edged, high-tech
standards of cyberpunk science fiction.

   Other game designers were champing at the bit. Prominent among them
was the Mentor, a gentleman  who, like most of his friends in the
Legion of Doom, was quite the cyberpunk devotee.  Mentor reasoned that
the time had come for a *real* cyberpunk gaming-book -- one that the
princes of computer-mischief in the Legion of Doom could play without
laughing themselves sick.  This book, *GURPS Cyberpunk,*  would reek of
culturally online authenticity.

   Mentor was particularly well-qualified for this task. Naturally, he
knew far more about computer intrusion and digital skullduggery than any
previously published cyberpunk author.  Not only that, but he was good
at his work.   A vivid imagination, combined with an instinctive
feeling for the working of systems and, especially, the loopholes
within them, are excellent qualities for a professional game designer.

   By March 1st, *GURPS Cyberpunk* was almost complete, ready to print
and ship.  Steve Jackson expected vigorous sales for this item, which,
he hoped, would keep the company financially afloat for several months.
*GURPS Cyberpunk,*  like the other GURPS "modules," was not a "game"
like a Monopoly set, but a *book:*  a bound paperback book the size of
a glossy magazine, with  a slick color cover, and pages full of text,
illustrations, tables and footnotes.   It was advertised as a game, and
was used as an aid to game-playing,  but it was a book, with an ISBN
number, published in Texas, copyrighted, and sold in bookstores. And
now, that book, stored on a computer, had gone out the door in the
custody of the Secret Service.

   The day after the raid, Steve Jackson visited the local Secret
Service headquarters with a lawyer in tow.  There he confronted Tim
Foley (still in Austin at that time) and demanded his book back.   But
there was trouble. *GURPS Cyberpunk,*  alleged a Secret Service agent to
astonished businessman Steve Jackson, was "a manual for computer crime."

   "It's science fiction," Jackson said.

   "No, this is real."  This statement was repeated several times, by
several agents.  Jackson's ominously accurate game had passed from pure,
obscure, smallscale fantasy into the impure, highly publicized,
largescale fantasy of the Hacker Crackdown. No mention was made of the
real reason for the search.  According to their search warrant, the
raiders had expected to find the E911 Document stored on Jackson's
bulletin board system. But that warrant was sealed; a procedure that
most law enforcement agencies will use  only when lives are
demonstrably in danger.   The raiders' true motives were not discovered
until the Jackson searchwarrant was unsealed by his lawyers, many
months later. The Secret Service, and the Chicago Computer Fraud and
Abuse Task Force, said absolutely nothing to Steve Jackson about any
threat to the police 911 System.   They said nothing about the Atlanta
Three, nothing about *Phrack* or Knight Lightning, nothing about
Terminus.

   Jackson was left to believe that his computers had been seized
because he intended to publish a science fiction book that law
enforcement considered too dangerous to see print.

   This misconception was repeated again and again, for months, to an
ever-widening public audience.  It was  not the truth of the case; but
as months passed, and this misconception was publicly printed again and
again, it became one of the few publicly known "facts" about the
mysterious Hacker Crackdown.   The Secret Service had seized a computer
to stop the publication of a cyberpunk science fiction book.

   The second section of this book, "The Digital Underground," is
almost finished now.  We have become acquainted with all the major
figures of this case who actually belong to the underground milieu of
computer intrusion.   We have some idea of their history, their motives,
their general modus operandi.  We now know, I hope, who they are, where
they came from, and more or  less what they want.  In the next section
of this book, "Law and Order," we will leave this milieu and directly
enter the world of America's computer crime police. At this point,
however, I have another figure to introduce:  myself.

   My name is Bruce Sterling.   I live in Austin, Texas, where I am a
science fiction writer by trade:  specifically, a *cyberpunk* science
fiction writer.

   Like my "cyberpunk" colleagues in the U.S. and Canada, I've never
been entirely happy with this literary label -- especially after it
became a synonym for computer criminal.  But I did once edit a book of
stories by my colleagues, called  *MIRRORSHADES:  the Cyberpunk
Anthology,* and I've long been a writer of literarycritical cyberpunk
manifestos.   I am not a "hacker" of any description, though I do have
readers in the digital underground.

   When the Steve Jackson Games seizure occurred, I naturally took an
intense interest.  If "cyberpunk" books were being banned by federal
police in my own home town, I reasonably wondered whether I myself
might be next.  Would my computer be seized by the Secret  Service?  At
the time, I was in possession of an aging Apple IIe without so much as a
hard disk.  If I were to be raided as an author of computer crime
manuals, the loss of my feeble word-processor would likely provoke more
snickers than sympathy.

   I'd known Steve Jackson for many years.   We knew one another as
colleagues, for we frequented the same local science-fiction
conventions. I'd played Jackson games, and recognized his cleverness;
but he certainly had never struck me as a potential mastermind of
computer crime.

   I also knew a little about computer bulletin board  systems.  In the
mid-1980s I had taken an active role in an Austin board called
"SMOF-BBS," one of the first boards dedicated to science fiction.  I
had a modem, and on occasion I'd logged on to Illuminati, which always
looked entertainly wacky, but certainly harmless enough.

   At the time of the Jackson seizure, I had no experience whatsoever
with underground boards.   But I knew that no one on Illuminati talked
about breaking into systems illegally, or about robbing phone companies.
Illuminati didn't even offer pirated computer games. Steve Jackson, like
many creative artists,  was markedly touchy about theft of intellectual
property.

   It seemed to me that Jackson was either seriously suspected of some
crime -- in which case, he would be  charged soon, and would have his
day in court -- or else he was innocent, in which case the Secret
Service would quickly return his equipment, and everyone would have a
good laugh.  I rather expected the good laugh.  The situation was not
without its comic side.  The raid, known as the "Cyberpunk Bust" in the
science fiction community,  was winning a great deal of free national
publicity both for Jackson himself and the "cyberpunk" science fiction
writers generally.

   Besides, science fiction people are used to being misinterpreted.
Science fiction is a colorful, disreputable, slipshod occupation, full
of unlikely oddballs, which, of course, is why we like it.   Weirdness
can be an occupational hazard in our field.  People who wear Halloween
costumes are sometimes mistaken for monsters.

   Once upon a time -- back in 1939, in New York City -- science
fiction and the U.S. Secret Service collided in a comic case of mistaken
identity.  This weird incident involved a literary group quite famous in
science fiction, known as "the Futurians," whose membership included
such future genre greats as Isaac Asimov, Frederik Pohl, and Damon
Knight.  The Futurians were every bit as offbeat and wacky as any of
their spiritual descendants, including the cyberpunks, and were given to
communal living, spontaneous group renditions of light opera, and
midnight fencing exhibitions on the lawn.  The Futurians didn't have
bulletin board systems, but they did have the technological equivalent
in 1939 -- mimeographs and a private printing press.   These were in
steady use, producing a stream of science-fiction fan magazines, 
literary manifestos, and weird articles, which were picked up in
ink-sticky bundles by a succession of strange, gangly, spotty young men
in fedoras and overcoats.

   The neighbors grew alarmed at the antics of the Futurians and
reported them to the Secret Service as suspected counterfeiters.   In
the winter of 1939, a squad of USSS agents with drawn guns burst into
"Futurian House," prepared to confiscate the forged currency and illicit
printing presses.  There they discovered a slumbering science fiction
fan named George Hahn, a guest of the Futurian commune who had just
arrived in New York. George Hahn managed to explain himself and his
group, and the Secret Service agents left the Futurians in peace
henceforth. (Alas, Hahn died in 1991, just before I had discovered this
astonishing historical parallel, and just before I could interview him
for this book.)

   But the Jackson case did not come to a swift and comic end.   No
quick answers came his way, or mine;  no  swift reassurances that all
was right in the digital world, that matters were well in hand after
all.   Quite the opposite.   In my alternate role as a sometime
pop-science journalist, I interviewed  Jackson and his staff for an
article in a British magazine. The strange details of the raid left me
more concerned than ever.   Without its computers, the company had been
financially and operationally crippled.   Half the SJG workforce, a
group of entirely innocent people, had been sorrowfully fired, deprived
of their livelihoods by the seizure.  It began to dawn on me that
authors -- American writers -- might well have their computers seized,
under sealed warrants, without any criminal charge; and that, as Steve
Jackson had discovered, there was no immediate recourse for this. This
was no joke; this wasn't science fiction; this was real.

   I determined to put science fiction aside until I had discovered
what had happened and where this trouble had come from.  It was time to
enter the purportedly real world of electronic free expression and
computer crime. Hence, this book.  Hence, the world of the telcos;  and
the world of the digital underground; and next, the world of the police.




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