Claude 237d606d6a Add Mission 3 'Ghost in the Machine' preparation document
Mission 3: Intelligence Gathering & Network Reconnaissance
- ENTROPY Cell: Zero Day Syndicate
- SecGen Scenario: Information Gathering: Scanning
- New Mechanics: RFID keycard cloning, network reconnaissance
- Difficulty: Intermediate (Mission 3 of Season 1)
- Playtime: 60-75 minutes

Key Features:
- Undercover operation at WhiteHat Security Services (Zero Day front)
- RFID cloning mechanics introduction
- Network scanning integration (nmap, netcat, distcc exploitation)
- Multi-encoding puzzle (ROT13, Hex, Base64)
- Major revelation: Zero Day sold M2 hospital ransomware exploit
- First direct mention of "The Architect" (campaign arc progression)
- Double agent vs. arrest moral choice

Campaign Connections:
- Reveals cross-cell coordination (M2 hospital attack traced to Zero Day)
- Sets up Zero Day as recurring antagonist
- Introduces The Architect as mysterious coordinator
- Client list connects M1 (Social Fabric), M2 (Ransomware Inc), M4 (Critical Mass)

CyBOK Areas:
- Network Security (port scanning, service enumeration, banner grabbing)
- Systems Security (distcc exploitation CVE-2004-2687)
- Applied Cryptography (multiple encoding types, pattern recognition)
- Security Operations (intelligence correlation, systematic investigation)

README includes:
- Executive summary and mission overview
- 9-stage development workflow (same as M1, M2)
- Technical challenges breakdown (RFID, network recon, encoding)
- Narrative arc (3 acts: undercover → infiltration → revelation)
- Key NPCs (Victoria Sterling, James Park, Cipher references)
- LORE opportunities (client lists, exploit catalog, Architect requirements)
- Good practices from M1 & M2
- Critical decisions needed before Stage 0
- Risk assessment
- Development timeline estimate (70-97 hours design)

Status: Ready for Stage 0 initialization
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2025-11-21 15:27:53 +00:00
2025-11-14 19:47:54 +00:00

BreakEscape Rails Engine

Cybersecurity training escape room game as a mountable Rails Engine.

Features

  • 24+ cybersecurity escape room scenarios
  • Server-side progress tracking with 2-table schema
  • Randomized passwords per game instance via ERB
  • JIT Ink script compilation for NPC dialogue
  • Polymorphic player support (User/DemoUser)
  • Pundit authorization
  • RESTful API for game state management
  • Session-based state persistence

Installation

In your Gemfile:

gem 'break_escape', path: 'path/to/break_escape'

Then:

bundle install
rails break_escape:install:migrations
rails db:migrate
rails db:seed  # Optional: creates missions from scenarios

Mounting in Host App

In your config/routes.rb:

mount BreakEscape::Engine => "/break_escape"

Usage

Standalone Mode (Development)

export BREAK_ESCAPE_STANDALONE=true
rails server
# Visit http://localhost:3000/break_escape/

Mounted Mode (Production)

Mount in Hacktivity or another Rails app. The engine will use the host app's current_user via Devise.

Configuration

# config/initializers/break_escape.rb
BreakEscape.configure do |config|
  config.standalone_mode = false  # true for development
  config.demo_user_handle = 'demo_player'
end

Database Schema

  • break_escape_missions - Scenario metadata (name, display_name, published, difficulty)
  • break_escape_games - Player state + scenario snapshot (JSONB)
  • break_escape_demo_users - Standalone mode only (optional)

API Endpoints

  • GET /games/:id/scenario - Scenario JSON (ERB-generated)
  • GET /games/:id/ink?npc=X - NPC script (JIT compiled from .ink)
  • GET /games/:id/bootstrap - Initial game data
  • PUT /games/:id/sync_state - Sync player state
  • POST /games/:id/unlock - Validate unlock attempt
  • POST /games/:id/inventory - Update inventory

Architecture

ERB Scenario Generation

Scenarios are stored as .json.erb templates and rendered on-demand with randomized values:

  • <%= random_password %> - Generates unique password per game
  • <%= random_pin %> - Generates unique 4-digit PIN
  • <%= random_code %> - Generates unique hex code

JIT Ink Compilation

NPC dialogue scripts compile on first request (~300ms):

  1. Check if .json exists and is newer than .ink
  2. If needed, run inklecate to compile
  3. Cache compiled JSON for subsequent requests

State Management

Player state stored in JSONB column:

  • Current room and unlocked rooms
  • Inventory and collected items
  • NPC encounters
  • Global variables (synced with client)
  • Health and minigame state

Testing

rails test

License

AGPL v3 - See LICENSE file for details

Documentation

See HACKTIVITY_INTEGRATION.md for integration guide.

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