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Chapter 85 - Brief Introduction to Hacker Knowledge

Given how complex the hacking system in Cyberpunk 2077 is, and how cumbersome it can become when mixed directly into the plot, it's better t

Given how complex the hacking system in Cyberpunk 2077 is, and how cumbersome it can become when mixed directly into the plot, it's better to present it separately here.

Of course, if you've played the game or are familiar with related content, feel free to skip this section.

The following is divided into terminology explanations and additional mechanics. If you're short on time, just read the terminology section.

Naturally, this list is not exhaustive—there will certainly be gaps. The author may add more later if needed, and it will be posted in the project's reference section. (Sigh, if only this could count toward daily chapter updates…)

Terminology

RAM: Temporary data storage medium (main memory). Equivalent to a wizard's mana bar or spell slots. The amount of RAM depends on the netrunner's [Network Access Terminal] and their Intelligence stat.

ICE: Intrusion Countermeasure Electronics—firewall programs within cyberspace that protect systems from intrusion.

Quickhack: The netrunner's primary offensive tool. A fast and direct hacking technique, akin to a wizard's instant-cast spell.

Breach Protocol: The netrunner's infiltration method or strategy. Each hacker has their own, like different approaches to solving an exam. The more skilled the hacker, the more powerful and efficient their breach protocol.

Daemon: Essentially high-level network viruses—except much stronger. For hackers, these are their "spells."

Quickhack Components: Tiny chips installed into the network access terminal, allowing hackers to load and deploy daemons. These are RAM-consuming, high-impact abilities that can directly affect human targets.

Think of them as abilities placed in your skill bar: you need to load them into your terminal first (just like equipping skills in a game) before you can cast the "spell" (daemon).

Network Access Terminal: A netrunner's essential piece of gear, enabling them to tap into massive data streams at any time.

Like a wizard's wand—but even more important. Without it, you can't use quickhacks at all.

Terminals come in various grades, which determine how many quickhack components they can carry. Think of it like a GPU for a hacker: a better model means better performance. If your opponent has a sniper rifle (high-grade terminal) and you're using a butterknife (low-end terminal), you're going to lose.

That said, if your Intelligence is maxed out like Bartmoss with 20 points, you might still kill someone with a butterknife.

Additional Mechanics

RAM usage depends on the ICE strength of the target's neural processor.

The hacker's skill level also affects upload speed.

If the target is an ally and gives permission, it's like handing over admin rights—hacks ignore normal restrictions and can be executed freely (e.g., in the anime, Kiwi used [System Reset] on Rebecca).

Daemon Types:

Abilities like [Short Circuit], [System Reset], [Cyberware Malfunction], etc., that directly affect the body are known as Super Daemons.

Due to their complexity and size, these cannot be coded in real-time during combat. They must be preloaded using Quickhack Components.

Hacking is typically covert, like a virus infiltrating your computer.

Detection is possible (in-game, V sometimes gets alerts when hacked).

But sometimes not (e.g., when the Voodoo Boys implant the "Lightbringer" daemon, V doesn't notice at all).

[Reserved for future updates.]

Hacking Process Overview

When attacking an enemy, a hacker usually has two options:

1. Breach the local area network (LAN) ICE first

Once the local ICE is down, all systems connected to that LAN—including machines, cyberware, brain processors, and defense systems—can be affected.

The nature of this impact depends on the hacker's daemons and tactics.

Additionally, breaching the LAN ICE grants buffs, making subsequent hacks easier. From here, the process becomes similar to option [2].

2. Direct Hack

If you're brave (or foolish), or if there is no LAN present, you can attempt a direct hack—no "foreplay," just dive in.

Hacking Modes: Physical vs Remote

Physical Infiltration: Done via data cables.

Small-scale transfers use personal connection cables.

Large-scale actions like accessing cyberspace require neural spine jacks—a.k.a. the hacker chair—to support data load and boost brain computation power.

Remote Access:

Allows you to connect to someone else's neural processor and establish a data link between you both in cyberspace.

Due to bandwidth limitations, this method supports only one connection at a time and cannot access linked systems.

Can only use simple instructions like quickhacks or daemon implants.

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