If the world presented in Uplink were real, and players were really Uplink agents, then nothing of what you see in the game or your computer room would be different. On a philosophical note, a friend pointed out that Uplink is an example of a "total" fiction: a fiction that merges seamlessly with the real world. Hacking is the centerpiece of the game, and Uplinkhacking is addictive in that wonderful, "Is the sun rising already?" way. Best of all, the hacking works very well in providing a sense of tension, required skill, and accomplishment. These later missions often become quite complex, requiring you to do quite a bit of groundwork in preparation for the hacks in which you accomplish the mission, and the complex hacks themselves require a fair amount of orchestration. ![]() Later missions include altering Social Security and criminal records, robbing banks, framing other hackers, and running a passive trace on another hacker. Initially, the missions tend to be simple "copy this file" or "delete this file" jobs. ![]() As you accomplish missions, your rating within the Uplink Corporation increases and more difficult missions become open to you. Thus, even the simplest hacking job requires at least two pieces of hacking: one to do the job, and another to cover your tracks. To defeat the passive trace, you need to destroy the log files on at least one of the systems you bounced through. Later in the game, the person backtracking a hack may be you, hired to find another hacker. Following behind the active trace is the passive trace, slower but surer, as security at the system you hacked into traces back through your bounce route, seeking your home system.
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