- Title: Cyber Knights: Flashpoint
- Release Date:
Information about Cyber Knights: Flashpoint is still incomplete. Please help us fill the details of the game using this contact form.
A step-by-step manual for understanding the Matrix. It talks about what the interface is, the programs you use, and how to deal with security. It also gives tips on exploring and how to handle security measures.
In the Cyber Knights: Flashpoint game, hacking plays a vital role, just like in a Cyberpunk world. Hacking might seem tricky at first, but it becomes easier with practice.
To start hacking, you need to locate a Matrix Host. These hosts usually resemble large computer terminals with multiple screens, and they’re highlighted in blue if they’re part of a mission or if you’ve turned on highlighting (toggle H). Anyone can interact with regular terminals, but Matrix Hosts are special. They allow a Hacker to directly connect to the local Matrix Interface and manipulate the system from within. Only a Hacker can use a Matrix Host without permission. All you have to do is move the Hacker close to the Matrix Host and then click on it to start the hacking process.
The Matrix Interface is like a maze of Nodes and Connections. At the bottom of the Interface, you’ll find a list of programs. These programs need to be loaded (by clicking on them) before you can use them. The Scan Program helps you search for enemy programs, which are known as Intrusion Countermeasures or IC. Other programs are used to attack IC. It’s important to prepare your programs in advance because some IC will try to prevent you from using them. As the Hacker moves from one Node to the next, they check for IC. Different Nodes offer opportunities to steal valuable data or control remote devices. Disrupting the Central Processing Unit (CPU) or Alarm Processing Unit (APU) will affect the Security AI for the entire level. Be cautious because the Security AI will react when the Quantum Security Level goes up, taking actions against the intruder or enhancing defenses.
Note: Images will be added soon.
Matrix Action Points
In the Matrix world, most actions you take require something called Matrix Action Points. When you connect to the Matrix, your regular Action Points are converted into Matrix Action Points at a rate of 1 AP becoming 10 MAP. It’s not a good idea to enter the Matrix with only a few Action Points because you might find yourself unable to load enough defenses on the first turn, leaving you vulnerable to hostile programs as the Quantum Security Level rises while you wait for the next turn.
The current Node you’re on is shown in green. If you select the current Node, a window pops up to the right displaying your current Matrix Action Points and how many Action Points would be needed to Scan the current Node.
The Matrix Interface depicts the Matrix as a complex network of Nodes and Connections, each with different functions like firewalls, storage, and processing units. Most Nodes have defensive software known as Intrusion Countermeasures or IC, controlled by the Security AI. At the top right corner of the Interface, you’ll see the Quantum Security Level (QSL), which is divided into Quantum Security Tally. Tally increases when the IC and AI detect suspicious activity, possibly leading to a higher Quantum Security Level. Some Tally accumulates even if you don’t do anything during your turn, as the Hacker’s mere presence in the Matrix triggers the AI’s security responses.
Keep a close eye on the Quantum Security Tally because when it gets close to filling a level, you can expect the Security AI to strengthen the defenses. The log below the QSL bar describes these responses, which could include deploying new IC, reactivating disabled IC, moving the Hacker to a new Node, increasing the base Tally rate, and more. Be cautious, especially if the AI deploys or reactivates IC; even Nodes you’ve already cleared might not be safe.
As the QSL rises, the responses become more dangerous. On the left of the QSL bar are two values. The Host Security Level (ranging from Green to Ultra) shows the initial security response, while the Host Response Level (from mild to extreme) describes how quickly the response escalates. These values indicate how tough the local Matrix is to hack. Luckily, as you face higher security AI, your Hacker should have better tools to manage Quantum Security Tally and deal with IC.
In the upper left corner, you’ll find health statistics, including the Hacker’s physical health, Cyberdeck health, connection health, and Matrix Armor. All of these can be damaged by Intrusion Countermeasures, and some forms of IC can even harm the Hacker physically. Matrix Armor helps absorb damage directed at the Cyberdeck. If a Cyberdeck’s health reaches zero, it’s “bricked” and useless. Connection Health measures communication quality between the Hacker and Matrix. Certain Programs or Talents can strain the system, reducing Connection Health, and others can repair it. If Connection Health drops to zero, the Hacker gets kicked out of the Matrix.
Programs and Talents
At the bottom of the Matrix Interface, you’ll find Programs and Talents. In the lower left corner, there are limits on Program deployment. Programs are stored in Storage Memory, and before you can use them, they need to be copied into Active Memory. Each Program takes up a certain amount of Memory, and the Cyberdeck has limited Active Memory. The Deck I/O dictates how quickly you can load things into Active Memory, and it’s important to note that loading a Program uses I/O, with a limited amount available per turn. Unloading a Program from Active Memory doesn’t use I/O; it’s simply deletion. Loaded Programs remain in Active Memory turn after turn until their charges are used or they are unloaded.
To the right of these measurements are icons for the Programs stored in the Cyberdeck’s Storage Memory. You’ll have various types of Programs, such as Scan Programs, disabling Programs (Sleaze, Deception, and Disarm), Attack Programs, and Utility Programs. Loaded Programs are marked distinctly. Be cautious not to accidentally unload a Program you intended to use, as you’d need to reload it, wasting Deck I/O and Matrix Action Points.
To the right of the Programs, you’ll see any Talents the Hacker has for use in the Matrix. These Talents have charges and recharge times, just like other Talents.
When you go into the Matrix, first do two important things: use some Talents and load Programs. Talents are like special abilities for your Cyberdeck. Use one Talent to protect your Cyberdeck, and another to make it work faster. Having more Cyberdeck Hit Points is good because they shield your deck from harm before the regular HP. Extra I/O helps you load many Programs quickly. Also, use any Talents that last throughout the hack. Even if you get kicked out and come back, it’s usually better to have the Talent’s benefit early rather than worrying about losing it. Your Talents will recharge over time.
Next, load a Scan program and Programs to deal with different types of security. There are three types of Intrusion Countermeasures: Passive, Active, and Trap. You need Programs to handle each. Sleaze, Deception, and Disarm Programs disable these types of security. Attack Programs directly hurt and destroy any IC. You can choose a combination of Sleaze, Deception, and Disarm, or load some Attack Programs. Just make sure you can deal with all three types of defenses, because you’ll encounter them in the Matrix.
Now, let’s talk about exploring the Matrix. The current Node you’re on is shown in green. If you want to check out a different Node, just click on it. To get back to the current Node, click “V.” When you’re on a Node, you can see some info about it, like its scan level: 0/2, 1/2, or 2/2.
At 0/2, you can’t see any Intrusion Countermeasures (IC) on the Node or even know its type. Use a Scan Program to raise the scan level to 1/2. A basic scan (1/2) won’t show you if there are Trap IC hiding in the Node. Traps are sneakier than Passive and Active IC. Run the Scan Program again. If there’s a hidden Trap IC, it will show up, and the scan level stays at 1/2. If there are no secret Trap IC, the scan goes to full scan (2/2), and all the nearby Nodes get a basic scan, raising their levels to 1/2. This helps you know if the connecting Nodes have Passive or Active IC before you connect to them.
Remember, if the scan level is 1/2, the Security AI might add a new sleeping Trap IC during a security Escalation, and you won’t see it until you Scan again. Nodes with a full scan (2/2) can be changed to 1/2, meaning you don’t know if they have hidden Trap IC anymore. Keep an eye on your scans!
Passive IC can be a real hassle because they block certain actions in the Matrix. Datalock, for example, stops you from grabbing paydata. Jammer makes things harder by reducing your Matrix Action Points. Locker locks you out of controlling physical devices remotely. Overlord is a big pain, as it stops you from loading Programs. To deal with Passive IC, use a Sleaze Program to disable them, or just Attack them directly. Be careful not to connect to a Node with Passive IC unless you have a way to get rid of them. If a Node has Overlord and no solution to it, you’ll have to leave the Node to load a Program for it. If there’s also Tarpit or Firewall, which block your Connection, you might end up in deep trouble and need to Hard Disconnect out of the Matrix.
Active IC is always on the lookout for intruders and takes action whenever you do something (like loading or running a program, downloading paydata, etc.). They’re all potentially dangerous. Tracer keeps track of your actions and sticks with you until you disable or destroy it. Scrambler unloads a Program from your Active Memory every time it triggers. Buster hurts your Connection, while Blaster damages your Cyberdeck. Having Matrix Armor and extra Cyberdeck Hit Points is crucial to defend against this damage. The Hammer is even more destructive, damaging both your Cyberdeck and you. Ice Pick is nasty, damaging you and giving you lingering Wounds. The most annoying is Daemon, which creates new Active IC in the Node, making your life harder. Use a Deception Program to disable Active IC or take them out with an Attack Program.
Trap IC is tricky because you won’t know they’re there until you Scan for them or accidentally trigger them. Traps only react to specific actions, like downloading paydata, exiting a Node, disconnecting, loading a Program, or using a Program. Each Trap has a particular attack it does when triggered. Diamond increases the Quantum Security Tally, Tunnel moves paydata to another Node, Tiger damages the Cyberdeck, Red Tiger hurts you, Blackhole shifts you to a different Node, Slapfish forces a Hard Disconnect, and Tripwire re-enables all disabled IC on the Node, undoing your work. Each Trap is tied to a specific trigger, often related to the type of Node. For example, a Node with paydata might have a Trap that triggers when you download paydata. You can disable Trap IC with a Disarm Program or destroy them with an Attack Program. Be careful with Traps!
Moving in the Matrix is like going from place to place. To do it, click on a yellow Node next to where you are, and then press the SPACE key.
But wait! Before you connect to a different Node, you need to be ready. This means two things: First, you should check if the Node you want to connect to has something called Passive or Active IC. Second, you should make sure you can handle any IC on that Node. To find out if your neighbor has Passive or Active IC, use a Scan until it reaches full scan (2/2).
If you finish scanning but still can’t tell what’s on the neighboring Node, it’s probably a CPU Node. You can’t figure out what’s there without connecting to it and doing a Scan within the CPU.
Before you move, take a look at your Programs and Talents. Make sure you have the Scan program and any other programs you might need to deal with the IC on the next Node. If you’re certain the neighbor doesn’t have Active or Passive IC, you can skip loading programs for those types of IC. But never connect without a way to handle unexpected Trap IC.
The CPU is like the boss computer in the local Matrix. There’s only one CPU, but it might have some helper computers called Sub Processing Units (SPUs). The CPU is special because you can’t scan it from a nearby Node, so you have to connect to it without knowing what defenses it has. Just assume it’s super protected, and you’ll be on the safe side. If a full scan (2/2) doesn’t tell you what’s on a neighboring Node, it’s probably the CPU. You’ll need to scan it from 0/2 once you connect to it.
When you do a full scan (2/2) on a CPU, it checks the whole local Matrix. It gives a basic scan (1/2) to half of the Nodes you haven’t identified, showing if they have Passive or Active IC. This is helpful if you reach the CPU early in your mission.
The CPU isn’t at the beginning or end of the Matrix; it’s usually in the middle where many paths meet. It’s far from the starting point where you enter. So when you enter the Matrix, start looking around, and you can narrow down where the CPU might be.
A big deal about the CPU is that you can “Spike” it. That’s important!
Spiking is like giving a shock to a computer’s stomach. It makes the computer stop working. You can do this to both Central Processing Units (CPUs) and Alarm Processing Units (APUs). If you spike an APU, it messes up the Security AI. Sometimes, you’ll have a mission to spike a CPU, and when you do that, it sets the Security Level back to 0.
To spike a processing unit, you need to get rid of all the protection on the Node. Just turning it off won’t work; you have to break it. Use Attack Programs to hurt the Intrusion Countermeasures (IC) until they have no more “hit points” left. That includes any hidden Trap IC. After all the IC are gone, you can click the Spike button to finish the job.
An Incinerator Node is like a danger zone. If you finish your turn in it, you’ll get forcefully disconnected, which is not good. So, you need to be super careful around Incinerator Nodes. Only connect to one if you’re 100% sure you can deal with the IC and get out before your turn ends. Don’t spend time getting rid of all the IC there. Just do what you have to so you can escape safely.
Some special Nodes in the Matrix can have valuable information. There are three kinds: Data Warehouse, Manufacturing Data, and Finance Records. Also, a Sub Processing Unit (SPU) can have any of these. But remember, these Nodes might be empty when you connect, so there’s no guarantee of finding anything.
When there’s valuable stuff in the Node, you’ll see it on the left side of your screen, above the Intrusion Countermeasures. But before you can take it, you need to deal with Datalock IC, which stops you from downloading, and Trap IC, which can cause trouble during download. Be careful not to mess with Tunnel IC, as it can move the valuable stuff to another Node. Once you’ve taken care of the risky IC, you can click the Download button to get the paydata into your Cyberdeck.
You’ll often find Data Warehouse, Finance Records, and Manufacturing Data at the beginning or end of the Matrix paths. Sub Processing Units might also have paydata. If you’re in a hurry and don’t need the paydata, you can skip these endpoints. If you check one of them and there’s no paydata, just leave. Leaving won’t trigger a Trap, so no need to waste your Matrix Action Points on a Scan.
When your team goes back to the Safehouse, any paydata you downloaded will go into the Cold Storage room automatically.
In the Matrix, there are two types of control units: Security Control Units (SCUs) and Remote Control Units (RCUs). SCUs deal with physical security devices on the map, while RCUs manage doors, gates, and machinery. As a Hacker, you can disable security devices, open doors, and activate machinery while inside the Matrix. When you get close to a Matrix Host, you can check it out. Your HUD will show you links from the Matrix Host to all the devices it controls.
When you connect to an SCU or RCU in the Matrix, you’ll see a list of the devices that are linked to that control unit on the left side of your screen. But before you can control these remote devices, you need to handle Locker IC, which blocks you from using them. Also, check for Trap IC, which can cause trouble when you try to use a remote control. Once those risky IC are gone, you can click buttons like Disable, Open, or other actions available for the remote devices. When you disable security devices from the Matrix, it’s like using a powerful jamming skill that lasts for a while. Since managing a remote device takes a few Matrix Action Points, you can decide which ones are worth controlling.
You’ll usually find Security Control Units and Remote Control Units at the beginning or end of the Matrix paths.
Don’t forget about your hacking Talents. Pay attention to how long it takes for them to recharge. Use your Talents when you need them. If you spend enough time in the Matrix, Talents that last until the end of the hack can be used multiple times to give you extra benefits. Talents that run out should be refreshed when you can. Also, remember to use special-purpose Talents when they’ll help you out.
When you’re dealing with Intrusion Countermeasures (IC), it can get tricky to decide which ones to tackle first. Some IC can create more trouble than others, and it’s not always clear which one to handle. Let’s break it down:
Daemon is a rare type of Active IC that summons new Active IC every time you do something. If you don’t deal with it right away, you’ll quickly face a swarm of dangerous countermeasures. Disable or destroy Daemon as soon as you spot it. If you have a Talent to disable IC, use that. Talents won’t trigger hidden Traps.
Scrambler unloads a Cyberdeck Program every time you take an action, including running a Scan. This can be extremely dangerous because even checking for hidden Traps can trigger your Disarm or Deception Program to be unloaded. When you see Scrambler, it’s usually best to immediately disable or destroy it before running a Scan. Avoid attacking it unless you’re certain you can destroy it immediately. Dealing with Scrambler risks triggering a Trap IC configured to react to using a Program. Reloading a Program will set off the Scrambler again, causing you problems.
If you encounter both Scrambler and Overlord (which prevents loading Programs) on a Node, prioritize disabling or destroying the Scrambler first. The risk of losing the ability to deal with either Scrambler or Overlord is too high.
The next most dangerous Active IC is Ice Pick. It harms the Hacker and leaves lingering Wounds. It’s a good idea to disable or destroy Ice Pick before scanning for Traps. The long-term damage from Ice Pick outweighs the potential danger from most Trap IC. If you can use a Talent to disable IC, go for it.
If you already know about a Trap on the Node, either because you triggered it accidentally or are returning to the Node, consider disabling or deleting the Trap before running a Scan. If running the Scan would trigger the Trap, deal with it first.
If there’s no Daemon, Scrambler, or Ice Pick, it’s a good idea to do a Scan. Hammer and Blaster can hurt, but you really need to watch out for tricky Traps like Blackhole or Slapfish. So, do a Scan to be sure.
If you have Daemon, Scrambler, or Ice Pick and used a Program to deal with them, it’s safe to tackle Active IC like Hammer and Blaster before doing a Scan. But, be careful not to load a Program until you’ve done the Scan and checked for Traps that trigger on loading.
Dangerous Active and Trap IC
Once you know what Traps are around, you can decide which IC to disable or destroy. Get rid of Slapfish, Blackhole, Hammer, Blaster, Tiger, and Red Tiger first. If you have temporary Hit Points, damage-causing IC is less of a problem. Watch out for Tripwire if you might trigger it. Traps that trigger on loading Programs or using Programs are also a big concern.
After handling the more dangerous IC, you can deal with Passive IC. If Overlord is there, take it out first because it stops you from reloading Programs. If you need to reload to deal with Active or Trap IC, deal with Overlord early.
Deal with any remaining IC later on. Take care of Jammer and Tracer before things like Locker, Datalock, and Tarpit.
Sometimes you can ignore IC. If a Trap or Passive IC triggers on something you’re not planning to do, don’t waste your efforts on it. For example, if there’s a Trap that triggers when you download paydata, but there’s no paydata to steal, you can ignore it. Similarly, if there’s a Trap that triggers when you disconnect, but you’re not planning to disconnect, you can ignore it. But if you’re about to disconnect, don’t ignore any IC. Disabling or destroying all IC before disconnecting is important to avoid problems.
That's everything we are sharing today for this Cyber Knights: Flashpoint guide. This guide was originally created and written by adastranunc. In case we fail to update this guide, you can find the latest update by following this link.