THE ORGANISATION IS THE UNIT OF PLAY.
Every Arena environment is built from a digital twin: a realistic model of an organisation, made for competitive hacking. It is rebuilt Season after Season.
ARENA ENVIRONMENTSBUILDING
THE PROBLEM
ORGANISATIONS ARE CONNECTED SYSTEMS.
One intrusion crosses identity, endpoints, network, applications, cloud, data and people. A single machine, an isolated app or a scripted scenario holds one of those at a time.
- IDENTITY
- ENDPOINT
- NETWORK
- APPLICATION
- CLOUD
- DATA
- PEOPLE
ATTACKERS SEE ONE SYSTEM.
SO DOES THE ARENA.
THE ORGANISATION
WHAT OPERATORS FACE.
Not a vulnerable box. An organisation. Each environment holds the parts a real attacker has to understand.
- INFRASTRUCTURE
- Endpoints, servers, networks, cloud.
- IDENTITY
- Human and machine identities and their privileges.
- APPLICATIONS
- Business apps and the services behind them.
- DATA
- What the organisation stores, and where.
- RELATIONSHIPS
- Trust, access and dependency between everything above.
- CONTROLS
- The defences in place, and the gaps between them.
THE ENVIRONMENT
FROM ORGANISATION TO ARENA.
Each organisation becomes a working, isolated environment inside an authorised Cyber Range. The same organisation can be played again, or changed for the next Season.
FROM ORGANISATION TO ARENA.
- ORGANISATION
- DIGITAL TWIN
- ARENA
STATE ORGANISATION
THE ATTACK
BREAK INTO THE ORGANISATION.
Operators pursue objectives: access, discovery, escalation, lateral movement, goal. The paths are real paths through the organisation, not scripted steps.
- ORGANISATION
- IDENTITY
- INFRASTRUCTURE
- APPLICATIONS
- ATTACK PATH
- OBJECTIVE