The Kinsmen Universe (Kinsmen #1-3) - Ilona Andrews Page 0,47

sat on the rug before the hub. "Join me."

The five members of her team sat in a circle around the hub.

"How many times have you connected?" she asked.

"Seventeen," Charles said.

"Twenty-two," Zinaida said.

"Eight," Saim said.

"Eight also," Mittali added.

"Four," Nonna said.

"Twice," Kosta said.

"Any connections in a hostile environment?"

No answer. She had expected as much.

"Bionet can be overwhelming," Claire said. "However, our minds do their best to cope by transforming it into a familiar environment. Our mind interprets things for us and you must listen to your instincts. If something gives you a bad feeling, it's likely a trap. If you see a monster, it's likely an AI defense or an enemy psycher. You will see strange things on the bionet. Creatures that grow blades. Plants that shoot lightning. You must remember to trust your instincts. If something feels dangerous, it is. Be afraid and be cautious, and you will survive."

"But how do we fight?" Kosta asked.

"You don't. I will take care of the fighting." Claire smiled gently. "Your mission is different. There are two types of threats on the bionet: passive and active. Passive threats are the AI defenses. They remain dormant until an intruder appears. Active threats are psychers like us, humans who patrol the bionet. They are the greatest danger. You will know them because they may look very frightening or appear out of place. For example, if you perceive the bionet as a grassy plain and you see a medium-size predator running at you, it's likely an AI defense. If you see a bovine the size of a house that's sprouting tentacles and tusks, it's likely a psycher."

Claire paused to make sure she had their attention. "If you see a psycher, do not engage. He will kill you. If you see one, and he gives chase, you must run away as fast as you can and disconnect as soon as you are able. Remember, you can only disconnect within a short distance of the hub. Don't be afraid to lead a psycher to the hub. We will destroy it after the mission. Do you understand?"

Heads nodded.

"It's highly likely that you may see me as something terrifying as well. During the mission, I may change my shape in reaction to threats. Don't be alarmed."

"Will you grow tentacles and tusks?" Saim asked, with a hint of humor in his eyes.

"If I have to. We will be going into a secure sector; however, a security forces laboratory is unlikely to have an active defense. It doesn't contain any of the financial or valuable data hacker psychers usually want, so there is no need for a psycher to actively control it. The laboratory will have passive defenses instead. There are three types. First, the loop traps. These are bionet connections designed to lock a mind into a loop in an effort to keep it from reaching its destination. People typically see these as quick sand, swamps, iced over water, and so on. If you are caught in a loop, do not panic. Clear your mind and imagine yourself escaping. If that doesn't work, picture falling through the trap and landing by the hub. That usually initiates the expelling protocol. You will land by the hub and will have to log off.

"The second type of traps are the damage events. Falling rocks, geysers of molten lava, mud slides, and so on. These are the coded defenses. They will activate when triggered but they have a limited range. If you are caught in one of these, you will take damage. Sometimes severe damage. Your mind may develop lesions or become 'bruised.' You may see something that looks like a glowing worm or a tangle of luminescent threads. Sometimes the world will abruptly darken or become too bright to see the objects. If you experience visual anomalies after a damage event, you must tell me immediately. Remember that your range is shorter than mine. I can broadcast my thoughts from a large distance, which means you will hear me but I may not hear you. If you take damage and I do not respond, you must log off as soon as possible."

She waited for everyone to nod.

"The third type of traps are the chasers. The chasers are the defense entities produced by the AI. They are usually perceived as something alive: dogs, insects, sharks. The chasers will actively pursue you. If a large number of the chasers are destroyed, the AI will sound the perimeter alarm, which will bring a living psycher responsible for the security

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