Tuesday, September 22, 2020

Download Onimusha Warlords Free For PC

Download  Onimusha Warlords Free For PC

| Onimusha: Warlords [Eng/Jap voice + Multi8 + Bonus] – CorePack |


SYSTEM REQUIREMENTS:
OS: Windows 7 64 bit
Processor: Intel® Core™ i3 Dual Core Series or AMD equivalent or better
Memory: 4 GB RAM
Graphics: NVIDIA GeForce GTX 760 or AMD Radeon R7 260x
DirectX: Version 10
Storage: 12 GB available space
Sound Card: DirectSound _DirectX® 10.0c or better





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PASSWORD :
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Monday, September 21, 2020

The Summoning: I Hope You Crush That Little Dude's Rock

Cool. The last level had like 20 challenges.
         
I had a good last session with The Summoning. The enemies became more challenging and the puzzles retained what I thought was already a satisfactory challenge. (Uber-fans of DarkSpyre probably think it's too easy.) My inventory problems were ameliorated by a Bag of Lightness. I got some more information about the main plot. Everything moved along in a reasonably fast clip. It's not a bad game. But at the same time, I feel like I've gotten its basic experience and I don't really need another 20 hours of it, but another 20 hours seems inevitable whether I "need" it or not.
    
When I left off last time, I was just entering the "Elemental Barrier" levels, of which there turned out to be three. The last one had three elemental barriers in the corridor leading out of the level, and my goal was to find three spheres, have Duncan "activate" them, and then throw them at the barriers so I could pass. By this point, all of the levels have multiple small areas interconnected by teleporters, so exploring them isn't as simple as just always following the right wall. Since you never know where a teleporter is going to take you, and if you'll be back, I've taken to fully exploring each section before moving on. It's also a good idea to toss an unwanted item through each teleporter just to make sure it doesn't have some effect in your current area. 
           
In the midst of battle against hellcats. Man, was it hard to find arrows on this floor.
       
On the first Elemental Barrier level, I met an NPC named Skulk who said he hired himself out as a mercenary and also sold rare and unique items, and I thought I might be able to hire him as a companion or buy some things from him, but despite the dialogue seeming to head in that direction, no such options came to light. Instead, Skulk told me about nine wizards who had tried to defeat Shadow Weaver at the behest of the Council, something I don't remember from the backstory. The wizards were all defeated, and eight of them had their heads impaled on sticks, their souls imprisoned within, and cast into the labyrinth. The ninth, Balthazar, was corrupted to work with Shadow Weaver. This was the first suggestion that I would have to find the eight wizards' skulls.
           
Levels are becoming groups of interconnected areas rather than cohesive structures.
          
Elemental Barrier One (which, confusingly, was the second of the three levels) offered combats against a bunch of ghouls. Ghouls can only be damaged by weapons of silver. Fortunately, there was a sword maker named Kern on the same level. He said he'd need a supply of silver and a holy emblem to make the sword, plus 5 gold pieces for his service. I was delighted at the prospect of finally getting rid of some of the gold I'd amassed, only to find that the level itself provides you with at least the 5 gold pieces you have to pay Kern. Anyway, the holy emblem was in the possession of Rhegad, an ex-priest who had become disillusioned with the world and decided to join Shadow Weaver's horde. Lacking martial ability, he wanted to trade the emblem for a Book of the Sword, a magic object that improves your skill with edged weapons. It's a good thing I met him before finding the book, because I would have used it for myself. I don't know if it's possible to kill him after he gives you the holy emblem and take the book back. I'm not evil that way.
        
A cinematic showed Kern forging the sword. Apparently, it will never break, but it sucks against regular foes.
       
The silver came from a chalice that a warrior named Greyreign was carrying. He had been wounded, but his code prevented him from accepting magical help. Instead, he wanted me to find him a "healing mango," which sounds like magic to me, but whatever. There were a couple on the level, so I gave him one and got the chalice. Kern made me the sword, and I used to wipe out what seemed like dozens of undead. I was frankly a little annoyed that I couldn't break regular weapons on them.
          
Amidst the remains of ghouls.
         
Other new enemies on this level were "hellcats," which look like small cats. I think by now I was also getting attacked by harpies pretty regularly. Minotaurs joined the bestiary on Elemental Barrier Two.
     
It was somewhere on this level that I found a Bag of Lightness, which changed life enormously. The bag has 12 slots, and nothing you put in it weighs anything unless you're holding the bag. I was able to shuffle a bunch of stuff and finally get back below my weight threshold, but that didn't last forever, and by the end of this session, I was back to having to drop a chest at the beginning of the level, explore, and then return for it. 
            
The bag helped, but my new samurai armor made me overburdened again.
         
Elemental Barrier Two started with a combat against an NPC named Murc'met who said he was a great swordsman but died in like two hits. Later, I met one of his former companions, Toh, who talked smack about him. She also talked about making an effort to find the blade Warmonger, the demon-possessed sword created by King Borel and used by the character in DarkSpyre. She discussed a couple of rumors about where it might be held, including a hidden chamber before the elemental barriers or an underground cavern within the territory of the White Knight. I hope it wasn't in a secret area on the Elemental Barrier levels because I never found it.
 
Later, an old man named Nigel introduced the possibility of a multiverse: he said that when he died, he expected to move on to another plane, and he thinks there must be magical ways to move between planes. He cited the example of the Gods of War, Magic, and Intellect, who clearly came from some place external.
          
Punching through the elemental barrier.
           
I otherwise didn't write down much about the Elemental Barrier levels until I got to the end and flung the three spheres into the appropriate barriers. (This required me to take them back to Duncan, but each level had a way to shortcut it on the way back to the beginning.) My shots show a lot of the usual: keyed doors, levers, pressure plates that had to be weighed down (there were a lot of these on the last level in particular), doors that had to be opened with the "Kano" spell, and so forth.
     
Using a rolling ball to weigh down a pressure plate after stopping it with a "Magic Wall." Yawn.
        
As I got through the elemental barriers, I was once again visited by the apparition of Rowena, who confirmed that Shadow Weaver intended to use the Staff of Summoning (I had already learned as much from Dunstan on the Broken Seal levels). The Staff is apparently broken into two pieces, one of which Shadow Weaver already has, the other of which is in another world. To get there, I'll need to learn a special spell from the skulls of the eight wizards. I'm preparing for a twist ending in which this isn't really Rowena visiting me, but we'll see.
          
What do you want to bet that this "other world" coincidentally consists of dungeons with puzzles?
         
The area after the Elemental Barrier levels is called the Realms of the Five Knights. I've only explored one so far, but I'm assuming it ultimately consists of five levels, each ruled by a different colored knight. The first level was the Blue Knight's, and as I entered, I was greeted by one of his warriors, Makabre. He gave me the lay of the land. The other knights are White, Ebon, Green, and Crimson, and the five are constantly looking to undermine the others, sometimes forming alliances, sometimes breaking them. The Ebon Knight is the most powerful of the lot, the Green Knight the weakest. Each wears a medallion, and to get out of the area, I'll need to collect all five medallions and drop them in a hole in front of a great door. Man, I really hope Shadow Weaver has a secret entrance; otherwise, when he's in the mood for a taco, getting out of his own fortress must be seriously inconvenient.
         
You may come to regret that you offered this information so freely.
         
The Blue Knight's level made me complete three "challenges": the mind, the fighter, and the mage. The fighter challenge just had a bunch of enemies, and the mage had a puzzle involving the "Magic Wall" spell that was no harder than a regular puzzle. The "mind" one wasn't hard, but it was funny. The walls in this section were built like an equation, with holes between the operators: HOLE + HOLE = HOLE. There was a chest with three objects in it: a rock, a Jera potion, and an empty potion flask. To solve the puzzle, I had to swallow the potion and hurl one of the flasks at the wall, breaking it, and then drop the resulting objects in the holes so that the equation was ROCK + FLASK = BROKEN GLASS. Unfortunately, the creators made it so the holes would only accept the proper objects, so it was a bit too easy.
      
This was a cute idea.
       
Enemies started getting a lot harder on this level with the introduction of samurai, and then eventually I had to kill the Blue Knight himself. Still, "harder" doesn't mean very hard. Even though the enemies might be capable of pounding away my hit points in a few hits, I can always cast "Freeze," then run away from combat. The spell lasts long enough to make and quaff a couple of healing potions, at which point I can re-engage and cast "Freeze" again if necessary. You can't even run out of spells because the spell preparation window (unlike the inventory window) freezes the action on the screen. To be a real threat, an enemy would have to be immune to magic or last long enough that you exhaust your spell points. That hasn't been a danger yet.
            
This line of samurai was tough, but the pressure plate allowed me to crush some of them in the door.
         
I started finding the wizards' skulls on this level, ultimately finding three: Erastus, Zana, and Sea Raven. Each taught me one symbol for the "Gateway" spell. I figure if I get six of the eight, I could figure out the rest on my own. I don't know if I need to keep the skulls after talking with them, but I have been.
          
It feels rude just to dump them on the floor.
         
The Blue Knight's level ended with a fiendish puzzle. Involving a large area of 20 small rooms, each with two or three doors connecting them to the other rooms. A large chamber nearby held 20 levers, each of which opened at least one door and some of which closed others. I had to test them all, carefully noting the effects (when I could even see them) on the opened and closed doors in the chambers. Each chamber had a will-o-wisp, which has a lightning missile attack. The whole area took a while, but it ultimately led me to the teleporter to the Blue Knight and then to the level's exit. The next area appears to be the White Knight's domain, and here I signed off.
           
My heart sank when I walked into this area.
            
Beyond that, there's not much to tell you except miscellaneous things:
    
  • One puzzle gave me a room in the shape of a clock. There were 12 pressure plates that I clearly had to weigh down with rocks, and a skull told me that I wanted "eagle's position." Through trial and error (and reloading, because the wrong choice sent fireballs hurling at me), I figured out that the right positions were 12 and 7. What does this have to do with eagles?
       
Is there some in-game context by which this makes sense?
        
  • Since I eventually had plenty of weapons, I tried to prioritize the ones for which I had low skill, starting with missile weapons. By this time, I was carrying two bows and had a quiver full of arrows, including a couple of barbed and poison arrows. While you can pick up arrows after combat, I find that I slowly lost about half of them just because they can be hard to see. But the thing I like is that you just have to run over them and hit "T" ("Take") to pick them up, and they go directly into the quiver. I wish Dungeon Master made it so easy.
  • The game has an annoying copy protection system. When you start up, you have to consult a page in the manual, each of which has a string of five faces at the top of the page, which you replicate in the game window. Some of them are kind of hard to make out in the book. 
         
This discourages short sessions.
              
  • Melee weapons and shields have broken plenty of times. Armor, greaves, helms, gauntlets, and bows have never broken. Do they?
  • Some of the doors are tough to pick out from the surrounding walls.
          
Note the closed door to the southwest of my character.
        
  • I'm carrying way too many extra Raido, Gebo, and Thurisaz runes, all of which teleport you to their respective floor sigils if the level you're on has them. So far, I haven't found very many floor sigils that aren't accessible through non-teleportation means.
           
This was a rare exception.
         
  • Amulets use up their magic and disappear in less than five minutes. They may as well have not even included them.
  • So far, every time the game has called for a miscellaneous item, it has offered that miscellaneous item somewhere on the same level. I assume, given all the warnings I've received, this must change at some point. If not, you're making me carry around a lot of extra junk for nothing.
  • Character development slowed to a crawl this section. I ended the last one a "Cavalier" (8/12) and remain one hours later. My edged weapon skill went up to "Savant" (8/10), an increase of one, and my use of missile weapons went to "Skilled" (5/10). Healing magic increased by one category to "Sage" (8/10), but that's only because I used a Fehu rune (creates random objects), which in turn got me a Perth rune, which levels up a random spell skill. 
            
My current status.
      
As I acquire new spells, it's getting harder and harder to memorize them, and inconvenient to refer to screenshots of the hand motions. Now that I have all 12 hand positions, I've assigned a number to each one, and I have a notepad where I've written down every spell's numerical code. This works if I have plenty of time, but I needed something faster for the spells I might want to quickly memorize and cast in combat, so I unwittingly found myself adopting a mnemonic device for the most common spells, based on what the hand movements could represent. 
    
Ultimately, I had labeled the 12 movements, in order:
   
  1. "Point." It looks like someone saying "Point of Order!"
  2. "Hope." Because I initially interpreted it as crossed fingers. I had to go with what works.
  3. "One." That was the laziest one.
  4. "Crush," because it looks like someone crushing a soda can.
  5. "Commodore." It was the first thing I could think of that began with "C."
  6. "Paper." From Rock, Paper, Scissors.
  7. "Hook," because that's what he's doing with his finger.
  8. "Swear," because it looks like someone taking an oath.
  9. "Waiter," because it almost looks like someone carrying a tray.
  10. "Rock," also from the game.
  11. "Dude." I realize the sign is usually with the thumb, not the index finger, but you go with what you first think of.
  12. "Little," as if the person is saying, "just a little bit."
      
Waiter! One little rock, dude.
           
After this, the trick is to string them together along with an image of the spell. "Flaming Arrow" becomes CRUSHING a ROCK, and you picture a flaming arrow doing that. "Kano" (which opens doors) is similarly CRUSHING HOPE, so I picture an enemy on the other side of the door desperately hoping that I won't get through. "Restore" is tougher: ONE POINT is that the DUDE is a WAITER. I don't know why, but for some reason I could hear Robert Downey Jr. saying that sentence, and he was in Restoration with Sam Neill, so it works. I'll probably remember that long after I've forgotten my own middle name.
     
Time so far: 21 hours


Saturday, September 12, 2020

AAR: The Scarab Plague Of Mars!

   As usual, this AAR is short on photos because I was too busy playing to take pictures. However, I did grab a few of the setup. Game was played on 28 JUN 2019 in my gameroom with Zach, his son Nathaniel, and myself participating.

SCENARIO:

   Two rival companies of adventurers, the British Lord Curr's Incorrigibles and the German Empire's Society of Thule have traveled to Mars via aethership. Their goal: seize ancient Martian relics of occult power. Unfortunately, they were discovered and Martian priests have awakened a terrible curse: a massive swarm of flesh-eating scarabs. The scarabs will eat only Earthling flesh, though. So now, the two companies must flee for their lives. Safety lies on the canal running through the nearest village, Golah. The Earthlings want to get on the boats; the Martians want to stop them long enough for the scarabs to catch them and devour them all.

RULES AND FIGURES:

   The rules used were In Her Majesty's Name, my favorite for small skirmish Victorian Science Fiction. The figures are a mixture of North Star (the Society of Thule and Lord Curr's Incorrigibles), Parroom Station (The Masked One, Martian leader and mystic), and RAFM (High Martians, Shield Gunners, and Archers).

An overview of the battlefield.
The mat is from Cigar Box. First time used!

The Village of Golah
Buildings are Plastruct COLORed buildings for SAGA

Custom made canals, ordered a decade ago, only second time used in a game.
Boats are all scratchbuilt and older, too.

British Start point. The Society of Thule is on the other side of the ridge.
The small dots at table edge are the scarabs, advancing as a line.

A Martian Shield Gunner stands guard outside the canal master's office.

The Masked One, a Martian Mystic

High Martian warrior. Savage flying primitives.

   The two companies moved up as quickly as possible but got held up in and around the village. If the random rolls for the scarabs' advance hadn't been very low, all would have been devoured! As it is, the two European teams ganged up on the outgunned Martians and killed all but two of them (the Masked One, who used his Mystic powers to slow up the British advance, and one shield gunner, saved by his heavy armour).

   In the end, the British reached the boats first. Rather than allow the Germans to escape, the British took all of the boats. End result: British victory (44 points, almost all of his company escaped), followed by the Martians (28 points, all because of devoured Europeans) and then the Germans (19 points, for killing Martians). But we all had fun, and that was the main point after all.

   Notes for next time we run this scenario: 
  • Martians need more points to offset European gangup.
  • Scarabs need to move a flat d10", not d10-2. For four turns in a row, the scarabs did not move at all. This cuts the pressure on the Europeans to get moving!


Movie Review: Avengers: Endgame (SPOILERS)

Probably the best thing about Endgame is that it's the (almost) last of the first generation of MCU movies (we still have a Spiderman movie, maybe a Black Widow movie, and I'm sure a whole 'other next-generation of MCU movies are in the works). Is it a good movie? No. Is it a good-MCU movie? It's fine, much in the same way that Harry Potter 8 was fine: it does what it is supposed to.

That it broke box office records is understandable since the last movie was a cliff-hanger. Less understandable is its rave reviews, unless the reviews are based on its "must see" quality. Because, even from a Marvel perspective, the movie just barely makes sense, is disjointed, has too many scenes that are just sketches, has too many underused characters, and has an ending that is somewhat anti-climactic. What it has going for it is some emotional impact (a bit), some humor (not all of it good), some flashbacks to previous MCU movies, some nice visuals, and a sense of an ending.

PLOT: Following the last movie where half of the universe is wiped out, the characters are upset. The survivors track down Thanos who has already destroyed the stones so that his work can't be undone, so all they can do is kill him. Five years later Ant-Man is accidentally rescued from the quantum realm but has experienced only 5 hours, which leads him to think that the Avengers can use the quantum realm to go back in time - and space (???) - to very specific times and places in order to steal the infinity stones from the past, undo what Thanos did, and return them to their timelines. Unfortunately, while in the past, future Nebula's presence and memories alert past Thanos to this plan and he travels into the present to destroy the universe and remake a new one that won't try this plan again.

REACTIONS: Let's put a pin onto the obvious time-travel paradox problems, and even the rest of the insane problems for one minute and take the movie as is. This movie takes a little time to show us Hawkeye's family, Iron Man's daughter, and a few other character-relationship moments, which is a little more than we get in most MCU movies and which was nice. There was at least some attempt to deal with the failure and loss of the last movie, although, other than an argument from Iron Man and a sense of purpose from Captain America, these attempts were laughably badly done. Thor's gut belly and indifference was supposed to be funny, but other than the quick visual punch it really wasn't. On the one hand it was nice to see an overweight superhero. On the other, too many jokes were made about him being out of shape.

Now we have to take the pin out, because this movie's basic plot, premise, and how it deals with what happened is just insane:

  • If you wipe out half of all "living creatures", what about the animals and vegetation?
  • If you wipe our half of all living creatures, far FAR more than half of the remainder are going to die, and pretty soon. Half of all airplane pilots of mid-flight airplanes and half of the air-traffic controllers are gone. That's thousands of crashed flights. Half of all drivers of cars and trucks are gone but their cars are still speeding. That stops EVERY car and truck on the road, killing millions of people and instantly blocking every major and minor thoroughfare. Who's left to un-jam the roads? Half of all surgeons are gone mid-operation and nurses mid-care. Half of all single-parents with dependents that can't get help. Half of the people that care for remote villages.
  • How about every religion? How many of them could deal with half of their flock, including their pope or chief or most of their cardinals, dying? No riots? No looting? No new cults or major overthrows? How are the governments still working? How are buildings? How is food and medicine getting delivered, let alone produced and harvested and supplied?
  • How about financial markets and the collapse of industry? How about the collapse of all national security? How about rogue nations and terrorism? How about ...
  • Let's talk about what it would mean then to reintroduce half of the population again five years after the world has moved on without them. Where are they reintroduced into the world, including the ones that were mid-flight or mid-driving? Up in the air, at their destination, or at home? Who owns what? Who is married to whom? Who is producing food for them and where do they live?
  • The point is that this kind of disaster is a mcguffin, something that you can't think about even in the most shallow terms because it doesn't make any sense, but the MCU just throws it in and expects you not to think about it.
And that's not even considering the loony ways that time-travel is dealt with, screwing around with multiple timelines with no concept of how to resolve any of the changes. But that consideration is, at least, par for the course for bad sci-fi movies. Also, how does time travel = infinite space travel?

As far as characters go:
  • Iron Man is well acted and has a good show. It was nice to see his callback to the end of the first movie
  • Captain America has definitely grown as a character and had a good show.
  • Black Widow / Hawkeye: yes, it was a better choice for her to die, since he has a real family, but the movie doesn't make you feel that that was more than a plot consideration. Her death was more tragic than Iron Man's, but she is only given a few words of remorse while he is given a whole ending funeral and condolence scene. Which just goes to show that the MCU still doesn't consider the women to be as important as the men.
  • Captain Marvel has barely 15 minutes of screen-time after her big movie. It's entirely unclear how she rescues Iron Man at the beginning. The nice shot of all of the remaining women characters was nice, but it shouldn't be: there are tons of shots of all men characters that we simply take for granted, but the MCU makes us wait for a big, dramatic shot of women characters. I will be more excited when there are so many scenes and shots of women superheroes that we don't notice them anymore.  Which just goes to show that the MCU still doesn't consider the women to be as important as the men.
  • Thanos' powers are never explained. Why would the God of Thunder and several of his weapons have no effect on him, why is he able to break Captain America's unbreakable shield, and why can't even Captain Marvel put a dent in him? Plot, is the only reason. The MCU dug themselves into a hole when they gave superheroes so much strength and then could not think  of a way to create tension without simply ignoring all of that strength. Tension with an overly strong superhero is supposed to come from moral complexity, deception, and self-actualization, not from Something Even Stronger.
  • Hulk: They keep finding new ways to present him to keep him fresh, which is nice. But he's still pretty boring as a character.
  • Ant-Man: I kind of forgot where he was, once the time travelling started. Oh wait, I think I saw him flying around with the Wasp here and there. Whatever.
  • Nebula and Gemora had a lot to do, and they were the stars. Too bad they were pretty boring in their previous movies.
  • Pepper: Gwenyth stole the scenes she was in just by being a better actor and presence than anyone else.
  • Black Panther, Spider-man, Doctor Strange, etc all showed up just to be there, but served no other purpose.
As a movie qua movie, the movie exists only to complete what happened in the last movie. It contained no real moral dilemmas, no real character tension, no real insights, no real inspiration or sacrifice (Black Widow's sacrifice was antiseptic and Iron Man's was accidental), and nothing really interesting story-wise other than its utter mangling and refusal to deal with the more interesting ramifications of story that was supposedly occurring around them.

Was it entertaining? If you ignore all of the parts than made my brain hurt, then it was entertaining. I wanted to see how it ended, which is about all one could have hoped for and no more. Infinity War was more entertaining and more satisfying (not that it was good, per se, but it was a better MCU movie). This was just okay.

Friday, September 4, 2020

God Of War II PS2 ISO For PCSX2

 




Minimum System Requirements

CPU: AMD Athlon X2 2.8 GHz, Intel Core 2 Duo 2.4 GH
RAM: 4GB or more
OS: Windows Vista 32-Bit with Service Pack 2
Graphics Card: NVIDIA GeForce 8800 GT


Recommended System Requirements

CPU: AMD Six-Core CPU, Intel Quad-Core CPU
RAM: 8GB
OS: Windows 8 64-bit
Graphics Card: NVIDIA GeForce GTX 660


Download The ISO File Here


Monday, August 31, 2020

The Live HTML Editor



The Live HTML Editor program lets you write your HTML pages while viewing dynamically what changes are happening to your HTML page. The main purpose of this tool is to help HTML learners learn HTML quickly and easily while keeping an eye on what they are doing with their HTML page. It also helps developers in writing quick HTML lines to see how it will affect their HTML page.

This program can also help you visualize your inline and embedded CSS styles on fly. You can apply CSS styles and see them dynamically change the look and feel of your HTML page. Developers can test different inline and embedded CSS styles to make sure what will look good on their website.

Some of the features of this program are:
  •          Live HTML preview of whatever HTML you type.
  •          Supports HTML Syntax Highlighting.
  •          Supports opening an HTML file and Live Preview editing of that file.
  •          Supports Saving files.
  •          Support for inline and embedded CSS.

However this program does not support Javascript and it also doesn't support separate CSS files. This program is still in development phase and we might see support for Javascript and separate CSS files in the future.

If you are a student and want to learn HTML without having to install a bulky software that takes a lot of time to open and function, then this is a good option.

The Live HTML Editor is Free and Opensource project and has been written in Python with QT interface you can check out source from sourceforge.

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Sunday, August 30, 2020

RapidScan: The Multi-Tool Website Vulnerabilities Scanner With Artificial Intelligence

RapidScan's Features:
  • One-step installation.
  • Executes a multitude of security scanning tools, does other custom coded checks and prints the results spontaneously.
  • Come of the tools include nmap, dnsrecon, wafw00f, uniscan, sslyze, fierce, lbd, theharvester, dnswalk, golismero etc executes under one entity.
  • Saves a lot of time, indeed a lot time!
  • Checks for same vulnerabilities with multiple tools to help you zero-in on false positives effectively.
  • Legends to help you understand which tests may take longer time, so you can Ctrl+C to skip if needed.
  • Association with OWASP Top 10 2017 on the list of vulnerabilities discovered. (under development)
  • Critical, high, large, low and informational classification of vulnerabilities.
  • Vulnerability definitions guides you what the vulnerability actually is and the threat it can pose
  • Remediations tells you how to plug/fix the found vulnerability.
  • Executive summary gives you an overall context of the scan performed with critical, high, low and informational issues discovered. (under development)
  • Artificial intelligence to deploy tools automatically depending upon the issues found. for eg; automates the launch of wpscan and plecost tools when a wordpress installation is found. (under development)
  • Detailed comprehensive report in a portable document format (*.pdf) with complete details of the scans and tools used. (under development)

For Your Infomation about RapidScan:
  • Program is still under development, works and currently supports 80 vulnerability tests.
  • Parallel processing is not yet implemented, may be coded as more tests gets introduced.

RapidScan supports checking for these vulnerabilities:
  • DNS/HTTP Load Balancers & Web Application Firewalls. 
  • Checks for Joomla, WordPress and Drupal
  • SSL related Vulnerabilities (HEARTBLEED, FREAK, POODLE, CCS Injection, LOGJAM, OCSP Stapling).
  • Commonly Opened Ports.
  • DNS Zone Transfers using multiple tools (Fierce, DNSWalk, DNSRecon, DNSEnum).
  • Sub-Domains Brute Forcing.
  • Open Directory/File Brute Forcing.
  • Shallow XSS, SQLi and BSQLi Banners.
  • Slow-Loris DoS Attack, LFI (Local File Inclusion), RFI (Remote File Inclusion) & RCE (Remote Code Execution).

RapidScan's Requirements:
  • Kali Linux, Parrot Security OS, BlackArch... Linux distros that based for pentesters and hackers.
  • Python 2.7.x

RapidScan Installation:


RapidScan's screenshots:
RapidScan helping menu
RapidScan Intro
RapidScan Outro

How to contribute?
If you want to contribute to the author. Read this.

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