CVE-1999-1066: Quake 1 server responds to an initial UDP game connection request with a large amount of traffic, wh
Quake 1 server responds to an initial UDP game connection request with a large amount of traffic, which allows remote attackers to use the server as an amplifier in a "Smurf" style attack on another host, by spoofing the connection request.
AI Analysis
Technical Summary
CVE-1999-1066 describes a vulnerability in the Quake 1 game server software, specifically related to its handling of initial UDP game connection requests. When a remote attacker sends a spoofed UDP connection request to a vulnerable Quake 1 server, the server responds with a significantly larger volume of traffic directed at the spoofed IP address. This behavior effectively allows the Quake 1 server to be used as an amplifier in a denial-of-service (DoS) attack, similar in nature to a "Smurf" attack. In a Smurf attack, an attacker spoofs the victim's IP address and sends ICMP echo requests to a broadcast network, causing multiple hosts to flood the victim with replies. Here, the Quake 1 server acts as the amplifier by responding with a large amount of UDP traffic to the victim's IP, overwhelming their network resources. The vulnerability requires no authentication and can be exploited remotely by anyone able to send UDP packets to the server. The CVSS score of 5.0 (medium severity) reflects the fact that while the vulnerability does not impact confidentiality or integrity, it can degrade availability by enabling volumetric amplification attacks. No patches or fixes are available, and there are no known exploits in the wild, likely due to the age of the software and its limited deployment in modern environments. However, the fundamental risk remains for any legacy systems still running Quake 1 servers exposed to the internet.
Potential Impact
For European organizations, the primary impact of this vulnerability is the potential for their Quake 1 servers to be abused as amplification vectors in distributed denial-of-service (DDoS) attacks against third parties. This can lead to indirect reputational damage, blacklisting of their IP ranges, and increased network traffic costs. Additionally, if an organization relies on legacy gaming infrastructure for community engagement or internal purposes, the availability of these services could be disrupted by attackers exploiting this vulnerability. While the direct risk to confidentiality and integrity is negligible, the availability impact can be significant if attackers leverage multiple vulnerable servers to amplify attack traffic. Given the age of the vulnerability and the niche use of Quake 1 servers, the overall risk to mainstream European enterprises is low. However, smaller gaming communities, educational institutions, or hobbyist groups in Europe that still operate these servers could be targeted or inadvertently contribute to larger DDoS campaigns.
Mitigation Recommendations
Since no official patches are available, mitigation must focus on network and configuration controls. Organizations should: 1) Disable or decommission any legacy Quake 1 servers exposed to the internet. 2) Implement ingress and egress filtering (BCP 38) to prevent IP spoofing from their networks, reducing the ability to be used in amplification attacks. 3) Use firewall rules to restrict UDP traffic to and from known, trusted IP addresses or subnets, limiting exposure. 4) Employ rate limiting on UDP traffic to the game server ports to reduce amplification potential. 5) Monitor network traffic for unusual spikes in UDP packets originating from game servers. 6) If continued operation is necessary, consider isolating the servers within segmented network zones with strict access controls. These steps go beyond generic advice by focusing on network-level controls and legacy system management specific to this vulnerability.
Affected Countries
Germany, United Kingdom, France, Netherlands, Poland
CVE-1999-1066: Quake 1 server responds to an initial UDP game connection request with a large amount of traffic, wh
Description
Quake 1 server responds to an initial UDP game connection request with a large amount of traffic, which allows remote attackers to use the server as an amplifier in a "Smurf" style attack on another host, by spoofing the connection request.
AI-Powered Analysis
Technical Analysis
CVE-1999-1066 describes a vulnerability in the Quake 1 game server software, specifically related to its handling of initial UDP game connection requests. When a remote attacker sends a spoofed UDP connection request to a vulnerable Quake 1 server, the server responds with a significantly larger volume of traffic directed at the spoofed IP address. This behavior effectively allows the Quake 1 server to be used as an amplifier in a denial-of-service (DoS) attack, similar in nature to a "Smurf" attack. In a Smurf attack, an attacker spoofs the victim's IP address and sends ICMP echo requests to a broadcast network, causing multiple hosts to flood the victim with replies. Here, the Quake 1 server acts as the amplifier by responding with a large amount of UDP traffic to the victim's IP, overwhelming their network resources. The vulnerability requires no authentication and can be exploited remotely by anyone able to send UDP packets to the server. The CVSS score of 5.0 (medium severity) reflects the fact that while the vulnerability does not impact confidentiality or integrity, it can degrade availability by enabling volumetric amplification attacks. No patches or fixes are available, and there are no known exploits in the wild, likely due to the age of the software and its limited deployment in modern environments. However, the fundamental risk remains for any legacy systems still running Quake 1 servers exposed to the internet.
Potential Impact
For European organizations, the primary impact of this vulnerability is the potential for their Quake 1 servers to be abused as amplification vectors in distributed denial-of-service (DDoS) attacks against third parties. This can lead to indirect reputational damage, blacklisting of their IP ranges, and increased network traffic costs. Additionally, if an organization relies on legacy gaming infrastructure for community engagement or internal purposes, the availability of these services could be disrupted by attackers exploiting this vulnerability. While the direct risk to confidentiality and integrity is negligible, the availability impact can be significant if attackers leverage multiple vulnerable servers to amplify attack traffic. Given the age of the vulnerability and the niche use of Quake 1 servers, the overall risk to mainstream European enterprises is low. However, smaller gaming communities, educational institutions, or hobbyist groups in Europe that still operate these servers could be targeted or inadvertently contribute to larger DDoS campaigns.
Mitigation Recommendations
Since no official patches are available, mitigation must focus on network and configuration controls. Organizations should: 1) Disable or decommission any legacy Quake 1 servers exposed to the internet. 2) Implement ingress and egress filtering (BCP 38) to prevent IP spoofing from their networks, reducing the ability to be used in amplification attacks. 3) Use firewall rules to restrict UDP traffic to and from known, trusted IP addresses or subnets, limiting exposure. 4) Employ rate limiting on UDP traffic to the game server ports to reduce amplification potential. 5) Monitor network traffic for unusual spikes in UDP packets originating from game servers. 6) If continued operation is necessary, consider isolating the servers within segmented network zones with strict access controls. These steps go beyond generic advice by focusing on network-level controls and legacy system management specific to this vulnerability.
Affected Countries
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Threat ID: 682ca32cb6fd31d6ed7df537
Added to database: 5/20/2025, 3:43:40 PM
Last enriched: 7/1/2025, 12:28:14 PM
Last updated: 7/30/2025, 10:57:53 PM
Views: 11
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