Loc

A loc (not to be confused with locks) is a special script that is automatically created when a user is initialized and can be used to breach the associated user. A loc cannot be deleted or modified through architect commands. will show all locs as PUBLIC HIDDEN. The loc's security level is based on the locks that are loaded by the user. will provide the loc of the calling user if they are initialized. "Loc" is generally pronounced "loke" by the community, as it is short for "location".

When accessing a loc, you will be presented by locks and other security. When all security measures are bypassed, the user will be breached. At this stage, NPCs typically "pop", causing it to automatically transfer all GC and upgrades to your user if you have space then delete itself. With other locs, you will have to manually transfer GC and upgrades using an upgrade.

Loc scripts are made up of 3 parts: the username, a loc prefix and 6 random alphanumeric characters. For example, could be a valid loc.

Rotation
Every time a loc undergoes a 'rotation' (noted in the user's as Lock rotation. Breach state reset.), every loaded lock will obtain a new set of information required to solve it based on the lock itself. For example, a loaded EZ_21 lock that accepts as its solution may require  on the next rotation.

The time it takes a loc to rotate can vary significantly. It is based on activity as well as how often the user is being attacked. A user currently under attack will rotate in 16-18 minute cycles, an active but not under-attack user will usually rotate every hour and inactive users will rotate progressively slower the longer they stay inactive, until rotations eventually stop happening altogether, until activity commences or the user is attacked. Additionally, a user who is breached by another user will stay breached, therefore delaying rotations, for a minimum of 2 minutes.

The time until a user rotates is used to set the time an attacker has to win a game of BINMAT.