Check Point has revealed that South Africa was among the countries impacted by a 10% increase in ransomware attacks last November, using Locky and Cryptowall. As a result, South Africa moved up the list of 117 most attacked countries.
In its monthly Global Threat Index, a ranking of the most prevalent malware families attacking organisations’ networks, Check Point found both the number of active malware families and number of attacks remained close to an all-time high as the number of attacks on business networks continued to be relentless.
Continuing a trend first detected in October, Locky ransomware continued to increase in prevalence, with a further 10% increase in the number of attacks using this family – a pattern that was mirrored by the fifth most common malware, Cryptowall.
Locky, which started its distribution in February 2016, spreads mainly via spam emails containing a downloader disguised as a Word or Zip file attachment, which then downloads and installs the malware that encrypts the user files. Locky was the no.1 malware family in the largest amount of countries (34 countries compared to Conficker, which was the top malware in 28 countries).
The pattern highlights the growing threat posed to corporate networks by ransomware and suggests that many organisations are simply paying ransoms to secure the return of their files, making it an attractive – and lucrative – attack vector for cyber-criminals.
Once again Conficker retained its position as the world’s most prevalent malware, responsible for 15% of recognised attacks. Second-placed Locky, which only started its distribution in February of this year, was responsible for 6% of all attacks, and third-placed Sality was responsible for 5% of known attacks. Overall the top ten malware families were responsible for 45% of all known attacks.
The three most common malware distributed in South Africa in November were:
1. ↔ Virut – Botnet used in DDoS attacks, spam distribution, data theft and fraud. The malware is spread through infected devices such as USB sticks as well as compromised websites and files.
2. ↑ Sality – Virus that allows remote operations and downloads of additional malware to infected systems by its operator. Its main goal is to persist in a system and provide means for remote control and installing further malware.
3. ↔ Conficker – Worm that allows remote operations and malware to be download. Infected machines are controlled by a botnet, which contacts its Command & Control server to receive instructions.
The Ramnit banking Trojan saw the largest increase in attacks globally in November, entering Check Point’s top 10 ranking for the first time as the 6th most common malware. It more than doubled its amount of infections since last October, and was mainly seen in Turkey, Brazil, India, Indonesia and the U.S. Ramnit is used to steal banking credentials, FTP passwords, session cookies and personal data.
For the eighth consecutive month, HummingBad remains the most common malware used to attack mobile devices globally.
Mobile malware families continued to pose a significant threat to businesses. The three most common mobile families were:
1. ↔ HummingBad – Android malware that establishes a persistent rootkit on the device, installs fraudulent applications and enables additional malicious activity such as installing a key-logger, stealing credentials and bypassing encrypted email containers used by enterprises.
2. ↔ Triada – Modular Backdoor for Android which grants super-user privileges to downloaded malware, as helps it to get embedded into system processes. Triada has also been seen spoofing URLs loaded in the browser.
3. ↑ Ztorg – Trojan that uses root privileges to download and install applications on the mobile phone without the user’s knowledge.
Doros Hadjizenonos, Country Manager of Check Point South Africa, explained, “Ransomware attacks are still growing in volume for a simple reason – they work and generate significant revenues for the attackers. Organisations are struggling to effectively counteract the threat posed by this insidious attack form; many simply don’t have the right defences in place, and may not have educated staff on how to recognise the signs of a potential ransomware attack in incoming emails. This, of course, only makes it even more attractive to criminals.
“Organisations must use advanced threat prevention measures on networks, endpoints and mobile devices to stop malware at the pre-infection stage, such as Check Point’s SandBlast™ Zero-Day Protection, Threat Extraction, and Mobile Threat Prevention solutions, to ensure that they are adequately secured against the latest threats,” added Hadjizenonos.
Check Point’s threat index is based on threat intelligence drawn from its ThreatCloud World Cyber Threat Map, which tracks how and where cyberattacks are taking place worldwide in real time. The Threat Map is powered by Check Point’s ThreatCloudTM intelligence, the largest collaborative network to fight cybercrime, which delivers threat data and attack trends from a global network of threat sensors. The ThreatCloud database holds over 250 million addresses analysed for bot discovery, over 11 million malware signatures and over 5.5 million infected websites, and identifies millions of malware types daily.
AppDate: DStv taps Xbox, Hisense
DStv Now for Xbox and Hisense
Usage of DStv Now, the online DStv service available free to DStv customers, is increasing rapidly with more than two million plays of live and Catch Up content per week. In addition to using DStv Now to watch TV on tablets and smartphones, an increasing number of DStv customers are also opting to use it as their primary method of getting DStv on additional TVs in the house. This is set to increase with the release of two new big-screen TV apps, one for Xbox gaming consoles (Xbox One, Xbox One S, Xbox One X) and another for Hisense smart TVs (2018 and newer models).
Expect to pay: A free download.
Platform: Any of the Xbox One range of gaming consoles and 2018 or later Hisense smart TVs.
Stockists: Visit the store linked to your Xbox console or HiSense smart TV.
Santam Safety Ideas
Start-up businesses that have a FinTech or InsurTech business venture brewing are called to enter the third annual Santam Safety Ideas competition. Safety solutions or InsurTech ventures that are ready for piloting could win up to R150 000 worth of incubation support and R200 000 in seed funding.
The Safety Ideas competition was launched two years ago in partnership with LaunchLab, Stellenbosch University’s startup incubator that facilitates valuable connections for corporates and startups sourced from the startup ecosystem and partner universities in South Africa. The previous winners are Herman Bester and Anton Swanevelder, co-founders of MyLifeLine – a wearable panic device that won the competition last year; and Ntsako Mgiba and Ntandoyenkosi Shezi, co-founders of Jonga – a cost-effective security system for low income families, which won the competition in 2017.
Entries close on 28 February 2019. For more information on how to enter, visit: www.santam.co.za/safetyideas/
Click here to read about the FNB Snapchat lens, Spotify Free with data saver, and 00:37.
Fortnite fixes hackers’ hole
Epic Games has repaired a vulnerability that exposed Fortnite, the world’s most popular game of the moment, to hackers. The hole, which was left in Epic’s web infrastructure, allowed hackers to target players with email that appeared to come from Epic Games, but would have led them to a phishing site, where their log-in details would have been stolen.
Researchers at cyber security solutions provider Check Point Software alerted Epic to vulnerabilities that could have affected any player of the hugely popular online battle game.
Fortnite has nearly 80 million players worldwide. The game is popular on all gaming platforms, including Android, iOS, PC via Microsoft Windows and consoles such as Xbox One and PlayStation 4. In addition to casual players, Fortnite is used by professional gamers who stream their sessions online, and is popular with e-sports enthusiasts.
If exploited, the vulnerability would have given an attacker full access to a user’s account and their personal information as well as enabling them to purchase virtual in-game currency using the victim’s payment card details. The vulnerability would also have allowed for a massive invasion of privacy, as an attacker could listen to in-game chatter as well as surrounding sounds and conversations within the victim’s home or other location of play.
While Fortnite players had previously been targeted by scams that deceived them into logging into fake websites that promised to generate Fortnite’s ‘V-Buck’ in-game currency, these new vulnerabilities could have been exploited without the player handing over any login details.
Click here to read how the Fortnite hack would have worked.