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Pwn Adventure 3 Writeups: Series Outline

This series will use Pwn Adventure 3 as a CTF-style lab for learning game hacking. The focus is practical: reverse the game, identify trusted client-side state, build small tools, and turn each primitive into a clear writeup.

What The Series Will Cover

  1. Lab setup, target model, and tooling
  2. Recon of game files, process behavior, modules, logs, and runtime artifacts
  3. Memory scanning for player state and first cheat primitives
  4. Static reversing of game logic and Unreal Engine structures
  5. Hooks, patches, injected helpers, and crash-resistant iteration
  6. ESP, teleporting, entity lists, and coordinate systems
  7. Network inspection and client/server trust boundaries
  8. Challenge-by-challenge solve writeups

Post Template

Each technical post should keep roughly the same shape:

  1. Goal: what the cheat or solve primitive does
  2. Setup: game version, OS, tools, and relevant files
  3. Recon: what was observed before patching or writing code
  4. Root cause: why the primitive works
  5. Implementation: code, commands, offsets, hooks, or scripts
  6. Verification: screenshots, logs, and before/after state
  7. Notes: reliability, limitations, and follow-up work

Code Blocks

Use fenced code blocks with a language tag. Jekyll will render them through Rouge syntax highlighting.

uintptr_t base = reinterpret_cast<uintptr_t>(GetModuleHandleA(nullptr));
auto* player = reinterpret_cast<Player*>(base + player_offset);
player->health = 9999;
from pathlib import Path

for path in Path("PwnAdventure3").rglob("*.pak"):
    print(path)
strings ./PwnAdventure3-Linux-Shipping | grep -i player

Images

Put screenshots and diagrams for this series in:

images/posts/pwn-adventure-3/

Then reference them with normal Markdown:

![Cheat Engine scan result](/images/posts/pwn-adventure-3/cheat-engine-scan.png)

Draft Checklist