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
- Lab setup, target model, and tooling
- Recon of game files, process behavior, modules, logs, and runtime artifacts
- Memory scanning for player state and first cheat primitives
- Static reversing of game logic and Unreal Engine structures
- Hooks, patches, injected helpers, and crash-resistant iteration
- ESP, teleporting, entity lists, and coordinate systems
- Network inspection and client/server trust boundaries
- Challenge-by-challenge solve writeups
Post Template
Each technical post should keep roughly the same shape:
- Goal: what the cheat or solve primitive does
- Setup: game version, OS, tools, and relevant files
- Recon: what was observed before patching or writing code
- Root cause: why the primitive works
- Implementation: code, commands, offsets, hooks, or scripts
- Verification: screenshots, logs, and before/after state
- 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:

Draft Checklist