RESEARCH STATEBUILD-BOUND

UNOFFICIAL SURVIVAL REFERENCE / LOCAL EVIDENCE ONLY

Know what
hunts you.

The numbers, timers, and state paths hidden inside Welcome to the Game III— decoded into a field manual you can use before the next knock at the door.

OPEN CASES03EVIDENCE CLASSES03NETWORK SOURCESNONE

CURRENT COVERAGE

Open case files

Every claim is marked by confidence, so decoded values never blur into interpretation.

THREAT // 01HIGH

Tanner

A three-channel threat: main rush, motel-room event, and camera jump.

Click gate
350
Base roll
45%
View dossier
THREAT // 02SEVERE

Lucas

Patrol-and-investigate AI with several contextual kill states.

Lock delay
10–15s
Patrol stops
6–7
View dossier
THREAT // 03VARIABLE

Cletus

A distinct key-scaled threat. His numbers must not be attributed to Lucas.

Base roll
35%
Spawn timer
15–25m
View dossier
RULE // 001

A chance is not a clock.

Percentages below apply to an eligible event check. A 45% Tanner value does not mean a 45% chance every second.

THREAT DOSSIER // 01

Tanner

PRIMARY GATE350player clicks
● Verified asset values◆ Reflected code symbols△ Behavioral inference

INTERACTIVE TABLE

Spawn roll calculator

VERIFIED
50%
4-key override

Per eligible main-rush check.

CONTROL FLOW

Three independent channels

01

Main rush

PlayerClickCount is compared against the configured 350-click gate before the rush path can roll.

02

Motel room

Own roll, key overrides, and MotelRoomSpawnOnCD state. It does not share the camera cooldown.

03

Camera jump

A constant 60-style chance plus CamJumpOnCD and its own saved remaining time.

RAW CONFIG

Difficulty comparison

INTEGER CHANCE VALUES
PathNormal baseNormal overridesLeet baseLeet overrides
Main rush454:50 · 5:50 · 6:55 · 7:60 · 8:60704:70 · 5:70 · 6:80 · 7:90 · 8:100
Motel426:50 · 7:55 · 8:55706:80 · 7:900 · 8:100
Camera60none60none

MITIGATION // VERIFIED

Delay the main check

The only directly exposed main-path gate is click count. Avoiding unnecessary clicks delays eligibility; it does not disable Tanner.

MITIGATION // VERIFIED

Treat channels separately

A motel cooldown is not protection from a camera jump or main rush. Each route owns independent state.

MITIGATION // INFERRED

Respect the safe buffer

The rush actions include parking lot, lobby doors, leaving the safe buffer, panic release, soft despawn, and despawn.

THREAT DOSSIER // 02

Lucas

LOCK DELAY10–15seconds
IMPORTANT DISTINCTION

No ordinary Lucas spawn table exists.

Lucas is connected to simulated-player triggering. The nearby key-scaled 35% table belongs to Cletus.

NORMAL MODE

Behavior timings

VERIFIED
Lock picking10–15s
Patrol wait8–12s
Patrol stops6–7
Minimum spots2
Investigation10–15s
DOSCoin stolen25–60%Leet: 65–90%

SPAWN PATH

Simulated-player trigger

SYMBOLS
  1. AI_CanSimulatedPlayersTriggerLucas
  2. AI_TriggeringLucas_CoolDownWindow
  3. AI_TriggeringLucas_ChanceToFire
  4. AI_TriggeringLucas_Fee

The field names prove the route exists. Its numeric roll remains unverified because this tail is packed through an inherited unversioned schema.

STATE MACHINE

Observed action vocabulary

ROAMpatrol plan
HEARD NOISEevent
INVESTIGATE10–15 sec
PLAYER CAUGHTcontextual kill
COMPUTER

Staged, standard, and hard computer-kill actions exist.

BEHIND

Two behind-kill variants are reflected.

DOORS

Front and back-door kill actions are present.

HIDING

Dedicated locker and laundry kill actions mean hiding is contextual, not absolute.

MITIGATION // VERIFIED

A lock buys time

Lucas has a 10–15 second lock-picking window. A locked door is a delay, not a permanent barrier.

MITIGATION // SYMBOL

Zannac helps hiding

Lucas_HideGameZannacDifficultyReduction explicitly reduces hiding-game difficulty.

MITIGATION // INFERRED

Break investigation

Noise transitions Lucas into investigation. Relocate during the delay instead of remaining at the noise source.

THREAT DOSSIER // 03

Cletus

NORMAL BASE35chance value

NORMAL

Key scaling

VERIFIED
Base / 0–3 keys35%
4 keys45%
5 keys50%
6 keys50%
7 keys55%
8 keys60%

1337 / LEET

Key scaling

VERIFIED
Base / 0–3 keys75%
4 keys85%
5–8 keys100%
Release window12–25m
Spawn window10:00–18:20
SEPARATE ACTOR

Cletus ≠ Lucas

Cletus owns the normal 35% key-scaled table. Lucas owns patrol variables and a simulated-player trigger route.

RESEARCH NOTES // 05

Methodology

EXTERNAL SOURCES0local reverse only
01

Cooked asset extraction

The active IO Store difficulty assets were converted to legacy Unreal packages without changing the installed game.

02

Unversioned header decoding

Serialized property fragments were reconstructed to determine which fields override class defaults in Normal and Leet modes.

03

Reflection metadata

Property parameter tables in the executable supplied field names, types, nested map layouts, and internal offsets.

04

Behavioral vocabulary

Manager state and action enum symbols reveal possible transitions. They are evidence of available behavior, not proof that every branch is reachable.

● Verified

Read directly from the current difficulty asset with a confirmed serializer and field alignment.

◆ Symbol

A reflected property, manager field, or action name exists in the executable.

△ Inferred

A practical interpretation supported by names and state relationships but not yet confirmed in decompiled control flow.