Tanner
A three-channel threat: main rush, motel-room event, and camera jump.
- Click gate
- 350
- Base roll
- 45%
UNOFFICIAL SURVIVAL REFERENCE / LOCAL EVIDENCE ONLY
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.
CURRENT COVERAGE
Every claim is marked by confidence, so decoded values never blur into interpretation.
A three-channel threat: main rush, motel-room event, and camera jump.
Patrol-and-investigate AI with several contextual kill states.
A distinct key-scaled threat. His numbers must not be attributed to Lucas.
Percentages below apply to an eligible event check. A 45% Tanner value does not mean a 45% chance every second.
THREAT DOSSIER // 01
INTERACTIVE TABLE
Per eligible main-rush check.
ANOMALY: The raw asset contains 900. The effective meter is capped at 100.
CONTROL FLOW
PlayerClickCount is compared against the configured 350-click gate before the rush path can roll.
Own roll, key overrides, and MotelRoomSpawnOnCD state. It does not share the camera cooldown.
A constant 60-style chance plus CamJumpOnCD and its own saved remaining time.
RAW CONFIG
| Path | Normal base | Normal overrides | Leet base | Leet overrides |
|---|---|---|---|---|
| Main rush | 45 | 4:50 · 5:50 · 6:55 · 7:60 · 8:60 | 70 | 4:70 · 5:70 · 6:80 · 7:90 · 8:100 |
| Motel | 42 | 6:50 · 7:55 · 8:55 | 70 | 6:80 · 7:900 · 8:100 |
| Camera | 60 | none | 60 | none |
MITIGATION // VERIFIED
The only directly exposed main-path gate is click count. Avoiding unnecessary clicks delays eligibility; it does not disable Tanner.
MITIGATION // VERIFIED
A motel cooldown is not protection from a camera jump or main rush. Each route owns independent state.
MITIGATION // INFERRED
The rush actions include parking lot, lobby doors, leaving the safe buffer, panic release, soft despawn, and despawn.
THREAT DOSSIER // 02
Lucas is connected to simulated-player triggering. The nearby key-scaled 35% table belongs to Cletus.
NORMAL MODE
SPAWN PATH
AI_CanSimulatedPlayersTriggerLucasAI_TriggeringLucas_CoolDownWindowAI_TriggeringLucas_ChanceToFireAI_TriggeringLucas_FeeThe field names prove the route exists. Its numeric roll remains unverified because this tail is packed through an inherited unversioned schema.
STATE MACHINE
Staged, standard, and hard computer-kill actions exist.
Two behind-kill variants are reflected.
Front and back-door kill actions are present.
Dedicated locker and laundry kill actions mean hiding is contextual, not absolute.
MITIGATION // VERIFIED
Lucas has a 10–15 second lock-picking window. A locked door is a delay, not a permanent barrier.
MITIGATION // SYMBOL
Lucas_HideGameZannacDifficultyReduction explicitly reduces hiding-game difficulty.
MITIGATION // INFERRED
Noise transitions Lucas into investigation. Relocate during the delay instead of remaining at the noise source.
THREAT DOSSIER // 03
NORMAL
1337 / LEET
Cletus owns the normal 35% key-scaled table. Lucas owns patrol variables and a simulated-player trigger route.
RESEARCH NOTES // 05
The active IO Store difficulty assets were converted to legacy Unreal packages without changing the installed game.
Serialized property fragments were reconstructed to determine which fields override class defaults in Normal and Leet modes.
Property parameter tables in the executable supplied field names, types, nested map layouts, and internal offsets.
Manager state and action enum symbols reveal possible transitions. They are evidence of available behavior, not proof that every branch is reachable.
Read directly from the current difficulty asset with a confirmed serializer and field alignment.
A reflected property, manager field, or action name exists in the executable.
A practical interpretation supported by names and state relationships but not yet confirmed in decompiled control flow.