Korath
Platinum Üye
- Katılım
- 13 Şub 2026
- Mesajlar
- 144
- Beğeniler
- 45
- İletişim

Hey, a while back I posted a fix for FIX VAL -102 (i.e., losing connection while playing).Today I’ll try to explain how I went about fixing TEMP BANS.Let’s start with the fact that most people use pasted sources (or the one I posted X time ago—you can probably still find it)Let’s start with the fact that “taking over the pipe” itself is safe if we do it at the perfect moment or with well-written codeI won’t teach you how to properly implement the pipe method or others because it’s too long a topic (maybe someday I’ll make a 2-hour tutorial on YouTube and post it)Others use the method of intercepting the pipe before the 75% progress bar loads during the loading screenothers, on the contrary, do it before the game even starts, already intercepting VGCHonestly, both methods are “okay,” but in reality, Pipe is just averageTEMP BANS occur when we try to use Pipe, but the server still receives hidden logs. You can block them from your emulator so that the “information” doesn’t get passed on meaning Riot doesn’t get the information that “something was done before launching the game.” VGK still works stably; it also analyzes what’s happeningso if you don’t want to get temp bans, you should block the l0g connections or possibly improve the pipe method (which you all use here anyway)I think I’ve given you something to think about. Have a nice day
The Vanguard bypass relies on exchanging encrypted “envelopes” with Riot’s gateway at *.vg.ac.pvp.net. You first craft an auth envelope with the game token and SID, then forward it with header X-VG-1:3. The response gets decrypted locally, and you immediately build a new envelope for access (X-VG-1:4), reusing the freshly received server key and token. To keep the session alive, you must send a heartbeat envelope every 10–12 seconds with X-VG-1:7. The outer protobuf wrapper and RSA‑AES encryption must match exactly what Vanguard expects, or Riot hits you with 412. Also, the version field inside the auth request now requires 1.18.3.77 — missing it breaks everything. Experiment with a working implementation, but mind the rate limits; the heartbeat loop alone can easily trip your own backend.
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Session Auth (0x64)<br>cmd = 0x64, second = 0x67<br><br>Payload size ~1337 bytes, containing server addresses (eu.vg.ac.pvp.net:8443), a JSON Web Token, and other proprietary data<br>At offset 8 (immediately after the 8‑byte header) there is a status field. The client sends 0x00000002 (possibly “pending”) and expects the pipe to return 0x00000000 (SUCCESS) while keeping the rest of the package intact<br><br>Not confirmed yet, I'm researching it
0x03 Heartbeat Ping Client consistently sends this. The server must answer with 0x04<br> 0x04 Heartbeat Pong Response to a ping. Also sent by the client after receiving a server‑initiated ping<br> 0x64 Session Auth Sent at game start and at the beginning of each half. Contains encrypted JWT, list of Riot servers, and other session metadata
Old source with protobuf and support google
SOURCE CODE
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VIDEO
The Vanguard bypass relies on exchanging encrypted “envelopes” with Riot’s gateway at *.vg.ac.pvp.net. You first craft an auth envelope with the game token and SID, then forward it with header X-VG-1:3. The response gets decrypted locally, and you immediately build a new envelope for access (X-VG-1:4), reusing the freshly received server key and token. To keep the session alive, you must send a heartbeat envelope every 10–12 seconds with X-VG-1:7. The outer protobuf wrapper and RSA‑AES encryption must match exactly what Vanguard expects, or Riot hits you with 412. Also, the version field inside the auth request now requires 1.18.3.77 — missing it breaks everything. Experiment with a working implementation, but mind the rate limits; the heartbeat loop alone can easily trip your own backend.
1 Photo
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Session Auth (0x64)<br>cmd = 0x64, second = 0x67<br><br>Payload size ~1337 bytes, containing server addresses (eu.vg.ac.pvp.net:8443), a JSON Web Token, and other proprietary data<br>At offset 8 (immediately after the 8‑byte header) there is a status field. The client sends 0x00000002 (possibly “pending”) and expects the pipe to return 0x00000000 (SUCCESS) while keeping the rest of the package intact<br><br>Not confirmed yet, I'm researching it
0x03 Heartbeat Ping Client consistently sends this. The server must answer with 0x04<br> 0x04 Heartbeat Pong Response to a ping. Also sent by the client after receiving a server‑initiated ping<br> 0x64 Session Auth Sent at game start and at the beginning of each half. Contains encrypted JWT, list of Riot servers, and other session metadata
Old source with protobuf and support google
SOURCE CODE
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VIDEO