Network inventory (OBSERVED)

OrderMethodURLNotes
1GETgames.pixentech.com/crash.live/goldencatch/assets/env/commonConfig.jsonStatic config, saved
2POSTclgaming-be.pixentech.com/gamebe/games/initXHR, body not captured
3GET.../assets/locale/en/gameContent.json, commonContent.jsonStatic text
4GET`…/assets/images/@1x/*.jsonwebp, …/assets/spines/@1x/bg.*`, fonts
5POSTclgaming-be.pixentech.com/gamebe/games/spinOne call per spin click, JSON, HTTP 200

Request headers on spin (from recorder): Accept: application/json, text/plain, */*, Content-Type: application/json. No custom auth header was set by the script; auth is the token field in the JSON body (and possibly cookies, not visible to the recorder, not inspected).

Total gameplay API calls made by me: 1 spin, plus init calls triggered by page loads (2 loads: one failed bare-URL load, one normal load).

Capture method

A passive in-page wrapper over fetch and XMLHttpRequest stored method, URL, request body, status, and response text in window.__cap, masking the raw token. I then redacted base64 token and playerId by hand when writing files. It adds no network traffic.

Added after the cheat round (OBSERVED)

MethodURLNotes
POST.../gamebe/games/spin (cheat armed)Extra body field combination
POST x10.../gamebe/games/featureBody: gameId, playerId, token, featureName (base64 freespins), combination. One per free spin, about 3 s apart
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