Today, I’m releasing an anti-injection method targeting Xeno exploit. The method is NOT meant for detection.
While examining Xeno’s compiled DLL binary, I came across a portion of its init script that looks like this:
local x=game.CorePackages.Packages._Index.UIBlox.UIBlox.App.Text.Parent.Parent.Parent local y=require(x.Roact).PureComponent:extend('StyledTextLabel')
Interesting, right? They forgot to use FindFirstChildOfClass or GetService.
Taking advantage of this vulnerability, we can use the following script to crash Xeno’s injection:
-- Renaming TextService to CorePackages breaks some CoreScripts in Studio, but works fine in-game.
if not game:GetService("RunService"):IsStudio() then
game:GetService("TextService").Name = "CorePackages"
end
I placed this inside a LocalScript under ReplicatedFirst. Here’s the result:
Note: If you try to hijack Xeno’s environment by inserting your own ModuleScript, you’ll encounter the following error from Xeno: Cannot require a non-RobloxScript module from a RobloxScript.
Using tools such as IDA Pro and PE Bear, you can reverse engineer this program to understand how it works at the machine code (Assembler) level, or translate different sections of code into C-pseudocode.
In general, Xeno has Init, which is completely in Luau, which can be obtained by intercepting the initialization while decrypting XOR, and be sure not to forget ZSTD, which everyone uses to translate scripts into a readable state.