Gotta Catch 'Em All: Frida & jailbreak detection


Do not expect a click & play solution for PokemonGO in this blog post. This blog post is more about the technical aspects of jailbreak detection than a bypass for this game.


While working on LIEF during my vacations to support in-memory parsing for Mach-O files, I found that PokemonGO was an interesting use case to introduce this feature. It led me to look at the jailbreak and Frida detection implemented in this game. Being more familiar with Android than iOS, the analysis workflow on this platform is quite different, which is also a good opportunity to improve tooling.

The first challenge stems from jailbreaking the device. Fortunately, checkra1n eases this step. The second difficulty lies in extracting the encrypted iOS app from the device. In contrast to Android, iOS apps are encrypted on the disk and decrypted by the kernel when loaded. It means that one way to get the unencrypted code is to dump the file from memory. One could also leverage the function mremap_encrypted() as described in Decrypting Apps on iOS.

PokemonGO Overview

When running PokemonGO on a jailbroken device1, the application immediately crashes with the following backtrace:

0   ???             0x000000020ac46ab8 0 + 8770579128
1   libdyld.dylib   0x0000000184df8304 invocation function for block in dyld3::AllImages::runAllInitializersInImage(dyld3::closure::Image const*, dyld3::MachOLoaded const*) + 136
2   libdyld.dylib   0x0000000184dea5b0 dyld3::closure::Image::forEachInitializer(void const*, void (void const*) block_pointer) const + 96
3   libdyld.dylib   0x0000000184df8160 invocation function for block in dyld3::AllImages::runInitialzersBottomUp(dyld3::closure::Image const*) + 296
4   libdyld.dylib   0x0000000184deae6c dyld3::closure::Image::forEachImageToInitBefore(void (unsigned int, bool&) block_pointer) const + 92
5   libdyld.dylib   0x0000000184df8b48 dyld3::AllImages::loadImage(Diagnostics&, char const*, unsigned int, dyld3::closure::DlopenClosure const*, bool, bool, bool, bool, void const*) + 776
6   libdyld.dylib   0x0000000184df8698 dyld3::AllImages::dlopen(Diagnostics&, char const*, bool, bool, bool, bool, bool, void const*, bool) + 872
7   libdyld.dylib   0x0000000184dfa2b4 dyld3::dlopen_internal(char const*, int, void*) + 368
8   libdyld.dylib   0x0000000184ded5b0 dlopen_internal(char const*, int, void*) + 108
9   CoreFoundation  0x00000001850ed038 _CFBundleDlfcnLoadFramework + 136
10  CoreFoundation  0x00000001850be974 _CFBundleLoadExecutableAndReturnError + 376
11  Foundation      0x0000000186359ba8 -[NSBundle loadAndReturnError:] + 332
12  pokemongo       0x00000001041a7c5c 0x1041a0000 + 31836
13  pokemongo       0x00000001041a7d50 0x1041a0000 + 32080
14  libdyld.dylib   0x0000000184de9588 start + 4

In this backtrace, the main pokemongo binary is a kind of stub that loads the Unity binary: UnityFramework which contains the main logic of the game.

This library is loaded by the dlopen_internal function at index 8 in the backtrace as a result of -[NSBundle loadAndReturnError:]. Since UnityFramework depends on other libraries, they are (pre)loaded with Image::forEachImageToInitBefore which processes the following files:

  1. @/usr/lib/libc++.1.dylib
  2. @rpath/NianticLabsPlugin.framework/NianticLabsPlugin
  3. @rpath/libswiftos.dylib

Among those dependencies, we can notice the NianticLabsPlugin library which is a cross-platform Unity plugin – also present in the Android version – that contains the main protections of the game. These protections are used to prevent cheat, bots, GPS spoofing, in PokemonGO. The whole being obfuscated by (formerly known as Arxan). NianticLabsPlugin communicates with the UnityFramework through an exported function GetN2Api that returns an array of functions (pointers).

The following figure outlines these different components:

PokemonGO overview

Getting back to the backtrace, if we assume that the application crashes when loading NianticLabsPlugin, it precisely crashes when calling the Mach-O constructors in AllImages::runAllInitializersInImage. Since the application is heavily obfuscated, a static analysis reaches quickly its limits, which forces us to emulate or dynamically analyze the functions of interest.


The addresses of the functions/instructions mentioned in this blog post are based on the following version of NianticLabsPlugin:

NianticLabsPlugin - 2140426ccdfdfb2529f454697cb5cc83

PokemonGO v0.211.2 - June 2021

Analyzing Mach-O constructors with Frida

From the previous section, we surmised that the application crashed because of the NianticLabsPlugin’s constructors. Since these functions are called before any other functions of the library, it raises the question of finding a way to perform actions (or hook) before they are executed.

On Android, when we need to analyse a library’s constructors, we can hook the call_array function from Bionic’s linker (ELF loader):

If we try to apply the same approach on iOS, the mirror of the ELF loader on iOS is dyld which contains most of the logic to load Mach-O files. It turns out that at some points, the Mach-O’s constructors are processed in the doModInitFunctions function (from ImageLoaderMachO.cpp).

void ImageLoaderMachO::doModInitFunctions(const LinkContext& context) {
  for (const struct macho_section* sect=sectionsStart; sect < sectionsEnd; ++sect) {
    const uint8_t type = sect->flags & SECTION_TYPE;
    if ( type == S_MOD_INIT_FUNC_POINTERS ) {
      Initializer* inits = (Initializer*)(sect->addr + fSlide);
      if (!this->containsAddress(stripPointer((void*)func)) ) {
        dyld::throwf("initializer function %p not in mapped image for %s\n", func, this->getPath());
      func(context.argc, context.argv, context.envp,, &context.programVars);

From this code, we can notice that all constructor addresses are checked beforehand by the containsAddress function. Therefore, it makes this function a good hooking spot as it is executed before calling the constructor itself. One can use the native SDK of frida-gum to perform this action:

// Address of ImageLoader::containsAddress in /usr/lib/dyld
const uintptr_t containsAddress_ptr = ...;

// Setup hooks with gum_interceptor_attach
GumAttachReturn attach_ret = gum_interceptor_attach(
    /* target */ reinterpret_cast<void*>(containsAddress_ptr),
    /* ID */ reinterpret_cast<void*>(containsAddress_ptr)
// Equivalent of onEnter in Javascript
void native_listener_on_enter(GumInvocationListener* listener, GumInvocationContext* ic) {
  const uintptr_t ctor_function_addr = ic->cpu_context->x[1];
  // Do stuff with ctor_function_addr

By hooking containsAddress(), we get the control before the execution of the constructors. It gives us the ability to perform the following actions that can help to identify the constructor involved in the crash:

  1. Trace the constructors (see: constructors_trace.log)
  2. Replace/disable a constructor (gum_interceptor_replace)
  3. Detect the first constructor and hook the next ones (gum_interceptor_attach)

NianticLabsPlugin embeds no less than 120 constructors among those, 62 are involved in detecting Frida, jailbroken devices, anti-debug, etc:

150x4369e0Anti-debug & anti-emulation
160x00e0d8Frida detection
180x449b84Anti-jailbreak, anti-Frida
190x731b90Anti-jailbreak, anti-debug, anti-frida

Once we reduced the set of functions involved in the crash, we can combine dynamic analysis with Frida and emulation with Unicorn.


One of the redundant checks we can find in many functions (not only the constructors) are the anti-debugs. They always come in two parts:

  1. Try to “kill” its own pid with the 0-signal
  2. Check if PTRACE is flagged
void try_kill() {
  const int pid = getpid(); // syscall@0x436cdc
  int ret = kill(pid, 0);   // syscall@0x436d28

According to the man page of kill (man 2 kill), the signal 0 is used to check that the pid given in the first parameter really exists.

[…] A value of 0, however, will cause error checking to be performed (with no signal being sent). This can be used to check the validity of pid.

This kill operation is followed by three PTRACE checks:

// Done three times
inline bool ptrace_detect() {
  int32_t opt[4] = {
  kinfo_proc info;
  sysctl(opt, 4, &info, sizeof(kinfo_proc), nullptr, 0);
  return info.kp_proc.p_flag & P_TRACED;

These three P_TRACED checks always come together:

0x436cdc: getpid(): 6015
0x436d28: kill(6015, 0): 0
0x4374b0: sysctl(CTL_KERN, KERN_PROC, KERN_PROC_PID, 6015)
0x4371e8: sysctl(CTL_KERN, KERN_PROC, KERN_PROC_PID, 6015)
0x437398: sysctl(CTL_KERN, KERN_PROC, KERN_PROC_PID, 6015)

Frida Detection

Frida is detected by the application through its client-server mode, which binds the localhost on the port 27042. When PokemonGO is starting, it tries to open a socket on this port and if it manages to connect, it tests the Frida handshake.

0x00e3b8: getifaddrs(0x16b7fb518): 0x0
0x016990: socket('IPV4', 'TCP', '0'): 0x8
0x019d60: bind('PF_INET', 0x8, '')
0x01805c: close(0x8)
0x016990: socket('IPV4', 'TCP', '0'): 0x8
0x019d60: bind('PF_INET', 0x8, '')
0x01805c: close(0x8)
0x00e3ec: freeifaddrs(0x10601ac00): 0x105360a00

The application also iterates over the list of the libraries loaded in memory with the _dyld_image_count/_dyld_get_image_name functions. Nevertheless, it seems that they are not used to detect Frida libraries artifacts (like FridaGadget.dylib).

Jailbreak Detection

The application implements jailbreak detection by checking if some files are accessible or not on the device. Most of the checks are done by using the access() syscalls that are inlined in different places:

0x44c390: access('/bin/grep', 0x0)
0x7326b0: access('/private/var/checkra1n.dmg', 0x0)

The list of the checked files is given in the annexes of the blog post.

In addition to raw access syscall, the application enhances its detection by creating a symbolic link of the root directory in a temporary app data directory:

0x734e08: symlink('/Applications/..', '/private/var/mobile/Containers/Data/Application/D933FBC9-90E7-4584-851E-CE2D5E900446/tmp/WCH38bnM0x101a9e7d0')

Then, it performs the same checks with the app data directory as prefix: [...]/tmp/WCH38bnM0x101a9e7d0:

0x7376d8: access('/private/var/mobile/Containers/Data/Application/D933FBC9-90E7-4584-851E-CE2D5E900446/tmp/3Odis0x101a9dfd0/usr/bin/passwd', 0x0)

Signature Check

At some point, one function checks the integrity of the signature of the pokemongo binary. This check starts by opening the main pokemongo binary from the disk:

0x7392ec: add  x0, x19, #6,lsl#12
0x7392f0: add  x0, x0, #0x540
0x7392f4: mov  w1, #0x1000000
0x7392f8: mov  x2, #0
0x7392fc: svc  0x80               ; x16 -> SYS_open = 5
// open('/private/var/containers/Bundle/Application/[...]/'): fd_pgo

Then, it reads the beginning of the file in a stack buffer:

0x74b494: ldr  x0, [x19, #0xc0]  ; fd
0x74b498: ldr  x1, [x19, #0x130] ; buff
0x74b49c: ldr  x2, [x19, #0xb8]  ; buff_size
0x74b4a0: svc  0x80              ; x16 -> SYS_read = 3
// uint8_t macho_head[0x4167];
// 0x74b4a0: read(fd_pgo, macho_header, 0x4167);

to iterate over the Mach-O load commands:

; x8 points to the read's buffer
0x73942c: ldr w8, [x8, #0x10]  ; Number of LC_COMMANDS

for (size_t i = 0; i < nb_cmds; ++i) {
  0x74bc40: ldr w10, [x9, #4] ; Command's size
  0x74ade4: ldr w9,  [x9]     ; command's type
  if (cmd.type == LC_CODE_SIGNATURE) {
    0x74b1b8: ldr w10, [x10, #8]  ; read signature offset -> 0xc3d0

With the offset of the Mach-O LC_CODE_SIGNATURE command, it reads the raw signature using the lseek/read syscalls:

uint8_t sig_header[0x205];
0x73a978: lseek(fd_pgo, LC_CODE_SIGNATURE offset, 0x0)
0x73aecc: read(fd_pgo, &sig_header, 0x205);

The raw signature buffer is processed by chunks of 10 bytes in a function that looks like a checksum:

0x73ad58:  ldrsb w13, [x12]
0x73ad5c:  mov w14, #83
0x73ad60:  sub w13, w14, w13
0x73ad64:  ldrsb w14, [x12, #1]
0x73ad68:  mov w15, #87
0x73ad6c:  sub w14, w15, w14
0x73ad70:  ldrsb w16, [x12, #2]
0x73ad74:  mov w17, #53
0x73ad78:  sub w16, w17, w16
0x73ad7c:  ldrsb w17, [x12, #3]
0x73ad80:  mov w0, #52
0x73ad84:  sub w17, w0, w17
0x73ad88:  ldrsb w0, [x12, #4]
0x73ad8c:  sub w0, w15, w0
0x73ad90:  ldrsb w1, [x12, #5]
0x73ad94:  mov w2, #51
0x73ad98:  sub w1, w2, w1
0x73ad9c:  ldrsb w2, [x12, #6]
0x73ada0:  mov w3, #54
0x73ada4:  sub w2, w3, w2
0x73ada8:  ldrsb w3, [x12, #7]
0x73adac:  sub w15, w15, w3
0x73adb0:  ldrsb w3, [x12, #8]
0x73adb4:  mov w4, #78
0x73adb8:  sub w3, w4, w3
0x73adbc:  ldrsb w12, [x12, #9]
0x73adc0:  mov w4, #70
0x73adc4:  sub w4, w4, w12

I did not manage to identify the underlying checksum algorithm, but it involves square multiplications and the key(?): SW5436NF

Control-Fault Injection

Once we determined the functions involved in the detections, we might want to disable them in order to run the game smoothly. Actually, PokemonGO is protected against such bypass with global variables that assert if a function ran successfully or not.

This protection is equivalent to the following piece of code:

static constexpr uintptr_t GOOD = 0x00627178; // bqx ?
static uintptr_t MAGIC_CFI = 0xdeadc0de;

void frida_detect() {
  if (is_frida_running()) {

void control_fault_check() {
  if (MAGIC_CFI != GOOD) {

If we only disable frida_detect(), the application will crash because of control_fault_check().

We could bypass this protection by identifying the address of the MAGIC_CFI in the __data section, or by disabling the control_fault_check().

What about LIEF?

As mentioned in the introduction, it started with an ongoing feature to parse Mach-O files from memory. Basically, LIEF will3 enable to parse Mach-O files4 from an absolute address with this kind of API:

// 0x10234400 -> start of the Mach-O file
auto bin = LIEF::MachO::Parser::parse_from_memory(0x10234400);

Depending on the user’s needs, the write() operation will optionally undo all the relocations and the symbol bindings. This could be useful if we aim at (re)running the file dumped (on a Apple M1?).

As expected, the strings used within the NianticLabsPlugin library are encoded by the obfuscator. We could statically analyze the decoding routine (cf. Tim Blazytko’s blog post) ,but another technique consists in using a property of the obfuscator’s string encoding mechanism.

It seems that the obfuscator put all the strings5 in the data section and decrypts all of them in a single constructor function.

For instance, if we have the string “TOKEN” to protect in the following functions:

void protect_me() {

void protect_me_2() {

The obfuscator transforms and decodes the strings into something like:

// __data section
static char var_TOKEN[]   = "\x00\x1D\xDD\xEE\xAB";
static char var_TOKEN_2[] = "\x00\x1D\xDD\xEE\xAF";

void decode_strings() {

void protect_me() {

void protect_me_2() {

Since all the strings are decoded at once in one of the first constructors, if we manage to dump the binary right after this constructor, we can recover the original strings for free.

Programmatically, it can be done using (again) frida-gum SDK with the following pseudocode:

// Hook associated with ImageLoader::containsAddress
void native_listener_on_enter(GumInvocationListener* listener,
                              GumInvocationContext* ic) {
  static size_t CTOR_ID = 0;
  const uintptr_t ctor_function_addr = ic->cpu_context->x[1];
  std::string libname = module_from_addr(ctor_function_addr);
  if (libname == "NianticLabsPlugin" && CTOR_ID++ == 3) {
    const uintptr_t base_address = base_addr_from_ptr(ctor_function_addr);
    auto bin = LIEF::MachO::Parser::parse_from_memory(base_address);
    bin->write("/tmp/pokemongo_after_ctor.bin"); // /tmp on the iPhone

In the end, the dumped file contains the decoded strings:

Data area after LIEF dump

If we skim the __data section, we can also observe the following changes:

Data area after LIEF dump

A practiced eye might notice6 that some strings of the section are actually embedded in protobuf structures. We can confirm this observation by trying to infer the data as protobuf types:

from . import proto_dump
import lief
pgo = lief.parse("pokemongo_after_ctor.bin")

start = 0x12A51A7
end   = 0x12A51E2
raw_proto = pgo.get_content_from_virtual_address(start, end - start)
  #3 = 4
  #4 (repeated) = 1 {
    #1 = "CheatReputation"
    #2 (repeated) = {
      #1 = "UNSET"
      #2 = 0
    } {
      #1 = "BOT"
      #2 = 1
    } {
      #1 = "SPOOFER"
      #2 = 2
  #5 = 8
  #8 = []

Final Words

The application embeds other checks in the constructors and in the functions returned by GetN2Api. It can make a good exercise for those that are interested in.

Generally speaking, the application and the protections are well designed since they slow down reverse engineers. Nevertheless, anti-{jb, frida, debug} are quite difficult to protect as they need to interact with the OS through functions or syscalls with unprotected parameters. As a result, and once identified, we can bypass them.

One technique consists in injecting a library with Frida’s injector that aims at hooking the containsAddress() to disable/patch the functions involved in the detections:

PokemonGo Jailbreak bypass

Nevertheless, this technique is not persistent and version-dependant.

After writing this post, it turned out that its structure is very close to Reverse Engineering Starling Bank. In particular, we can find the same anti-debug and the same Frida detection routine. These similarities suggest that these two application uses the same obfuscator that also provides anti-{jb, frida, debug} as built-in.

You might also be interested in the recent talk of Eloi Benoist-Vanderbeken @Pass the Salt who detailed another approach to identify and bypass jailbreak detections.


Files that trigger the JB detectionFiles that should be present

  1. iPhone 6 running on iOS 14.2 with checkra1n. ↩︎

  2. We can identify them by trial and error. ↩︎

  3. ETA: likely by the end of the year ↩︎

  4. The Mach-O format is very suitable for this feature as the header in mapped in memory. Therefore, it eases the parsing. ↩︎

  5. More generally, it can encode local data (strings, bytes arrays, …) ↩︎

  6. Protobuf strings can be identified as they usually start with 0xA, 0xB, followed by their lengths and the string itself (see: protocol-buffers/docs/encoding↩︎