port.login_live ran twice against the live server: auth handshake, key agreement and LOGIN3, game LOGIN2, the character list, the DirectEnter reconnect, CHARACTER_SELECT and GC_MAIN_CHARACTER -> LoadData + CG_CLIENT_VERSION, with no unknown packets on the stream. The loading burst after the main character, ENTERGAME and failure popups stay NEEDS_LIVE for 2V2. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>