**In short**

**Sentinel Lobby 3 **is the third and final addon for ►Lobby Miner, the first roulette software that allows you to monitor** in real time** to **20 tables** online.

How do you know **Sentinel Lobby** is a trilogy of roulette software that take advantage of the monitoring of the tables performed by ►Lobby Miner to try to win by playing for or against simple chance trends (►Sentinel Lobby 1), rather than single numbers (►Sentinel Lobby 2).

With this last chapter, we are instead concerned with trying to exploit the infamous cool numbers.

In order to use this program it is therefore necessary to have already purchased the ► manualLobby Miner, without which it will not be possible to take advantage of this software, unless you already have other tools to capture numbers from a roulette table and save them in one or more text files.

**How Lobby Sentinel works 3**

**Sentinel Lobby 3** in practice it hooks the text files recorded in real time by ►Lobby Miner and elaborates a series of related statistics **to the delays of groups consisting of 1-2-3-4-5-6 numbers**.

In Lobby Sentinel 3 the concept of delay has been remodeled as follows: starting from the spins recorded at the various tables, the software groups the numbers according to their respective frequencies and divides them into 6 groups, composed of 1 to 6 numbers, i.e. with the **lower frequency**.

At this point millions of random tranches of the same length as the number of spins recorded up to that point are simulated e **Sentinel Lobby 3** verifies, on the basis of the individual groups, whether the frequency of the numbers in question is very close to increasing or not.

The first thing to do once the program is started is to select the tables we want to monitor (it is therefore assumed that ►Lobby Miner has already been running for some time and is recording the numbers released at the various tables).

In the second panel **Roulette Table Hoooker**, you must then click on the go buttons on the left and select one or more of the text files it is recording ►Lobby Miner and located in the folder **outputs** by Lobby Miner, if in doubt watch the video at ►YouTube, everything will certainly be clearer.

As you can see in the image, I have selected only some of the available tables, specifically avoiding tables such as Lightning Roulette, Quantum Roulette, as well as all automatic roulettes, as the outputs of these tables are not always totally random.

Once this simple selection is complete, we can then move on to the third panel **Control Room**, which is precisely our operations center.

**The Control Room**

Here we have at our disposal everything we need to understand what is happening, almost **in real time**, to the various tables selected in the previous panel.

The first thing to do is to click on the button **Reload Roulette Tables**, in this way they will be loaded into **Sentinel Lobby 3** all the files of the various selected tables and in fact you will see that the numbers of the registered spins will also appear (**Spins column**), while the first column (**Roulette #**) will only serve to identify the table with a progressive number **01**, **02**, **03**, etc.

Once this simple operation has been done, we can therefore analyze the various linked tables in two different ways: or all in sequence by clicking on the button **Scan All Tables**, or one at a time individually, by clicking on the various buttons with the red circle.

At this point it is necessary to take a necessary pause to better explain what kind of statistics is analyzed by **Sentinel Lobby 3**.

**The Cool Numbers**

As I started explaining before, **Sentinel Lobby 3** once all the spins of the various tables have been loaded, immediately start making a first statistic, simulating 250.000 tranches (the value indicated in the field **Simulations #**) of random spin **+ 12** spin (value indicated in the field **+ Spins**).

For example in figure al **Table 02** we have registered (thanks to ►Lobby Miner) 373 spin, so **Sentinel Lobby 3** will simulate 250.000 tranches of numbers consisting of 373 + 12 = **385 spin**.

In this way, the statistics will cover a slightly greater number of spins than those actually recorded, but as you know the Lobby Miner recordings are on average 6/7 numbers late compared to real time, so this will help us to intervene in good time afterwards. not to lose all the possible opportunities to play.

After this first analysis as you can see at Table 2 in **Limit column** the groups are highlighted in green **Cool4**, **Cool5** e **Cool6**, what does it mean?

It means that for example at Table 02 the 4 least frequent numbers (Cool 4) have an overall frequency (sum of the outputs) equal to 17, while the random simulation indicates that in the next 12 spins this number should be "at least" equal to 18.

We therefore have a first sign that in the next 12 sorties at least one number "should" be one of the 4 coldest (cool), since then in the next panel we will add the 6/7 numbers we are missing compared to real time, just others will remain 6/7 spin to make the Rng simulator statistic come true (or not).

**Fight Board**

If after the first scan of all the recorded spins we do not detect potentially playable tables, we can also decide to do a new scan only with **the last x spins** of the table.

It is not at all uncommon that, if for example on 400 spins of a table there are no signals, by selecting the option **Last** and the number of spins on which to redo the statistics (the last 100, 150, 200, etc.), the new random simulation highlights possible game opportunities.

Once we have found the potential attack, we can press the button with the green circle, which will take us directly to the next window, which is the panel **Fight Board**.

As soon as we click on one of the buttons with the green circle, this panel opens, where a new Rng simulation starts automatically, but this time on 2,5 million tranches (field **Simulations #**) made up of the number of spins actually registered at that table, plus 6 spins (Campo **+ Spins**), which serves as before to add 6 spins to the tranches to be simulated, precisely because then we will have to add about 6/7 real spins if we decide to really open that table.

I say this because it will not be at all uncommon that after selecting a table in the previous panel, the new and **more accurate** simulation of 2 and a half million tranches does not show any static convenience in carrying the attack (for example in the image above for the groups of the 6 least frequent numbers, the minimum frequency was found to be 23, equal to the minimum frequency recorded by the simulator adding the 6 extra spins).

If, on the other hand, after the new random test, the game possibilities are highlighted as in the figure (both on the group composed of **#5** that **#6** numbers), then you must immediately open the game table (Turkish Roulette in our example) and add to the real permanence the 6/7 numbers that are missing from the permanence you see in the column below zero in the upper panel.

In the figure, the last numbers left at the table are 2 followed by 1, if from the history of the table we see that some are missing, then just click on the relevant number you see in the panel above the graph and this will be automatically added to the permanence column.

If by chance we make a mistake in clicking the number, just double click on the wrong number in the column and it will be deleted.

Once all the spins have been updated, you have to **absolutely** Press the button **RNG Refresh**, which essentially repeats another simulation of 2,5 million tranches (+ 6 additional spins).

If even after this last test it still shows **in green** an opportunity to play, then it is assumed that within 6 spins at least one of the 5 or 6 less frequent numbers can really come up.

**Sentinel Lobby 3** highlights **in blue the less frequent numbers**, which at times can be even more than 6, this is because if, as in the figure, there are even 5 numbers with a frequency of 5, we have to choose what to do, in this case I only play the numbers with a frequency of 2-3-4, which would be 33, 22, 12 and 35, for a total of 4 numbers e **for up to 6 spins**.

If unfortunately one of the numbers with a frequency of 5 comes out immediately then I stop and go back to look for another game opportunity in the panel **Control Room**.

**Final tips**

If in doubt about ►YouTube trovate videos that illustrate quite clearly how the **Sentinel Lobby 3**, as you will see, hunting for game opportunities must be done both on all spins and on the last x spins and the game situations are not lacking, the important thing as always is to fix a stopwin before starting to play (**50 / 100 unit** per session / day), but above all of **never bet over 6 spins** per attack, because the statistic is based on that precise number of spins and no more.

I usually at the first shot won I also try another one for the continuation, if I win ok and try again, otherwise I immediately go back to the main panel to look for other game opportunities.

If you see that your PC takes a long time for random processing, you can also lower the default values (250.000 in the Control Room panel and 2.500.000 in the Fight Board) and put for example 150.000 in the first and 1.500.000 in the second, this it depends on you, do some tests and then decide, the important thing is to keep fixed the number of additional spins to the tranches, which are 12 in the first panel and 6 in the second.

Ok, now that's all, have fun and don't forget to subscribe to the Telegram channel if you want to preview all the news on upcoming publications.