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July 28 Hotfix: Every Fix and Verified Change
The latest official post began as an urgent maintenance notice and was updated with 11 tutorial, map, status-effect, audio, settings, region-selection, and notification fixes.
Early Access Patch №2: What Changed
The Sisters became easier to hear and counter, Confusion replaced Scream's Stun, active Mannequins gained new counters, and selectable server regions arrived.
Early Access Patch №1: The Sisters Arrive
The first post-launch roundup introduced The Sisters, explained their Scissors, Scream, Mannequin, and Mirror kit, and bundled a large launch-week stability and balance sweep.
Carnival Hunt Enters Early Access
Beer Night Studio and Crytivo opened Carnival Hunt to all players on Steam, beginning the game's public Early Access phase.
Early Access Launch Details and Roadmap
The pre-launch briefing described two Hunters, 32 modular rooms, gear customization, planned content cadence, and the experimental Bunny Town concept.
Official Tips for Your First Matches
The official primer explains the four-floor climb, Grand Door escape, three Life Gears, useful Bunny items, Hunter objective control, Ticketmen, and Impostor traps.
Start Here
The shortest route from installing the game to understanding your first match.
How a Match Works
Objectives, floor progression, Charge, protection, traps, and Final Phase.
Evidence & Methodology
How package values, official changes, calculations, testing, and unknowns are labeled.
Bunny
Bunnies have no basic attack. Their kit is movement, stealth, charge management, protection, items, and an equipped active/passive gear loadout.
The Magician
The Magician is the faster packaged Hunter. He controls routes with Imposters, catches at range with Hat Trick, and trades visibility for repositioning.
The Sisters
The Sisters move more slowly than the Magician but retain movement during many actions. Patch Note №2 shifts their control toward no-sprint Confusion, louder tracking cues, and more counterplay around active Mannequins.
Imposters
Places fake Bunny puppets near objectives or passages. A caught Bunny must pass skill checks; failures remove protection.
Scissors
A tap throws the Scissors to grab a downed Bunny or briefly stun a standing one. Holding the throw on a standing target starts a pull skill check; Patch №2 halves its success zone.
Scream of Pain
The Nice Sister knocks nearby Bunnies away and now applies Confusion instead of Stun. Confused Bunnies can move but cannot sprint. Scissors embedded in a surface can carry the Scream to that point.
Mannequin Control
The Evil Sister awakens a floor Mannequin, assigns a guard point or patrol route, then confirms the command. Active Mannequins persist, but Radar can detect them and Bunnies can free trapped teammates by interacting.
Small Mirror
Travels like the Magician's booth system but leaves one return Mannequin. Reusing the ability or using RMB in a mirror returns to it; Patch №2 fixes the RMB return failing during mirror cooldown.
Charge
Charge is the wind-up resource that lets Bunnies and Hunters move, perform active actions, and operate key mechanics.
Life Gears
Life Gears are a Bunny’s three protective layers. When all three are gone, the Hunter can execute that Bunny.
Panic
Panic is an emergency Bunny state tied to lost protection and escape tools. While Panic is active, Confusion cannot be applied.
Confusion
Confusion prevents a Bunny from sprinting. Scream of Pain applies it for the configured duration unless Panic is already active.
Final Phase
Final Phase is the endgame state that begins after 25 minutes, when the final gate opens, or when only one Bunny remains.
Dash
Launches the Bunny in the aimed direction.
Dodge
Changes into the Bunny dodge state for a short evasive movement.
High Jump
Launches the Bunny sharply upward for traversal or escape.
Impostor Seeker
Highlights Magician Imposters around the Bunny.
Sacrifice
Applies Panic in exchange for one Life Gear. It cannot be activated during the end phase.
Cheerleading
Actions consume less charge while a teammate is close.
Large Pockets
Unlocks another inventory position.
Ex-Con
A green cage skill-check field no longer consumes charge.
Soft Paws
Suppresses Bunny footstep sounds while Panic is active.
Listening
Stand still to listen for Bunnies that are not playing dead.
Warden
Starts the match with another Wind-Up Key.
Mind-Breaker
Increases Madness applied to Bunnies from all sources.
Standing Ovation
Increases points earned from Hunter-specific tasks.
Strong Hand
Slows a carried Bunny's wiggle progress.
Return Impostor
Returns the first placed Impostor to the Magician and refreshes the trap cooldown.
Creepy Speech
Speaks a voice line and adds Madness to Bunnies in hearing range.
Collector
Reveals another slot while searching a caught Bunny.
Hasty Collector
Searches caught Bunnies faster.
Impostor Tamer
Raises the Magician's carried Impostor limit.
Lucky Charge
May preserve the Magician's key after self-winding.
Refreshing Charge
Refreshes ability timers after the Magician winds himself.
Wind-Up Key
Wind puppets, rescue teammates, activate Jack, and power rides; key use is noisy and the Monster can steal keys. Keys wind teammates, activate Jack and rides, power other puppets, and can be stolen by the Hunter.
Cog
Insert it into gates, shortcuts, and the fourth-floor Grand Door mechanisms. Cogs power gates, shortcuts, and fourth-floor Grand Door mechanisms.
Oiler
Refills a lost protective Life Gear, up to the normal maximum of three. Oiler restores missing Bunny protection and can be found by a Radar search mode.
Radar
Search modes can locate keys, cogs, oilers, Impostors, the Lost Hat, and active Sisters Mannequins. Patch №2 adds detection for active Sisters Mannequins. Radar also searches for keys, cogs, oilers, Impostors, and the Lost Hat through target-specific modes.
Lost Hat
A Bunny can use it to escape; if the Monster finds it, the Monster receives major endgame advantages. Bunnies need Radar to locate it. A Bunny can use the Lost Hat to escape. If the Hunter finds and destroys it, the Hunter receives endgame advantages and a packaged score award.
Charge me
Use before you run dry; winding is audible and can reveal both Bunnies.
Come with me
Useful for two-player objectives, rescues, and coordinated floor routes.
Go there
A quick route or objective callout without opening voice chat.
No key
Warns teammates you cannot wind a Bunny or start a key-powered mechanism.
Need oil
Oil restores protection, up to the Bunny's normal three-gear maximum.
Need support
Use for rescue, cover, a two-person ride, or pressure at an objective.
Play dead
A stealth call: stop moving and blend in so the Monster must spend time checking.
Run
Usually means the Monster is close or the current position is unsafe.
Quiet
Keys, sprinting, objectives, and voice can give away a position.
Stay here
Useful when one Bunny must operate a lever, key, cannon, or ride for another.
Wait
Helps synchronize routes, saves, and multi-Bunny mechanisms.
Emotes
Social expression; it does not indicate a separate objective.
Key on back
Signals that the Bunny can be wound from behind or is involved in a winding interaction.
Voice chat
Use short proximity callouts; Monster players can exploit noisy or lengthy coordination.
Attraction
Check the marked mechanism for a route, ride, or interaction.
Cage
Marks a place where a caught Bunny can be confined and may need rescue.
Cannon
A Bunny loads or rides while another interaction fires the cannon toward a higher route.
Chest
Search it for match items or resources; some chests require a Lockpick. Patch Note №2 removes empty chests.
Dead Bunny
It can hold loot and also provides visual cover for a living Bunny playing dead.
Gate / door
Gates open routes, objectives, or shortcuts and often consume a found cog.
Ferris lever
Coordinate the lever with the Bunny moving to the wheel; timing can matter for solo use.
Ferris Wheel
Ride it after activation to reach the next vertical layer.
Cog mechanism
Insert a cog to power a gate, shortcut, or final exit mechanism.
High Striker
Complete its timing sequence to activate a zipline or upward route.
Jack
Spend candy, trade a toolbox, recharge, or obtain random match items depending on the station state.
Magician booth
Treat it as a Magician rotation or teleport landmark.
Poster
The asset is present as a markable interactable; no current gameplay effect was verified.
Rabbit Hole
A panicked Bunny can use it to relocate to a random hole on a lower floor; on floor one it stays on that floor.
Traincart / rollercoaster
It is key-powered and may require one Bunny to operate it while another rides.
Rope anchor
Attach a Rope here to create reusable vertical movement for the team.
Ticketman
The Monster can activate it; its hearing and forward-vision zones reveal careless Bunnies.
Toy Factory
Present in the packaged UI, but its current live objective behavior is not documented.
Impostor Bunny
Avoid disturbing it or destroy/counter it before it grabs and holds a Bunny.
Location ping
The ping itself carries no mechanic; context tells teammates what is at the spot.
Magician
Rotate away, warn teammates, or pressure an objective in another wing.
Mannequin
Treat it as a hunter threat / control landmark.
Caught
Teammates should prepare a rescue or a Firework interruption.
Charging
Charge keeps mechanical puppets moving and using active actions.
In chase
Use it as a team warning: create distance or push objectives elsewhere.
Playing dead
Movement gives the deception away; blend with inert bodies and manage charge.
Protection broken
Fewer protective gears means fewer captures/throws before elimination; an Oiler can restore protection.
Dead
The crossed, greyed icon is terminal rather than a temporary disable state.
In cage
A rescue or escape interaction is required before normal movement resumes.
Key on back
Indicates a winding opportunity or active charge support.
On Balloon
Vertical mobility can bypass some gates and reach ledges or objectives.
On Unicycle
The ride increases mobility but is a distinct mounted state.
On Rope
The Rope creates a team route between vertical layers.
Panicked
Panic grants a speed burst and access to Rabbit Holes; a caught Bunny may receive an escape skill check. Patch Note №2 says Panic no longer triggers Impostors or Mannequins.
Balloon
Float over selected gates or gaps and reach ledges/objectives; route guides specifically document Balloon bypasses.
Bike / Unicycle
Use it to move quickly; the HUD switches to the mounted Bike state.
Blammo
The current English tutorial text does not identify its effect, so treat this as legacy or unconfirmed.
Candy
Spend it with Jack or the slot machine for recharge, items, or random rewards.
Cannon interaction
It represents the interaction state rather than a carryable cannon.
Cuddlebun
Reduces Madness and grants temporary Calmness, which helps cross Ticketman hearing zones unnoticed.
Firework
Creates an opening against the Monster and can disrupt or destroy threats such as Impostor Bunnies.
Cog
Insert it into gates, shortcuts, and the fourth-floor Grand Door mechanisms.
Jinglebun
Place it on a route; when the Monster crosses it, teammates receive a location warning.
Wind-Up Key
Wind puppets, rescue teammates, activate Jack, and power rides; key use is noisy and the Monster can steal keys.
Lockpick
Use it on locked loot chests.
Lost Hat
A Bunny can use it to escape; if the Monster finds it, the Monster receives major endgame advantages. Bunnies need Radar to locate it.
Marbles
The Monster receives a skill check when running over them and falls if it is failed.
Oiler
Refills a lost protective Life Gear, up to the normal maximum of three.
Radar
Search modes can locate keys, cogs, oilers, Impostors, the Lost Hat, and active Sisters Mannequins.
Rope
Place it at a Rope anchor so the team can climb between floors.
Rope (alternate icon)
It means the same vertical route tool; the duplicated asset belongs to another inventory state.
Shockbox
Restores some charge, can revive a fully drained Bunny when carried, and grants temporary Energized status.
Toolbox
Trade it through Jack with candy for a random item.
Bandage
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Chain
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Chalk
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Glove
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Bolt
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Button
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Coin
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Fabric
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Mirror
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Scissors
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Thread
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Ticket
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Leather
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Map
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Paper
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Ring
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Watch
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
Agility
The public guide calls the comparable modifier Speed; the exact current stat mapping for this filename is not independently verified.
Cheerleader
Reduces charge consumption while another Bunny is nearby.
Collector
Allows one additional inventory slot to be inspected during a search.
Creepy Speech
Raises the Madness of nearby Bunnies.
Dash
Performs a fast horizontal leap for dodging or repositioning.
Endurance
Reduces the charge consumed by Ability Gears; balance values can change by rarity and patch.
Ex-Con
A successful green-zone cage skill check does not consume charge.
Hasty Collector
Shortens the time spent searching captured prey.
High Jump
Launches the Bunny upward to escape pressure or clear obstacles.
Impostor Seeker
Reveals nearby Impostor Bunnies in roughly a 50-metre radius.
Impostor Tamer
Adds one additional Impostor Bunny to the available count.
Intelligence
Reduces active-ability cooldown and, by upgrade level, charge consumption.
Large Pockets
Adds one extra inventory slot.
Lucky Charge
Gives a chance for a self-charge not to consume the key.
Mind-Breaker
Makes Madness effects applied to Bunnies stronger.
Oiler gear
It is distinct from the carried Oiler item icon; the exact current gear effect was not verified.
Refreshing Charge
Resets ability cooldowns after the Magician charges themself.
Return Impostor
Recalls the first placed Impostor and refreshes the Impostor cooldown.
Sacrifice
Consumes one Life Gear to trigger Panic and its escape tools.
Shush / Listening
A public guide describes Listening as detecting non-playing-dead Bunnies while the Monster stands still; the filename-to-effect match remains inferred.
Soft Paws
Removes footstep sounds while the Bunny is Panicked.
Standing Ovation
Increases rewards from Monster-exclusive objectives.
Strong Hands
Reduces a carried Bunny's wiggle progress, making escape harder.
Warden
Starts the match with one additional key.
Playing Cards
The lit icon is ready or active; the dark version is unavailable or on cooldown.
Hat Trick
The icon pair distinguishes ready from disabled state; consult the in-game tutorial for the current controls.
Impostor Bunny
An activated Impostor grabs and holds a disturbed Bunny so the Monster can close in.
Invisibility
Use it to approach or rotate without being seen; the grey icon is unavailable.
Control
Patch Note №2 adds Bunny rescue interaction and lets Radar detect active Mannequins.
Mirror
The icon pair indicates ready versus inactive state.
Scissors
Patch Note №2 halves the pull skill-check success zone and improves catches from Mannequins.
Scream
Patch Note №2 makes Scream apply Confusion instead of Stun; Confused Bunnies cannot sprint.
Hammer speed
A positive buff icon; it remains visible while the bonus is active.
Rope speed
A positive buff icon; it remains visible while the bonus is active.
Run speed
A positive buff icon; it remains visible while the bonus is active.
Skill active
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
Skill cooldown
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
Skill locked
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
Skill disabled
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
Skill highlighted
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
Locked slot
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
Skill-check cursor
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
Skill-check target
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
Skill-check danger
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
Objective progress
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
New Kid
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Extra
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Opener
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Comic
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Dazzler
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Star
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Mastermind
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Legend
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Chess event 1
The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.
Chess event 2
The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.
Chess event 3
The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.
Chess event 4
The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.
Golden Candy
Used by the reward and slot-machine economy; the 32px and 128px files are the same currency at different UI sizes.
Scraps
The 32px and 256px assets are display-size variants of the same resource.
Gear blueprint
Used in the lobby crafting/customization flow, not as an in-match Bunny tool.
Random recipe
Used in the lobby crafting/customization flow, not as an in-match Bunny tool.
Skin blueprint
Used in the lobby crafting/customization flow, not as an in-match Bunny tool.
Reward chests
The color communicates reward tier; these are inventory/reward icons rather than map chest markers.
Carousel
Carousel is one of the decoded modular room families. Its four floor variants expose objectives and route clues, but not live selection probability.
Plaza
Plaza is one of the decoded modular room families. Its four floor variants expose objectives and route clues, but not live selection probability.
Amusement Hall
Amusement Hall is one of the decoded modular room families. Its four floor variants expose objectives and route clues, but not live selection probability.
Organ Hall
Organ Hall is one of the decoded modular room families. Its four floor variants expose objectives and route clues, but not live selection probability.
Chess Court
Chess Court is one of the decoded modular room families. Its four floor variants expose objectives and route clues, but not live selection probability.
Performance Hall
Performance Hall is one of the decoded modular room families. Its four floor variants expose objectives and route clues, but not live selection probability.
Ring
Ring is officially referenced by the July 28 hotfix and exists in the installed package, but its live selection path is not yet exposed.
Escaped
750 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Bunny Charged
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Escaped from monster
75 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Maxed High Striker
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Roller Coaster Charged
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Ferris Wheel Launched
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Rope Shortcut
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Good Hit
10 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Critical Hit
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Rope Climbed
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Roller Travelled
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Item Given
10 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Bike
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Trampoline
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Balloons
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Inventory Filled
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Cage Escaped
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Helped to Escape Cage
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Being Chased
1 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Chase Escaped
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Stun the Enemy
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
All Targets Hit!
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Gates Opened
100 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Gear Placed
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Poster Collected
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
All Posters Collected
250 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Oiler
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Carrot
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Shock Box
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Firework
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Jinglebun
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Escape gates charged
100 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Cannon Shooter
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Cannon Projectile
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Stun and Rescue
75 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Bunny Killed
250 packaged score points for magician. Runtime cadence and caps may not be exposed.
Bunny caught
15 packaged score points for magician. Runtime cadence and caps may not be exposed.
Hat Catch
25 packaged score points for magician. Runtime cadence and caps may not be exposed.
Pile Catch
25 packaged score points for magician. Runtime cadence and caps may not be exposed.
Bunny looted
10 packaged score points for magician. Runtime cadence and caps may not be exposed.
Throw and hit
50 packaged score points for magician. Runtime cadence and caps may not be exposed.
Saw Bunny
2 packaged score points for magician. Runtime cadence and caps may not be exposed.
Booth Travel
5 packaged score points for magician. Runtime cadence and caps may not be exposed.
Invisibility
5 packaged score points for magician. Runtime cadence and caps may not be exposed.
Cage Used
75 packaged score points for magician. Runtime cadence and caps may not be exposed.
Chase
1 packaged score points for magician. Runtime cadence and caps may not be exposed.
Successful Chase
10 packaged score points for magician. Runtime cadence and caps may not be exposed.
Gates Closed
25 packaged score points for magician. Runtime cadence and caps may not be exposed.
Ticketman Charged
25 packaged score points for magician. Runtime cadence and caps may not be exposed.
Lost Hat Destroyed
100 packaged score points for magician. Runtime cadence and caps may not be exposed.
Imposter Catch
20 packaged score points for magician. Runtime cadence and caps may not be exposed.
Imposter Win
25 packaged score points for magician. Runtime cadence and caps may not be exposed.
Card Planted
20 packaged score points for magician. Runtime cadence and caps may not be exposed.
Bunny Killed
250 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Bunny caught
15 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Scissors Catch
25 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Pile Catch
25 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Bunny looted
10 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Throw and hit
50 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Saw Bunny
2 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Mirror Travel
5 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Invisibility
5 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Cage Used
75 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Chase
1 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Successful Chase
10 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Gates Closed
25 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Ticketman Charged
25 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Lost Hat Destroyed
100 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Imposter Catch
20 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Imposter Win
25 packaged score points for sisters. Runtime cadence and caps may not be exposed.
