272 indexed records
Hotfix

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.

Patch notes

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.

Patch notes

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.

Official news

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.

Official news

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.

Feature

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.

Guide

Start Here

The shortest route from installing the game to understanding your first match.

Guide

How a Match Works

Objectives, floor progression, Charge, protection, traps, and Final Phase.

Guide

Evidence & Methodology

How package values, official changes, calculations, testing, and unknowns are labeled.

Character

Bunny

Bunnies have no basic attack. Their kit is movement, stealth, charge management, protection, items, and an equipped active/passive gear loadout.

Character

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.

Character

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.

Ability

Imposters

Places fake Bunny puppets near objectives or passages. A caught Bunny must pass skill checks; failures remove protection.

Ability

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.

Ability

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.

Ability

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.

Ability

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.

System

Charge

Charge is the wind-up resource that lets Bunnies and Hunters move, perform active actions, and operate key mechanics.

System

Life Gears

Life Gears are a Bunny’s three protective layers. When all three are gone, the Hunter can execute that Bunny.

System

Panic

Panic is an emergency Bunny state tied to lost protection and escape tools. While Panic is active, Confusion cannot be applied.

System

Confusion

Confusion prevents a Bunny from sprinting. Scream of Pain applies it for the configured duration unless Panic is already active.

System

Final Phase

Final Phase is the endgame state that begins after 25 minutes, when the final gate opens, or when only one Bunny remains.

Gear

Dash

Launches the Bunny in the aimed direction.

Gear

Dodge

Changes into the Bunny dodge state for a short evasive movement.

Gear

High Jump

Launches the Bunny sharply upward for traversal or escape.

Gear

Impostor Seeker

Highlights Magician Imposters around the Bunny.

Gear

Sacrifice

Applies Panic in exchange for one Life Gear. It cannot be activated during the end phase.

Gear

Cheerleading

Actions consume less charge while a teammate is close.

Gear

Large Pockets

Unlocks another inventory position.

Gear

Ex-Con

A green cage skill-check field no longer consumes charge.

Gear

Soft Paws

Suppresses Bunny footstep sounds while Panic is active.

Gear

Listening

Stand still to listen for Bunnies that are not playing dead.

Gear

Warden

Starts the match with another Wind-Up Key.

Gear

Mind-Breaker

Increases Madness applied to Bunnies from all sources.

Gear

Standing Ovation

Increases points earned from Hunter-specific tasks.

Gear

Strong Hand

Slows a carried Bunny's wiggle progress.

Gear

Return Impostor

Returns the first placed Impostor to the Magician and refreshes the trap cooldown.

Gear

Creepy Speech

Speaks a voice line and adds Madness to Bunnies in hearing range.

Gear

Collector

Reveals another slot while searching a caught Bunny.

Gear

Hasty Collector

Searches caught Bunnies faster.

Gear

Impostor Tamer

Raises the Magician's carried Impostor limit.

Gear

Lucky Charge

May preserve the Magician's key after self-winding.

Gear

Refreshing Charge

Refreshes ability timers after the Magician winds himself.

Item

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.

Item

Cog

Insert it into gates, shortcuts, and the fourth-floor Grand Door mechanisms. Cogs power gates, shortcuts, and fourth-floor Grand Door mechanisms.

Item

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.

Item

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.

Item

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.

Communication

Charge me

Use before you run dry; winding is audible and can reveal both Bunnies.

Communication

Come with me

Useful for two-player objectives, rescues, and coordinated floor routes.

Communication

Go there

A quick route or objective callout without opening voice chat.

Communication

No key

Warns teammates you cannot wind a Bunny or start a key-powered mechanism.

Communication

Need oil

Oil restores protection, up to the Bunny's normal three-gear maximum.

Communication

Need support

Use for rescue, cover, a two-person ride, or pressure at an objective.

Communication

Play dead

A stealth call: stop moving and blend in so the Monster must spend time checking.

Communication

Run

Usually means the Monster is close or the current position is unsafe.

Communication

Quiet

Keys, sprinting, objectives, and voice can give away a position.

Communication

Stay here

Useful when one Bunny must operate a lever, key, cannon, or ride for another.

Communication

Wait

Helps synchronize routes, saves, and multi-Bunny mechanisms.

Communication

Emotes

Social expression; it does not indicate a separate objective.

Communication

Key on back

Signals that the Bunny can be wound from behind or is involved in a winding interaction.

Communication

Voice chat

Use short proximity callouts; Monster players can exploit noisy or lengthy coordination.

World markers

Attraction

Check the marked mechanism for a route, ride, or interaction.

World markers

Cage

Marks a place where a caught Bunny can be confined and may need rescue.

World markers

Cannon

A Bunny loads or rides while another interaction fires the cannon toward a higher route.

World markers

Chest

Search it for match items or resources; some chests require a Lockpick. Patch Note №2 removes empty chests.

World markers

Dead Bunny

It can hold loot and also provides visual cover for a living Bunny playing dead.

World markers

Gate / door

Gates open routes, objectives, or shortcuts and often consume a found cog.

World markers

Ferris lever

Coordinate the lever with the Bunny moving to the wheel; timing can matter for solo use.

World markers

Ferris Wheel

Ride it after activation to reach the next vertical layer.

World markers

Cog mechanism

Insert a cog to power a gate, shortcut, or final exit mechanism.

World markers

High Striker

Complete its timing sequence to activate a zipline or upward route.

World markers

Jack

Spend candy, trade a toolbox, recharge, or obtain random match items depending on the station state.

World markers

Magician booth

Treat it as a Magician rotation or teleport landmark.

World markers

Poster

The asset is present as a markable interactable; no current gameplay effect was verified.

World markers

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.

World markers

Traincart / rollercoaster

It is key-powered and may require one Bunny to operate it while another rides.

World markers

Rope anchor

Attach a Rope here to create reusable vertical movement for the team.

World markers

Ticketman

The Monster can activate it; its hearing and forward-vision zones reveal careless Bunnies.

World markers

Toy Factory

Present in the packaged UI, but its current live objective behavior is not documented.

World markers

Impostor Bunny

Avoid disturbing it or destroy/counter it before it grabs and holds a Bunny.

World markers

Location ping

The ping itself carries no mechanic; context tells teammates what is at the spot.

World markers

Magician

Rotate away, warn teammates, or pressure an objective in another wing.

World markers

Mannequin

Treat it as a hunter threat / control landmark.

Bunny states

Caught

Teammates should prepare a rescue or a Firework interruption.

Bunny states

Charging

Charge keeps mechanical puppets moving and using active actions.

Bunny states

In chase

Use it as a team warning: create distance or push objectives elsewhere.

Bunny states

Playing dead

Movement gives the deception away; blend with inert bodies and manage charge.

Bunny states

Protection broken

Fewer protective gears means fewer captures/throws before elimination; an Oiler can restore protection.

Bunny states

Dead

The crossed, greyed icon is terminal rather than a temporary disable state.

Bunny states

In cage

A rescue or escape interaction is required before normal movement resumes.

Bunny states

Key on back

Indicates a winding opportunity or active charge support.

Bunny states

On Balloon

Vertical mobility can bypass some gates and reach ledges or objectives.

Bunny states

On Unicycle

The ride increases mobility but is a distinct mounted state.

Bunny states

On Rope

The Rope creates a team route between vertical layers.

Bunny states

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.

Match items

Balloon

Float over selected gates or gaps and reach ledges/objectives; route guides specifically document Balloon bypasses.

Match items

Bike / Unicycle

Use it to move quickly; the HUD switches to the mounted Bike state.

Match items

Blammo

The current English tutorial text does not identify its effect, so treat this as legacy or unconfirmed.

Match items

Candy

Spend it with Jack or the slot machine for recharge, items, or random rewards.

Match items

Cannon interaction

It represents the interaction state rather than a carryable cannon.

Match items

Cuddlebun

Reduces Madness and grants temporary Calmness, which helps cross Ticketman hearing zones unnoticed.

Match items

Firework

Creates an opening against the Monster and can disrupt or destroy threats such as Impostor Bunnies.

Match items

Cog

Insert it into gates, shortcuts, and the fourth-floor Grand Door mechanisms.

Match items

Jinglebun

Place it on a route; when the Monster crosses it, teammates receive a location warning.

Match items

Wind-Up Key

Wind puppets, rescue teammates, activate Jack, and power rides; key use is noisy and the Monster can steal keys.

Match items

Lockpick

Use it on locked loot chests.

Match items

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.

Match items

Marbles

The Monster receives a skill check when running over them and falls if it is failed.

Match items

Oiler

Refills a lost protective Life Gear, up to the normal maximum of three.

Match items

Radar

Search modes can locate keys, cogs, oilers, Impostors, the Lost Hat, and active Sisters Mannequins.

Match items

Rope

Place it at a Rope anchor so the team can climb between floors.

Match items

Rope (alternate icon)

It means the same vertical route tool; the duplicated asset belongs to another inventory state.

Match items

Shockbox

Restores some charge, can revive a fully drained Bunny when carried, and grants temporary Energized status.

Match items

Toolbox

Trade it through Jack with candy for a random item.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Crafting resources

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.

Loadout gears

Agility

The public guide calls the comparable modifier Speed; the exact current stat mapping for this filename is not independently verified.

Loadout gears

Cheerleader

Reduces charge consumption while another Bunny is nearby.

Loadout gears

Collector

Allows one additional inventory slot to be inspected during a search.

Loadout gears

Creepy Speech

Raises the Madness of nearby Bunnies.

Loadout gears

Dash

Performs a fast horizontal leap for dodging or repositioning.

Loadout gears

Endurance

Reduces the charge consumed by Ability Gears; balance values can change by rarity and patch.

Loadout gears

Ex-Con

A successful green-zone cage skill check does not consume charge.

Loadout gears

Hasty Collector

Shortens the time spent searching captured prey.

Loadout gears

High Jump

Launches the Bunny upward to escape pressure or clear obstacles.

Loadout gears

Impostor Seeker

Reveals nearby Impostor Bunnies in roughly a 50-metre radius.

Loadout gears

Impostor Tamer

Adds one additional Impostor Bunny to the available count.

Loadout gears

Intelligence

Reduces active-ability cooldown and, by upgrade level, charge consumption.

Loadout gears

Large Pockets

Adds one extra inventory slot.

Loadout gears

Lucky Charge

Gives a chance for a self-charge not to consume the key.

Loadout gears

Mind-Breaker

Makes Madness effects applied to Bunnies stronger.

Loadout gears

Oiler gear

It is distinct from the carried Oiler item icon; the exact current gear effect was not verified.

Loadout gears

Refreshing Charge

Resets ability cooldowns after the Magician charges themself.

Loadout gears

Return Impostor

Recalls the first placed Impostor and refreshes the Impostor cooldown.

Loadout gears

Sacrifice

Consumes one Life Gear to trigger Panic and its escape tools.

Loadout gears

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.

Loadout gears

Soft Paws

Removes footstep sounds while the Bunny is Panicked.

Loadout gears

Standing Ovation

Increases rewards from Monster-exclusive objectives.

Loadout gears

Strong Hands

Reduces a carried Bunny's wiggle progress, making escape harder.

Loadout gears

Warden

Starts the match with one additional key.

Monster skills

Playing Cards

The lit icon is ready or active; the dark version is unavailable or on cooldown.

Monster skills

Hat Trick

The icon pair distinguishes ready from disabled state; consult the in-game tutorial for the current controls.

Monster skills

Impostor Bunny

An activated Impostor grabs and holds a disturbed Bunny so the Monster can close in.

Monster skills

Invisibility

Use it to approach or rotate without being seen; the grey icon is unavailable.

Monster skills

Control

Patch Note №2 adds Bunny rescue interaction and lets Radar detect active Mannequins.

Monster skills

Mirror

The icon pair indicates ready versus inactive state.

Monster skills

Scissors

Patch Note №2 halves the pull skill-check success zone and improves catches from Mannequins.

Monster skills

Scream

Patch Note №2 makes Scream apply Confusion instead of Stun; Confused Bunnies cannot sprint.

HUD indicators

Hammer speed

A positive buff icon; it remains visible while the bonus is active.

HUD indicators

Rope speed

A positive buff icon; it remains visible while the bonus is active.

HUD indicators

Run speed

A positive buff icon; it remains visible while the bonus is active.

HUD indicators

Skill active

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.

HUD indicators

Skill cooldown

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.

HUD indicators

Skill locked

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.

HUD indicators

Skill disabled

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.

HUD indicators

Skill highlighted

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.

HUD indicators

Locked slot

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.

HUD indicators

Skill-check cursor

Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.

HUD indicators

Skill-check target

Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.

HUD indicators

Skill-check danger

Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.

HUD indicators

Objective progress

Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.

Ranks

New Kid

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Extra

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Opener

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Comic

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Dazzler

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Star

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Mastermind

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Legend

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Event icons

Chess event 1

The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.

Event icons

Chess event 2

The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.

Event icons

Chess event 3

The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.

Event icons

Chess event 4

The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.

Economy & crafting

Golden Candy

Used by the reward and slot-machine economy; the 32px and 128px files are the same currency at different UI sizes.

Economy & crafting

Scraps

The 32px and 256px assets are display-size variants of the same resource.

Economy & crafting

Gear blueprint

Used in the lobby crafting/customization flow, not as an in-match Bunny tool.

Economy & crafting

Random recipe

Used in the lobby crafting/customization flow, not as an in-match Bunny tool.

Economy & crafting

Skin blueprint

Used in the lobby crafting/customization flow, not as an in-match Bunny tool.

Economy & crafting

Reward chests

The color communicates reward tier; these are inventory/reward icons rather than map chest markers.

Map

Carousel

Carousel is one of the decoded modular room families. Its four floor variants expose objectives and route clues, but not live selection probability.

Map

Plaza

Plaza is one of the decoded modular room families. Its four floor variants expose objectives and route clues, but not live selection probability.

Map

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.

Map

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.

Map

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.

Map

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.

Map

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.

Scoring

Escaped

750 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Bunny Charged

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Escaped from monster

75 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Maxed High Striker

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Roller Coaster Charged

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Ferris Wheel Launched

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Rope Shortcut

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Good Hit

10 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Critical Hit

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Rope Climbed

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Roller Travelled

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Item Given

10 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Bike

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Trampoline

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Balloons

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Inventory Filled

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Cage Escaped

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Helped to Escape Cage

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Being Chased

1 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Chase Escaped

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Stun the Enemy

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

All Targets Hit!

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Gates Opened

100 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Gear Placed

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Poster Collected

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

All Posters Collected

250 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Oiler

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Carrot

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Shock Box

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Firework

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Jinglebun

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Escape gates charged

100 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Cannon Shooter

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Cannon Projectile

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Stun and Rescue

75 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Bunny Killed

250 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Bunny caught

15 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Hat Catch

25 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Pile Catch

25 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Bunny looted

10 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Throw and hit

50 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Saw Bunny

2 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Booth Travel

5 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Invisibility

5 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Cage Used

75 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Chase

1 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Successful Chase

10 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Gates Closed

25 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Ticketman Charged

25 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Lost Hat Destroyed

100 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Imposter Catch

20 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Imposter Win

25 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Card Planted

20 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Bunny Killed

250 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Bunny caught

15 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Scissors Catch

25 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Pile Catch

25 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Bunny looted

10 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Throw and hit

50 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Saw Bunny

2 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Mirror Travel

5 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Invisibility

5 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Cage Used

75 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Chase

1 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Successful Chase

10 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Gates Closed

25 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Ticketman Charged

25 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Lost Hat Destroyed

100 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Imposter Catch

20 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Imposter Win

25 packaged score points for sisters. Runtime cadence and caps may not be exposed.