
Magician booth
A Monster-side booth / magic-box location.
Treat it as a Magician rotation or teleport landmark.These current-build tools connect directly to Charge, protection, traversal, loot, objectives, detection, Madness, Jack, and Final Phase.
Wind puppets, rescue teammates, activate Jack, and power rides; key use is noisy and the Monster can steal keys.
Current guideInsert it into gates, shortcuts, and the fourth-floor Grand Door mechanisms.
Current guideRefills a lost protective Life Gear, up to the normal maximum of three.
Changed · August 3 Hotfix (0.5.6540)Creates an opening against the Monster and can disrupt or destroy threats such as Impostor Bunnies.
Changed · August 11 Update (0.5.6668)Restores Charge and grants Energized. Since build 0.5.6622, a fully depleted Bunny can stand back up without carrying one.
Changed · Early Access Patch Note No. 5 (0.5.6622)Place it at a Rope anchor so the team can climb between floors.
Changed · August 11 Update (0.5.6668)Use it on locked loot chests.
Changed · August 3 Hotfix (0.5.6540)Use it to move quickly; the HUD switches to the mounted Bike state.
Changed · August 2 Hotfix (0.5.6518)The Monster receives a skill check when running over them and falls if it is failed.
Changed · Early Access Patch Note No. 5 (0.5.6622)Reduces Madness and grants temporary Calmness, which helps cross Ticketman hearing zones unnoticed.
Current guideTrade it through Jack with candy for a random item.
Changed · August 11 Update (0.5.6668)Search modes can locate keys, cogs, oilers, Impostors, the Lost Hat, and active Sisters Mannequins.
Changed · Early Access Patch №2A Bunny can use it to escape; if the Monster finds it, the Monster receives major endgame advantages. Bunnies need Radar to locate it.
Current guideArtwork variants are grouped into one meaning so color and state variants do not masquerade as separate mechanics.

A Monster-side booth / magic-box location.
Treat it as a Magician rotation or teleport landmark.
Marks a fake Bunny trap placed by the Magician.
Avoid disturbing it or destroy/counter it before it grabs and holds a Bunny.
Marks the Magician's observed position.
Rotate away, warn teammates, or pressure an objective in another wing.
A shared Hunter passive that expands the current Hunter's trap pool.
Adds one Impostor for the Magician or one Mannequin for the Sisters.
A Magician passive tied to self-winding.
Gives a chance for a self-charge not to consume the key.
A Magician passive tied to charging.
Resets ability cooldowns after the Magician charges themself.
A Magician active for repositioning an Impostor.
Recalls the first placed Impostor and refreshes the Impostor cooldown.
2 variantsThe Magician's card attack / pressure skill.
The lit icon is ready or active; the dark version is unavailable or on cooldown.
2 variantsThe Magician's hat-based control / hunting skill.
The icon pair distinguishes ready from disabled state; consult the in-game tutorial for the current controls.
2 variantsMakes the Magician invisible for a limited period.
Use it to approach or rotate without being seen; the grey icon is unavailable.Concepts: 147 · Artwork variants: 263 · Verified build: 0.5.6668