
Ticketman
A mechanical sentinel.
The Monster can activate it; its hearing and forward-vision zones reveal careless Bunnies.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 mechanical sentinel.
The Monster can activate it; its hearing and forward-vision zones reveal careless Bunnies.
2 variantsMatch currency collected during a run.
Spend it with Jack or the slot machine for recharge, items, or random rewards.
2 variantsA calming Bunny tool.
Reduces Madness and grants temporary Calmness, which helps cross Ticketman hearing zones unnoticed.
2 variantsA protection-restoring tool.
Refills a lost protective Life Gear, up to the normal maximum of three.
5 variantsA ring crafting / extraction resource.
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.
A Monster passive for searching captured Bunnies.
Allows one additional inventory slot to be inspected during a search.
2 variantsThe timing ring / target zone for a High Striker input.
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.Concepts: 147 · Artwork variants: 263 · Verified build: 0.5.6668