Is Magician the only Carnival Hunt monster?
No. EA ships 2 killers — Magician is confirmed; the second monster name is not public yet on the monsters hub.
Carnival Hunt Magician guide: invisibility, hat trick, teleport, playing cards, imposters, charge economy, and bunny counterplay for Steam Early Access.
Hat trick, invisibility, teleport, playing cards, and imposter hunt patterns.
The Magician is Carnival Hunt's deception-and-control Carnival Monster at Steam Early Access launch — one of 2 EA killers from Beer Night Studio. His kit rotates around Invisibility, Hat Trick grabs, Teleport via carnival booths, Playing Cards debuffs, and Imposters that mimic bunny presence.
This Carnival Hunt Magician guide covers ability timing, charge costs, hunt routes, and bunny counterplay so both sides understand the mind games. Pair with play dead, wind-up system, and the monsters hub. Verified July 23, 2026 · Steam.
| Stat | Value |
|---|---|
| Magician | EA launch killer · deception archetype |
| Player count | 5v1 — one Magician vs five bunnies |
| Confirmed abilities | Invisibility · Hat Trick · Teleport · Playing Cards · Imposters |
| Companion | Ticketman — wind with keys for area denial |
Like bunnies, the Carnival Hunt Magician runs on charge (red circle, bottom-left). Catching, throwing, looting, and abilities spend it. Run dry mid-animation and you stun, missing free catches. Keys looted from bunnies refill charge — press Ctrl to pop your head off and self-wind the magic-trick way.
| Action | Charge impact | Beginner note |
|---|---|---|
| Grab / throw / cage | Heavy spend | Grab-throw often beats greedy cage setups |
| Loot bunny pockets | Moderate · yields keys | Target red 2×2 loot slots first |
| Hat Trick | Medium · long wind-up | Hand lingers — predict pathing |
| Playing Cards | Varies by card | Max 3 cards · skipping still triggers cooldown |
| Invisibility + Teleport | Highest cost · drains while hidden | Footsteps still audible |
| Ticketman activation | Key cost | Creates red alert zones on paths |
Failed teleports or actions without enough charge trigger a brief stun and put Invisibility / Teleport on a long cooldown. After a stun, a sliver of charge returns so you can hunt for floor keys or dead-bunny loot.
Keys live in your magical pocket. Spend them to self-wind or power Ticketman — a companion that paints red zones; bunnies crossing notify you and reveal aura for extended tracking. Place Ticketmen on likely rotate paths between objectives.
Four ability icons sit bottom-right. Each solves a different hunt problem — grabs at range, silent approach, vertical chase, or fake pressure. The Carnival Hunt Magician kit rewards prediction, not spam.
| Ability | Role | Key detail |
|---|---|---|
| Hat Trick | Remote grab (alive, dead, imposters) | Hand exits hat and lingers — bunny walks into it gets caught |
| Playing Cards | Debuff / control | Pick 1 of 2 random cards · max 3 held · passive or active |
| Invisibility | Stealth approach | Slow charge drain · footsteps still heard |
| Teleport | Map mobility | While invisible, jump to any booth · needs charge |
| Imposters | Fake bunny pressure | Place decoys · alert on grab · bunny can win escape QTE |
Hat Trick pulls alive bunnies, corpse props, and your own Imposters from distance. Wind-up is slow — lead targets around corners and objective machines. When the hand passes through the hat it stays searching; routing a bunny through the lingering grab box catches without a direct chase.
Activating the card ability offers two random cards from the deck. Hold up to three in bottom slots (press 1/2/3 for actives). Some cards are passive until expiry; others need manual activation. Skip unwanted cards to save slots — skipping still fires cooldown.
Insert cards into caught bunnies if they have free red inventory slots and no card already. Full pockets mean you must throw or tear instead.
Deploy Imposters where bunnies will objective or rotate. You receive alerts when one engages; hurry because bunnies can win the struggle and escape. Imposters also bait play dead clusters — force inspections to burn bunny time.
Winning as the Magician means camping objective audio, punishing key noise, and converting catches into key income. Bunnies ping you whenever they touch high striker, gates, cannon, ferris wheel, or roller coaster — each with a unique HUD symbol.
| Situation | Magician play | Why it works |
|---|---|---|
| Objective ping | Path to symbol · Hat Trick through choke | Bunnies grouped on wind-ups |
| Two bunnies together | Throw one into the other | Both lose a Life Gear |
| Dead bunny on ground | Grab corpse · baseball swing at distant target | Extends reach without full commit |
| Mechanism with green light | Camp or close gate | Green = someone will key it soon |
| Post-throw panic | Avoid double chase | Panic bunny uses rabbit hole · re-grab auto-fails |
| Play dead suspect | Inspection scream test | Real player screams · HUD shows gears |
Optimal often: grab, loot key from back pockets, throw for gear damage. Caging wastes time if bunnies coordinate frees. Tear bunnies with zero Life Gears. If they escape your grasp, you briefly stun — have charge buffered before committing.
Trampolines and dropped unicycles enable fast rotates. Destroy them while patrolling. Close opened gates when safe — bunnies can reopen, but the reset buys charge recovery time.
Prioritize doors, high striker, cannon, roller coaster, and ferris wheel — tutorial routes prove bunnies cluster there. Use booth teleports to jump floors when you hear upstairs objective audio without climbing stairs.
Survivors beat the Magician with spread objectives, radar discipline, and voice control — not raw sprint. This section is for bunnies; killers should read it to predict rank players.
| Magician threat | Bunny counter | Page |
|---|---|---|
| Imposters / hat trick | Radar · do not trust lone “bunnies” | items |
| Invisibility approach | Listen for footsteps · marbles at choke | proximity chat |
| Card debuffs | Drop loot from red pocket before catch | wind-up system |
| Ticketman zones | Smoke carrot · wide pathing | play dead |
| Objective camping | Split wind-ups · one decoy objective | bunnies guide |
Fake corpses near real ones. The Magician inspection forces a scream — coordinate so one bunny baits while others finish gates. After a throw, panic speed beats re-grab if you hit a rabbit hole — do not hero wind in open ground while panicked.
Before queue, monsters equip ability gears like bunnies — cosmetic recipes and combat upgrades unlock via XP and extracted crafting materials. Early EA favorites skew toward chase extension and charge refund; rankings live on the tier list.
No. EA ships 2 killers — Magician is confirmed; the second monster name is not public yet on the monsters hub.
Hat Trick plus Invisibility — remote grabs and silent booth teleports punish grouped bunnies who hug objectives.
Yes. Invisibility hides visuals, not footsteps. Crouch and listen for direction before burning radar.
Three card slots maximum. You choose one of two random offers each activation; skipping still triggers cooldown.
Radar, smoke tools, and spread-friendly wind-up gears — see gears and tier list.
Play dead for inspection mind games, bunnies guide for squad routes, and wind-up system for key math.
Matched by build plan, shared topics, and guide progression — not random related links.