The Midway
Five attractions. Each one runs a deliberately vulnerable toy service: crack it for an edge, then win on skill. Every hack target is fake and built for this carnival; never try these tricks on systems you don't own.

The Antler Advantage
Jackalope Toss
Toss rings over the antlers of a crooked carnival jackalope. You start with three rings, but the bonus kiosk next door trusts a little too much of what your browser tells it.
- Start
- 3 rings
- Hack for
- +3 bonus rings · 150 pts

The Midnight Coupon
Cryptid Prize Vending
A vintage vending cabinet stocked with cryptid tokens. It takes no money, only contest credits, and its prototype coupon service lets the customer decide a little too much.
- Start
- 0 credits
- Hack for
- +1 prize credit · 200 pts

Grip of the Mothman
Cryptid Claw
Steer a claw over a pit of plush Bigfoots, Mothmen and Nessies. One 20-second play is free; the reservation desk has an old training voucher it forgets to cross off.
- Start
- 1 play
- Hack for
- +1 extra play · 150 pts

The Strongman Override
Hammer the Beast
Swing the hammer and send the puck up the tower to wake Bigfoot. One strike is free; the score-preview service believes anything that claims to be calibrated.
- Start
- 1 strike
- Hack for
- +1 bonus strike · 150 pts
- 🦆
Hack the Blaster
Duck Hunt
A spooky shooting gallery of swamp ducks and the occasional glowing Mothduck. You get five foam darts; the shot-credit kiosk honours a claim it has already paid out.
- Start
- 5 shots
- Hack for
- +3 bonus shots · 150 pts