How To Play Wonderland

Wonderland’s release has been a bit of a mixed bag on Roblox. Some disliked it, some were eager to see where the devs were going with it. One thing everyone seemed to agree on was that Wonderland was… pretty challenging. A few QoL changes have appeared since the release, but as we do love a Roblox guide here at Gamezebo, we thought we’d put together something on how to play Wonderland to help those of you who are struggling.

How To Play Wonderland

Okay, time to explain everything.

The Basics

Screenshot from Wonderland showing a level exit, which looks like a theme park ride with a dark tunnel appear. Over it is a sign that reads Wonderland, held by the figure of Wonder, a humanoid in a top hat with a smiling sun for a face.

Wonderland is a round-based game that you can play as a team, or, if you’re feeling especially daring, on your own. You will be taken to Wonderland, some kind of giant indoor play area but designed by Satan. It’s full of colorful padded floors, slides, and monsters that want to cancel your free trial of living. There are also rounds where horrible things chase you. It can be a bit overwhelming.

  • Your Candle – A creepy-looking candle that acts as your light source, equip it to light up some of the dark and gloomy parts of the map.
  • Timer – This timer shows how much time you have left in the round. It stops as soon as you’ve made the quota. At the start this was a hotbar item, now you’ll see it permanently on the left of your screen.
  • Map – This Etch-A-Sketch looking thing is your map. The most important things to know about it is that the white train icon is the exit. (This will appear after you’ve met certain conditions we’ll talk about below.) A green puzzle piece is a puzzle area.

Items

A screenshot of the item shop in Roblox's Wonderland. It shows each of the items (detailed below) and their prices.

In between levels, and in the hub room of regular levels, you’ll get an opportunity to shop for item using Tickets. (We’ll explain how to get those later.) If you can, it’s probably easier to wait until you get the between-level shop, but Wander will sell you a small selection of items if you need them. We’ll explain each of them below.

  • Stopwatch – 80 Tickets
    • Adds 20 seconds to the timer for the round. Disappears after use.
  • Bandaid – 110 Tickets
    • Heal yourself, or one of your team, for 25 health. Disappears after use.
  • Radio – 140 Tickets
    • Allows voice chat outside of proximity chat. (Only useful if you have voice enabled and are using it.)
  • Wonder Dust – 150 Tickets
    • Gives a 10 second speed boost.
  • Trumpet – 180 Ticket
    • DOOT
  • Wander Mask – 280 Tickets
    • Last for 30 seconds when equipped. Shows monsters, lumins, and Zippy through walls.
  • Bandaid Box – 400 Tickets
    • Like a Bandaid, but more! Same heal, but five uses rather than one. Cheaper than five Bandaids, too.
  • Hammer – 450 Tickets
    • Whack enemies for 5 damage a swing. Does not run out of uses.
  • Lure – 450 Tickets
    • Plays for 10 seconds and draws enemies towards it while it’s playing.
  • Wonder Mask – 700 Tickets
    • No-one wants to mess with the boss. This lasts for 30 seconds once worn, and while you’re wearing it, none of the enemies will bother you.
  • Minigun – 1000 Tickets
    • Fire at your enemies. This does the same damage as the hammer per shit, but has limited ammo, 150 shots.

Now, we’re onto the level guide.

Screenshot from Wonderland showing Zippy, an NPC creature that seems to look like something between a frog and a backpack, with sharp teeth. The skeletons of some Lumins lie next to Zippy.
…guess Zippy loves Lumins in the same way people love pizza.

Levels One And Two: Regular Levels

We’ll cover these all in a single section because they are more or less the same regardless of where they appear in the game, just with higher totals.

These levels are a bunch of interconnected, easy-to-get-lost-in rooms full of wandering enemies. You’ll arrive in a starting room, with a shop directly ahead. The level has a timer, and you’ll need to finish everything you have to do and leave before the timer runs our, or Wonder will come after you.

The main task you need to pursue to complete these levels is to collect Lumins. Lumins are cute little glowing creatures which hop around levels. You can find them wandering around in levels. Your bag can hold 5 Lumins at any one time.

The first thing you need to do once you’re in is find the exit. The easiest way to do this is give 4 Lumins to Zippy, he’s the green sentient backpack creature who waits in the entrance area, surrounded by suspiciously Lumin-shapes bones. If you feed Zippy, he’ll run straight for the exit. Follow him there to go straight there. The icon should also appear on your map once Zippy reaches it.

At the exit, you’ll see an area to place your Lumins. Put them there and repeatedly press the red button next to it to call Wormy, this creature will eat all the Lumins you placed, which will add Tickets to your total. If you reach the total on the board next to the exit, you’ll be able to leave.

You can also extend your permitted time in these rounds by completing puzzles scattered around the various rooms, indicated by a green puzzle piece on your map. Sadly these often aren’t entirely worth the time investment and it’s often easier to keep searching for Lumins rather than risk getting stuck on a puzzle and wasting more time.

Wonder

If you let the timer run out, Wonder will take offense and come after you. When this happens, the default exit won’t work. You’ll need to find the hat, hidden somewhere on the map, and exit that way. If Wonder catches you it’s an instant kill.


Mole Level

Screenshot from Wonderland showing Mole, a monsters that looks like a giant star-nosed mole with carnival masks on its nose.

This is the first of the ‘Chase’ levels and comes third in your run, after Level 1 and Level 2. You’ll spawn in in front of a corridor, and on following you’ll end up in a control room. Hit the button on the panel on your right and hold it down to start the chase. From there, Mole will break through the ceiling, and you’ll need to run.

These levels are a little like the chases from Doors Paradox, though maybe not quite as smooth. You’ll need to complete the obby sections and stay ahead of Mole, reaching the exit before Mole reaches you. A lot of this is down to reaction time and how good you are at judging distance, though here are a few things you should keep in mind.

  • You don’t lose stamina from sprinting here, so just keep sprinting.
  • You need to hit all the switches on the walls as you go, the harder the difficulty, the more switches.
  • The pit with arrows pointing down is actually the way forward, the door on the other side of it won’t open.
  • The hammer section is all about timing, you can actually get across the full span without waiting on any of the platforms, and should try to aim to do that.

If you get beyond the hammers your should soon reach a hallway with some planks over a drop, cross those and Mole should fall in when it tries to follow you. Congrats! One chase down.


Levels Three And Four: Regular Levels

Screenshot showing a player's view wandering a level, with the map, a device that looks like an Etch-A-Sketch, held up to view.

These are very much like One and Two, though you should find more enemies, more devious traps in the rooms, and a higher quota to fill. If necessary, use stuff like the Wonder Mask and the Stopwatch from The Shop to keep enemies off your back and extend your timer respectively.


Worm Level

This is another chase sequence, similar to Mole. There aren’t a ton of weird surprises here, though be careful about the big drop, as right after Wormy will burst through the ceiling in form of you. Wait until he’s pulled back up before you keep running.


Levels Five And Six: Regular Levels

Screenshot from Wonderland showing a corridor in one of the regular levels, with a checkered floor and ceiling.

Once again more of the regular rounds. Try and make the most of your time here, and avoid enemies at all costs, they will get nastier the further you go.


Coaster Level

This is a nice change of pace, as for this round Wonderland becomes and on-rails shooter. You’ll in a coaster on a track, and your job it top pop balloons that are floating past, while also defending yourself form the biblically accurate Wonders trying to swoop at you. Once again, this is mostly a test of your reaction time, don’t overthink it.


Level Seven And Eight: Regular Levels

More of the expected stuff, but things are even more chaotic. Stock up on bandages and stopwatches if you can before this to make things easier on yourself.


Wonder And Wander Boss Fight

Screenshot from Wonderland showing an enormous Wonder towering over the player.

You’ve made it. This is the final encounter in the game. (At least as far as the release content goes so far.) So, it should all be over soon, right? Not exactly. This is a marathon of a boss battle and it will test pretty much everything you’ve learned.

Phase 1 – The Dance

In the first part of the fight, you’ll enter a large room with cables running across the floor. Wonder and Wander are stood in the middle, and will greet your arrival by trying to stomp you. They’ll dance around the arena, throwing out offensive moves. To tackle them, you need to hit all the switches around the arena to make the vending machine next to the door drop a rubber mallet. (You’ll need to activate them several times if you want a weapon for every team member.) From here you need to swing on Wander/Wonder whenever they stop long enough for you to do so. Their health bar is massive, so this may take a while. The big challenge is trying to stay alive long enough to knock the health bar all the way down.

Once this is over, you’ll be able to leave the boss room and proceed the Phase 2.

Phase 2 – Parkour Part I

This is a timed parkour challenge, and quite a tricky one. Don’t get too flustered over the timer, just try to get everything right the first time and you should be fine. Rushing it likely to cost you time and lives.

Phase 3 – House Chase

Next, you’ll end up outside a massive house. When you head inside, the view will switch to sidescroll (assuming the camera doesn’t glitch out) and you’ll need to escape a huge Wander who breaks in. You can go over or under most of the obstacles. The important thing is not to get stuck!

Phase 4 – Pinball Machine

One you reach the end of the chase and leap off the edge, you’ll land in a giant pinball machine. The goal here is to hit all the switched and avoid being hit by the huge pinballs rolling around. Just keep your wits about you and try to avoid getting cornered.

Phase 5 – Parkour Part 2

Nearly done. You’ll get dropped into another platforming section. Make your way over the obstacle course up to the top of the slope. Wander and Wonder seem more interested in doing a bit about baseball, so you should be free to finish without their input. Reach the end and congratulations, you’ve completed a run! (If you’re not done with Wonderland, you can then try it on harder difficulties.)


Hope this has been helpful! We’ve also got a guide on how to play Anomaly Cafe that came out not long ago!

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