WONDERLAND Escape Objective Guide
This page is the win condition for a level (quota, Zippy, train, timer). First-run steps: Beginner Guide. Ordered stages: Levels 1–8.
The objective is to leave, not to 100% the map. A successful level is: quota met, Zippy paid, train boarded, Wonder still on the clock.
The real win condition
- Collect Lumins.
- Pay Zippy for the train route.
- Convert spare Lumins at Wormy until Tickets cover the quota.
- Board. Repeat through Levels 1–8.
- Finish Wonder and Wander.
Puzzle rooms buy time. They are not the objective. See Puzzles.
When Wonder arrives
The clock is the other lose condition. When it hits zero, Wonder hunts. The emergency exit is Wonder's hat in front of the shop — that is the Magic Hatter badge, not a full level clear.
A Stopwatch delays that hunt. Hiding in a corner does not.