WONDERLAND Levels 1–8 Walkthrough
This page is the Levels 1–8 route index. It does not replace the stretch, chase, boss, or ending pages — those own the how-to. Use the table, then open the linked page when that section starts wiping you.
Play Easy / First Words until you can hit train quotas without thinking. Story Mode is not this playlist.
Route at a glance
| Stretch | What happens | Dedicated page |
|---|---|---|
| Levels 1–2 | Zippy tutorial, Lumins, Wormy vendor, fake doors | Beginner Guide |
| After level 2 | Mole chase | Mole Chase |
| Levels 3–4 | Higher Ticket quota, longer sightlines | After Mole |
| After level 4 | Wormy chase | Wormy Chase |
| Levels 5–6 | Longer maps, then the ride | Before the Coaster |
| After level 6 | Coaster chase / Star Angels | Coaster Chase |
| Levels 7–8 | Last Ticket loops, finale kit | Last Trains |
| After level 8 | Wonder fight, five phases, then parkour | Boss Guide |
| Ending | Hospital / coma cutscene | Ending |
Puzzle rooms can appear on any level: Puzzles.
Levels 1–2: learn the loop
Stay on Zippy. Collect Lumins, pay the backpack, convert overflow at Wormy, and look at the map before every door.
Expect Rabbit fake doors, Gnome contact kills, and early grabbers such as Titjack. Buy a Stopwatch if you have Tickets left after the quota.
Mole chase (after level 2)
Activating the scanner after level 2 pulls Mole out of the ground. Mole is slow and kills on contact. The room is a lever / obby chase, not a DPS check. The exit is a hole, not the last door.
Full sequence: Mole Chase.
Levels 3–4
Quota goes up. Owl and Balloon Head get worse in long halls: do not stare.
Full page: After Mole: Levels 3–4.
Wormy chase (after level 4)
After the mid-game, Wormy stops being only a vendor. Finish conversions before the chase script starts, then run the marked path. Dust helps; standing still to feed the worm during the chase does not.
Full sequence: Wormy Chase.
Levels 5–6, then coaster
Maps run longer. After level 6 comes the Coaster Chase.
Full pages: Before the Coaster: Levels 5–6, Coaster Chase.
Levels 7–8 and the finale
Level 8 is the last Ticket loop. Buy a Hammer if you still need one, then the five-phase fight.
Full pages: Last Trains: Levels 7–8, Boss Guide, Ending.
If a run stalls
| Problem | Fix |
|---|---|
| Cannot find the train | Pay Zippy |
| Quota short | Convert at Wormy, then stop |
| Timer gone | Hat in front of the shop |
| Lives dropping | Bandaids; stop opening fake doors |