Characters

Wonderland Named Hunters

Chase bosses, door surprises, and patrol kits. Learn the tell, then spend Tickets on the matching answer.

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Named Threats

Launch week gave Wonderland three hunters with repeatable rules. Footage and the September build added chase-sequence bosses that rewrite a sit: Mole, the giant worm, and Coaster Chase with Star Angels. Bunny is official now — a surprise door, not a nickname. Helpers Zippy and Wormy are not on this page because they are not threats. Everything else is a silhouette with a nickname on the creature roster. Learn these kits before you argue about a ballerina.

Ranks for the wider cast sit on the monster tier list. Movement rules sit on survival. Badge names sit on badges. This page is the kit dump.

Mr. Sun

Mr. Sun is the face of the trailers and the figure players expect to be the park’s will. He patrols early indoor space. Distorted carnival audio and flickering lights are the approach pack. Later in a sit he can speed up hard enough that a slow walk-and-hide plan collapses.

Do: break line of sight around corners. Respect a Stopwatch if you bought one and the “special someone” line is not a joke. Save loud weapons for a large scripted body, not a hallway hello.

Do not: open with the Hammer as if he were a training dummy. Launch reports say light melee does not stagger the normal patrol. Read combat if you still want the gun fantasy.

Wonder

Wonder works dim midways and indoor attraction corridors. The trigger is sprint noise. He homes on the sound of someone who treated stamina like a travel budget.

Do: walk. Crouch if your bind allows it and the lane is tight. Sprint only when you have already seen the exit of the corridor.

Do not: dump the bar into a dead end “to be safe.” Safe is a full bar and a quiet step. Controls is the platform version of walk.

Wonder is also the word on the title. That does not make this hunter a shopkeeper. Do not walk up to greet a name you recognised from the logo.

Wander

Wander owns hedge maze and open obby air. Presence in the territory is enough. The special is audio: exit doors that are not exits. Players who chase the sound walk deeper into the yard.

Do: buy or take the Map / Wander Doodle. Confirm conduits on paper. Treat a beautiful door sound as hostile until the Map agrees. See the shop item list.

Do not: split a stack into the maze without a Radio and a caller. Co-op exists for this exact wipe.

The Map’s flavour text credits Wander. That is a park joke, not a friendship. Take the drawing. Do not take the voice.

Mole

Mole is the first chase-sequence boss. The sit stops being a shop puzzle and becomes a route test. Camera forward. Sprint in bursts. Do not look back after the chase starts. Do not collect Lumens, Tickets, or souvenirs in the tunnel. In co-op, leave spacing so nobody body-blocks the lead.

Do: start moving immediately, hold your line through hard turns, and treat the chase as the Mole chase page, not as a Hammer tutorial.

Do not: stop to ping, turn around for a clip, or dump the whole stamina bar on a straight that did not need it.

Giant worm

The giant worm is the second chase-sequence boss. It is not Wormy. Wormy banks Lumens. The worm hunts. Timing and spacing matter more than aggression. Do not stop near narrow turns. Do not confuse the helper’s name with the hunt.

Do: keep moving, enter with a plan from the Worm chase guide, and save stamina for the pinch points.

Do not: feed Wormy during the chase or treat the worm as a shop dummy.

Bunny

Bunny is official. The Meet Bunny badge is the proof, not a Discord nickname. The kit is surprise and fake-door energy: a door that looks like progress, then a leap. Treat it like Wander’s audio lie with a body attached.

Do: confirm the door on a Map before you open it. Keep the flashlight up. Sprint the moment the surprise starts, then walk the recovery when the lane is honest again. If the Map says hedge and the door says gift, believe the Map.

Do not: greet a cute silhouette in a doorway. Do not confuse Bunny with the old Rabbit folklore row. One is a named hunt. The other was a placeholder until the badge landed.

Coaster Chase / Star Angels

Coaster Chase is the third chase kit, after Mole and the giant worm. Star Angels are the fliers on that rail. The matching award is The Divine. This is not a hallway patrol and not a Shop dummy.

Do: treat it as the Coaster Chase page. The documented answer to fliers is the Minigun — bought, aimed, and fired on the rail, not dumped into a logo in a corridor. Keep the camera on the track. Spend Tickets before you sit the exit coaster, not during the dive bombs.

Do not: save the gun for a screenshot. Do not treat Star Angels as the old “pretty is not safe” B-tier rumour. They are the third chase. Difficulty and levels change how little room you have to miss.

After the BIG REVAMP, Wonder and Wander also show a boss health bar in the finale. That is a chase with a meter, not a reason to empty a Minigun into a nameplate. See true ending if you are pushing past a normal escape.

How the kits teach the rest

If a new doll flickers lights, borrow Mr. Sun habits. If it only appears when someone sprints, borrow Wonder. If it lives in maze audio or a gift door, borrow Wander and Bunny. If the sit becomes a rail, borrow Coaster Chase. Then write the real name on the roster when you have it. Do not invent a fourth S-tier because a clip was dark.

Loadout against the kits

  • Sun: corners, Stopwatch on deep sits, no ego melee.
  • Wonder: walk, no Minigun advertisement.
  • Wander: Map, no ear-only routing.
  • Mole and worm: camera forward, no souvenirs, spacing.
  • Bunny: Map on the door, flashlight up, no cute greetings.
  • Star Angels: Minigun on the rail, see Coaster Chase.

Heals keep the shared three lives intact while you practice. After the revamp, a revive booth can sell an extra life for Tickets. Codes do not spawn these hunters and do not delete them. WORMYGOOD is Gems. These kits are the park.

When a patch changes a tell, what’s new gets the line and this page gets the edit. Until then, walk like someone who has met the named list, even if tonight’s shuffle only sent one.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How do I survive Mr. Sun?

Break line of sight, respect his later speed, and do not treat the Hammer as a stagger tool on a normal patrol.

How do I avoid Wonder?

Walk in his midways. He homes on sprint noise.

How do I beat Wander?

Do not follow exit audio. Confirm the real layout on a Map.

What is Bunny?

An official hunter. The Meet Bunny badge is the surprise-door kit. Confirm the door on a Map; do not greet the silhouette.

What is Coaster Chase?

The third chase sequence, after Mole and the giant worm. Star Angels are the fliers. The Divine is the badge. The Minigun is the documented answer.

Are there more named bosses?

Yes. Mole, the giant worm, and Coaster Chase are chase-sequence bosses with dedicated guides. Bunny is official. Zippy and Wormy are helpers, not bosses.