Item guide · live
Wonder Shop
In-run Tickets buy items at the Wonder Shop — all 11 items now listed with confirmed prices, cross-checked against launch-day guides. Use our interactive budget calculator below to plan your squad loadout and calculate required Lumens.
By Wonderland Wiki
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Verified gameplay details
Currency Breakdown: Tickets, Gems, Boosts & Codes
Wonderland's economy actually tracks four currency types, but only two move the in-run shop. Tickets are in-run tokens earned from puzzles and hazards, spent immediately at the Wonder Shop. Gems are the persistent lobby currency from codes like WORMYGOOD, used for Wonder Eggs and lobby unlocks. Boosts are a rare fourth currency — temporary power-ups granted by special events or codes, not a standard shop purchase. Codes themselves are limited-time redeemable strings (WORMYGOOD = 150 Gems).
Stopwatch — Utility · 80 Tickets
Shows the time remaining before a special someone arrives. In-game description: 'The time before a special someone arrives!' Community guides list it at 80 Tickets.
Band-Aid — Utility · 110 Tickets
A single bandage that heals a wound quickly. The cheapest way to patch up mid-run at 110 Tickets.
Radio — Utility · 140 Tickets
Talk to anyone else carrying one, anywhere. 140 Tickets — handy when playing with randoms who aren't on a call.
Wonder Dust — Utility · 150 Tickets
Tear it open and eat it for a short burst of speed. 150 Tickets.
Trumpet — Utility · 180 Tickets
A trumpet that plays a triumphant tune. 180 Tickets — a 'fool around' item rather than survival gear.
Wander Mask — Utility · 280 Tickets
See them through the walls — X-ray vision for locating creatures and Lumins. 280 Tickets. Overusing it makes your POV glow purple; a broken mask stops working and slowly damages you.
Band-Aid Box — Utility · 400 Tickets
A box of band-aids. Heal yourself or a friend. 400 Tickets — the co-op party-heal option.
Hammer — Combat · 450 Tickets
A melee option that staggers creatures. In-game description: 'A tool crafted by Wonder for safety measures.' 450 Tickets — also flips the breakers in the final Wonder & Wander battle.
Lure — Utility · 450 Tickets
Throw it to draw attention away from you. 450 Tickets — create a distraction to slip past a patrol.
Wonder Mask — Utility · 700 Tickets
Hides you from them — monsters lose interest in you. 700 Tickets. Overuse cracks then splits the mask; a broken mask stops hiding you and starts damaging you. Also cancels the Clown's triggered form.
Minigun — Combat · 1000 Tickets
In-game description: 'A heavy minigun, Loud, scary. very effective.' The most expensive item at 1,000 Tickets. First use earns the Say Hello!!! badge.
Starting items (free, every run)
Every run begins with four starting items given automatically when you spawn — they're separate from the 11 purchasable shop items. WonderLites is the always-on flashlight that follows your camera (other players can't see your light), and 25 of its skins come from the Wonder Egg gacha. HealthBox is a starting health kit, Backpack carries your run gear, and Wonderdoodle is a starting doodle item.
Item Purchasing Priority Strategy
For solo runs, prioritize the Wonder Mask (700) to hide from patrols, then a Wander Mask (280) to see threats through walls. In 5-player squads, assign a designated medic carrying a Band-Aid Box (400) to heal the team, a runner with the Stopwatch (80) to call out boss timer windows, and a frontliner with the Hammer (450) to stagger hallway stalkers and flip the breakers in the final Wonder & Wander battle. Prices shift between patches — check the current cost in the shop before spending Tickets.
The Map (drawn by Wander)
An in-game Map item exists with the official description 'a map drawn by Wander.' It is not among the 11 purchasable Wonder Shop items, so treat it as a free or starting tool rather than something to save Tickets for. No official source we track confirms its exact unlock route, so check the in-game item text for the current answer.
The Merchant NPC: a Lobby-side exchange
Beyond the in-run Wonder Shop, competitor collectible guides describe a Merchant NPC who lives in the Lobby and converts Gems and Tickets into tools. Think of the Merchant as the pre-run exchange you visit before dropping into a level, separate from the per-level Wonder Shop you spend at mid-run. No official source we track confirms the Merchant's exact trade list, so check the NPC in the Lobby in-game before planning purchases around it.
Lobby collectible spots: Art Gallery & UGC Room
The Lobby also holds two special collectible points competitors flag — the Art Gallery and the UGC Room. Neither is a hazard; both are places to find display or user-generated collectibles outside the timed escape. Treat them as optional Lobby goals rather than survival gear, and check them after you've prepped your loadout.
Weapons deep-dive: range, role & the Bat
The two combat weapons are situational, not universal. The Hammer is a short-range melee stagger — great for cornering stalkers but useless against lethal-contact threats and anything at range. The Minigun is the answer to fliers (Star Angel, and the balloons on the Divine Coaster) but its gunfire is loud and draws more creatures, so only fire when the noise is worth the attention. The Bat is NOT a Wonder Shop item — it's a melee pickup you grab during the final Wonder sequence, so don't waste Tickets hunting for it in the shop.
Wonder Shop Ticket & Budget Planner
Select gear for your squad to calculate Ticket costs, per-player quotas, and required Lumen collection rounds.
Total Ticket Cost
0 Tickets
0 items selected
Cost Per Player
0 Tickets/ea
Split among 1 players
Lumens to Feed Wormy
~0 Lumins
1:1 Ticket exchange
Estimated Stage Goal
Levels 1–2
~1 collection cycles
Stopwatch
UtilityTracks remaining time before special encounters & deadline alarms arrive.
Band-Aid
UtilityQuick single bandage to heal a wound mid-run.
Radio
UtilityCommunicate with teammates anywhere in the park without voice chat.
Wonder Dust
UtilityConsumable speed burst for tight timed platforming & chases.
Trumpet
UtilityPlays a triumphant tune for morale & fun.
Wander Mask (X-Ray)
UtilityGrants X-ray vision to locate creatures and Lumins through walls.
Band-Aid Box
UtilityParty-heal box. Essential for multi-player co-op revival.
Toy Hammer
CombatStaggers corridor stalkers (3s) and flips finale room circuit breakers.
Lure
UtilityThrow to divert enemy aggro away from squads & puzzle rooms.
Wonder Mask (Stealth)
UtilityHides players from hostile sightlines and resets Clown aggro.
Minigun
CombatHeavy ranged firepower. Loud, scary, and very effective against stalkers.
Wonder Shop price cheat sheet
All 11 purchasable items sorted cheapest to most expensive. Prices are cross-checked against launch-day guides — verify in the shop before spending, since costs can shift between patches.
Still being confirmed in-game
updating live- Whether shop items persist between runs or reset each run
- Exact unlock path for the Map item (drawn by Wander)
- Item upgrades, rarities or daily rotation deals beyond the confirmed 11
- Post-launch price shifts and any new items added to the shop
- The full Gem Shop and Wonder Egg gamepass catalog
- Weapon ticket-cost conflict: robolibrary lists Hammer & Minigun at 10 Tickets each, while our launch-day cross-checked prices are 450 and 1,000. Verify which scale is correct before trusting either.
- What Boosts (the rare 4th currency) actually power up and which events or codes grant them.
Note: Only prices we can verify get listed — the 11 confirmed items are cross-checked against launch-day guides, and anything uncertain stays marked as pending in-game, exactly like our codes.