Wonderland Survive the Coaster Chase
Third chase after Mole and Worm. Camera, stamina, and fliers. Not a DPS farm unless something is in the air.
Coaster Chase is the third chase-sequence in Wonderland. Mole is first. The giant worm is second. This script is third. Completing it awards The Divine on the official badge list. If your sit has not yet taught you Mole and the worm, you are not ready to treat this as homework. You are sightseeing in a later hunt.
ScaryPlay launched on 14 August 2026. The 1–2 September BIG REVAMP added ranks, two new levels, and two unnamed monsters. This page will not merge Coaster Chase with those unnamed faces. The live badge API names the chase. Community voice names the stretch: balloon, coaster, Star Angels. Official hunter kits still live on named threats. Helpers still live on Zippy and Wormy. If a flying toy is in your lane, the community call is Star Angel. If the track is a ride you cannot leave, the community call is the balloon / coaster stretch. Play the script in front of you.
The Divine is rarer than The Desperate and rarer than The Glutton on the 4 September 2026 badge checklist snapshot (~283k versus ~3.11M and ~779k). That is the funnel. Squads wipe on Mole. Squads confuse Wormy with the worm. Fewer stacks are still standing when the coaster language starts.
What this chase is not
It is not a health-bar dummy you empty a Minigun into because the finale taught you that Wonder and Wander can show a meter. It is not Mole with extra paint. It is not the lobby roller coaster you sat to enter the park. The lobby ride is the ready check. This chase is a later script that uses coaster / balloon space as the route.
It is not DPS-first. Put the Hammer away. Keep the camera on the line. Spend stamina in bursts. Do not collect Lumens, Tickets, or souvenirs while the script owns the sit. Those rules are the same grammar as Mole and the worm. The exception is fliers. When a Star Angel — community language for a flying threat — is the body in your path, the Minigun is an answer combat actually allows. Fire to clear air, then move. Standing in the sound cone is how a second hunter writes the sequel.
If nothing is flying, you do not owe the track a magazine. Noise is still a beacon. Tickets are still a second bar. A 1000 Ticket gun bought for a highlight is a bankrupt shop planner with extra steps.
Camera and the stretch
Point the camera the way you are moving. Coaster space punishes a whip more than a hallway because the floor is a rail and the walls are air. Looking back to “see the cart” is how you miss a pitch change and spend a shared life. Phone thumbs want to spin. Console sticks want to check. PC flicks want a clip. All three need the same habit: pick the line, keep the horizon useful, let audio be the tell.
Balloon language means height. Look up without parking the camera on the sky. A flier you never frame is a wipe you will blame on the gun you did not buy. A flier you over-frame is a missed rail. Controls is the platform version. This page is the chase version.
Do not reverse on the stretch to wait for a friend. Two bodies on a rail is a wall. The lead commits. The rest leave a gap. Co-op assigns who is first. This page assigns the space.
Stamina, not a glued trigger
Sprint drains. Walk recovers. Standing still on a moving stretch is a joke refill. Burst the pitch, walk the readable rail, arrive at the next pinch with a bar left. Dumping the meter on the first rise is how you meet a drop on zero. Long form: stamina and lives. Survival habits: how to survive.
Wonder can still hear sprint if the sit has not fully replaced the park with this script. Walk the recovery the moment the language eases. Do not celebrate on a rail.
Do not collect, do not Shop
Floor pickups during Coaster Chase are bait, the same as they were in Mole and the worm. Bank with Wormy when the sit is a park again. Open the Wonder Shop when nobody is hunting you. A Bandaid in the hotbar is allowed if you already own it. A mid-chase browse for a Minigun you forgot to buy is a wipe.
Redeem WORMYGOOD in the lobby for 150 Gems before you sit. RELEASE26 expired. Gems will not stun a flier. Tickets you already earned can buy the gun in a safe Shop stop before this script, not during it.
Fliers and the Minigun exception
Community calls the flying threats Star Angels. That is not an official badge name and not a reason to invent a fourth S-tier on the monster list. Observe. If it occupies air you must cross, you have a combat problem. If it is flavour over the track, you have a camera problem.
One shooter. Everyone else watches the rail. Friendly fire matters less than friendly stamina: a teammate who sprints because they are bored is still Wonder bait after the stretch if the park returns. After the shot, walk. The Divine is completion of the chase, not a kill count.
Solo can own the gun because nobody else needs the Tickets. Solo still has three lives. A show-off death on a rail is the same cost as a five-stack show-off death.
Where this sits in the loop
Typical order from the walkthrough: lobby, WORMYGOOD, Lumen–Wormy–Zippy loop, puzzles as gates, Map, stamina, Mole, worm, then this hunt if the sit serves it, then a finale that names Wonder and Wander. Layouts shuffle. Chase grammar does not. First sits take 45 to 75 minutes. Experienced squads can escape in 25 to 45. A true ending attempt is longer and is not a reason to tourism-run this stretch.
If Mole or the worm already spent a life, play this smaller. Two lives left is not a license to learn rails by dying. Call “two left” like a last magazine. After the BIG REVAMP, revive booths can sell extra lives for about 1000 Tickets. That booth is not on the coaster. Path to it later.
After the chase
Walk. Refill. Heal if the pool took chip. Bank Lumens with the helper, not with the memory of the rail. Take the next gate. The Divine should already be on the account if the script completed. Check the badge checklist later, not in the Shop doorway.
If you wiped, name the mistake: camera, glued sprint, loot, clump, or shooting a rail that was not a flier. Open the matching sibling on the Guides hub. Patch notes: what’s new. Rank XP is not a chase drop; it lives on ranks. Official Discord is on official links. No public Trello exists.
Third chase. Balloon stretch. Star Angels if something flies. Minigun for air, not for the track. Camera forward. Do not collect. Leave with The Divine, not with a clip of a cart you failed to ride.
Frequently Asked Questions
Quick answers to the most common questions.
When does Coaster Chase happen?
It is the third chase-sequence after Mole and the giant worm. Layouts shuffle; that order is the grammar, not a painted tile.
What badge does Coaster Chase award?
The Divine. Official text: Complete the Coaster Chase. It is not The Desperate (Mole) or The Glutton (worm).
Should I DPS Coaster Chase?
No, unless a flier is the gate. Community calls those flying threats Star Angels. The Minigun answers air. The rail is still a route test.
What is the balloon stretch?
Community language for the coaster / balloon section of this chase. It is not the lobby ride you sat to enter the park.
Can I collect Lumens during Coaster Chase?
No. Floor pickups are bait. Bank with helper Wormy after the script ends.
Is Coaster Chase one of the unnamed BIG REVAMP monsters?
Do not merge them. The badge API names this chase. Two revamp monsters are still unnamed. Play the script your client starts.



