Fight Back in Wonderland
Weapons are real. They are also loud, expensive, and optional for most gates.
Wonderland is not a pure stealth title. The Wonder Shop sells a Hammer and a Minigun. The final trailer shows the Minigun working on a large body. That is the good news. The bad news is that noise, Ticket cost, and the wrong target will spend a shared life faster than walking away. This guide is the when, not a damage table ScaryPlay has not published.
Read survival first if you still dump stamina for fun. Combat on an empty bar is just a louder death. Read Gems and Tickets if you think RELEASE26 bought you a gun. It bought Gems.
The two confirmed weapons
Hammer — 450 Tickets (community price). Melee, honest, short. Use it when a toy is in a doorway and you cannot break line of sight. Do not use it as a travel tool. Do not use it as your opening argument against Mr. Sun on a normal patrol. Players who have tried to stagger him with light hits report that corners work and the Hammer does not.
Minigun — 1000 Tickets (community price). Loud, heavy, effective on large targets. The catalogue text is the warning: loud and scary. Loud in this park is a beacon. Fire when the alternative is a wipe, not when you want a clip for social media. After the burst, move. Standing in the sound cone is how a second hunter writes the sequel.
Prices move. Trust the live Shop and the planner. Rankings that ignore noise live on the shop item tier list.
Targets that are not gun problems
- Wonder — walk. Shooting is optional; sprinting is how you get found. Named threats.
- Wander — Map, not magazine. Fake doors are not damageable.
- Mr. Sun — break sight, respect the later speed increase. Save the Minigun for a scripted large body if you have one, not for a hallway greeting.
The creature roster is full of dolls that may be hostile, helpful, or still unnamed. Observe. If it is not blocking a gate, you do not owe it a magazine.
Utility that plays like combat
Lure (450) throws attention. Trumpet (180) is a noise decision. Wonder Dust (150) is a short sprint you should have earned by walking. These are fight tools that are not guns. A stack that owns a Lure and a brain will beat a stack that owns a Minigun and a joke. Co-op decides who is allowed to make noise.
Heals keep the three-life pool intact so you can afford one bad fight. Buy them before the prestige gun if your squad dies to chip, not to bosses.
A fight checklist
- Is the body the gate? If no, walk.
- Do you have stamina to leave after the clip? If no, you are not fighting, you are posing.
- Is Wonder in the midway? Then stop sprinting before you start shooting.
- Is the squad watching the back? If no, you are feeding the shared pool.
- After the kill, do the puzzle you came for. Combat without a gate is tourism.
Solo fighting
Solo can own both weapons because nobody else needs the Tickets. Solo still has three lives. A show-off death is the same cost as a five-stack show-off death. Play smaller. The escape guide is still the win condition.
After the trailer fantasy fades
You will want the Minigun because the trailer wanted you to want it. Earn it when the park has already taught you the hunters. Use it on the large problem the Shop exists to solve. Then put it away and finish the lever wall.
If a patch adds ammo rules or new weapons, what’s new will log it. Until then, assume noise is a resource and Tickets are a second health bar. Fight like someone who still intends to leave.
Frequently Asked Questions
Quick answers to the most common questions.
Can you fight monsters in Wonderland?
Yes. The Wonder Shop sells a Hammer and a Minigun. Many encounters are still better walked around.
Should I buy the Minigun first?
Usually no. It is expensive and loud. Buy information and heals first unless a large target is the current gate.
Does the Hammer work on Mr. Sun?
Launch reports say light melee does not stagger his normal patrol. Break line of sight instead.
Do codes give weapons?
The launch code pays Gems. Weapons are Ticket purchases in the park Shop.
