Wonderland Wonder Shop Ranks
Buy vision before volume. Ticket costs are community notes and can move.
This list ranks Wonder Shop takes for a typical escape, not for a highlight reel. Community prices sit in parentheses. If your Shop disagrees, your Shop wins. Recalculate on the planner and keep the rank logic.
Sibling page: monster tier list. Currency explainer: Gems and Tickets. Combat detail: how to fight.
S — buy before you get clever
Wander Doodle / Map (free on community lists). Highest leverage in a shuffled park. Shows real corridors and, in player reports, puzzle marks. Counters Wander’s fake exit audio. If it is free, take it the first safe Shop. If it costs something in your build, it is still the first paid idea.
Bandaid (110) / Bandaid Box (400). Shared lives make heals squad items. A box that can land on a friend is how a five-stack stops donating the pool to chip damage. Solo still wants one personal heal before a vanity gun.
A — the run got deeper
Stopwatch (80). Cheap timer. The catalogue line is “the time before a special someone arrives.” Buy it when you are past the first gate and events start to matter. Skip it on a two-minute wipe tour.
Radio (140). A-tier in stacks that actually split. F-tier in a pile that never leaves line of sight. Co-op decides the grade in your sit.
Wander Mask (280). See them through walls. Expensive information. Worth it when you already understand named threats and keep dying to ambush angles, not to empty stamina.
B — answers, not openers
Hammer (450). Honest melee for a blocked door. Not a Mr. Sun solution. Not a travel stick.
Lure (450). Pays for a hallway if someone on the stack can throw it on purpose. Wasted Tickets if thrown “to see.”
Wonder Dust (150). Short speed. A panic button after you walked enough to have a bar. Not a replacement for stamina literacy on survival.
Trumpet (180). Noise with intent. Treat it like a Lure’s cousin, not a joke emote.
C — late, loud, or situational
Minigun (1000). Effective and expensive. Trailer fantasy. Buy it when a large body is the gate and the stack already owns vision and a heal. Firing it in a Wonder midway is a self-invite.
Wonder Mask (700). Hide from them. Powerful stealth, steep Ticket wall. A second-run luxury after you can finish puzzles without starving the Shop.
How a first sit should spend
Map (or Doodle) → heal if you can afford it → Stopwatch if the run lasts → Radio if you split → one noise or melee answer. Minigun last unless the park forces the issue. That order survives a price patch better than a frozen letter.
Codes do not rewrite this list. RELEASE26 is Gems. This page is Tickets. Redeem in the lobby, spend in the park, and leave with the escape still as the point.
If a new item appears after a patch, it starts unranked on what’s new until we have more than one squad’s word. Launch week is not a place for fake completeness. When in doubt, buy the cheap information item and leave the prestige gun in the catalogue.
Frequently Asked Questions
Quick answers to the most common questions.
What should I buy first in the Wonder Shop?
The Map or Wander Doodle, then a heal. Weapons wait until a body is the gate.
Is the Minigun S-tier?
No. It is strong and loud. It is a late answer, not an opener.
Why is the Radio not S-tier?
It is only high value if the stack splits. Many sits never should.
Are these prices official?
They are community catalogue numbers. Trust the live Shop if they differ.


