In Wonderland, most enemies cannot be fought — they are chased, outplayed, or avoided. Each hostile entity has a specific behavior and a specific counter. This bosses guide collects the survival tactics for every major threat in Levels Mode. For a full roster with lore, see the entities guide.
Wonder's Evil (Times Up) Form

Wonder is not a boss you fight — he is a deadline. When the Health Pad timer runs out, he transforms into a giant, multi-eyed, blood-toothed monster that hunts the nearest player and kills even players with lives remaining.
- Counter: do not be in the run when the timer ends. Watch the Health Pad constantly.
- When the timer is low, abandon progress and make for Wonder's Top Hat, just outside the Shop.
- In a team, call out the timer so nobody is stranded mid-parkour.
Alice

Alice is a doll with a giant pair of scissors. When she spots you she stops to aim, giving you a brief window before she attacks.
- Counter: use obstacles. Duck behind cover after she locks on.
- Counter: serpentine. If no cover is available, run in erratic left-right zigzags to break her aim.
- If she crashes into an obstacle, she is stunned even longer — use that time to gain distance.
Ballerina (Katana Doll)
Ballerina teleports to behind you to backstab. The classic counter is constant awareness.
- Look back frequently. If you see her behind you in time, you deny the backstab.
- If she rushes you anyway, dodge her combo. Getting hit triggers a short on-screen minigame.
- If you successfully dodge her, she pouts and walks away — a free pass to escape.
- She shares Alice's laugh; hearing it is your early warning.
Jester
The Jester is a teleporting, extremely fast clown who hates being ignored. The first time you see him, he appears at random and grabs you.
- Keep moving after first contact. The grab is tied to that first sighting, so staying in motion denies him an easy target.
- If he catches you, you must complete a QTE — his tongue wraps around your neck, and failing the QTE snaps it.
Clown
The Clown is a jack-in-the-box toy that hops on his box body. He is harmless until you get close.
- Do not approach for more than a couple of seconds. Staying within range too long triggers his Monster Mode.
- In Monster Mode he becomes a tall, extremely fast figure that moves on his hands, and touching you is an instant kill.
- Treat him as terrain: route around him, never through.
Gnome
The Gnome is friendly until disturbed, then he screams and transforms into a purple spider creature with a gnome head.
- Leave him alone. The simplest counter is never touching him in the first place.
- If he transforms, get inside a room and sprint — the corridor's twists break line of sight, which ends the chase.
Smiley
Smiley is a child-sized yellow figure who steals one Lumin from you, then goes passive for the rest of the round.
- Decision: let it go. One Lumin is a small cost; do not chase a round-ruining pursuit.
- Counter: do not steal the Lumin back. If you grab it back, Smiley hunts you to the death.
- Counter (if needed): Toy Hammer. Smiley is one of the few enemies that can be killed — two to three hammer hits finish him.
Balloon
Balloon, inspired by Georgie from IT, is a boy in a yellow raincoat with a balloon head who forces you to look at him and can zombify players he kills.
- Counter: look away. When the forced-view trigger happens, break eye contact immediately.
- Keep your head on a swivel so you never get locked in when he appears.
- Never let him catch you alone — zombies he makes can add to the pressure on your team.
Mole and Worm
The special-level chasers are beaten with level knowledge rather than combat:
- Mole (Mole Chase): pull levers to stay ahead; the Mole's own weight collapses the plank near the end, taking him down. Board the cart to escape.
- Worm (Worm Chase): wait for the random doors to cycle in your favor, survive the droppers, and if you fall, pull the lever in the safe area to rejoin. The Worm survives this level.
General Chase Rules

- Never fight in Levels Mode. Running, dodging, and timing beats combat for every entity here.
- The minigun is for bosses, not chasers. Save it for the special levels and the Final Fight.
- Call out enemy positions in co-op. Knowing where Ballerina teleported or which way Gnome is chasing turns a wipe into a clean escape.
For the items that counter these threats, see the items guide. For the game's true boss gauntlet, see the final boss guide.