The Special Levels are Wonderland's set-piece stages: longer, scripted gauntlets that mostly take the form of chases. They appear deeper in your runs and lead directly to the game's final boss battle and ending. This guide breaks down all four special levels and what to expect in each.
1. The Mole Chase

The first special level is a parkour chase with a lever mechanic.
- Progress by parkour and pulling levers to open new paths.
- Near the end, you cross a plank to reach a locked door area.
- The Mole follows behind you — and its own weight collapses the plank, sending the Mole falling through (an implied death for it).
- You board a cart that carries you to the next level.
There is no fight here. The challenge is keeping your timing on the levers so the Mole never catches you before the plank breaks.
2. The Worm Chase

The second special level keeps the chase going, this time with the Worm on your tail.
- Random doors open and close in your path, so the route is not fully deterministic.
- Droppers force you to commit to risky jumps or wait for a safe window.
- If you fall, you land in a safe area where you pull a lever to rejoin the chase.
- The level ends when you board a cart — and notably, the Worm survives this one.
Patience beats speed here. Wait for the random doors to cycle in your favor instead of gambling on a bad window.
3. The Divine Coaster

The Divine Coaster is the strangest special level: a rail-shooter segment on a coaster cart.
- You ride the cart and fight off star angel creatures that damage you as they approach.
- Balloons appear along the track — you must pop them with the minigun.
- If you fail to pop enough balloons, you are sent flying to your death.
- The level ends with the cart carrying you into a tunnel of clouds, leaving the star angels behind (it is not known whether they survive).
This is the level where the minigun becomes essential. Save your Tickets to own one before you get here — you cannot damage the balloons reliably without it.
4. The Final Fight
The Final Fight is the last special level and the game's climax: a five-stage battle against Wonder and Wander. The full stage-by-stage breakdown lives in the final boss guide, but the shape is:
- Boss Fight — a large room where Wonder and Wander use dance-step and star attacks; pull five levers connected to a dispenser to obtain a hammer that damages them (the minigun works too).
- Timing Parkour — a 2:10 timed parkour segment with pendulums and rotating obstacles, ending at a button.
- Wander's House — a third-person chase where walls flash red to warn you a giant anvil falls 5 seconds later; jump into the void to teleport onward.
- Wonder's Pinball — a giant pinball machine with Wonder narrating; dodge giant balls and pull twelve levers.
- Softball Game — a larger, harder obby with pendulums, saws, and rotating obstacles; Wonder and Wander play softball nearby without affecting your progress. Finish to reach the portal and the ending cutscene.
Tips That Apply to All Special Levels
- Special levels are mostly chases. Prioritize speed and clean movement over fighting.
- Lever counts matter. Five levers for the boss, twelve for the pinball — pull them all before moving on.
- Have a minigun ready. It is the reliable way to damage bosses and the only way to pop the Divine Coaster's balloons.
- Play with a team. If one player is still clearing a segment when the timer pressure hits, the whole run suffers.
For how these levels connect to the game's ending, see the true ending guide. For the enemies you will meet along the way, see the bosses guide.