WONDERYARD
The WONDERYARD gate at morning: a huge timber arch crested with a wave of kinetic paddles, crowds streaming through the turnstiles beneath.
An entertainment destination · Wondervale

WONDERYARD

Growing up was optional. Six worlds, one gate, a hundred waving hands, a river with opinions and a house at the wrong angle — and every night ends with exactly one firework.

6 worlds
20 attractions
13 hours a day
1 firework

You’re through the gate. Now what? The honest answer: it depends which way you walk. WONDERYARD is six districts stitched together by one long looping path, and this page walks it the way the park does — morning in The Yard, and the far end always, always in the dark.

WORLD 01 · CENTRE

The Yard

The middle of everything

The park’s beating centre. The Hundredhand waves on the hour, a brass band owns the bandstand, and every path in the park eventually brings you back here — usually hungrier than you left.

Carousel of Other Animals Ride Any height

No horses. Ride creatures that never existed and probably should — allocated by queue order, argued about for years.

Signal Stage Live Daily programme

Brass in the morning, drums at noon, something unclassifiable at four. Check the day’s board and trust it.

The Snackworks Food 12 counters

Nothing you could easily make at home. Everything you can eat with one hand.

The Yard plaza: the Hundredhand tower of painted steel hands above a carousel, striped canopies and a brass band on the bandstand.
The Yard, on the hour
Ritual · Signature

The Hundredhand

A tower of one hundred articulated steel hands above the plaza. On the hour, they wave. People wave back. Nobody has ever explained why, and nobody needs to.

Every hour, on the hour · any height · free with entry
WORLD 02 · NORTH

Tilt

For people who like their stomach elsewhere

The tall district. Timber lattice, red steel, and the sound of forty people changing their minds at the top of a hill. Tilt is where WONDERYARD keeps its gravity experiments.

The Grandfather Ride 120 cm+

A forty-metre pendulum that ticks. Each swing is one second on a clock that runs far too slowly to be measuring anything good.

Vertigo Garden Playground 110 cm+

A high-ropes garden planted over the whole district. Cross it and you’ll know more about your friends than you did at the gate.

Loosetooth's timber lattice and red steel track diving through its own structure, seen from the Tilt district street.
Loosetooth, mid-argument
Coaster · Signature

Loosetooth

Our wood-and-steel hybrid. 47 metres up, 100 km/h down, and a first drop with a name we can’t print on signage. It rattles exactly as much as it should.

Intensity 5/5 · 132 cm+ · runs into the dark
A marigold coaster loop against a clean blue sky.
WORLD 03 · WEST

Soak

You will not stay dry. That’s the contract.

Mist arcs, splash lagoons, a river with opinions and a storm you control. Soak is the wet quarter of the park, and dryness here is considered a personal failing.

The Millpond Water Any height

A lazy river with opinions. Mostly it drifts. Occasionally it decides you were getting too comfortable.

Rainroom Playground Any height

A glass hall where the weather answers to a brass wheel. Drizzle, downpour, sideways monsoon — you drive.

The Hosepipe Rebellion Playground Any height

A splash battleground with pump stations, crossfire bridges and no neutral parties. Alliances form fast and end faster.

Squall's boat hitting the splashdown lagoon under cyan shade sails, mist arcs drifting across the plaza.
Squall, arriving
Water · Signature

Squall

A water coaster that ends in a splashdown you can hear from The Yard. The people on the bridge get wetter than the people in the boat. They know. It’s why they’re there.

Intensity 4/5 · 122 cm+ · ponchos sold, ignored
A small child crouching happily between fountain jets.
Two visitors mid-water-fight, laughing through the spray.
The Rebellion, ongoing
WORLD 04 · EAST

Sideways

Normal rules, slightly loosened

A house that leans, doors that go nowhere in particular, a marble run you could lose a friend inside. Sideways is what happens when playground engineers stop being told no.

The Slow Race Playground Any height

A racetrack where last place wins. Harder than it sounds. Much harder. The record is 41 minutes and it is fiercely defended.

Marble Run Playground Any height

A marble run at architecture scale, rolling spheres the size of dogs through steel channels overhead. You operate the gates.

The violet Upside House leaning on its braces above the Sideways lawn, free-standing doorframes scattered across the grass.
Sideways, behaving normally
Walk-through · Signature

The Upside House

A whole house at the wrong angle. Walk it upright while your eyes and ears file separate reports. Exit through the fireplace.

Intensity 2/5 · any height · also open after dark
WORLD 05 · SOUTH

Little Giants

Where the small people are the big people

Grass three metres tall. A picnic table you climb instead of sit at. Little Giants is scaled so the under-tens finally get to be the giants — grown-ups are welcome, at their own risk of feeling short.

The Fort Playground Under-12s rule

Built, defended, lost and rebuilt roughly hourly. Soft ramparts, rope bridges, and a strict no-adults tower.

The Small Parade Live 11:00 & 16:00

Fifteen minutes, twice a day, led by whichever children volunteer at the gate. Chaotically punctual.

Little Giants: children climbing an oversized picnic table beneath sculpted three-metre grass blades, parents on a giant bench behind.
Tall Grass, resident giants
Playground · Signature

Tall Grass

A meadow at ant scale — grass over your head, ladybirds you can sit on. For the under-tens it’s the one place in the world built to size.

Intensity 1/5 · adults optional
Children on a climbing dome photographed from below against the sky.
A coaster train cresting a hill in silhouette against the low golden sun.

The day has a deep end.

Around seven the light goes long, the queues go short, and the park quietly changes shift. Most people leave. The ones who know, don’t.

WORLD 06 · EVERYWHERE, LATER

Afterdark

The park after sunset

At sunset WONDERYARD doesn’t close — it changes shift. Lanterns go up, the Night Market opens, Loosetooth runs into the dark, and every night ends with exactly one firework.

The Lantern Route Walk-through From sunset

A path of a thousand lanterns from The Yard to the lake. It opens when the sky goes indigo and closes when the firework says so.

Night Market Food From 18:00

Steam, smoke, skewers, sugar. The cooks change nightly and the best stall is always the one about to sell out.

The Yard at night: lantern strings over the Night Market, the Hundredhand tower edge-lit in cyan above the crowd.
Same yard, different shift
Skewers on a smoking night-market grill, lit by stall lamps.
Night Market
A ride at night reduced to a ring of light by a long exposure.
A single firework bursting over the darkened park skyline, reflected in the lake, watched from the far shore.
22:45, nightly

Every night ends with exactly one firework.

Not a barrage. Not a finale medley. One. The park goes quiet, the lake goes still, and for eleven seconds everybody you came with is looking at the same thing. You will remember it longer than a thousand.

TONIGHT · 22:45 · THE LAKE

Now at the Yard --:--
Tickets · gates 10:00 · close 23:00

Stay for the firework.

Full Day

$89 kids $69

Gate to firework. All six worlds, all day.

Afterdark

$49 kids $39

From 5pm. Night rides, Night Market, Lantern Route, the firework.

Family Day

$280 2 adults + 2 kids

The Full Day, four times over, minus the arithmetic argument.