In Wand & Order: Tidy up the magic shop!, navigating the workshop is just as important as organizing the thousands of scattered items left behind by your rogue tornado spell. Each level features physical wall-mounted schematic maps that tell you exactly where specific categories belong, alongside distinct multi-floor layouts and hidden secrets.

Whether you are trying to decipher the layout of the Archives or pinpoint hidden movement upgrades across the workshop floors, this comprehensive Wand and Order map guide breaks down every zone, navigational marker, and secret chest location.

Understanding In-Game Maps and Navigation

Each zone in Wand & Order contains a dedicated wall map near the spawn or entryway. While the game provides no hand-holding tutorial, developer OnSkull Games confirmed on the Steam forums that these wall diagrams establish the broad categories for every shelf section.

The physical diagrams work in tandem with the visual details on item containers:

  • Broad Zone Maps: In-game diagrams display the macro categorization for a room (such as Tarot suites, magic schools, or potion types).
  • Shelf Markers: Wall sections feature symbols, banner headers, or colored trim. Once a shelf or row is 100% correctly organized, the upper border trim shifts to a sparkling gold finish.
  • Micro-Indicators: For individual placements, item containers feature dots, bubbles, or sequence numbers (such as 1/6 through 6/6 in Zone 1, or 1 through 9 in Zone 2) corresponding to their order on the shelf.

Zone 1: The Archives Map and Layout (~470 Items)

Zone 1 serves as the introductory space, requiring players to sort roughly 470 items (recorded as 468 items across 78 shelves in gameplay testing) while clearing dust, cobwebs, and dirty portraits.

Layout Overview

The Archives consist of two primary interconnected chambers separated by a short staircase:

  1. Minor Arcana Room (Front / Stairwell): Contains shelves dedicated to the four traditional Tarot suits: Cups, Swords, Pentacles, and Wands. Light blue containers represent Cups, gray/bronze tins represent Swords, green/brown tins represent Pentacles, and red/wooden tins represent Wands.
  2. Major Arcana Room (Back Chamber): A larger space split into distinct color-coded halves:
    • Blue Side: Accommodates cards featuring blue covers and specific silver/gold trims.
    • Purple Side: Accommodates purple-bound decks such as Death, The Fool, The Hanged Man, and The Tower.
    • Trim Sections: The wall map designates inner and outer shelving positions based on whether the container accents are silver or gold.

Utility and Secret Locations

  • Cleaning Supplies Cupboard: Located near the perimeter, containing the broom, sponge, and watering can.
  • Water Fountain: Found along the wall, required to fill the watering can before tending to the four flower pots.
  • Chest & Key: A key hidden near a floor plant unlocks the zone's treasure chest, granting the Cobweb Ability (a fire spell that removes cobwebs).
  • Mushroom Pot: Watering the shriveled mushroom pot unlocks the Swift Apprentice achievement and boosts your baseline movement speed.

Zone 2: The Wand Workshop Map and Secrets (~1,300 Items)

Zone 2 expands significantly, tasking players with sorting 1,296 individual wands across 144 shelves. Players frequently note the overhead architectural shape of this workshop, which features two rounded entry/exit wings connected via a central corridor to a large, vaulted double-decker hall.

Floor and School Layout

The Wand Workshop wall map divides magic into six distinct schools spread across two vertical levels:

LevelSchools of MagicPrimary Shelf Categories
First FloorAlteration, Necromancy, IllusionMaterial-based: Wood, Metal, Exotic
Second FloorRestoration, Destruction, ConjurationMaterial-based: Wood, Metal, Exotic

Within each magical school, shelves are strictly partitioned by the material from which the wand is crafted:

  • Wood: Includes Birch, Oak, Pine, and Elder.
  • Metal: Includes Iron, Brass, Silver, and Copper.
  • Exotic: Includes Antler, Ivory, Fossil, and Chitin.

Individual wands are numbered 1 through 9. Each square shelving unit holds nine wands of a matching style and material.

Secret Chests and Mobility Unlocks

Zone 2 includes two hidden chests that are essential for navigating the multi-tiered layout efficiently:

  1. Double Jump Chest: Inspect the window curtain near the entrance to view a sketch clue of a statue bust. Locate the physical mannequin bust downstairs, interact with it to retrieve the hidden key, and unlock the blue chest to gain the Double Jump ability.

Zone 3: The Alchemy Lab Map (2,200+ Items)

The Alchemy Lab is the largest environment in the base game, holding over 2,200 items. The zone features a mirrored structural design centered around a grand hall.

Zone Sections and Navigation

The wall map splits the Alchemy Lab into three vertical tiers with distinct thematic wings:

  • First Floor (Sun Side vs. Moon Side): Symmetrical laboratory spaces dedicated to botanical distillates, venoms, and elemental reagents. Lighting shifts noticeably between the brighter Sun wing and the dimmer Moon wing.
  • Second Floor: Features ingredients stored in a mix of jars and rectangular tin cases.
  • Third Floor (Abyssal & Divine): High upper balconies reserved for components such as Astral Filaments.

When shelving items here, pay close attention to bottle and tin geometry. Shelves require players to distinguish between round jars and angled/square tins, generally keeping matching container silhouettes grouped on designated sides of each cabinet.

Hidden Keys and Upgrades

  • Dash Ability Chest: Examine the dog picture clue to find a key, allowing you to open the chest and unlock the Dash ability.
  • Maximum Carry Capacity (15 Items): Unlocking a chest raises your maximum carry limit to 15 items, allowing you to haul an entire shelf set in a single trip.

The Upcoming Megamap Update

For players who prefer a seamless experience, developer OnSkull Games officially announced that a free Megamap update is currently in development.

While the standard game separates The Archives, The Wand Workshop, and The Alchemy Lab behind exit portals, the Megamap will merge all three zones into one interconnected map. The update is planned as a complimentary addition for all owners of the game, letting solo players and co-op crews tackle all 3,900+ items without transition screens.

Frequently Asked Questions

Where can I find the map in each zone?

The map diagram is mounted on the wall near the entrance or starting foyer of each zone. In Zone 1, it is positioned near the stairs leading to the cleaning cupboard; in Zone 2, it is mounted at the entrance to the main rotunda; and in Zone 3, it is posted near the central transition between the Sun and Moon wings.

Why won't an item snap onto a shelf that matches the map?

Even if you are in the correct room or section shown on the map, items have strict sub-criteria. In Zone 1, containers must match the sequence number (dots on the bottom) and border trim (gold vs. silver). In Zone 2, wands must match the specific material (wood, metal, or exotic) and number slot (1–9). In Zone 3, containers must match the exact container shape (square tin vs. round bottle).

Do unlocked map abilities reset between rooms?

No. All mobility upgrades (Double Jump, Dash) and spell upgrades (Alchemical Vision, Magnetic Vacuum, Auto-Place) permanently carry forward into subsequent zones.