Wand and Order: Tidy Up the Magic Shop places you in the role of an alchemist's apprentice whose attempt at a simple cleaning spell accidentally unleashes a chaotic tornado. To fix the workshop before your master returns, you must sort thousands of magical items across three distinct zones, sweep floors, wash dirty paintings, and water enchanted plants.
This walkthrough covers everything you need to finish each zone efficiently, unlock movement abilities, use spells, and optimize your run to beat the game under three hours.
Core Mechanics and Cleaning Spells
Cleaning up the alchemist's shop involves more than picking up items one by one. Understanding your abilities and hotkeys will dramatically reduce the time spent in each zone.
Magic Spells and Upgrades
Completing rows and cleaning up areas awards ability points that you can spend on magical skills:
| Spell Name | Primary Function | Practical Strategy |
|---|---|---|
| Alchemical Vision | Highlights all matching items belonging to the active set across the room. | Unlock level 1 early to quickly locate missing items across large piles. |
| Magnetic Vacuum | Pulls matching items directly toward you to fill your inventory. | Upgrade as soon as possible to pull entire sets in a single cast. |
| Guide (Auto-Place) | Highlights the exact shelf where your topmost item belongs. | At maximum level, pressing the key again automatically floats held items onto their correct shelf slots. |
| Sort | Helps put items on shelves. | Helpful in Zone 1, though less essential once Guide reaches maximum level. |
| Cobweb Cleaning | Banishes spiderwebs peacefully without harming spiders. | Unlocked via chests in each zone; instantly clears targeted webs. |
Movement Upgrades and Side Chores
Do not ignore side cleaning objectives, as several unlock critical movement perks:
- Mushroom Speed Boost: Fill the watering can at the workshop fountain, water the potted mushroom, and interact with it to gain a permanent speed upgrade for that zone.
- Secret Chests and Mobility: Hidden keys and interactables (such as busts or statues) grant double jump, extended carrying capacity (up to 10 items or more), and dash abilities.
- Side Cleaning Tools: The closet provides a sponge for dirty portrait frames and a broom for dirt spills. You do not need to return tools to the closet; drop them with your drop key to switch back to sorting immediately.
Zone 1: The Archives Walkthrough (~470 Items)
The Archives require you to reassemble scattered tarot card decks onto their corresponding bookshelves.
Tarot Card Sorting Rules
- Minor Arcana Suits: Cards belong to four primary suits: Swords (gray/silver covers), Wands (red covers), Cups (blue covers), and Pentacles (brown covers). Each suit features court cards (Page, Knight, Queen, King) and numbered ranks from Ace through 10.
- Major Arcana Decks: Purple-backed cards represent major figures (such as The Fool, Death, The Sun, The Moon, and The Tower). These decks are separated by side markings: silver-accented decks and gold-accented decks belong on designated purple/blue display sides.
- Shelf Order: Matching illustrations must occupy the same shelf row. Look at the number or dot indicators on the binding to determine placement from left to right (positions 1 through 6).
Step-by-Step Strategy
- Step 1: Head to the bottom of the stairs to grab the complete set of Two of Cups. Place them directly onto the cups shelf to score your first row completion and unlock your first skill point.
- Step 2: Grab the watering can, fill it at the fountain, water the four bushes, and water the mushroom pot to gain your first speed boost.
- Step 3: Find the key hidden near the plants to unlock the archive chest, obtaining the cobweb clearing ability.
- Step 4: Pick one suit color at a time (starting with Swords or Cups). Fill rows manually or use level 1 Vision to gather groups.
- Step 5: Invest early points into Magnet. Once Magnet can pull full shelf quantities, cycle between pulling cards and sweeping dirt patches or wiping paintings while waiting for spell cooldowns.
Zone 2: The Wand Workshop Walkthrough (~1,300 Items)
The Wand Workshop increases the total item count and introduces vertical level design with second-floor balconies.
Wand Workshop Organization
Wands are divided by schools of magic and crafting materials:
- Schools of Magic: Magic wands belong to different schools of magic, such as Alteration, Necromancy, Illusion, Destruction, and Restoration.
- Shelf Trims: A display unit's trim turns gold once every wand in that section has been correctly placed, giving an instant visual check.
Unlocking Key Abilities in Zone 2
- Dog Statue Key: Grab the key from the dog statue upon coming up out of the starting area.
- Secret Chest & Double Jump: Grab the key from the corner desk, then double jump up to the secret area. Open the chest to unlock the double jump mobility upgrade and expand your carrying capacity to 10 items.
- Speed Boost: Water the mushrooms located behind the main desk to unlock the zone's running enhancement.
Sorting Flow
Use your expanded carrying capacity alongside Magnet to pull matching wand types. When Guide is maxed, activate Magnet to gather items, look toward their cabinet, and trigger the auto-place function to shelve them simultaneously.
Zone 3: The Alchemy Lab Walkthrough (2,200+ Items)
The final area features over 2,200 ingredients, potions, jars, and tin boxes spread across two cavernous floors.
Alchemy Lab Categories
Cabinets in the Alchemy Lab are grouped into distinct magical families:
- Elemental and Physical: Cryogenic (ice/frost ingredients), Pyroantic (fire and ash), Tempests (storm and lightning sparks), and Metallic (ores and ingots).
- Mythical Creatures: Draconic (drake blood and scales), Beast (talons, horns, bristles), Avian/Reptilian (feathers, fangs, skins), and Insectoid (shells and powders).
- Arcane and Cosmic: Divine, Abyssal, Chronomatic (time clock parts and spring dust), Celestial (stardust and meteors), Ethereal, and Botany (bark, leaves, and seeds).
Navigating the Alchemy Lab
- Unlocking Full Movement: Immediately grab the key near the dog painting at spawn, double jump onto the upper balcony, and loot the desks to secure remaining chest upgrades.
- Maxing Guide: Zone 3 contains no strict card numbers. Items fit into matching shelf themes regardless of internal numerical order. Maxing Guide allows you to gather up to 14 items with Magnet and float them straight onto the shelves without checking individual labels.
- Managing Small Vials: Small potion flasks share shelf rows with larger jars. Avoid dropping items too quickly after casting Magnet; if your inventory empties before the pull completes, incoming items will drop on the floor.
- Final Inspection: Check for unwatered flower pots and stray dirt spills. Once cleared, enter the portal to finish the game.
Solo Speedrun Route: Finishing Under 3 Hours
Achieving the "Beat the Clock" achievement requires completing all three zones in less than 3 hours. Follow these community-tested benchmark times and tactics:
| Stage | Target Time | Cumulative Goal | Primary Focus |
|---|---|---|---|
| Zone 1: The Archives | Under 30 minutes | 0:30:00 | Get speed mushroom immediately; use manual sorting for Cups/Swords; unlock level 1 Vision, then rush Magnet. |
| Zone 2: The Wand Workshop | Under 60 minutes | 1:30:00 | Grab double jump; expand carry capacity; max Magnet, then max Guide for auto-placement. |
| Zone 3: The Alchemy Lab | Under 1 hour, 30 minutes | 3:00:00 | Use dash on cooldown; spam Magnet and maxed Guide on large ingredient batches; clear side chores during cooldowns. |
Speedrun Tips
- Save at Stage Starts: Create a clean manual save right as each zone loads. If a level runs 5–10 minutes over its target window, reload and restart that zone.
- Cooldown Weaving: Never stand idle while waiting for Magnet. Clean a single portrait frame, sweep one patch of dirt, or pre-sort nearby boxes while your spell timer recharges.
- Error Checking: If a completed section fails to play its victory chime or turn gold, pull one item off each suspect shelf and replace it. The entire row will sparkle when the correct combination is restored.
Frequently Asked Questions (FAQ)
Can I complete Wand and Order in multiplayer co-op?
Yes. Wand and Order supports single-player as well as online co-op for up to four players. Completed rows grant skill points that each player can spend individually on their preferred spell builds.
Why won't my items place on the shelf?
An item will not snap into place if a neighboring shelf slot has an incompatible item, if the wrong school or suit section is selected, or if the shelf already holds the maximum number of items for that set. In Zone 1, ensure card positions (1 through 6) match their slot layout.
Do abilities carry over between zones?
Yes. All unlocked mobility upgrades, increased carrying capacity, and spell tree levels persist across Zone 1, Zone 2, and Zone 3 within the same playthrough.












