Zone 3, known as The Alchemy Lab, is the largest area in Wand and Order: Tidy up the magic shop! Tasked with organizing more than 2,200 potions, reagents, and ingredients scattered across three vertical floors, players face a substantial jump in scale compared to the Tarot Archives and Wand Workshop.
Unlike the previous zones, potions in Zone 3 are not restricted by strict numerical ordering. Instead, shelving items correctly relies on matching container sizes and base shapes to dedicated shelf slots while identifying which alchemy discipline an ingredient belongs to. This guide details every section across the Moon and Sun sides, container matching rules, hidden chest locations, and chore requirements needed to complete the lab.
Zone 3 Layout: Sun Side vs. Moon Side
The Alchemy Lab is split vertically into three tiers, with the first two floors divided into two opposing wings: the Moon Side and the Sun Side. Recognizing where you are standing is crucial because adjacent categories across the hall often feature similar container color palettes.
- Sun Side (Warmer Lighting): Bathed in a warm yellow and orange ambient glow. This wing primarily houses physical, organic, terrestrial, and elemental ingredients, such as Botany, Beasts, Aquatic reagents, Insectoids, Venoms, Geodes, and Metallic Ores.
- Moon Side (Cooler Lighting): Features a distinct cold blue and violet tint. This wing contains ethereal, magical, cosmological, and temporal items, including Cryogenics, Illusions, Celestial dusts, Chronomantic sands, and Tempests.
- Floor 3 (The Upper Sanctum): The top floor overlooks the atrium and houses two opposing moral alignments: Abyssal on one side and Divine on the other.
If you lose your bearings, check the central maps located near the staircases or look at the tint of the arched windows to verify whether you are in the Sun or Moon wing.
Complete Zone 3 Potion and Reagent Placement Directory
Third-party reference guides and player tests confirm that every potion and reagent corresponds to a specific shelf section based on container color and decorative motifs.
Floor 1 Categories
| Floor & Wing | Section | Container Color Scheme | Example Ingredients & Reagents |
|---|---|---|---|
| Floor 1 — Moon Side | Cryogenic | Light Blue & White | Glacial Runoff, Borealis Dust |
| Floor 1 — Moon Side | Illusion | Dark Purple & Purple | Veil Fabric, Mirage Dust, Gloom Shards, Obscurity Mist, Umbral Ink |
| Floor 1 — Moon Side | Ethereal | Dark Purple & Light Purple / Lilac | Soul Residue, Astral Filaments, Nightmare Husks, Banshee Shrieks |
| Floor 1 — Sun Side | Botany | Dark Green & Bronze | Witch Hazel Bark, Mandrake Roots, Blood Gloom Petals, Whisper Weed Spores, Ghost Cap Mycelium |
| Floor 1 — Sun Side | Beast | Dark Brown & Bronze | Direwolf Fangs, Griffin Talons, Minotaur Hoof Dust, Bearclaw Powder, Boar Bristles, Jackalope Antlers |
| Floor 1 — Sun Side | Aquatic | Dark Teal & Bronze | Sea Serpent Extract, Mermaid Tears, Glow Fin, Leviathan Pearl, Kraken Tentacle Ink |
Floor 2 Categories
| Floor & Wing | Section | Container Color Scheme | Example Ingredients & Reagents |
|---|---|---|---|
| Floor 2 — Moon Side | Celestial | Navy Blue & Bronze / Gold | Luna Amber, Nebula Vapor, Void Plasma, Meteor Crust, Solar Flare Shards, Comet Ice, Zodiac Stones |
| Floor 2 — Moon Side | Tempests | Blue & Gold | Ozone Vapor, Static Charge, Thunderclap Resonance, Hurricane Eye Dust |
| Floor 2 — Moon Side | Chronomantic | Yellow & Red / Amber | Chrono Shards, Time Loop Thread, Hourglass Sands, Epoch Particles, Youth Dew, Aging Oil |
| Floor 2 — Moon Side | Enchanted | Blue & Silver | Fountain Water, Mana Drops |
| Floor 2 — Moon Side | Anthropomorphic | Red & Gold | Clay Homunculus Limbs, Wax Figure Shavings, Golem Core Fragments, Scarecrow Straw, Living Doll Eyes |
| Floor 2 — Moon Side | Draconic | Orange & Silver / Red & Gold | Dragon Breath Vapor, Drake Hide Scraps, Wyrm Bile, Dragon Bone Meal, Drake Blood |
| Floor 2 — Sun Side | Avian & Reptilian | Dark Red & Gold | Thunderbird Beaks, Hydra Fangs, Harpy Down, Cockatrice Eggshells, Chameleon Skin, Viper Fangs |
| Floor 2 — Sun Side | Insectoid | Green & Light Green | Locust Swarm Wings, Scorpion Carapace, Grub Slime, Mothwing Dust, Centipede Mandibles |
| Floor 2 — Sun Side | Pyromantic | Orange & Red | Ashwood Charcoal, Magma Core Shards, Dragon's Heart Ash, Brimstone Tar, Hot Cinder Sparks, Hellfire Soot |
| Floor 2 — Sun Side | Venoms | Green & Yellow | Viper Acid, Manticore Venom, Blightwood Sap, Death Cap Toxins, Putrid Slime, Hemlock Distillate |
| Floor 2 — Sun Side | Geodes | Blue & Bronze | Quartz Geodes, Lapis Dust, Obsidian Shards, Sunstone Fragments, Bloodstone Gems, Brimstone Crystals |
| Floor 2 — Sun Side | Metallic Ores | Brown & Red / Metal Trim | Star Metal Slag, Electrum Wire, Mythril Filings, Cold Iron Shavings, Malachite Powder, Adamantite Dust |
Floor 3 Categories
| Floor | Section | Container Color Scheme | Example Ingredients & Reagents |
|---|---|---|---|
| Floor 3 | Abyssal | Black & Red | Torment Shards, Plague Soil, Demon Horn Dust, Hellhound Fangs, Void Weed Roots, Cursed Bone Fragments |
| Floor 3 | Divine | White & Gold | Divine Oil, Supernal Mana, Blessed Salt, Altar Ashes, Sanctuary Incense |
Container Shapes and Shelf Slots
Unlike wands that fit into uniform rectangular cubbies, potions and reagents in Zone 3 come in distinct physical vessel types. Shelves have specific cutout shapes designed to accept only certain containers:
- Square Tins: These feature hard right angles and flat sides. They only snap into square shelf indents.
- Round Jars and Cans: Cylindrical containers that sit inside circular hollows.
- Glass Vials and Flasks: Taller, liquid-filled containers used primarily for distillates, oils, holy waters, and venoms.
- Shelf Capacity Variations: Standard ingredient shelves usually accept rows of 10 items, whereas certain smaller vial shelves and display stands accept 15 items per tier.
You do not need to place items in alphabetical or numbered order. As long as an ingredient matches the category of the shelf and fits the slot geometry (square versus round), the game marks it as correctly placed. Players who prefer a clean aesthetic often mirror layouts by putting large square tins on the left and round containers or smaller jars on the right.
Zone 3 Secret Chests and Key Locations
Zone 3 contains hidden chests that award essential mobility and inventory upgrades.
The Dash Ability Chest
- Key Location: Hidden behind an interactable portrait of a dog on the wall. Straightening or interacting with the dog portrait drops the key.
- Chest Location: Found on the upper levels. Opening this chest unlocks the Dash ability (activated using Shift on default keyboard settings), allowing you to sprint forward across large rooms and cross balcony gaps quickly.
Carry Capacity Chest
- Key Location: Players in the community have documented keys near the candelabras and tables near specific animal paintings (such as the raccoon artwork).
- Upgrade: Grants an expansion up to 15 held items. Reaching 15 carry capacity allows you to pick up or summon an entire 15-item display shelf in a single cast.
Housekeeping and Cleaning Objectives
You cannot trigger the end-game sequence solely by organizing shelves. All secondary maintenance tasks in Zone 3 must be completely resolved:
- Floor Stains (16 Total): Equip the broom from the service closet and sweep up all 16 dark fluid stains scattered across carpets and stone flooring.
- Cobwebs: Burn away all spiderwebs hanging in high corners, archways, and window sills using your fire cleaning ability.
- Dirty Portraits (7 Total): Use the sponge to scrub seven dirty paintings depicting dogs, cats, and landscapes until they are clean.
- Dry Plants: Locate the watering can and hydrate wilted potted plants and mushrooms across all three floors. The watering can must be refilled regularly at the running water fountains situated throughout the central halls.
Efficient Sorting Strategy and Spell Mechanics
Using high-tier spells unlocked through spent skill points cuts hours off manual sorting in Zone 3:
- Magnetic Vacuum (Auto-Gather): Pulls all matching nearby copies of your topmost held item directly into your hands. Allow the items to physically arrive in your inventory before interacting with shelves; placing a partial stack too quickly can cancel the incoming flight path of remaining items.
- Auto-Place Magic (Maxed Guide Spell): When upgraded to maximum level, aiming directly at the correct shelf category and triggering the spell will automatically deposit all matching carried items into their designated slots.
- Floor Stacking with 'R': If your inventory fills with mixed categories while clearing the floor, drop them into vertical piles in front of the appropriate wing using the stack key. Stacks keep containers organized upright so labels remain legible for later processing.
- Avoid Cooldown Idling: If you are playing solo or targeting speed achievements, do not stand still waiting 20 to 30 seconds for spell cooldowns. Use cooldown downtimes to sweep stains, clean portraits, or water nearby plants.












