Tidying up after an accidental tornado spell in Wand and Order (Wand & Order: Tidy Up the Magic Shop) requires sorting over 4,000 scattered objects across three massive zones. Because the Alchemist leaves little written instruction beyond a brief warning not to break anything, figuring out where items belong can quickly become overwhelming.

This comprehensive shelf placement guide breaks down the sorting logic, shelf markers, and organization rules for Zone 1 (The Archives), Zone 2 (The Wand Workshop), and Zone 3 (The Alchemy Lab).

Core Shelf Placement Rules and Visual Cues

Every zone in Wand & Order relies on visual cues on the items, walls, and map boards to indicate correct placement. Understanding these indicators prevents trial-and-error placement:

  • Correct Placement Swirl: Placing an item into its exact valid slot triggers an immediate light burst and swirling visual effect. If an item sits on a shelf without any magical sparkle, it is in the wrong slot or on the wrong shelf.
  • Completed Row and Shelf Borders: Finishing a row or an entire shelf section triggers a distinctive magical ripple, and the shelf trim or banner above the unit permanently changes to a gleaming gold finish.
  • The Stacking Mechanic: Pressing the stack key (default R) drops your currently held items into a neat, vertical floor pile. The spines and labels remain visible, allowing you to organize piles in front of designated shelves before loading them.

Zone 1: The Archives Shelf Placement (Tarot Decks)

The Archives contains around 470 items consisting of tarot card decks in small tin boxes. The shop is split into two primary areas: the Minor Arcana room near the entrance stairs and the Major Arcana room in the rear.

Minor Arcana Placement

The Minor Arcana section features four main suit categories organized on distinct bookcase walls:

Suit CategoryBox Color AccentIncluded Card ValuesShelf Layout Logic
SwordsGray / SilverAce through 10, Page, Knight, Queen, KingSorted into rows of 6 matching cards
PentaclesBrown / BronzeAce through 10, Page, Knight, Queen, KingSorted into rows of 6 matching cards
CupsLight Blue / BlueAce through 10, Page, Knight, Queen, KingSorted into rows of 6 matching cards
WandsRedAce through 10, Page, Knight, Queen, KingSorted into rows of 6 matching cards

Card Shelf Ordering (The 1 to 6 Bubble System)

Each shelf row holds exactly six copies of a specific card type (for example, six copies of the Three of Cups or six copies of the King of Swords). To place them in exact order:

  1. Examine the Bottom Bubbles: Look at the small circular dots at the base of the card box. The number of filled bubbles indicates its slot on the shelf from left to right (1 dot = 1st slot, 6 dots = 6th slot).
  2. Check the Top-Left HUD: If the bubbles are difficult to read, holding the item displays its exact position number (such as 1/6 or 4/6) in the upper-left corner of the screen.
  3. One Card Type Per Shelf: Never mix different cards on the same horizontal row. All six slots on a shelf must belong to the identical card title and illustration.

Major Arcana Placement

The rear room holds Major Arcana cards such as The Fool, Death, The Sun, The Moon, The Tower, The Hanged Man, The Lovers, Justice, and Strength.

  • Side Divisions: The area is divided into a Purple Side and a Blue Side.
  • Border Detailing: Shelves are explicitly marked as Gold or Silver. Match the border color and bottom bubble ring styling on the card box to the corresponding shelf finish.
  • Row Completion: As with Minor Arcana, each shelf holds a complete set of six identical Major Arcana cards sorted from dot 1 through dot 6.

Zone 2: The Wand Workshop Shelf Placement

The Wand Workshop increases the sorting scale to roughly 1,300 wands across 144 shelf units spread over two vertical floors. Wands are stored in square cube cubbies rather than long horizontal rows.

School of Magic and Floor Layout

Check the area map near the entrance to identify the magic school assigned to each wall section:

  • First Floor (Lower Level): Alteration (gray boxes), Necromancy, and Illusion.
  • Second Floor (Upper Balcony): Restoration, Destruction, and Conjuration.

Material Sub-Categories

Each magical school wall is divided into three vertical columns based on wand craft material, clearly marked by signs above the shelving:

  • Exotic: Features gold detailing on the box. Includes materials such as fossil, ivory, and chitin.
  • Metal: Features silver detailing on the box. Includes metals like iron, brass, and copper.
  • Wood: Features bronze detailing on the box. Includes timbers such as pine, birch, and elder.

The 3x3 Grid Cube Placement

Each individual wand cubby requires exactly nine matching wands. Wands are stamped with numbers 1 through 9 and must be placed in a standard numerical grid:

  1. Top Row: Slots 1, 2, and 3 (from left to right).
  2. Middle Row: Slots 4, 5, and 6.
  3. Bottom Row: Slots 7, 8, and 9.

When reading wand names such as "Ancient Iron Wand of Shape," break down the name to find its exact shelf:

  • Shape belongs to Alteration (Lower Floor, Left).
  • Iron belongs to the Metal column (Middle section with silver trim).
  • The stamped number dictates its position inside the 3x3 cubby.

The shelf banner turns gold and sparkles the moment all nine wands are properly positioned.


Zone 3: The Alchemy Lab Shelf Placement

The Alchemy Lab is the largest zone, featuring more than 2,200 potions, jars, and ingredient containers. The central layout mirrors two opposing sides:

  • Sun Side (Light): Warm orange/yellow ambient lighting containing natural and elemental ingredients.
  • Moon Side (Dark): Cool blue ambient tint housing darker, volatile, and cold compounds.

Ingredient Categories

Containers are cataloged by their elemental nature and origin labels:

  • Toxic & Poison: Venom.
  • Mystical: Celestial/Astral, Ethereal, Demonic, Time, and Divine.

Container Shape and Size Rules

Unlike the flat rows of Zone 1 or the 3x3 grids of Zone 2, Alchemy Lab shelves enforce physical container formatting:

  • Manual Verification: Place one sample container into a shelf manually to observe the swirl before mass-loading. If a bottle refuses to snap into place, verify whether the item belongs to an adjacent category (such as confusing Celestial with Divine, or Ethereal with Demonic).

Spell Upgrades for Faster Shelf Placement

Completing shelves and rows awards ability points that can be spent on cleaning spells via the menu:

  • Sort (Hotbar 1): Automatically arranges all items currently in your hands in ascending numerical order. Upgrading this lowers the cooldown from 60 seconds down to 30 seconds.
  • Alchemical Vision (Hotbar 2): Highlights every matching duplicate of your held item in the room.
  • Magnetic Vacuum (Hotbar 3): Pulls nearby matching copies of your held item directly into your hands. Leveling this increases pull capacity (from 1 up to 11+) and lowers cooldown down to 20 seconds.
  • Guide / Auto-Place Magic (Hotbar 4): Initially highlights the exact shelf where your topmost item belongs. At maximum rank, pressing the hotkey a second time automatically floats all held items straight onto their correct shelf slots.

Secret Chest and Movement Unlocks

Keep an eye out for hidden keys and puzzle chests scattered across the zones:

  1. Cobweb Cleaning Spell: Found in Zone 1 inside a locked chest (key hidden behind a potted plant). Clears webs with targeted fire without harming spiders.
  2. Speed Boost: Watering the mushroom pot and eating it grants a movement speed increase.
  3. Double Jump: Found in Zone 2 by interacting with a window mannequin bust to obtain a hidden chest key. Allows you to leap directly to upper balconies.

Side Cleaning Tasks Checklist

To unlock the exit portal at the end of each stage, you must complete all secondary cleaning tasks alongside shelf organization. Equip each tool to display its progress counter in the top-left HUD:

  • Broom: Sweep all dark dirt piles and spills across carpets and stone floors.
  • Watering Can: Fill the can at a running water basin, then hydrate every flower pot and mushroom pot in the zone.
  • Sponge: Scrub grime off dirty picture frames (including cat and dog portraits) until the glass sparkles.
  • Cobweb Spell: Burn away all hanging spider webs in rafters, corners, and cupboards.

If the stage exit portal does not open despite having zero items left on the ground, check your cleaning tool counters—a single missing cobweb or unwatered plant will prevent the level from finishing.


Troubleshooting Out-of-Place Items

If your counter indicates that shelves are missing one or two items, use these diagnostic techniques:

  1. Test the Pick-Up Animation: Walk up to suspected shelves, pick up a single item, and place it back down. If the group golden swirl animatic fails to trigger, that specific shelf contains an out-of-order or mismatched item.
  2. Check Flyover Wings and Balconies: In Zone 2 and Zone 3, stray items frequently get knocked onto upper overhead rafters or behind curtains during initial exploration. Activate Alchemical Vision while standing in the room's center to spot glowing outlines through walls.
  3. Double-Check Grid Numbers: In Zone 2, ensure wands are not inverted (such as placing wand 9 in slot 1 or confusing slot 4 and 6). In Zone 1, ensure bottom bubbles follow an unbroken 1 through 6 progression from left to right.