Every level in WandNOrder hides a handful of permanent upgrades behind keys, chests, and a few surprisingly easy-to-miss objects. This guide walks through the power-ups found in Level 1: Cards, Level 2: Wands, and Level 3: Potions, along with exactly where their keys and chests are tucked away.
Each level follows the same reward loop: find a key, unlock a chest, and claim the ability inside. A few powers come from watering and eating mushrooms instead, and those work a little differently, so I’ve flagged them separately.
Editor Warning: Before you worry about tracking down powers, you need to know how to move between levels in the first place. You have to clean a level to 100% completion before a portal opens to the next one. The game tells you how close you are: a counter in the upper-left corner of the screen shows how many shelves and items remain, and once you pick up a cleaning item, the game also lists how many messes are left and what kind they are.
How Movement Speed Powers Work
The Movement Speed upgrades don’t come from chests at all. Instead, you water a mushroom, wait for it to grow, then click it again to eat it and gain the power.
These are also the most forgiving upgrades in the game. If you happen to miss one during its level, the game simply hands it to you automatically when you start the next zone. The same safety net applies to both the first and second Movement Speed upgrades, so there’s no way to permanently lose them.
Level 1: Cards
Power: Cobweb Ability
Key

Chest

Ability

Power: Movement Speed 1
Water the mushroom. Once it has grown, click it again to eat it and gain this power.
If you didn’t get this power during Level 1, you will get it automatically when you begin Level 2.
Ability

Level 2: Wands
Power: Double Jump
Key
Interact with the bust, and the key is underneath it.

Chest

Ability

Power: Carry Capacity 1
Key

Chest
You need the Double Jump ability from above before you can reach this chest. From the key’s location, turn around and look up.
Editor Warning: This is the one chest in Level 2 that gates itself behind another power. If you skipped Double Jump, you won’t be able to reach it yet, so grab that first before hunting for the Carry Capacity 1 upgrade.
Ability
Increases your carrying capacity from 6 to 10.

Power: Movement Speed 2
Water the mushroom. Once it has grown, click it again to eat it and gain this power.
If you didn’t get this power during Level 2, you will get it automatically when you begin Level 3.
Ability

Level 3: Potions
Power: Carry Capacity 2
Key

Chest

Ability
Increases your carrying capacity from 10 to 15.

Power: Dash
Key
Interact with this painting, and the key falls from behind it.

Chest

Ability

Conclusion
None of these powers are missable in a way that punishes you for good, since the Movement Speed upgrades come to you automatically if you skip them. Sweep each level to 100%, keep an eye on that upper-left counter, and the rest falls into place.