Spoiler: reveal trophy
OOPS
silver · unmissable
Cast the whirlwind spell
The opening whirlwind spell unlocks this automatically.
Published guide
Trophy guide
A co-op route through the shop, with spell upgrades and pacing targets for the three-hour trophy. We finished it comfortably on our first two-player run. Solo players may need a more focused route.
PlayStation 5 · platinum guide
Save manually and check each zone’s trophies before leaving. There is no chapter select or postgame cleanup. Prioritise Magnet + Sort, then get the 15-item carry upgrade early in Zone 3. The three-hour timer applies to the whole run.
Start a Classic game and work through the three zones in order: cards, wands, then potions. The three sections in Roadmap follow those zones. Read the next section before entering its portal, then use the trophy links for the exact interactions and upgrade locations. Trophies is the lookup section when you need one solution while playing.
We finished our first two-player run within the three-hour limit. I recommend aiming for BEAT THE CLOCK as you go, with roughly 30 minutes for cards, an hour for wands and the remaining 90 minutes for potions. Those are pacing targets, not separate deadlines. If you prefer to learn the shop first, clear it at your own pace and make the timed run your second attempt.
Save manually before leaving each zone. There is no chapter select or postgame cleanup. Water the first mushroom before leaving cards and the second before leaving wands. Pick up the movement and carrying upgrades on the way, especially the 15-item capacity before the main potion cleanup.
Spend sorting points on useful spells as you earn them. Our co-op priority was Magnet + Sort. Points arrive together but each player spends their own, so coordinate early upgrades and check both spell menus before the ending. Rows and mushroom trophies credited both of us, but each player must perform their own 50 dashes for ZOOMIES.
Finish the trophy checks before the final ending. The Zone 3 checklist covers spells, movement and rows. Keep a manual save from before that finish so a missed task does not force a new run. Platinum and 100% use the same 18-trophy PS5 list.
Target: around 30 minutes, reaching Zone 2 at about 0:30 overall. If you want to practise the Arcana layout first, do it before starting the run you intend to finish.
Begin with a complete set near the stairs, such as the six Two of Cups decks. Match the name as well as the suit, then fill one row in the Cups section. SHELF TAUGHT and ROW-ING IN THE RIGHT DIRECTION explain the first placements. The room's displayed map shows where each category belongs.
Cups are blue, Pentacles brown, Swords grey and Wands red. Major Arcana are in the rear room and split by blue or purple sides and gold or silver trim. Work on one matching set at a time instead of leaving many almost-finished rows.
Unlock spells with the points you earn. Magnet gathers matching items and Sort helps organise them. In co-op, we focused on those two spells and split the early upgrades between us. ARCHMAGE OF TIDY covers the full spell checklist.
Collect the cleaning tools from the wardrobe between the Minor and Major Arcana rooms. Fill the can at the fountain, then follow BLOOM SERVICE for a flower and SWIFT APPRENTICE for the mushroom at the far wall. Collect the mushroom's speed upgrade after watering it. Get the key and potion for NO COBWEBS ALLOWED, and use the broom for SWEEPING PROMISES.
Finish every sorting and cleaning counter, including frames, dirt, plants and webs, before looking for the exit portal. Check the mushroom trophy and make a manual save before entering the portal. A later movement-speed upgrade is no substitute for watering this particular pot.
silver · unmissable
Cast the whirlwind spell
The opening whirlwind spell unlocks this automatically.
silver
Place your first correct item
In Zone 1, pick up a tarot deck near the stairs and read its name and suit. The blue Two of Cups decks are a useful starting set. Take one to the Cups shelves in the Minor Arcana room and use the placement prompt on a free row. A correct placement awards the trophy.
If it is not accepted, check that you are at the matching suit's shelves. Keep the same named decks together rather than mixing different Cups cards. Continue with ROW-ING IN THE RIGHT DIRECTION.
silver
Complete the first correct row
In Zone 1, gather all six copies of one tarot deck, such as Two of Cups, and place them together in one row of the matching suit's shelves. Follow SHELF TAUGHT for the starting set. Check that the completed-row counter increases after the sixth correct deck.
If the row is still incomplete, inspect the names of all six decks. Sharing a suit is not enough to make them the same set. In co-op, completed rows credit both players.
gold
Unlock your first spell
Finish matching rows in Zone 1 to earn points, then open the spell menu using its on-screen prompt and spend your first available points on a spell. Confirm that its icon is unlocked. We prioritised Magnet + Sort for our co-op route.
XP and spell points are earned together in co-op but spent individually. Each player needs to make their own purchases. Continue to ARCHMAGE OF TIDY for the remaining spell checks.
silver · missable
Water the first mushroom pot
Do this in Zone 1 before its exit portal. Take the watering can from the wardrobe between the Minor and Major Arcana rooms and fill it at the fountain. Walk to the far end of the Major Arcana room. The mushroom pot stands between the two gold-trim shelf sections on the back wall.
Water the small dark mushrooms until they grow and the trophy unlocks. Put down the can and interact with the grown mushroom to collect the movement-speed upgrade. If watering does nothing, refill the can and try again.
Watering the pot awarded the trophy to both players in our co-op run. If you have already left Zone 1, return to a manual save from before the portal. Getting the speed upgrade later does not replace this pot's watering requirement.
silver
Water the first flower pot
In Zone 1, take the watering can from the wardrobe between the Minor and Major Arcana rooms. Fill it at the fountain, then use it on an ordinary flower pot until the watering task registers. The first one awards this trophy.
If nothing happens, refill the can and aim at the plant again. The mushroom is a separate task for SWIFT APPRENTICE, so water an ordinary plant as well.
silver
Use broom for the first time
In Zone 1, open the cleaning wardrobe between the Minor and Major Arcana rooms and take the broom. Approach a dirty patch on the floor and use the displayed cleaning interaction while aiming at it. The first use awards the trophy. Continue until the patch clears so it also counts toward the room's cleanup.
silver
Destroy your first spider web
In Zone 1, walk into the rear Major Arcana room and look along its blue side, near the passage back to Minor Arcana. A red key lies beside the stone pedestal holding a round bush, between the pedestal and the red-curtained window.
Take the key to the red-lock chest under the window between the Swords and Pentacles shelves in the Minor Arcana room. Open it and collect the potion inside to gain the cobweb ability.
Aim at a web and use the ability's displayed input. The first destroyed web awards the trophy. If you opened the chest but cannot clear webs, return and collect its potion. The broom clears floor dirt instead.
Target: no more than one hour here. Enter Zone 3 by about 1:30 overall.
If a chest opens but you still lack its ability, check inside for the potion. Opening the lid is not the final pickup.
Use the displayed map to find each school's shelves. On the lower floor, Alteration is grey, Necromancy brown and Illusion dark purple. Upstairs, Restoration is blue, Destruction red and Conjuration purple. Gold trim marks exotic materials, silver marks metal and bronze marks wood. Within that family, keep the same named wand together.
In co-op, assign a floor or shelf area to each player. Upgrade Magnet as its larger pulls become affordable and keep sorting while spells recharge. Completed rows count toward PERFECTIONIST for both players.
Before the portal, finish the cleaning counters, confirm the second mushroom trophy and make a manual save. Keep roughly 90 minutes available for the potion zone.
silver · missable
Water the second mushroom pot
Do this in Zone 2 before its exit portal. Fill the watering can at the fountain and go to the large desk with the blue-lock chest in front. Facing the desk, look at its right-hand end by the tall window. The mushroom pot is tucked between the desk and the wall.
Water the mushroom until it grows and the trophy unlocks, then put down the can and interact with the grown mushroom for the second movement-speed upgrade. If it does not grow, refill the can.
Watering the pot awarded the trophy to both players in our co-op run. On PS5 this trophy is for the second mushroom, so collecting every movement ability is not a substitute. If you already left the zone, load a manual save from before its portal.
Target: finish the whole game before 3:00. This is the largest zone, so get the carrying upgrade before starting the main sorting work.
Get Dash using the dog painting and purple-lock chest in ZOOMIES. Use it during travel so each player's 50 uses build while sorting.
The maps separate each floor and its Moon and Sun halves. Use those labels with the container's name, colour and shape to find its category. Finish one shelf group before moving on, checking the upper floors for loose items and cleaning tasks. Keep working while spells recharge.
Make a manual save while you can still move around the shop. Check these before triggering the final sequence:
Allow time for the ending itself before the three-hour limit for BEAT THE CLOCK. If that trophy is already earned, finish your remaining checks without rushing. If you missed an earlier mushroom, load a manual save from before that zone's exit rather than finish hoping it will count later.
gold · missable
Dash 50 times
Collect Dash in Zone 3 before the ending. You need Double Jump from Zone 2 for the elevated chest. If you missed it and can still return to a Zone 2 manual save, the blue key is beneath the bust near the lower-floor Alteration shelves, and its potion is in the blue-lock chest in front of the large desk.
The counter is individual in co-op, so each player needs their own 50 uses. If it is still locked at the final cleanup, keep dashing along an open route before starting the ending. Save first so you can return if needed.
gold · unmissable
Cast the fire spell
The ending’s fire spell unlocks this automatically.
platinum
Finish the game
Earn the other 17 trophies to unlock the platinum. Use the roadmap to complete the zone-specific tasks and the three-hour challenge in one run.
gold · missable
Unlock all spells
Use points from completed sorting rows to unlock Sort, Vision, Magnet and Guide in your spell menu. Open it with the on-screen spell-menu prompt. Check each spell's unlock state, rather than assuming that a partner's purchase unlocks it for you.
We prioritised Magnet + Sort in co-op, then spent further points on the remaining spells. A stronger Magnet also needs enough free carrying slots, so collect the capacity potions along the Roadmap.
Before the ending, check your own menu for any spell still locked. If you lack points, continue filling complete rows. If the trophy is still absent after your purchases, inspect all four spell entries and any remaining upgrade purchases before finishing. Keep a manual save so you can return to this check.
gold
Complete 100 rows
Work toward PERFECTIONIST’s 400-row target. Finish full sets instead of leaving many almost-complete rows. A partially filled shelf does not meet a completed-row requirement.
In co-op, completed rows count for both players.
gold
Complete 200 rows
Continue filling complete rows across the shop. This is the middle milestone on the way to PERFECTIONIST. I recommend finishing a shelf area before moving to another, which makes missing items easier to track.
In co-op, completed rows count for both players.
gold
Complete 400 rows
Finish 400 complete rows across the Classic run. The card zone has 78 rows, the wand zone 144 and the potion zone 200, so the milestone arrives late in potions.
Keep identical items together within their correct shelf category. The room's row counter should rise when a set is finished. If it does not, check for a mismatched name or an empty position, using the category map to narrow your search.
Rows credit both players in co-op. You can split the shelf areas and work toward the milestone together. If the trophy is still locked near the end, finish the remaining rows before triggering the final sequence.
gold · difficulty · missable
Complete the game in less than 3 hours
We earned this on our first two-player co-op playthrough, and the limit felt quite lenient. I recommend trying it during your first co-op run rather than automatically planning a separate speedrun. Divide the shop into areas and communicate about missing items.
We recommend focusing on Magnet + Sort. Co-op players earn XP and spell points at the same time but spend them individually, so you can split your upgrade focus to complement each other. If the Arcana locations are unfamiliar, an optional practice start before resetting can save time finding the right shelves during the timed run. Solo may be more demanding, so a second attempt remains a fallback.
| Zone | Time to aim for | Total elapsed |
|---|---|---|
| 1 · Cards | Around 30 minutes | Around 0:30 |
| 2 · Wands | No more than 60 minutes | By about 1:30 |
| 3 · Potions | Remaining 90 minutes | Finish before 3:00 |
Aim to enter Zone 3 at about 1:30 overall. Get the 15-item carry capacity early, following the Zone 3 Roadmap, and upgrade Magnet too. Free your carrying slots so a fully upgraded pull can gather the whole matching set. This is a major time save in the largest, most complex zone. Keep working while abilities recharge and allow a small margin to finish the ending before three hours.
Optional reported timer workaround: start a new Megamap game, quit as soon as it loads, then start a new Classic game. Observant_Force reports that this holds the timer at 00:00 through saves and reloads and still awards the trophy at the ending. This is a player report, not a tested guarantee for your game version. Check the timer before relying on it. If it advances, follow the timed route above.
gold · missable
Walk 5 kilometers
Walk a total of five kilometres. Travelling between shelves while sorting builds this naturally. If the trophy is still locked near the end, walk around the shop until it unlocks before triggering the ending.