____ ___ ___ _ __ _ ___ | __| | _|| _|| | | \ | | | _| | |_ __ | |_ | |_ | | ___ | |\\ | | __ | |_ | _|| _|| _|| _|| | / _ || | \\| | / _|| _| | | | | | |_ | |_ | || /_||| | \ || |_ | |_ |_| |_| |___||___||_||__/\||_| \_| \__||___| Alchemist Walkthrough ------------------------------------------------------------------------------ Freelance Alchemist Official Walkthrough V0.1 by Allen Henderson hello[at]atrianglemorning.com Copyright: 2010 Created September 12, 2010 Freelace Alchemist was created for E4.com located at: http://www.e4.com/game/freelance-alchemist/review.e4 ---------------------------------------------------------------------------- I. **Pointlessly Long and Detailed History and Backstory** II. **Basic Commands and Game Mechanics** III. **Potions and Effects** IV. **Tools and Crafting** V. **Frogs and Frog State** VI. **Natural Hazards** VII. **The Local Area** VIII. **The Planes** IX. **Training Walkthrough** X. **Completion Run Walkthrough** XI. **Other Achievements Walkthrough** XII. **Random Items and Potions** ------------------------------------------------------------- I. **Pointlessly Long and Detailed History and Backstory** ------------------------------------------------------------- -Ancient History- In the civilization primordial, humans and the other races lived in a world entwined with magic. Magicians were common and respected, and powerful wizards were feared. Travel to other planes of existence through magical means was spoken of as fact and depicted in art and literature. Items and creatures possessing magical properties were peppered throughout the lands. As empires grew greater and longer-lived, knowledge of magic grew to be a powerful weapon. Eventually the veil between the mortal plane and the higher planes of existence began to break down. Many legends from these days tell of a temple which was built using all the resources and intellectual capital of the greatest empire of the day. Unlike other temples, offering the gods a window to the adoration of the mortals within, this temple was created for mortals to peer into the realm of the gods. The power, or potential power, of this great temple eventually was the undoing of all civilization. Some theorize that surrounding nations were terrified of the thought of their rival head of state employing the aid of the gods, or worse yet becoming a god himself. Others postulate a pious uprising of the priest class, revolting against the blasphemy of the state. Still others whisper tales of a feud with the gods themselves, who revolted against the blasphemy of the temple, rending the world asunder, and personally sealing the temple for the rest of time. The vanishing of the trappings of civilization obscures the details of the time that followed. What is known is that great knowledge was lost, through an event known as The Rightening. Scholars, scribes and magi all lost their lives, and great libraries were burned. Unique magical and religious artifacts were destroyed. Magic portals were sealed, or simply buried or entombed. Magic was shunned from the world. Creatures thought to be other-worldly, or simply to possess magical powers, were hunted to extinction. As all forms of unnatural power were hunted, even the basic sciences fell under attack. Eventually the simpler processes of reinforcing armor, buildings, and tools fell into an unhealthy state of stagnation. This long period of time following the Rightening lacks detailed records and trustworthy accounts. It is not known how long this period lasted. It is commonly known as The Humbling. This is thought to be a nasty and brutish time for all the known races, when disease was rampant, and law and order was almost completely unknown. -The New History- Gradually old biases of the revolution against progress fell away. Cities, castles and kingdoms all slowly rose from the chaos of The Humbling. With it the trappings of technology, advanced warfare, science, the arts, and other basic elements of civilization were reborn. Magic, and also direct contact with the gods, remained lost to the world. Stories of great wizards who felled armies without weapons or warriors were thought of as mere myth. Eventually kingdoms stabilized and solidified. The differences between the races led to rivalries, especially between elf and human. As wars amongst human kingdoms waned in frequency, conflicts between human and elves increased. As elves tended to not consolidate power, they would occupy lands outlying human borders as fluid tribes with loose associations. As human kingdoms expanded, they were seen as hostile inhabitants of an uncivilized land. -The Legend of Fivetoe and the Rebirth of Alchemy- The Legend of Fivetoe purportedly takes place late in the New History, though the lack of written elvish records makes verification difficult. It is said that a human encampment deep in elf country was savagely overrun by local elves. All were killed, except for a young human named Fivetoe, whom the elves adopted. Why the elves would savage a defenseless human encampment, but raise one of the surviving young is a noted inconsistency in this story. It is said Fivetoe, originally named Tergood Landlow, learned knowledge of the herbal arts from the elves. Years later a military raid by the nearby human kingdom, Fivetoe was discovered, and taken to the local regent. After much interrogation, he was eventually persuaded to demonstrate his knowledge of the herbal arts. So amazing were these demonstrations, he was eventually brought into the audience of King Ramshead himself. It was recognized by the learned members of the king’s court that the processes demonstrated in Fivetoe’s herbal mixtures were in fact rudimentary magics. Eager to solidify both his power over the other human kingdoms as well as over the neighboring races, Ramshead championed a revival in the field of study known as alchemy. A grand university was constructed, and for the first time since the days of ancient history, a regent granted someone the title of Royal Alchemist. Ramshead’s first Royal Alchemist was Fivetoe. Some variations of this legend include the revelation that Fivetoe is King Ramshead’s long lost son. This is widely believed to be an embellishment, and there is no explanation as to the difference between the two individual’s family names if this is true. As word spread of this endeavor, various kingdoms and potential regents consolidating their power recruited alchemists. It was quite common for individuals to study alchemy on a freelance basis, hoping to either be poached as talent by a local lord, or to become powerful in their own right, as the wizards of old once were. -The Magi Race- As progress marched on, much knowledge of alchemy was rediscovered and documented. Though it produces many interesting and fantastic effects, alchemy failed to produce what was commonly thought to be the full force of magic (commonly referred to as ‘true magic’). No one demonstrated the ability to wield the forces of magic without potions and tonics, as the wizards and mages of old were celebrated for doing. Some theorized this was simply the true extent of magic, and that men and women once called ‘wizards’ simply duped the uneducated into believing they had intrinsic magical powers. Others, either through prudence or imagination, were determined to search for more powerful magics. In this dangerous period of time, known as the Magi Race, once peaceful neighboring kingdoms suddenly became rivals. Rumors of impending war, espionage, and secret magical weapons with great potential for destruction ran rampant. Many individuals in the field of alchemy jockeyed for position in various kingdoms and lands, and were often hired away by more generous offers. Alchemy, once a celebrated and open pursuit, began to become a field where secrets were kept, and disinformation was propagated. Colleagues were no longer sought for collaboration, and potential competition was sabotaged. The only suspected breakthrough into the field of true magic occurred in the second most powerful human kingdom of the time, ruled by King Finneous the Fourth. The Royal Alchemist, Farland, had great influence and resources available. He used his advantages to have his own great tower constructed, for magical research. Meanwhile he went to great lengths to stifle local study and destroy the designs of rogue alchemists. The king abided his actions, hoping to either reap the benefits of his great talent, or at least keep the great alchemist from getting poached by enemy hands. As Finneous’s Royal Alchemist advanced his studies, he became more secretive. Unexpectedly, he sent a message to the royal court, announcing that he has become a true mage, and as such is no longer beholden to the rule of the king. He stated that he is now in fact the most powerful person in the world. Exact details of the events of the following days are unclear. Most accounts include mention of a standoff between the self-proclaimed emperor-mage of the world, Farland, and King Finneous’s forces. What is known now is that during the conflict, the Royal Alchemist used his knowledge of magic to open a rift between the material world, and the Plane of Steam (once thought incorrectly to be the Plane of Fog). The effects of this were actually quite minor, but caused great alarm and panic at the time. Fog rolled out over the surrounding area, and up to the gate of the castle, and throughout the surrounding township. It is unknown whether or not this was simply used as a cover for escape from the tower, whether the alchemist escaped into the Plane of Steam through a portal, or if he thought he was executing a magical attack (and perhaps was killed in the process). Though most who have studied this event agree a portal was opened momentarily, it is thought to have closed right away. The consensus is that the alchemist never gained magical powers, but managed to overtly construct a magical anchor to a neighboring plane of existence in the tower itself. Evidence of the tower being a link between the two planes persists in seemingly magical fog which collects around the top of the tower. Consensus breaks down when discussing the persistent dangers of the tower. Some claim destroying the tower would open a permanent rift into the Plane of Steam. Others claim destroying it is the only way to completely seal the rift. They claim its continued existence allows for the opening of a new portal at any moment. Experiments at the tower failed to duplicate the opening of a portal. The tower was eventually sealed, and newly discovered records reveal the king had the keys to the tower disposed of. These records also reveal he was apparently permanently unnerved by the incident with the alchemist. This sheds light on his perplexing lack of leadership after the event. Tales of this event spread, and cast a chilling effect on the Magi Race. Heads of state both saw the potential to be unseated by their own alchemists, should another person unlock ancient secrets and turn them against their regent. But many were reluctant to purge the fruits of alchemy from their kingdoms. Alchemy was still widely regarded as a great curiosity, and many in power were reluctant to alienate untold numbers of rogue alchemists, for fear they rise up against them. Most advanced and theoretical studies in the field of alchemy were shut down, or at least conducted with the researchers on very short leashes. Overtime, the study of alchemy stagnated. Most kings maintained the tradition of seating an official Royal Alchemist, but they were commonly regarded as the more serious cousin of the Court Jester. They served only to entertain and mystify. As some might run away and join the local acting troupe, many with unfocused ambition or dreams of easy glory entered into the field of alchemy. The remnants of old universities start to thrive as for-profit ventures, training those with enough gold in just enough alchemy for them to feel they got their money’s worth. Rumors persist that these “schools” are in fact tied to the local seats of power, which covertly scan the population for individuals who possess the feared latent gift of true magic. --Local History— King Finneous the Fourth passed away, a broken and mentally ill man. He left his son, King Finneous the Fifth, untrained to be an effective leader. He eventually appoints a new Royal Alchemist to the throne, Maxtar. The politics of magic take a back seat during the reign of Finneous the Fifth, as peaceful relations with the neighboring elf habitation break down. Scouts report that while their kingdom had been distracted, elves in their backwoods had been installing a military encampment, and constructing ships of war. It’s unclear what quality of intelligence King Finneous the Fifth went to war with. Most scholars think it is ridiculous that the elves would suddenly conspire to build a naval armada and blockade the kingdom. Many suggest, though usually anonymously, it was Finneous’s inexperience that prompted him to invade the neighboring elvish lands with the flimsiest of pretense. Others suggest it was in fact a shrewd ruse, meant to distract the people from the embarrassing events at the tower. The elves were easily broken, occupied for some time, then left to their own devices. As the last contingent of human troops pulled out of their forest, the bridge crossing the river was destroyed. This was only a token gesture, as the river is shallow and easily crossable. Most contact with the once friendly elves dried up. Ill-will between the local human and elf populations persist. The king grew old and the kingdom languished under his rule. The events at the tower, left officially uninvestigated, are seen as a treasure trove of potential information. The king’s lack of any decree to destroy or cordon off the tower attracts looters and independent researchers. The kingdom loses the opportunity to retake the secrets of the tower. The kingdom gradually became the unofficial capital of cutting-edge studies in alchemy. Freelance agents from far and wide were attracted to the hub of activity that precipitated the first suspected true magical event since ancient times. The local population begins to view alchemists as celebrities, and even to some degree their own populist-born aristocracy. The local alchemist academy reaped the profits of this public interest. People paid any price to enter their academy. The arbiters of the school formed a clique that gradually became a clandestine seat of power, filling a vacuum left by an incompetent king in a powerful but disintegrating kingdom. The league of academy alchemists gained social power through posturing and Machiavellian dealings. Their superficial grasp on what was already a poorly understood science is masked by arrogance and contempt for other alchemists. The vainest and most condescending academy alchemist eventually made too many enemies, and was discharged from the school. Seeking retribution, he sabotaged the reputation of the aging Royal Alchemist, and easily tricked the guileless king into appointing him as the successor. So began the installment of Torrence, Royal Alchemist to King Finneous the Fifth. Torrence finally gained his revenge over the academy when he ordered his portrait be installed in the academy’s great hall. The academy members continued to consolidate their wealth, and eventually became the de facto nobility of the kingdom. They waged a war of public opinion against the office of the Royal Alchemist. After Torrence was appointed, the king’s health rapidly faded. Many of course suggested Torrence was secretly using his vast skill at alchemy to supplant the king, and usurp the throne. It’s unlikely this rumor began with the academy, as they would never praise Torrence’s skill in the field of alchemy. Conjecture about the true intentions of Torrence increased in vitriol as the king’s eldest son, Finneous the Sixth, vanishes. During this scandal the queen, Gretchen, who was widely considered to be a recluse, appears to also vanish. This is a difficult detail to confirm, due to her secretive nature. The plot thickens as Torrence inexplicably vanishes. A search of his personal estate revealed only a lasting monument to his vanity: a perfect scale statue of himself, correct to every detail. It was considered uncharacteristic of the Royal Alchemist to suddenly leave, with as much investment as he apparently had in his ego and his royal appointment. The academy publically stated they believed it was discovered he misappropriated his funds to create the statue of himself, and he fled rather than be arrested. Detractors of the academy suggest they are responsible for foul play, and assassinated the Royal Alchemist and hid his body. Currently the Acting Regent, Prince Roulph the First, has yet to appoint a replacement Royal Alchemist. Many academy members are jockeying for this position, and the institution seems on the brink of civil war. The younger prince, never trained for governance, seems even more unfit to rule than his ailing and short-fused father. As the academy makes its designs on political power, it is ironic that little research into the field of alchemy is conducted at their school, and the nearby relics of the last Magi lay waste to looters. Because of the concentration of self-taught and ambitiuous alchemists, secret groups form in the kingdom. These groups, with no guidance from the academy, and no policing from the throne, play an unpredictable game. Around the capital, these researchers are thought to be responsible for odd goings-on. One summer the town was quite enthralled by the apparent outbreak of strange, quick little men. Many accounts testify to the existence of very small, featureless creatures, shaped like men, scampering through the streets. Gradually the work of the local alchemists have filled the library as individuals try both to further the cause of their science, and to make names for themselves in the community. As such, the library is full of the untested word of laymen alchemists, perhaps containing jewels of information, but more likely containing recipes for disaster. There are some rumors that this group has stumbled upon a way to travel to the eternal Astral Plane through alchemistic magics. Recently intense interest has risen around this claim, as learned theorists say it would describe the peculiar phenomenon the area is now witnessing. Various portals to other planes of existence, such as the Plane of Cold and the Plane of Life, have fractured open. Repeated incursions to the Astral Plane using physical anchors have long been theorized to open temporary rifts to other, closer planes. Detractors less grounded in theory and more adept in idle speculation still blame the tower, though no rift to the Plane of Steam has been documented to have re-opened. Other still less credible theories claim that the tower has never been a magical vessel, and that the Last Magi stumbled upon a latent force from ancient days, resonating from a nearby relic whose importance has been lost to the abyss of time. These speculators say that this still unidentified anchor is responsible for most of the area’s unexplained phenomenon. As mystic groups and natural hazards began to plague the countryside, the hapless prince of the kingdom faced a revolt. Pressured to govern by an existential crisis, he dispatched unarmed guards to ward citizens away from hazardous areas. He also began monitoring the more nefarious- seeming magical orders. This is the world you enter, as you graduate from the local academy of alchemists. ------------------------------------------------------------- II. **Basic Commands and Game Mechanics** ------------------------------------------------------------- --Movement: Movement commands: NORTH SOUTH EAST WEST UP DOWN N S E W U P Sometimes a player may also ‘ENTER a PORTAL’, but can always substitute a direction to enter a portal. For instance if the portal is to the north, typing NORTH will enter the portal. --Examine Surroundings: LOOK will look around a location. One can look in a direction by typing ‘LOOK [DIRECTION]’ e.g. LOOK EAST. ‘LOOK AT [ITEM]’ or ‘EXAMINE [ITEM]’ will take a closer look at items or objects in a room; one might LOOK AT A RADISH, or EXAMINE THE COW. >>Note: In almost every case, articles (such as “a”, “an” and “the”) can be omitted in commands. So EAT A RADISH can be more easily expressed as EAT RADISH. Punctuation and capitalization are likewise ignored.<< ‘READ [ITEM]’ or just READ when in the library. So one might READ THE SIGN. --Looking at oneself and items held: Commands to look at items held: BACKPACK INVENTORY I LOOK IN SACK or EXAMINE SACK will list the contents of a sack. One needs to PICK UP A SACK before it can be examined. Likewise a player can LOOK IN A JAR. Any item held a player can ‘EXAMINE’ or ‘LOOK AT’, ‘READ’ or ‘SMELL’. For instance, SMELL A RED POTION. >>Note: Smelling is how players can identify potions, unless they have had that ability robbed from them. Then they can only drink potions and guess what they are by their effects.<< A player can EXAMINE CLOTHING, or plainly ask WHAT AM I WEARING. --Dealing with items: A player can GET ALL or DROP ALL items. Simply typing ITEMS will list the items lying in a room. >>Note: A few items cannot be picked up with bare hands, such as a flower on a cactus, or a jellyfish. Other objects might be too heavy or affixed to the room, or otherwise scenery.<< >>Note: A player has a limited number of items that they can carry. Rooms have a maximum number of items that can held but most players will not run into this problem. For interacting with a sack, PICK UP a SACK, PUT ALL IN SACK, or GET ALL FROM SACK are valid commands. >>Note: An alchemist’s sack is magical, and can hold seemingly limitless items.<< Individual items of course can be managed. GET a RED POTION, DROP CANTERBERRIES, GET GLOVES FROM SACK, and PUT SHIRT INTO SACK are examples of valid commands. >>Note: Armor is too large to be placed into a sack. It is the only “heavy” item in the game, and cannot be lifted while one is small.<< --Clothing Clothing can be worn or taken off. Sometimes certain clothing items conflict with others; for instance a crown cannot be worn with a helmet. Also armor might need to be removed before a shirt can be taken off. One can WEAR SHOES or TAKE OFF NECKLACE. >>Note: One can wear an empty sack over their head. This is probably useless.<< Clothing acts as adornment, tools of disguise, protection from the cold and sometimes a protection from general harm. Items of disguise: A DRESS, A ROBE, ARMOR, A CROWN, A NECKLACE Items of protection: SHOES, GLOVES, ARMOR, A HELMET, GLASSES, A SACK Unknown: AN AMULET Any item not made of metal, like a necklace, offers some protection against the cold. >>Note: Armor, in addition to not fitting in a sack, is considered large and heavy. If one magically shrinks, or climbs down into a steep river bed, one will have to drop any worn or carried armor.<< --Alchemy and Crafting Various potions can be made by mixing different colored potions together. For example one can simply MIX A BLUE POTION AND A YELLOW POTION. This will make two green potions. Some potions can be made with an empty bottle and the right ingredient. For example, BOTTLE CANTERBERRIES will create a blue potion by alchemizing the canterberries into an empty bottle. Some items need to be processed into a ready state. For example one might CRUSH A FROG into amphibian goo. This goo can then be bottled. >>Note: Most items (except potions) can be named in commands by just one word it they are described in more than one word. For instance, GET GOO will work the same as GET AMBPHIBIAN GOO.<< One might also need to use a tool of some sort on an item to transform it into something else. After finding a mortar and pestle one might USE MORTAR AND PESTLE ON BETTING CUBE to grind the cube into luckdust. The luckdust could then be bottled. >>Note: USE MORTAR ON CUBE will also work.<< Sometimes one can simply collect standing liquid, or even vapors, in a bottle. For instance one might PUT A BOTTLE IN THE FOUNTAIN, or BOTTLE FOG. >>Note: BOTTLE FOUNTAIN or BOTTLE WATER or BOTTLE OASIS are all quicker ways to achieve bottling standing fluids.<< --Handling Potions Potions need to always be called by their color, for example PICK UP A RED POTION. One can decide to DRINK RED POTION to consume it, or SMELL RED POTION to identify it. Drinking a potion leaves the player with an empty bottle, which can be used to make a new potion. To POUR out a potion is dangerous. The magical energy always needs to be released onto or into a vessel, so it will usually explode and affect the person pouring it out. This means one would both lose the bottle, and still suffer the effects of the potion. If one is pouring a potion directly onto an object that can accept it, the liquid will escape safely onto the vessel. For instance one might POUR A DOTTED POTION ONTO THE BUSH, since the bush can be affected by the potion of plant growth. One can also SMASH A DOTTED POTION AGAINST THE BUSH if they didn’t care about recycling the bottle. Even amateur alchemists know not to EMPTY potions, as they will simply explode and destroy the bottle. --Customers and People When one runs into a person, who may always be a potential customer, one can TALK to them. Once in a while ‘ASK ABOUT [SUBJECT]’ may give an alchemist some extra information, but if someone wants a potion they usually are direct about it. When an alchemist manages to match up a customer with a potion they want to buy, they can ‘SELL [POTION]’. SELL A GREEN POTION TO THE CUSTOMER, for example, or simply SELL GREEN POTION will also work. When at one’s shop one can WAIT FOR A CUSTOMER or after enough turns a customer might just show up. Not every possible customer will happen to come by your shop, and not every customer who wanders by can be found out in the world by the player. One can SHOO CUSTOMER or, more cruelly, MOCK CUSTOMER to make them leave the shop. They will get over the indignity, unlike acts of violence. >>Note: Mocking a customer is a way to find most people’s true name, if it is eluding you. This is mainly for the sake of trivia, as ‘PERSON’ or ‘CUSTOMER’ can always be substituted for their name.<< Leaving certain items at your shop and waiting there for a customer will help attract new customers. If you aren’t ready to deal with them, you can pick back up the item and SHOO them away. For the most part, violence against individuals in the game is only detrimental to one’s progress. If one tries to ‘HIT’ or ‘KILL’ a customer, they will usually flee, and a player will never be able to sell anything to them. Sometimes violence will result in the person fighting back. Unless one has magical protection, fighting a castle guard will result in death. Even with protection, if one’s actions are too egregious, the law will manage to capture them, and put them to death. For instance, attacking the prince in the castle will get an alchemist arrested and executed. One can EXAMINE PERSON to get a better look at them, WOO PERSON if they are feeling amorous and with magical telepathy one can TALK to them to gain some more insight into their thoughts. --Urination After drinking enough liquid, a player may need to URINATE (or pee). Being civil, an alchemist needs to be alone to do this, and must politely pee into a bottle. One’s trousers and any other clothing that’s in the way must be removed first. Thirst can reduce the need to urinate. --Eating An alchemist gains nutrients through potions, so it’s hard for them to starve to death. A player shouldn’t need to eat, unless suffering from Magical Hunger. Eating items is usually a bad idea, as most edible items are potential ingredients for potions. Some items, like wild mushrooms and desert fungi, confer the same effects of their respective potions when eaten. So if a player needs to hallucinate, and they possess desert fungi, they don’t need to BOTTLE THE FUNGI then DRINK A TAN POTION. They could simply just EAT THE FUNGI. --Hints Help and Achievements At any time HELP will bring up general help, ‘HELP [SUBJECT]’ might offer insight into a problem you have, and HINT will give hints, though always expect a hint to be a potential spoiler. ACHIEVEMENTS will show your achievements. --Retiring Unless one manages to ascend to godhood, the only way out of this game is dying or RETIRING. One may also QUIT to get the same effect. )))Severe Spoilers Follow((( ------------------------------------------------------------- III. **Potions and Effects** ------------------------------------------------------------- #Mostly Constructive Potions# >Ebony potions >>Potions of Dispelling >>>Recipes: >>>Muddy + Evergreen (mix potions) >>>Silver + Emerald (mix potions) >>>Newteye (bottle ingredient) >>>Batfeather (bottle ingredient) >>>Magidust (bottle ingredient) Ebony potions are one of the most important potions in the game. They will reset almost any malady or affection, whether good or bad. Effects not undone: Amnesia, Sex change, Advanced Age, Expelled Homunculus, Transcendence, Omniscience *Not prevented by resisting magic >Striped potions >>Potions of Diagnosis >>>Recipes: >>>Yellow + Black (mix potions) Striped potions allow one to momentarily view their various affectations, such as ‘magical hunger’ or ‘retaining water’. This happens the moment the potion is consumed. *Not prevented by resisting magic >Black potions >>Potions of Resist Magic >>>Recipes: >>>A Spleen (bottle ingredient) >>>Ichor (bottle ingredient) Black potions can be useful for preventing a careless alchemist from magical effects, though it can also prevent taking on certain desired effects. Drinking a black potion confers magic resistance. It will not reverse any harmful effects, and it may prevent magical cures from taking hold. A skilled alchemist will save black potions to alchemize with. As a last resource they might be quaffed if there is no other way to empty harmful potions other than drinking, and one really needs the bottles. Because of the peculiar magic repelling properties these potions are very difficult to make. *Resisting magic can be removed by dispelling >Cyan potions >>Potions of Life Elixir >>>Recipes: >>>Silver + Blue (mix potions) >>>Silver + Speckled (mix potions) >>>A Mandrake Root (bottle ingredient) Cyan potions are magical tonics with powerful, but vague, restorative properties. If one has a dire condition, drinking a cyan potion may be a last recourse before succumbing to death. Otherwise, there potions are much more valuable as components for more valuable potions. Effects reversed by cyan potions: Sickness (of the liver), Many Spiders, Magical Profanity, Frog State, Blindness, Hallucinating, Ignoring Important Symptoms. Effects temporarily forestalled by cyan potions: Hypothermia, internal damage from sneezing too much, full bladder, thirst, turning to stone, shrinking, donkey curse, magical hunger. Note that these conditions are only temporarily reset, and the underlying affliction isn’t cured. *Partially blocked by resisting magic >Emerald potions >>Potions of Frog >>>Recipes: >>>Yellow + Cyan (mix potions) >>>Fleshy + Violet (mix potions) >>>Speckled + Blue (mix potions) >>>A Frogegg (bottle ingredient) Drinking a potion of frog will turn someone into a frog. This can be a hard condition to reverse. A frog can only carry two items, and will have to drop any armor held. A frog is limited in other ways, for instance in attacking people or objects. A wizened alchemist will learn that being able to turn into a frog can offer a huge strategic advantage. In addition to being able to breathe indefinitely underwater, a frog can fit through small holes. Sometimes even the most experiences alchemist learns only too late frogs are very susceptible to the cold, however. Two side effects of turning into a frog are having sickness of the liver cured, and the donkey curse dispelled. Due to the magical nature of this curse, most articles of clothing are reformed into the new frog body. They will reappear when and if the condition is reverse. The notable exceptions to this peculiar effect are armor, and a sack (only if a playful alchemist has put the sack on his or her head). Cyan, ebony and copper potions all reverse the frog state. *Blocked by resisting magic >Tartan potions >>Potion of Inhibit Lycanthropic Outbreak >>>Recipes: >>>Talc + Blue (mix potions) >>>A Garlic Clove (bottle ingredient) Drinking this potion will help suppress lycanthropy (were-animalism) in the subject. This will not reverse being cursed (with donkey traits) as that is a different magical affliction. *Blocked by resisting magic >Silver potions >>Potion of Healing >>>Recipes: >>>Dotted + Tartan (mix potions) >>>Magnidust (bottle ingredient) This is a non-magical tonic that will cure a variety of physical afflictions. Retaining Water, Urination, Sickness (of the liver), Hallucinating, Sneezing, and Profanity are all cured by silver potions. Hypothermia is also temporarily cured. It is interesting that Profanity is cured by a physical tonic, suggesting that the affliction is primarily non-magical in nature. *Not blocked by resisting magic >Argon potions >>Potion of Change Hair Colour >>>Recipes: >>>Cyan + Green (mix potions) This rare potion seems to only have a superficial effect. One’s body and head hair become argon when one is under its effects. This potion becomes more of a curiosity in that a second dose will revert one’s hair back to its original color. *Not blocked by resisting magic >Olive potions >>Potion of Liver Transplant >>>Recipes: >>>Emerald + Evergreen (mix potions) >>>A Liver (bottle ingredient) Drinking this potion will cure sickness of the liver. Though its effects are specifically limited, it is a useful base in creating more powerful potions. *Not blocked by resisting magic >Dotted potions >>Potion of Plant Growth >>>Recipes: >>>Tan + Talc (mix potions) >>>A Seed (bottle ingredient) Drinking this potion has no substantial effect (other than creating a lump of indigestible fibrous material in the imbiber’s stomach). When poured or smashed against certain plants, it can accelerate their growth. Sometimes it can take a while for the effects of this to become apparent. *Not blocked by resisting magic >Purple potions >>Potion of Retain Water >>>Recipes: >>>Psychedelic + Violet (mix potions) >>>A Flower (bottle ingredient) The rare desert cactus bloom seems to offer convenient protection from the elements when bottled. A purple potion can be made from this bloom, and when consumed, will cause the drinker to retain water, and stave of thirst when exposed to the heat of the desert. Since the ill-effects of this potion are not immediately apparent, it can prove to be quite deadly to the unprepared and uneducated. As the afflicted continues to drink liquid, it will build up in their body, and eventually kill them if the condition is not cured. This potion will also cure Urination, without conferring Retain Water. *Partially blocked by resisting magic >Eggshell potions >>Potion of Curing Most Illnesses >>>Recipes: Talc + Grey (mix potions) >>>Recipes: Clear + Silver (mix potions) This potion cures a handful of illness, most notably, Blindness and Retaining Water. It will also cure Sometimes Having a Bad Back, Sickness (of the liver), and Many Spiders. *Not blocked by magic resistance >Grey potions >>Potion of Curing Some Illnesses and of Causing Other Illnesses >>> Recipes: >>> Clear + Eggshell (mix potions) >>> Silver + Evergreen (mix potions) >>> Wild Mushrooms (bottle ingredient) Grey potions cure Retaining Water, Urination, and Sneezing. The potion, however, also damages the drinker’s liver, a condition which eventually becomes fatal. A player can VOMIT shortly after drinking a grey potion to prevent being poisoned. *Blocked by magic resistance >Jade potions >>Potion of Stone to Flesh >>>Recipes: >>>Olive + Emerald (mix potions) >>>A Snowheart (bottle ingredients) Jade potions will reverse the process of petrification. It obviously must be consumed before the player turns completely to stone. It could also be used to revive someone who has been petrified. For example, POUR JADE POTION ONTO STATUE. This is considered a fairly valuable potion. *Blocked by magic resistance >Polyester potions >>Potion of Detect Royalty >>>Recipes: >>>Striped + Cyan (mix potions) >>>Deepdust (bottle ingredients) Polyester potions allow the drinker to magically detect being in proximity to royalty. While not obviously useful, the right buyer might know what to do with it. This is considered a fairly valuable and quite rare potion. *Blocked my magic resistance >Teal potions >>Potion of Change Gender >>>Recipes: >>>Cyan + Navy (mix potions) >>>Ambigudust (bottle ingredients) This potion will change the gender of the drinker. This is considered a fairly valuable potion. *Not blocked by magic resistance >Caramel potions >>Potion of Ironskin >>>Recipes: >>>Psychedelic + Cyan (mix potions) >>>Red + Sludgy (mix potions) >>>Red + Psychedelic (mix potions) >>>Statueskin (bottle ingredients) This is a powerful potion, turning the drinker’s skin into living armor. While one is still susceptible to other injuries, such as drowning, the elements, hanging, and falling from a great height, it means most weapons won’t have an effect on the person. So while under these effects an alchemist could ATTACK THE GUARD outside the prince’s chamber, and be safe from his retaliation. One could even HUG A CACTUS, or PUNCH A CAMEL. This is considered a valuable potion. *Blocked my magic resistance >Kelp potions >>Potion of Underwater Breathing >>>Recipes: >>>Black + Emerald (mix potions) >>>Evergreen + Blue (mix potions) >>>A Seaweed Strand (bottle ingredient) This potion grants the drinker the ability to breathe underwater. This is considered a valuable potion. *Not blocked by magic resistance >Ivory potions >>Potion of Playing the Piano Rather Well >>>Recipes: >>>Boiling + Dotted (mix potions) >>>A Whalebone (bottle ingredient) Like a potion of Detect Royalty, this potion at first seems to be of little value. It confers the ability to play the piano rather well. The right customer would value this rare potion. This is considered a rare potion. *Blocked by magic resistance >Mossy potions >>Potion of Urination >>>Recipes: >>>Lichen (bottle ingredient) This potion will either cause the drinker to create a large amount of urine, or cure the effects of Retaining Water. *Not blocked by magic resistance >Spearmint potions >>Potion of Accuracy >>>Recipes: >>>Maroon + Navy (mix ingredients) >>>Venom (bottle ingredient) This potion grants a certain clarity of mind, curing the reality- obscuring effects of Doubt, Hyperbole, Undeserved Sense of Self-Worth, and Ignoring Important Symptoms. This potion has other benefits that are hard to specify. The right customer might have a use for its effects. This is considered a fairly valuable potion. *Not blocked by magic resistance >Greasy potions >>Potion of Many Tongues >>>Recipes: >>>Grey + Sparkling (mix potions) >>>A Tongue (bottle ingredients) This potion grants the drinker the ability to understand almost any language. Notably, one can read a foreign book, or the newspaper of an angel while under this effect (and while not Illiterate). This is considered a valuable potion. *Not blocked by magic resistance >Asparagus potions >>Potion of Good Luck >>>Recipes: >>>Black + Green (mix potions) >>>Luckdust (bottle ingredient) This potion grants the drinker nebulous and ill-defined benefits defined only as “good luck”. Are the effects real, or just the result of random chance? It is hard to verify its effects. Good Luck alters the items that show up at the junk pile. When under the negative effects of an affliction that strike randomly, they will strike less often when one is lucky. *Blocked by magic resistance >Infrared potions >>Potion of Infravision >>>Recipes: >>>Barium + Sterling (mix potions) >>>Sterling + Gooey (mix potions) >>>Kaleidoscope + Sterling (mix potions) The drinker of this potion is granted the ability to see in the dark. This potion will not cure blindness. It will also reveal the secret passage in Torrence’s estate. *Not blocked by magic resistance >Gooey potions >>Potion of True Sight >>>Recipes: >>>An Eye (bottle ingredient) >>>A Snoweye (bottle ingredient) This potion will cure blindness and hallucination. *Not blocked by magic resistance >Copper potions >>Potion of Anthropomorphism >>>Recipes: >>>Cyan + Red (mix potions) >>>Bronze + Golden (mix potions) >>>Bronze + Silver (mix potions) >>>Golden + Silver (mix potions) >>>Emerald + Creamy (mix potions) This potion will restore someone to human shape. It cures frog curse. *Not blocked by magic resistance >Spongy potions >>Potion of Telepathy >>>Recipes: >>>A Brain (bottle ingredients) This potion will grant the ability to read thoughts and emotion of people. A player is likely to only make this potion by random in the magic fountain. This is considered a valuable and very rare potion. *Blocked by magic resistance >Creamy potions >>Potion of Stop Shrinking >>>Recipes: >>>Black + Sticky (mix potions) This potion will stop, but not reverse, the process of shrinking. *Not blocked by magic resistance >Peachy potions >>Potions of Forewarning >>>Recipes: >>>An ear (bottle ingredient) This potion, when consumed, grants Forewarning. This can alert one to nearby hazards, and sometimes of dangerous potions. A new player can find this potion right away in Torrence’s hidden basement. Drinking it can offer some help in the game for inexperienced players. This is considered a valuable potion. *Blocked by magic resistance >Licorice potions >>Potions of Making Dogs Look in your General Direction >>>Recipes: >>>Ebony + Rosewood (mix potions) One must expect when random combinations of magical effects are at play, a concoction of dubious usefulness will be created. This potion appears to only make canines in the area notice you. *Blocked by magic resistance >Electric potions >>Potions of Homunculus Expulsion >>>Recipes: >>>Purple + Talc (mix potions) >>>Theodust (bottle ingredient) A combination of simple magical elements yields a mysterious consequence: the expulsion of one’s own homunculus. Once freed, the homunculus almost immediately scampers to safety. A quick individual with a jar could conceivably capture one’s own homunculus. This is considered a valuable and rare potion. *Blocked by magic resistance >Slime potions >>Potions of Insubstantiation >>>Recipes: >>>Jade + Emerald (mix potions) >>>Exidust (bottle ingredient) The full magical potential of insubstantiation is unknown. While under the effects of transcendence, the result is corporeal dissolution. What this means for the imbiber is a mystery. If one’s homunculus has been trapped and placed in a familiar location, a remarkable thing happens. The homunculus acts as an anchor to the material plane, allowing the drinker to enter the astral plane. There is fevered speculation as to what happens when a second potion of insubstantiation is consumed while the drinker is on the astral plane. This is considered a very valuable and rare potion. *Blocked by magic resistance >Kaleidoscope potions >>Potion of Gain Ability >>>Recipes: >>>Striped + Polyester (mix potions) This powerful concoction grants new abilities to the consumer. Unless the drinker has previously been afflicted with amnesia, they will be granted with the ability to know their own status at any moment (by typing STATUS). If afflicted with amnesia, this will recover the ability to identify potions by smelling them (and is the only known way of doing so, short of acquiring Omniscience). This is considered a valuable potion. *Blocked by magic resistance #Mostly Destructive Potions# >Saffron potions >>Potion of Imbalance >>>Recipes: >>>Talc + Yellow (mix potions) >>>Muddy + Evergreen (mix potions) The effects of this potion are seemingly little more than a nuisance. Once in a while a turn is wasted as the affected individual loses their balance and falls over. When near a precipice, the effects of imbalance cease to be trivial and can suddenly become fatal. It can also topple a dizzy alchemist into a nearby pool of water. *Blocked by magic resistance >Sterling potions >>Potions of Blindness >>>Recipes: >>>Black + Blue (mix potions) This potion causes blindness. It can block some of the effects of hallucination. It is a useful potion in alchemy as a base for creating potions of amnesia. *Blocked by magic resistance >Sparkling potions >>Potions of Profanity >>>Recipes: >>>Talc + Speckled (mix potions) This potion afflicts the imbiber with profane thoughts, which overflow into their spoken words. *Blocked by magic resistance >Mucky potions >>Potions of Consequence >>>Recipes: >>>Slime + Evergreen (mix potions) The effects of this potion seem to transcend the physical world. Perhaps gaining one the scrutiny of the gods, the effects of this potion cause one’s negative actions to be punished. It’s unwise to consume this potion after having committed violent acts, or if one is planning on committing violence. *Blocked by magic resistance >Muddy potions >>Potion of Loss of Inhibition >>>Recipes: >>>Evergreen + Navy (mix potions) >>>Mucky + Clear (mix potions) >>>Bugpaste (bottle ingredients) Is this potion magical in nature, or is it simply intoxicating? Either way, it results in a loss of inhibition. Some effects of this can be favorable, for instance if the need to urinate is an emergency. Mostly one’s own inhibitions serve to protect them, and as such this should be viewed as the removable of an important safety net. *Not blocked by magic resistance >Tan potions >>Potions of Hallucination >>>Recipes: >>>Muddy + Saffron (mix potions) >>>Muddy + Sterling (mix potions) >>>Muddy + Sparkling (mix potions) >>>Muddy + Tan (mix potions) >>>Muddy + Boiling (mix potions) >>>Desert Fungi (bottle ingredients) Drinking this causes hallucinations. It can be cured with dispelling, a gooey potion, or a cyan potion. Some say it offers a view into a higher plane of existence, and mortal minds simply cannot handle what is presented to them. *Not blocked by magic resistance >Boiling potions >>Potions of Amnesia >>>Grey + Argon (mix potions) >>>Grey + Navy (mix potions) >>>Grey + Greasy (mix potions) >>>Grey + Sludgy (mix potions) >>>Grey + Gooey (mix potions) >>>Grey + Fuzzy (mix potions) >>>Grey + Sterling (mix potions) >>>Sterling + Polyester (mix potions) >>>Sterling + Tan (mix potions) >>>Sterling + Argon (mix potions) >>>Sterling + Navy (mix potions) >>>Sterling + Spearmint (mix potions) >>>Sterling + Livery (mix potions) >>>Dulldust (bottle ingredients) Amnesia is a destructive affliction, that may not be possible to ever completely reverse. In addition to forgetting details of one’s life, one will forget how to identify potions, and how to divine one’s status (if they had that ability). *Blocked by magic resistance >Speckled potions >>Potions of Minor Curse >>>Red + Dirty (mix potions) >>>Amphibian Goo (bottle ingredients) This potion curses the drinker with antlers. This curse stacks with frog state, and Donkey Curse. *Blocked by magic resistance >Evergreen potions >>Potion of Hyperbole >>>Recipes: >>>Navy + Yellow (mix potions) >>>A Lizardeye (bottle ingredients) >>>Lizardpaste (bottle ingredients) >>>A Lizardtail (bottle ingredients) This potion distorts reality for the drinker. Effects range from amusing to annoying to potentially dangerous, as one’s ability to identify potions is distorted. This potion will cancel the effects of Doubt. *Not blocked by magic resistance >Navy potions >>Potions of Doubt >>>Recipes: >>>Cyan + Black (mix potions) >>>Spearmint + Maroon (mix potions) This potion afflicts the drinker with nagging doubt. Drinking a potion of doubt will also cancel the effects of Undeserved Sense of Self-Worth and Hyperbole. *Not blocked by magic resistance >Psychedelic potions >>Potion of Petrification >>>Recipes: >>>Purple + Black (mix potions) This potion will slowly turn someone to stone. *Blocked by magic resistance >Talc potions >>Potion of Sneezing >>>Recipes >>>Flour (bottle ingredient) >>>Bonedust (bottle ingredient) This potion will cause the drinker to sneeze uncontrollably. Given enough time one could sneeze oneself to death. This potion is an important alchemistic base for some rare potions. This is considered a fairly rare potion. *Not blocked by magic resistance >Maroon potions >>Potions of Undeserved Sense of Self-Worth >>>Recipes: >>>Purple + Striped (mix potions) >>>Silver + Muddy (mix potions) >>>A Heart (bottle ingredients) Other than giving the drinker a giant ego, it is not immediately apparent the other effects of this potion. This potion will also cure Doubt without passing along any other effects. *Blocked by magic resistance >Lime potions >>Potion of Sometimes Having a Bad Back >>>Recipes: >>>Grey + Green (mix potions) Similar to the effects of Imbalance, Sometimes Having a Bad Back seems to randomly inconvenience the affected. While usually only an annoyance, in critical moments it can mean the difference between life and death. *Not blocked by magic resistance >Brown potions >>Potion of Hunger >>>Recipes: >>>Clear + Sticky (mix potions) >>>A Stomach (bottle ingredient) The side-effect of this potion is a dangerous affliction that manifests itself as a state of perpetual hunger. Eating items will abate the hunger, but not cure the condition. *Not blocked by magic resistance >Sticky potions >>Potion of Shrinking >>>Recipes: >>>Blue + Emerald >>>Batsilk (bottle ingredient) This potion afflicts the drinker with magical shrinking. Unless the process of shrinking is halted or cured, the afflicted will eventually shrink to nothingness. Similar to becoming a frog, the affected will not be able to carry heavy armor, and as they reduce in size, the number of items they can carry will shrink along with them. A potential benefit of shrinking is being able to fit through small holes. As with frog state, the magic of this curse affects most of one’s clothing, except for worn armor. While a helmet may shrink to fit one’s head, this doesn’t mean it will have the same power to protect from falling objects. The effects of this potion stack with frog state. A shrunken frog will only be able to lift one item. *Blocked by magic resistance >Bronze potions >>Potion of Bad Luck >>>Recipes: >>>Sterling + Yellow (mix potions) >>>Bile (bottle ingredient) >>>Spiderjam (bottle ingredient) Potions of Bad Luck, similar to potions of Good Luck, have effects that are hard to confirm. Is one’s bad luck because of the potion, or simply due to random chance? Having Bad Luck while also Having a Bad Back or suffering from Imbalance can compound the situation. It can also randomly cause potions to explode when alchemized. This can be very dangerous. Potions made in a magical fountain tend to be harmful when made under the effects of Bad Luck. Items found in the junkyard will also tend to be mostly useless. *Blocked by magic resistance >Livery potions >>Potion of Curse >>>Recipes: >>>Speckled + Emerald (mix potions) >>>Speckled + Evergreen (mix potions) >>>Speckled + Muddy (mix potions) >>>Gibs (bottle ingredients) This potion gradually curses the drinker with certain physical attributes of a donkey. This can dispel any extra charisma. Many alchemists find the full brunt of this condition to be useful, as a head covered in thick fur helps protect one from the cold. It is interesting that this condition is thwarted by frog state, though Minor Curse is not. *Blocked by magic resistance and frog state >Indigo potions >>Potion of Paralysis >>>Recipes >>>Blue + Purple (mix potions) >>>Mucus (bottle ingredient) Drinking this potion paralyzes the drinker for a certain period of time. There are no known positive effects. *Blocked by magic resistance >Sludgy potion >>Potion of Balding >>>Recipes: >>>Grey + Speckled (mix potions) >>>A Bategg (bottle ingredient) This potion will make the hair fall off of the drinker’s head. Nothing will happen if already bald when drinking it. A notable side-effect is that one can acquire a certain amount of hair when drinking this potion while female. The utility of this is up for debate. *Not blocked by magic resistance >Marigold potions >>Potion of Weakness >>>Recipes: This dangerous potion cannot be blocked by magical resistance, and drains the affected of the ability to lift a maximum number of items. Dispelling, and changing form then changing back to human form, can reset one’s strength to normal. *Not blocked by magic resistance >Bubbly potions >>Potion of Illiteracy >>>Recipes: >>>Sterling + Boiling (mix potions This potion robs the drinker of the ability to read and write. There is no known benefit to this condition. *Blocked by magic resistance #Watery and Basic Elemental Potions# >Violet potions >>Potion of Jellyfish Juice >>>Recipes: >>>Blue + Red (mix potions) >>>Clear + Spongy (mix potions) >>>Red + Fruity (mix potions) >>>Red + Pink (mix potions) >>>A Jellyfish (bottle ingredient) There is no effect to drinking this potion. >Pink potions >>Potion of Diet Jellyfish Juice >>>Recipes: >>>Violet + Sandy (mix potions) >>>Violet + Golden (mix potions) >>>Violet + Milky (mix potions) >>>Violet + Pink (mix potions) >>>Violet + Foggy (mix potions) >>>Violet + Clear (mix potions) >>>Violet + Pure (mix potions) >>>Violet + Steamy (mix potions) >>>Violet + Fruity (mix potions) >>>Violet + Dirty (mix potions) >>>Violet + Snowy (mix potions) >>>Red + Pure (mix potions) >>>Red + Steamy (mix potions) >>>Red + Fleshy (mix potions) >>>Red + Sandy (mix potions) >>>Red + Foggy (mix potions) >>>Red + Violet (mix potions) >>>Red + Milky (mix potions) >>>Red + Snowy (mix potions) There is no effect to drinking this trendy beverage. >Golden potions >>Potion of Urine >>>Recipes: >>>Urinate (bottle ingredient) There is no effect to drinking this potion. >Sandy potions >>Potion of Desert Water >>>Recipes >>>Oasis Water (bottle ingredient) There is no effect to drinking this potion. >Red potions >>Potion of Red Food Colouring >>>Recipes: >>>Rosewood + Red (mix potions) >>>A Radish (bottle ingredient) There is no effect to drinking this potion. This is considered a rare base, and is useful in making a caramel potion. >Yellow potions >>Potion of Yellow Food Colouring >>>Recipes: >>>Widowberries (bottle ingredient) There is no effect to drinking this potion. This common potion is considered to be a useful base for creating many potions. >Blue potions >>Potion of Blue Food Colouring >>>Recipes: >>>Clear + Tartan (mix potions) >>>Clear + Argon (mix potion) >>>Canterberries (bottle ingredients) There is no effect to drinking this potion. This common potion is considered to be a useful base for creating many potions. >Green potions >>Potion of Green Food Colouring >>>Recipes: >>>Yellow + Blue (mix potions) There is no effect to drinking this potion. This common potion is considered to be a useful base for creating many potions. >Rosewood potions >>Potion of Imitation Crab >>>Recipes: >>>Red + Black (mix potions) There is no effect to drinking this potion. >Milky potions >>Potion of Werecow Milk >>>Recipes: >>>Werecow Milk (bottle ingredient) There is no effect to drinking this potion. Though sought after by witches and warlocks, a milky potion only appears to be useful as a diluting agent in alchemy. >Foggy potions >>Potion of Fog >>>Recipes: >>>Fog (bottle ingredient) There is no effect to drinking this potion. >Oily potions >>Potion of Lubrication >>>Recipes: >>>Ashes (bottle ingredient) There is no effect to drinking this potion. It could be poured onto something that needed lubrication. >Clear potions >>Inert Potion >>>Recipes: >>>Golden + Sandy (mix potions) >>>Golden + Milky (mix potions) >>>Golden + Pink (mix potions) >>>Golden + Foggy (mix potions) >>>Golden + Sandy (mix potions) >>>Sandy + Milky (mix potions) >>>Sandy + Pink (mix potions) >>>Sandy + Foggy (mix potions) >>>Foggy + Milky (mix potions) >>>Foggy + Pink (mix potions) >>>Milky + Pink (mix potions) >>>Clear + Pink (mix potions) >>>Clear + Milky (mix potions) >>>Golden + Clear (mix potions) >>>Clear + Foggy (mix potions) >>>Clear + Sandy (mix potions) >>>Pure + Sandy (mix potions) >>>Pure + Golden (mix potions) >>>Pure + Milky (mix potions) >>>Pure + Foggy (mix potions) >>>Pure + Pink (mix potions) >>>Pure + Steamy (mix potions) >>>Pure + Fruity (mix potions) >>>Steamy + Sandy (mix potions) >>>Steamy + Golden (mix potions) >>>Steamy + Milky (mix potions) >>>Steamy + Foggy (mix potions) >>>Steamy + Pink (mix potions) >>>Steamy + Fruity (mix potions) >>>Fruity + Sandy (mix potions) >>>Fruity + Golden (mix potions) >>>Fruity + Milky (mix potions) >>>Fruity + Foggy (mix potions) >>>Fruity + Pink (mix potions) >>>Dirty + Sandy (mix potions) >>>Dirty + Golden (mix potions) >>>Dirty + Foggy (mix potions) >>>Dirty + Milky (mix potions) >>>Dirty + Pink (mix potions) >>>Dirty + Pure (mix potions) >>>Dirty + Steamy (mix potions) >>>Dirty + Fruity (mix potions) >>>Snowy + Sandy (mix potions) >>>Snowy + Golden (mix potions) >>>Snowy + Milky (mix potions) >>>Snowy + Foggy (mix potions) >>>Snowy + Pink (mix potions) >>>Snowy + Pure (mix potions) >>>Snowy + Steamy (mix potions) >>>Snowy + Fruity (mix potions) There is no effect to drinking this potion. In alchemy, inert potions can be used to break down some potions into one of their constituent elements. Most notably, this potion will break down a plutonium potion into two barium potions. >Steamy potions >>Potions of Steam >>>Recipes: >>>Steam (bottle ingredient) Drinking this potion can reverse in part some of the effects of hypothermia. >Snowy potions >>Potion of Snow >>>Recipes: >>>Snow (bottle ingredient) Drinking this potion will compound the effects of hypothermia. >Fleshy potions >>Potion of Newt >>>Recipes: >>>Clear + Peachy (mix potions) >>>Red + Golden (mix potions) >>>Newtpaste (bottle ingredient) There is no effect to drinking this delicious beverage. >Fruity potions >>Potion of Diet Newt >>>Recipes: >>>Pure + Fleshy (mix potions) >>>Steamy + Fleshy (mix potions) >>>Fleshy + Sandy (mix potions) >>>Fleshy + Golden (mix potions) >>>Fleshy + Milky (mix potions) >>>Fleshy + Foggy (mix potions) >>>Fleshy + Pink (mix potions) >>>Fleshy + Fruity (mix potions) >>>Red + Yellow (mix potions) >>>Fleshy + Dirty (mix potions) >>>Fleshy + Snowy (mix potions) There is no effect to drinking this gross beverage. >Dirty potions >>Potion of Dirty Water >>>Recipes: >>>Psychedelic + Clear (mix potions) >>>Dust (bottle ingredient) >>>Muddy Water (bottle ingredient) There is no effect to drinking this potion. #Elemental Potions# >Pure potions >>Potion of Distilled Water >>>Recipes: >>>Pure Water (bottle ingredient) There is no effect to drinking this potion. >Shining potions >>Potion of Dark Matter >>>Recipes: >>>Stardust (bottle ingredient) There is no effect to drinking this potion. >Molten potions >>Potion of Fire >>>Recipes: >>>Volcano Herbs (bottle ingredient) Drinking this potion will temporarily reset hypothermia, but also increase thirst. >Frosty potions >>Potion of Ice >>>Recipes: >>>A Hailstone (bottle ingredient) Drinking this potion will increase hypothermia, even if the drinker is not in a cold climate. >Fluxuating potions >>Potion of Elemental Energy >>>Recipes: >>>Shining + Molten (mix potions) >>>Shining + Pure (mix potions) >>>Shining + Frosty (mix potions) >>>Molten + Pure (mix potions) >>>Molten + Frosty (mix potions) >>>Pure + Frosty (mix potions) There is no effect to drinking this potion. >Aerial potions >>Ethereal Potion >>>Recipes: >>>Ether (bottle ingredient) Drinking this potion will age the drinker considerably, whether or not they are Ageless. *Not blocked by magic resistance #Unique Potions# >Layered potions >>Potion of Agelessness >>>Recipes: >>>Petrified Wood (bottle ingredients) Drinking this potion will confer the status of Ageless onto the drinker. While aging to death is rarely a concern, it will block the rapid aging effects suffered while on the Astral Plane. Being Ageless will not block the effects dealt from accidentally drinking an aerial potion. *Blocked by magic resistance >Fuzzy potion >>Potion of Ignore Important Symptoms >>>Recipes: >>>Domesticated Berry (bottle ingredient) This potion confers the dangerous status of Ignoring Important Symptoms. This could be helpful for someone tiring of knowing whether or not their bladder is full, but is on the whole quite a dangerous affliction to have. *Not blocked by magic resistance >Pulsing potion >>Potion of White Hole >>>Recipes: >>>Wraith Plasma (bottle ingredient) This potion contains a dangerous amount of energy. If consumed this potion will violently explode from within the drinker. It is best put to use as an ingredient for an even rarer potion. If an alchemist could find a naïve person to buy and drink this potion, they might end up with a windfall of organs which could be alchemized. *Blocked by magic resistance >Inky potions >>Potion of Strong Poison >>>Recipes: >>>A Death Blossom (bottle ingredient) Made from a poison so rare and powerful, this potion is legendary for its ability to fall creatures of myth. As such one can expect it will easily kill a mere mortal. Legend has it the death blossom from which this potion can be made blooms only once every thousand years in the desert. *Not blocked by magic resistance >Iridescent potions >>Potion of Charisma >>>Recipes: >>>Nacre (bottle ingredient) A rare and magically imbued shell is rumored to exist only deep underground and underwater, below desert oases. When bottled, it is supposed to confer sparkling charisma on the drinker. Perhaps this quality could help even a talented salesperson with the most difficult or erudite of customers. *Blocked by magic resistance >Compound potions >>Potion of Many Spiders >>>Recipes: >>>Spiderberries (bottle ingredient) The terrible and fascinating properties of this potion seem to have no benefit. Being able to open one’s mouth and pour out a stream of spiders, while fun and interesting at galas, quickly becomes a nuisance in everyday life. As it is with most potions with interesting but useless properties, they tend to be useful in alchemy for creating potions of great power. *Not blocked by magic resistance >Barium potions >>Potion of Emit Radiation >>>Recipes: >>>Clear + Plutonium (mix potions) >>>A Dense Lump (bottle ingredient) Drinking this potion confers the status of Emitting Radiation. This damages almost all living things around the affected, though it takes some time. Combining this potion with a fluxuating potion will yield two, extremely rare, plutonium potions. If one happens to have two customers, each wanting a barium and plutonium potion respectively, it’s important to know how to reduce a plutonium potion back into barium potions. *Not blocked by magic resistance >Plutonium potions >>Potion of Anachronism >>>Recipes: >>>Barium + Fluxuating (mix potions) This strange potion is extremely rare. Though theoretically this potion contains a volatile amount of magical energy, it has not been observed to be destructive. The full effects of releasing the energy from this potion have never been accurately confirmed. It somehow seems to disperse its energy over a wide area. Some who study this phenomenon suggest the energy is released over the whole of the known world. There is no known way to reverse the effects of Anachronism once released. These effects, however, do not appear to be harmful. *Not blocked by magic resistance >Leopard potions >>Potion of Abiogenesis >>>Recipes: >>>Pulsing + Compound (mix potions) Leopard potions compete in the horserace for the title of most rare potion in the pantheon of unique potions. Thought to be related to potions of Plant Growth, these rare concoctions share some similar properties. When consumed, they seem to cause no noticeable effect. When broken open or poured out, however, a stream of creatures burst forth. *Not blocked by magic resistance >Scaly potions >>Potion of Invisibility >>>Recipes: >>>Fuzzy + Barium (mix potions) The rediscovery of this potion would lend renewed credibility to the field of alchemy. Since the days of the Rightening, most recipes in alchemy that yield magical potions of great utility have been lost. Invisibility is a magic so long absent from the world it is commonly thought of as an impossibility. So lost is knowledge of these proper magics that proper application of this potion is not known. Drinking the potion only appears to coat the drinker’s stomach with a faint shield of invisibility. *Blocked by magic resistance only if consumed >Rainbow potions >>Potion of Transcendence >>>Recipes: >>>Fluxuating + Aerial Little is known about this rare potion. The magical energies within transcend even the most advanced theories of magic. It is thought to be related to the same magic that allows travel to other planes of existence. Like the slime potion, proper use of rainbow potions seems to require a physical anchor. The drinker must locate the anchor and consume the potion there. Since the potion appears to open a rift into a higher plane of existence, the location needs to be a temple tied to a deity living on that plane. The effects of drinking this potion outside of an anchor location are not fully understood, and as such is a dangerous phenomenon to experiment with. For instance, drinking this potion then trying to achieve insubstantiation (through a slime potion) appears to rip the drinker asunder. *Not blocked my magic resistance >Prismatic potions >>Potion of Omniscience >>>Recipes: >>>Fluxuating + Rainbow (mix potions) Can one truly know everything? Can a mortal vessel contain infinite knowledge without driving the mortal insane? Probably not. If in the course of one’s career one manages to learn the forgotten details of the process of ascension to godhood, this might be a good potion to drink just moment before ascending. Drinking this potion is the closest the drinker can come to overcoming the effects of amnesia. *Not blocked by magic resistance >Anthropomorphic potions >>??? >>>Recipes: >>>??? Is this potion the inevitable consequence of high-level alchemy, or a terrible aberration better avoided? Conversations with the potion fail to yield clues into the nature of its power or existence. They do seem to possess self-awareness, and certain instincts for self-preservation. Animated magical items are so rare, most local governments have no laws on the books protecting their lives, nor are they classified as citizens. ------------------------------------------------------------- IV. **Items, Tools and Crafting** ------------------------------------------------------------- There are too many items in the game to list. Known tools, items which you one can USE on or with other items, are: a torch, a string, a mortar and pestle, a diamond, a meteorite, a knife, a spoon, an inkwell, and an inked pen. What follows is the index of items that can be used with these tools, and the items that will be created: A torch: (items used against this are deconstructed) +hair = burnt thatch* +a string = ashes* +twine = ashes* +a foot = meat* +a hand = meat* +a bound bestiary = ashes* +a lizard = meat* +a scroll = ashes* +a torn page = ashes* +ghoul silk = ether +a poorly written novel = dulldust +a foreign book = deepdust +an autobiography = exidust +a magical tome = magidust +a romance serial = ambigudust +a religious tract = theodust +an old note = exidust +a fancy letter = exidust +a small card = exidust A string: (both items are combined to form the new item) +hair = twine +twine = a rope A mortar and pestle: (items used against this are deconstructed) +an ore chunk = dust* +a crystal = ichor +a frog = amphibian goo +a salamander = newtpaste +a spider = spiderjam +a lizard = lizardpaste +a snail = mucus +a slug = mucus +a centipede = bugpaste +a millipede = bugpaste + a skull = bonedust +a betting cube = luckdust +a magnetic stone = magnidust A diamond: (items used against this are deconstructed) +mortar and pestle = dust* +a meteorite = stardust +a crystal = ichor A meteorite: (items used against this are deconstructed) +mortar and pestle = dust* +a crystal = ichor A knife: (items used against this are deconstructed) +a frog = amphibian goo +a salamander = a newteye +a cocoon = batsilk +a lizard = a lizardtail A spoon: (items used against this are deconstructed) +a salamander = a newteye +a spider = venom +a batfang = venom +a lizard = a lizardeye An inkwell (items used against this are converted) +a quill = an inked pen An inked pen (items used against this are converted) +a scroll = an autobiography *these conversions are needlessly destructive The following items can be crushed by a full-sized human without a tool: +a frog = amphibian goo +a salamander = newtpaste +a spider = spiderjam +a lizard = lizardpaste +a snail = mucus +a slug = mucus +a centipede = bugpaste +a millipede = bugpaste #About Torches# The torch you find in this game is in fact a magical artifact of great power. The magic blue flame can never be permanently extinguished. It will burn even underwater, and appears to even be self-aware, as it will temporarily extinguish when put into a bag. While obviously able to provide light in dark areas, it has another surprising utility. The magic of the torch can apparently transform certain written works into magic dusts of specific powers. #About the Mortar and Pestle# The mortar and pestle can grind items that need hard and precise tools. Be careful, as using them against very hard materials will destroy the mortar. To save time, the player can simply type ‘USE PESTLE ON CUBE’ or ‘USE MORTAR ON CUBE’ instead of typing the full name of either object. #About Books and Reading Materials# Just because a book can be burned into magical dust doesn’t mean it shouldn’t be read first. On should make sure to read literature first in case something important is contained in their words. #Meat, Dust, and Ashes# With the exception of needing one pile of ashes to make an oily potion, meat, dust and ashes are mostly worthless items. If one is suffering from magical hunger and close to death, making meat that can be consumed might serve some purpose. Both dust and ashes can be processed magically into potions, which means these objects can strangely offer some potential hydration if taken into a desert with some empty bottle. #Bottles# Bottles eventually become items of great currency for the successful alchemist. It’s unwise to allow a bottle to explode, for instance by smashing it on an object, or carelessly trying to pour out a potion. It can sometimes behoove an alchemist to drink a potentially bothersome potion simply to recycle the bottle. Making a habit of revisiting customer who may drink a potion and leave the bottle behind is wise. Likewise it’s always best to befriend the local junk pile keeper, as he or she may save bottles. An experienced alchemist may have a secret trove of bottles. A fellow alchemist’s quarters may hold secret stashes of bottles. #A Lute and a Foreign Book# A lute is obtained by selling an ivory potion to the minstrel. It’s an item of great interest to a disguised woman who will visit the shop it the lute is left there. The prince is likewise interested in the lute, and will trade a foreign book for it if one decides to PLAY THE LUTE in his presence. A foreign book can be used with a torch, and the ashes used to make a polyester potion. This might seem like a useful shortcut for making this potion. However, the woman seeking it only shows up if the lute is left out (the same lute the prince takes from you). #A Jar# A jar acts like a sack, but only holds one item. It has holes poked in it, so it cannot hold liquid. One can put small creatures in the jar, like frogs, centipedes and spiders. Jars are only really useful for catching and displaying frogs, and catching one’s own homunculus. V. **Frogs and Frog State** There is only one native frog in the game, located in the Plane of Life (aka the Plant Plane), north of where the player drops in. Frogs can be smashed, and the resulting goo bottled to create a speckled potion (potion of minor curse). More importantly, a frog can be put into a jar and put on display at the shop. Eventually this will attract a rare customer. One can turn two customers into frogs: Orton and Fetta. Each will buy an emerald potion and unwittingly drink it. Selling an emerald potion to Orton is the fastest way to get a pair of glasses. Being able to turn into a frog, and creating emerald potions (potions of frog) are important when trying to complete a perfect game. As a frog, one can survive indefinitely underwater, and get through small passages that are otherwise impassable (the hole at the bottom of the oasis, and the small cave just west of the Falling Rock Zone). One will freeze to death exceptionally fast as a frog, and will only be able to carry two items at one time. Luckily the magic sack of holding always counts as one item. One must drop armor if carrying it when turned into a frog. A frog can pick up another live frog, but is unable to smash items, or commit acts of violence. At any point in the game an alchemist can attack the acolyte outside of the forest circle and she will turn the player into a frog. She will also cure any other malady or special effect one is under before doing this. After talking to the acolyte while wearing a robe, however, she will leave and never return. Drinking an emerald potion will turn the player into a frog, and it can be created by mixing a yellow and cyan potion (there are also other recipes). A potion of dispelling (black) or a potion of anthropomorphism (copper) or a potion of life elixir (cyan) will revert one to human form. Lastly, as a frog one can lay two eggs, which can be bottled and turned into emerald potions. These are very useful for making slime potions. For a completion run of the game, one only need to turn into a frog once, in front of the cave just west of the Falling Rock Zone. After picking up the lump, they can then cycle through the oasis and retrieve the nacre. ------------------------------------------------------------- VI. **Natural Hazards* ------------------------------------------------------------- #Freezing to Death (Hypothermia)# There aren't many magical ways to protect oneself from freezing in the game. An alchemist can gain a little extra protection by drinking a potion of curse and turning mostly into a donkey (the process will halt naturally without interference). This only provides the same protection an extra layer of clothing would. Drinking steam potions will also lessen hypothermia. A molten potion will do the same, but this is a unique potion one should not waste. Only several layers of clothing will prevent freezing to death. A robe, scarf and shawl, in addition to basic clothes, will provide a good deal of protection. Turning into a frog will leave one very exposed to cold. Diving into freezing water greatly increases the rate of hypothermia. Only attempt this when one is wearing as much protection as possible, and even then for a short amount of time. Hypothermia is like dehydration, it only compounds as one travels in areas that are very cold. One can spend an indefinite amount of time in one room that is freezing. It will take travel time outside of the freezing area to completely wear off. Unless one is freezing very fast, one should get a "you are freezing to death!" warning that they are about to suffer fatal exposure time (provided one is not under the effects of Ignoring Important Symptoms). #Dying of Thirst (Dehydration)# When traveling through the desert (or, rarely, drinking a very hot potion) one’s thirst will increase, unless the alchemist is retaining water (under the effects of a purple potion). Drinking most any potion will reduce thirst, as will drinking from the oasis. If one hasn’t consumed a potion of retain water, it's best for one to take several empty bottles, go directly to the oasis, drink from it until not thirsty, and fill up the bottles (BOTTLE WATER at the oasis). Thirst only compounds as one travels; one is not under a time constraint if staying in one place while thirsty. It also takes travel time for thirst to abate. An alchemist will get a warning that he or she is about to die of thirst when one more unit of travel time in the desert will be fatal. One can make a purple potion by taking the gloves out of their sack, putting them on, taking the flower from the cactus seen as one enters the desert, and bottling the flower. Since retaining water will eventually be fatal if one keeps drinking potions, one should either have a way to reverse this (a mossy potion) or brave the desert with the bottles or potions you needed to survive it. #The Spitting Cobra# The cobra spits blinding venom, and is itself poisonous. It is found to the west of the tower. If it blinds an alchemist and they continue west past the snake, they will stumble off the cliffs. Wearing glasses will prevent one from being blinded by the snake. Most attempts to kill it will result in death, so it's best to leave well enough alone and just walk by. Glasses can be found in the workshop of the royal alchemist, after taking his job, or by turning Orton into a frog by selling him an emerald potion. It's remotely possible to get by the snake without glasses. If one drinks a potion of emit radiation (a barium potion) and remains in the room with the snake for several turns one will eventually kill the creature, or force it away. Then the blindness can be cured and the person can continue on. One can also empty their sack and wear it before entering the room, wait for the snake to leave, and take off the sack to prevent being blinded. #Drowning# Unlike thirst and hypothermia, every action taken (or wasted) while underwater is a turn spent drowning. Having Underwater Breathing, or being turned into a frog, will negate the ill effects of being underwater. One will receive warning messages about drowning (unless suffering from Ignoring Important Symptoms). If an alchemist is feeling brave, they can make a short trip underwater. It’s best to not waste any actions underwater, since one could quickly find themselves deceased if they don’t pay attention. Usually an alchemist won’t enter the water unless they can safely get back out, so the quickest remedy to stop drowning is to backpedal to safety. Alchemists cannot perform basic tasks such as mixing potions, drinking potions, and using tools while underwater, for obvious reason. It’s possible to die strange or unexpected deaths if afflicted with seemingly innocuous symptoms when entering the water. Sneezing while underwater is very dangerous, as it forcing oneself to eat. Tales abound of a resourceful alchemist managing to save herself from certain doom by smashing a potion on a nearby underwater cave wall, thus allowing the magic of the potion to enter her body. #Lava# An alchemist is unlikely to run into much lava, outside the artificial lava stream that is part of their final test. If a neophyte alchemist is so careless as to try to swim in a river of lava, it’s probably best they aren’t allowed to handle dangerous magical ingredients around the local populace. #The Falling Rock Zone# One can only pass through the Falling Rock Zone while wearing a helmet, and not while turned into a frog (or of shrunken size). Armor would also protect someone, but one cannot ford the river while carrying armor. If one takes armor with into the river, it must stay there as it acts as an anchor. One can obtain a helmet by selling an evergreen potion to the armorer. Being small while wearing a helmet won’t provide enough protection for a shrunken alchemist. So the only way to retrieve the dense lump from the small cave west of the falling rock zone is to pass through the area while of normal size, wearing a helmet, then either drink an emerald potion or a sticky potion (and wait for shrinking to take full effect). One needn’t revert to normal size to return back, since there is a one- way passage south that avoids the Falling Rock Zone. An alchemist must make sure not to accidentally go back east as a frog after retrieving the lump, lest they die a frustrating death. #Food and Hunger# Luckily an alchemist in this game only gets hungry if they drink a potion of hunger. Some ingredients can be eaten to reduce hunger, as long as they are not poisonous. It's possible to kill oneself eating by drinking a potion of lose inhibition, and trying to eat a bag of flour. One can make oneself eat other unappealing items this way, but to no real end unless they need to reduce magical hunger. #Bladder Distress# After drinking a certain amount of liquid, an alchemist will need to urinate. Unless one has lost inhibition through magical means, one needs to have no pants on, and an empty bottle. This will create a golden potion (potion of urine). Mossy potions will increase the need to urinate, and purple potions will make it impossible to urinate until the condition is healed. If the alchemist’s bladder continues to fill and is not emptied, they will die a painful death. #Falling or Being Crushed to Death# An alchemist is only likely to fall to death after being blinded by the spitting cobra, and wandering west off the cliffs. It’s remotely possible for a certain number of magical afflictions to topple one over the edge of a high tower or other precipices. One must be careful when venturing to great heights when suffering from imbalance. Ironskin is known to protect an alchemist from a certain amount of falling damage. Too much falling damage will result in internal injuries that Ironskin cannot prevent. Being crushed to death is likewise a rarity. It is only known to happen when one enters a small space while magically small, and then reverses the condition. This can be avoided with common sense. #The Law# A law abiding citizen has nothing to fear from the lazy royal guard. In fact, unless an alchemist makes an overt attempt to attack the castle by force, the royal guard has more important things to worry about. Picking a fight with the prince or his royal guard is obviously a bad idea. The curious effects of magical Consequence somehow see that an alchemist who has turned to violence will be arrested for their crimes. Some magical forms of protection, such as Ironskin, may let one take the castle guard by surprise. If a warrant is issued for the arrest of a rogue alchemist, no amount of protection will prevent them from being captured, and eventually hanged. #Poison# An alchemist can be poisoned by the effects of potions, or by recklessly consuming poisonous ingredients. If a poison isn’t immediately fatal, an alchemist can sometimes VOMIT the contents of their stomach up. The most common Sickness afflicts the liver, and will slowly and painfully kill the afflicted unless the situation is cured. The only defense against fast-acting, powerful poisons is common sense. ------------------------------------------------------------- VII. **The Local Area** ------------------------------------------------------------- A newly graduating alchemist sets up shop on a well-traveled road, on the outskirts of the castle and the nearby township. Below is a general map of the immediate area: ---------------------------------------------------- | CLIFFS-TOWER- -MOUNTAINS | CIRCLE GHETTO* CASTLE- -SHOP- TOWNSHIP* | | | -^E. RIVER- -DITCH- -ROAD- -ORTONS | | TEMPLE DESERT- -CAVE | CARAVAN--DESERT--OASIS | DESERT ---------------------------------------------------- *TOWNSHIP: LIBRARY TELLER | | -^SHOP- -FETTA- -COW- -ARMORY | | TORRENCE’s JUNKMAN ---------------------------------------------------- *GHETTO BOOKSHOP | TAVERN- -GIRL- -INN | -DITCH- | ^ ---------------------------------------------------- OVERLOOK | | ROCKZONE- -W. RIVER- -RIVER- -E.RIVER^- | ELFTOWN ---------------------------------------------------- Areas with natural hazards include the desert, mountains, cliffs, the river and the Rock Zone. The river can easily be crossed (unless one carries armor). More precautions need to be taken in the desert and mountains (see Natural Hazards, Thirst and Hypothermia). Before the cliffs lurks a spitting cobra, and the Rock Zone features falling rocks. Glasses and a helmet, respectively, are needed for protection in those areas. Some other areas will be temporarily blocked. #The Township# There is much for a new alchemist to do in the local township east of his or her shop. The alchemist will find there Fetta, Junkman, the fortune teller, the town cow, and the armory. Also present is the library, and the estate of Torrence, the disappeared former Royal Alchemist. There are many supplies in Torrence’s home, including a secret storage basement. There is also a mysterious fountain tree growing in the building, which produces random potions that can be bottled, or quaffed straight from the fountain. The library is strewn with books written by amateur alchemists, many of which are unlabeled. The facility is in such disorder, visitors are helpless to only READ books and passages at random. Junkman and the fortune teller are both helpful customers for an alchemist to sell to early in the game. Selling an olive potion to Junkman will mean he will offer the alchemist the right to return and pick through random items he has recovered. Likewise, the fortune teller will offer her soothsaying services in exchange for a tan potion. The armorer seeks an evergreen potion. Fetta seeks an argon potion, but will accept a handful of other potions since she is unaware of what she is looking for. They trade for their potions a dress and a helmet, respectively. Selling a tartan potion to the boy keeping the town cow will allow him to return it to normal. It’s important for an alchemist to first MILK THE COW with an empty bottle and create a milky potion. The keeper of the cow only trades a string for the tartan potion. #South of the Shop# A new alchemist may decide to explore the area immediately south of his or her shop. Just south of the shop is Lander, an old friend from childhood. Determined to ride on the coattails of the alchemist’s success, he is actively promoting their services, and trying to find potential customers for their new business. East of Lander’s spot on the road is Orton’s Estate. A current customer, he seeks a potion of green food colouring. He will also accept other green colored potions, including an emerald potion, which turns him into a frog. This is the fastest –though cruelest- way to get a pair of glasses. To the west of the road is the Dandy Ditch, where a wandering minstrel seeks an ivory potion. This is a rare potion, so an alchemist should ignore his quest for a while. #The Desert# A new alchemist will probably make several trips to the desert. When prepared for thirst, the two first priorities are to retrieve a seaweed strand from the oasis, and to bottle a sandy potion and sell them to the caravan master. The alchemist will receive a royal key for the trouble. When able to survive underwater, an alchemist should return to the oasis and retrieve the various precious key stones in the underwater caverns. If in frog form (or tiny) the alchemist can also retrieve the ultra-rare oasis nacre, used to create a potion of charisma. There is a lizard at the oasis an alchemist can collect. The cave entrance found on the outskirts of the desert should be looted for bat elements, most very useful in alchemy. While retrieving the desert fungi from the deepest desert, an alchemist will encounter a mysterious creature. If they happen to eat the fungi, they will be able to communicate to the trapped individual, who seeks a valuable slime potion. Deferring this mystery for later is usually best. The trapped individual will trade ghoul silk for the alchemist’s help. #The Circle# An alchemist can easily explore the forest (outside the circle) and discover the portal to the Plane of Life (also known as the Plant Plane). Entering any elemental portal is very dangerous, and only the very prepared (or very brave) alchemist should enter. If the alchemist sells a milky potion to the woman by the river, she gives the alchemist a robe. When wearing this and talking to the acolyte protecting the circle, the alchemist will be granted passage to the circle. There are potions there which can be alchemized into an olive potion (or otherwise repurposed). >>Note: Attacking the acolyte (who is wearing the robe, outside the circle in the forest) might be the only instance of violence being a practicality in the game. If one attacks her, she always throws a potion of frog on the player. If one needs to become a frog, this can be useful. Likewise she will throw a potion of dispelling, then a potion of frog, if the player resists magic. This is useful if one needs to clear the resist magic effect (along with other effects). She will also cure someone of emitting radiation.<< #Elftown# Elftown requires a bit of travel from the alchemist’s storefront, but is otherwise accessible. One must ford the river, which is normally not a problem as long as they are not carrying armor. Some of the elves requests are easily met, and some require more esoteric ingredients. Elves ask for an indigo potion, a teal potion, a marigold potion, a mossy potion and a fleshy (or fruity) potion. The fleshy potion can be made from the nearby salamander (once ground into paste) and be traded for a purple potion. Making a teal potion is more difficult, and will yield only a radish. Selling a marigold potion will net an alchemist a garlic clove. Selling a mossy potion will net an alchemist a magic seed. Transacting an indigo potion will gain an alchemist a spoon. Selling a sticky potion to the elf in an evening dress will gain the alchemist a seemingly ordinary bell. There are ashes in the fire pit that can be collected and turned into an oily potion. #The Ghetto# Exploring the forgotten bookstore in the ghetto will yield some useful items, like a scarf, a scroll, and a poorly written novel. The barkeep will trade a muddy potion for sulfur. The innkeeper will trade an asparagus potion for a knife. The young girl asks for a leopard potion, a potion she saw in a dream. This is an incredibly rare potion, and she will only give an alchemist a worthless button for it. #The Castle# An alchemist would need to retrieve the royal key from the caravan in order to enter the castle. But to get to the gate one first must befriend.. or otherwise dispatch.. the castle guards. The first guard blocking the gate is a potential customer. Selling him a potion of amnesia (a boiling potion) means he won’t care whether or not someone unlocks the gate. Using the armor he trades for the boiling potion as a disguise, an alchemist can then dismiss the next guard. He or she simply needs to TALK to the guard while wearing armor. Once the alchemist gains audience with Prince Roulph, it is not apparent what potion he seeks. Through happenstance or careful research, an alchemist might discover how to ingratiate oneself with the prince. To become the new royal alchemist, one must TALK to the prince while wearing a robe and under the effects of magical Charisma. In addition, the alchemist must not have revived Torrence from statue state. This will give the newly appointed royal alchemist access to the items in the old workshop, and a new customer which will find them at their shop. A persistent alchemist may discover a way into the prince’s heart. He is only interested in women, but, strangely, seems to only know someone is a woman if they are wearing a dress, regardless of their actual sex. Perhaps the prince has poor vision. When the alchemist tries to WOO THE PRINCE, she ..or he.. must also be wearing a necklace, or be under the effects of magical Charisma, and also wearing an authentic crown. It’s also important to not be a frog, not be cursed, not be sneezing, not be magically small, and not have Undeserved Sense of Self-Worth. If the stars align, the seduction of the prince can be completed, and the alchemist becomes the princess-in-waiting. More importantly, they will receive an ancient and powerful magic amulet. #The Tower# After retrieving the precious key stones from the underwater oasis caves, one can place them on the mermaid statues in the entrance of the tower and open the way forward. The tower holds a valuable magic torch, and several items in the basement, including several empty bottles. On the top floor of the tower an alchemist can BOTTLE THE FOG and create a foggy potion. #The Cliffs# If an alchemist travels west from the tower, they must contend with a spitting cobra. Wearing glasses is the best way to avoid being blinded by the cobra. An alchemist will only survive the treacherous way west to the cliffs while not blind. In addition to finding lichen, at the end of the cliff walk is a strange old man. If one sells him a potion of fog produced from the magic fog at the top of the tower, he gives the alchemist a valuable royal necklace. He also performs a strange magical feat, pouring the fog into the waters below. Traveling south reveals that this opens a portal to the Plane of Steam. It’s possible to leap into this portal from the cliffs. As with entering any other plane of existence, this might be a one-way trip the traveller is not adequately prepared. This is a useful say into the Plane of Steam if one wants to bypass the Plane of Life and the Plane of Water. #The Rock Zone# There is a falling rock zone west of the river crossing. A royal guard warns of travel through this area. Wearing a helmet while not magically small will allow safe passage to this small hidden area. There is a small cave hole only a small creature can enter, hiding a rare dense lump that can be bottled into a barium potion. It’s wise to leave this area to the south. This avoids the falling rock zone, and takes the alchemist by a spring of pure water. It’s important to save at least one pure potion. With proper alchemy, one can replace a molten potion, a shining potion, or a frosty potion with an extra pure potion when trying to make fluxuating potions. For a completion run, this is only useful if one lost their only molten potion. Following this path south will dump a traveller back into the river. #The Mountains# In the foothills of the mountains an alchemist will encounter a mute stone giant, trapped in a large hole. Pouring an oily potion around the giant will allow one to climb down into the caves. Aside from a spider, the cave won’t yield any treasure unless one takes a torch (or has infravision). This will reveal the way up into a high cave, where an alchemist may discover a meteorite. Climbing further into the mountains will lead one into a cold area. It’s important to be prepared for cold weather when entering this region. Aside from a researcher, there is little to find except for a portal to the Plane of Ice. It is very much advised to not enter the portal from this side, as it dumps the player into a frozen lake under a sheet of ice. #The Overlook# The overlook, or Slick Landing, seems to only hold lichen, and an empty bottle (useful for creating a mossy potion). This is an area of note because it is apparently affected when energy is released from a plutonium potion. ------------------------------------------------------------- VIII. **The Planes** ------------------------------------------------------------- #The Plane of Life (Plant Plane)# The Plane of Life is accessible through a portal found in the forest, north of the entrance to the circle. There is no immediate exit back through the portal. It apparently exits in a high tree top area. Travellers going through end up a great distance from the portal they entered. Many end up in a pit a good distance away from the suspended portal. It’s unclear exactly what is going on, but it would seem the local mystic group that has taken up residence in the forest is luring victims through the portal. This is either simply a practical joke, or something more nefarious. Either way it would appear someone, or something, is dragging people who fall from the tree top portal into a nearby pit after they are knocked out. There are a few useful items around the endless jungle. Included are a snail, a slug, and the only native frog in the game. An alchemist should forego smashing this frog if they haven’t turned a customer into a frog. It’s important to take a dotted potion to the Plane of Life. There is what appears to be a carnivorous plant which will make use of this potion. If an alchemist decided to POUR A DOTTED POTION ON THE PLANT, then leave and return to the plant, it will have grown to a great height. More importantly, the plant will drop a domesticated berry, used for making one of the unique potions in the game. It’s safe to wander around the jungle, until an alchemist finds the area thick with fronds. This area is also pregnant with canterberries. South of this spot is the only known natural exit from the Plane of Life. Unfortunately, it is through another portal, plunging the alchemist into the Plane of Water. The only other possible exit from the Plane of Life is magically entering the Astral Plane. #Plane of Water# The Plane of Water is incredibly dangerous, especially as many alchemists find themselves plunged into it without warning. Distressingly, there is no apparent exit back to the Plane of Life. An alchemist who is already familiar with the Plane of Water can navigate to the exit in time before drowning. Otherwise it is highly recommended to have Underwater Breathing, or be in a frog state before entering. The Plane of Water, or at least the section the alchemist finds themself on, appears to be a giant orb of water. It’s not possible to drink or alchemize underwater, and because of a lack of features it might be impossible to find something to smash a potion against. There are some items which can be collected, or left as landmarks. These include a whalebone, and the Conch of Poseidon. It’s best to get these items if one is not drowning. For impromptu map making, an alchemist with a lot of junk can leave a trail of items in different areas to help mark their progress. The only permanent feature in this area appears to be a portal, exiting to the Plane of Steam. Map (each level is north / south of another level, move within a level by going up / down / east / west) Lvl1 START EMPTY EMPTY EMPTY EMPTY EMPTY EMPTY EMPTY EMPTY EMPTY EMPTY EMPTY BONE EMPTY EMPTY EMPTY Lvl2 EMPTY EMPTY EMPTY EMPTY EMPTY EMPTY EMPTY BOTTLE EMPTY EMPTY EMPTY EMPTY EMPTY EMPTY EMPTY EMPTY Lvl3 EMPTY EMPTY EMPTY EMPTY CONCH EMPTY EMPTY EMPTY EMPTY EMPTY PORTAL EMPTY EMPTY EMPTY EMPTY EMPTY #Plane of Steam# The Plane of Steam appears to be a nexus point of some kind, as several portals in proximity to the alchemist lead here. In addition to the portal found on the Plane of Water, there is a doorway on the Astral Plane, and a portal which can be opened around the Cliffs of Maher that lead here. All drop the player into empty air (or empty steam) and the alchemist slowly settles onto a dense steam cloud. An alchemist should venture north from their landing, retrieving the volcano herbs. Returning south, an alchemist would be wise to collect as many steamy potions as possible. They can simple ‘BOTTLE THE AIR’ to fill up as many empty bottles as they have. Travelling any direction other than north from their landing will plunge an alchemist through the vast open area of the Plane of Steam, until the falling person settles on a thick cloud, theorized to be the Plane of Air. #The Plane of Air# If an alchemist can accomplish anything in this plane, it is currently an unknown piece of trivia. A player arrives here after falling from their perch on the Plane of Steam. It’s unclear whether they fall through a rift or portal, or if they simply settle here after physically falling through the border between the planes. Walking in any direction will send the player falling towards the Plane of Cold. #The Plane of Cold# Some alchemists fall here from the Plane of Air. It appears to be physically connected to their perch in the Plane of Air. Other, more hapless alchemists, arrive here through the portal in the mountains. This portal is in an icy lake, under a sheet of frozen ice. If this is the case it’s best to exit back through the portal, as one will quickly freeze to death before they exit unless they are very well prepared. Even without getting into the water, an alchemist needs plenty of clothing to protect from the elements. Drinking potions of steam can slow this process of freezing to death. Any area with snow yields material that can be bottled, but this potion is not considered of value. Mysteriously, there is a snowman here. Pouring a potion of steam onto the snowman reveals some potentially important ingredients, along with an ordinary carrot. Disturbingly, this seems to suggest the snowman may have been a living denizen, native to this plane of existence. An alchemist would be wise to collect the showheart and snoweye. If an alchemist is setting out to become a princess-in-waiting, they might enter the cave and try to collect the crown from the freezing waters. This is incredibly dangerous, and requires almost maximum protection from the elements. In addition to normal clothing, this would include a robe, a scarf, a shawl, gloves, and if possible donkey fur (from being cursed by a livery potion). The safest way to get the crown is from the cave. Travelling straight down into the water, getting the crown, then travelling straight back up is usually survivable with proper protection. After returning, drinking an extra potion of steam will help stave off hypothermia. It’s ill-advised to try to retrieve the crown by entering the mountain portal, but could be technically possible. One could continue swimming through the water to reach the portal back to the mountains. An alchemist doing this runs a high risk of freezing to death. The safest way to do this is to be as warm as possible (preferably not suffering from any symptoms of hypothermia) and pouring a steam potion onto the ice above the frozen portal. This will plunge the alchemist into the water, and the ice above them will freeze. The alchemist can then enter the portal while spending only one travelling turn in the freezing water. #The Astral Plane# In the royal alchemist's workshop, a player will find instructions on how to enter the Astral Plane. Apparently wanting to protect some of this knowledge, Torrence ripped out the last page, and it can find it in his secret storeroom under his house. There are also hints about this process in some books in the library. To attempt this trip, one needs a jar, an electric potion, and a slime potion. One may also want to drink a potion of agelessness first, but will probably spend little time on the Astral Plane so this is optional. One can only expel their homunculus once, and then only has one turn to try to catch it. This should be attempted somewhere safe, like the shop, and not while under the effects of a potion of imbalance or anything else that randomly wastes a turn. Having the jar in the regular inventory (not in the sack and not on the floor), one should drink the electric potion. On the next turn, when one can see their homunculus, TRAP the HOMUNCULUS (or TRAP HOMUNCULUS or CATCH the HOMUNCULUS). One should double-check their spelling. With the homunculus in the jar, the trapped homunculus should be dropped at the alchemist’s shop. From then on, drinking a slime potion will transport the alchemist to the Astral Plane. On the Astral Plane one will age quickly, so no time should be wasted there. There is a the newspaper of an angel one could pick up, and to the west is a door that leads to the Plane of Steam. Drinking a second potion of slime on the Astral Plane will transport an alchemist to a very secret area. If a player is working on a completion run, they should make sure to have a prismatic potion before doing this, which can be sold to the mage there. In addition to talking to the mage, there is an important artifact here, the manticore horn, which the alchemist can take. From here the alchemist can waste another slime potion to return to the Astral Plane (there is a slime potion in the room), or enter the strange well. The well drops the alchemist into the deepest desert, interestingly in front of the creature whose true form can only be seen while hallucinating. This trapped soul is asking for a slime potion, seeming to suggest they are part of the secret order which has been trying to probe the mysteries of the Astral Plane. Conversations with the mage in the hidden lodge, the creature, and the individual who is attracted to the alchemist’s shop when a trapped homunculus is displayed fill in a few details about this organization. It appears they are still in the trial and error phase of traveling to the Astral Plane. The two still in recognizable human form appear older, and it’s unclear if this is natural aging or from exposure to the Astral Plane or other magical elements. The visitor to the shop appears to know of the process of homunculus expulsion, but unable to make an electric potion. This perhaps suggests entering the Astral Plane is part of a trial for the alchemists in the order, or maybe that electric potions are simply quite rare. Talking with the mage in the hidden lodge seems to suggest the members of this secret order do not all know one another, or maybe have a kinship with any alchemist unlocking the secrets of travelling between planes. This man is definitely a skilled alchemist, as he recognized the value and potential danger of a prismatic potion, and also possesses the most curious potion in the game. ------------------------------------------------------------- IX. **Training Walkthrough** ------------------------------------------------------------- A new alchemist choosing to not skip through their training must complete several trails to graduate from the local alchemist’s academy. None of the objects from the trials or potions made during the trials can be kept, so a player always starts the official game with the same number of items. An alchemist drinking any potion they make will have their affected status maintained, so could potentially start the game with a desired effect in place. It’s possible to die in training, either from the harmful effects of a created potion, or jumping into lava. It’s also possible to destroy every bottle before completing the last two trials. An alchemist would then have to QUIT, JUMP INTO THE LAVA, or otherwise start over to try again. #The First Trial# To open the way forward, an alchemist should pick up all the items (though the sack can be left behind). They should then USE THE MORTAR ON THE STONE. They will have created magnidust. While a bottle is in their regular inventory, they should then BOTTLE THE MAGNIDUST. This will solve the first trial. #The Second Trial# All new trials open to the east, so WALK EAST (or simply EAST, or E). Note: there is a room that also opens to the west. It can be explored but it is not necessary. There is an empty bottle in the room. In the second trial room, one can simply SMASH THE FROG without picking it up. After that one can GET ALL in the room, then simple BOTTLE THE GOO. This will open the way east to the third trial. #The Third Trial# In the next room an alchemist is asked to mix as many potions as possible in the allotted time. A player can try to make a useful potion if they want to try to drink it before the proper game starts. This is completely optional. A player doesn’t have to make any potions, so after a certain number of turns the way east will open. #The Fourth Trial# To solve this trial the alchemist just needs to be holding an empty bottle, and type BOTTLE WATER while in the room with the fountain. If a silly alchemist breaks every bottle in the test chambers, they will need to start over if they have not solved this trial first. #The Fifth Trial# The alchemist needs the snowy potion from the fourth trial to solve the final trial. With the snowy potion in open inventory, one must type POUR SNOWY POTION ON LAVA (or some proper variation). As with the previous trail, a player that destroys all the potions along with the bottles will need to start over if they haven’t solved this trial yet. #Graduation# Graduation ceremonies are unimpressive, and we begin to doubt the credentials of this academy as the alchemist is ushered on his way. Test materials are taken from the graduate, so one always starts at their shop with a sack, the usual contents of the sack, and the normal potions on the stand. ------------------------------------------------------------- X. **Completion Run Walkthrough** ------------------------------------------------------------- A completion run will satisfy the achievement requirement of selling a potion to all 34 possible customers in a single game. As such this will also describe how to create a potion for each customer. This run can be completed in a variety of ways. This will describe the way that doesn’t rely on a potion being created by chance at the fountain in Torrence’s estate, and will assume you are selling the correct potion to the customer. These are not requirements of this achievement. For this run we’ll keep potions we know we’ll be drinking or travelling with in our sack. Items we’ll use later or that we don’t need anymore we’ll drop at the shop. #Alchemy School# We’re going to start in alchemy school to apply some useful magical effects before opening shop. Go through the first two trials, and take with you the potions you make to the third trial. DRINK THE MUDDY POTION. Since this is an advanced run we can handle losing our inhibitions. (This is useful for urinating at any moment). Then we MIX SPECKLED POTION WITH EMERALD POTION, make a livery potion, then DRINK LIVERY POTION. We’ll start slowly turning into a donkey. Then MIX EVERGREEN POTION BLUE POTION. After the DRINK THE KELP POTION. This will give us underwater breathing. None of this is necessary for a completion run, and can be skipped if a player knows what they are doing. #Starting the Game# Exit the school, and pick up your items at your shop. GET GLOVES FROM SACK and then PUT ON GLOVES. Go EAST, PICK UP CANTERBERRIES, BOTTLE CANTERBERRIES, then MIX BLUE POTION AND YELLOW POTION. This will give us a green potion. Walk WEST, SOUTH, then EAST to find Orton in his house. SELL A GREEN POTION to get mushrooms. Also get the bottle in the room. Go east again and pick up the bottle and flour there. We don’t need the pie. We may want to put some items into our sack, like empty bottles. Return to the shop, BOTTLE MUSHROOMS and then MIX GREEN POTION AND CYAN POTION. Go EAST and SELL ARGON POTION to Fetta. Put the dress she gives you into the sack. MIX AN ARGON POTION WITH A GREY POTION to make a boiling potion. Go WEST twice, and SELL ARGON POTION to the guard. Go EAST and DROP ARMOR at the shop for now. Let’s go back to the shop and organize some items. BOTTLE FLOUR that we picked up in Orton’s Kitchen. Drop the talc potion, black potion, and boiling potion at the shop. Then we can PUT ALL IN SACK. This should just be several empty bottles. Travel EAST twice, and pick up the bottle by the cow. MILK THE COW to make a milky potion. Walk WEST then SOUTH into Torrence’s house. Pick up the bottle here. Then SEARCH to find a passage leading DOWN. GET ALL in the room. Return to the shop. We can drop the jar, peachy potion, black potion, magnetic stone, and torn page. (A player can also DRINK A PEACHY POTION for forewarning). Go ahead and BOTTLE WIDOWBERRIES and drop the yellow potion. Then put the remaining bottle into the sack. Travel SOUTH, then WEST twice. SELL THE MILKY POTION to the woman there. PUT ON ROBE and travel NORTH. TALK to the acolyte there, and she will vanish, letting you go WEST. GET ALL items in the circle. MIX EVERGREEN POTION AND EMERALD POTION. We now have two olive potions. Return to the shop, then walk EAST twice, then SOUTH. SELL AN OLIVE POTION to junkman, and take the bottle he gives you. Return to the shop and put the other olive potion in your sack. #Entering the Desert# Travel SOUTH twice from the shop, and GET THE FLOWER. Go EAST and GET ALL in the cave. Let’s return to the shop again and sort out some items. Drop the purple potion, the betting cube, batweb, cocoon and batfang for now. BOTTLE THE BATFEATHER and put the ebony potion it creates into the sack. BOTTLE THE BATEGG and drop the sludgy potion for now. Now take a few extra bottles out of the sack. Five should be enough. Go SOUTH three times into the desert, and pick up the skull there. Go EAST and pick up the lizard at the oasis. Go DOWN then EAST and pick up the seaweed strand. Then go WEST and follow the cavern as far as it goes. Pick up a bottle, a jellyfish, the emeraude, ruber, sapphire, and amethyst as the path leads south then east again. Remember we should have Underwater Breathing from the academy. If you neglected to get that.. you are dead by now. Exit the oasis and BOTTLE THE STRAND, and also the jellyfish. Then DRINK WATER from the oasis until you are not thirsty. Let’s fill up four empty bottles with water. BOTTLE WATER until we have filled up four sandy potions. You might put the jewels into the sack as well. Go WEST, SOUTH, then PICK UP FUNGI. Ignore the creature for now. DRINK A SANDY POTION or two, go NORTH then EAST back to the oasis, and DRINK WATER again until you are not thirsty. Fill up the empty bottles again as well. Then go WEST twice to the caravan. Get the bottle there, and SELL SANDY POTION to get the royal key. Put the key in the sack for now. You should be able to drink only one sandy potion and escape the desert from here, but you can drink more, or carefully return to the oasis and drink and fill up potions there again. Remember not to take another step in the desert when you see that you are “dying of thirst”. If you do see that, make sure you correctly drink a sandy potion before continuing. A careless typo could kill you here. Try to leave the desert with at least one sandy potion. From the shop go EAST twice, then NORTH. BOTTLE FUNGI and SELL TAN POTION to the fortune teller. PUT ON THE SHAWL she gives you, and also PICK UP THE BOTTLE. Go SOUTH then EAST. SMASH THE LIZARD, then BOTTLE LIZARDPASTE to make an evergreen potion. SELL EVERGREEN POTION to the armorer. We can PUT ON THE HELMET for now. Go WEST then EAST and pick up the bottle the armorer leaves. Return to the shop, and drop the kelp potion. MIX A SANDY POTION AND A VIOLET POTION. Drop one of the two pink potions. We can also drink the excess sandy potions to recycle the bottles, but save one. Mix a pink potion and a sandy potion, and drop one of the pure potions. We can drink the other. If you left the desert without extra sandy potions, just save this for later. You can also mix a pink potion with a steamy potion, a foggy potion, or a lot of other watery potions, to make pure potions. Also DROP THE SKULL at the shop. WAIT FOR A CUSTOMER and an artist should show up looking for a potion of petrification. Pick up the black potion and purple potion, and mix them. SELL A PSYCHEDELIC POTION to the man. You can DROP THE BESTIARY he gives you, along with the extra psychedelic potion. Now travel NORTH twice from the shop. Take out the jewels from the sack (if you put them there). Drop all four of them to open the door. You can leave the gems there. Go NORTH and GET THE TORCH. Go UP and BOTTLE THE AIR to make a foggy potion. Put it in your sack. Go DOWN twice. But a few bottles in your sack if you have too many out, and GET ALL in the room, including the slime potion, the religious tract, and the mortar and pestle. Put the slime potion in our sack. Let’s return to the shop again for some processing. USE THE TORCH ON THE TRACT and then BOTTLE THE THEODUST. This makes an electric potion. Put it in our sack for now. Get the betting cube we left here, and USE MORTAR ON CUBE, then BOTTLE LUCKDUST. Save the asparagus potion we make. It’s probably best to put a few empty bottles into the sack to clear room. Go SOUTH, then go WEST four times. We can stop to get the bottle and centipede. SMASH THE CENTIPEDE and BOTTLE BUGPASTE. Return EAST across the river three times, then NORTH into the ghetto. Go EAST and SELL ASPARAGUS POTION. You receive a knife. Go WEST twice, and SELL A MUDDY POTION. Pick up the bottle here, and BOTTLE THE SULFUR. Go EAST then NORTH and loot the old bookstore. PUT ON THE SCARF. PUT THE SCROLL INTO THE SACK. USE THE TORCH ON THE NOVEL, then BOTTLE THE DULLDUST. You should now have a marigold potion, and a boiling potion. Let’s go SOUTH then WEST again three times. Go NORTH to the Slick Landing, GET ALL, and BOTTLE THE LICHEN to make a mossy potion. #Entering Elftown# From the Slick Landing, go SOUTH three times and SELL THE MOSSY POTION for a seed. We can BOTTLE THE SEED. Put the dotted potion it makes into the sack. Go EAST and GET ALL. BOTTLE THE ASHES. Go SOUTH and GET ALL. SMASH THE SALAMANDER then BOTTLE THE NEWTPASTE. (This may unlock the Mixmaster achievement if you’ve been following this exactly). Go NORTH and SELL FLESHY POTION. You will get a purple potion. Go NORTH again and SELL A MARIGOLD POTION. You get a garlic clove, which you should then bottle. We should now be carrying a boiling potion, an oily potion, a purple potion and a tartan potion in open inventory. Go WEST twice and get the bottle. We will deal with the other elves later. Go EAST, then NORTH, then EAST four times. Go NORTH to the shop. We can DROP THE MORTAR AND PESTLE for now. Also drop the knife, boiling potion and purple potion. Go EAST twice and sell the tartan potion to the boy tending to the cow. You can drop the string he gives you. Go WEST twice, NORTH, then EAST. POUR THE OILY POTION ONTO THE GIANT. Follow it DOWN. You can get the spider. Go NORTH and get the bottle. Go NORTH, and make sure you have the torch (it must be out of the sack). With the room lit, go UP into the cave and GET THE METEORITE. Return back to the shop. Drop the spider and meteorite for now. We can also put the torch in the sack if you’re running out of room. Dropping it may make a customer show up we’re not ready for. #The Elemental Planes# With a robe, gloves, clothing, scarf, shawl and donkey curse, we can make a run through the planes. Also make sure we still have the dotted potion in the sack, and several empty bottles. From the shop, go SOUTH. Go WEST twice. Go NORTH twice to the forest portal, then NORTH again to enter it. Get the millipede. Smash it, and bottle the bug paste. Go UP. Get the bottle. Go north. Get the dotted potion out of the sack, and POUR DOTTED POTION ONTO PLANT. Go north and get the frog. Go south, and pick up the domesticated berry. We can go ahead and BOTTLE THE BERRY. Go west, get the slug, and SMASH THE SLUG. Bottle the mucus. Go WEST again, SOUTH, then WEST three times. Getting the snail is optional. Go south and get at least two canterberries. You can PUT ALL IN SACK if your inventory is cluttered. Go SOUTH and enter the Plane of Water. Go UP and get the whalebone. Go UP twice, WEST, then SOUTH. Get the bottle. Go EAST then SOUTH. Get the Conch of Poseidon. Go DOWN then EAST twice. Go NORTH into the portal. Get seven bottles out of the sack. Go north, get the volcano herbs, and bottle them. Put the molten potion in the sack. Go SOUTH again and BOTTLE AIR until you have six potions of steam. Go SOUTH into the Plane of Air, then SOUTH again into the Plane of Cold. Go SOUTH, then EAST. POUR A STEAMY POTION ONTO THE SNOWMAN. Get the snoweye and snowheart, leave the carrot. Go EAST twice, then NORTH to the opening. Go DOWN twice, get the crown, then go back UP twice. Drink a steamy potion to warm back up. Return to the thick crust of ice. Pour a steamy potion onto it. Then go north into the portal. Drink a steamy potion to warm up. Go EAST, SOUTH, then EAST. SELL A STEAMY POTION to the man by the icewall. If you sell him a molten potion, you can later substitute another pure potion in its place when making fluxuating potions. Get the bottle, BOTTLE THE HAILSTONE, and put the frosty potion into the sack. Go WEST twice, and get the bottle on the grave. Go NORTH, WEST, then SOUTH back to the shop. Bottle the whalebone, go south, then west. Sell the ivory potion to the minstrel. Return to the shop and drop put the lute in the sack. Also drop the conch for now. Bottle the snoweye and snowheart, and put the gooey and jade potions into the sack. If you have any excess steamy potions you can drink them to recycle the bottle. You can put the crown in the sack. Pick up the knife and the cocoon. USE THE KNIKE ON THE COCOON. BOTTLE THE BATSILK. Also take the indigo potion out of the sack if you put it in there. You can drop the knife. Go south, then WEST four times. Go SOUTH, WEST, then SOUTH. SELL THE STICKY POTION. Put the bell in the sack. Go SOUTH then EAST. Get the bottle, and SELL THE INDIGO POTION. Return back to the shop and drop the spoon. #Path to Being the Royal Alchemist# Pick up the jar, and get the frog out of the sack if that’s where you’ve kept it. PUT THE FROG IN THE JAR. Drop the jar, and WAIT FOR A CUSTOMER (shoo away any other customer first, or leave and come back). Get the kelp potion, and SELL THE KELP POTION. Bottle the mandrake root. Pick up the yellow potion, and MIX YELLOW POTION AND CYAN POTION. Make sure you have the helmet on, an emerald potion, an ebony potion, and at least one bottle. Go SOUTH from the SHOP, then WEST seven times, through the falling rock zone. At the hole, drink an emerald potion. As a frog, put everything into the sack. LAY AN EGG twice. Pick them up one at a time, and put them in the sack. Go NORTH, get the dense lump, and put it in the sack. Go SOUTH twice. Take out a bottle, and BOTTLE THE WATER. Put the pure potion in the sack. Making another pure potion might be a good safe guard (or can replace a molten potion, shining potion, or frosty potion later). Go EAST four times, still as a frog. Go SOUTH twice, then EAST once to the oasis. Go DOWN, EAST, then keep following the chamber to its end. You can now go DOWN the hole, and get the nacre. Put it in the sack. Exit the oasis, and take a drink of water. When not thirsty you should be able to go WEST then NORTH all the way back to the shop without drinking. Drink a potion if you are about to die of thirst. Take an ebony potion out, and drink it to return to normal. Take out the nacre and a bottle, bottle it, and drink the iridescent potion. Pick up the armor. Take off the helmet and drop it. Take off the robe. Put on the armor. Go WEST to the castle. Get the bottle there if you haven’t yet done so. USE THE KEY ON THE GATE. Drop the key, you don’t need it anymore. Go WEST and talk to the second guard while wearing armor. He will leave. TAKE OFF THE ARMOR. You can drop the armor now. PUT THE ROBE back on. Go WEST. TALK to the prince. He will make you the royal alchemist. Go SOUTH to the newly opened chamber. Pick up everything except for the mortar and pestle and knife. #Get Crowned Princess# PUT ON THE GLASSES. Go NORTH, then exit the castle EAST three times. Go NORTH, then WEST with the glasses on. Leave the snake alone. Go WEST again, NORTH twice (ignore the lichen) then get the foggy potion out of the sack. SELL THE FOGGY POTION. Return to the shop (keeping the glasses on to pass the snake). TAKE OFF THE GLASSES and robe, and drop them. PUT ON THE NECKLACE. GET THE DRESS FROM THE SACK. PUT ON THE DRESS. Do the same with the crown. While you were changing if a new customer did not show up, WAIT FOR A CUSTOMER to get business from the prince. Pick up a pink potion and sell it. Pick up the torch again (or get it from the sack). Use it on the romance serial, and bottle the ambigudust. Bottle the ambigudust. You can also burn the tome, and bottle the magidust. Put the ebony potion in your sack in case you need it later. Go WEST all the way back into the castle. WOO THE PRINCE and you will become the princess. PUT ON THE AMULET. >>Note: We actually don’t need the necklace to become a princess if we have magical Charisma. But we need to sell the foggy potion for 100% completion.<< #Endgame# Return to the shop. As long as you don’t have the torch or lute out, a strange customer dressed in black will show up looking for a muddy potion. Get the extra one out of the sack, and sell it. You can drop the fossil. Get the spoon, and the spider (or batfang), and use them together. Bottle the venom. Wait for a customer again, with the fossil displayed at the shop, and sell the spearmint potion to her. Bottle the petrified wood, and drink the layered potion. Drop the spoon. Get the pure potion and the frosty potion from the sack. Mix them. Put away a fluxuating potion for now in your sack. Get the dense lump from your sack and bottle it. Mix the barium potion with a fluxuating potion. Pick up a clear potion (or make one) and mix one of the plutonium potions with the clear potion. Now leave the shop and return, or politely SHOO CUSTOMERS if there is anyone around. Drop the torch at the shop, and WAIT FOR A CUSTOMER. Sell the barium potion to the man for a crystal. You can pick up the mortar and pestle, use it on the crystal, and then bottle the ichor. Drop the black potion for now, along with the mortar. Now get the jade potion from the sack, go EAST then SOUTH. POUR THE JADE POTION ONTO THE STATUE. Sell Torrence the plutonium potion. Bottle the spiderberries, and put the compound potion in your sack for now. Return to the shop. Get the jar, and GET THE FROG FROM THE JAR. Drop the frog. Drink an electric potion. On the very next turn, CATCH THE HOMUNCULUS. >>Note: If you mess this up and the homunculus flees, you cannot complete this run.<< DROP THE TRAPPED HOMUNCULUS. WAIT FOR A CUSTOMER, and sell him your other electric potion. (It might be in your sack). Get the torch and use it on the ghoul silk. Bottle the ether. Put the aerial potion in your sack for now. You can drop the extra barium potion. We should revisit elftown (make sure not to accidentally venture to the falling rock zone unless you put back on the helmet). It’s probably safest to take off the crown and put the helmet on just in case. Talk to the first elf and sell the teal potion for a radish, and bottle it. You should still have some bottles left, check your sack if you run low. Return to the shop. We need to now go to the junkpile and wait for some ingredients to show up. Go EAST twice, then SOUTH. We need widowberries, and two desert fungi. If you forgot to get two canterberries in the Plane of Life, we can get them here too. If you don’t see any, go NORTH, wait a handful of turns (by pressing enter) then return. Keep doing this until these items show up. Grab any bottles that show up also. Return to the shop. Bottle the widowberries, and mix the yellow and black potions. Drop one of the striped potions. Bottle the desert fungi. Pick up the talc potion. Mix them. You will now have two dotted potions. Put the other fungi in your sack for now. Get the skull and the mortar. Use the skull on the mortar. Bottle the bonedust. Drop the mortar. >>Note: We’re about to try to alchemize a polyester potion. This process can be helped along by using the magic fountain to try to make one<< Get two centerberries from the sack, and a few extra bottles. Bottle the canterberries twice for two blue potions. Mix a blue potion and a talc potion to get two tartan potions. You can drop one. Pick up the magnetic stone and the mortar, and use them together. Bottle the magnidust and make a silver potion. Drop the mortar and pestle. Mix a silver potion and a blue potion to make a cyan potion. Drop one. Finally mix a cyan potion and a striped potion to make two polyester potions (drop one). Take out the lute (probably in your bag) and drop it at the shop. Wait for a customer, and sell the polyester potion for a diamond. Pick up the meteorite and use it on the diamond. Drop the diamond, and bottle the stardust. If you need bottles, you can drink some useless potions you’ve dropped, or hunt for them at the stand. Get the molten potion, fluxuating potion and aerial potion from the sack. Mix the shining potion and molten potion. Mix a fluxuating potion with the aerial potion. Mix a rainbow potion with a fluxuating potion. Put the fluxuating, rainbow, and two prismatic potions in the sack. Take the slime potion from the sack. You now need to make another. Again, you can use the fountain to try to speed this up (it won’t make a slime potion though, only some of the ingredients). Take an emerald potion from the sack. Take out a frogegg and bottle it. Get the olive potion from your sack. Mix an emerald potion and the olive potion to make two jade potions. Now mix a jade potion with an emerald potion. Double-check that you have left your trapped homunculus at the shop. Drink a slime potion. You will arrive on the astral plane. You can get the newspaper of an angel if you want. It does nothing. Drink a slime potion again. Get the items, including the manticore horn. Get a prismatic potion from the sack, and sell it. You will receive an anthropomorphic potion. Go down the pipe. You will land in the desert. Take out the desert fungi and eat it (or drink a tan potion if you bottled the fungi), then SELL A SLIME POTION. Get a gooey potion from your sack and drink it to stop hallucinating. Go NORTH then EAST to drink at the fountain until you are not thirsty. Then go WEST then NORTH back to your shop. Make sure not to die of thirst. At the shop BOTTLE THE PLASMA. Also DROP THE ANTHROPOMORPHIC POTION. TALK to it if you want. Get the compound potion from your sack. Mix the compound potion with the pulsing potion. Go SOUTH, WEST, then NORTH, and SELL THE LEOPARD POTION to the girl. You can drop the button she gives you. Return to the shop. You can drop the leopard potion. Smashing it will make some living ingredients, notably a frog, if you messed up anywhere and need any of them. Pick up a psychedelic potion. Get a red potion if you aren’t already carrying it. Mix the two, and drop one of the extra caramel potions. Drink the other caramel potion. Go SOUTH twice. POUR A DOTTED POTION ON THE CACTUS. Climb up, and get the death blossom there. Bottle it. Go back DOWN, then NORTH twice back to the shop. PLAY THE MANTICORE HORN. Sell the inky potion. Get the fuzzy potion from your sack. Pick up the other barium potion. Mix them. Pick up the conch. PLAY THE CONCH. Sell the scaly potion. This will gain you the Improbable achievement. For fun you can smash the other scaly potion on your shop and turn partially invisible. You can also pick up and drink the anthropomorphic potion if you are feeling cruel. To write you autobiography, take the scroll from the sack. Use the quill on the inkwell, then the inked pen on the scroll. To ascend to godhood, take the bell from your sack. You can drop any other item besides your sack and the potions you saved in it. Go SOUTH, WEST, then SOUTH to the temple. While wearing the amulet, PLAY THE BELL. Go EAST into the temple. Optionally, you can take out a prismatic potion from your sack and drink it before ascending. To ascend, while in the temple, take out a rainbow potion and drink it. ------------------------------------------------------------- XI. **Other Achievements Walkthrough** ------------------------------------------------------------- The completion walkthrough in section X. covers the “Improbable” achievement, which would also unlock a handful of other achievements along the way. Those will still be repeated in this section. #Nice First Try# This one shouldn’t be hard, as long as the player is skipping alchemy school when starting the game. One could simply go north then wander west until they fall off the cliffs to satisfy this achievement. #A Bad Start# Selling a potion of frog to Orton is easy. One Simply picks up the potions started with at the shop, and they then MIX A CYAN POTION AND YELLOW POTION. Either waiting at the shop, or walking south then east will reveal Orton. After one decides to SELL AN EMERALD POTION TO ORTON they satisfy this achievement, and doom their friend to spend the rest of his days as a frog. #Tower Power# Opening the tower is covered in a completion run. A player needs to get all 4 precious key stones from the underwater caverns under the oasis. The fastest way to do this is by taking a bottle to the oasis. Descend, walk east and pick up the seaweed strand. Climb back out of the oasis, BOTTLE THE STRAND then DRINK THE KELP POTION. An alchemist can then safely go back down into the oasis and follow the winding path leading west, south, then east, pickup in the emeraude, ruber, amethyst and sapphire along the way. After exiting the oasis and returning to the shop, one simply heads north into the tower, and drops all four stone, which fit into the mermaid statues, opening the way forward. The gems can be picked back up without closing the door, but they serve no further purpose. #Pushover# This is another achievement solved in a completion run. As long as the statue is not broken first, it can be solved at any time. An alchemist could make a jade potion through alchemy (mixing an olive and emerald potion) or hope to bottle one randomly in the magic fountain next to the statue. Then one can simply POUR THE JADE POTION ONTO THE STATUE to satisfy this achievement. Doing this before becoming the new Royal Alchemist makes it impossible to get that appointment. #Mixmaster# Making 35 potions is accomplished in a completion run. It can also be completed through basic trial and error. #Kingly Job# In order to be appointed the new Royal Alchemist, a player must approach the prince without having revived Torrence. They must be wearing a robe (easily obtained by selling a milky potion to the woman by the river) and under the effects of magical Charisma (by drinking an iridescent potion, made from the nacre found under the oasis, through the small hole). With these qualifications met, one simply must TALK to the prince. #Dolled Up# This is covered in a completion run of the game. A player needs to be wearing a dress (either as a male or female) wearing a crown (see Plane of Cold in section VIII.) and be either wearing a necklace (gained by selling a potion of fog to the man in the cliffs) or under the effects of magical Charisma. The alchemist must also not be afflicted by any curse, or be noticeably sick or afflicted with Undeserved Sense of Self Worth. The alchemist then needs to try to WOO the PRINCE to become the princess- in-waiting. #Magic Fingers# An alchemist needs a plutonium potion and an ivory potion to get this achievement. An ivory potion can either be alchemized from a whalebone found in the Plane of Water, or mixed together from potions. The plutonium potion requires a dense lump, found west of the falling rock zone. The zone can be passed while a helmet is worn. Then the alchemist needs to shrink (usually by turning into a frog) enter the cave, retrieve the lump, then restore their status. By bottling the dense lump, the alchemist makes a barium potion. The barium potion can be used to make a plutonium potion when mixed with a fluxuating potion. See the section on potions in III. for more details. It’s easiest to bottle the pure water from the spring south of the small cave, then bottle the stardust made from the meteor found in the mountain cave, then mix the pure potion and the shining potion to make a fluxuating potion. The alchemist needs to drink a plutonium potion then an ivory potion. When they travel to the slick landing (north of the west bank of the river) they will find a piano. Simply PLAY the PIANO. #Useless# It’s best to start as a female alchemist to try for this achievement (or drink a teal potion if male). Acquire a sludgy potion (find and bottle a bategg). Drink it, and save your hair. Cure the town cow (sell the boy there a tartan potion, made from a garlic clove) and get a string. Use the string on the hair to make twine. The alchemist seeking to hang him or herself now needs a second string. This can only be found in the dump, after selling junkman an olive potion. In addition, the alchemist needs to be under the effects of Good Luck (by drinking an asparagus potion, made from luckdust, made from a ground betting cube). One should keep returning to the dump until a string shows up. Then the string can be used with twine to make a rope. Then the alchemist can sadly HANG SELF WITH ROPE to complete this pointless achievement. #Old Age# An alchemist will eventually age to death. So pressing [ENTER] long enough will satisfy this achievement. This takes a very long time, so it might be easier to transport to the Astral Plane without being under the effects of Agelessness, then walk around a few times until aging to death. See the Astral Plane in section VIII. For more details. Drinking aerial potions will also age an alchemist. #Wax Poetic# An alchemist needs a scroll, a quill, and an inkwell to satisfy this achievement. They also must not be blind, or illiterate. A scroll is easily found in the old bookstore in the ghetto. An alchemist needs to sell two rare potions to two hard to find customers. The hunter who shows up when the alchemist plays the manticore horn at the shop will trade a quill for an inky potion. The creature that shows up when the conch shell is played in the same spot will trade an inkwell for a scaly potion. See the completion walkthrough in section X. for more details. When the quill is used on the inkwell, it becomes an inked pen. The inked pen then is used on the scroll to write the autobiography. The autobiography can be burned with the torch to make exidust. #Improbable# See section X. #A Small Issue# Drinking a sticky potion will eventually shrink an alchemist to death. #Poor Planning# Become a frog and take an ebony, cyan or copper potion to the oasis. Swim down to the small hole and enter the underwater cave. Smash a potion that will cure your frog state to die in an underwater cave-in. #Prickly Plop# This is a hard one to do on accident. It requires a dotted potion, a caramel potion, and ebony potion, and a saffron potion. Pour the dotted potion on the cactus at the first patch of desert. Drink the caramel potion and climb up the cactus. Drink an ebony potion to cure Ironskin. Then, drink the saffron potion and wait around until nature takes its course. #Fine Bovine# Sell a tartan potion to the boy with the cow in the town. Bottle a clove of garlic to make this potion. #Peak Oil# Pour an oily potion onto the giant stuck in the hole at the base of the mountain. Bottle ashes found in elftown to make this potion. #Free Market# While Torrence is still a statue, kick or hit the statue (without being a frog or small). It will break. Then, pour the jade potion onto the statue. This will also give an alchemist statueskin, which can be bottled to make a caramel potion. #Crying Game# Sell a teal potion to the female elf asking for one in elf town. For quick results, mix a cyan and navy potion to make one. #Spotted# Mixing an ebony and rosewood potion will make a licorice potion. A rosewood potion is made by mixing a red potion (made from a radish) with a black potion. Drink the licorice potion, and walk to the elf camp and a dog there will look in your direction. #Cutey# Drinking a livery potion and waiting around will turn an alchemist mostly into a donkey. Mixing speckled and emerald potions is a quick way to make livery potions. #Forget-Me-Yes# Simply drink a boiling potion to get this achievement. #LOTF# (Lord of the Flies) Retrieve the conch from the Plane of Water, and play it at your shop. See the Plane of Water in section VIII. For more information. #Little Guy# See the section on the Astral Plane in section VIII. for information on catching one’s own homunculus. ------------------------------------------------------------- XII. **Random Items and Potions** ------------------------------------------------------------- #The Magic Fountain# There is a magic fountain in Torrence’s estate. One can DRINK FROM THE FOUNTAIN, though this is dangerous. It is blindly drinking a random potion. To PUT A BOTTLE IN THE FOUNTAIN is a way to make a random potion. After a certain number of drinks or bottlings, the fountain dries up. Pouring a dotted potion onto the fountain will revive it. Magical luck effects what potions can be made in the fountain. Potion colors made with Good or normal luck: Yellow, cyan, black, blue, emerald, rosewood, navy, evergreen, olive, jade, kelp, green, red, grey, talc, speckled, teal, argon, boiling, purple, sandy, golden, tan, striped, dotted, muddy, silver, violet, sparkling, eggshell, polyester, ebony, sterling, saffron, tartan, psychedelic, mossy, maroon, spearmint, lime, bronze, asparagus, indigo, livery, sludgy, sticky, milky, oily, brown, peachy, spongy, clear, pink, fuzzy, snowy, pure, dirty, licorice, marigold, fleshy, fruity, creamy Potion colors made with Bad luck: Navy, grey, speckled, boiling, golden, tan, violet, sparkling, sterling, saffron, psychedelic, mossy, maroon, lime, bronze, indigo, livery, sludgy, sticky, milky, oily, brown, peachy, spongy, clear, pink, fuzzy, snowy, pure, dirty, licorice, marigold, fleshy, fruity #The Junk Pile# After a certain number of turns away from the junk pile, an item will show up there. With normal luck, these items are: Canterberries, widowberries, a bottle, desert fungi, amphibian goo, wild mushroom, lichen, a garlic clove. With Good luck, these items are: Canterberries, widowberries, a bottle, desert fungi, amphibian goo, wild mushrooms, a garlic clove, lichen, a mortar and pestle, a string, a lizard, a spoon, a slug, a spider. With Bad luck, only two items end up in the dump: Dust, meat. #Amnesia Notes# Drinking a potion of amnesia will cause a player to randomly forget one of three quests. Two of these quests leave a satisfied customer somewhere. Every quest leaves behind a note of some kind, either an old note, a fancy letter or a small card. Each is a clue to some forgotten adventure. Any item can be burned with the magic torch, creating exidust, which can then be bottled to make a slime potion. This is a notable shortcut is a player can suffer losing the ability to identify potions (or has a kaleidoscope potion or prismatic potion handy to bring back their lost senses).