Welcome to the walkthrough diary for Potion Tycoon, a game that requires an aggressive playstyle and strategic thinking. In this guide, I will take you through the first two weeks of the game, where we will be walking on the edge of bankruptcy. I will be covering both basic and advanced game concepts, and together, we will aim for a high-risk, high-reward approach to ultimately win the game on Day 42. Let’s get started!
General remarks
I hope that the development continues and I am very curious for additional content to be released in the upcoming updates.
I had so much fun in various playthroughs of the game, that I decided to create this walkthrough diary, which is my first published content so bare with me đ
I realised that such a detailed diary is quite a project and I am already working about 80 hours on it, so I decided to publish the first 10 ingame days and will continue adding content incrementally.
This walkthrough diary contains…well actually is one big spoiler. Use at your own risk as it might take away a lot of the fun I had with experimenting and finding the strategies to run a successful alchemy shop.
Our playthrough features an highly aggressive play style where we will be walking at the edge of bankruptcy for the first two weeks.
We will be using the pause button heavily.
Either the game is on pause to plan, build, design, craft, rearrange, etc. or it is in 8x fast forward mode to wait for income, tycoon points or the next action to carry out.
As the learning curve for the game is quite steep, I will explain the game concepts as we encounter them in Excursions
For the purpose of this walkthrough diary, Days are defined as the time between 6:00 am on one Day and 6:00 am on the next Day when daily reports are provided and workers for hire reset etc.
These are not to confuse with the Days in the top right corner of the game screen which last from midnight to midnight.
Suggestion to the Devs: make this in sync and let a day run from 6:00 am to 6:00 am or do the reset at midnight.
This diary explains a lot of the game mechanics which I have applied to win the game but it does by no means explain everything you could possibly encounter.
I hope you enjoy the reading and the diary can support new players in overcoming the steep learning curve. This game really deserves more players and reviews.
Comments and feedback are always welcome.
The Walkthrough Diary is published in the steam community of Potion Tycoon. Reusing parts or all of it is only permitted when you are referring to the source here and are citing the author.
Day 1 (1/2): Basic Room Setup, Basic Potion Design Start
Notes:
We will deactivate the tutorial in the settings and still keep the basic potion shop setup. But for your first playthrough I would suggest to do the tutorial to learn the basics of the game. Of course you can build your own shop from scratch, but I like to use the basic setup as a pattern for further expansion.
2. We are going to hire the following staff on Day 1
- 2 alchemists (increased potency (various skills), reduced cooker workload)
- 2 clerks (skills to look for: +10% sales chance of potions, 33% to get 1 stamina for each sale)
- 2 operators (reduced workload for operating machines (4 different skills))
Workers can be hired in the worker section on the ledger at the top left where we also can switch between current workers and workers for hire.
3. To be able to produce potions we obviously need to start growing ingredients. We do this by assigning all three of our initial ingredients to grow in either a greenhouse (herbs) or a cultivation box (mushrooms). As a last step we reduce the storage amount for all ingredients to 2 (you can do that in bulk by selecting the storage target for one ingredient and choosing the option for “all ingredients”)
4. Our next task is to open the construction menu on the lower left of the screen and increase the room size of the shop areas, the production area and the growth area by dragging the white rectangle for each of the rooms to the allowed building boarders left and right. When we are done we purchase the changes.
5. For an efficient basic production setup we need more underground space because production machines can only be build underground, while shops need to be above ground. We we construct a new underground floor U2 with the same room setup as underground floor U1 and add the following furniture.
- two palettes in the new storage area on U2
- a bottling machine and a cooker in the production area on U2
- two of the processing machines (drying kiln, mortar, kettle, pickler) in the production area on U1
- the other two processing machines (drying kiln, mortar, kettle, pickler) in the production area on U2
6. You might have noticed that we are already running out of budget. We take a loan of 1000 coins in the budget ledger on the top left to finance our purchases.
7. We buy 2 additional large oak cabinets and move them with the already existing one in the same room as the cash register in the shop area on the right on floor 1.
8. We add two more cookers to our layout. One in each production area in U1 and U2.
9. And now it is time to design our starter potions. To do so we open the alchemy potion design menu and look at the available potion recipes. The potions which we can create at start of the game depend on our starting ingredients and these are totally random. In this playthrough we can create a strength, a necromancy and a skeleton repellent potion.
10. We select the strength potion to start with.
The potion design screen consists of several sections with the available ingredients to the left of the screen, the ingredients which are used in our recipe in the cooker in the middle and most important the potion statistics to the right of the screen.
Each potion is defined by 2 mandatory properties. When we start the potion design process by choosing a potion from the available list, the basic potion design always consists of two ingredients which contain the two mandatory properties for this specific potion.
In the case of the strength potion the mandatory properties are the fire property and the bone property, therefore Mandrake and Wormwood were added to the cooker when we chose the strength potion.
When we hover our mouse over the potion name on the top right, we will see a list of beneficial properties and detrimental properties for this potion.
Our goal for each recipe is to:
- have both mandatory properties which define the potion
- add as many beneficial properties as possible (green properties on the bottom right – here: Antidote)
- avoid detrimental properties (red properties at the bottom right â here foul).
Each beneficial property is increasing the base appeal of the potion, while each detrimental property is decreasing the base appeal of the potion.
We want to get all potions as appealing as possible to our customers, otherwise they will not buy from us.
In our case the base appeal of 3% for the basic strength potion is really bad, hardly any customer would want to buy it. The main reason for the low appeal is the detrimental property foul on the bottom right. By hovering our mouse over the property we bring up an explanation screen which indicates that the foul taste property is reducing the appeal by 20%.
The Foul taste It is a combination of the two basic properties bitter and unsavory which are both properties of the regular mandrake root ingredient. While bitter on it’s own is a beneficial property it becomes detrimental in combination with the unsavory property.
To improve the appeal of the potion, the goal is to remove the unsavory property from the mandrake root. As we need to keep the bone to create a strength potion, there is only one possible Mandrake variation which includes the bone and the bitter property. We need to keep the lower half of it, while removing the upper half. To get the lower half we select the mandrake root in the cooker and on the left side the ingredient processing screen for Mandrake opens up.
The smileys on the ingredient processing screen allow us to keep one of the four halves of the Mandrake root (bottom, left, top, right). We need the bottom half, therefore we select the smiley on the bottom. This will remove the top half of the ingredient from the recipe. We will loose the stimulant (+) on the upper left (which is in general beneficial to a potion) but more important we will remove the unsavory property on the upper right of the Mandrake which is reducing the appeal of our potion massively.
The result is outstanding (for Day 1 that is đ )
Using the pickled (bottom half) Mandrake instead of the regular Mandrake removed the detrimental foul property and added the beneficial bitter property, leading to an increase of the potion appeal from 3% to 27%.
Note: The potency of the potion decreased from 1.5 to 1.0 as a result of removing the stimulant (+) from the recipe, but for the time being potency is not important at all.
We want to focus on appeal and bring up it as high as possible.
The other ingredient, blanched wormwood is already best in slot as it contains the mandatory fire property and the beneficial antidote property.
The last step in the potion creation process is the bottling and the pricing of the potion on the next screen, tap the arrow on the bottom right.
Day 1 (2/2): Basic Potion Design Continued
At the start of the game we do not have any options in terms of bottle design, caps and trinkets. We need to to research these first, which is also true for marketing actions, which will become available after we have researched the marketing desk.
Important: The goal for any potion we create should be to make it superior.
The superior tag is directly derived from the appeal of the potion.
We are playing against 3 AI players and the one player with the highest appeal for each potion gets the superior tag. Superior potions are twice as likely to sell, therefore we want to keep all potions with the superior tag at all times if possible.
If necessary we will decrease the price of the potion to make it superior, or increase the price if the potion still receives the superior tag.
Each step of price increase/decrease changes the appeal of the potion by 5% in the opposite direction. Price increase by one step decreases the appeal by 5%, while a price decrease by one step increases the appeal for the potion by 5%.
Last but not least we give the potion a name, and use the colour of our choosing. I tend to colour the bottles according to their areas (red -> health, purple -> sorcery and green â provisions) and I am using a speaking name for the potion but this is totally up to you.
11. We repeat the above mentioned process for all potions which are available to us at the start and make sure that the potions receive the “Superior” Tag by:
- adding as many beneficial properties as possible
- removing all detrimental properties
- decreasing the price if a rival has a potion with higher appeal (rivaled property)
- increasing the price (maximum to the yellow but not to the red section) if the potion is still superior (pricey property)
- Adding beneficial and removing detrimental properties should always prevail over using stimulants (+). However we always should get rid of the impure (-) property.
12. When done we unpause the game and let our staff build all the changes to our alchemy shop
13. Once building is complete we assign each of our 3 potion designs to a different cooker using the autolink mechanic. This will make sure that our operators are creating the correct variations of the ingredients for our potions and the alchemists are brewing the three basic potions in parallel
14. We also assign each of the three potions to a large oak cabinet in the shop area to make sure that all of them are offered to our customers.
15. In this playthrough I ended up with the following three starting potions:
Strength
Necromancy
Skeleton Repellent
16. Optional: Delete the already pre-designed potion in the products ledger on the top left to avoid confusion.
17. This was quite a bit of work for our first day as a potion shop owner and the learning curve is quite steep, but getting past the first few hours revealed a very enjoyable and extremely rewarding game. I really hope there is more to come.
End of Day 1 Summary
Staff
- 2/14 Alchemists
- 2/4 Operators
- 2/6 Clerks
- 1/7 Gardeners
- 0/7 Greasers
- 0/2 Managers
Seeds
- 3 random ingredient seeds (Wormwood, Nightshade, Wizard’s Hat) in our case
Room extensions Underground Floor 1 (U1)
Growth Area U1
- 2 greenhouses
- 1 mushroom cultivation box
Storage Area U1
- 2 storage palettes
Production Area U1
- 1 bottling machine
- 1 cooker
- 1 pickler
- 1 mortar
- 1 cooker
Room extensions Underground Floor 2 (U2)
Growth Area U2
We will add greenhouses and cultivation boxes when we get additional seeds but this is not needed on Day 1
Storage Area U2
- 2 storage palettes
Production Area U2
- 1 bottling machine
- 1 cooker
- 1 kettle
- 1 drying kiln
- 1 cooker
Chambers extension Floor 1 (above ground)
Shop Area:
- 1 cash register
- 3 large oak cabinet
Our basic potion shop setup looks like on the screenshot below
Day 2 (1/2): Goals, Tycoon Points, Workers, Room Rating
2.We have to watch our finances! At the daily reset (at 6:00 am) all worker wages are paid which requires us to have excess money directly before the daily reset. Once we cannot pay our debt for 3 days in a row or are getting too far into the red numbers we are bankrupt and will loose the game.
Excursion: Goals
On the right side of the screen we see three initial goals on which we are already working. Goals are pretty basic at the beginning and become more and more challenging and rewarding as we progress through the game. Completing goals is a great way to boost our game progress significantly.
Each goal is related to one of the three potion categories/departments
- Path of Service (Health)
- Path of knowledge (Sorcery)
- Path of Fame (Provisions)
For each path there are currently 12 Goals at the time of writing. Once we complete the 12th goal in either path we win the game.
Our initial goals are as follows:
- Apothecary (4/12) – Goal I on the Path of Service
- Sorcerer (0/12) – Goal I on the Path of knowledge
- Supply Depot (0/12) – Goal I on the Path of Fame
Each of these three goals expects us to
- create one potion for the related department (health, sorcery, provisions) – done on Day 1
- sell one crate of potions i.e. 12 potions in each department – in progress
(where 4/12 for the Apothecary goal indicates that we have already sold 4 potions in the health department to our customers)
3. On day 2 we continue the early expansion of our alchemy shop “Bat Alchemy”.
To do this we:
- increase our loan by another 500 coins
- increase the size of our crew quarters on floor 2 by dragging the white rectangle around the room to the right boarder of our building
- buy 2 additional bunkhouses to allow our workers to rest
- and finally build a small research lab in the small room to the left on floor 2
Excursion: Tycoon points
Tycoon points is the second important currency in Potion Tycoon. While we can buy all equipment with regular coins, Tycoon Points are required to hire new workers, perform research or start marketing campaigns.
Sources for regular daily Tycoon point income:
- Market Leadership
- Happy customers
- Hired workers (Managers)
- Artifacts
Sources for one-time Tycoon Point income
- completing VIP quests
- completing Goals
4. When we have enough Tycoon Points from finishing the first goals (one-time income) we hire additional staff. Workers for hire are reset at 6am each ingame day and may vary in each playthrough. Here we hired 2 alchemists and 1 operator on Day 2 making it 4 Alchemists and 3 operators in total
Excursion: Workers
To successfully run our potion shop we need all kinds of workers who are performing different tasks in our production chains. The following worker categories are available:
- Alchemists – Brew potions in cookers, perform research
- Operators – Run production equipment – which transforms raw ingredients into processed ingredients
- Clerks – Run cash registers and perform marketing campaigns
- Gardeners – plant, grow and harvest mushrooms and herbs
- Greasers – Fill potions into bottles, transport all ingredients and products to their required destinations which also includes restocking the oak cabinets
- Managers – generate tycoon points, positive impact on global variables, e.g. worker stamina, tycoon point income etc.
All our workers gain experience when they are performing tasks in their profession. After they reach certain experience thresholds they can be promoted to the next Level. Worker levels are
- Novice
- Adept
- Veteran
- Master
- Grandmaster
With each Promotion the wages of our staff are rising, where each additional Level increases also the hike from one level to the next. i.e. the wages increase much more when a promotion is done from master to grandmaster, than it rises for a promotion from Novice to Adept. (We have to keep this in mind and stop promotions at certain points temporarily to prevent bankruptcy).
On the positive side, each promotion grants an additional skill to each worker which will make them much more valuable to our shop. e.g.
- gardeners get skills which increase the growth rate of the plants they are growing or which increases the amount of received ingredients when harvesting a plant once,
- Alchemists get skills for increased potion appeal, increased potion potency or reduced cooker workload (i.e. faster potion production)
- clerks increase the sales chance of potions sold in the same room (great for potion racks which are placed next to a cash register where the clerk is working) or get stamina points back for customers served at a cash register,
- greasers are delivering faster,
- managers increase tycoon point generation and so on.
There are loads of skills.
I personally always choose skills which are having a positive effect on the workers job over skills which affect only the stamina of the worker.
Speaking of Stamina, our workers have a certain amount of stamina and performing any task reduces this amount. When the stamina reaches zero, workers need to rest which they ideally do in the crew quarters.
If the crew quarters is full, they can also fall asleep where they stand but to recover outside a crew quarter takes much more time and therefore reduces the time in which the worker can actually perform his job. We should avoid that.
5. Important: The play style in this walkthrough heavily relies on 14+ Master or higher Alchemists, therefore we check the workers for hire daily and hire additional alchemists whenever we can afford it. We have to be careful though with promotions as these can ruin us if we promote them too early
6. The target endgame setup in terms of workers for our approach looks like the following:
- 14+ Alchemists (the more the better, but we have to watch our finances)
- 4 Operators
- 6 Clerks
- 7 Gardeners
- 7 Greasers
- 2 Managers (We were extremely unlucky in this playthrough and saw only 1 (!) manager for hire until we managed to win the game. And we checked staff for hire on a daily basis. So whenever we see a manager, we should hire them for 20 Tycoon points)
7. Ideally we would have enough (10) tycoon points left to start the first research project “Ventilation” by using the basic research table. But we prioritised workers over research. “Ventilation§ let’s us place a maximum of 3 air vents in each production room. Air vents are quite expensive when we just start out, but they increase room rating for production rooms by 15 points each.
Excursion: Room Rating
Room rating determines how many action points are necessary to perform an action in any given room. The higher the room rating (cap is 40 to my knowledge) the less action points are needed. Processing machines in turn decrease the room rating and require the workers to use more action points for each task in a production room.
Therefore we want to place Air Vents in each production room, once we have researched them and whenever we can afford them, to reduce stamina drain and increase the up-time of our workforce.
Day 2 (2/2): VIPs and Endorsers, Stockpiling and Storage Target
Excursion: VIPs
VIPs are non player characters which show up regularly in the course of the game and ask us for favours (quests). VIPs belong to one of the three customer groups:
- Guards
- Wizards/Witches
- Rogues
Usually they want us to produce X crates of Potion Y with a potency/grade of Z. This can be quite tricky because they are requesting one or multiple crates of a specific potion. The production of these potions occupies our staff and our production chain, while we cannot sell the result to our regular customers and instead dispatch the crates to the VIP.
However VIP rewards are HUGE and boost our game progress significantly.
They include in the order of usefulness:
- New ingredient seeds, which let’s us unlock additional potion recipes or create better potions
- Artifacts which almost always provide desirable benefits to our potion shop
- Tycoon points
- A temporary fame increase, which increases the number of potential customers in our shop
- A sack of coins
- etc.
So we ALWAYS try to accept VIP quests and complete them as soon as possible. We just need to make sure that our potions match the expectations of the VIP.
During the game we will encounter many VIPs and after we complete at least 2 quests for the same VIP he/she will become an endorser.
Endorsers are regularly supporting our cause by sending us ingredient seeds or articfacts for free which is highly desirable.
Endorsers are also required to win the game eventually.
9. Captain Gutter asked for 2 crates of potency/grade 1 potions of either conjuring, necromancy or summoning to be delivered within 4 days – We accept the quest
10. The only potion which we are able to brew from his list is the necromancy potion and as we have already 4 alchemists busy brewing potions we should be able to fulfil his request easily.
11. After accepting the quest we realise that we already have 2 potions of necromancy in stock indicated by the green question mark next to the VIP on the right side of the screen.
Excursion: Stockpiling and storage target
But for completeness sake we will have a look at the stockpiling mechanic, which is a quality of life mechanic and allows us to stockpile certain potions and prevent them from being sold in our shop.
We open the products ledger on the top left of the screen and select the stockpiling option next to the potion we want to deliver to a VIP. This will allow us to produce potions solely for the purpose of
our current quest and let’s us complete it as fast as possible.
We also have to make sure to amend the storage target cap of the potion which we want to stockpile to match or exceed the number of potions requested for the quest, otherwise we will never complete it.
We can do that by opening the production ledger on the top left of the screen and increase the target number for the potion in question (here: Necromancy). For the current quest 2 is enough but for later quests we need to keep that in mind and increase the target.
Important: After finishing the quest, we need to stop stockpiling the potions and return the potion target cap to 2 for all potions again. During multiple playthroughs I was wondering why one of my sales racks was empty for an extended period of time, only to realise that I had forgotten to remove the stockpiling option for this potion after a quest was finished.
Speaking of storage target: The default storage target for ingredients and potions at the start of the game is “3”. We reduced this to “2” to save storage space at start. While the potion target will remain at “2” during the whole game, and will only be increased temporarily for quest purposes, the ingredients target will be increased later to facilitate higher production volumes.
12. We finish the quest by tapping on the green question mark next to Gutter and dispatch the 2 necromancy potions he wanted. As a reward we can choose between âhypingâ necromancy potion sales for 3 days or a sack of 112 coins. We choose hyping the potion but to break even with the 112 coins we would have to sell more than 11 additional necromancy potions in the next 3 days.
7. Day 2 ends at 6am
End of Day 2 Summary
General Achievements
- Our shop “Bat Alchemy” is on top of the leaderboard
Staff
- 4/14 Alchemists
- 3/4 Operators
- 2/6 Clerks
- 1/7 Gardeners
- 0/7 Greasers (however all other staff is levelling up greaser as second mastery as they have to carry a lot of stuff around without a greaser taking over the task)
- 0/2 Managers
Chamber extensions Floor 2
- Basic Research Lab
- Increased Crew Quarters size
- 2 Bunkhouses
Day 3 (1/3): Additional Seeds, Ingredient Ledger, 4th Seed
2. We encountered another VIP, Hooded Crow, who is looking for 2 provisions crates of potency/grade 1.
3. After accepting the quest we realise that we do not have enough provisions crates in stock to meet the required delivery targets indicated by the red arrow next to the questgiver on the right. Therefore we increase the target storage for skeleton repellent potions to 3 and start stockpiling them. We have three days to complete the quest and with our current setup this should not be a problem at all.
4. Just a bit later Jolene the ingredient trader is visiting our shop and offers a new random ingredient for purchase, here: âFly Agaricâ. Hovering with the mouse over the ingredient shows which properties and potions it would unlock for us. The price of 101 coins is pretty expensive at this stage (remember we still have a loan of 1744 coins to pay at the moment and only 535 in cash) but it will increase the number of potions we can offer in our shop by 100% (from 3 to 6) and this is a huge boost early in the game.
Excursion: Additional Ingredient Seeds
I personally always buy ingredients which I do not have yet when I can afford them (or even take a loan to be able to afford them).
The ingredient trader is however not our only source for seeds, we can also get them from completing goals or quests and there we should take them as first priority when they are in the rewards list. We will also receive random ingredients from endorsers later on.
I would not recommend to buy duplicate ingredient seeds from Jolene unless they are heavily used in many potions later on, or if you have an abundance of money (which is hopefully also the case later).
5. Having purchased our next seed we want to check the ingredients ledger on the top left and here the seeds section. It will show us all the seeds we have and how many of them we are growing. âFly Agaricâ is the new seed we just purchased showing as (-/1) which indicates that we are not growing it yet. Hovering over the name opens an additional infirmation window. Here we see next to it’s properties that âFly Agaricâ is a mushroom.
6. Therefore our next task is to purchase a mushroom cultivation box in the construction menu on the bottom left, which we place in the empty growing section on U2
7. After the construction is finished, we plant the âFly Agaricâ seed in the box and once planted reduce it’s storage target to 2.
Note: The room in the moonlight city scenario is pretty limited, so we need to keep our stock as low as possible but high enough to not hamper potion production. A target of 2 is fine for the start, later in the game we will increase it.
Day 3 (2/3): Additional Potion Creation, Potions 4-6
We need to make sure that the potions receive the “Superior” Tag by:
- adding as many beneficial properties as possible
- removing all detrimental properties
- decreasing the price if a rival has a potion with higher appeal (rivaled property)
- increasing the price (maximum to the yellow but not to the red section) if the potion is still superior (pricey property)
- Adding beneficial and removing detrimental properties should always prevail over using stimulants (+). However we always should get rid of the impure (-) property.
8. We ended up with the following additional potion recipes by cultivating the “Fly Agaric” seed:
- Potion of Vitality
- Potion of Summoning
- Monster Repellent
9. We will have a look at another example of smart potion creation by checking the potion of vitality. When we load the basic recipe the automatic setup suggests to use the upper half of âWormwoodâ and all four properties from âFly Agaricâ. However “Fly Agaric” contains the âToxinâ property which is neutralising the benefitial property âAnti-Toxinâ from âWormwoodâ and therefore Antidote is not a property of the potion as it stands.
10. The potion base appeal of 23% is not bad, but if we remove the upper half of âFly Agaricâ we get rid of the detrimental “Toxin” property (and also remove the beneficial stimulant) which will lead to an even better result. The âAnti-Toxinâ property from âWormwoodâ increases the appeal by 10% while we loose only 1% appeal for having less potency from the stimulant removal resulting in a new base appeal of 32%.
11. This allows us to set the price at the upper end of the range (yellow section) getting the pricey tag which reduces the appeal by 5% but still leaves us with a superior potion.
12. The next potion, potion of summoning, is interesting as the creation options leave us with the best option at 24% base appeal while a rival potion house is offering the potion with 26% appeal. During the creation process we remove the impure detrimental property.
13. Furthermore we reduce the price to the lowest possible price, which will add the beneficial fair tag to the potion, increase our appeal to 29% and make it superior. At the early game each price step only reduces the profit by 1 coin per potion so having a twice as high chance to sell the potion with the superior tag for 8.5 coins profit is better than selling it for 9.5 coins profit having the rivaled tag.
14. Last but not least we design the monster repellent potion. Again we remove the detrimental property (which is flavourful in this case) to increase the base appeal of the potion from 9% to 33%. We price it to our needs to keep it superior and exit the alchemy screen.
15. After we have started planting the new âFly Agaricâ seed and created 3 additional superior potions, we will assign the new potions to the existing cookers. Don’t forget to reduce the target amount for all potions to 2 (game default is 3 but I found this to be too much). Our production setup looks like this and all recipes are auto linked to the four processing machines:
- Cooker 1: Health potions (Strength, Vitality)
- Cooker 2: Provision potions (Skeleton Repellent)
- Cooker 3: Sorcery potions (Necromancy, Summoning)
- Cooker 4: Mixed potions (Monster Repellent)
16. A bit later in the game we will have all 16 potions to create and we will produce 4 potions per cooker. We will also not build any more cookers in this playthrough but we will come to this a bit later.
17. You might wonder why we chose the cooker setup above. Remember our active quest where âhooded Crowâ asked for 2 provisions potions? By producing Skeleton Repellent and Monster Repellent in parallel at different cookers we will be able to complete the quest even faster as both recipes fulfil the requirements.
18. Our next task is to add 3 more large oak cabinets in the left shopping area on Floor 1 to be able to sell our newly created potions. We take this opportunity to add decorations to both shopping rooms on Floor 1 to increase the room rating which will benefit our customers and our employees.
Room rating will also decrease the amount of action points spent by customers int he room…Yay! We want one of each decoration in each of the shopping rooms, so we purchase the missing decorations and place them accordingly:
- 3x Large Oak Cabinet
- Decor shelf/Decor Shelf
- Small Decor Shelf/Small Decor Shelf
- Lantern/Lantern (both rooms have already 2 Lanterns no purchase needed)
- Small Soul Mask/Small Soul Mask
- Infortisement Scroll/Infortisement Scroll
- Large Soul Mask/Large Soul Mask
18. We wait for the items to be built and assign the three new potions to the three new oak cabinets.
19. Meanwhile we managed to sell 12 sorcery potions and received another ingredient seed as quest reward as well as 10 tycoon points.
20. We make use of the 10 Tycoon Points to hire our third Novice Clerk ( I wish there were more gardeners to hire as we still only have one and his workload is getting heavy)
Day 3 (3/3): Recipe Upgrades, Indefinite Production, Artifacts, 5th Seed, Potions 7-8
- Sleep
- Weakness
We repeat the necessary steps to setup the new potion production chains by:
- Building a greenhouse in the growing room on floor U2 to start growing the Nightshade (or if we get a mushroom we build a cultivation box)
- Creating the new potions in the Alchemy screen and make them superior (add beneficial properties, remove detrimental properties, play with the price)
- Assigning the potions to the cookers to produce them most efficiently (4 cookers, 8 potions â 2 potions each)
- Building 2 new large oak cabinets in the shop and assign the potions to them for sale
22. Furthermore we will update our existing two sorcery potions to get better appeal and higher sales prices:
- of Summoning by replacing Wizards Hat (Crushed) with Nightshade (Blanched)
- of Necromancy by replacing Wizards Hat (Crushed) with Nightshade (Blanched)
Excursion: Recipe Upgrades
When we want to upgrade a recipe, we go to the Alchemy screen and load the existing recipe instead of just creating a new recipe. Loading the existing one and amending it triggers a lot of quality of life mechanics the game offers.
- When having crates in stock for the legacy potion, we can upgrade them to the superior potion version by spending 5 Tycoon points each (expensive at the start of the game, but awesome later on)
- Cookers and oak cabinets producing/offering the legacy potion will be automatically updated to produce/sell the superior potion (we would have to assign a completely new potion of the same type manually to cookers and oak cabinets when we do not load the legacy recipe)
Excursion: Indefinite Production
As we are still working on completing the quest to send 2 provisions crates to âHooded Crowâ and we have assigned two potions per cooker now, we should make use of the indefinite production option which allows us to produce the same potion in one cooker until the storage limit is reached. In regular mode once a potion has been produced it moves to the bottom of the production list for this cooker and production of the next crate of this potion will only resume once all other potions scheduled for this cooker have also been produced once.
The Skeleton Repellent potion will be produced until the target storage limit of 2 crates is reached. Sleep potion production will only resume afterwards.
23. In the night Lady of the Moon (VIP) appeared asking for the delivery of one sorcery crate of grade 1 within 3 days. We accepted and luckily we had another necromancy potion crate in stock, which allowed us to finish the quest immediately.
24. The Lady of the Moon offers to spread the fame of our house, increasing the fame and the number of potential customers temporarily or to give us an artifact.
25. We chose the artifact and received the “Crown of Rebirth”
26. While checking the artifacts section in the building menu I realized that we already had received an artifact as quest reward earlier which I did not notice. We have the following artifacts:
- Crown of Rebirth (increases the crop size of each mushroom in the same room, i.e. whenever we harvest the mushroom we receive two crates of raw ingredients instead of one)
- Solar Crystal (increases the growth rate of all herbs growing in the same room by 25%)
Both artifacts affect the growth of our ingredients so we move all three of our current greenhouses to the same growing room on floor U1 and place the solar crystal there, while we move all two mushroom cultivation boxes to the growing room on floor U2 and place the Crown of Rebirth in the same room as the mushrooms. The new growing room setup looks like this:
End of Day 3 Summary
General Achievements
- Our shop “Bat Alchemy” is on top of the leaderboard
- 5/16 Ingredient seeds are cultivated
- 8/16 potion production chains are setup
- 8/16 potions are available for sale in our shop
Points of Attention
- Outstanding Loan: 1666 coins
- Wages and material costs increasing
- Liquidity is running low (-42 coins after daily reset)
Staff
- 4/14 Alchemists
- 4/4 Operators
- 3/6 Clerks
- 1/7 Gardeners
- 0/7 Greasers (however all other staff is levelling up greaser as second mastery as they have to carry a lot of stuff around without a greaser taking over the task)
- 0/2 Managers
Day 4: First Research, More VIPs
2. The next quest also awaits: Wizard Sorbus is asking for 2 crates of grade 1 sorcery potions within 4 days.
3. We accept and check the products ledger by filtering for available sorcery potions. Unfortunately none of them is in stock. Therefore we decide to stockpile summoning potions and at the same time set the summoning potion production in the cooker 2 to indefinite to produce the two crates of summoning potions as fast as possible and to prevent them from being sold until the quest for Wizard Sorbus is done.
4. After a few more minutes the yellow arrow on the âCrowâ VIP turns green as we have one of each skeleton repellent and monster repellent potions in stock. We pause the game, and use the opportunity to finish the quest for âHooded Crowâ. We remove the indefinite potion creation tag for skeleton repellent and also remove the stockpiling tag for the potion to allow selling them again in our shop. As a reward we chose hyping skeleton repellent potion for 3 days over a sack of 112 coins.
5. A few hours later we again have earned 10 tycoon points and in the absence of valuable staff to hire we start our first research project âVentilationâ in the small research lab. One of our alchemists will go to the research lab and start researching (here: Floor 2 on the left)
6. Furthermore we have 2 medium department stores in our shop offering 2 different potions in two different categories (here health and provisions) which started the 48 hour countdown for the department store quest.
7. A bit later the “Ventilation” research task is complete.
8. In the very early morning shortly before the daily reset, we have produced enough summoning potions to finish the quest of Wizard Sorbus. Remember to stop stockpiling in the potions in the production ledger and also stop the indefinite production on cooker 2 for the summoning potion.
9. We choose an artifact over temporary fame as reward and receive a Two Headded Taurus which increases the fame of our house permanently by 10 points. We place the new artifact immediately in a free room (here: in the research room).
End of Day 4 Summary
General Achievements
- Our shop “Bat Alchemy” is on top of the leaderboard
- 5/16 Ingredient seeds are cultivated
- 8/16 potion production chains are setup
- 8/16 potions are available for sale in our shop
- 3 Artifacts placed
- First research complete
Points of Attention
- Outstanding Loan: 1588 coins
- Wages and material costs increasing
- Liquidity is running low
Staff
- 4/14 Alchemists
- 4/4 Operators
- 3/6 Clerks
- 2/7 Gardeners
- 1/7 Greasers (however all other staff is levelling up greaser as second mastery as they have to carry a lot of stuff around without a greaser taking over the task)
- 0/2 Managers
Day 5: Promotions, Worker Skills
2. We start promoting our workers on day 5 but do not promote them higher than Veteran for the time being.
Excursion: Worker Skills Deep Dive
The following skills are worth taking, ordered by priority
Alchemists:
- Acclaimed (increases Appeal of all potions by 3%)
- Spellbinder (increases potency by 5%)
- Optimiser (Potency increase by using Stimulants)
- Herbalist (increase potency for any potions using herbs)
- Fungi Connoisseur ( increase potency for any potions using mushrooms)
- Hot Pot (workload for operating any cooker reduced by 2)
- Arcane insight (can use +1 ingredients in Alchemy)
- Enchanter (increase potency for sorcery potions)
- Healer (increase potency for health potions)
- Mercenary (increase potency for provisions potions)
- Scholar (reduced workload for research) – we only take this once or twice and let these guys do the research
Operators:
- Scrounger (20% chance to produce two processed ingredients in one batch)
- Curing expert (workload for drying kiln and fermentation tank reduced)
- Preserver (workload for operating any pickler reduced by 2)
- Grinder (workload for operating any mortar reduced by 2)
- Pan Handler (workload for operating any kettle reduced by 2)
Clerks:
- Potion whisperer (increases sales chance of any potion in the same room by 10%
- Welcoming (restores 12 action points to any customers in the room)
- Go-Getter (33% chance to receive 1 stamina for each customer served at cash register)
- Seer (All marketing actions by this character have 10% increased success chance) – we take this only once and assign this clerk to the marketing desk later
- Influencer (increases fame for all customer groups by 3%)
- Guerillia (Marketing campaigns are 15% cheaper)
- Gossiper (Recent sales fame cap increased by 3%)
Gardener
- Green Thumb (increases crop size of all herbs harvested by this gardener)
- Spore Finger (increases crop size of all mushrooms harvested by this gardener)
- Botanist (increases groth rate of all herbs and mushrooms planted by this gardener)
- Forager (50% reduced time to plant and harvest herbs and shrooms)
- Zen (Mood increase by 15 per hour in a room with a greenhouse or cultivation box
Greaser
- Tag (increases the stamina of all workers in the room by 5 when entering the room)
- Speed Bottler (workload for bottling reduced by 2)
- Hauler (speed penalty for carrying goods is halved)
- Sprinter (+25% movement speed, -25% stamina)
- Marathoner (Stamina consumption for deliveries reduced by 33%)
Manager
- Diligent (increases Tycoon point production for this worker (2x))
- Entrepreneur (increases Tycoon point production of the house by 15%)
- Administrator (increases Tycoon point production of the house by 10%)
- Motivator (increases stamina of all workers by 10%)
- Organiser (increases movement rate for all delivery tasks by 10%)
- Contractor (prize of construction is reduced by 15%)
- Famous (increases Fame for all segments by 3%)
3. Alfons the Artifact trader is visiting us and offers a fallen hero memorial. It increases stamina of all workers entering the room by 25%. We decide to purchase it and place it in the crew quarters as the production rooms are entirely filled with production machines. Similar to Jolene the ingredient trader, Alfons is visiting every few days and offers a random artifact. It is up to you whether you buy it or skip it depending on your needs and funds of course as the artifacts are also not very cheap.
End of Day 5 Summary
General Achievements
- Our shop “Bat Alchemy” is on top of the leaderboard
- 5/16 Ingredient seeds are cultivated
- 8/16 potion production chains are setup
- 8/16 potions are available for sale in our shop
- 3 Artifacts placed
- Department Store goal is about to finish in 12 hours
Points of Attention
- Loan is decreasing
- Wages and material costs increasing
- Liquidity is running low – as always
Staff
- 4/14 Alchemists
- 4/4 Operators
- 3/6 Clerks
- 2/7 Gardeners
- 1/7 Greasers (however all other staff is levelling up greaser as second mastery as they have to carry a lot of stuff around without a greaser taking over the task)
- 0/2 Managers
Day 6 (1/2): Recipes Detailed (1-12), Potency Limit, Bottle research, Staying Superior, Next Level Goals, 6th Seed
2. We completed the basic goals already by selling twelve potions each. After one goal is done, we will automatically move to the next goal in the related path. Currently the following three goals are active for us:
1. Get Noticed (Provisions)
For the provisions goal we are going to start the next research project: Office Basics (15 Tycoon points), which enables us to construct the marketing desk and perform a marketing action.
2. Art and Science (Sorcery)
Art and Science requires us to complete three research tasks (we just started our seconf reseachj project: office basics to complete the Goal âGet noticedâ above.
3. Department Store (Health)
The Department Store goal is on track. We have only 12/48 hours left to maintain at least 2 potions for two different departments in our shop. When one potion is sold out, the timer will reset and once 2 potions from 2 departments are available again in our shop again the countdown will start at 48 hours again. We keep an eye on this and prioritise potion crafting if needed.
4. Around noon Jolene the ingredient trader joined us again offering âCatnipâ a herb which will increase our potion variety by another 50%. Four additional potions to create is huge, although the price of 124 coins gets us back into the red numbers. We are still walking at the edge of bankruptcy, but we cannot decline this offer.
5. We want to continue our aggressive expansion strategy, but our funds are running low. Therefore we take another loan of 500 coins loan to a total outstanding loan of 2260 coins
6. Having a new herb seed we want to build an additional greenhouse and plant the âCatnipâ herb there. We build it in the growth room on floor U2 together with the shrooms. It will not benefit from the crown of rebirth, but for now we cannot afford to extend our production capacities to floor U3 yet.
7. The âCatnipâ again increases our sales opportunities tremendously. We create our next 4 potions to a total of 12 potions for our shop. Each of the potions uses two ingredients and the recipe creation follows the basic potion creation logic we already have used for our other potions (see below):
- Sleep
- Slow
- Mana
- Warding
We need to make sure that the potions receive the “Superior” Tag by:
- adding as many beneficial properties as possible
- removing all detrimental properties
- decreasing the price if a rival has a potion with higher appeal (rivaled property)
- increasing the price (maximum to the yellow but not to the red section) if the potion is still superior (pricey property)
- Adding beneficial and removing detrimental properties should always prevail over using stimulants (+). However we always should get rid of the impure (-) property.
The table below shows all important information for each of the twelve potion recipes which we have created so far:
8. We distribute the four new potions evenly among your four cookers to setup the production chains. Each cooker will create 3 potions now.
9. To be able to sell the new potions we need to expand our shop by adding a third floor above ground. We start by adding a staircase, move the research chamber and the crew quarters including all items from floor 2 to floor 3 by just dragging the whole room to floor 3. Items stay in the moved chambers. Then we create 2 new shop rooms on Floor 2 and extend their size to the building boarders. In the new room on the left we add 2 oak cabinets and a cash register, while we add two oak cabinets in the right room as well. As our funds are running low again, we will skip decorations for now and add them a bit later.
10. When ht new shop floor is built, we add our brand new potions to the oak cabinets in the shops on floor 2.
11. After a bit the Office Basics research is finished and after completing the department store goal we are going to add air vents to our production rooms to increase the room rating. We can install a total of three vents but they are expensive (75 coins each). Due to the 500 coins reward for the department store quest we can afford them and also the decoration for the two new shops on floor 2 (purchase the same decorations as for the shops on floor 1.
12. The 10 Tycoon point reward from the department store goal is just enough to start our third research project: “Oddities” in the bottles area.
Excursion: Total Potency Limit and Bottle Research
It is mandatory to research better bottles and caps early on as the main limiting factor for increasing total potion strength/potency/grade are the bottles, caps and trinkets which we are using.
Total potion potency is capped at 2.0 when we are only using clay bottles and regular bottle caps which are available at the start. Therefore we would never be able to complete our sorcery goal where we have to create a potion with grade 2.3 without performing bottle research.
13. We received a message from a rival that our necromancy potion is not superior anymore which we immediately need to address because only superior potions allow us to stay on the top of the leaderboard and receive more Tycoon points daily.
14. Luckily we have researched “Oddities” which completed just an hour ago. We go to the alchemy screen and load our existing necromancy potion
15. We do not have additional or better ingredients yet so we can only influence the appeal on the last page of the potion creation screen. Here we see that the rival appeal is 27% while our current appeal for the necromancy potion is 24% with 1.8 potency. On the left side we see our newly researched cap: Curiosity caps (Oddities research)
16. By replacing the regular cap with the curiosity cap, the total potency of our necromancy potion increases from 1.8 to 2.3 and the appeal increases to from 24% to 29% making our potion superior again.
17. Additionally the increase of potion potency to 2.3 is just enough to fulfil the last requirement to finish the âArt and Scienceâ goal. We completed the other missing task by finishing our third research (Oddities) earlier today already.
18. The screenshot above also indicates that the production line for the necromancy potions have been updated automatically because we loaded the recipe before designing an upgraded version of the potion, instead of creating a new potion from scratch which would have to be assigned manually to cookers and oak cabinets. This a is a great quality of life feature! Thanks for this đ
Day 6 (2/2): First 3 ingredient recipe, First endorser,
20. For now we do not need to add further ingredients to our potions yet, but it will come in handy once other houses increase the appeal of their potions removing the superior tag from our current potions.
21. Still before the daily reset, Captain Gutter asks for a new favour. He needs one crate of health potions with a target grade of 2 in 3 days. We accept and realise that we have 2 strength potions in stock but only with target grade 1.3
22. Next we go to the Alchemy screen, load the strength potion and try to increase it’s overall potency to 2. Luckily we just built the night crystal artifact and are able to add a third ingredient, indicated by the third moon symbol on top in the middle of the screen. We add Fly Agaric (dried) which adds a stimulant to the potion increasing the potency from 1.0 to 1.8 and also the tasty property which in combination with the sweet property makes the potion flavourful increasing appeal from 27% to 38%.
23. On the following screen we add curiosity caps which increases the overall potency of the potion to 2.1, just enough to fulfil the request of Captain Gutter. We also increase the price to 13 while the potion is still superior. Since we have 2 crates in stock, we are asked to spend 10 Tycoon points to upgrade both crates. We accept because this will allow us to finish Gutters quest instantly.
24. The next Goal in the health department (Wise Friends) requires us to make Captain Gutter an endorser. This will happen when we finish his second quest which we received just now and are about to complete with the upgraded strength potion.
25. As a reward for finishing the goal âWise Friendsâ we get the 10 Tycoon points back which we just spent on upgrading the strength potions and also an artifact called moonlight city spirit which increases the appeal of any selected potion.
26. Furthermore Gutter offered to increase our Fame for 5 days as reward or to give us a random artifact. We chose the artifact and received a moonlight amulet which increases the growth rate of any shrooms by 25%. Due to limited space at the moment we keep both artifacts for later.
End of Day 6 Summary
General Achievements
- Our shop “Bat Alchemy” is on top of the leaderboard
- 6/16 Ingredient seeds are cultivated
- 12/16 potion production chains are setup
- 12/16 potions are available for sale in our shop
- Research Project 3: “Oddities” complete
- New shop floor 2 added above ground and moved crew quarters and research to floor 3
Points of Attention
- Loan increased to 2152 coins
- Wages and material costs increasing
- Liquidity is running low – as always
Staff
- 4/14 Alchemists
- 4/4 Operators
- 3/6 Clerks
- 2/7 Gardeners
- 1/7 Greasers (however all other staff is levelling up greaser as second mastery as they have to carry a lot of stuff around without a greaser taking over the task)
- 0/2 Managers
Day 7: New Room: Marketing Office, New Endorser: Wizard Sorbus, Additional Workers and Promotions,
- 1 Alchemist
- 1 Gardener
2. The fourth research goal (fine pottery) from the bottles research section costs 25 tycoon points and has to wait a bit.
3. I think I forgot to mention that I have added a fourth bunkhouse to the crew quarters to allow more crew resting in parallel.
4. The next VIP quest from Wizard Sorbus popped up. Deliver 1 crate of Grade 1.4 skeleton repellent within 4 days. We accept.
5. We do not have any crates in stock, therefore we stockpile the Skeleton Repellent Potion until we can fulfil the quest and move it to the first position in the cooker which can produce it to make sure the quest is resolved as fast as possible.
5. We hire our fourth Clerk and finish all available promotions to Adept rank according to the prioritisation list of skills described ion Day 5.
6. The goal âGet noticedâ requires a marketing desk and a successful marketing action. Therefore we build a new room on floor 3, next to the research room, where we plan to conduct our marketing activities and place the marketing desk inside.
7. After finishing the skeleton repellent potion for Wizard Sorbus we complete the quest and dispatch the potion. As a reward we chose an artifact over temporary fame and received again the crown of rebirth enhancing our shroom crop size.
8. We remove the stockpiling in for the skeleton repellent potion after the quest is done.
9. Wizard Sorbus now also became an endorser by completing his second quest, which also allowed us to finish the Goal âWise friendsâ from the sorcery department. Here we received a soul mirror, which duplicates one available worker at a time. When running low on workers, we could simply place the mirror and duplicate any of our best workers to work for us. We can make the best use out of it for duplicating managers or high level alchemists later on.
10. The Lady of the moon (Witch VIP) asks for a favour and we accept to deliver any Grade 1.6 potion which could help in repelling summoned monsters.
11. We delivered a necromancy potion and failed the quest. I guess she was more interested in a monster repellent potion ;). Nonetheless we received 5 Tycoon points.
End of Day 7 Summary
General Achievements
- Our shop “Bat Alchemy” is on top of the leaderboard
- 6/16 Ingredient seeds are cultivated
- 12/16 potion production chains are setup
- 12/16 potions are available for sale in our shop
- 2/12 VIPs turned to endorsers by completing at least 2 of their quests
- New marketing office constructed on floor 3
Points of Attention
- Outstanding Loan 2044 coins
- Wages and material costs increasing
- Liquidity is running low – as always
Staff
- 5/14 Alchemists
- 4/4 Operators
- 4/6 Clerks
- 3/7 Gardeners
- 1/7 Greasers (however all other staff is levelling up greaser as second mastery as they have to carry a lot of stuff around without a greaser taking over the task)
- 0/2 Managers
Day 8: First Marketing Action, One Step Closer to Victory
- 2 alchemists
- 1 gardener
2. Captain Gutter just popped in and left an artifact, the Captain’s Hammer, which increases stamina by 15 for each worker resting there. We place it in the free spot in the crew quarters immediately. This is the main reason why we want to complete VIP quests as soon as possible and make the VIPs to Endorsers. They will provide regular benefits to our shop, usually in the form of artifacts or Ingredient Seeds.
3. To finish the last task for the Goal “Get Noticed” we need to perform a successful marketing action. In the marketing room on floor 3 on the left side of the building we see a clerk âchecking the papersâ (the first marketing action in the desk), which will create Tycoon points and is sufficient to complete the Goal which brings us one step closer to victory.
4. We are also already on track for the Shopkeeper Goal which requires us to sell 40 crates of potions, i.e. 480 potions in total.
6. The “Checking the papers” marketing action rewarded us with 11 Tycoon points to a total of 40. This action can be started every 24 hours and is a good method to increase Tycoon point income. When we remember to start it đ
7. With the abundance of tycoon points we start the fourth research project âFine potteryâ (Bottles)
End of Day 8 Summary
General Achievements
- Our shop “Bat Alchemy” is on top of the leaderboard
- 6/16 Ingredient seeds are cultivated
- 12/16 potion production chains are setup
- 12/16 potions are available for sale in our shop
- 2/12 VIPs turned to endorsers by completing at least 2 of their quests
- 4th research (Fine pottery) in progress
- First marketing action âcheck the papersâ completed
Points of Attention
- Outstanding Loan 1936 coins
- Wages and material costs increasing
- Liquidity is running low – as always
Staff
- 7/14 Alchemists
- 4/4 Operators
- 4/6 Clerks
- 4/7 Gardeners
- 1/7 Greasers (however all other staff is levelling up greaser as second mastery as they have to carry a lot of stuff around without a greaser taking over the task)
- 0/2 Managers
Day 9: Customer Action points, Research Goal: Lab Equipment, New Seed – New Opportunities
2. However we need to consolidate our finances before expanding our shop any further. Therefore we just keep the ingredient seed in stock as is for a bit.
3. Hooded Crow appeared and asks for 2 crates of Grade 2 provisions potions within 4 days. We do have 2 crates of skeleton repellent in stock, but the grade of 1.6 is not sufficient. We decide to upgrade the recipe, open the Alchemy screen, load the skeleton repellent potion recipe, and add the newly researched trinket âembossingsâ which brings our potion to a total potency of 2.0. Just enough to fulfil the request for Hooded Crow.
4. Eventually we spend 10 Tycoon points to upgrade the 2 crates of grade 2.0 skeleton repellent potions and dispatch them to Hooded completing his request.
5. As a reward we choose an artifact and received a Fortune Teller which is a very important artifact as it increases the action points of customers visiting it and at the same time it increases the sales chance of potions in the same room by 5%.
6. Finishing his quest also turned Hooded Crow into our third endorser (second quest finished for him) which will net us 10 Tycoon points again and an artifact, the marketing shrine, which lets us perform additional marketing actions.
7. We reshuffle our shop layout to fit the Fortune Teller in the shop on floor 1 and move one of the oak cabinets from floor 1 to floor 2. We also place the marketing shrine in the marketing area on floor 3.
8. After “Fine Pottery” research is finished, we start the next research project âworker safetyâ. Our near term research goal is to reach âLab Equipmentâ which will allow us to create any potion with up to three ingredients without processing the ingredients beforehand. It only works for ingredients which are either dried, blanched, pickled or crushed but this will be still a huge time saver. Alchemists need to be at least level veteran to create potions on the Alchemy Lab. Good that we anticipated that and already have 7 alchemists in training at the regular cookers đ
9. Wizard Sorbus (Endorser) gifted us an additional artifact the âWisebeakâ. It will increase the action points of all customers who stop by it by 12. We change the layout of the shop on floor 1 at the left side of the building and place the artifact there.
Excursion: Customer Action Points
Each customer visiting our shop has a set number of action points. Performing actions, like entering a new room or buying a potion, decreases the number of action points. When they run out of action points, customers will leave our shop without buying a potion which makes them (and us) unhappy. The follwoing three ways are countering the issue of customers running out of action points:
- Increasing the room rating (cap is 40) will reduce the number of action points a customer has to spend to enter this room
- Placing artifacts which are restoring a number of action points to each customer visiting them
- Hiring staff with the
- Training a clerk in the “Welcoming” skill during promotion which will increase customer action points by 12 when customers enter the same room as the clerk – Good that clerks are working on cash registers which have to be visited by all customers wanting to buy a potion.
10. After the âWorker Safetyâ research is finished we continue with research goal six “delivery mechanics” and also check the papers again in the marketing desk.
11. The lady of the moon (VIP) is back and asks us to help with a skeleton problem in her lodge. Let’s see if we can find a skeleton repellent potion for her
12. We do not have a skeleton repellent potion in stock, so we start stockpiling them in the production ledger and prioritise their production in cooker 3.
End of Day 9 Summary
General Achievements
- Our shop “Bat Alchemy” is on top of the leaderboard
- 6/16 Ingredient seeds are cultivated (1 additional seed in stock)
- 12/16 potion production chains are setup
- 12/16 potions are available for sale in our shop
- 3/12 VIPs turned to endorsers by completing at least 2 of their quests
- 4th research (Fine Pottery) done
- 5th research (Worker Safety) done
- 6th research (Delivery Mechanics) in progress
Points of Attention
- Outstanding Loan 1828 coins
- Wages and material costs increasing
- Liquidity is running low – as always
Staff
- 7/14 Alchemists
- 4/4 Operators
- 4/6 Clerks
- 4/7 Gardeners
- 1/7 Greasers (however all other staff is levelling up greaser as second mastery as they have to carry a lot of stuff around without a greaser taking over the task)
- 0/2 Managers
Day 10: A new Necromancy Potion for the Potion Exhibition
2. Alfons the Artifact trader offers a grim pumpkin for sale for 82 coins, which also replenishes 12 customer action points. We buy it, as we are still getting complaints about low action points on customers and place it in the shop on floor 2.
3. Ilisabet offers the opportunity to participate in the potion exhibition on Day 14. We accept and and decide to upgrade our necromancy potion for the exhibition.
4. We increase the total potency of our necromancy potion to 3.1 by adding “Fly Agaric” (blanched) and embossings. As we do not want to spend Tycoon points to upgrade the necromancy potions in stock, we rename our potion to necromancy v2, produce one crate of it and send it to the exhibition.
5. Eventually we were able to dispatch a skeleton repellent potion to the Lady of the moon which successfully helped to fight the skeleton mess in her lodge. As a reward we received an additional ingredient seed (Wormwood) which we already have. So we just store it away.
6. The research âDelivery Mechanicsâ is done and we started immediately âLab Equipmentsâ which is our seventh research goal.
End of Day 10 Summary
General Achievements
- Our shop “Bat Alchemy” is on top of the leaderboard
- 6/16 Ingredient seeds are cultivated (2 additional seed in stock)
- 12/16 potion production chains are setup
- 12/16 potions are available for sale in our shop
- 3/12 VIPs turned to endorsers by completing at least 2 of their quests
- 6th research (Delivery Mechanics) done
- 7th research (Lab Equipment) in progress
- Necromancy Potion with grade 3.1 sent to potion exhibition on Day 14
Points of Attention
- Outstanding Loan 1720 coins
- Wages and material costs increasing – we keep promoting our staff to Level Veteran
- Liquidity is running low – as always
Staff
- 8/14 Alchemists
- 4/4 Operators
- 4/6 Clerks
- 5/7 Gardeners
- 1/7 Greasers (however all other staff is levelling up greaser as second mastery as they have to carry a lot of stuff around without a greaser taking over the task)
- 0/2 Managers
And that wraps up our share on Potion Tycoon: Potion Tycoon: Walkthrough Diary. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Azrarang, who deserves all the credit. Happy gaming!