Clear the hatch and tower-entry conditions
- After Good Fellow, return home and talk to Larry to start the dungeon route. Reach Building Mastery 2 and repair the locked hatch in your new home with 1 Bronze Detail + 2 Boards. [1] [2] [3]
- Go down into the dungeon and clear the blockage with 3 Bronze Details + 3 Wooden Planks. [1] [2]
- Open the prison door into the Abandoned Tower with the Secret Combination and Inquisitor’s Medallion. Get the combination from the active dungeon quest, and pick up the medallion in the Inquisition Dungeon; it is returned when the door opens. [1] [2]
- Enter the tower, open its hatch to let the Plague Doctor in, then ask Albert how to make Dream Dust. [1] [2] [3] [4]
After the conversation, check for Alchemy, Basic, Dream Dust, the Flask Shelf, and Laboratory I. If an unlock is missing, check the active quest log and current Technology panel in your save.
Make Dream Dust in Laboratory I
- Study Water and Blood at the Study Table. An unstudied ingredient cannot be selected, and studying does not consume it. [3] [4]
- Put an Alchemy Flask I or II on the Flask Shelf in the room. Each mix uses one flask. [3] [4]
- Put Water and Blood into the two Laboratory I ingredient slots. Their target is 1 green + 1 blue rune; confirm the preview names Dream Dust before starting. [3] [4]
- Work at the Laboratory, then collect the finished item from the floor beside it. If the preview shows
?, the mix is accepted but the output has not been discovered yet; if no output appears, recheck the ingredient study, rune totals, flask, and fuel. [3] [4]
Use the Folio and rune totals for other recipes
The Folio shows discovered outputs and their rune costs, but not every ingredient combination. Study each ingredient, read its red, green, and blue runes, and add those colours separately in the Laboratory. Match the target totals exactly and keep each colour at five or less. Stone and Red Mushroom each provide two red runes; Clay and Sand each provide one. Laboratory I accepts up to two ingredients; Laboratory II accepts up to three and requires 20 red + 40 green points with Battle Potions I as a prerequisite. Check the Technology panel in your save before spending points. [3] [4]
| Rune needed | Examples that carry it | A practical starting check |
|---|---|---|
| Red | Stone, Red Mushroom, Clay, Sand | Stone and Red Mushroom provide 2 red; Clay and Sand provide 1. Check the item’s rune panel. |
| Green | Water, Leaf, Stick, Berry | Water is one green rune, so it pairs with a one-blue ingredient for Dream Dust. |
| Blue | Blood, Blueberry, Seed Oil | Blood is one blue rune and is the blue half of the Dream Dust mix. |
If a correct recipe will not start, recheck the current station’s flask and fuel requirements, then check the queue and recipe preview.
If an ingredient is missing from the selection list, study it at the Study Table first. Studying reveals its runes and keeps the item, but it costs Science and some ingredients also require Faith. Alchemic Powders are the exception: their runes are known from the start. [3] [4]
Three potion mixes
Study each ingredient before mixing. The technology in the last column unlocks the recipe.
| Potion | Rune target (red / green / blue) | One working mix | Unlock |
|---|---|---|---|
| Healing Potion | 2 / 0 / 0 | 1 Stone or 1 Red Mushroom | Battle Potions I [5] |
| Berserker Potion | 1 / 1 / 1 | 1 Cheese | Battle Potions II [6] |
| Zombie Motivator Potion | 1 / 0 / 1 | 1 Blueberry + 1 Clay (or Sand) | Battle Potions II [7] |
These mixes are current-build examples; study each ingredient and confirm the preview in your own Laboratory before starting.
Check Glow Dust and the Alchemy Workbench
The current Folio has no Glow Dust entry, so you cannot confirm a GK2 recipe for it from the discovered formulas. Check the Folio again after an update if a new entry appears. [3]
The current record lists 6 Wooden Planks, 8 Iron Nails, and 10 Brick for an Alchemy Workbench, but no recipe or unlock. Do not treat that entry as a confirmed blueprint; use Laboratory I or II for potion mixes. [8]