Laboratory I
Buildings

Laboratory I

Updated 11 min read
1Tier
Alchemy LabBuilt At

Alchemy in Graveyard Keeper 2 works on runes rather than ingredients. A formula names a number of red, green and blue runes, and your job is to find anything in your bag that adds up to them. Nothing anywhere writes down a list of things to combine.

Alchemy is behind ten reputation with Albert

The node that opens the whole branch has no sphere price at all and one prerequisite: a reputation lock asking for ten with the Plague Doctor. It is what grants the Dream Dust formula and the blueprints for Laboratory I and the Flask shelf.

Reputation moves in flat tens, so a single quest that pays him is the entire price of alchemy. If the laboratory is not in your build menu, that is why.

Twenty nine formulas exist and every one is defined the same way: some quantity of red, green and blue. Healing Potion is two red.

Dream Dust is one green and one blue. The Philosopher Stone is three of each.

Runes are a property of items, revealed by studying

Seventy items in the game carry runes. Water is one green, a Stick is one green, Cheese is one of each color. Nothing on the item tells you this until you have put it on the Study Table once.

That is the hidden dependency behind the whole system, and it is why alchemy feels closed off for the first few hours. Studying pays technology points and opens the alchemy half of the game at the same time, which is the part nobody tells you.

Study cheap things early

A Stick costs one coin and carries a green rune. Putting the cheap, plentiful items through the table early gives you a working palette long before you can afford to experiment with anything valuable.

Formulas start hidden. You discover one by mixing runes that happen to match it, and every discovery is written into the Folio, which is the in-game record of everything you have found.

All the formulas you’ve discovered are recorded in the Folio. / To craft something new, you need to discover its formula.

Tutorial: Alchemy

Every formula, cheapest first

Six formulas need only two runes and they are the ones to aim at first. Lacquer is 2 blue, Paint is 2 green, Healing Potion is 2 red, and Dream Dust is 1 green plus 1 blue. Zombie Motivator Potion and Damage Potion fill out the tier.

Three and four rune formulas are where most of the useful middle game sits: Berserker Potion at one of each, Preservative at 3 green, Healing Potion II at 4 red, Spices at 2 green and 2 blue, and Explosive Dust at 2 red and 2 blue. Skim the list once and you start recognizing a total when you see one.

All 29 formulas, cheapest first

Lacquer0022Lacquer
Dream Dust0112Alchemy, the starting node
Paint0202Paint
Zombie Motivator Potion1012Battle Potions II
Damage Potion1102Battle Potions I
Healing Potion2002Battle Potions I
Preservative0303Embalming I
Zombie Motivator Potion II1023Battle Potions III
Berserker Potion1113Battle Potions II
Weak growth elixir1203Fertilizers II
Spices0224Transmutation I
Organ Improver, white0404Practical Potions
Rich growth elixir1304Fertilizers III
Explosive Dust2024Dynamite
Berserker Potion II2114Battle Potions III
Damage Potion II2204Battle Potions III
Healing Potion II4004Battle Potions II
Organ Improver, red4105Practical Potions
Healing Potion III5005Nothing. Study one
Third Eye Salt1056Transmutation I
Miracle growth elixir1506Fertilizers IV
Zombie Motivator Potion III3036Nothing. Study one
Damage Potion III3306Nothing. Study one
Alkali1427Crafting Potions
Reanimation Liquid2147Transmutation I
Berserker Potion III3227Nothing. Study one
Tannin Liquid4217Crafting Potions
Umami0448Alchemy, Advanced
Philosopher Stone3339Alchemy, Advanced

The expensive end is small and worth knowing by name. Reanimation Liquid is 2 red, 1 green and 4 blue, Umami is 4 green plus 4 blue, and the Philosopher Stone tops the list at 3 3 3 for nine runes in one mix.

The calculator does the arithmetic

Six thousand nine hundred and sixty ingredient combinations reach a valid formula. Working them out by hand would take an evening, so the alchemy calculator solves it in both directions: pick a formula and see what makes it, or pick what you have and see what it makes.

There is always a cheapest set, and the game never shows it

A mix has to hit the total exactly. Overshoot by a single rune in any color and the button stays dead, which sounds punishing and is the opposite: it means every formula has a shortest possible answer, and ten of the twenty nine need one ingredient and nothing else.

A Red Mushroom is 2 red on its own, so it is a Healing Potion with a flask and nothing more. Peat is Dream Dust, a Swamp mushroom is Paint, a Night flower is Lacquer and a Tooth is a Damage Potion.

The rest of that list is worth knowing because the ingredients are things you already walk past. Cheese carries one of every color, so it is a Berserker Potion by itself, and so is Salt. Coal or Beeswax makes a Weak growth elixir, a Pumpkin makes a Preservative, and a Stone stands in for the mushroom when your Healing Potions have run the patch dry.

Every completed mix also pays technology points equal to its own runes, and the cost is the same three seconds whatever you brew. A one ingredient mix is therefore the cheapest technology in the game, and it feeds the alchemist inspiration on the way past.

Every one of those shortest answers is in the alchemy calculator, which reads the relationship in both directions. There is also a way to buy a formula outright. The Apothecary stocks nineteen Alchemic Powders, one for every rune total up to three, priced from five gold for a single rune to thirty for one of each color.

A Philosopher Stone is sixty gold of powder

3 3 3 is one each of the three strongest powders at twenty gold apiece, so one Alchemic Powder (Red Rune x3), one Alchemic Powder (Green Rune x3) and one Alchemic Powder (Blue Rune x3) make the most valuable thing alchemy produces, for sixty gold. A Philosopher Stone is listed at five thousand and the alchemist is the only vendor who will take one, at his third tier. He opens that tier holding ten of his own, so the first one you sell fetches about 3,575.

The three rune powders reach the Apothecary’s counter when he upgrades to his second tier, so that is the purchase that opens the trade.

Mix the cheap version deliberately the first time. Discovering a formula writes the exact combination you used into the Alchemy Workbench as a repeatable craft, so an expensive set you stumbled onto is the one you are left holding.

Dream Dust is a formula like any other

Plenty of people go looking for a Dream Dust recipe and find the Plague Doctor instead. He does hand over the knowledge, but what he is handing over is a formula like any other: one green and one blue.

It is joint cheapest in the game alongside Lacquer and Paint. Once you know that, any two items whose runes total one green and one blue will make it, and the fairy you needed it for stops being a bottleneck.

The benches, and which you need

Laboratory I is where mixing happens and it costs four Wooden Plank, three Bronze Detail and three Glass. It holds two ingredient slots, which is the detail that decides what you can make on it.

Laboratory II wants two Oiled Beams, three Iron Detail and two Lens, which puts it behind the iron chain. Its third ingredient slot is the whole reason to build it, because six formulas have no two ingredient answer anywhere.

Six formulas are impossible in Laboratory I

Berserker Potion III, Reanimation Liquid, Tannin Liquid, Alkali, Umami and the Philosopher Stone all need three ingredients, and the first laboratory has two slots. The Folio lists them as craftable there anyway, so the button never lights and nothing on screen says why. Laboratory II is the fix, and it is the only thing that is.

Four formulas have no technology node at all

Healing Potion III, Damage Potion III, Zombie Motivator Potion III and Berserker Potion III are not taught by anything on the tree. No node grants them and no amount of spheres will.

The only route is to hold one and study it. The town alchemist stocks all four, but only once he reaches his third tier, so the sequence is to trade him up, buy one of each, and put them on the Study Table.

That study is worth doing for its own sake. Each one costs the potion and fifteen Science, takes six seconds, and pays 100 and 20. It is a one time craft and it hands back a Story on the way out, which makes Healing Potion III and Berserker Potion III the two most profitable things you can put on that table.

The supporting benches matter more than the upgrade. The Flask shelf is six Wooden Plank and eight Bronze Nails, the Distillation Cube is two planks, two Bronze Details and twelve Brick, and the Folio itself is four Leather Scroll and three Board.

The Alchemy Workbench is the expensive one at six planks, eight Iron Nails and ten Bricks, and the Formulation Bench wants a Polished Bronze on top of four planks and four Bronze Details. None of those four gate a formula, so build them for the bench space rather than the recipes.

Where to start

Build Laboratory I and the Folio together, then study every cheap item you already have in quantity. A palette of known runes is worth more than any single formula, because the formulas are additive and the cheap items are the ones you can afford to spend.

Two things about the window catch people out. Alchemy Flasks are drawn from the laboratory’s own storage while the ingredients come from your bag, so a backpack stuffed with flasks still leaves the button dead. Alchemy asks nothing of your Anatomy mastery either, and every mix takes the same three seconds and returns exactly one flask however many runes it swallowed.

After that, aim at the two rune formulas first and let the Folio fill in. Reanimation Liquid is the one worth working towards deliberately, because nothing else resurrects a zombie. You can buy it instead, from Gunter or the town alchemist at any tier, though brewing it is far cheaper once the lab is up.

Questions about alchemy in Graveyard Keeper 2

How does alchemy work in Graveyard Keeper 2?

On runes, not on ingredient lists. Every formula names a number of red, green and blue runes, and any combination of items whose runes add up to exactly that total will make it. Overshoot in any color and the button stays dead.

How do you find out an item’s runes?

Study it once. Seventy items carry runes and nothing on the item shows them until it has been through the Study Table, which is the hidden dependency that makes alchemy feel closed off early.

What is the cheapest formula in Graveyard Keeper 2?

Six need only two runes: Lacquer at 2 blue, Paint at 2 green, Healing Potion at 2 red, Dream Dust at 1 green and 1 blue, and the Zombie Motivator and Damage Potions at one each of two colors.

How do you unlock Healing Potion III?

You cannot buy it on the technology tree, because no node teaches it. Buy a Healing Potion III from the town alchemist at his third tier and study it. The same is true of Damage Potion III, Zombie Motivator Potion III and Berserker Potion III, and each study pays 100 red and 20 blue.

Why will my Philosopher Stone not craft in Laboratory I?

Because it needs three ingredients and Laboratory I has two slots. Five other formulas are in the same position: Berserker Potion III, Reanimation Liquid, Tannin Liquid, Alkali and Umami. The Folio lists them as craftable there anyway and the button never lights, so Laboratory II is the only fix.

What does Laboratory II cost?

Two Oiled Beam, three Iron Detail and two Lens, which puts it behind the iron chain. The third ingredient slot is the entire reason to build it.

Do alchemy mixes need mastery?

No. Alchemy asks nothing of your Anatomy mastery, every mix takes the same three seconds, and it returns exactly one flask however many runes it used.

What is the fastest technology in the game?

A one ingredient mix. Every completed mix pays technology points equal to its own runes for the same three seconds, so the ten formulas with a single ingredient answer are the cheapest points available, and they feed the alchemist inspiration on the way past.

Needs

Raw Needs

Bronze Scrap
Bronze Scrap
×3
Log
Log
×3
Sand
×3

Tier Line

Laboratory II
Laboratory II
Laboratory III
Laboratory III

Unlocked By

Alchemy, Basic
Alchemy, Basic

Guides

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