Alchemy Factory Achievement Guide

Alchemy Factory Achievements: All 55 and My 100% Route

Most of the 55 achievements fit naturally into a normal factory, but the last stretch does not. I clear progression and production on my main save, let the long counters run in the background, then isolate the Cauldron oddities and three restrictive completion challenges.

Updated:

Alchemy Factory Achievements: All 55 and My 100% Route

Quick Answer

Use one normal save for the Main Quest, production milestones, land, equipment and long counters. Keep 30 Random Quests, Level 100, 365 days, 1M Planks, 1M Soaps and 1M Copper Coins moving while that factory is still useful. Save Born with the Talent, Don’t bother me! and The Architect for runs planned around their restrictions from the beginning.

A 100% Run Gets Easier Once I Separate the Achievement List Into Different Jobs

Alchemy Factory front-loads a lot of easy achievements. Buying land, harvesting a crop, producing a Healing Potion, reaching the next Alchemy Level and placing the Automatic Cashier all happen while I am still building the first serious production lines.

The difficulty curve changes later. The completion data I checked showed 41.4% of players reaching Level 5, then 26.7% at Level 6, 15.6% at Level 7, 9.5% at Level 8 and 5.4% at Level 9. The three restrictive completion achievements were rarer still, all below 1%.

That difference matters because the efficient route is not to stare at a 55-item checklist from the first day. Some achievements reward ordinary progression, some reward leaving a large factory running for a long time, a few ask for deliberately strange actions, and three change the rules of the entire playthrough.

GroupBest place to finish itExamplesWhat I avoid
Natural progressionNormal main saveAlchemy Levels, Healing Potion, Iron, Steel, relic unlocksStopping the Main Quest just to force an achievement early
Long countersMain save while the factory still has work to do30 Random Quests, 1M Planks, 1M Soaps, 1M Copper Coins, 365 days, Level 100Leaving every grind until after the factory has nothing useful left to produce
One-off special actionsLate cleanup on the developed saveThermal Extractor, unusual Cauldron conversions, Catapulting a CashierReshaping permanent production around a one-time trigger
Restrictive completionsSeparate purpose-built runsUnder 50 days, no customer sales, no land purchasesMixing their restrictions into a normal first playthrough

The Opening Achievements Should Fall Out of Normal Progression

The early list is mostly confirmation that the basic game loop is working:

  • The Alchemist’s Path I — Buy your first plot of land
  • The Alchemist’s Path II — Reach Level 2
  • No Pay No Goods — Process a customer checkout
  • You reap what you sow. — Complete a harvest
  • The Alchemist’s Path III — Reach Level 3
  • First Potion! — Produce a Healing Potion
  • Fire It Up! — Place a Stone Furnace
  • Iron Age — Produce an Iron Ingot
  • The Alchemist’s Path IV — Reach Level 4
  • Automatic Cashier — Place an Automatic Cashier

If one of these remains locked after I have clearly passed the relevant stage, I read the condition literally. Researching a machine is not the same as placing it, and unlocking a recipe is not the same as producing the finished item.

That distinction becomes increasingly important later when the list starts asking for specific metals and relics.

Automatic Restock Is Worth Triggering as Soon as the Catapult Route Works

Automatic Restock requires a completed restock with a Catapult. I like doing this early because it doubles as a functional test of the shop automation: the Catapult needs the correct item route, a valid shelf target and an actual restock event.

Automatic Restock achievement in Alchemy Factory
Automatic Restock unlocks after a Catapult completes a real shelf restock, so it also confirms that the automated shop route is functioning.

If the achievement fails to appear, I check targeting and stock flow before building another Catapult. The requirement is about the completed action, not the number of launchers in the room.

Five Plots Is a Useful Expansion Milestone, Not an Early Shopping List

Taking Shape unlocks after buying five plots of land.

That comes naturally on a normal factory once farming, shop space and production stop fitting comfortably into the starting footprint. Buying several empty plots much earlier only ties up money that could have fixed an actual production constraint.

Taking Shape achievement for buying five plots in Alchemy Factory
I usually reach five plots during a genuine expansion, so Taking Shape does not need its own early grind.

There is also a later land achievement, Great Landowner, for buying every available plot. The opposite extreme appears in The Architect, which forbids buying land entirely, so I keep those two goals mentally separate from the start.

Word of Mouth Follows Shop Recognition in 1.0

Word of Mouth asks for maximum reputation. In 1.0, that progression runs through Shop Recognition, so I let the normal shop build toward it rather than trying to manipulate the older reputation behavior.

Recognition milestones add permanent reputation as their sales requirements are completed and claimed. The practical caution is that the sales counter belongs to the shop side; Dispatch output does not replace customer sales for Recognition progress.

Shop Recognition milestones in Alchemy Factory 1.0
Word of Mouth is tied to the 1.0 Shop Recognition path, so I advance the shop milestones while the main factory continues producing.

The Shop Recognition guide covers the individual requirements and fees. For achievement planning, I simply avoid abandoning the shop so completely that Recognition is still near the beginning when every other main-save goal is finished.

Most Mid-Game Achievements Are Better Treated as Progress Markers

The next group sits directly on the normal production route:

  • Plumber — Complete research of Pipeline
  • The Alchemist’s Path V — Reach Level 5
  • Steel Age — Produce a Steel Ingot
  • The Alchemist’s Path VI — Reach Level 6
  • Power of Jupiter — Produce a Jupiter
  • Traditional Alchemy — Complete research of Cauldron
  • Bronze Age — Produce a Copper Ingot
  • All Sticky — Buy a Gelatinous Gridlock
  • The Alchemist’s Path VII — Reach Level 7
  • Power of Saturn — Produce a Saturn

The wording splits these into different kinds of triggers. Traditional Alchemy ends at research completion, while Steel Age, Power of Jupiter and Power of Saturn require the actual product.

I therefore check the finished output whenever a production achievement appears stuck. A fully researched Shaper line does not count as Jupiter until Jupiter has genuinely been produced.

The Levels 5–7 guide covers the factory transition through Advanced Fertilizer, Steel and the first larger relic production. I let those systems become useful first and allow the achievements to arrive alongside them.

Thirty Random Quests Is Much Less Annoying When I Never Stop Doing Them

Fidelity to the Quests requires 30 Random Quests.

Thirty is enough that leaving the entire count for post-game cleanup turns a background system into a dedicated grind. Random Quests already have value earlier because they can provide useful cash and consume products I have in storage.

I accept convenient requests throughout the run, especially when the requested product is already buffered. I am much less interested in constructing a temporary one-off production chain just because a random request happens to ask for it.

By the time the Main Quest is nearing completion, I want this counter to be mostly finished rather than sitting at three out of thirty.

The Million-Item Achievements Belong to Production That Has a Reason to Exist

Three goals are defined almost entirely by scale:

  • The Plank Baron — Produce 1M Planks
  • Inflation? What’s that? — Produce 1M Copper Coins
  • Washing Up the Market — Produce 1M Soaps

I start thinking about them once the corresponding production has permanent downstream use. Planks are the clearest example because normal construction, wood components, Rotten Log processing and relic production already push the wood economy hard. A strong permanent wood system can keep advancing the million counter while supplying the rest of the factory.

The same idea applies to Soap and Copper Coins. A line built solely to inflate a lifetime counter is wasted effort if I later have to build the useful version anyway.

Late Progression Adds Relics, Metals and Completion Milestones

The remaining natural progression achievements extend well past the first relics:

  • Power of Mars — Produce a Mars
  • The Alchemist’s Path VIII — Reach Level 8
  • Grow, Little Tree, Grow! — Place a World Tree Nursery
  • Power of Venus — Produce a Venus
  • Perfection! — Produce a Perfect Diamond
  • The Alchemist’s Path IX — Reach Level 9
  • Silver Age — Produce a Silver Ingot
  • Gold Age — Produce a Gold Ingot
  • Power of Mercury — Produce a Mercury
  • Power of Luna — Produce a Luna
  • Power of Sol — Produce a Sol
  • Uneasy lies the head that wears a crown — Produce a Crown
  • The Legendary Stone — Produce a Philosopher’s Stone
  • Alchemy Master — Finish All Main Quests

Level 9 is therefore not the finish line for the achievement list. Alchemy Master explicitly wants the Main Quest chain finished, while several production achievements require me to create specific late materials or relics even if I have already reached the maximum Alchemy Level.

When a late-game achievement remains locked, I check the verb first: reach, place, produce, finish. Those are different triggers.

Max Potion Belt and Max Inventory Are Workbench Cleanup

Two achievements can be missed if I spend all of late-game cleanup staring at the Research Tree:

  • Apothecary — Craft Max Level Potion Belt
  • Spatial Magic — Craft Max Level Inventory

Both are character-side equipment goals. I return to the Workbench and finish the relevant upgrade chain once the factory can comfortably spare the required materials.

There is little reason to max every personal upgrade immediately. The achievement only cares about the final Potion Belt or Inventory state, so earlier resources can still go toward whichever upgrade is solving a real problem at that moment.

Daily Fortune Wants One Strong Day, Not Lifetime Wealth

Daily Fortune requires 100 Gold Coins in a single day.

That wording is important. A rich save can still miss the achievement if income is spread across many ordinary days.

I leave this until the shop is mature, Recognition has improved its economics and the shelves can remain stocked without me carrying goods by hand. Then I push one high-volume day rather than trying to force the threshold during the opening economy.

Year after Year and Level 100 Club Are Save-Longevity Goals

Two achievements mostly reward continuing to use the same developed world:

  • Year after Year — Spend 365 days in the game
  • Level 100 Club — Reach Level 100

Neither changes my Main Quest route. They accumulate while I work on relics, land, Random Quests, equipment and high-volume production.

If one or both survive until near the end of cleanup, that is not a sign that the route failed. They are simply much longer counters than most of the progression list.

Great Landowner Fits the Main Factory; The Architect Does Not

Great Landowner requires buying all available lands. A mature normal factory is the obvious place to do it because expansion is already helping production.

The Architect asks for the exact opposite:

Complete the game without buying any land.

That condition changes factory planning from the beginning. A save that is steadily expanding toward Great Landowner cannot also become an Architect run later.

Vertical construction is naturally more valuable under the no-land restriction. The Building Tool guide covers floors, walls, stairs and structural support, which are especially useful when horizontal expansion is unavailable.

Five Rare Achievements Need Deliberate One-Off Actions

The strangest achievements are easy to miss because they ask for behaviors that a sensible factory may never perform on its own.

Watch Your Step!

Requirement:

Build a Thermal Extractor with maximum production multiplier.

A normal functional Thermal Extractor is not enough. I leave this for a stage where I can intentionally meet the maximum-multiplier condition instead of assuming any extractor placement will trigger it.

Overqualified

Requirement:

Produce a Plank with a Cauldron.

Normal wood processing already makes Planks efficiently, so this is pure achievement cleanup. I use the Cauldron for the required result once and then return to the production method that actually belongs in the factory.

Vitae & Mors

Requirement:

Craft a Vitality Essence into an Oblivion Essence.

The starting item matters. I use a Vitality Essence specifically rather than assuming another route to Oblivion Essence will satisfy the condition.

Tenacity

Requirement:

Craft a Plank into an Oblivion Essence.

Again, the odd starting material is the whole point. I perform the transformation once for the unlock.

What are you doing?

Requirement:

Use a Catapult to throw an Automatic Cashier into a Cauldron.

I wait until replacing the Cashier is trivial, because sacrificing a useful shop machine during the middle of progression only creates another problem to solve. Once the factory can afford the stunt, I line up the Catapult and Cauldron and perform the interaction deliberately.

The Last Three Achievements Change the Entire Playthrough

These are not cleanup tasks. Each one imposes a rule that should shape the run from the opening hours.

Born with the Talent

Complete the game within 50 days.

This run rewards forward momentum. Optional production, decorative rebuilding and long detours all consume a limited calendar, so I keep the Main Quest supplied and only build side infrastructure that materially helps the next progression gate.

The condition itself is simple; the challenge is avoiding the time loss that feels harmless on an unrestricted factory.

Don’t bother me!

Complete the game without selling any goods to customers.

The wording is specifically about customers, which makes normal shop play the danger. I treat this as a separate economy route and avoid casual customer sales from the beginning rather than trying to remember halfway through the save whether I already invalidated it.

Shop Recognition is naturally much less central here because the normal customer-facing economy is the very behavior the achievement restricts.

The Architect

Complete the game without buying any land.

This restriction becomes visible almost immediately. Every production chain has to fit within the original footprint, which makes vertical expansion, compact routing and careful reuse of space much more important than on a normal factory.

The rarity data reflects how demanding these three are:

  • Born with the Talent — 0.7%
  • Don’t bother me! — 0.7%
  • The Architect — 0.6%

Those numbers are why I leave them outside the ordinary main-save cleanup instead of compromising a first playthrough around all three conditions at once.

Full 55-Achievement Checklist

Progression and core systems

  • The Alchemist’s Path I — Buy your first plot of land
  • The Alchemist’s Path II — Reach Level 2
  • No Pay No Goods — Process a customer checkout
  • You reap what you sow. — Complete a harvest
  • The Alchemist’s Path III — Reach Level 3
  • First Potion! — Produce a Healing Potion
  • Fire It Up! — Place a Stone Furnace
  • Iron Age — Produce an Iron Ingot
  • The Alchemist’s Path IV — Reach Level 4
  • Automatic Cashier — Place an Automatic Cashier
  • Plumber — Complete research of Pipeline
  • Automatic Restock — Complete a restock with a Catapult
  • Taking Shape — Buy five plots of land
  • The Alchemist’s Path V — Reach Level 5
  • Word of Mouth — Reach maximum reputation
  • Steel Age — Produce a Steel Ingot
  • The Alchemist’s Path VI — Reach Level 6
  • Power of Jupiter — Produce a Jupiter
  • Traditional Alchemy — Complete research of Cauldron
  • Bronze Age — Produce a Copper Ingot
  • All Sticky — Buy a Gelatinous Gridlock
  • Fidelity to the Quests — Complete 30 Random Quests
  • The Alchemist’s Path VII — Reach Level 7
  • Power of Saturn — Produce a Saturn

Late production and long-term completion

  • The Plank Baron — Produce 1M Planks
  • Power of Mars — Produce a Mars
  • The Alchemist’s Path VIII — Reach Level 8
  • Grow, Little Tree, Grow! — Place a World Tree Nursery
  • Power of Venus — Produce a Venus
  • Perfection! — Produce a Perfect Diamond
  • Inflation? What’s that? — Produce 1M Copper Coins
  • The Alchemist’s Path IX — Reach Level 9
  • Apothecary — Craft Max Level Potion Belt
  • Silver Age — Produce a Silver Ingot
  • Daily Fortune — Earn 100 Gold Coins in a single day
  • Washing Up the Market — Produce 1M Soaps
  • Spatial Magic — Craft Max Level Inventory
  • Year after Year — Spend 365 days in the game
  • Gold Age — Produce a Gold Ingot
  • Power of Mercury — Produce a Mercury
  • Level 100 Club — Reach Level 100
  • Alchemy Master — Finish All Main Quests
  • The Legendary Stone — Produce a Philosopher’s Stone
  • Great Landowner — Buy all available lands
  • Power of Luna — Produce a Luna
  • Power of Sol — Produce a Sol
  • Uneasy lies the head that wears a crown — Produce a Crown

Special actions and restricted runs

  • Watch Your Step! — Build a Thermal Extractor with maximum production multiplier
  • Overqualified — Produce a Plank with a Cauldron
  • Vitae & Mors — Craft a Vitality Essence into an Oblivion Essence
  • Tenacity — Craft a Plank into an Oblivion Essence
  • What are you doing? — Use a Catapult to throw an Automatic Cashier into a Cauldron
  • Born with the Talent — Complete the game within 50 days
  • Don’t bother me! — Complete the game without selling any goods to customers
  • The Architect — Complete the game without buying any land

My Cleanup Order After the Main Quest

Once the main factory is mature, I check what remains in an order that keeps the save productive.

First come missing relics, metals and other actual production milestones, because the existing factory is already equipped to make them. Next I finish Workbench equipment, Recognition and land ownership. After that I clean up Random Quests, million-item counters, Level 100 and the 365-day requirement while high-volume lines are still operating.

The Thermal Extractor and unusual Cauldron actions come near the end because each is a contained one-off task. Only when the normal save has given me everything it can do I move to the three restrictive completions.

That split keeps the 100% route from fighting itself: the main save rewards expansion, automation and excess capacity, while the final three achievements reward living with rules that deliberately remove some of those advantages.

Keep Reading

More Alchemy Factory Guides

Back to Alchemy Factory →

Beginner Guide

Alchemy Factory 1.0 Beginner Guide: Best Start and Early Priorities

A good opening is less about building everything and more about keeping the first few systems easy to feed. I keep the factory compact, let the Main Quest decide what comes next, use the shop for cash without letting it drain progression stock, and work toward Level 4 before spending heavily on expansion.

Early Game Progression

Alchemy Factory Levels 1–4: From Linen Rope to Automatic Cashier

The opening levels reuse the same materials more than they first appear to. I build enough Stone and Flax to clear 50 Linen Rope, preserve that Flax for 100 Healing Potions, then use the Level 4 payout on the Automatic Cashier instead of another premature expansion.

Contracts Guide

Alchemy Factory Contracts Guide: Sample Requests, Dispatch and Bulk Selling

Contracts become useful when production starts outrunning the shop. I unlock Dispatch through the 50-Bandage Sample Request, keep the 2,000-Bandage Gloom Spore requirement moving with surplus stock, and only accept the lower wholesale margin when it solves a real factory problem.

Mid Game Progression

Alchemy Factory Levels 5–7: Mid-Game Progression and Factory Rebuild

Levels 5–7 are where my starter factory finally stops scaling cleanly. I finish the Vitality Potion gate, rebuild farming around Advanced Fertilizer, get Steel online before locking in the new layout, then use filters and spare wood to prepare for Transformation Potions and Jupiter.

Shop Recognition Guide

Alchemy Factory 1.0 Shop Recognition: Reputation, Fees and Sales

Shop reputation works differently in Alchemy Factory 1.0. Recognition now comes from specific customer sales, then has to be claimed for a fee. I use those milestones when production can support them, without letting the shop consume stock needed for the next Main Quest.

Building Guide

Alchemy Factory Building Tool: How I Build Floors and a Second Floor

If walls, floors or a second floor seem impossible to build, the missing step is usually the Workbench. I use the Building Tool upgrades first, then plan support, stairs and floor openings before moving production upstairs.

Progression Guide

Alchemy Factory Progression: What to Do Next From Level 1 to 9

When the factory gets busy enough that I lose track of progression, I return to the Alchemy Association Main Quest. This route follows the important level gates from the tutorial through Level 9, while showing when to pause, rebuild and let side systems run in the background.