Three potions, same rules
Cash, Train, and Luck potions are single-use. Each one is a 2x boost for 10 minutes, and the timer starts when you activate the potion, not when you redeem the code.
| Potion | Code that grants one | What the 2x applies to |
|---|---|---|
| Cash Potion | UPD1 | Cash earnings |
| Train Potion | TRAIN1 | Speed gained on the treadmill |
| Luck Potion | LUCK1 | The Luck stat |
October 2026 lists still marked all three codes active, and none of those lists had an expired column with real codes in it. Redeem them before you need the boost. If a code stops verifying, it may already have been claimed, typed with a space, or checked on an old server.
Turn them on
- Redeem the code from Shop, Enter Code, Verify.
- Open the Potions section of the Shop.
- Activate the potion you want for the next 10 minutes.
Cash and Train were used together in a recorded push. What a second copy of the same potion does while one is already running is not documented. If you only have one of each, that question does not matter. If you somehow hold duplicates, start the next copy after the first window ends.
A playthrough also mentioned buying a Cash Potion during a session. No shop price or currency for that purchase was captured. The codes above are the route with a known reward.
Use Train while you are standing on the treadmill toward a gate, especially the jump from the chicken farm to the 5,000 snake. Use Cash when the pen is already full of pets you intend to keep for those 10 minutes. Luck is the thin one: the lists say it doubles Luck, and they do not publish which hatch or steal roll that stat touches.
