MrMasse, first of all, don't worry about giving away the recipe. After all, if you can find the information, so can everyone else.
But on the other hand, I'm not sure that it's very important whether the chemicals used in the game could be used to make explosives in real life or not. I think it depends on the tone of your game really.
If it's a realistic game, it would make sense to use real recipes, but then just must remember that in real life, you wouldn't just mix the stuff together in your inventory (what do you mean you don't have an inventory in real life?
) but you'd heat stuff up, stir it slowly, chill it by lowering the beaker into ice water and whatnot (not sure if you'd do any of this when making dynamity, but you get the point). If, on the other hand, this is a humorous game, you might make up some bogus recipe with more interesting ingredients (or use a simpler recipe such as gunpowder rather than dynamity).
I mean, most of the ingredients you mention would be found in labeled bottles in a laboratoty. If you also gave the player a list of ingredients, there would be no real puzzle. It would be far more fun if you had to improvise, getting charcoal from the barbecue grill in the backyard and stuff like that.
Edit: You MUST give the player a recipe to work from, even if you use a real world recipe which the player would probably know (gunpowder for instance). One of the worst puzzles in an adventure game ever was probably the photo developing puzzle in Shadow of the Comet where you had to pick out three chemicals from a shelf without any sort of hint. It was pure trial and error.
But on the other hand, I'm not sure that it's very important whether the chemicals used in the game could be used to make explosives in real life or not. I think it depends on the tone of your game really.
If it's a realistic game, it would make sense to use real recipes, but then just must remember that in real life, you wouldn't just mix the stuff together in your inventory (what do you mean you don't have an inventory in real life?

I mean, most of the ingredients you mention would be found in labeled bottles in a laboratoty. If you also gave the player a list of ingredients, there would be no real puzzle. It would be far more fun if you had to improvise, getting charcoal from the barbecue grill in the backyard and stuff like that.
Edit: You MUST give the player a recipe to work from, even if you use a real world recipe which the player would probably know (gunpowder for instance). One of the worst puzzles in an adventure game ever was probably the photo developing puzzle in Shadow of the Comet where you had to pick out three chemicals from a shelf without any sort of hint. It was pure trial and error.