How to play
- Goal
- Fill every cauldron with exactly its recipe by opening funnels and turning gates.
- How it ends
- A bench is won when every cauldron holds its recipe. A dram a cauldron does not need spoils the brew: undo the move or start the bench again.
- Record
- For each bench: the fewest moves, the fewest drams spilled, and the fastest first solve, timed from the bench's first opening.
- Tap a funnel to open its stopcock: the reagents in it have settled by weight, and only the bottom layer, every dram of the heaviest reagent it holds, runs out down the tube below. The number beside each layer is how many drams it holds, and the gold mark and number at the top is its brim: a dram that runs into a full funnel spills over the rim.
- Tap a glass gate to turn its brass flap: every dram that reaches it goes the way the flap points. A twin spout turns by itself, sending drams left, right, left, right; its arrow shows where the next one goes, and it remembers between pours. Tubes into a slop basin spill whatever reaches them.
- Each cauldron's plate shows its order. Fill every cauldron with exactly its order to brew the bench; a dram a cauldron does not need spoils the brew, and Undo takes the move back. Opening a funnel or turning a gate is a move; the par is the fewest moves the bench can be brewed in.
Controls
| Tap a funnel | Open its stopcock: its bottom layer runs out |
|---|---|
| Tap a gate | Turn its flap to send drams the other way |
| Undo · Restart | Take a move back · start the bench again (it asks) |
| Faster | Pour more quickly |
| Arrows · Enter | Choose a funnel or gate · open or turn it |
| Z · R · F | Undo · restart · faster |
| Escape | Pause, or let go of a choice |
The Academy's glass-bench behind the stage, the copper cauldron, the slop bucket, the fonts and the sounds come from the Morass warehouse; the funnels, gates, spouts, tubes and drams are drawn by the game. A run is sent as its moves alone, and the records worker pours them again with the same core before it ranks them. Your progress and the moves on each bench stay in this browser under morass.alchemists-pour.v1. No ads or analytics run inside the game.
About Alchemist's Pour
A pouring puzzle on the apprentices' glass-bench of the Material Hall at the Westmark Academy. Orders come down from the masters as recipes, so many drams of Quicksilver, Dragon's Blood, Verdigris, Woad and Aether, and the bench is a rack of separatory funnels, glass gates, twin spouts and tubes that only run downhill, over copper cauldrons and slop basins.
Reagents settle by weight in a funnel, the heaviest lowest, and opening its stopcock drains only the bottom layer. A gate sends every dram the way its brass flap points; a twin spout sends them left, right, left, right; a funnel holds no more than its brim, so a full one is a measure and what runs in after it spills. Every count is whole, so the same moves always pour the same way.
There are 120 benches on eight shelves: stopcocks, gates, layers, twin spouts, brims, two cauldrons, the whole bench, and the Master's orders. Every bench was proved to brew in its par of moves, its new piece was proved to matter, and a player opening things at random rarely brews it. Each keeps a Top 10 for the fewest moves, one for the fewest drams spilled, and one for the fastest first solve: a bench's clock starts the first time you open it, and only its first brew is timed. The site pours a record line again before it keeps a place.







