For the purposes of great alchemies, the Solver may take from a curious witch five things.
First, the master must seek and supply the Seed from which the world was grown. This will embed within the machine the means to see into the unknown.
Second, all alchemy demands Sacrifices to begin any transmutation. They must be hung within the first column. Beware when making use of those rare things, as sufficient quantities will need to be found to cause changes upon the world.
Third, the Productions of the alchemies must be made known. Place them centrally upon the altar. As with the sacrifices, rare reagents must be sought to complete the ritual. Elements which are offensive to the world will burden the caster with most unfortunate circumstances as the results will likely involve their multiplication.
Fourth, in the process of the art of permutations, damage may be done to the properties of things, in particular their Stains. Place at the rightmost locations the material of the Stains. A brave practitioner may leave empty these cups and allow what will be to be, but beware the happenings that may result.
Finally, great time must be devoted. The machine may take many seconds to test the many realities.