Dwarven Factory Complex Puzzle: Difference between revisions

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By completing the Dwarven Factory Complex Puzzle, you can create one piece of your choice from the [[Dwarvish War Uniform]] each ascension -- either a [[Dwarvish war helmet]], [[Dwarvish war kilt]], or [[Dwarvish war mattock]].  To do so, you will have to collect certain items from [[The Mine Foremens' Office]], decode the [[Dwarvish language]] by adventuring in the [[Dwarven Factory Warehouse]] and playing [[Dwarvish Dice]] in the [[Dormitory]], and then use the information you have learned to operate the equipment in the [[Dwarven Machine Room]].  
By completing the Dwarven Factory Complex Puzzle, you can create one piece (you choose which piece) from the [[Dwarvish War Uniform]] -- either a [[Dwarvish war helmet]], [[Dwarvish war kilt]], or [[Dwarvish war mattock]].  You can create one piece per ascension. 
 
To do so, you will have to collect certain items from [[The Mine Foremens' Office]], decode the [[Dwarvish language]] by adventuring in the [[Dwarven Factory Warehouse]] and playing [[Dwarvish Dice]] in the [[Dormitory]], and then use the information you have learned to operate the equipment in the [[Dwarven Machine Room]].  


==What you will need==
==What you will need==
Line 18: Line 20:
* [[unlarge laminated card]]
* [[unlarge laminated card]]


Each card identifies one of the four ingredients that are used in making the items -- [[chrome ore]], [[linoleum ore]], [[asbestos ore]], and [[lump of coal]], along with information used to operate machinery in the [[Dwarven Machine Room]]
Each card identifies one of the four ingredients that are used in making the items -- [[chrome ore]], [[linoleum ore]], [[asbestos ore]], and [[lump of coal]], along with information used to operate machinery in the [[Dwarven Machine Room]].


3. A [[Dwarvish punchcard]].  Also available in [[The Mine Foremens' Office]].
3. A [[dwarvish punchcard]].  Also available in [[The Mine Foremens' Office]].


4. Sufficient amounts of [[chrome ore]], [[linoleum ore]], [[asbestos ore]], and [[lump of coal]], as described below.
4. Sufficient amounts of [[chrome ore]], [[linoleum ore]], [[asbestos ore]], and [[lump of coal]], as described below.


==Analyzing the documents==
==Converting the runes==
The documents are all written in dwarvish runes that will need to be translated. Before you begin deciphering the runes, take a look at the recipe document(s) and laminated cards you have obtained. Isolating the pertinent runes now makes it easier to decipher the runes later.
Perhaps the most intimidating part of the puzzle is the unfamiliar appearance of the [[Dwarvish language]]. We can eliminate this problem by converting the Dwarvish runes to easy-to-work-with letters.
 
There are two types of runes: word runes and digit runes.
 
Word runes look something like this: [[File:runeword2.gif]] or this: [[File:runeword3.gif]]. Although there are 18 different word runes in the game, only 11 will be randomly selected each ascension and used in the puzzle (as we will see later, one more rune will be used for the word "gauges", but we can ignore it). Each word rune represents one of 11 possible items: [[7-Foot Dwarven mattock]], [[asbestos ore]], [[chrome ore]], [[cog]], [[dwarf bread]], [[linoleum ore]], [[lump of coal]], [[miner's helmet]], [[miner's pants]], [[spring]], or [[sprocket]]. Of these, we will only be concerned with 7 runes: the 3 ores, the lump of coal, and the mattock, helmet, and pants.
 
Digit runes look like this: [[File:runedigit1.gif]] or this: [[File:runedigit2.gif]]. There will be 7 different digit runes, representing the digits 0 through 6.
 
Each word and digit rune also has a unique, corresponding English letter. Word runes will correlate with the letters A-R. Digit runes will correlate with the letters A-J. Hovering your mouse over each rune will bring up a tooltip that identifies the corresponding letter. Here, for example, we see that the upper left word rune is associated with the letter F:
 
[[File:Runetooltip.GIF]]
 
By converting the word and digit runes to letters, we can simplify the puzzle significantly. (Note that word runes and digit runes both use the letters A-J. Don't confuse, say, word rune F with digit rune F.) From here on, we will assume that you'll hover your mouse over each rune you see in order to get its letter.


A "recipe" document looks something like this:
==Identifying the runes you need==
As mentioned above, you will only be concerned with 7 word runes -- the runes for ores, coal, and mining outfit pieces.  We can immediately identify which runes these are.


[[image:runeword1.gif]]<sup>1</sup>
Let's start by identifying the runes for the ores and coal. Head to the [[Dwarven Machine Room]].  In the top part of the image are four hoppers. Let's start with the leftmost hopper.  Clicking on it will produce a message containing a rune and a dropdown box to put ore or coal into the hopper. Let's assume in this example that the first hopper's rune equates to the letter M.  Now attempt to put a chunk of asbestos ore in that hopper.  If you succeed, we know that this is the asbestos hopper, and that the M rune means "asbestos".  If you can't put asbestos ore in the hopper, try linoleum, chrome, or coal.  (Don't have any coal yet?  Use the vacuum chamber in the lower right of the machine room to convert a [[lump of diamond]] into a [[lump of coal]].) Once you succeed in putting an ore or coal into a hopper, we know the rune for the ore/coal that went in that hopper is the rune shown on the hopper itself.  Proceed to do the same with each of the remaining hoppers.


[[image:runeword2.gif]]<sup>2</sup>  [[image:runedigit1.gif]] [[image:runedigit1.gif]]<sup>3</sup>
At this point, then, we should know the four runes for asbestos, linoleum, chrome, and coal. Let's assume that, in our puzzle, we've learned:


[[image:runeword3.gif]]<sup>2</sup>  [[image:runedigit3.gif]] [[image:runedigit4.gif]]<sup>3</sup>
*Hopper 1 = M = chrome ore
*Hopper 2 = A = linoleum ore
*Hopper 3 = R = lump of coal
*Hopper 4 = O = asbestos ore


[[image:runeword4.gif]]<sup>2</sup>  [[image:runedigit2.gif]] [[image:runedigit7.gif]]<sup>3</sup>
Now we just need to learn the runes for the mining outfit pieces.  This information is contained in the "recipe" documents: [[dwarvish paper]], [[dwarvish parchment]], and [[dwarvish document]].  Each of these documents has the same format:


[[image:runeword5.gif]]<sup>2</sup>  [[image:runedigit1.gif]] [[image:runedigit8.gif]]<sup>3</sup>
[[File:runeword1.gif]]  


Note that the runes in the left column are "word runes", while the runes in the right-hand columns are "digit runes."  Not surprisingly, word runes represent items, and digit runes represent numbers (in base 7). (Mousing over each rune in-game reveals a tooltip that renders the rune as a "Dwarf Word Rune" and a letter or a "Dwarf Digit Rune" and a letter. You will probably find it easier to convert all runes to letters, rather than drawing little dwarf squiggles all over.)
[[File:runeword2.gif]]  [[File:runedigit1.gif]] [[File:runedigit1.gif]]


Now let's take a look at the components of the document:
[[File:runeword3.gif]]  [[File:runedigit3.gif]] [[File:runedigit4.gif]]


<sup>1</sup>This is a word rune. In this position in the document, it denotes which item the recipe document is for -- either helmet, kilt, or mattock. If you have all three documents, you will see that the runes in this position on each document are all different.  Let's say that we now know that the helmet, kilt, and mattock correspond to the word runes R, I, and J (although we don't know yet which letter corresponds to which piece).
[[File:runeword4.gif]]  [[File:runedigit2.gif]] [[File:runedigit7.gif]]


<sup>2</sup>These are also word runes. These four runes identify the four ingredients that make up the item -- chrome ore, asbestos ore, linoleum ore, and lumps of coal. These same four runes will be in all 3 recipes, although they will be in a random order in each document. (You can also determine which runes correspond to ingredients by going to the [[Dwarven Machine Room]] and looking at the runes on the 4 hoppers in the top part of the machine.)  Let's say that, after reviewing this document, we now know that the four ingredients are represented by the letters A, M, O, and C, although again, we have yet to correspond a specific letter to a specific ingredient. 
[[File:runeword5.gif]]  [[File:runedigit1.gif]] [[File:runedigit8.gif]]


<sup>3</sup>These are digit runes, each of which yields a two-digit number in base 7 (from 01 to 55, which corresponds to 1-40 in base 10).  These tell you how much of the corresponding ingredient is needed to make the itemItems can require up to 40 units of each ingredient. We can't ascertain much more about the numbers at this point, so we'll move on.
Let's begin by converting all of the runes to lettersNow the document looks like this:


Once translated, this document might read:
J


Kilt
A  II


Asbestos   11
M   DH


Linoleum   34
R   FG


Coal  25
O  IC


Chrome 10
You should recognize the bottom four letters in the left-hand column -- they will correspond to the letters on the hoppers and we know those letters mean the 3 types of ore and coal. The right-hand columns we know are just digits, and we'll get to them later.  The rune in the upper-left corner (J) is the rune we're interested in right now.  It will be the rune for one piece of the mining outfit -- either helmet, pants, or mattock. Each of the "recipe" documents will have a different rune in this position. So, in order to identify the three runes for the three outfit pieces, we'll look at the rune in the upper-left of each of the "recipe" documents.  Let's assume that, after doing so, we know that the runes C, I, and J represent the three outfit parts, but as yet, we don't know which letter identifies which part of the outfit.


==Learning the outfit runes==
In order to determine which of the outfit runes -- in our example, C, I, and J -- correspond to the particular outfit pieces, we'll have to head to the [[Dwarven Factory Warehouse]]. Each turn in the Warehouse gives you one item and three runes. One of the three runes will be the correct one for the item you received, the other two will be randomly-selected decoys. You will have to adventure in the Warehouse until you can determine which rune corresponds to which outfit piece.


Let's take a few trials to see how it works. Say on your first turn in the Warehouse, you receive a cog and the runes A, F, and L. We know from the hoppers that A already corresponds to linoleum ore, so the rune for "cog" must be either F or L.


Now let's look at each of the laminated cards. Each one looks something like this:
On our next adventure, we get a lump of chrome ore, and the runes C, M, and B. We already know chrome ore is rune M (and we already know that C is the rune for a piece of the mining outfit), so this doesn't help much.


[[image:runeword4.gif]]<sup>1</sup>  [[image:runeword7.gif]]<sup>2</sup>
Our next adventure gives a pair of pants and the letters C, F, and J. We know C and J are runes for outfit pieces, and either one might mean "pants", but unfortunately, we can't learn more yet.


[[image:runeword1.gif]]<sup>3</sup>  [[image:runedigit7.gif]] [[image:runedigit5.gif]]<sup>4</sup>
One more turn in the Warehouse, and we get another pair of pants and the letters C, D, and M. At this point, we know that C has to be the rune for "pants", as it is the only one that showed up both times the pants appeared. Continue to collect items in the Warehouse until you can conclusively identify the runes for the three outfit pieces. At this point, then, say we know:


[[image:runeword9.gif]]<sup>3</sup>  [[image:runedigit0.gif]] [[image:runedigit6.gif]]<sup>4</sup>
*C = pants
*J = helmet
*I = mattock


[[image:runeword11.gif]]<sup>3</sup>  [[image:runedigit1.gif]] [[image:runedigit5.gif]] [[image:runedigit2.gif]]<sup>4</sup>
Now we only need to decipher the digit runes to finish the puzzle.


And let's see what each component is:
==Learning the digit runes==
We learn the digit runes by playing [[Dwarvish Dice]] in the [[Dormitory]].  Playing dice does not cost a turn (and is roughly meat-neutral), so we can do it as many times as is necessary to figure out the digit runes.  Once upon a time, there were dice-solver scripts you could use, but most of those scripts are defunct now.  So unless you use KOLmafia (which still has dice solving functionality built in), you'll have to solve them manually. 


<sup>1</sup>This word rune represents one of the four ingredients.  Each laminated card will have a different rune in this position, but the rune in this position on all four cards should match the ingredient runes you have on your recipe documentsIn our example, the recipes told us that the ingredients were represented by A, M, O, and C, and thus, the runes in this position on each of your laminated cards should be A, M, O, or C.
Each round of the game has a dwarf roll two dice, and you roll two diceEach roll is scored by multiplying the first die by 7, and adding it to the second die: e.g. a roll of 5 and 3 would be (5 x 7) + 3 = 38; a roll of 2 and 5 would be (2 x 7) + 5 = 19.  The person with the higher total is the winner, and the loser pays 7 x the difference between the winning and losing rolls.


<sup>2</sup>This rune corresponds with the rune on the set of gauges (the box with the three circles) in the [[Dwarven Machine Room]]It exists only to tell you that the data on the laminated cards is used to set the gauges correctly.  Beyond that, we don't really care about this rune.
Here is a simple rule that makes solving the dice easy: in any given trial, the winner's first digit will always be larger than the loser's.  Because the first digit gets multiplied by 7 for calculating the score, there is no way that the player with the lower first digit can win.  A roll of 0, 6 (6 points) -- the highest possible 0, x roll -- will still lose to a roll of 1, 0 (7 points) -- the lowest possible 1, x rollA roll of 1, 6 (13 points) -- the highest possible 1, x roll -- will still lose to a roll of 2, 0 (14 points), and so on.  (What about rolls wihere both sides throw the same first digit?  The winner's second digit will always be higher than the loser's.)


<sup>3</sup>These are word runes that correspond to the three outfit pieces again -- helmet, kilt, mattock.  These runes should match the runes in the top left corner of your three recipe documents.  In our example, the helmet, kilt, and mattock are represented by R, I, and J, so we should find those runes in these positions on each laminated card.
So, knowing that, we can start figuring out the sequence of numbers:


<sup>4</sup>Digit runes againThese digits indicate what the gauge in the [[Dwarven Machine Room]] that corresponds to the card's ingredient should be set to, depending on what item is being made.  For example, if this is the laminated card for linoleum ore, the card tells you that the gauge corresponding to linoleum should be set to X if making a helmet, Y if making a kilt, and Z if making a mattock.  Note that the numbers here may be two or three digits long.  If it is three digits long, we can make some assumptions about what numbers the first digit or two represent, as will be discussed later.  Note also that this number is also in base 7, and will have to be converted to base 10 later.
*Dwarf roll: GA
*Your roll: DB
You lose.  You now know that G > DLet's do another one:


Thus, when translated, the laminated cards would read something like this:
*Dwarf roll: FA
*Your roll: HB
You win.  We know that H > F.  We can't quite fit that in with the knowledge that G > D, but we'll get there soon.


Asbestos  {gauges}
*Dwarf roll: IC
*Your roll: DB
You win.  D > I.  We can build up one part of our chain: G > D > I.  Let's look at a couple more:


Kilt 75
*Dwarf roll: HA
*Your roll: DC
You lose. H > D.  Now we know that H > F and H > D (which, in turn, is > I), and that G > D > I.  But we'll need more knowledge.


Helmet 06
* Dwarf roll: GC
* Your roll: HE
You lose. G > H.  Now we know that G > H > F, and that H > D > I.  We still need more information to figure out D vs. F and some other letters, but the situation is getting clearer.  As we continue, we can build up our chains and eventually learn the sequence of all 7 letters.  Let's say that, at the end, we know that G > B > H > F > D > I > C.  Then it's just a matter of assigning the numbers 0-6 to the sequence we've determined.  Let's say that, at the end, we've decided that:


Mattock  152
{| class="wikitable"
|C
|I
|D
|F
|H
|B
|G
|-
|0
|1
|2
|3
|4
|5
|6
|}


==Deciphering the runes==
==Solving the puzzle and running the machine==
Let's start with deciphering the word runes.  Although we know that certain runes represent item pieces and ingredients, we don't know '''which''' rune represents '''which''' item or ingredientIt's time to figure that out.
Now that we know all the necessary word and digit runes, we can solve the puzzle and make our desired itemLet's say we want a helmet.  Go back to the "recipe" documents, and find the one that corresponds to "helmet" -- for our example, it's the one with the J rune in the upper-left cornerTranslating that document with both the word and digit runes, we find out that it reads:


Head over to the [[Dwarven Factory Warehouse]].  All of the adventures in this area will show you three runes and give you one of the following items:
Helmet
*[[7-Foot Dwarven mattock]]
*[[asbestos ore]]
*[[chrome ore]]
*[[cog]]
*[[dwarf bread]]
*[[linoleum ore]]
*[[lump of coal]]
*[[miner's helmet]]
*[[miner's pants]]
*[[spring]]
*[[sprocket]]


Each time you receive an item, write down the three runes you are given -- one of these runes will correspond to the item you got, the other two are decoy runes.
Linoleum ore  11


If you got an item or ingredient, you may already be able to figure out which rune corresponds. Say you get miner's pants, and the three runes are O, M, and J.  We know from analyzing our documents that O and M are runes that correspond with ingredients -- either ores or coal.  We also know that J is a rune that corresponds to an outfit piece (in this situation, miner outfit pieces correspond to their dwarven equivalents: hat = helmet, pants = kilt, mattock = mattock).  Thus, we would know immediately that pants are represented by J.
Chrome ore 24


If you can't immediately discern the correct rune for the item you got, keep adventuring in the warehouse.  When you start to get multiple copies of an item, one rune will always be the same while the two decoy runes will change.  Thus, if you get a cog with the runes D, H, and O on one turn, and get a second cog with the runes A, F, and D, you know that D is the rune describing a cog, and the other two were decoys.  (We could also have known that O would not be the correct rune for a cog in our example, because we know O corresponds to an ingredient -- ore or coal).  
Coal 36


Once you have identified the specific runes for all outfit pieces or ingredients, you can stop adventuring in the warehouse. At this point, you can use your knowledge of the runes to select the recipe document for the particular outfit piece you want.  Let's say we want a kilt, and we now know that pants/kilt are represented by the rune J.  We can now go back to our recipe documents, find the one with the J rune in the upper left, and know that that document tells us how to make a kilt.  We can also look at our laminated cards and isolate the line on each (the one with the rune J) that tells us how to set the gauges when making a kilt.
Asbestos ore 10


Now it's time to decipher the digit runesThis is slightly more complicated:
As mentioned before, the recipe documents tell us how many chunks of each ingredient go into the hoppers to make the specified item.  But remember, the dwarves count in base 7, so we have to convert the numbers here to base 10Using a web-based converter linked below (or your noggin, if you're a math whiz), we learn that the '''actual''' recipe for a helmet requires:
Linoleum = 8 chunks


There are six digit runes, representing the numbers 0 through 6.  Because the gauges can be set from 0 to 99 (in base 10), the corresponding numbers in base 7 must be between 0 and 201.  Therefore, if a three-digit number appears on any of the laminated cards, you can assume that the first digit rune must represent either 1 or 2.
Chrome = 18 chunks


Beyond that, deciphering the digit runes will require playing [[Dwarvish Dice]] in the [[Dormitory]].  In the game of dwarvish dice, each player rolls two 7-sided dice, and the game shows you the digit runes for your roll and your opponent's roll.  The score of the first die is multiplied by 7 and added to the score of the second die, giving a total score for each player. For example,a player who rolls the dwarvish equivalent of a 4 and a 2 has a score of (4 * 7) + 2 = 30; a player who rolls 1 and 5 has a score of (1 * 7) + 5 = 12.  (A roll of double zeroes is a special case that gives a score of 49 (100 base 7) instead of 0.) The player with the lower score pays the winner 7 times the difference in their scores.
Coal = 27 chunks


With this information, and several rolls of the dice, it is possible to figure out the value of each digit rune.  (If may be easier to use one of the dice game solvers listed below, but one simple way to determine some digit runes is to look for cases where the same rune is used in the same digit position for each player. A game of where the winner has runes AX and the loser AY and the payout is Z can be represented as an equation AX - AY = Z.  This implies X – Y = Z/7 or X = Z/7 +Y, and similarly a game of XA - YA = Z, implies X – Y = Z/49 or X = Z/49 + Y.  With several such equations the numerical value of each rune can be easily determined.)  Rolling dice with the dwarves does not use an adventure, so you can play as many games as necessary to figure out the digit runes. 
Asbestos = 7 chunks


==Using the machinery==
If you want, you can go to the Machine Room now and load up the hoppers accordingly, or you can do it later.
Once the digit runes have been deciphered, you are now ready to make your item.  Consult the recipe for the item you want and determine how many of each ingredient are necessary. Once again, the runes in the recipe document are in this format:


''Item type''
The Machine Room has a second piece of equipment you must master to make your item: a set of gauges.  It's the box with the circles on it in the middle row of the Machine Room image.  The gauge console has four dropdown boxes that can be set with a (base 10) number from 0 to 99.  The information you need to properly set the gauges is found on the four laminated cards.  Let's look at their format:


''Ingredient 1'' --  ''number of units of ingredient 1'' (in base 7)
[[File:runeword4.gif]]  [[File:runeword7.gif]]


''Ingredient 2'' --  ''number of units of ingredient 2'' (in base 7), etc.
[[File:runeword1.gif]]  [[File:runedigit7.gif]] [[File:runedigit5.gif]]


Let's say that we want to make a kilt. We find the recipe document with the J rune (e.g. the kilt recipe) in the "item type" location.  Convert the number of units of each ingredient from base 7 to base 10. In our example, the card says we need, say, 18 chrome ore, 34 linoleum ore, 25 asbestos ore, and 10 lumps of coal.  Converted to base 10, that means we '''actually''' need 8 chrome, 25 linoleum, 19 asbestos, and 7 lumps of coal.
[[File:runeword9.gif]]  [[File:runedigit0.gif]] [[File:runedigit6.gif]]


Next, we consult our laminated cards. Once again the runes on each card are in this format:
[[File:runeword11.gif]]  [[File:runedigit1.gif]] [[File:runedigit5.gif]] [[File:runedigit2.gif]]


''Ingredient type'' (e.g. chrome ore) -- Gauges rune
The only new rune to us is the one in the upper-right, and it's irrelevant to our puzzle.  It simply means "gauges" and you'll note that it's the same one that's actually on the gauge panel in the Machine RoomThe rest of each card should be easily translated now:


''Desired outfit piece 1'' (e.g. kilt) --  ''number to enter on "chrome" gauge'' (in base 7) to get a kilt
Chrome {gauges}


''Desired outfit piece 2'' (e.g. helmet) -- ''number to enter on "chrome" gauge'' (in base 7) to get a helmet, etc.
Helmet 36


Again, after converting our digit runes to 2- and 3-digit numbers in base 7, and then converting those numbers to base 10, we know how to set the gauges for each ingredient.  Let's say that, to make a kilt, the chrome gauge must be set to 85, the asbestos gauge to 14, the coal gauge to 25, and the linoleum gauge to 69.
Mattock 20


Now it is time to head to the [[Dwarven Machine Room]].  Moving along the image from left to right and top to bottom, the machine here consists of 4 hoppers in the top row, the gauges in the middle row, and on the bottom row, a selection panel, an input console, an output chute, and the vacuum chamber.
Pants 164


Unless you already have lumps of coal (from doing this puzzle earlier, as there is no other way to get them), you will need to make some.  Activate the vacuum chamber to convert any number of [[lump of diamond]] into [[lump of coal]]. Now we're ready to set and run the machine.  First, go to the selector panel on the bottom left of the machine, and check the box corresponding to the item you want to make (for us, the kilt, so select the pants).  Next, it's time to fill the 4 hoppers in the top row.  Each hopper has a rune on it that corresponds to an ingredient.  If we know that chrome ore is represented by the A rune, find the hopper with the A rune on it, and insert as much chrome ore as the recipe demands.  Continue with each remaining hopper.
Each card will have a different ingredient in the upper-left corner, and will then tell you how to set that ingredient's gauge correctly for the item you wish to make.  


Now we must set the gauges.  Using the info from the laminated cards, set the four gauges in the order that the hoppers appear -- i.e. if the hoppers are, left to right: chrome, linoleum, coal, asbestos, then you must set the gauges, left to right, with the numbers that correspond to your outfit piece from the chrome, linoleum, coal, and asbestos cards.
The gauges correspond, left to right, with the 4 hoppers (or, more accurately, with the ingredients in the four hoppers). Thus, because our hoppers went (left to right) -- chrome, linoleum, coal, asbestos -- we'll set the four gauges in that order, too.  Find the laminated card with chrome in the upper-left corner.  Determine the number that you need to make your chosen outfit piece.  Here, if we want to make a helmet, we need to set the gauge that corresponds to the chrome hopper (that is, the leftmost hopper/gauge) to ... 36?  But wait!  Dwarves count in base 7!  So we convert the numbers on the card from base 7 to base 10 (the 164 on our sample card should have clued you in -- you can't set a gauge to 164, as it only goes up to 99).  36 in base 7 is 27 in base 10, so set the leftmost gauge (i.e. the gauge for the chrome hopper) to 27.  Find the laminated card corresponding to the next hopper (in our case, it was linoleum), find the number that corresponds to helmet, convert it to base 10, and set the next gauge, etc.


Now go to the input console in the center of the lower row, click the option to insert your punchcard, push the red button and -- ta da! -- receive your outfit piece.  If you made a mistake, the machine does nothing and the punchcard is not consumed, so you can try againYou can add or remove ingredients from the hoppers, but you cannot remove the punchcard once it has been inserted.
Once all four gauges are set and all four hoppers are filled, we're ready to run the machine.  The leftmost machine in the bottom row of the Machine Room is the selector panel. Click on it, and then click the box below the item you wish to make -- for us, it's the helmet.  The machine to the right of that is the operating panel.  Click on it, and it will give you a button to insert your [[Dwarvish punchcard]].  Once the punchcard is inserted, press the remaining button and the machine will start.  If everything is set correctly, your item will drop out into the bin next to the operating panelClick on the bin to retrieve your item!  (If the machine didn't work, something was set wrong.  Go back and double check your figures.)


==Notes==
==Notes==
*The runes for the numbers and words are randomised per ascension.
*The runes for the numbers and words are randomized per ascension.
*The machine can be used while falling-down drunk.
*The machine can be used while falling-down drunk.
*Only one punchcard can be obtained in an ascension, and thus, only one outfit piece can be made each ascension.
*Only one punchcard can be obtained in an ascension, and thus, only one outfit piece can be made each ascension.
*<s>A bug does exist where, in the same run, BB-CE gave 154 meat but CB-BC gave 126 meat. Since one of the second digits is greater, which is right? Or do dwarves cheat?</s>
*Note that a roll of 00 is treated as 100, and beats everything else. This explains why a doubled number occasionally appears to contradict other results by winning.
*Mafia has a built-in solver using the command <code>factory report</code> in the Graphical CLI that will generate a table showing you the correct hopper, gauge values and ore amounts for each piece once sufficient information has been collected. Note this only works until you have completed the puzzle.


==External Links==
==External Links==
*[http://mitros.org/p/kol-dwarf/ Rugwiggle's Dwarven Powertools] contains some crude, buggy, untested, but functional tools to help solve the dwarven rune puzzle.
*[http://www.mitros.org/p/kol-dwarf/ Rugwiggle's Dwarven Powertools] no longer exists.
*Another way to solve the number game is [http://beefcheese.it.cx/ddice.html goffrie's Dwarvish Dice solver], an online tool that doesn't require downloading anything.
*Another way to solve the number game is [http://dl.dropbox.com/u/6095460/ddice.html goffrie's Dwarf Digit Solver], no longer exists.
*Yet another web based tool for solving numbers is [http://www.penguingodcorp.com/runes.php Runes are for Little Girls]. Just copy and paste the resultant texts into the window.
*A web-based base-7 to base-10 converter can be found [http://www.unitconversion.org/numbers/base-7-to-base-10-conversion.html here].
*[http://kol.lluad.com/ Lluads KoL Tools] has yet another online tool for solving the numeric runes.
 
*A web-based base 7 - base 10 converter is [http://www.unitconversion.org/numbers/base-7-to-base-10-conversion.html here]
[[Category:Guides]]
[[Category:Miscellaneous]]
[[Category:Puzzles]]

Latest revision as of 07:56, 21 July 2025

By completing the Dwarven Factory Complex Puzzle, you can create one piece (you choose which piece) from the Dwarvish War Uniform -- either a Dwarvish war helmet, Dwarvish war kilt, or Dwarvish war mattock. You can create one piece per ascension.

To do so, you will have to collect certain items from The Mine Foremens' Office, decode the Dwarvish language by adventuring in the Dwarven Factory Warehouse and playing Dwarvish Dice in the Dormitory, and then use the information you have learned to operate the equipment in the Dwarven Machine Room.

What you will need

1. The correct "recipe" for the item you wish to make. The recipes are found in The Mine Foremens' Office.

Each document contains the recipe for a single piece of the outfit. Which document makes which piece is randomized per ascension.

2. Four laminated instruction cards. These cards are found in The Mine Foremens' Office.

Each card identifies one of the four ingredients that are used in making the items -- chrome ore, linoleum ore, asbestos ore, and lump of coal, along with information used to operate machinery in the Dwarven Machine Room.

3. A dwarvish punchcard. Also available in The Mine Foremens' Office.

4. Sufficient amounts of chrome ore, linoleum ore, asbestos ore, and lump of coal, as described below.

Converting the runes

Perhaps the most intimidating part of the puzzle is the unfamiliar appearance of the Dwarvish language. We can eliminate this problem by converting the Dwarvish runes to easy-to-work-with letters.

There are two types of runes: word runes and digit runes.

Word runes look something like this: or this: . Although there are 18 different word runes in the game, only 11 will be randomly selected each ascension and used in the puzzle (as we will see later, one more rune will be used for the word "gauges", but we can ignore it). Each word rune represents one of 11 possible items: 7-Foot Dwarven mattock, asbestos ore, chrome ore, cog, dwarf bread, linoleum ore, lump of coal, miner's helmet, miner's pants, spring, or sprocket. Of these, we will only be concerned with 7 runes: the 3 ores, the lump of coal, and the mattock, helmet, and pants.

Digit runes look like this: or this: . There will be 7 different digit runes, representing the digits 0 through 6.

Each word and digit rune also has a unique, corresponding English letter. Word runes will correlate with the letters A-R. Digit runes will correlate with the letters A-J. Hovering your mouse over each rune will bring up a tooltip that identifies the corresponding letter. Here, for example, we see that the upper left word rune is associated with the letter F:

By converting the word and digit runes to letters, we can simplify the puzzle significantly. (Note that word runes and digit runes both use the letters A-J. Don't confuse, say, word rune F with digit rune F.) From here on, we will assume that you'll hover your mouse over each rune you see in order to get its letter.

Identifying the runes you need

As mentioned above, you will only be concerned with 7 word runes -- the runes for ores, coal, and mining outfit pieces. We can immediately identify which runes these are.

Let's start by identifying the runes for the ores and coal. Head to the Dwarven Machine Room. In the top part of the image are four hoppers. Let's start with the leftmost hopper. Clicking on it will produce a message containing a rune and a dropdown box to put ore or coal into the hopper. Let's assume in this example that the first hopper's rune equates to the letter M. Now attempt to put a chunk of asbestos ore in that hopper. If you succeed, we know that this is the asbestos hopper, and that the M rune means "asbestos". If you can't put asbestos ore in the hopper, try linoleum, chrome, or coal. (Don't have any coal yet? Use the vacuum chamber in the lower right of the machine room to convert a lump of diamond into a lump of coal.) Once you succeed in putting an ore or coal into a hopper, we know the rune for the ore/coal that went in that hopper is the rune shown on the hopper itself. Proceed to do the same with each of the remaining hoppers.

At this point, then, we should know the four runes for asbestos, linoleum, chrome, and coal. Let's assume that, in our puzzle, we've learned:

  • Hopper 1 = M = chrome ore
  • Hopper 2 = A = linoleum ore
  • Hopper 3 = R = lump of coal
  • Hopper 4 = O = asbestos ore

Now we just need to learn the runes for the mining outfit pieces. This information is contained in the "recipe" documents: dwarvish paper, dwarvish parchment, and dwarvish document. Each of these documents has the same format:

Let's begin by converting all of the runes to letters. Now the document looks like this:

J

A II

M DH

R FG

O IC

You should recognize the bottom four letters in the left-hand column -- they will correspond to the letters on the hoppers and we know those letters mean the 3 types of ore and coal. The right-hand columns we know are just digits, and we'll get to them later. The rune in the upper-left corner (J) is the rune we're interested in right now. It will be the rune for one piece of the mining outfit -- either helmet, pants, or mattock. Each of the "recipe" documents will have a different rune in this position. So, in order to identify the three runes for the three outfit pieces, we'll look at the rune in the upper-left of each of the "recipe" documents. Let's assume that, after doing so, we know that the runes C, I, and J represent the three outfit parts, but as yet, we don't know which letter identifies which part of the outfit.

Learning the outfit runes

In order to determine which of the outfit runes -- in our example, C, I, and J -- correspond to the particular outfit pieces, we'll have to head to the Dwarven Factory Warehouse. Each turn in the Warehouse gives you one item and three runes. One of the three runes will be the correct one for the item you received, the other two will be randomly-selected decoys. You will have to adventure in the Warehouse until you can determine which rune corresponds to which outfit piece.

Let's take a few trials to see how it works. Say on your first turn in the Warehouse, you receive a cog and the runes A, F, and L. We know from the hoppers that A already corresponds to linoleum ore, so the rune for "cog" must be either F or L.

On our next adventure, we get a lump of chrome ore, and the runes C, M, and B. We already know chrome ore is rune M (and we already know that C is the rune for a piece of the mining outfit), so this doesn't help much.

Our next adventure gives a pair of pants and the letters C, F, and J. We know C and J are runes for outfit pieces, and either one might mean "pants", but unfortunately, we can't learn more yet.

One more turn in the Warehouse, and we get another pair of pants and the letters C, D, and M. At this point, we know that C has to be the rune for "pants", as it is the only one that showed up both times the pants appeared. Continue to collect items in the Warehouse until you can conclusively identify the runes for the three outfit pieces. At this point, then, say we know:

  • C = pants
  • J = helmet
  • I = mattock

Now we only need to decipher the digit runes to finish the puzzle.

Learning the digit runes

We learn the digit runes by playing Dwarvish Dice in the Dormitory. Playing dice does not cost a turn (and is roughly meat-neutral), so we can do it as many times as is necessary to figure out the digit runes. Once upon a time, there were dice-solver scripts you could use, but most of those scripts are defunct now. So unless you use KOLmafia (which still has dice solving functionality built in), you'll have to solve them manually.

Each round of the game has a dwarf roll two dice, and you roll two dice. Each roll is scored by multiplying the first die by 7, and adding it to the second die: e.g. a roll of 5 and 3 would be (5 x 7) + 3 = 38; a roll of 2 and 5 would be (2 x 7) + 5 = 19. The person with the higher total is the winner, and the loser pays 7 x the difference between the winning and losing rolls.

Here is a simple rule that makes solving the dice easy: in any given trial, the winner's first digit will always be larger than the loser's. Because the first digit gets multiplied by 7 for calculating the score, there is no way that the player with the lower first digit can win. A roll of 0, 6 (6 points) -- the highest possible 0, x roll -- will still lose to a roll of 1, 0 (7 points) -- the lowest possible 1, x roll. A roll of 1, 6 (13 points) -- the highest possible 1, x roll -- will still lose to a roll of 2, 0 (14 points), and so on. (What about rolls wihere both sides throw the same first digit? The winner's second digit will always be higher than the loser's.)

So, knowing that, we can start figuring out the sequence of numbers:

  • Dwarf roll: GA
  • Your roll: DB

You lose. You now know that G > D. Let's do another one:

  • Dwarf roll: FA
  • Your roll: HB

You win. We know that H > F. We can't quite fit that in with the knowledge that G > D, but we'll get there soon.

  • Dwarf roll: IC
  • Your roll: DB

You win. D > I. We can build up one part of our chain: G > D > I. Let's look at a couple more:

  • Dwarf roll: HA
  • Your roll: DC

You lose. H > D. Now we know that H > F and H > D (which, in turn, is > I), and that G > D > I. But we'll need more knowledge.

  • Dwarf roll: GC
  • Your roll: HE

You lose. G > H. Now we know that G > H > F, and that H > D > I. We still need more information to figure out D vs. F and some other letters, but the situation is getting clearer. As we continue, we can build up our chains and eventually learn the sequence of all 7 letters. Let's say that, at the end, we know that G > B > H > F > D > I > C. Then it's just a matter of assigning the numbers 0-6 to the sequence we've determined. Let's say that, at the end, we've decided that:

C I D F H B G
0 1 2 3 4 5 6

Solving the puzzle and running the machine

Now that we know all the necessary word and digit runes, we can solve the puzzle and make our desired item. Let's say we want a helmet. Go back to the "recipe" documents, and find the one that corresponds to "helmet" -- for our example, it's the one with the J rune in the upper-left corner. Translating that document with both the word and digit runes, we find out that it reads:

Helmet

Linoleum ore 11

Chrome ore 24

Coal 36

Asbestos ore 10

As mentioned before, the recipe documents tell us how many chunks of each ingredient go into the hoppers to make the specified item. But remember, the dwarves count in base 7, so we have to convert the numbers here to base 10. Using a web-based converter linked below (or your noggin, if you're a math whiz), we learn that the actual recipe for a helmet requires:

Linoleum = 8 chunks

Chrome = 18 chunks

Coal = 27 chunks

Asbestos = 7 chunks

If you want, you can go to the Machine Room now and load up the hoppers accordingly, or you can do it later.

The Machine Room has a second piece of equipment you must master to make your item: a set of gauges. It's the box with the circles on it in the middle row of the Machine Room image. The gauge console has four dropdown boxes that can be set with a (base 10) number from 0 to 99. The information you need to properly set the gauges is found on the four laminated cards. Let's look at their format:

The only new rune to us is the one in the upper-right, and it's irrelevant to our puzzle. It simply means "gauges" and you'll note that it's the same one that's actually on the gauge panel in the Machine Room. The rest of each card should be easily translated now:

Chrome {gauges}

Helmet 36

Mattock 20

Pants 164

Each card will have a different ingredient in the upper-left corner, and will then tell you how to set that ingredient's gauge correctly for the item you wish to make.

The gauges correspond, left to right, with the 4 hoppers (or, more accurately, with the ingredients in the four hoppers). Thus, because our hoppers went (left to right) -- chrome, linoleum, coal, asbestos -- we'll set the four gauges in that order, too. Find the laminated card with chrome in the upper-left corner. Determine the number that you need to make your chosen outfit piece. Here, if we want to make a helmet, we need to set the gauge that corresponds to the chrome hopper (that is, the leftmost hopper/gauge) to ... 36? But wait! Dwarves count in base 7! So we convert the numbers on the card from base 7 to base 10 (the 164 on our sample card should have clued you in -- you can't set a gauge to 164, as it only goes up to 99). 36 in base 7 is 27 in base 10, so set the leftmost gauge (i.e. the gauge for the chrome hopper) to 27. Find the laminated card corresponding to the next hopper (in our case, it was linoleum), find the number that corresponds to helmet, convert it to base 10, and set the next gauge, etc.

Once all four gauges are set and all four hoppers are filled, we're ready to run the machine. The leftmost machine in the bottom row of the Machine Room is the selector panel. Click on it, and then click the box below the item you wish to make -- for us, it's the helmet. The machine to the right of that is the operating panel. Click on it, and it will give you a button to insert your Dwarvish punchcard. Once the punchcard is inserted, press the remaining button and the machine will start. If everything is set correctly, your item will drop out into the bin next to the operating panel. Click on the bin to retrieve your item! (If the machine didn't work, something was set wrong. Go back and double check your figures.)

Notes

  • The runes for the numbers and words are randomized per ascension.
  • The machine can be used while falling-down drunk.
  • Only one punchcard can be obtained in an ascension, and thus, only one outfit piece can be made each ascension.
  • A bug does exist where, in the same run, BB-CE gave 154 meat but CB-BC gave 126 meat. Since one of the second digits is greater, which is right? Or do dwarves cheat?
  • Note that a roll of 00 is treated as 100, and beats everything else. This explains why a doubled number occasionally appears to contradict other results by winning.
  • Mafia has a built-in solver using the command factory report in the Graphical CLI that will generate a table showing you the correct hopper, gauge values and ore amounts for each piece once sufficient information has been collected. Note this only works until you have completed the puzzle.