Dwarven Factory Complex Puzzle

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Revision as of 21:12, 25 March 2010 by imported>Schlurp (Using the machinery)

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.

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.

Analyzing the documents

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.

A "recipe" document looks something like this:

1

2 3

2 3

2 3

2 3

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.)

Now let's take a look at the components of the document:

1This 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).

2These 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.

3These 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 item. Items 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.

Once translated, this document might read:

Kilt

Asbestos 11

Linoleum 34

Coal 25

Chrome 10


Now let's look at each of the laminated cards. Each one looks something like this:

1 2

3 4

3 4

3 4

And let's see what each component is:

1This 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 documents. In 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.

2This 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.

3These 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.

4Digit runes again. These 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.

Thus, when translated, the laminated cards would read something like this:

Asbestos {gauges}

Kilt 75

Helmet 06

Mattock 152

Deciphering the runes

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 ingredient. It's time to figure that out.

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:

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.

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.

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).

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.

Now it's time to decipher the digit runes. This is slightly more complicated:

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.

Beyond that, deciphering the digit runes will require rolling dice with the dwarves in the Dwarven 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.

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 many games can be played if necessary.

Using the machinery

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

Ingredient 1 -- number of units of ingredient 1 (in base 7)

Ingredient 2 -- number of units of ingredient 2 (in base 7), etc.

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.

Next, we consult our laminated cards. Once again the runes on each card are in this format:

Ingredient type (e.g. chrome ore) -- Gauges rune

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

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

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.

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.

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.

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, set the gauges, left to right, with the numbers that correspond to those ingredients.

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 again. You can add or remove ingredients from the hoppers, but you cannot remove the punchcard once it has been inserted.

Notes

The runes for the numbers and words are randomised 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.