Dwarven Factory Complex Puzzle
From TheKolWiki
Walkthrough
First, adventure in The Mine Foremens' Office until you have one each of the following items:
The rune character in the top left of each laminated card refers to one of the four hoppers in the Dwarven Machine Room, and stands for either asbestos, chrome, coal, or linoleum.
The rune character in the top right of each laminated card refers to A Set of Gauges in the Dwarven Machine Room.
Accordingly, the three remaining rune characters on the left of each card refer, in some order, to the helmet, mattock, and kilt that form the Dwarvish War Uniform.
Finally, the rune digits on the right side of each laminated card refer to the (unconverted/base-7) number you will have to set on A Set of Gauges for that hopper to make the helmet, kilt, or mattock.
Also get at least one of the following items:
The rune character in the left of the paper, document, or parchment refers to either the helmet, kilt, or mattock.
The four rune characters on the bottom left of the paper, document, or parchment refer to the hoppers; again, each character stands for either asbestos, chrome, coal, or linoleum.
Finally, the rune digits on the right side of the paper, document, or parchment refer to the (unconverted/base-7) amount of each ore (or coal) you need to load in each hopper.
Decode the digit and word runes, as detailed below. You will also need to somehow convert the numbers from base-7 to base-10 to properly set the gauges and load the hoppers with the right amount of ore or coal. Check out the external links for help if you need it.
On the control panel in the lower left corner of the Dwarven Machine Room, select a piece of the Mining Gear outfit, depending on which corresponding piece of the Dwarvish War Uniform you want. Insert the punchcard into the panel next to the control panel.
Each laminated card has a word rune on the top left corresponding to a hopper. Each row below has a word rune corresponding to a piece of the Mining Gear outfit, and a number on the right. Take the number corresponding to the item you selected on the control panel, convert it to base 10, and write it down next to the word rune on the top left corner of the card. Arrange the word runes in the same order as they appear on the hoppers, then set the gauges to the corresponding numbers.
Each of the dwarvish paper, dwarvish document, and dwarvish parchment has a word rune on the top left, also corresponding to a piece of the Mining Gear outfit. Select the one that corresponds with the item you picked on the control panel. There should be four more lines, each with a word rune and a number. Convert the number to base 10 and put that many of the corresponding item in the corresponding hopper. Then press the red button and check the bin for a piece of the Dwarvish War Uniform
Dwarf Digit Runes
Each rune has a corresponding letter, which shows up in the alt text if you hover the mouse over the image. Each rune also stands for a different digit from 0 through 6. Numbers are written in base 7. There are two methods to deduce which rune stands for which digit:
First use the little laminated card, small laminated card, notbig laminated card, unlarge laminated card. Each series of digit runes on the right-hand side represents a number from 0 to 99 in base 7 (0 to 201). The leftmost digit rune in each row cannot be 0 (unless there's only one digit rune). This means if any of them have a series of three digit runes, either the first one is a 1, or the first two are 2 and 0 and the third is 1 (if it's different from the second) or 0 (if it's the same as the second).
Secondly, go to the Dormitory. The dice game works as follows: Each player's score is 7 times the value of the first digit rune plus the value of the second digit rune. Note that 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 score. Use this information to deduce the value of each digit rune.
- A simple solution that does not involve converting from base-7 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.
Dwarf Word Runes
Each dwarf rune has a corresponding letter, similar to the digit runes. One dwarf word rune refers to the set of gauges in the Dwarven Machine Room. Each of the other dwarf word runes stand for a different one of the following items:
There are two ways to deduce which rune stands for which:
First, the Dwarven Machine Room has 5 runes. The rune on the set of gauges refers to the set of gauges. Each hopper has a rune, which refers to either an ore or the lump of coal. You should be able to try to put each item into each hopper until you get it right, with no ill effects for trying the wrong item. Each rune corresponds to the item that goes in the hopper. Each hopper is capped at 40 of each ore.
Secondly, adventure in the Dwarven Factory Warehouse. Each adventure should yield an item and display 3 runes. The first time an item drops, write down the 3 runes next to the name of the item. Cross off any letters you've already matched to another rune. On subsequent occurrences, cross off any letters next to the corresponding item that did not occur this time. At least one will show up on every occurrence; when you've eliminated the others, the remaining one matches the item.
Notes
The runes for the numbers and words are randomised per ascension.
External Links
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