# Dwarven Factory Complex Puzzle

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.

## Contents

## 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 = 0
- I = 1
- D = 2
- F = 3
- H = 4
- B = 5
- G = 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.

## External Links

- Rugwiggle's Dwarven Powertools contains some crude, buggy, untested, but functional tools to help solve the dwarven rune puzzle.
- Another way to solve the number game is goffrie's Dwarf Digit Solver, an online tool that doesn't require downloading anything.
- A web-based base-7 to base-10 converter can be found here.