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Boiler Room Bundles


Boiler Room Bundles
Type Bundle
Location Community Center
Bundles 3
Reward Minecarts Repaired

The Boiler Room is the cramped side chamber on the right of the Community Center, and its golden scrolls appear once two bundles anywhere in the building have been handed in. Everything the Junimos ask for here comes out of the ground, so the room is really a record of how deep a farm has got into The Mines. Nothing in it depends on a season, which makes the Boiler Room the one set of bundles that can be worked on in Winter while the fields sit empty. Finishing it puts the old minecart network back in service, linking the Bus Stop, the Quarry, the entrance room of The Mines and the cart just east of the Blacksmith in town. Those four stops cover the longest walks in the valley, and once they connect, a mining day stops beginning with ten minutes of travel. For most runs this is the second or third room to close, and it is the one that pays back the most hours.


Overview


The room asks for three things a new farm has none of: smelted bars, deep-mine minerals and monster drops. All three arrive naturally while digging for the ore needed for tool upgrades, so the Boiler Room tends to fill itself as a side effect rather than as a project. The real pacing comes from depth. Copper sits in the shallow floors, iron in the middle band, and gold and Fire Quartz only appear past floor eighty, which is where a farm with a copper pickaxe and no food starts to struggle. A patient first year reaches that depth comfortably, usually during the first Winter, when there is nothing growing and the whole day can go underground.

A farm that has just started cannot touch this room at all, because the scrolls will not even be visible until two bundles elsewhere are done, and the Blacksmith's Bundle needs a Furnace that does not exist yet. The sensible reading is that the Boiler Room is a Summer and Winter job of the first year, not a Spring one. Multiplayer farms often split it off entirely and hand it to whoever enjoys mining, since none of its items overlap with the crops, fish or animal produce the other rooms want.

Bundles


The three scrolls are very unevenly matched. The Adventurer's Bundle is the quickest of all, because only two of the items it lists are needed and two of those can simply be bought. The Blacksmith's Bundle is a single afternoon of smelting once a Furnace is standing, but it waits on Gold Ore from the deep floors. The Geologist's Bundle is the one that holds the room up, and Fire Quartz is the reason.

A good order is Adventurer's first, since it costs almost nothing and starts the room off, then Blacksmith's as the ore comes in, then Geologist's last as the deep floors open up. Running them in that order also means the Furnace reward arrives while there is still plenty of ore left to smelt.

Blacksmith's Bundle

This bundle cannot be started until a Furnace exists, and the first one is a gift rather than a purchase. Clint walks over with the blueprint the morning after the first piece of Copper Ore is collected, so the trigger only fires if the farmhouse is left before late morning. Sleeping in simply postpones it to the next day. Each smelt also burns Coal, and Coal is the quiet shortage of the early game, so it is worth saving every lump the mines drop rather than feeding them all to a Charcoal Kiln.

Copper comes from the shallow floors, iron from the middle band, and gold only from the eighties downward, which makes the Gold Bar the single item that sets the pace. Two crafting recipes learned through the Mining skill can convert iron and gold out of ore at a distance, which helps a farm that has banked ore but has no Furnace free. The trap here is simple and catches almost everyone: bars are also what tool upgrades and chests and sprinklers want, and Clint buys them happily. Handing the last Gold Bar over the counter or dropping it into a Steel Axe sets the bundle back by another trip to the deep floors.

The second Furnace the bundle hands back is not a wasted duplicate. Smelting is slow, and a farm with two Furnaces running side by side turns a full backpack of ore into bars in one night instead of two.

The bundle wants all three items below.

Item Image Location
Copper Bar Copper Bar Smelting Copper Ore in the Furnace
Iron Bar Iron Bar Smelting Iron Ore in the Furnace, Crafting the "Transmute (Fe)" recipe
Gold Bar Gold Bar Smelting Gold Ore in the Furnace, Crafting the "Transmute (Au)" recipe

Geologist's Bundle

All four minerals here are foraged off the mine floors, lying loose among the rocks, and each one belongs to a different depth band. Quartz turns up anywhere, Earth Crystal in the shallow floors, Frozen Tear in the frozen middle stretch, and Fire Quartz only in the hot lower floors. That spread means the bundle cannot be rushed, because it needs a farm that has actually travelled the whole mine rather than farmed one good floor.

Fire Quartz is the bottleneck and the reason the room drags. It sits past floor eighty, where Shadow Brutes and bats punish a weak sword, and it cannot be substituted with anything from the surface. The backstop is geodes. Magma Geodes and Omni Geodes both carry Fire Quartz, Frozen Geodes carry Frozen Tear, and ordinary geodes carry Earth Crystal, so a stockpile of uncracked geodes handed to Clint will eventually cover the whole bundle without a single extra trip down. Cracking costs a small fee each, which is cheap next to the day a deep run takes.

The Omni Geodes the Junimos give back are worth saving rather than cracking straight away. They are the one geode that can hold any mineral in the game, which makes them the fastest way to fill the gaps in a museum collection later.

The bundle wants all four items below.

Item Image Location
Quartz Quartz Foraging on all floors of The Mines
Earth Crystal Earth Crystal Foraging on floors 1-39 of The Mines, Geodes, Omni Geodes, drop from Duggies in the Mines (floors 6-29)
Frozen Tear Frozen Tear Foraging on floors 41-79 of The Mines, Frozen Geodes, Omni Geodes, drop from Dust Sprites in the Mines (floors 41-79)
Fire Quartz Fire Quartz Foraging on floors 81-119 of The Mines, Magma Geodes, Omni Geodes

Adventurer's Bundle

This is the easiest bundle in the Community Center and the one most often done the wrong way round. The scroll lists four monster drops but only wants two of them, and the two cheap ones are both sold over a counter. Krobus keeps a shop in the Sewers and stocks Solar Essence and Void Essence every day of the week, including festival days, so the whole bundle is a short walk and a few hundred gold once the Sewers are open. Getting in needs the Rusty Key, which Gunther posts after sixty donations to the museum, so a farm that has been handing in every geode mineral and artifact along the way will already have it.

Without the Sewers the drops still come easily enough. Ghosts on the middle floors of The Mines leave Solar Essence, and the Shadow Brutes and Shadow Shamans of the lower floors leave Void Essence. What is not worth doing is collecting Slime in bulk or hunting bats for wings, because both counts are large and neither is needed when the essences are available.

The Small Magnet Ring that comes back widens the radius at which dropped items fly into the pocket by one tile. On its own that sounds trivial. In practice it means ore and drops left behind in a bombed mine floor get swept up on the way past, and it stacks with the larger Magnet Ring and with an Iridium Band, so it stays useful long after the room is closed.

The bundle has two slots, and any two of the four items below fill it.

Item Image Amount Location
Slime Slime 99 Dropped by Slimes
Bat Wing Bat Wing 10 Dropped by Bats in The Mines or the Skull Cavern
Solar Essence Solar Essence - Dropped by Ghosts, Squid Kids, or Metal Heads in The Mines, dropped by Mummies or Iridium Bats in the Skull Cavern; produced by Sunfish in Fish Ponds; buy from Krobus
Void Essence Void Essence - Dropped by Shadow Brutes or Shadow Shamans in The Mines or Serpents in the Skull Cavern; produced by Void Salmon in Fish Ponds; buy from Krobus

Rewards


The individual rewards here are modest and the room reward is the prize. Minecarts cost nothing to ride and have no cooldown, so they quietly change how a mining day is shaped: a run can start in town, end in the Quarry and still be home before dark. Of the bundle rewards, the spare Furnace is the one worth planning around, because doubling smelting throughput matters most in exactly the year this room gets finished. The Omni Geodes are a museum shortcut rather than money. The Small Magnet Ring is a convenience that a farm notices every day without ever thinking about it, and since both bigger magnetism items arrive much later, having it early is genuinely useful.

The table pairs each bundle with what it pays.

Bundle Reward Image Amount
Blacksmith's Bundle Furnace Furnace 1
Geologist's Bundle Omni Geode Omni Geode 5
Adventurer's Bundle Small Magnet Ring Small Magnet Ring 1

Strategy


Keep one chest at the mine entrance and put every bar, mineral and essence into it the moment it is dug up. That single habit prevents the only real failure in this room, which is spending a bundle item on a tool or selling it in a tired end-of-day shipping run. Label nothing and the Gold Bar will go into an axe.

Beyond that, let the room follow the mining the farm was going to do anyway. Buy the two essences from Krobus as soon as the Sewers open and close the Adventurer's Bundle on the spot. Smelt the first copper, iron and gold rather than using them, and the Blacksmith's Bundle finishes itself. Hold every uncracked geode in a chest until the Geologist's Bundle is the only one left, then take the lot to Clint in one visit and fill whatever is still missing. Winter is the right season for the final push, because the mines do not care about the weather and the fields have nothing to offer.

Notes


Rewards left sitting on a finished scroll are not lost. When the scroll disappears, anything uncollected turns up in a small brown bag beside the Junimo Hut, and the bag stays there until it is emptied.

Farms started with the bundles remixed may find a different set of scrolls in this room. The alternatives lean the same way, asking for gems from the mine nodes or for Refined Quartz, battery packs and Iridium Ore, so the room keeps its mining character either way.

The Junimos do the visible work overnight. Each finished bundle is carried into the hut straight away, but the repair itself happens in a short scene after bedtime, and a Junimo will trail along behind until the Community Center is left.

All Bundles


Every room of the Community Center, with the number of bundles it holds and what finishing them repairs.

Name Bundles Reward
Crafts Room Bundles 6 Bridge Repair
Pantry Bundles 6 Greenhouse
Fish Tank Bundles 6 Glittering Boulder Removed
Boiler Room Bundles 3 Minecarts Repaired
Bulletin Board Bundles 5 Friendship
Vault Bundles 4 Bus Repair
The Missing Bundle 1 Movie Theater
Joja Community Development Form 5 Bought with gold