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Showing posts with label Guides. Show all posts

Ultima IV (NES) Walkthrough

Step 1: Getting Established

We will be starting as a Ranger, as it grants us some solid starting equipment (a sword and leather armor) and an ideal starting location.

Enter Skara Brae and talk to the townspeople; a beggar north of the town gate will tell you one of the ingredients for the Tremor spell if you give him a gold piece.  Stop by the herbs shop and buy the following:
  • 50 Ash (2*50=100)
  • 15 Ginseng (5*15=75)
  • 15 Garlic (6*15=90)
  • 15 Silk (3*15=45)
  • 15 Moss (6*15=90)
This comes out to a total cost of 400 Gold.  Make sure you pay the exact amount so you don't get docked on several Virtues; better yet, if you have some gold to spare from random encounters, overpay to get a boost to your Virtues.

Now enter the moongate near Skara Brae during the first moon phase to reach Jhelom.  Here, we will search Zircon's forge for the Rune of Sacrifice and recruit Julius, who will be one of our party members for the duration.

Now return to Jhelom's moongate and enter to wind up at Moonglow.  Find the Rune of Honesty here.  Now exit the town, walk into the nearby swamp to get poisoned, and let your main character die.

...No, really.  Let yourself die.  You'll respawn at Castle Britannia with 400 gold in your pockets, which will save us a substantial amount of grinding.  Get the Rune of Spirituality from LB's vault, then head to nearby Britain to recruit Iolo and find the Rune of Compassion.  Now head east to Britain's moongate and wait until the third phase; enter to reach Trinsic.

In Trinsic, we should recruit Dupre, find the Rune of Honor and stop by the smith to purchase four Slings (90 Gold each, total of 360).  Equip one of these on each member of your party.  These will give us ranged combat ability, which in turn will make combat far more time-efficient and greatly reduce the damage we take; I'm sure you can see the value in that.

Our next task is to get the main character to Level 4.  This requires 400 experience, so we'll need to do a bit of grinding.  Thankfully, with the aid of a Sword and a Sling, it isn't too bad.  Just stay relatively close to Britain to do battle with enemies, and talk to Lord British about "health" if your HP gets low.  It shouldn't take too long.

Once you reach level 4, ships will start to spawn, which allows us to reach some previously inaccessible areas.  More pressingly, it allows us to reach a very efficient spot to grind gold.  This is a good thing, as we will need to grind a lot of gold (on the order of several thousands) for what comes next.

To start our gold-grinding adventure, head to the west coast of the continent and wait for a ship to approach.  Defeat the pirates aboard to make the ship yours, then sail to the entrance to Shame.  Enter and go down the ladders inside to reach level 7, then go East through the room there. Step on the tile in the lower-right corner (behind some poison traps) to open the wall, then go up the ladder you find here to Level 4.

Step through the east wall, then go south to a four way intersection; head west from there. Take the ladder down and head west to another ladder; take it down to level 6 once again. Take two steps south and go through the fake wall to the east. You have reached our favorite treasure room, which has a total of 22 chests, each with a random amount of gold.  An average visit here earns you about 1000 gold.  Nifty.

At this point you can exit the room and head two squares south to a ladder. Take this down a floor, then head east to another ladder. On the 8th floor, follow the path to a room with some dragons and a hydra. Defeat them and go north, then through the east door to reach the Altar Room of Courage. Go back through the door you came in to return to Shame and all of the chests will have reset. Collect them all again for more money!

Repeat this four or five times and we should have well over the amount we need.  Return to the Altar Room of Courage and head north to end up in Destard, then cast an Exit spell to quickly get back outside. Return to Britain to heal up and save your game (resist the urge to talk to Lord British; being above Level 4 is counterproductive as it will cause stronger enemies to spawn).  Return to Trinsic and buy bows for your three teammates (680x3 = 2040 gold, minus the 135 you can get for selling back your Slings) and hijack another ship.  Now we need to sail to Buccaneer's Den, located south of the Shrine of Compassion.

Once we reach Buccaneer's Den, we'll be making another big purchase in the form of the Key, which allows us to unlock every door in the game.  It's definitely not a cheap investment at 2000 gold, but we will need it to complete the game, so we'll have to bite the bullet.  If you have any money to spare, buy as many herbs as you can; you'll probably want to top off your supply of Ash at the very least.

Buccaneer's Den also has a very nice selection of weapons, but the only one we're interested is that +1 Bow, which will nicely fit our main character.  This will require another gold-farming session, but with the Key in hand, we can greatly expedite the process.

Enter Lord British's castle and go right, then up through the cracked wall there. Look for another cracked wall in this room and enter it as well. Take the stairs here up, then go the fake wall to the left. Head down the other set of stairs to end up in the courtyard. Use the Key to unlock the door and enter Hythloth.

Take the ladder down to floor 8, then go west to the end of the hall and north to the Altar Room of Truth. Exit the Altar Room of Truth to the east to end up in Shame.  In Shame, follow the path east, then go South to the dragon room. Exit this room west and follow the path to a ladder leading up. This will take you to floor 7.  Go straight west on floor 7 to the ladder and take it up. You will now be on Floor 6.
Take two steps north from the ladder here and go east through the fake wall , and you will have reached our favorite treasure room once again!  Farm a few more times here until you have over 4,000 Gold, then exit through Destard again and buy us that nifty +1 Bow.  Once again, any extra cash on hand should go to herbs.

Step 2: The Quest of the Avatar

Now it's time to begin the titular Quest of the Avatar.  Backtrack to Britain, then hop on a ship and sail south to Paws.  Here, you should get the Rune of Humility and talk to the townspeople to learn the last ingredient of Tremor.  Now return to Lord British's castle and enter the secret passage to the east of the entrance, and take the stairs up.  Explore the southern end of the castle up here for a false wall; enter it to end up in the jail cell with the Reaper.  Talk to him and answer "no" to his question to boost four of your virtues (Justice, Honor, Spirituality and Humility).  Do this about ten times and you should be maxed out in all of them.

Check in with Hawkwind to confirm this, then head to Britain.  Donate blood at the healer to boost Sacrifice (requires you to be at Level 4 or higher), then talk to the beggar outside the inn and give them a gold piece to boost Compassion.  Unlike the tree, however, these cannot be done back-to-back; you must take at least 16 steps on the world map to reset the cooldown period.  So walk around on the map a bit, cast Heal twice on your main character, then donate blood and money again.  Do this about ten times each and  you should max out Compassion and Sacrifice (again, check in with Hawkwind to confirm this).

Now gate from Britain to Yew.  With the Key in hand, we can now get the Rune of Justice.  You should also talk to Flamis (the campfire) and answer "No" to his question to boost your Honesty.  Do this roughly 10-12 times and that should be maxed out as well.

Head to Yew's moongate and wait for the second phase, the enter to reach Jhelom.  Enter the inn here, use the Key, head downstairs and follow the path all the way around get Rune of Valor.  Another townsperson here should also give you the final ingredient for the Tremor spell, which means we can return to Moonglow and transcribe it into our spellbook later.

Valor is generally the most annoying virtue to raise, as it requires you to fight random encounters and only goes up by 1 point at a time (and running will dock you several).  If you haven't run from any battles thus far, you should have a maxed out Valor stat by now.  If not, return after clearing a few more shrines and you should be there by then.  And if you're still not there... well, grind outside of Britain for a bit and check in with Hawkwind every ten fights or so until you are.

Once all of our Virtues are maxed, it's time to visit the eight Shrines and officially become eight parts Avatar.  The shrines are generally in relatively close proximity to their respective towns, though there are two prominent exceptions to this that I'll detail below.  At each shrine, meditate three times and you should attain Avatarhood for that virtue (indicated by part of an ankh appearing on your status screen).  Also keep in mind that you must "rest your mind" (ie take ~100 steps outside on the map) between each one, so you can't do multiple shrines back to back.

  • The Shrine of Valor is just south of Jhelom, though it's on a separate island so you'll need a ship to reach it.
  • The Shrine of Compassion is a shot walk east of Britain across two bridges and a bit of poison swamp, near Lock Lake.
  • The Shrine of Honesty is north of Moonglow on a separate island.  Sail a bit north from the eastern bridge (past the dungeon of Deceit) and you'll see it.  While you're in this area, you should also pick up the Black Stone and the Silver Horn (see below).
  • The Shrine of Honor is a pretty long ways southwest from Trinsic, between some mountains on the western sea and a river surrounded by poison swamp.
  • The Shrine of Sacrifice is a long ways southeast from Minoc; you'll have to cross a bridge over some rivers, head between two large mountain ranges and across two bridges to reach it.  If that's a bit too vague, it's also north of Vesper.
  • The Shrine of Justice is a long walk northeast of Yew; go south around the rivers here and continue north to the edge of the continent, then go all the way west to find it.  It's behind a few poison swamp tiles.
  • The Shrine of Spirituality is nowhere to be found on the map; instead, you must enter the moongate near Minoc when both moons are full.
  • The Shrine of Humility is on the Isle of the Avatar, accessible by an entrance on the north side.  However, it's also guarded by demons who will attack you every step unless you blow the Silver Horn before approaching.

If you've been following my walkthrough so far, you should be at Jhelom.  So my recommended route here is as follows:

Go south from Jhelom with a ship, hit the shrine of Valor.  Go through the moongate on the third phase to reach Moonglow.  Enter Moonglow's moongate when both moons are full (it will "teleport" you to the same place) and search the ground there to find the Black Stone.  Stop in at Moonglow and transcribe the Tremor spell (ingredients Ash, Moss and Manroot).  Board a ship and sail west from the bridge just north of Moonglow to the island north of Magincia; search here for the Silver Horn.  Go to the shrine of Honesty, then sail due south from Moonglow to reach the entrance to the Shrine of Humility.  Follow the path south until you reach a wide open area, blow the Silver Horn to ward off the demons, and enter the Shrine of Humility.

Return to Moonglow and enter the gate at the second moon phase to end up near Britain.  Head east to the Shrine of Compassion.  Return to Britain's moongate and enter at the first phase to reach Yew. Head Northeast to reach the Shrine of Justice, then moongate back to Britain (first phase) and wait for another moongate; enter at the second phase to reach Minoc.  Go southeast to reach the Shrine of Justice, then return to Minoc and wait for double new moons; enter the gate to reach the Shrine of Spirituality.  Re-enter the gate at the second phase to reach Trinsic, then head southwest to reach the Shrine of Honor.

With all of that, we should now be eight parts Avatar and get 99 MP to cast spells with (regardless of our starting class).

Step 3: Key Item Cleanup

If you've been following this walkthrough, you should have the Black Stone already.  If not, go to Moonglow and search the spot where the moongate appears at double new moons to find it.

Board a ship and head to Buccaneer's Den.  Restock all of your herbs here, and don't forget to press Select so you can buy Manroot as well; they're not cheap at 20 gold apiece, but are needed to cast some of the best spells (including the all-important Tremor).

Now head to Moonglow by way of moongate or ship and continue north to the Lycaeum.  Here, we have two important items to pick up: The Book of Truth (search for it in the middle row of shelves in the library on the right side) and the Sword of Paradise, which is the ultimate weapon that only the Avatar may use.

Pick up both, then sail southwest to Serpent's Hold.  From the east end of the small island east of Serpent's Hold, sail west to a small inlet of shallow water, and search there to find the Bell of Courage.  You should also head east and a bit south to find an area with three volcanoes, and search in the center to find the Skull (of Mondain).  However, you should not, under any circumstances, use the Skull; doing so will wipe out all the Virtue points you've obtained!  Keep it with you, but do not use it!

Finally, head to Yew, then head west-by-southwest (around some rivers) to reach Empath Abbey.  Here we collect the Exotic Armor, the ultimate armor that only the Avatar may use.  Father Antos also gives us an important clue to the location of the Candle, saying that it's in a town off of Lock Lake.

That is a bit of a problem, however, as we can neither sail to it nor walk there.  Your only options are to find the whirlpool that randomly moves about the world and sail into it (very tedious and annoying) or fly there via the balloon.  The latter requires some Wind spells, but is generally much less annoying, so that is what we will do.

Return to Britannia and enter the secret entrance to Hythloth.  Immediately cast the Exit spell and you'll be deposited on a small mountain range on the Isle of the Avatar containing the Balloon.  Now, using Wind Spells (remember to direct the wind from the opposite direction of the one you want to travel - South to travel North, etc.), direct the balloon to the vicinity of Britannia.  We want to head just west of Britain to the mountain range there, then head north to a small plateau in the mountains that is otherwise inaccessible.  Land the balloon here and enter to find the White Stone.  The Scale can also be found here, which can be refined into the second-best weapon in the game that only a Fighter can equip; if that interests you, pick it up as well.  The next time you're in Minoc, show it to Zircon and he will craft the +2 Axe for you.

For now, though, get back on board the Balloon and head East of our current location to Lock Lake.  Go a bit south to spot Cove and land there.  Here you should head to the Shrine and head through the fake wall on the left; from there, go north through another fake wall and you will find a chest.  Inside is the Candle (don't worry about "stealing" it - this one does not count against your Virutes)

Step 4: The Stones and the Three Part Key

Note: In the dungeons, there are often hidden exits that allow you to continue on the paths written below, generally activated simply by stepping on them.  So if I say "go west" and there's no exit leading west, just walk around once the room is clear of enemies and you'll eventually trigger a hidden passage going that way.  Some are also hidden behind fake walls and the like, so look out for those!

With the best gear equipped, the White and Black stones in our possession and the Skull, Book, Bell and Candle in hand, our only remaining task before the final gauntlet is to find the Three Part Key.  This requires us to venture into the eight dungeons, find the six remaining Stones and solve the puzzles of the three altar rooms to get the three parts.  This sounds daunting, but remember that all of the dungeons are connected on their bottom floor, so it's not as much of a grind as you might expect.  Still, we do have a pretty long journey ahead of us, so this is probably a good time to heal up and possibly even level up to get some extra HP for our characters; you should have enough experience to get most of your characters to Level 7 or 8 by now.

*Go through the secret path in Castle Britannia to reach Hythloth, go all the way down to the eight floor and enter the Altar Room of Love (west and then north at the first branch).  Go out the left exit to reach Covetous.  Go south to a room and exit west, then go up the ladder.  Go east through a room, keep going east through two fake walls to find the room with the Orange Stone.

Rule of thumb: Always answer YES, no matter how bizarre the questions are!  This part is either badly translated or just intended to misdirect you, as some of them don't make much sense (you have to answer "Yes" to not being willing to sacrifice yourself for a friend, for example).

Backtrack to the Altar Room of Love and go north to reach Despise.  Go north and east to a room, north to another room, then exit east and follow the path here.  Go south to another room, then south through there to a ladder.  Climb up it.  On floor 7, go south through a fake wall to another ladder and go up.  On floor six, go east and then up another ladder all the way to the top.

On floor 4, go south and up either ladder, then on Floor 3, go south and down that ladder.  Here, go south to a room and exit east.  Follow the path southeast to a ladder and go down it.  Head north through a fake wall, east, down and east again to a set of three rooms.  Go through the second door, clear the enemies in this room, and search for a fake wall; this will open a passage to the room with the Yellow Stone.

Backtrack once again to the Room of Love and exit right to reach Wrong.  Go up the ladder, go east and south through a room, head further south to another room, then exit east.  Take this ladder down and follow the path here through three rooms, exiting west from all three.  Get the Green Stone here and backtrack once again to the Altar Room of Love.  Here, use the Orange, Yellow, Green and White stones (answer Yes to the question) to get the Key of Love.

Head south to return to Hythloth, then head west and north to the Altar Room of Truth.  Exit east to Shame.  Go east and south to a room, then exit west.  Follow the path to floor 7, then go up to floor 6. On 6, go north to another ladder, go up.  On 5, follow the path to a ladder in the midst of a 4-way intersection and go up.  On 4, follow the path to a room, go south, then go up.  On 3, go north to a room, then go west and up this ladder.  Head east from here, then south, east and south to the Purple Stone.

Go all the way back to the Altar Room of Truth, then exit North to reach Deceit.  Go east and south to a room, then exit south.  Go west and through another room and exit west.  Go north to a ladder and go up.  On floor 7, go southwest as far as you can to reach the Blue Stone.

Return to the Altar Room of Truth and use the Blue, Purple, Green and White stones (answer Yes) to get the Key of Truth.

Only one to go.  Go south once again to Hythloth, then back to the four-way intersection.  Go north to a room, then exit East and north to reach the Altar Room of Courage.  Exit north to reach Destard, follow the path all the way to the end, and walk west through a false wall.  Go south and east to a ladder and go up.  On Floor 7, go North and West through another room, then go south and east to another ladder.  On Floor 6, go west past the first ladder and down the ladder at the far end.  Back on Floor 7, go south to a four-way intersection, then head East to find the Red Stone.

Backtrack to the Altar Room of Courage and use the Red, Purple, Orange and White stones to get the Key of Courage.  Exit south and cast the Exit spell to return to the exit of Hythloth.  Board the balloon and return to Britannia once more.

Step 5: The Endgame

Talk to Lord British and level up; you should be at level 7 or 8 by now, and the extra HP will be very handy in the Abyss.  You should also stop by Buccaaneer's Den to replenish your supply of herbs (don't forget Manroot!) so that you can cast the all-important spells of Heal and Tremor.

Now at last it is time to set sail to the Isle of the Avatar.  Sail south to Serpent's Hold, then head due east to reach a small cove where you can enter.  Follow the path here through some lava to reach the entrance.  Now Ring the bell, read the Book and light the Candle; the Skull in your inventory will shatter and you will be taken into the Abyss.

Unlike other versions of Ultima IV, the Abyss is done solo in the NES port.  Thankfully we do have a Bow +1 and the best sword and armor in the game, as well as a boatload of herbs and 99 MP, so we are very well equipped for what's to come.  Also keep in mind that you can restore your MP by taking steps and enemies will not spawn in a cleared room, so once all the enemies are gone, just walk around a bit and heal yourself up if needed.  Tough enemy can also be quickly mopped up with Tremor and Quick spells, so combat isn't a huge concern either.

Head east through two rooms, then south and east through two more.  Continue down the hall to a healing fountain, then head north to the first altar.  Answer "Honesty" and place the Blue stone here to continue.

On the second floor, head south, east, south, east and south through a series of four rooms, then continue on.  Two steps before you reach a ladder down, head south through a fake wall to find the next altar.  Answer "Compassion" and place the Yellow stone to be taken to floor three.

On the third floor, head north to a series of two more rooms, heading east through both, to reach the next altar.  Answer "Valor" and place the Red stone.

On floor four, head east through a fake wall, then continue on to two rooms; exit both to the north and follow the path tot he next altar.  Answer "Justice" and place the Green stone.

On floor five, feel free to heal up at any of the fountains and head to the southeast corner of this area to reach two potential rooms to enter.  Go south, then east twice, then south again to reach the next altar.  Answer "Sacrifice" and place the Orange stone.

Floor six is the toughest floor of the dungeon; there are nine rooms here that must be entered in a specific order to follow the correct path through to the end.  Start by heading east to a door, but do not enter this room; instead, take one step north, then go east through a fake wall into the first room.  From here, head south, then west, then south again.  Now continue east, north (you'll cross back through the second room on another path), east again, down twice, then east twice and you'll make it out.  Answer "Honor" to the altar here and place the Purple stone.

On Floor 7, we simply need to head northwest through four rooms to reach the altar.  Exit the fourth room north, then follow the path.  Answer "Spirituality" and place the White stone.

Alright, last floor.  Head southeast and enter the south room, then continue east twice and north once.  Heal up here, then continue north, east and south around the corner to find... doppelgangers of yourself and your seven companions?  ...Yep, but they're no tougher than any other enemy we've fought here.  Take them out with a Tremor spell and mop up whoever's left, then continue south through one more room to reach the altar.  Answer "Humility" and place the Black stone.

Now you have reached the chamber of the Codex.  Collect it and exit to finish the game.  Congrats!

Notes

Rune Locations

Honesty - Search three spaces south of the brick square in the northeast side of town (where Mariah is).
Compassion - Search the bottom of the stairs in Britain's inn.
Valor - Unlock the door in Jhelom's inn with the Key and go downstairs.  Follow the path all the way around to find a ghost and talk to him, then search in the corner of the room to find the rune.
Justice - Search in the cell with Vorpal the thief.  Requires the Key.
Sacrifice -  Search the upper right corner of Zircon's forge (you will take some damage from fire here).
Honor - Search in the center of the crop field in the southeast corner of town.
Spirituality - Search in the corner of Lord British's vault; it's accessible via a hidden wall in the upper-leftmost room on the first floor.
Humility - Search the mountains in the southern part of Paws behind the stables; requires the Key.

Operation: Weather Disaster Walkthrough

By Spoony Spoonicus ©2016.  May not be reproduced or republished without permission.

"Some Jabroni from Oklahoma Saves the World"

Note that the save feature in this game does save your progress, but only insofar as it keeps track of what "stage" you're on.  So if you get to Atlantis and save your game halfway through the puzzles, it will set you back at the beginning of that segment when you reload!

Part 1: Chinook, Oklahoma

You'll start off right in front of a trailer, with a sock and a paper cup repeatedly blowing past you and getting snagged on the fence.  Grab both, then walk up to the trailer itself.  Click on the right-hand wooden pole to add it to your inventory as well.  Return to the previous screen and pan the camera slightly to the left and you'll see a red and yellow object lying on the ground; click on it to get some wire pieces.

Pan a bit further to the left and you'll see Millibar (the robot) beneath a downed power line.  Use the wooden pole to move the line aside, then use the wires on Millibar to begin a small minigame.  The terminals on the screen will spark in a given order; simply click on the same terminals in the same order four times in a row to light up all the circuits and complete the minigame.  Millibar will then say that her database is "jammed" and you'll need to find some way to unstick it.  Okee doke.

Pan a bit further left to find the Stormrunner, which is leaking oil.  Use the paper cup to catch some of the oil, then use the wooden pole to pry open the cockpit hatch.  Enter the ship and click on the center drawer to find a fuel hose and a wrench; take both.  Click the compartment on the left-hand side to find some computer chips and take those as well.   Now return to Millibar and use the oil to unstick Millibar's database.

She will explain her functions as an Infobot and reveal to you the Database functionality, which will be helpful for solving many of the puzzles in the game (as well as showing you plenty of weather facts and grainy 90's full motion video).  This also leads us to another puzzle to fix Millibar's atmospheric guidance.

Fortunately, we already have the chips and all the information we need can be found in the Database.  From top to bottom, place the chips in the following order:
  • Thermosphere
  • Mesosphere
  • Stratosphere
  • Troposphere
Millibar has one more problem to fix; namely that she can't gauge the wind direction properly.  But we have an easy workaround; use the sock on the small pole Millibar extends and you're done.

Now return to the Stormrunner.  Millibar will comment that while the ship is mostly intact, its fuel cells have been drained and we have to find a replacement.  Grab some more oil in the paper cup for now, then head to the wreckage near where we found the wires.  Use the oil on the bolts there to loosen them, then use the wrench to free the propane tank.  Collect it and return to the Stormrunner.

Use the tank on the ship, then the fuel hose on the tank.  Now hop into the Stormrunner and you'll fly to Team Xtreme headquarters.

Part 2: Team Xtreme Headquarters (1st visit)

Attempting to visit the headquarters at first proves fruitless; the entrance is guarded by a robot that you'll need to disable before you can proceed.  So let's back off for now and head down to the forested area to find a wrecked cabin.  Pick up the hammer on the ground, and note the sundial and the air compressor here for later.

Now return to the central area and click on the water area to go donw to a small drainage ditch.  Grab the swim trunks on the ground and continue forward a bit to see an alligator with a key in its mouth.  You won't be able to get it from the gator just yet, so keep it in mind for now.  Head back to the central area and pick up a rock off the ground, then go back to the robot guarding the headquarters.  Use the rock on it (several times) to destroy it and it will drop a piece of metal.  Pick that up, then click on the welcome mat to find a security card.

Click on the panel next to the door and you'll get another puzzle; you'll have to convert temperatures from Fahrenheit to Celsius (or vice versa) three times to enter.  Millibar's database has the formula for it (F-32 / 1.8 = C and F = (1.8 * C) + 32) and the panel even provides a built-in calculator, so it shouldn't be too hard to do.  (Or if you're lazy like me, just google a converter and punch in the answers directly).  Once inside the elevator, use the Security Card on the slot and go up to the main floor.

Up here, turn to the Southeast and pick up the Super-Freeze-it Spray, then go over to the Hangar door and talk to Nimbo, who will tell you that he lost the key to the door.  Guess we can't get in just yet.

(You can plug in the clock here, but it will flash 12:00 forevermore.  As far as I know, there is no way to fix this.  It's also not necessary to do this in any case).

Return to the central area and click on the hologram to see a recording of Stratus, who will tell you he has some money locked up in the safe.  We can't get in there just yet, so instead let's turn our efforts to restoring more of Millibar's information. Click on the nearby console (colored pink) and you'll have to answer ten trivia questions correctly.  All of the answers should be found in Millibar's database, and are randomly selected each time.  (Or, if you're feeling lazy, just click random answers long enough and you'll eventually brute-force your way through).  Once that's done, Millibar's navigational systems will be operational again.  Dandy.

Now head back down the elevator and outside to the wrecked cabin; use the piece of metal you got from the robot to repair the sundial and get the current time (6:30).  Head back up and input the time on the safe to unlock it and get a quarter.  Enter the rec room and pick up everything you see on the table there: A pen, a roll of paper and a vial of mercury.  Now use the quarter on the vending machine to get a candy bar.  Return to the ditch with the alligator and give him the candy bar, then use the pole to retrieve the key.

Head back up once again and use the key to unlock the hangar door.  Use the freeze-it spray on the locker to freeze the lock, then the hammer to shatter it.  Inside you'll find - dun dun dun - yet more stuff!  Grab the glyph reader, turbomercabulator and a roll of copper wire.  Hop in the Stormrunner you see in the hangar, open the hatch on the right side, and plug in the turbomecabulator. We're off to the Salisbury Plain in England.

Part 3: Stonehenge

Cue up the Spinal Tap as we touch down near Stonehenge.  At the central hub to this area you'll see a large rock (more like a boulder) and a wooden sign; collect both.  Now face to the east and you'll see a large rock tilted over a smaller one.  Use the boulder on this rock to tilt it in the other direction and create a ramp, allowing you to get atop one of the stone pillars.

Up here, you'll see an eight-piece slide puzzle (because every adventure game has to have one of those).  Complete it to reveal a compass.  Use the wooden sign on the hole in the center to create your own weather vane, then click the direction the wind is blowing (despite what Millibar says, the direction the wind is blowing from won't work) to open a hidden passage below the altar.

Before you can go down, you face another robot.  This time, use the copper wire on it to short it out.  Go down below and you'll find a hidden area.  Grab the crooked piece of metal near the torn tapestry on the wall, then examine the door next to it.

This is a relatively simple tile-matching puzzle; there's no time limit or penalty for missing, so you'll get through it eventually.  Once you're in, you'll see a wooden stool (take it) and a chart on the wall indicating a numeric system.  Essentially, it's very similar to roman numerals; a lightning bolt is an I (1), a tornado is a V (5) and a sun is an X (10).  A six-pointed star indicates zero.

Go back outside for a moment, then examine the stone column just to the right of the Stormrunner.  You'll see a piece of gum on its underside that you can't quite reach; use the wooden stool and the wooden pole to get it, then head back down.

Examine the barometer on the other end of the room.  You'll need four parts to make it work (and despite what the Database implies, the Vial of Mercury is not one of them).  Use the gum on the hole in the cylinder, the roll of paper on the left slot, the pen on the top of the cylinder and the crooked piece of metal on the slot at the bottom.  Now click on the handle and the cylinder and you should get a three-digit number.

Finally, go to the green altar and, using the numeric chart we saw and the number you got off the barometer, input the three-digit number on the panel.  This will bring up an electronic panel, leading into another minigame when you click on it.

We'll be seeing this minigame a lot for the rest of the game, so pay attention.  Place the mouse in the crosshair at the upper right, then move it into one of the four quadrants to move the targeting reticle on the larger screen.  Your goal is to shoot the red targets before they float off the screen; each one that does will fill a red bar, while each one you shoot fills a green bar.  Top off the green bar before the red one fills and you win.

NOTE: If you're playing this on a virtual machine or a computer well above the game's recommended specs (likely), these parts may be unreasonably fast and difficult.  You may have to alter your VM's settings or use a processor slowdown program of some description to complete these segments.

Once you've completed the minigame, get back in the Stormrunner.  We'll see another cutscene and then touch down on the Giza Plateau in Egypt

Part 5: Egypt

Well, hell hasn't frozen over just yet, but Egypt certainly has.  Grab the shovel near the Sphinx, then head to the small awning left of the Stormrunner to find a dig site.  Pick up the magnifying glass and chisel here, then use the shovel on the patch of dirt to find half of the scarab.  Head to the oasis and on the way, you'll see something frozen in the ice.  Use the chisel to free it and get the other half of the scarab.  At the oasis itself, you'll locate a salt shaker and a thermos; take both.

Continue on to the pyramid, where you'll see a suspiciously scarab-shaped indent in the wall next to a (wooden?) door.  Place both halves in the slot to open it up and continue inside.  You'll see a scroll laying next to the wall here, but touching it causes it to crumble, leaving behind only a wax seal.  Take that and continue on.

Examine the floor in here and you'll be confronted with another puzzle, this time about the formation of snowflakes.  Check the Database entry on snowfall, then place the icons in order from left to right, warmest to coldest.  This causes another door to open outside.

We can't get through the door with the ankh-shaped slot just yet, so head back outside for now and go over to the sphinx.  On the way you'll encounter another hostile weather robot.  Use the thermos to destroy it, then approach the sphinx.  Use the salt shaker to melt the ice on the steps and continue upward.

Examine the object on the wall with the sun and earth icons to see a small cutscene, then examine the glyphs with the glyph reader to get the solution to the puzzle - push the left arrow, then the bottom arrow to move the earth far away from the "sun" and rotate its axis.  The first of the two mirrors is now aligned.

Next, examine the thermometer on the wall.  Use the wax seal to plug up the hole, then the vial of mercury to fill the thermometer.  Click on the thermometer to get a reading and note the number.  Next, examine the table with the ankh-shaped hole in it, then use the thermos on it; the water inside will pour into the hole and freeze, creating an ankh-shaped ice key.  Grab that.

That's all we can do here for now, so head back to the pyramid and unlock the door we saw earlier with the ice key.  Inside, you'll find another puzzle and a clue to "reflect the light into the Eye of Horus".  This is a fairly simple task; the light shines into the center square on the grid, and by clicking on various spaces on the grid, you can redirect the light in a different direction.  With a bit of trial and error, you should be able to direct it right, down, and left around the broken panel and into the eye.

Once that's done, another passage will be revealed, taking you to the top of the pyramid and another earth/sun puzzle.  This time, your clue is to position the Earth at the Summer Solstice.  Easy enough; just push the right arrow, then the top arrow.  That positions the other mirror and reflects the light beam into the sphinx.

Return to the sphinx and operate the control just above the door to rotate the sphinx's head.  This focuses the light beam on the altar on the other end of the room.  Place the maginfying glass in the slot on the altar, then click the circle that appears on the wall.  This brings down a panel with more of those symbols we saw earlier.  Input the number  you saw earlier on the thermometer to bring up another target-zapping minigame.  Complete that and we're done here.  Return to the Stormrunner and we're off to the next segment of the game.

Part 6: Team Xtreme Headquarters (2nd visit)

For now, head outside and go to the wrecked cabin to find Nimbo again.  You'll need some batteries for the radio and the air compressor knob to fill up the weather balloon.  Grab the pen knife stuck in the wall and return to the HQ.  Enter the Rec Room, examine the blimp toy and use the knife to pry open the battery hatch and get some batteries.   Then examine the front wheel to get the air compressor knob.  Return to the cabin to replace the batteries in the radio, use the knob on the compressor tank, and fill up the weather balloon with the tank.  Now head back inside and examine the terminal in the main lobby.

Yay, more trivia questions.  As before, you can do this either by looking up the answers in Millibar's Database or, if you don't have the patience, just click random answers until you get ten right.  Once that's completed, you'll purge the virus from the terminal and link up with the satellite.  Examine the green hologram project to get the coordinates of our next destination.  Return to the Stormrunner once more and we're off.

Part 7: Atlantis

The Stormrunner dives under the waves and we end up in none other than Atlantis.  Yes, really.  This game was already silly, but now it's gone over the edge into madness.  Head just left of the Stormrunner to a small dock, using the swim trunks on the pole there to create a makeshift weather vane.  Now turn around to the north and enter the elevator.  You'll see three switches, each with a symbol nearby (representing pressure, humidity and temperature).  These mostly just serve to make things look a lot more complex than they really are; move the first and third switches up to the top to move the elevator up.

Up here, we encounter another panel, this time controlling the wind.  Our goal is to push the gangplank below over to the other ship present here, so we'll have to control the wind accordingly.  Move the top, left and bottom switches down and the right switch up to push the plank outward.  Now head back down the elevator and over to the ship.

We get another puzzle, this time ranking weather phenomena in order from most to least deadly.  Once again, Millibar's database has the answer.  Click Hurricane, Flood, Tornado and Lightning, in that order, to open the door.  Enter the sub and grab the magnifying glass next to the seat and the crystal fuse off the dashboard near the wheel.  You can also examine the sticky note on the console for a bit of humor (and a reference to the Twilight Zone).

Exit and head east to another panel similar to the one in the elevator.  Move the left and right switches down and the center switch up to create an ice bridge.  Cross it to reach the power center of the city.

Here there are three things to interact with: a central hub that's missing a fuse, a triangular opening that creates arcs of electricity when you press a button, and what I call the "reverse Microwave", which flash-freezes anything put inside it.  We can't do anything with the latter two just yet, but we do have a fuse for the first option.  Put it in place, then operate the nearby panel (left switch down, center and right switches up) to power up the turbine.  That will unlock the door to the control room.

Exit out of here and head over to the last door to the north.  Grab the flag nearby and examine the panel.  It's one of those puzzles where you need to put four symbols in the proper place and the proper order, then press the button on the right side.  The lights below each symbol serve as clues; green indicates the right symbol in the right place, yellow indicates a correct symbol in the wrong place, and red indicates that both are wrong.  Fortunately you don't have to get it in a set number of attempts, so you can easily just brute-force your way in.

Once you've opened the door, enter and you'll get a scene with the game's antagonist, the Weatherman.  You can't get over to him as the bridge has been retracted, so we'll need to fix that first.   Head to the right to see a hydrometer.  Grab the bucket on top (you can't interact with the goblet), then examine the panel on the other side of the room.  You can't do anything with it just yet, but we'll be back shortly, so keep it in mind.

Exit the room and head to the dock.  Use the bucket on the water here to fill it with water (you can't do this anywhere else for some reason...).  Now return to the power control area.  Use the bucket of water in the freezer to get a bucket of ice, then activate the triangular opening and use the flag on it to get a burning flag.

Return to the room where we saw the Weatherman.  Use the bucket of ice on the hydrometer to get another number; note it down for later.  Now go back to the panel we saw earlier.  Use the torch on the left slot and the magnifying glass on the right slot to project a rainbow of colors onto the wall, then read the glyphs with the glyph reader to get the solution to the puzzle (Red, Blue, Green, Purple, Yellow).  Push the buttons in that order to open a panel, then pull out the fuse for another cutscene.

The Weatherman will flee the room.  Follow him back to the central lobby and check the dock his sub was parked on to get a key.  Now head back to the room we were just in, put the breaker back in the panel, and examine the machine the Weatherman was working on for another shoot-the-targets minigame.  Complete that and head back to the Stormrunner; we're in the closing stretch now.

Part 8: Return to Oklahoma

If you haven't been doing so thus far, I strongly recommend that you save the game here; the last segment can be very difficult, and having to do the whole game again because you messed up at the end really sucks.  So save!

Anyhow, we're back where we started the game, in front of the very same trailer.  Use the key on the door to unlock it and enter.  Grab the rubber-handled umbrella from the canister near the door, then examine the statue to find a hidden button.  Press it to reveal a passageway hidden under the fridge, and go down.

Why, it's a pair of tesla coils barring our entry.  But lucky us, we have a rubber-handled umbrella to short them out.  Do that and enter the Weatherman's studio.  You can examine the map, but we can't do anything with it just yet.  To the right, you can also talk to Stratus, who has been taken captive by the Weatherman.  We can't free him just yet, though.

On the opposite side of the room you'll see a door guarded by three robots; we can't brute-force our way past them this time, so instead we have to solve a puzzle.  Click on the computer to start.

On the screen you'll see fourteen nodes, each with a plus or minus symbol on them and connected by a web of green lines.  Our goal is to jump from connected node to the next, alternating between positive and negative symbols, and go over each node exactly once.  If you mess up, you can right-click the last node you clicked to back up one step, or click the Reset button at the bottom to completely start over.

 This can be tricky and require a lot of trial and error, but there is a relatively simple solution:

---1---
--2-3--
4--5--6
--7-8--
9--A--B
--C-D--
---E---

Click on the nodes in this order:

1-5-2-9-7-4-C
D-6-8-3-B-A-E

And you're done.  The bots are reprogrammed and give you access to the door beyond.

After a scene with the Weatherman, you'll get another target-shooting minigame.  However, this one is a bit different (and considerably tougher) in that you'll be competing against the Weatherman himself.  When the regions on the map light up, the first to shoot them will get a point and that region will light up; whoever has more points when all of them are lit wins the game.  You have to react very quickly to win this game, and if you're running on an above-spec machine, it can be all but impossible to do so.  There's not really much advice I can give for it; this is purely a test of skill (or using a slowdown program if your computer is too fast for it).

Still, you should eventually be able to win out, which causes the Weatherman to be attacked by his robots and flee once again.  Search the painting behind the console to find the tornado key, then return to the cell and free Stratus.  You'll get another scene, indicating that you must return the three crystals the Weatherman stole to their rightful positions to return Earth's weather to normal.  Go to the weather map, grab the three crystals (red, blue and green), and return to the Stormrunner.  After a fairly lengthy series of cutscenes, the Earth's weather is restored to normal, the Weatherman is jailed and the game is over.  Yay!