Weather System Control and The Well
The Weather System Control and The Well dungeon are combined together and it is the final level in the game. This guide will show you how to get through it.
Reactivating The Machine
To access the dungeon, hit the third monolith on the left side of the control room.
Head through the starting rooms, into the first arena and lower the six paddles.
In the next room you will find yourself at a dead end. Talk to Roger T. Frog and he will explain that you can't access the control room, due to the walkway being destroyed.
However, there is a way to get across. But, you will have to access the dungeon from a different entrance: The Well in the Hub and Town.
Once you are back at it, interact with The Well to enter it.
After you have dropped down, hit the bumper still left plugged into the ground with a ball to open the door ahead.
In the second room, you will need to hit the bumper on the right to cause four more to rise in a diamond shape.
Much like the rooms you have faced in previous dungeons, stand on the diamond and aim for the right half of the top left paddle. This will cause the balls to bounce between the paddles.
Finally, you will need to hit the red bumpers that spawn above, below, and to the right of the magnetic one.
Once all of them have been lowered a hidden path will open on the right. The room ahead has the teleporter, which can be used once you reach the gauntlet at the end of this dungeon.
Return to the previous room and take the door at the top of the arena.
The next room has some regular paddles to hit. Once the one in the centre has been lowered, three rectangular bumpers that shoot out electricity and a dynamite stick will rise.
You can hit all the bumpers and dodge the dynamite's explosion by sticking to the bottom of the arena.
Once all of them are down, continue onwards till you reach the other side of the destroyed walkway from earlier.
To open the door you will need to hit the bumper on the rock in the chasm ahead. But, before you go ahead, pick up the Cloth From The Creature's Hand cape on the edge of the cliff.
Take the two doors ahead and lower all of the paddles in the room. Head into the next room and you will be met with the Creature one final time.
After it has finished making its final threats make your way into the next room and take the path on the left to find a healing pool.
Return to the previous room and take the door on the right. This room offers a bit of a challenge before you take on the gauntlet.
There are three things to keep track of in this room. When lowered, the red circular bumpers will connect two platforms together, allowing you to move through the area. However, the Creature will raise these bumpers after a short amount of time, disconnecting the platforms from one another.
The rectangular electricity bumpers located on each platform will periodically fire an electricity beam, unless they are lowered. The Creature can also raise these after they have been lowered.
Finally, the turrets placed in-between each platform will fire projectile balls which can be picked up by charging.
The first thing you should do when reaching a new platform is hit the turrets to turn their projectiles into regular balls.
Each red bumper has wiring that will move the connected walkway, this is shown by the brown lines.
The goal is to make it across to the other side of the room. Your priority here should be hitting the rectangular bumpers first, as they will deal damage to you.
Once each one is down you can then move on to lowering the red bumpers and working your way across the room. This room isn't too much trouble if you keep an eye on the rectangular paddles, striking whenever the Creature respawns them.
Upon making it to the other side the Creature will withdraw. Continue into the next room to begin the gauntlet.
The first room isn't too complex. The goal is to hit all of the switches located around the edges of the room, which can easily be done by letting balls ricochet.
Be sure to hit the turrets once and destroy the drones, in order to hold onto as much health as possible.
The second room is a little more challenging. The objective is to lower all of the paddles. However, each row will emit an electricity beam. Although, this can be dodged by moving above or below the beam. Don't forget to hit the turret at the top of the arena as well.
Once all the paddles are down, prepare yourself for the much harder third room.
Located on the spinning circular ring are more than twenty small paddles, each of which will fire electricity.
The rule to follow in order to clear this room is to always be moving in a clockwise direction, staying in-between the beams.
You should also be charging at all times, allowing you to catch the balls from the turrets and send them at the paddles. Charging will also allow you to catch any balls that pass through the beams and become projectiles.
On top of that, the creature will also fire drones at you which you will need to destroy.
This room is incredibly stressful as you will always have either a projectile, drone, or lighting beam to worry about. There is no break. However, if you move in a clockwise direction continuously and keep your eyes on the arena, you will be able to knock down all the paddles with a bit of practice.
The fourth room is similar in that it is also quite hectic. The top of the room has two electricity paddles for you to destroy, with another in the bottom right of the arena. Although, it isn't worth destroying them, as the Creature will respawn them fairly quickly.
Instead, focus on the main objective: hitting all of the circular bumpers on the piping around the room.
Once all of them are down, six more will spawn on a timer at the top of the arena, three on each side. Focus on one path at a time to bring them all down and finish the gauntlet.
Enter the room ahead and pick-up the Greatsword Prototype Striking weapon, which will make your invulnerable to damage from the projectiles.
Continue into the next room to charge as the turrets fire projectiles at you. Hit all the red bumpers and make your way across the platforms as they move into their position.
Once you have reached the end of the path and lowered all the bumpers, the magnetic bumper will rise awarding you 60,000 power and locking away the Creature once and for all.
Head to the left and follow the path until you reach the final room in the mountain. run up to the higher level and speak with Roger, who will tell you to turn the machine on using the consoles.
Walk along the rafter and activate all four consoles to restart the Weather System Control.
Doing this will bring the machine back online and return the town to its former glory. Congratulations on beating Creature In The Well!.