This is a complete walkthrough for Michael Martin's adventure game
FLIGHT OF THE HUMMINGBIRD. It doesn't show off everything the game has
to offer, but it does give a route which does some exploration of the
mechanics and a bit of messing around. When there are significantly
different ways a puzzle can be solved, it will enumerate them.

If you are going to this walkthrough because you are stuck on a
specific puzzle, be aware that any puzzle solution that involves flight
may need a bit of tweaking to work, because of the requirements of the
flight mechanics. If you start at a different height, in a different
location, or holding a different number of objects, the timing may
change. However, it is the intent of the walkthrough to still work if
it's run from the start.

Commentary will be interspersed throughout the walkthrough. We have a
mission right from the start, but we begin in classic style by
examining ourselves and the abilities they imply.

> EXAMINE SELF
> INVENTORY
> EXAMINE HUMMINGBELT
> EXAMINE ENERGY DRINK
> SIP DRINK
> WEST
> WEST

Hm. We're already tiring, the water is dangerous, and the island is
still a "good distance" to the west. Let's turn back for now.

> EAST
> EAST
> SOUTH

Whoops. Looks like our quarry has escaped for now. Also, it looks like
we have five turns of power per sip. Let's explore the rest of the
shore and see if we can find anything to help our cause.

> SOUTH
> EXAMINE FIELD
> TOUCH FIELD
> GO THROUGH FIELD
> EXAMINE WRECKAGE
> SEARCH WRECKAGE

Now let's cross that ocean.

> FLY
> WEST
> WEST

Tiring out again. Let's get some buffer space so we can refuel while
we fall.

> UP
> UP
> WEST
> FLY

If we feel like living dangerously - and hey, this is a walkthrough,
so we do - we can make it the rest of the way to the island without
rebuilding our buffer.

> WEST
> WEST
> WEST
> WEST
> LAND

And we're here! And CPR wants to talk. While we could just give up and
go home, we wouldn't be much of an adventurer if we did that. Let's
steel our resolve and find a way in.

> 1
> NORTH
> NORTH
> WEST

A door!

> OPEN DOOR
> OPEN DOOR WITH CROWBAR

Darn.  Well, let's see what the deal is with the path.

> EXAMINE PATH
> WEST
> SOUTH
> SOUTH

Hello, what's this?

> EXAMINE TRUCK
> ENTER TRUCK
> EAST
> START TRUCK

Bah.

> OUT
> EAST

That's the island explored. We've checked every side of the
tower... except the top. Let's see what we can see.

> FLY
> UP
> UP
> UP
> UP
> NORTH
> EXAMINE HATCH
> OPEN HATCH
> OPEN HATCH WITH CROWBAR
> DOWN

Progress!

> EXAMINE ROCKET
> EXAMINE CATWALK
> JUMP
> WEST
> EXAMINE CHAIR
> EXAMINE PANEL
> SIT
> PUSH BUTTON

Hm. We need to get the launch hatch open, and we need to fuel the
rocket. We did find a fuel truck outside, but we haven't found a way
to get it. Let's go exploring the rest of the base!

> OUT
> OUT
> DOWN
> SOUTH
> WEST
> WEST
> EXAMINE CHAIR
> EXAMINE DESK
> EXAMINE DOOR

Well, we *could* look for the key to the door, but why bother?

> WRECK DOOR

That's right. Now then, where were we in searching this room...

> SIT IN CHAIR
> SPIN
> STAND
> OPEN DRAWER

Whoops. Well, that's where the key to the door we ruined was. We
probably could have just broken the lock, too, but where's the fun in
that?

We've triggered a trap, but it's not like it's any danger to us. In
fact, it looks like there are goodies in it.

> FLY
> DOWN
> DOWN
> DOWN
> DOWN
> DOWN
> LOOK
> GET ALL
> FLY

How dare you not fit in our belt, crate!

> DROP CRATE
> WRECK CRATE WITH CROWBAR
> GET SPLINTERED WOOD
> PUT IT IN BELT
> EXAMINE BELT

That's more like it. Maybe this key will let us drive the fuel truck,
too. Now let's get back to exploring the base.

> FLY
> UP
> UP
> UP
> UP
> UP
> FLY
> UP
> UP
> UP
> UP
> UP
> EXAMINE DRAWER
> GET SILVER KEY
> WEST
> EXAMINE TERMINAL
> TURN ON MASTER POWER SWITCH
> TURN ON MAIN DOOR SWITCH
> TURN OFF DEFENSE GRID SWITCH

Rats. Well, how bad can the defense grid *possibly* be?

> EAST
> EAST
> EAST
> EXAMINE BEAMS
> THROW SPLINTERED WOOD AT BEAMS

Oh. That bad. Well, let's get the truck in here, anyway. Maybe something will
come to mind.

> EAST
> NORTH
> NORTH
> WEST
> SOUTH
> SOUTH
> IN
> START TRUCK
> NORTH
> NORTH
> EAST
> SOUTH
> SOUTH
> WEST
> NORTH

We don't think the truck will be sufficient armor, it looks like. Now,
how did we ever have the beams off in the first place?

> OUT
> WEST
> WEST
> WEST
> TURN OFF MASTER POWER SWITCH

That turned off the beams, but it also closed all the doors
again. Well, one thing at a time.

> EAST
> EAST
> EAST
> ENTER TRUCK
> NORTH
> OUT
> REFUEL ROCKET
> SOUTH
> WEST
> WEST
> WEST
> TURN ON MASTER POWER SWITCH

That re-opened the doors, but it also brought back the defense
grid. On the other hand, now we can leave through the main doors and
come back in through the roof. While we're at it, let's clean up the
floor...

> PUSH TRAP TOGGLE
> EAST
> EAST
> EAST
> EAST
> NORTH
> NORTH
> FLY
> UP
> UP
> UP
> UP
> SOUTH
> DOWN
> WEST
> SIT
> PUSH BUTTON

And we're off!  This sequence is partially randomized, so a full set
of moves can't be given here. However, the basics are pretty
straightforward: your location (longitude, latitude, altitude) is
listed in the status bar, and you want to set that to (1, 0, 0). Your
initial longitude is always 10, and your initial latitude is a random
value between -10 and +10. If we're too far negative, we'll need to
thrust SOUTH to line up; otherwise, we'll need to thrust NORTH:

> NORTH (or SOUTH, whichever moves the second value towards zero)
> WAIT (repeated until the second value actually becomes zero)
> SOUTH (or NORTH, whichever cancels our drift)

Getting the longitude right is trickier, because the autopilot is
being "helpful" and keeping our orbit stable, which means that in
order to actually get closer to the station, we'll need to get into a
tighter orbit for awhile. The further down we are, the faster we move
longitudinally; happily, if we were to move 1+2+3+2+1 units, that
would advance us 9, and thus put us precisely where we want:

> EAST
> EAST
> EAST
> WEST
> WEST
> WEST

At this point we should now be at (1, 0, 0) and docked. If not, work
the controls until you are, and remember that WAIT will move your ship
in the direction listed under velocity. This sequence should be
impossible to fail, though you do get more points for completing it
faster. (The directions listed here should result in a maximum score
for completion of eleven points - but depending on your starting
position you may be able to beat this time.)

Anyway. We've now attached to Dr. Sinister's sinister starbase! Let's
try to fight our way in.

> STAND
> OUT
> UP

He just doesn't learn.

> FLY
> UP
> UP

A brief cutscene, and we're locked in... or are we?

> OPEN SPINWARD PORTHOLE WITH CROWBAR
> EXAMINE CARPET
> EXAMINE CURTAINS
> LOOK BEHIND CURTAINS
> ENTER PASSAGEWAY

Nope. We can now use the directions SPINWARD and ANTISPINWARD to navigate.

> SPINWARD
> UP

Countermeasures? That looks promising.

> SEARCH CRATE
> SEARCH CRATE
> SEARCH CRATE
> SEARCH CRATE
> SEARCH CRATE
> GET ALL FROM CRATE
> OUT

Looks like the way to the central chamber is guarded. We'll need to do
something about enough of the guards for long enough that we can sneak
or fight our way past. To do this, we can exploit speed or strength.

But first, let's try to get past with ancient magic.

> XYZZY

Flashbacks!

> ZYZZYVA
> FOCUS

Right. Now then.

    ==== SPEED: Make a short-term distraction, fight through ====

> DOWN
> SPINWARD
> UP
> EXAMINE COFFEEMAKER

Do we have anything flammable? We sure do! Several things, in fact, if
we've been following the walkthrough, but only one that's absolutely
guaranteed:

> PUT CURTAINS IN COFFEEMAKER
> SPINWARD
> UP
> OUT

        ==== POWER: Long-term distractions, power sapping ====

You have many strategems available for turning the tide of battle in
your favor. To prevail, you will need to perform any two of the
following actions, and then enter the command OUT from one of the
three pods (Recreation, Crew, or Supply):

 * PRESSURE HAZARD. From the Supply Pod:

   > DOWN
   > ATTACK FLOOR WITH CROWBAR

   This will remove your crowbar and make the Supply Pod
   inaccessible. If you've been following this walkthough, though,
   there's nothing else for you up there.  Using this as part of your
   strategy is required if you want to have all three possible endings
   available.

 * SPIKE THE COFFEE. From the Supply Pod:

    > DOWN
    > SPINWARD
    > UP
    > PUT VIALS IN COFFEE
    > DOWN
    > WAIT (until you get a message that they've drunk the spiked coffee)

 * DENY THEM COFFEE. As above, but instead of putting the vials in the
   coffee and waiting elsewhere, wait for a few dozen turns inside the
   Recreation Pod and you'll find that they'll delay their coffee
   break until you leave.  If you launch your attack from the Rec Pod,
   this will suffice.

 * POWER UP YOUR FISTS. Be flying when you try to confront the
   henchmen.

                          ==== ENDGAME ====

From here on out, all you're really doing is picking conversation
items to see how your final confrontation goes; you've already won and
no choices here will modify your score. There are three general
classes of ending, though, but one is only reachable if you
disintegrated something in the defense grid back on Sinister Isle
*and* created a pressure hazard as part of your strategy against the
henchmen. If you did those, then the least probable ending becomes
available via these choices (other routes remain possible):

> 2
> 1
> 3
> 1
> 1
> 1
> 1
> 1
> 2

The other two endings depend on whether you can convince him to
surrender on your own or if external pressure becomes necessary. All
win just as thoroughly.
