And Monkeyboy, no problemo--go with whatever works for you, of course!
pappou--that cube distortion you got when merging your vertices is supposed to happen. (At least, it's what happened when I merged tow vertices.) So you are good.
And yeah, I know this lesson looks really long, but it shouldn't take more than 20 minutes (unless you have perfectionistic tendencies); mostly it's just stuff to read, or else really detailed instructions about where to find some new buttons. So don't be intimidated, it's not as long as it looks!
Lesson 4Today is going to be a big day for us!

Today we're learn how to create shapes other than the cube, plus we'll briefly touch on a new sort of transformation and we'll even (gasp!) add some color!
Whooooeeeee!!
Okay, we'll start off by creating some new objects. As always, first start off with a fresh cube (File, New, Erase All). Got it? Well, using the translation transformation (the straight line drag), move the cube away from the center of the grid.
A stern admonition: for the purposes of this lesson, do not change the cube's orientation relative to the grid by rotating the cube ( at least until I say so). Scaling and dragging are okay, but not rotation (for now). I'll explain why in the next lesson; it would make this lesson too long if I got into it now.
Placing ObjectsTo start off, look in the center of the grid where the cube used to be. Recognize that candy cane striped ring? That's the 3D cursor, and it determines where an object is created at. To place it, just left click somewhere and it will move there. Now, find the "File" menu option, and then hop over one menu option to the right of "File" and you'll see the "Add" menu option. Open the Add menu up, and you will see a submenu by the name of "Mesh." (Note that this "Mesh" menu is not the mesh menu from the teal bar!) So, in the Add menu, open the Mesh menu up....Oooh. These are some of the 3D shapes that you are given by Blender to work with. You've got planes, cubes, circles, UVspheres, icoSpheres, cylinders, cones, grids, monkeys, and tori. These shapes are called primitives, since they are the primitive shapes out of which you build more complex shapes. Go ahead and make a whole bunch of primitives! (Just select "OK" in the menu that will pop up when you choose some of them.) Now let's see what we can do with our primitives. Go ahead and start off with a fresh cube (File, New, Erase All, you know the drill). Like before, drag the cube out of the way. And remember, don't rotate the cube.
Since we're Uru players, the first primitive that we'll work with in our first real model will naturally be the cone. So, in the Mesh submenu go ahead and choose "Cone." Immediately you are presented with another menu full of options, i.e. "Vertices," "Radius," "Depth," and "Cap End." These options determine how your cone will end up looking when it is created. For now, the options that we particularly care about are "Radius" and "Depth." The radius is how wide the cone's base will be. The depth is how tall the cone will be. Let's see what the default settings look like, and then we can change our cone from there. So, just click "OK" and your cone will appear at the 3D cursor's location. Move around and check your new primitive out. Okay, so it's not tall enough (or perhaps not thin enough at the base). We'll fix that soon! But first let's take a look at this cone a bit and see what we can see.
Circles and Vertices; Adjusting a ConeLet's go into Edit Mode and take a look. As you can see, the vertices which define the shape of the cone are visible. (You might also notice that all the vertices are yellow and selected--leave them that way.) Now take a look at the circle which makes up the base of the cone. As you can see, it is not really a circle; it is just a thirty-two sided polygon with each point occupied by a vertex. Hmm...Is 32 vertices really enough to make a smooth circle? That depends...If the circle is distant or small, then 32 vertices is enough, but if the circle is close up or huge, then its polygonal nature becomes extremely obvious, in which case you'll need to add more vertices. How do we do this? Well, let's delete the cone we have now and make a new one. Remember how to delete? You go to that teal colored bar from Lesson 1 (better known as the 3D view header bar--memorize that) and select the menu option "Mesh." In the Mesh menu, select "Delete," and then in the menu that pops up, choose "All." Bye bye cone! Well, let's make another one. This time, when you get to the menu where you specify the qualities of the cone, type in 100 where it says "Vertices" by left clicking on the numbers "1.00" or "2.00" so you can type in numbers directly. By typing in values directly you can get up to 3 decimal points worth of accuracy! You can bet the circle making up the bottom of the cone will be a lot smoother now. While you're at it, also adjust the radius and the depth until you think they will produce a good Uru cone. Click "OK" when you're ready to try your new cone. If the cone looks right, great! If not, delete the cone and continue with trial and error until you have a cone that you're satisfied with. (Don't you wish there were an easier way to adjust your cone's shape? There is--we'll cover it soon.)
How to Flatten a Cube; the 3D Arrow/Color/Coordinate SystemNow it's time to add the square base. For this, we need a cube, which we just happen to have.

The plan is to flatten this cube and then position it underneath the cone. Time to go into Object Mode and select the cube by right clicking on it ('cause you can't select the cube by right clicking in Edit Mode). You didn't rotate the cube, right? If you did, just start over with a fresh Blender scene and quickly run through the lesson again up to this point. If you didn't, good, we'll move on to the next step.

To start off with, in the 3D View header bar, choose the menu option "Object", and in the menu that pops up, choose the submenu "Transform". Within the Transform submenu, you will see several options, including Grab/Move, Rotate, and Scale. Beneath each of these options is a submenu such as "Grab/Move on axis" or "Scale on axis". Open up the "Scale on axis" submenu and observe its contents, particularly noting the X Global, Y Global, and Z Global commands. What do these command names mean?
To answer that question, note the three arrows shooting out of the cube (the red, green, and blue ones). Those arrows point in the X, Y, and Z directions. Red points at X, Green points at Y, and Blue points at Z. RGB = XYZ. It's my theory that Aloys was staring at these arrows when he thought up Ahra Pahts.

And if you ever forget how the colors match with the arrows, just look at the bottom left hand corner of the dark grey window in which the cone and cube are located--you will see three colored little lines labeled X, Y, and Z. These coordinates are known as Global Coordinates, because they apply to everything in your Blender scene, all objects, all everything--thus they are considered "global."
Now, try the "X Global" command, the "Y Global" command, and the "Z Global" command. Did you see the difference between them? Each command scales the cube only in a specific direction: X, Y, or Z. Use one of these commands to flatten the cube to make an appropriate base for the cone. It's okay to use the rotation command now too, so go ahead and use the rotation and translation mouse commands to move the base underneath the cone. Once the base has been placed on the cone to your satisfaction, we are ready to add COLOR!
Objects in TECHNICOLOROkay, select the cone (you can color the cube later). Now do you see the bar right below the 3D View header bar? The one with the word "Panels" on it? Well, on that bar look for a little "shaded sphere" looking button; if you hover your mouse over it the popup should read "Shading (F5)" . Click the shaded sphere (Shading) button, and you'll get a bunch of shading-related buttons directly to the right of it: a lightbulb, a red sphere, a leopard skin pattern, a radioactivity symbol, and a globe. Click the red sphere button, which reads "Material buttons" if you hover your mouse over it. In the window below the red sphere, you will see two subwindows, one called "Preview" and the other called "Links and Pipeline." Look in the Links and Pipeline subwindow and you will see a button called "Add new" (as in "add a new material to my boring grey object"); click it. Now you have all sorts of subwindows: "Preview," "Links and Pipeline," "Material," "Ramps," "Shaders," "Mirror Trans," "SSS," and "Texture." In the "Material" subwindow, you'll see a longer-than-it-is-wide light grey rectangle sitting stacked on top of two matching white rectangles which have the same shape as the grey rectangle. Left click this grey rectangle, and in the window that pops up, pick a color for your cone (such as orange). Now select the rectangular base of the cone and again click the shaded sphere button (Shading button). This time, things look different--there is no "Add New" button visible. Why? Because the cube already has a material--Blender automatically gives the "Startup cube" a boring gray material without any intervention on your part. But we don't want this material, so let's change it. In the "Links and Pipeline" window, you will see a box called "Ma:Material." Click the little arrows just to the left of it, and in the little menu that pops up, find the material you used on the base of the cone and select it. There, now the base should be the same color as the cone. Ah....your cone is complete! /clap

Very good! I hope you are feeling proud of yourself. And do you know what the best thing is? One day here soon, you're going to be so familiar with Blender's interface that you'll be able to make an orange cone like this in less than two minutes, with minimal mental and modeling effort. Just think what you'll be able to make then!