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#####################################################################
Complete Guide and Walkthrough

Version 1.0
by Kamatari47 (guitarotoko@gmail.com)
#####################################################################

DISCLAIMER:

This guide is intended for private, personal use.  Any unauthorized
reproduction, publication, or distribution of this guide without my
express written permission is strictly prohibited.  At this time, this
guide may be published with permission by gamefaqs.com only: any other
websites found publishing this guide is committing a violation of
copyright.  All information included in this guide was collected by
me personally through gameplay.

Table of Contents:

I.   Introduction
II.  Gameplay and Controls
III. Legend
IV.  Walkthrough
     A. Tutorial
     B. Past Zone
     C. Present Zone
     D. Future Zone
     E. Chaos Zone
V.   Extras
VI.  Update History/Special Thanks

---------------------------------------------------------------------
I. Introduction
---------------------------------------------------------------------

Aa Megami-sama, known as Ah! My Goddess or Oh! My Goddess overseas,
is an anime and manga franchise created by renowned manga artist/
character designer Fujishima Kousuke. In February 2007, Marvelous
Entertainment released a puzzle adventure game for the Playstation 2
gaming console as part of the Aa Megami-sama franchise's 20th
anniversary celebration. In this game, the player takes control of
Morisato Keiichi, who must work together with his goddess partners to
overcome a series of traps and pitfalls designed to keep them all
confined to a deserted island. The game was released in two versions:
a limited edition package which includes special box art, a silver
pocket watch, dress-up cels, memory card-sticker cels, limited
edition cards, a special drama CD, and a PC desktop accessories CD 
(for those who pre-ordered the game), and a standard edition that
includes the game only.

At this time, there are no plans in the works to localize this game
overseas, so fans of the series will have to put up with the Japanese
version (the only version until further notice) of the game. Outside
of the cutscenes (which describe the story but do not impact gameplay),
Aa Megami-sama --the game-- does not require much in the way of
Japanese comprehension, though basic knowledge of the 
hiragana/katakana alphabets and some simple kanji is necessary.

---------------------------------------------------------------------
II. Gameplay and Controls
---------------------------------------------------------------------

Progress through Aa Megami-sama depends on the player's ability to
solve a variety of puzzles through manipulation of the devices and
mechanisms involved. As Keiichi, you're given the unique ability to
extract "conditions" and "actions" from certain devices and to give
those conditions and actions to other devices. A device becomes
"active" once it is equipped with a condition AND an action, and it
will perform its currently equipped action if you satisfy its currently
equipped condition.  Other devices respond only to magic, meaning that
you will need the help of your goddess partners, each of whom is
proficient in one type of elemental magic. Note that of Keiichi's
three goddess companions, only one can be active at any given time --
part of the difficulty factor of the game lies in the need to find a
"swap pod" for summoning the goddess whose magic you need in order to
solve a particular puzzle.

The basic controls are as follows:

D-pad: Walk
Left Analog: Run
Right Analog: Camera Controls (Left/Right changes camera angle, and
              Up/Down switches camera level from an overhead view [Up]
              to a close-up view [Down])
SELECT: Toggles the mini-map feature (allows the player to view a map
        of the area, change settings, retry the stage from the nearest
        "retry point" [either the beginning of the stage or the nearest
        retry gate], or quit the game)
START: Begins zones/stages when pressed on the overworld map; skips
       cutscene segments
Square: Displays text clue memos if pressed in the mini-map screen
Triangle: Extracts/exchanges conditions
Circle: Extracts/exchanges actions
X: Casts the elemental magic of the currently active goddess partner
R1: Zooms in on the device currently being targeted

---------------------------------------------------------------------
III. Legend
---------------------------------------------------------------------

In the walkthrough, all conditions are denoted by single brackets [],
whereas all actions are denoted by double brackets [[]].  An example:

"Give the Cublock [HITO] and [[SUSUMU]]"

Also, the names of all conditions and actions will be written in ALL
CAPS (in order to place special emphasis on the parts of the
walkthrough you'll need to pay special attention to in order to
complete your puzzle-solving more effectively and efficiently). Some
names and phrases originally written in Japanese are also given the
ALL CAPS treatment (these are generally zone names and such, though
I will occasionally use caps elsewhere when I need to write out a
device name or explain a Japanese concept brought up by the storyline).

The following is a list of the conditions found in the game, their
English meanings, and how they're written in the game (shown here
using the Shift-JIS character encoding format; please make sure you
have a compatible viewer):

HITO     "hit"          ヒト
KAZE     "wind"         風
KAMINARI "thunder"      雷
MIZU     "water"        水
MONO     "hold"         モノ

The following is a list of the actions found in the game, their
English meanings, and how they're written in the game (shown here
using the Shift-JIS character encoding format; please make sure you
have a compatible viewer):

HIRAKU   "open"         ひらく
SUSUMU   "walk forward" すすむ
MAWARU   "rotate"       まわる
FURU     "swing"        ふる
HANASU   "talk"         はなす
MISERU   "pose"         みせる
TSUKU    "thrust"       つく
UKU      "hover"        うく

---------------------------------------------------------------------
IV. Walkthrough
---------------------------------------------------------------------

WARNING: This walkthrough contains spoilers for the storyline segments
of the game. Do not read the opening and closing paragraphs of each
stage if you do not wish to be spoiled.

NOTE: There is a graphical version of this walkthrough on my blog
(http://tdogma.blogspot.com). If you're confused by the directions
found in the text walkthrough, I recommend checking out the links
posted at the beginning of the walkthrough entries for each stage: it
may to be to your benefit to see each step documented with screenshots
of the game, which is what I did for the graphical version of the
walkthrough.

NOTE #2: This walkthrough documents a perfectionist run through the
game -- it's designed to achieve 100% encyclopedia completion in one
playthrough of the game. This means, of course, that there are many
instances of what amounts to "optional" steps (i.e. things you don't
need to do if you only wish to complete the stage). Feel free to skip
the optional steps if you don't care for encyclopedia completion and
wish to finish the stages as quickly as possible. Just make sure you
have the necessary conditions and actions required for the next
"essential" step of puzzle solving.

NOTE #3: When I use the terms "to your left" or "to your right", I'm
assuming a camera angle centered BEHIND Keiichi and his active goddess
partner.  When I use a direction instead (such as "east" or "northwest"),
I'm referring to the orientation of an object when you look for it on
your mini-map.

A) Tutorial

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-part-1.html

What's happened so far: the spirit of a silver pocket watch made a
contract with the demon general Hildr in the hope of inducing the
goddesses (and Keiichi) into coming to her island (located somewhere
in the Pacific Ocean) and fixing an aged silver watch before it (and
the spirit who is its avatar) stops functioning.

The gang was duped into sailing to the island by Marller. This
featured some rather... unusual... behavior from Marller (think
"jumping up and down shouting 'congratulations!'"). Our heroes then
learn that there is a powerful magic barrier covering the island
(thus preventing them from leaving). The goddesses tried to use song
magic to destroy the barrier... but it didn't work. You must now make
your way to the center of the island and disable the magic circle that
powers the barrier so that the goddesses can reclaim their song magic
and everyone can get off the island.

The first chapter ( the "tutorial" section) is called MICHIBIKI NO MICHI
("the Guiding Path"):

[A-1] MICHIBIKI NO MICHI - Stage I:

The first door will open automatically as part of the tutorial.

To open the second door, extract the [[HIRAKU]] action (press Circle)
from the first door and throw it at the second door (again, press
Circle).

To activate the robot, run back to the second door and extract [HITO]
by pressing Triangle. Now go back to the robot and give it [HITO] as
its activation condition (press Triangle). Walk into its activation
radius to let it perform its action, [[SUSUMU]].

Once the robot's left its perch, just run to the end of the stage.

[A-2] MICHIBIKI NO MICHI - Stage II:

As you can see, there are no objects in sight from which to extract
conditions or actions. Belldandy will then volunteer to use her wind
magic -- hit X at the rotating sail to open the door. The X button
lets you use the elemental magic of whichever goddess partner is out
at the moment. Belldandy's element is wind (Urd's is thunder, and
Skuld's is water).

The mechanism outside the next door is immune to wind. Keiichi notes
that it looks like an electric-operated mechanism, so run along to
your right until you find the purple TENTANKEI (転換計/"swap pod").
Urd will "tag in" automatically once you step onto the swap pod.

Now run back to the door and hit X to let Urd drop a lightning bolt
on the device. Run through the door after it opens. There's a blue
swap pod in your way, ensuring that Belldandy will tag in again. The
goddesses will tell you about the color-coded nature of the swap pods
(purple = Urd, blue = Belldandy, red = Skuld).

Find the purple swap pod to the right and summon Urd. Drop another
bolt on the device governing the door between you and the red swap
pod. Walk through the door and tag in Skuld. Now run back to the blue
swap pod (but do not activate it) and look for a sunken pit with some
plants in it.

Have Skuld throw a water ball into the pit to make the plants grow
(and make a usable platform covering the pit). Backtrack to the blue
swap pod and tag Belldandy in.

Go across the pit and look for the door with the wind sail contraption.
Use Belldandy's wind magic to open it and walk through to finish this
stage.

Keiichi decides to call his magic/mechanism manipulation method
KIKOUHOUJUTSUJIN ( 機構法術陣/"mechanism magic formation"). Skuld
thinks the name is lame, but Belldandy likes it -- and whatever
Belldandy likes, Keiichi likes. Urd warns that you won't be able to
manipulate everything you see -- it'll be a big part of your strategy
to seek out objects that you CAN manipulate.

[A-3] Michibiki no Michi - Stage III:

Walk through the purple swap pod (Urd will tag in) and follow the
path to the tree with a clock set into its bole. The goddesses tell
you that you can use magic to move the giant clock the tree is
sitting on.

Have Urd throw a bolt at the purple icon in front of you (you may
have some difficulty "lining up" the shot -- try holding the X button
to delay the bolt, which extends its range). The giant clock face
will rotate and allow you access to a different part of the stage.
Walk across the bridge and head for the activation radius of the robot.

Have Urd throw a bolt at the robot to stun it, allow you to safely
retrieve conditions and actions from it. Hit Triangle to extract the 
[HITO] condition from the robot, and hit Circle to extract the 
[[MAWARU]] action from it as well.

Give the wooden gate [HITO] and [[MAWARU]]. Activate it to unlock an
entry for the KIKAI ("devices") part of your encyclopedia.

Now give the gate the [[HIRAKU]] action to open it. Step into the red
swap pod and call in Skuld. Extract [HITO] and [[HIRAKU]] from the gate
and give them both to the robot. Activate the robot for an encyclopedia
entry. Retrieve the [[MAWARU]] action from the wooden gate and walk
back to the giant clock face.

Line up carefully and have Skuld toss a water ball (again, you can hold
the X button to "delay" the shot and increase its range) at the icon
on the clock face. The clock will rotate again and deposit you on a
third section of the stage. Walk down the platform and follow the
path.

Have Skuld toss another water ball at the pit with plants in it to
give yourself a path across. Ignore the robot guarding the blue swap
pod for now and look for the MARUMARU-KUN robot (the one with the
circular head) behind a low fence.

Line up Skuld with the robot and toss a water ball at it to satisfy
its [MIZU] condition and allow it to use the [[SUSUMU]] action.

Let the robot walk up to the fence and exchange your [[MAWARU]]
action for the robot's [[SUSUMU]] action.

Now lob a water ball at the robot to activate [[MAWARU]] and unlock an
action for your device encyclopedia (you may have to change your camera
view and watch it happen as closely as you can before the action will
register as unlocked).

Now move back to the other robot (the one guarding the blue swap pod --
its name is MIRUMIRU-KUN). Step into its activation radius to let it use
its [[FURU]] action. Exchange your [[SUSUMU]] for its [[FURU]] and
activate the robot again. You can now slip behind it and access the
blue swap pod. Don't do it yet.

Swap [[FURU]] onto the Marumaru-kun robot and activate it with a water
ball to unlock an entry for your encyclopedia. Now summon Belldandy at
the blue swap pod and go back to the giant clock face.

Use Belldandy's wind magic on the green icon to rotate the giant clock
again. Now the clock set into the tree bole will finally move normally
(its hands wind backwards for Urd's magic and spin forward rapidly for
Skuld), a sign that the three goddesses hold dominion over various
"time zones" within the chaotic space-time continuum on the island
(Urd = past, Belldandy = present, Skuld = future). Move off the platform.

You'll pass a "retry gate", a point from which you can retry a stage
without starting from the beginning (use the "Retry" option in your
mini-map screen -- hit the SELECT button). You'll lose your stored
conditions and actions whenever you pass through a retry gate. Follow
the path until you come to a locked gate.

The activation condition for this gate is [KAZE], so get Belldandy to
open it for you. Now you'll need to build a makeshift bridge in order
to cross the chasm. First, extract [[HIRAKU]] from the gate you just
went through. Go ahead and use Belldandy's magic on the wind sail
contraption to open that gate.

Swap your [[HIRAKU]] for the Marumaru-kun robot's [[SUSUMU]] and
activate it by stepping into the robot's activation range. Step back
outside its activation radius and use Belldandy's wind magic on the
robot to unlock an entry for the encyclopedia. Extract [HITO] from the
Marumaru-kun and go back to the wooden gate near the chasm.

Give the gate [HITO] and [[SUSUMU]]. Now step into the wooden gate's
activation radius and watch the walking gate set itself up near the
chasm.

Use Belldandy's wind magic to rotate the Mirumiru-kun robot sitting
on the raised ledge. Extract the [[FURU]] action from the Mirumiru-kun
and give it to the wooden gate (you'll receive its [[SUSUMU]] action).

Step into the wooden gate's activation radius to watch it use [[FURU]].
Now exchange your [[SUSUMU]] for the gate's [[FURU]] and give [[FURU]]
back to the Mirumiru-kun robot. Activate the wooden gate's [[SUSUMU]]
action a couple more times.

Make sure the activation radius of the walking wooden gate overlaps
that of the Mirumiru-kun robot and step into it. The swinging robot
will knock down the walking gate and allow you to cross the chasm and
exit the stage.

You'll meet Hildr, Marller, and the Spirit of the Silver Watch at the
magic circle. The Spirit takes the goddesses' most treasured memories
and scatters them across the island -- you must now go on a "thrilling
treasure hunt" (as Marller put it) to reclaim those memories, without
which the goddesses' song magic will not function. The Spirit is just
looking for some fun, but the demons are, of course, doing this so that
the goddesses will be trapped on the island, giving them free rein to
run around the world increasing their market share.

The gang gets knocked back to base camp and spend some time there
appraising the situation. Eventually, Skuld uses some parts from
Banpei-kun to craft a communication device that allows a brief
conversation with Peorth. In the meantime, magical energy has been
building up in the ether covering the island, and an energy spike
cuts off communications for now. The gang sets off to reclaim those
lost memories, and you must decide which area of the island to
explore first...

B) Past Zone

Time to tackle the KAKO WO OMOU AREA ("Thoughts of the Past Area"),
hereafter referred to as the Past Zone. This is where we'll get Urd's
precious memories back. There's a little scene as you enter the zone,
in which Skuld asks who stole her ice cream a while ago (none of the
gang can remember who it was)... Naturally, Keiichi ends up getting
blamed.

Keiichi: "...in any case, let's go get back Urd's song!"
Urd: "Yeah! So that we can catch that ice cream-stealing perp!"

So off we go.

[B-1] KAKO WO OMOU AREA - Stage I:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-past-1.html

Hmm, it seems that the goddesses have all misplaced some jewelry - Skuld
noticed Belldandy's ring being missing earlier, and now she notices
the same thing about Urd's bracelet.

[KAMINARI] is the activation condition for the golem/statue/robot
thing with the hammer, so get Urd to throw a bolt at it and make it
strike the pitchfork. You'll get a note (press SELECT and then Square
to view it) that tells you the stone pillars in this stage react to
sound from the giant pitchforks. Extract both [KAMINARI] and [[FURU]]
from the golem (its name is HANMASSOO/"Hammer Muscle") and go up the
stairs. You'll cross a blue swap pod and summon Belldandy automatically.
When you reach the top of the staircase, go south and you'll reach a
raised platform with two golems on it -- a Hammer Muscle and a SUDE
("bare-handed") Muscle. Try the Sude Muscle first. Its activation
condition is [KAZE], so Belldandy will be of use here. First swap
your [[FURU]] for its [[SUSUMU]] and use wind magic to activate the
golem (this is for the encyclopedia). Then give [[SUSUMU]] back to the
Sude Muscle.

Have Belldandy shoot another gust at the Sude Muscle to make it walk
forward. Do it again and again until the Sude Muscle leaves the gap.
You can now access the narrow path. Walk through it and take the item
(the shiny thing in the center of the platform). Walk back through
the narrow path and get [[SUSUMU]] from the Sude Muscle. Go to the
Hammer Muscle nearby and give it your [KAZE] condition and your
[[SUSUMU]] action.

Shoot wind gusts at the Hammer Muscle until it walks all the way up
to the yellow pitchfork (it takes four shots). Now swap your [[FURU]]
for its [[SUSUMU]].

Shoot a gust at the Hammer Muscle to make it strike the yellow
pitchfork. Swap your [KAMINARI] condition for the Hammer Muscle's
[KAZE], make your way back down the stairs, and go up the stairs to
the northeast. You'll see a Hammer Muscle and a green pitchfork.

This Hammer Muscle lacks an activation condition, so give it [KAZE]
and shoot two gusts at it to make it turn and face the pitchfork. Now
swap your [[SUSUMU]] for its [[MAWARU]].

Shoot a wind gust at the Hammer Muscle to make it walk up next to the
pitchfork. Now extract [KAZE] from it and backtrack -- you need to
pick up the [[FURU]] action from one of the golems on the platform
with the yellow pitchfork. I recommend the Sude Muscle.

Give the Sude Muscle [KAZE] and [[MAWARU]] and use a gust on it to
make it turn (this is for the encyclopedia). Extract [KAZE] and go
back to the green pitchfork.

Give both [KAZE] and [[FURU]] to the Hammer Muscle and use a wind
gust to make it strike the pitchfork. Make your way down the stairs
and look for a Sude Muscle golem standing in a corner. It has the
[HITO] activation condition and a new action: [[HANASU]]. Activate
[[HANASU]] and then, for completion's sake, swap [[HANASU]] out and
go try it on the Hammer Muscle that just struck the green pitchfork
for you (use wind magic to activate the golem).

When you're done, run past this Sude Muscle for now and head for the
red swap pod. Go towards the light blue pitchfork. You'll see a
Hammer Muscle with [HITO] and another new action: [[MISERU]].
Activate it to see what it does.

Take [[MISERU]] and head back to the nearby Sude Muscle, swap it in,
and activate it to unlock another action for your encyclopedia. Take
your [[SUSUMU]] action back to the Hammer Muscle near the light blue
pitchfork and activate its [HITO] condition to make it walk up to the
pitchfork. Now backtrack, fetch [[MAWARU]] (from the Sude Muscle at
the southeastern corner of the map), and bring it back to this Hammer
Muscle. Activate the action once to make the Hammer Muscle face the
pitchfork. Backtrack once more to fetch [[FURU]] (from that same Sude
Muscle to the southeast) and give it to the Hammer Muscle.

Step into the Hammer Muscle's activation radius to make it strike the
pitchfork. Now head for a patch of flowing sands (marked with an arrow
on your mini-map). You'll see a short cutscene that lets you know water
magic is useful here.

Have Skuld throw a water ball on the flowing sands and turn it to mud.
Cross it quickly (it reverts back to flowing sands after a while),
swap in Urd at the purple pod, and look for a Sude Muscle with [HITO]
and a new action: [[TSUKU]]. Activate the golem for an encyclopedia
entry, hit it with Urd's magic for another encyclopedia entry, and
move on to the Hammer Muscle standing beside a low wall.

Give the Hammer Muscle [[MAWARU]] and make it turn a few times (until
it faces the wall). Now swap [[SUSUMU]] back onto it and activate the
golem enough times to make it walk up to the wall. Run back to the
Sude Muscle near the purple swap pod and get [[TSUKU]] from it. Go
back to the Hammer Muscle and give it [[TSUKU]].

Activate [[TSUKU]] and the Hammer Muscle will knock down the wall. Go
past it and grab the heart. Go back to the Sude Muscle and grab
[[MAWARU]]. Replace the Hammer Muscle's [[TSUKU]] with [[MAWARU]] and
rotate it 180 degrees. Now go back to the Sude Muscle and activate its
[[SUSUMU]] action enough times for the golem to walk up to the wooden
fence and "push" it -- the wooden fence will turn sideways like a
turnstile. Extract [[SUSUMU]] from the Sude Muscle and give it to the
Hammer Muscle in the corner.

Keep activating [[SUSUMU]] until the Hammer Muscle walks up past the
wooden fence and to the side path leading to the navy blue pitchfork.
Give the Hammer Muscle your [[MAWARU]] action and activate it three
times to make sure the golem is now facing the pitchfork. Swap your
[[SUSUMU]] for its [[MAWARU]] and activate [[SUSUMU]] twice to walk
the Hammer Muscle up to the pitchfork. Extract [[SUSUMU]] from the
golem and give it to the Sude Muscle (you'll get [[TSUKU]] in return).

Give [[TSUKU]] to the Hammer Muscle and activate it -- the golem will
strike the navy blue pitchfork and lower another stone pillar. Fetch
the [[MAWARU]] action from the Sude Muscle. Now go back across the
patch of flowing sands and keep heading down the path until you cross
a red swap pod and Skuld tags in. Turn left and throw a water ball on
the first patch of flowing sands, then just let the other patches
carry you to a ledge where you can pick up an item. You should also
pass through the activation radius of a Hammer Muscle, making it walk
forward and be carried across the flowing sands to a ledge near the
one where you found the item.

Give [[MAWARU]] to the Hammer Muscle and activate it twice to rotate
the golem 180 degrees (it should be facing a patch of flowing sands
moving south). Swap [[SUSUMU]] back onto the Hammer Muscle.

Use a combination of Skuld's water balls and activation of the
[[SUSUMU]] action to quickly transport the Hammer Muscle across the
two patches of flowing sands while they're still in muddy/navigable
condition. The third patch of flowing sands (which flows north) will
automatically deposit the golem next to the wall you need it to break
down for you. Activate [[SUSUMU]] two more times, give the Hammer
Muscle your [[MAWARU]] action, and activate [[MAWARU]] three times to
turn the golem so that it faces the wall. Run back to the navy blue
pitchfork and get [[TSUKU]] from the Hammer Muscle you left there.

Go back to the Hammer Muscle at the wall and give it [[TSUKU]].
Activate the golem to make it use [[TSUKU]] and break down the wall.
Backtrack and pick up [[SUSUMU]] from the Hammer Muscle at the navy
blue pitchfork. Give [[SUSUMU]] to the Hammer Muscle at the wall you
just broke down and walk it up to the magenta pitchfork.

Give the Hammer Muscle [[TSUKU]] and activate it to change the color
of the magenta pillar. Now head back towards the light blue pitchfork
(located due west on your mini-map) and use the purple swap pod. Get
within sight of the Hammer Muscle standing near the tan pitchfork
(it's separated from you by an impassable wall).

Press and hold the X button to use a delayed thunderbolt. Let the
targeting spark of the bolt reach the Hammer Muscle and release the
X button. Your thunder magic will activate the Hammer Muscle,
allowing it to hit the tan pitchfork and lower the final stone pillar.

Go through the path previously blocked by that pillar and you've
cleared the stage. Urd will find her lost bracelet and have a
surprise meeting with Troubadour. The guy seems to have showed up
just to pimp. Apparently he's forgotten all about what happened last
time and wants to try to capture the golden nightingale again to
impress Urd.

Urd: "A pity that there isn't a cure for stupidity."

After some more banter (and a little Keiichi-teasing), we're ready to
move on to the next stage.

******

Moving on to KAKO WO OMOU AREA, Stage II. Urd tries to mix an
anti-fatigue potion, but she couldn't remember how the formula went...
She shoves it down Keiichi's throat anyway, and instead of reducing his
fatigue, the medicine made Keiichi about seven times as tired.

Skuld: "You're lucky you aren't dead."

Urd blames the problem on her inability to remember which ingredients
to use, and thus we embark into the stage that will hopefully restore Urd's 
apothecary skills...

[B-2] KAKO WO OMOU AREA - Stage II:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-past-2.html

The first negotiable mechanism you'll see is a Hammer Muscle equipped
with the [HITO] condition and the [[HANASU]] action. Step into its
activation radius to have it tell you a hint about the stage. The
golem tells you that "in order to open the gates of wisdom, you must
prove your worth. Give the great cauldron a fruit, a stone, and some
smoke to show that you are wise." Extract [HITO] and [[HANASU]] from
the golem and run down the stairs. Tag Belldandy in via the blue swap
pod.

Look for a lonely Sude Muscle standing behind a patch of flowing sands.
Give it [HITO] and [[HANASU]] and then activate it to hear the "fourth
testament of muscle: muscle begat the world." Extract [HITO] and head
toward a motor-like contraption.

Swap your [[FURU]] action for its [[SUSUMU]] and activate the motor to
watch it shake a little bit. Now go back to the Sude Muscle and
retrieve [[HANASU]]. Give [[HANASU]] to the motor and activate it to
unlock another entry for the encyclopedia. Now go back to the Sude
Muscle for its [[SUSUMU]] and give [[SUSUMU]] back to the motor.
Activate the motor and let the platform carry you across the chasm.
You'll meet a second new mechanism: KEN ("Sword") Muscle. First, walk
up around the golem and pick up the item.

The Sword Muscle is equipped with the [KAZE] condition and the
[[MAWARU]] action. Place your [[HANASU]] action on the Sword Muscle
and activate it to hear the "third testament of muscle: muscle brings
peace." Turn around and exchange your [[MAWARU]] for the motor's
[[SUSUMU]]. Give [[SUSUMU]] to the Sword Muscle.

Hit the Sword Muscle with enough wind gusts to lead it onto the
platform. Extract [[SUSUMU]] from the Sword Muscle and swap it back
onto the motor. Activate the moving platform. Once on the other side,
extract [[SUSUMU]] from the motor and give [HITO] and [[SUSUMU]] to
the Sword Muscle. Activate [[SUSUMU]] to lead the golem off the
platform. Extract [[MAWARU]] from the motor on the platform.

Swap [[MAWARU]] onto the Sword Muscle and keep activating its [HITO]
condition until it faces the Sude Muscle in the corner. Now give the
Sword Muscle [[SUSUMU]] again. Use a combination of [[SUSUMU]] and
[[MAWARU]] to move the Sword Muscle towards the stairs.

Use [[MAWARU]] to turn the Sword Muscle once and use [[SUSUMU]] to
navigate it away from the stairs. Now give it [[MAWARU]] and activate
the action three times. Give the Sword Muscle [[SUSUMU]] and use this
action to lead it toward the dried plant.

Once the Sword Muscle is in position, run back to the Sude Muscle in
the corner and extract [[FURU]] from it. Go back up the stairs and
tag Skuld in at the red swap pod. Go back down the stairs. Run to the
dried plant.

Throw a water ball at the dried plant and it will bloom and bear fruit.
A short cutscene will play and you'll get a hint about what to do.

Give the nearby Sword Muscle [[FURU]] and activate it. Voila! The golem
will cut off the fruit, which will roll off into the great cauldron
below. You will be allowed access to the second part of the stage. Go
through the retry gate. You will pass a blue swap pod and Belldandy
will tag in. The following section is long and tedious: a lot of the
activity I describe are for encyclopedia completion. Feel free to
skip ahead if you're only interested in finishing the stage quickly.

Find the Sword Muscle and throw a gust at it to activate its [[TSUKU]]
action. Turn around and extract the [[HIRAKU]] action from the stone
gate. Swap your [[HIRAKU]] for the Sword Muscle's [[TSUKU]] and
activate it with some wind magic. Extract the [KAZE] condition from
the Sword Muscle and give [KAZE] and [[TSUKU]] to the stone gate.
Activate [[TSUKU]] with wind magic. Now fetch [[HIRAKU]] from the
Sword Muscle and give it to the stone gate.

Use wind magic to open the gate. Go through to the other side, then
turn around and extract [[HIRAKU]] from the gate. Exchange your
[[HIRAKU]] action for the [[MAWARU]] action equipped on the motor in
front of you and give [[MAWARU]] to the stone gate.

Activate the stone gate's [[MAWARU]] action with some wind magic. Now
extract the gate's [KAZE] condition and give it to the motor. Shoot a
gust at the motor to activate its [[HIRAKU]]. Go get [[MAWARU]] back
from the stone gate and give it back to the motor.

Use wind magic on the motor to make the platform rotate. Follow the
new path to the end to pick up an item. Use wind magic on the motor
to make it rotate the L-shaped platform again. Tag in Skuld with the
red swap pod. Give the motor your [MIZU] and have Skuld toss a water
ball at it to rotate the platform again. Extract [MIZU] from the motor
and give it and [[HIRAKU]] to the stone gate. Use water magic to open
the gate. Extract [[HIRAKU]] from the gate and swap it for the
[[SUSUMU]] action equipped on the inert motor near the blue swap pod.
Give [[SUSUMU]] to the stone gate and toss a water ball to activate
it. Get your [MIZU] back from the stone gate and give [MIZU] and 
[[TSUKU]] to the inert motor near the blue swap pod. Activate the
motor with a water ball for another encyclopedia entry.

Go get [[MAWARU]] from the inert motor to the west of the first motor
and give it to the first motor. Now exchange your [[TSUKU]] for the
[[HIRAKU]] action held by the second motor. Use a water ball to
activate the first motor, allowing it to turn the L-shaped platform.
Head to an area where you find a rock crystal formation, a Hammer
Muscle, and a Sude Muscle.

Go to the purple swap pod to get Urd. Exchange your [[HIRAKU]] for the
[[HANASU]] action held by the Hammer Muscle. Backtrack. Pick up [MIZU]
from the motor near the blue swap pod. Give [MIZU] and [[HANASU]] to
the Sword Muscle facing the stone gate.

Throw a thunderbolt at the Sword Muscle to unlock an encyclopedia
entry. Turn around and throw a bolt at the stone gate. Now extract
the [KAMINARI] condition possessed by the stone gate and exchange it
for the [MIZU] condition equipped on the Sword Muscle.

Strike the Sword Muscle with a bolt to have it tell you the "first
testament of muscle: muscle represents truth." Extract [KAMINARI] and
[[HANASU]]. Head back to the area with the rock crystal.

Apply [KAMINARI] to the Hammer Muscle and shock the golem to make it
perform [[HIRAKU]]. Swap your [[HANASU]] for its [[HIRAKU]].

Hit the Hammer Muscle with a bolt. It will tell you that it doesn't
move things -- it breaks them. Now go give [[HIRAKU]] to the Sude
Muscle and step into its activation radius. Extract [[HIRAKU]] from
the Hammer Muscle and give it to the Sude Muscle.

Step into the Sude Muscle's activation radius and it will tell you
that it doesn' t break things -- it moves them. Go all the way back
to the stone gate and exchange your [[HIRAKU]] for its [[SUSUMU]].
Head back to the area with the rock crystal.

Swap [[SUSUMU]] onto the Hammer Muscle and use thunderbolts to
advance the golem until it's standing next to the crystal. Extract
[[SUSUMU]] from this Hammer Muscle and give the action to the Sude
Muscle.

Activate the Sude Muscle and let it walk up to the crystal. Backtrack
to the motor near the purple swap pod to pick up the [[TSUKU]] action
(giving it your [[HANASU]] action in the process). Go back and give
[[TSUKU]] to the Hammer Muscle.

Activate [[TSUKU]] with a bolt and the Hammer Muscle will break the
rocks surrounding the crystal.

Activate the Sude Muscle and it will push the crystal into the great
cauldron. Extract [HITO] from the Sude Muscle and extract [[HANASU]]
from the motor near the purple swap pod. Go back to the stone gate.

Give [HITO] to the gate and open it. Find the red swap pod and summon
Skuld. Head towards a raised drawbridge with a Sword Muscle standing
beside it.

Throw a delayed water ball at the Sword Muscle to make it cut the
ropes and lower the bridge. Walk across the bridge and swap your
[[HANASU]] for the golem's [[FURU]].

Throw a water ball at the Sword Muscle to have it tell you the
"second testament of muscle: muscle radiates grace." Go back to the
stone gate and give it [[FURU]]. Step into the gate's activation
radius to unlock another action for your encyclopedia. Get [[HANASU]]
back from the Sword Muscle near the drawbridge and swap it onto the
stone gate.

Activate the stone gate again. Now go get [[HIRAKU]] from the Sword
Muscle at the drawbridge and exchange [[HIRAKU]] for the stone gate's
[[HANASU]]. Activate the gate again, go to the other side, and
extract [HITO] from the gate once you're through.

Give [HITO] to the motor near the blue swap pod and activate its 
[[MAWARU]] action until the turning platform lines up with the platform
holding the second motor (which is inert right now). Extract [HITO]
and [[MAWARU]] from the first motor and give them both to the second
motor. Activate the device once and the turning platform will allow
you access to a second stone gate. Extract [HITO] from the second
motor and give it to the stone gate. Now activate the gate. Extract
[HITO] and [[MISERU]] from the stone gate. Give [HITO] and [[MISERU]]
to the second motor and activate it. Then swap [[MAWARU]] back onto
the motor and activate the device twice. Extract [HITO] and [[MAWARU]]
from the second motor and give them both to the first motor (the one
closer to the blue swap pod). Turn around and extract [[MISERU]] from
the second motor.

Turn around and activate the first motor once. Extract [HITO] from it
and head toward the Sword Muscle. Give this golem [HITO] and [[MISERU]].

Activate the Sword Muscle for an encyclopedia entry. Use the blue swap
pod to tag in Belldandy. Extract [HITO] from the Sword Muscle and
[[HIRAKU]] from the stone gate it's facing and go back to the L-shaped
platform. Manipulate both motors with [HITO] and [[MAWARU]] until you
return to the stone gate where you originally obtained the [[MISERU]]
action. Make sure you have the [[HIRAKU]] action equipped.

Give the stone gate [[HIRAKU]] and then use wind magic to open it.
Walk through the gate and follow the stairs down to the retry gate.
Pass through the retry gate and the purple swap pod.

Strike the antenna with one of Urd's thunderbolts and you'll see an
electric spark speed across the ground and light up a torch. There is
a Sword Muscle with [HITO] and [[HANASU]] up ahead: the walking
statues in this part of the stage all say "..." when you use [[HANASU]]
on them, so don't bother. Extract the Sword Muscle's [HITO] condition
and move on until you see a Hammer Muscle equipped with [KAMINARI]
and [[FURU]].

Have Urd throw a bolt at this Hammer Muscle to knock down the wall in
front of it. You'll see a L-shaped platform with a motor on it. Extract
its [[MAWARU]] action to prevent the platform from rotating on you.
Head towards a Sword Muscle equipped with [HITO] and [[HIRAKU]]. Swap
your [[MAWARU]] for its [[HIRAKU]]. You'll see a patch of flowing
sands. Stand right beside the rail to your left. Now dash for the
other side and you should be able to make it before the sands drop
you back in the area containing the Sude Muscle and the first torch.

Have Urd throw a bolt at the antenna on the other side of the flowing
sands. It will light up a second torch. Go through the blue swap pod
(Belldandy tags in) and head for the stone gate. Give [HITO] and
[[HIRAKU]] to the stone gate to ensure that you can use it later --
you need to do this or you'll get hopelessly stuck after the next
step.

Go through or around the gate to find a Hammer Muscle standing in
front of a heart. Run around it to collect the heart. Now hit it with
some wind magic to make it walk up to the wall. Backtrack for the
[[FURU]] action (it should be on the Hammer Muscle that knocked down
the first section of wall) and give furu to this Hammer Muscle.

Activate the Hammer Muscle with wind magic and it will knock down the
moon wall (this makes the two sections of sun wall in this area rise).
Now go back through the stone gate and head for the patch of flowing
sands. Do the same thing you did to cross it the first time (position
yourself well -- you'll have to retry this entire section of the
stage if you don't make it to the other side). Take [[MAWARU]] from
the Sword Muscle on the other side and head for the L-shaped platform.

Give [[MAWARU]] to the motor and step into its activation radius. The
L-shaped platform will turn and deposit you near a red swap pod. Get
[[MAWARU]] back from the motor and go tag in Skuld. Head toward the
purple swap pod. There is a motor at the center of this currently
inaccessible platform. Give it your [[MAWARU]] action.

Now throw two delayed water balls at the motor to rotate the platform
twice. Run back to the patch of flowing sands. Since you have Skuld
with you this time, throw a water ball at the sands to allow yourself
to cross safely. Make your way back to the Hammer Muscle that knocked
down the last wall.

You should now be able to access the purple swap pod nearby. Do so.

Look for the third antenna to the north and have Urd drop a bolt on
it. You'll get a short cutscene and then be told to follow the spark
up to the Bunsen burner-like contraption.

A golden orb (this is the "smoke" thing, I guess) will be ejected
into the great cauldron. Head all the way back toward the retry gate.
You'll notice a newly opened path near the Sude Muscle.

Go down the path and follow it to the end of the stage.

Oy. It's the missing ingredient -- the "seed of love." That doesn't
bode well for Keiichi. Luckily, Tamiya and Ootaki show up and drink
every last drop of Urd's freshly brewed potion.

Ootaki: "Urd-san! I love you! Let's make babies! Let's raise our
         child together -- we'll be a poor but happy family of three!"

According to Belldandy, pharmaceutical skills have been proof of wisdom
since the olden days. Now that Urd has her "wisdom" back, let's move on
to the next stage.

******

Here we are in KAKO WO OMOU AREA, Stage III. Urd appears to be a
little fed up with the quest ... this seems to be the effect of the
memory-stealing magic increasing in intensity. We had best hurry up
and find her memories before she forgets who she is.

Urd: "This island ain't so bad... why don't we just live out our
      carefree lives here?"

[B-3] KAKO WO OMOU AREA - Stage III:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-past-3.html

In terms of size, this is a pretty large stage. It's not that
difficult, though -- the tough thing about the stage is the fact that
if you get stuck, you will have to replay the whole stage (no retry
gates here).

Run all the way down the stairs to a grassy area. You'll see a purple
magic gate stamped with a silhouette of Urd's figure. Ignore it for
now -- you'll be back later. Keep moving until you see two patches of
flowing sands, one of which leads to a Sude Muscle golem. Let that
patch of flowing sands carry you to the Sude Muscle. Run past it for
now and look for a platform with a motor on it.

Extract the [[MAWARU]] action from the motor and head back to the
Sude Muscle. Swap your [[MAWARU]] for its [[SUSUMU]] and activate the
golem's [HITO] condition three times. Now give [[SUSUMU]] back to the
golem.

Make sure you're standing near the Sude Muscle and keep activating
[[SUSUMU]] until it pushes the wooden turnstile, which allows you to
access a previously sealed-off area. You'll see a L-shaped platform
with a motor on it. The motor has the [KAMINARI] activation condition.

Get on the platform, give your [[MAWARU]] to the motor, and have Urd
drop a bolt at the motor to rotate the platform. Step on the red swap
pod to tag in Skuld. Extract [[MAWARU]] from the motor you just zapped
and give [[MAWARU]] to the other motor (the one with the [MIZU]
activation condition).

Throw a water ball at this motor to turn the L-shaped platform. Do it
again. Extract [MIZU] and [[MAWARU]] from the motor and get off the
platform. Give both [MIZU] and [[MAWARU]] to the Sude Muscle -- you
need it to turn the wooden turnstile again. Use three delayed water
balls to turn this golem so that it's facing the right direction. Now
give the golem the [[SUSUMU]] action again.

Keep throwing water balls at the Sude Muscle to make it walk forward
and push the wooden turnstile. Make sure you're standing a reasonable
distance away and near the right-hand side of the screen so that you
don't get isolated on the wrong side of the revolving turnstile (you'd
have to manipulate the Sude Muscle again if that were the case). Use
water magic to turn the flowing sands to mud and run across it. Head
for the stairs to your right.

Tag in Urd at the purple swap pod and head into the large room. Give
your [HITO] condition to the stone gate.

Step into the gate's activation radius and go to the other side.
Ignore the Sword Muscle for now and look for a second stone gate to
your left. Extract [[SUSUMU]] from this gate and give it to the Sword
Muscle. Keep shooting thunderbolts at the Sword Muscle to walk it
forward. Follow the golem as it approaches the first stone gate (the
one equipped with [HITO] and [[HIRAKU]]).

After you activate the first gate's [[HIRAKU]] action, shoot another
bolt at the Sword Muscle to get it to walk through the gate. Once it's
safely on the other side, go through the gate and get [[MAWARU]] back
from the stone gate to the north. Head back to the Sword Muscle. Before
messing with it, look for an antenna near the purple swap pod.

Drop a bolt on this antenna. You won't notice anything happening, but
this will light up a torch that partially powers some machinery you'll
need to use later. Head back to the Sword Muscle and give it [[MAWARU]].
Shoot a bolt at it. Swap [[SUSUMU]] back onto the Sword Muscle and
keep shooting bolts at the golem until it walks up to the raised
drawbridge. Go back to the stone gate to the north and extract [[FURU]]
from it. Backtrack to the Sword Muscle and give it [[FURU]].

Drop another bolt on the Sword Muscle to have it cut the ropes
holding up the drawbridge. Extract the [KAMINARI] condition from the
Sword Muscle and head for the Hammer Muscle on the other side of the
bridge. Give the Hammer Muscle [KAMINARI] and [[SUSUMU]]. Shoot bolts
at this golem to make it walk up to the wall blocking the path. Go
get [[FURU]] from the Sword Muscle and give it to the Hammer Muscle.

Use another bolt to make the Hammer Muscle knock down the wall for
you. Head into the blue swap pod to summon Belldandy. Look for a stone
gate with no activation condition and the [[HIRAKU]] action. Give this
stone gate your [KAZE] condition.

Use wind magic to open the gate. Do nothing on the first L-shaped
platform and head for a second platform. The motor on this second
platform is equipped with [[HIRAKU]]. Swap your [[SUSUMU]] for its
[[HIRAKU]]. Shoot a wind gust at the motor and let the moving platform
take you to an area with an item. Grab the item and use wind magic on
the motor again to return the platform to its original location.
Extract both [HITO] and [[MAWARU]] from the motor on the other L-shaped
platform. Turn and give [[MAWARU]] to the motor on the platform you used
to get to the item.

Use wind magic on the motor three times in order rotate the platform
three times.

Backtrack and give [HITO] to the stone gate equipped with [KAZE] and
[[HIRAKU]] at the moment -- this will make it easier for you to
backtrack through this section later. Head for a Sude Muscle near a
wooden turnstile. Swap your [[SUSUMU]] for the Sude Muscle's [[MISERU]].

Activate the Sude Muscle enough times to make it walk up and push the
wooden turnstile. Extract the golem's [HITO] condition when it's finished
doing that for you. Now go through the doorway and run down the stairs.

Look for an item in the corner of the large grassy area and grab it. Turn
around and run to the right to find a staircase. Go down the stairs.
Tag Skuld in at the red swap pod and enter the inner sanctum. A short
cutscene will play -- it'll tell you that you need to operate the photo
mechanism in order to open the magic doors with silhouette patterns on
them.

Since you have Skuld as your partner right now, go onto the pedestal
to the left to have the photo machine take a shot of Skuld and open
the red magic door. Go up the other pedestal to get the "wrong
silhouette" action entry for your encyclopedia. Go through the red
magic door after it opens and tag in Belldandy with the blue swap pod.
Go all the way up the stairs and tag in Urd at the purple swap pod.
Make your way back down and look for an antenna.

Hit the antenna with a bolt to light up a second torch. Go back into
the inner sanctum (Belldandy will tag in).

This time, ascend the pedestal near the Sude Muscle to have the photo
mechanism open the blue magic door. Swap your [HITO] condition for
the Sude Muscle's new [MONO] condition.

Keep activating the Sude Muscle to make it use its [[SUSUMU]] action.
Eventually, the golem will walk up the pedestal and allow the photo
mechanism to take a snapshot of it, thus opening the yellow magic
gate. Head through the gate into a new area.

Turn to the right and keep going until you see a heart in a corner to
your right. Collect the heart and head back towards the gateway that
led into this area. Walk toward and around the sunken platforms and
eventually a cutscene will play. Look at the sunken platforms from
the side and you'll see three golems of the new DAI ("Big") Muscle
type.

The first Big Muscle has [HITO] and [[MISERU]]. Give it your [MONO]
condition and it will stand up, raising the platform it's carrying.
Give your [[MISERU]] to the Big Muscle right beside the first one
(it has the [MONO] condition and no action) to raise a second
platform. Now we'll need to backtrack for another [[MISERU]]. Go back
into the inner sanctum and exit via the doorway with the red swap pod.
Follow the stairs all the way back up until you're in the room with
the Sude Muscle and the wooden turnstile. Run across the two L-shaped
platforms and go through the stone gate (aren't you glad you left a
[HITO] and a [[HIRAKU]] on this gate?). Pass the Hammer Muscle and run
across the drawbridge toward the Sword Muscle.

Extract [[MISERU]] from this Sword Muscle and go all the way back
down to the area with the Big Muscle golems. You're free to give the
third Big Muscle [[MISERU]] now to complete the bridge, but
completionists should try to unlock some Big Muscle actions for the
encyclopedia. Extract [MONO] from the third Big Muscle. Give [MONO]
and [[MISERU]] to the Sude Muscle inside the inner sanctum and go get
the [KAZE] condition from the Sude Muscle all the way back inside the
large room with the stone gates and L-shaped platforms.

Get back to the third Big Muscle, give it [KAZE] and [[SUSUMU]], and
go get Belldandy from the blue swap pod on the other side of the red
magic door. Shoot a wind gust at the third Big Muscle to unlock an
action for your encyclopedia. Go back to the room with the stone gates
and pick up [[HIRAKU]] from one of the motors or the first stone gate
you encountered when traversing this room earlier (in order to protect
yourself from getting stuck, do not extract the action from any gates
you need to actually pass through during this backtracking). Go back
to the third Big Muscle.

Tag Belldandy back in at the blue swap pod near the red magic door,
swap [[HIRAKU]] onto the third Big Muscle, and activate it with a
wind gust. Now do the same backtracking procedure and pick up
[[MAWARU]] from one of the motors in the room with the stone gates.

Go back to the third Big Muscle, give it [[MAWARU]], and activate it
with wind magic (it goes without saying that you need to tag in
Belldandy again). Hit it with three more gusts of wind -- this golem
won't work properly later if it's not in its original position.

Backtrack to the Hammer Muscle that knocked down a wall for you.
Extract its [[FURU]] action. Make your way back to the third Big
Muscle and give it [[FURU]]. Tag in Belldandy and activate the Big
Muscle with wind magic. Now go get [MONO] and [[MISERU]] from the
Sude Muscle inside the inner sanctum and give them both to the third
Big Muscle (swap in [[MISERU]] first! You will get stuck here if you
give the golem [MONO] first and it has a non-[[MISERU]] action
equipped).

The third Big Muscle will rise and complete your bridge. Go across it
and use the purple swap pod. Cross the bridge, then go around and have
Urd drop a bolt on one of the Big Muscle golems (for an encyclopedia
entry). Head back into the inner sanctum.

Take the high, circular staircase to the top and the photo mechanism
will take a snapshot of Urd, thereby opening the purple magic door
back at the very beginning of the stage. Make your way back toward
the beginning of the stage.

Go through the open purple gate and follow the path to clear the stage.

We get a picture of Keiichi, the three goddesses, and Hildr. No one
can remember when or where this photo was taken, though -- there's a
magic seal on this memory. Urd says she knows where to go to get rid
of the seal, so we follow her lead and head to Past Zone, stage IV.

Since all six items in the Past Zone have been obtained, you get an
OMAKE ("bonus") scene where Ootaki and Tamiya try to get the gang
to play that Urd-made board game with them but end up being insulted
away through Belldandy's innocent lack of tact.

Ootaki: "Life is about taking it easy once in a while!"
Belldandy: "It's true that you two are the masters of 'taking it easy'."

Now that we've got all three hearts found in the Past Zone, Urd's
swimsuit is unlocked.

******

Marller welcomes you to the final stage of the Past Zone. This is
apparently all fun and games to her. She leaves behind a giant
hourglass puzzle we'll need to solve to clear this zone.

Urd: "I'll definitely make you regret taunting the great Urd!"

[B-4] KAKO WO OMOU AREA - Stage IV:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-past-4.html

In terms of total area, this stage isn't very large -- but that's an
illusion. We're actually on a floating fortress that has two sides --
for lack of better terms, I'll call them the Bright Side and the Dark
Side. We start off on the Dark Side. Hit SELECT to look at your mini-map
for this stage: you'll see that there are only red and purple swap
pods on this side of the stage. We'll start off by trying to eliminate
as many obstacles as we can.

Turn to your left and try to run -- you'll trigger a cutscene. Head
towards the northwest corner of the stage (check your mini-map if you
get lost) and you'll see, behind a low fence, a Hammer Muscle with
the [MIZU] condition and the [[MAWARU]] action. Extract [[MAWARU]] from
it and head back to where you started the stage. Find the Big Muscle
carrying a platform.

Hit the Big Muscle with a series of thunderbolts to make it walk forward
(using its equipped [[SUSUMU]] action). When it hits a dead end, give
it your [[MAWARU]] action and rotate the golem three times with
thunderbolts. Give [[SUSUMU]] back to the golem. Hit the Big Muscle
with two more bolts. The platform on its back should make a perfect
bridge for the gap in the passage above. Extract [[SUSUMU]] and head
for the red swap pod on the other side of the arch. Tag in Skuld and
head back to the Hammer Muscle in the northwest corner. Give the
Hammer Muscle [[SUSUMU]].

Hit it with exactly one delayed water ball (if you hit it more than
once, you'll have to retry the stage -- the wall to the right of the
low fence will block your water magic when it comes time to knock
that wall down). Extract [MIZU] and [[SUSUMU]] from the Hammer Muscle.
Now turn around and look for a raised drawbridge. Get as close to the
drawbridge as you can, and you should be able to swap your [MIZU]
condition onto the Sword Muscle standing behind the drawbridge. Walk
up to the stairs to your right and you should be in water magic range
of the Sword Muscle.

Throw a delayed water ball at the Sword Muscle to make it cut the ropes.
Extract [MIZU] and [[FURU]] from this golem. Head back to the Hammer
Muscle and give it both [MIZU] and [[FURU]].

Throw a delayed water ball at the Hammer Muscle and it will knock down
the wall in front of it. Extract both [MIZU] and [[FURU]] from it.
Give [[FURU]] to the inert Sude Muscle in the corner (this golem is
here only for handy condition/action storage). Backtrack all the way
to the Big Muscle and get its [[MAWARU]] action. Head back to the
Sword Muscle that lowered the drawbridge for you. Give it both [MIZU]
and [[MAWARU]].

Toss a couple of water balls at the Sword Muscle to make it rotate and
face another raised drawbridge. Give [[SUSUMU]] back to this golem and
toss three water balls at it to make it walk up near the drawbridge
ropes. Turn around and go pick up the [[FURU]] action from the inert
Sude Muscle. Give [[FURU]] to the Sword Muscle.

Hit the Sword Muscle with another water ball to lower this second
drawbridge. Swap your [[SUSUMU]] for the Sword Muscle's [[FURU]].

Keep lobbing water balls at the Sword Muscle to make it walk across
the lowered drawbridge. Keep doing this until the Sword Muscle reaches
a dead end. You should see a raised drawbridge on an elevated platform.
Exchange your [[FURU]] action for the Sword Muscle's [[SUSUMU]] action.

Use water magic on the Sword Muscle to make it cut the ropes for a
third drawbridge on this side of the stage. Extract [MIZU] from the
Sword Muscle and head back to the Hammer Muscle in the northwest corner
of the stage. Give it [MIZU] and [[SUSUMU]].

Keep hitting this golem with water balls until it walks onto the
platform inscribed with the purple magic circle. Now look for a
purple swap pod on your mini-map and head there.

Tag in Urd with the purple swap pod. Now look for a wooden contraption
consisting of a switch (with footprints on it) and a springing trap
door. Go there.

Step onto the switch and a cutscene will play. Hit the exposed antenna
with a thunderbolt and the entire stage will flip upside down around you.
You are now on the Bright Side of the stage. Head for an area with two
patches of flowing sands. Ride both patches to the end and ignore the
red swap pod for now. Go up the stairs beside the swap pod.

Throw a bolt at the raised platform inscribed with a purple magic circle.
Go back down the stairs and tag in Skuld. Use Skuld's water magic to
neutralize both patches of flowing sands. Quickly run across to the
purple swap pod and tag Urd back in. Find the switch/antenna mechanism
and hit it with a bolt to go back to the Dark Side. Go get the [[MAWARU]]
action from the inert Sude Muscle and head for the red swap pod to summon
Skuld. Finally, go up the stairs and navigate your way to the Hammer
Muscle (you'll use the platform on the Big Muscle's back as a bridge),
which should now be standing on a raised pedestal.

Hit the Hammer Muscle with water balls to make it walk forward. Give
the golem [[MAWARU]] when it hits a dead end and lob a water ball at it.

Swap [[SUSUMU]] back onto the Hammer Muscle and keep using water magic
on it. When the golem hits a dead end, give it [[MAWARU]] and activate
the action three times to make the golem face the stairs. Give [[SUSUMU]]
back to the golem and fling water balls at it to make it ascend the
stairs.

The Hammer Muscle should now be standing on top of the Big Muscle.
Activate the Hammer Muscle's [[SUSUMU]] action a couple more times.

The Hammer Muscle should now be standing within "swing" range of a
lowered block in the ground. This is a sun wall mechanism that will
raise later (after which we'll have to task the Hammer Muscle to knock
it back down). Run all the way to the Sword Muscle now standing in
the southwest corner of the stage and extract [[FURU]] from it.
Backtrack to the Hammer Muscle and exchange your [[FURU]] for its
[[SUSUMU]]. Now head for the purple swap pod and summon Urd. Equip
yourself with the [[MAWARU]] action (get it from the Sword Muscle at
the southwest corner of the map) and have Urd drop a bolt on the
switch/antenna device to go back to the Bright Side of the stage.
Once on the Bright Side, head for a Big Muscle at the northwest
corner of the map.

You won't be able to reach it, but you should be able to get close
enough to extract its [[SUSUMU]] action. Backtrack and give [[SUSUMU]]
to the Hammer Muscle near the switch/antenna mechanism.

Zap the Hammer Muscle with a few thunderbolts to make it walk forward.
When it reaches a dead end, go get [[MAWARU]] back from the Big Muscle
to the northwest. Give [[MAWARU]] to the Hammer Muscle and zap it once
(it will rotate 90 degrees and face the moon wall mechanism).

Swap [[SUSUMU]] back onto the Hammer Muscle and keep shooting bolts
at it until it walks up to the moon wall mechanism. Go get [[FURU]]
back from the Big Muscle to the northwest and give [[FURU]] to the
Hammer Muscle.

Zap the Hammer Muscle with thunder magic again to have it strike the
moon wall mechanism. Go all the way past the red swap pod to the
southeast and ascend the stairs. Head for a Sword Muscle equipped
with [HITO] and [[MAWARU]]. Give this Sword Muscle your [[SUSUMU]]
action.

Keep activating the Sword Muscle's [HITO] condition to makee it walk
forward. When the golem approaches the purple swap pod, give it
[[MAWARU]] and activate the action once to make the golem face the
raised drawbridge.

Now swap [[SUSUMU]] onto the Sword Muscle and activate its [HITO]
condition a couple of times. The Sword Muscle should now be standing
near the ropes. Backtrack to the red swap pod and use it. Using Skuld's
water magic to stop the flowing sands, make your way to the Hammer
Muscle that activated the moon wall mechanism and extract its [[FURU]]
action. Go back to the Sword Muscle near the drawbridge and give it
[[FURU]].

Step into the Sword Muscle's activation radius to have it cut the ropes
and lower the drawbridge. Extract [HITO] from the Sword Muscle. Cross
the lowered drawbridge and head for the Big Muscle carrying the
platform. Give it [HITO] and [[SUSUMU]] (receiving [[MAWARU]] in return).

Keep activating the Big Muscle's [HITO] condition to make it walk
forward until it reaches a dead end.

Give the Big Muscle [[MAWARU]] and activate it three times. Swap
[[SUSUMU]] back onto the golem and keep activating its [HITO] condition
until we reach another dead end. Swap [[MAWARU]] onto the golem and
activate the action exactly once.

Swap [[SUSUMU]] back onto the Big Muscle and keep activating its [HITO]
condition until it crosses the drawbridge and walks to the end of the
path. Give the golem [[MAWARU]] and rotate it three more times. Exchange
your [[SUSUMU]] for its [[MAWARU]].

Now keep activating the Big Muscle until it walks onto the platform
inscribed with the purple magic circle. Head back to the red swap pod
and tag Skuld in. Let Skuld's water magic help you get across the
flowing sands. Backtrack to the purple swap pod located at the due
north position on your mini-map. Tag Urd in and go back to the
switch/antenna mechanism.

Zap it with thunder magic to go back to the Dark Side. Look for the
magic circle-inscribed platform near where the Big Muscle was when
you started the stage (of the two magic circle platforms marked on
the mini-map, this is the one to the south).

Hit this platform with a thunderbolt. Tag in Skuld at the red swap
pod and follow the path along the eastern side of the stage. Round
the corner, follow the path along the south side of the stage, and
cross the lowered drawbridge. You should be in sight of an inert Sude
Muscle.

Extract the [[MISERU]] action from this Sude Muscle. Now use the
purple swap pod to the south to summon Urd. Find the switch/antenna
mechanism and zap it again to go to the Bright Side. Find the Hammer
Muscle that activated the moon wall mechanism and extract [KAMINARI]
from it. Make your way to the Big Muscle and give it [KAMINARI].

Zap the Big Muscle twice with delayed thunderbolts. The second bolt
will lower the magic circle-inscribed platform. Step onto the lowered
platform and launch another delayed bolt at the Big Muscle to make it
walk forward again.

The Big Muscle should now be in proper position to bridge the gap in
the path above. Tag Skuld in at the red swap pod and let her help you
cross the flowing sands. Backtrack to the purple swap pod near the
Hammer Muscle and tag in Urd. Go to the switch/antenna mechanism and
zap it to go to the Dark Side one last time. Head for the red swap
pod and tag in Skuld. Now go up the stairs and make your way to the
Hammer Muscle standing beside the sun wall mechanism. Exchange your
[HITO] for its [MIZU].

Step into the Hammer Muscle's activation radius and it will strike
the sun wall mechanism. Make your way back to the purple swap pod and
tag in Urd. Make sure you have the [MIZU] condition and the [[MISERU]]
action equipped. Head back to the switch/antenna device.

Have Urd zap the switch/antenna device to flip the stage for absolutely
the last time. Go to the red swap pod and use it to tag in Skuld. Now
go up the stairs to the north of the swap pod and you should be able
to get into extraction range of the Big Muscle.

Exchange your [MIZU] for the Big Muscle's [KAMINARI] and swap your
[[MISERU]] for its [[SUSUMU]]. Now go up the stairs to the south of
the swap pod and position yourself at the edge of the narrow gap. The
Big Muscle below is carrying the bridge across this chasm.

Pelt the Big Muscle with a water ball to make the golem utilize its
[[MISERU]] action and raise the platform. Run across the platform
quickly and ascend the staircase to finish this long and tedious
stage.

Now that the gang has broken Marller's elaborate trap, Hildr is going
to be mad...

Marller: "Be quiet! I'm trying to think up a good way to explain myself!"

After Keiichi and his goddesses break the magic seal on the photograph,
Hildr shows up. Well, not exactly... this Hildr, like Troubadour and
the Nekomi Tech duo, is a recollection from Urd's memories. She rounds
up Keiichi and the girls for a "family photo." With this, Urd has
recovered all of her memories (her goddess uniform is unlocked) and
we're finished with the Past Zone.

Cut to the Spirit of the Silver Watch, Hildr, and Marller, who are having
a group chat. Hildr isn't really angry yet (much to Marller's relief),
but she does warn Marller not to let Keiichi and company clear the next
zone so easily. Meanwhile, back at base camp, Urd says that her song magic
alone isn't going to be enough to break the barrier. Peorth cuts into the
conversation out of nowhere and, after some banter, she tells our heroes
to work harder -- the island is still destabilizing.

C) Present Zone

After conquering Urd's temporal domain, it's time to move on to
Belldandy's IMA WO OMOU AREA ("Thoughts of the Present Area"), which
I've dubbed the Present Zone. The intro scene shows us that the main
characters are no longer able to recall how they came to be living
with each other in the first place. That's not good.

Skuld (to Keiichi): "Sheesh, it's always 'Belldandy', 'Belldandy'
                     with you!"

Time to enter the first stage.

[C-1] IMA WO OMOU AREA - Stage I:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-present-1.html

The girls (well, Urd and Skuld) are hungry. Keiichi asks them if they
want him to look around for some wild fruit, but they say that that's
not what they usually eat. Belldandy starts to say "then, I'll..."
before realizing that she's forgotten what it is she usually does
about food. A fragrant (and familiar) smell wafts over from somewhere
and the gang takes off after it, sure that it will lead them to a
stolen memory...

The first negotiable object you see is a mirror mounted on a pedestal.
There's a beam of light shining right into the mirror and being
redirected. You can use wind magic to shift mounted mirrors like this
one so that they face a different direction, but leave this first
mirror alone -- it's pointing exactly where we want it to. Look for
two iron-bound gates. Extract the [[HIRAKU]] action from the gate to
the north and give it to the gate to the south (this one is already
equipped with the [KAZE] condition).

Shoot a wind gust at the gate to open it. You see another mounted
mirror to your left. The beam of light is shining right into it but
not being redirected because the mirror is facing the wrong way.

Use wind magic on the mirror and a cutscene will play when the
redirected beam opens up the door at the end of this section. Go back
through the iron-bound gate (use wind magic on it to open it) and
extract [KAZE] and [[HIRAKU]] from it. Give both the condition and
the action to the iron-bound gate to the north.

Use wind magic to open this gate and go through it. The next gate
already has [HITO] and [[HIRAKU]], so go right through. You'll see a
water pump contraption to your left.

Shoot a wind gust at the device and it will drain the water below,
allowing you to make your way across to the open gate with the sun
emblem engraved on it. Do so and keep going until you pass through
the retry gate. Follow the hallway to the end and you'll enter a
large atrium. Step on the red swap pod to summon Skuld.

Turn left and you'll see some pits with sprouting plants in them.
Shoot water balls at each one until you have a clear path to the
water pump device. Backtrack towards the red swap pod.

Lob a water ball at the pit with plants to bridge the gap between you
and the blue swap pod. Tag in Belldandy. Go back to the water pump.

Activate the water pump with wind magic. Walk down the stairs and
turn to your left.

Turn to your left again and you'll see an item hiding in the shadow
of the staircase. Grab it. Go all the way across the floor and go up
the stairs to the northeast (check your mini-map). You'll see a
mounted mirror and a purple swap pod.

Hit the mounted mirror with wind magic to turn it. Tag in Urd at the
purple swap pod and look for a robot with a hammer. Walk into its
large, circular activation radius and this KISHIDO-KUN ("chivalry-kun"
-- "knight bot" is what I shall call it) robot will use its [[FURU]]
action. You need to somehow deactivate it.

Have Urd throw a delayed thunderbolt at the knight bot to stun it, thus
allowing you to retrieve [[FURU]] from it. You should now be able to
reach the bridge motor mechanism. Exchange your [[FURU]] for its
[[MAWARU]]. Go back, give [[MAWARU]] to the knight bot, and activate
it for an encyclopedia entry. Now stun it again with a thunderbolt
and extract both [HITO] and [[MAWARU]] from the robot. Go back to the
bridge motor.

Hit it with a bolt to unlock its [[FURU]] action for your encyclopedia.
Now exchange your [[MAWARU]] for its [[FURU]] and look for a second
knight bot to the north. You can't reach it, but you shouldn't need
to (it's in range for condition/action swapping). You'll notice that
its hammer is blocking the light beam from striking the mechanism that
opens the gate with the sun emblem on it.

Give [HITO] and [[FURU]] to this robot and you should be able to
activate it. The swinging motion of the knight bot allows the light
ray to strike the door mechanism and open up the sun gate. Go back to
the bridge motor.

Strike the bridge motor with lightning to rotate the platform. Do it
a second time and you should be able to cross over to the sun gate.
Pass through it and head across the retry gate and the blue swap pod.
Run past the bridge motor at the center of this new area (if you
activate it, you'll see that the rotating pillar device on the bottom
floor is blocking the bridge platform from realigning). Head toward
the closed sun gate and you'll see a heart hiding in some shrubs.

Grab the heart and look for an iron-bound gate. Extract [[HIRAKU]]
from the gate and give it to the rotating pillar nearby. Activate the
pillar for an encyclopedia entry. Extract [HITO] and [[HIRAKU]] from
the pillar and give [[HIRAKU]] to the bridge motor. Activate the motor
for another encyclopedia entry. Give both [HITO] and [[MAWARU]] to the
iron-bound gate and activate it (for... you guessed it... another
encyclopedia entry). Extract [[MAWARU]] and return it to the bridge
motor. Now take your [[HIRAKU]] action and swap it onto the iron-bound
gate.

Step into the gate's activation radius to open it and use wind magic
on the water pump mechanism. Go back through the iron-bound gate and
extract [HITO] and [[HIRAKU]] from it. Use the purple swap pod at the
southeast corner of this area.

Go down the stairs to the bottom floor and look for an item in a corner
near the water pump device. Grab the item. Now run across the floor
until you find a knight bot. It has the [MONO] condition and the
[[SUSUMU]] action. Give the knight bot [HITO] and [[HIRAKU]] (give it
the action first to prevent it from walking away) and activate the
robot (to unlock an encyclopedia entry). Head to the rotating pillar
on the bottom floor and give it [[SUSUMU]].

Activate the rotating pillar to unlock an encyclopedia entry. Now
exchange your [MONO] for its [HITO] and extract its [[SUSUMU]]. Walk
up the stairs to the east and look for the iron-bound gate. Give the
gate [HITO] and [[SUSUMU]] and activate it to unlock an encyclopedia
entry. Extract [[SUSUMU]] from the iron-bound gate and give it to the
bridge motor. Activate the bridge motor for another encyclopedia
entry. Now locate the blue swap pod and use it.

Go back down the stairs and give [[MAWARU]] to the rotating pillar on
the bottom floor. Go back up the stairs, extract [[MAWARU]] from the
rotating pillar on the upper floor, and give it to the bridge motor
(you should now be equipped with [[SUSUMU]]). Make your way back down
to the knight bot.

Use wind magic on the knight bot to rotate it. Go back to the purple
swap pod for Urd. Hit the knight bot with a bolt and exchange your
[[SUSUMU]] for its [[HIRAKU]] while it's stunned.

Stay in the activation radius of the knight bot's [HITO] condition
and it should walk slowly toward the rotating pillar. Keep it moving.

Eventually the robot should step into the rotating pillar's activation
radius (for the pillar's [MONO] condition) and stop it from rotating
back up. You can now realign the bridge platform -- but first, head
back up the stairs leading to the retry gate and use the blue swap
pod. Head for a mounted mirror in the northwest corner.

Hit this mirror with wind magic to redirect the light ray. Make your
way back to the bridge motor mechanism.

Step into this device's activation radius to rotate the platform.
Rotate it again and you'll finally be able to access the second-floor
platform to the northeast. Head for an iron-bound gate with a red
swap pod behind it.

Give the gate the [[HIRAKU]] action and activate it. Go through and
tag in Skuld. Backtrack and follow the light ray to a dirty mirror.
A cutscene will play.

Toss a water ball at the dirty mirror to clean it up. Now go back
toward the iron-bound gate and look for a pit with seedlings in it to
your right.

Lob a water ball at this pit and the one beyond it to make canopy
platforms. Go tag in Belldandy at the blue swap pod. Head back onto
the bridge platform and activate the motor three times. The mounted
mirror on the bridge platform should now be the recipient of the
bouncing light beam.

Use wind magic on this mounted mirror to rotate it and open the sun
gate. Go activate the bridge motor twice more. Walk through the open
sun gate to clear the stage.

The stolen memory turns out to be Belldandy's handmade BENTOU ("box
lunch"). Tamiya, Ootaki, and even Hasegawa Sora show up to eat your
lunch. Literally.

Sora: "Yum! Belldandy-senpai's bentou is always so delicious!"

We're off to reclaim the next stolen memory.

******

Keiichi is wondering how his comrades in the Nekomi Tech Motor Club
are doing. Urd says that they're probably doing their usual thing,
but when Skuld asks what the "usual thing" is, Urd can't say (stolen
memories taking their toll again...). Everyone agrees that Tamiya and
Ootaki should be going wild as usual, but as for Sora...

Belldandy: "I'm a little worried that Hasegawa-san will end up being
eaten by Ootaki-san and Tamiya-san..."*

*The verb TABERU (食べる) literally means "to eat." However, it is a
common euphemism for the act of a man "getting" a woman. It's
basically what we would call "getting to home plate"/"hitting a home
run" with someone, though TABERU usually has more of an aggressive
connotation than a romantic one.

Keiichi responds to Belldandy's "joke" with some nervous laughter,
and we're off to get more stolen memories back.

[C-2] IMA WO OMOU AREA - Stage II:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-present-2.html

The large atrium/maze you see comprises the entire area of this stage.
First, look for the switch with the shining golden emblem floating
above it.

Step onto this switch and watch the cutscene. This switch will open
the large gate at the very end of the maze (and this stage), but it's
on a timer -- the large gate will close back up if you're not quick
enough to get out. So our job is to create a straight (or as straight
as possible) path between the switch and the exit. Turn to your left
and walk through the blue swap pod. Go up the stairs and make your
way around the southeast corner of the stage. You'll see a narrow gap
that overlooks a water pump device.

Stand inside the gap and use wind magic on the water pump to activate
it. Keep running until you see a new type of robot: MADOUSHI-KUN
("sorcerer-kun" -- my name: "sorc bot"). Stand as close to the sorc
bot as possible.

Use wind magic on the sorc bot to rotate it 90 degrees and unlock an
entry for your encyclopedia. Use wind magic on it three more times
to return it to its original orientation (we need the robot to face
the cracked wall -- you'll see why later). Keep heading west along
the southern edge of the map, turn the corner, and walk down the
stairs to your right. Stick to the left-hand side of the path and you
should be in extraction range of an iron-bound gate (it should be
separated from you by a bank of flowers).

Extract the [[SUSUMU]] action from this gate. Now turn around and
head into the activation radius of the sorc bot.

The sorc bot will demonstrate its [[TSUKU]] action (it launches a
fireball). Now head down the stairs and use the purple swap pod at
the bottom. Go back up the stairs and use a thunderbolt to stun the
sorc bot. Exchange your [[SUSUMU]] for its [[TSUKU]]. Stay in the
sorc bot's activation radius and it will use [[SUSUMU]]. Now go up
the stairs behind and to the left of the purple swap pod. You should
find a weathervane-like device that controls the direction of the
water current behind it.

Strike this device with a thunderbolt so that its arrow points
toward the large gate guarding the exit. Go back down the stairs and
this time go up the stairs behind and to the right of the purple swap
pod. You should be able to walk up to an iron-bound gate.

Extract [MONO] from this gate. Walk forward into the activation radius
of a second sorc-bot and watch it use [[MAWARU]] (it spins its staff
and uses wind magic). Turn around and run back to the beginning of the
stage. This time, head for the purple swap pod to the north and run
across it. Round the northeast corner and head due west along the path.

You'll see an item nearby. Collect it. Keep running until you round
another corner. Take the stairs down to another weathervane device.

Strike this device with thunder magic to change the direction of the
water current behind it. Turn around and you should see an iron-bound
gate with [HITO] and [[HIRAKU]]. Activate the gate and go through to
use the red swap pod. Go back through the gate and exchange your
[MONO] for its [HITO] and your [[TSUKU]] for its [[HIRAKU]]. Head for
the stairs leading down to the bottom floor. You can't access the
bottom floor because it's still flooded, but go along the edge of the
upper floor and you should see a pit with plants in it.

Have Skuld drop a water ball in the pit to create a canopy platform.
Do the same for the pit on the other side of the central path. Now
backtrack to the beginning of the stage and use the blue swap pod.
Look for an iron-bound gate to the right side of the central path.
Give this gate [HITO] and [[HIRAKU]].

Activate the gate and walk through. Extract both [HITO] and [[HIRAKU]]
from the gate when you're through. Now look for a water pump mechanism
(be careful not to use the purple swap pod nearby).

Use wind magic on the water pump to lower the water level on this
side of the stage. Use the purple swap pod to tag in Urd. Have Urd
drop a bolt on the sorc bot nearby and exchange your [[HIRAKU]] for
its [[MAWARU]]. Stay inside the sorc bot's activation range and watch
it use [[HIRAKU]]. Now stun it with another thunderbolt and get
[[HIRAKU]] back. Head back up the stairs to the beginning of the
stage and walk down the central path. Give both [HITO] and [[HIRAKU]]
to the iron-bound gate in front of you. Instead of going through,
backtrack to the beginning of the stage and go all the way around to
the iron-bound gate leading to the red swap pod in the northwest
corner. Extract both [MONO] and [[TSUKU]] from it and go down the
stairs to the bottom floor. Exchange your [[TSUKU]] action for the
[[FURU]] action equipped on the knight bot. Give your [MONO] condition
and [[FURU]] action to the rotating pillar. Now backtrack to the
beginning of the stage and go down the central path. Turn down the
path to your left and cross the bottom floor. Head toward the sorc
bot standing right behind the cracked wall.

Stun the sorc bot with a thunderbolt and extract both [HITO] and
[[SUSUMU]] from it. Backtrack to the beginning of the stage and tag
in Belldandy at the blue swap pod. Walk through the first iron-bound
gate along the central path (it has [HITO] and [[HIRAKU]] now, so
there shouldn't be any problems), ride the running water to the other
side, and walk across the canopy platform to your right. Get down to
the bottom floor and face the knight bot.

Have Belldandy use wind magic on the knight bot to rotate it. Now
give [HITO] to the rotating pillar and watch it use [[FURU]]. Turn
around and exchange your [[SUSUMU]] action for the knight bot's 
[[TSUKU]]. Swap [[TSUKU]] onto the rotating pillar and activate it
for anoter encyclopedia entry. Step back and swap your [MONO] for the
pillar's [HITO] and your [[FURU]] for its [[TSUKU]]. Turn around and
exchange [[TSUKU]] for the knight bot's [[SUSUMU]]. Now give the
knight bot [HITO] and watch it use [[TSUKU]]. Exchange [[SUSUMU]] for
the rotating pillar's [[FURU]] and backtrack to the beginning of the
stage.

Go down the central path and exchange your [[FURU]] for the iron-bound
gate's [[HIRAKU]]. Activate the gate for an encyclopedia entry. Now
get [[FURU]] back from the gate, turn left, and make your way to the
sorc bot near the cracked wall. Give the sorc bot [[FURU]]. Head
toward the iron-bound gate at the end of the second section of
running water along the central path. Extract [HITO] from this gate
and go back to the sorc bot nearby.

Give the sorc bot [HITO] and watch it sling a bomb that knocks down
the cracked wall. Make sure you have Urd as your goddess partner (go
summon her with the purple swap pod downstairs if you do not). Have
Urd strike the robot with thunder magic and extract both [HITO] and
[[FURU]]. Give [HITO] back to the iron-bound gate you got it from.
Now go up the stairs to your left and head for a blue swap pod nearby.
Tag in Belldandy.

Find the water pump mechanism originally sealed off by the cracked
wall and use wind magic on it. Make your way back to the beginning of
the stage and use the purple swap pod to the north. Stun the sorc bot
nearby with thunder magic and exchange your [[FURU]] for its
[[MAWARU]]. Head down to the bottom floor and swap [[MAWARU]] for the
rotating pillar's [[SUSUMU]]. Now stun the knight bot with a bolt and
exchange your [[SUSUMU]] for its [[TSUKU]].

Stay in the activation radius of the knight bot's [HITO] condition and
it should walk up to the rotating pillar and activate the pillar's
[[MAWARU]] action. Now go back up the stairs and step into the sorc
bot's activation radius.

The sorc bot will fire a bomb that knocks down the cracked wall on the
other side of the pit containing the rotating pillar and the knight
bot. Stun the sorc bot with a bolt and extract [HITO] from it. Now run
to where the cracked wall used to be, cross the running water, and make
your way to a rotating bridge platform. Give [HITO] and [[TSUKU]] to
the bridge motor and activate it for an encyclopedia entry. Extract
[[TSUKU]] from the bridge motor and run up the stairs onto a path
leading to the northwest corner of the stage. You should see a giant
stone tablet/memorial in front of you. Run to the end of the path to
the right of the giant tablet, go down a steep flight of stairs, and
you should see a heart in a clearing to your right.

Collect the heart and backtrack toward the lone red swap pod in the
stage. Use the path to the left of the weathervane and you should
come into extraction range of the second iron-bound gate along the
central path (there should be a patch of running water to your right).
Give [[TSUKU]] to the gate. Head across the canopy platforms in the
center of the stage and make your way to the blue swap pod near the
rotating bridge platform. Tag in Belldandy.

Head for the rotating bridge platform and you should see an item on a
ledge across from you. Go up the stairs leading to the ledge and
collect the item. Now backtrack down to the pit containing the
rotating pillar and the knight bot.

Stay outside the knight bot's activation radius and shoot two wind
gusts at it. Step into the robot's activation radius to lead it away
from the rotating pillar. Once the rotating pillar returns to its
original position, extract the [[MAWARU]] action from it. Backtrack
to the beginning of the stage.

Trip the switch with the shining emblem and quickly run down the
central path. The first iron-bound gate should open via [[HIRAKU]],
and the second iron-bound gate should open with the [[TSUKU]] action.
Make your way onto the rotating bridge platform and give it your
[[MAWARU]].

Step into the bridge motor's activation radius to rotate the platform.
Quickly head toward the exit, and you should be able to finish the
stage before the timer for the large gate runs out.

This stolen memory takes the shape of a racing boat. The female members
of the Nekomi Tech Motor Club -- Hasegawa Sora and Fujimi Chihiro --
appear. The goddesses talk with Sora about the race she won (one of the
gang's attempts at increasing her confidence). Sora says that the club
is doing fine, and everybody feels reassured. Chihiro, on the other hand,
just chides Keiichi for being a bad salesman.

Chihiro: "This baby is so cute! But how come we just can't manage to
          sell it off?"

Belldandy still hasn't recovered her song magic, so we're off to snatch
up some more wayward memories.

******

Belldandy can feel it.

Belldandy: "I think that my 'most precious memory' is probably being
            sealed somewhere very close by..."

We're off to get that memory so that we can restore Belldandy and
have her help put a stop to the raging eddies of space-time currently
ravaging the island.

[C-3] IMA WO OMOU AREA - Stage III:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-present-3.html

This fairly large stage is split into three parts separated by retry
gates. As soon as the stage begins, turn to your right and you should
see an item under an arch.

Collect the item. Now go find the iron-bound gate. You'll notice that
it has the [KAZE] condition and the [[HIRAKU]] action.

Use Belldandy's magic on this gate to open it. Once you're through
the gate, head for the blue swap pod in the corner. Pass through it
and use the purple swap pod in another corner to summon Urd. Run up
beside the water pump mechanism and you should be within extraction
range of the sorc bot on the other side of the bushes.

Extract [MIZU] from the sorc bot. Now let the patch of running water
carry you back toward the iron-bound gate. Get as close to the
weathervane mechanism as possible and you should get a targeting icon.

Use a delayed thunderbolt on the device to change the direction of
the running water. Now use the blue swap pod in the corner and let
the running water carry you back toward the water pump.

Use wind magic on the water pump mechanism to lower the water level
in the pool beside you. Now backtrack all the way to the iron-bound
gate near the starting point of the stage. Use wind magic to open the
gate and head for a ledge to the right. You'll be able to round a
corner and come upon two swap pods -- one red and one blue.

Use the red swap pod to tag in Skuld. Head back to the iron-bound
gate. Swap your [MIZU] for its [KAZE].

Open the gate with a water ball from Skuld. Head toward a pit with
seedlings growing in it. You should see a knight bot standing on the
other side.

Lob a water ball at the pit to make a canopy platform. Head back
toward the patch of running water and let it carry you to the other
side. Use the purple swap pod. Use the stairs near the water pump
device to cross the pool and get to the other side. You should now be
standing right next to the weathervane device.

Strike the weathervane with another bolt to change the direction of
the running water. Backtrack and let the running water carry you to
the other side. Head for the knight bot.

Strike the knight bot with a bolt and extract [HITO] and [[FURU]]
from it while it's stunned. Get as close to the sorc bot on the other
side as possible and exchange your [[FURU]] for its [[TSUKU]]. Now
give the sorc bot [HITO] and it should activate (since you're standing
in its activation radius).

The sorc bot will fling a bomb that knocks down the cracked wall
nearby. Walk through the opening where the cracked wall used to be
and get close to the sorc bot.

Strike the sorc bot with thunder magic and extract its [HITO] condition.
Give both [HITO] and [[TSUKU]] to the iron-bound gate nearby.

Step into the gate's activation radius and the gate will lift itself
off the ground, allowing you to run all the way to a retry gate that
leads to the second part of this stage.

You'll see a beam of light right in front of you. Notice that a
cracked wall is blocking it from reaching a mounted mirror. We need
to knock down this wall -- but first, let's do some work that must be
done before we can get an opportunity at wall demolition. Head toward
the origin of the light beam and you should see a sorc bot nearby (it's
equipped with [HITO] and [[MAWARU]]). Get close to this robot.

Strike the sorc bot with thunder magic and extract [[MAWARU]] from it.
Keep heading north past a water pump device and up some stairs and
you'll encounter an iron-bound gate equipped with [HITO] and [[HIRAKU]].

Step into its activation radius and go through this gate. Use the red
swap pod. Now go back through the gate and head north. You should see a
patch of running water to your right. Ride the running water to the other
side and you'll see a pit with plants to your left.

Lob a water ball into the pit to make a canopy platform. Now head for
the sorc bot nearby and look for some stairs leading down to a second
pit with plants.

Lob a water ball at this pit to make a second canopy platform. Now walk
past the sorc bot and use the purple swap pod nearby. Head back to
the sorc bot.

Stun the sorc bot with thunder magic and exchange your [[MAWARU]] for
its [[FURU]]. Stay within the robot's activation radius.

The sorc bot will use wind magic and activate the water pump mechanism
in front of it. Look for the weathervane device and get as close to it
as you can.

Hit the weathervane device with a delayed bolt to change the direction
of the running water. Run past the first canopy platform you made and
head for the blue swap pod. Use it to tag in Belldandy. Head down the
second canopy platform you made (near the sorc bot and down some
stairs) and you should be standing near a mounted mirror.

Use wind magic on this mirror to rotate it 90 degrees. Go back up the
stairs and head across the running water. Look for an iron-bound gate
to your right-hand side and extract [MONO] from it. Go down the stairs
near the other iron-bound gate (the one equipped with [HITO] and 
[[HIRAKU]]) and you should see a second water pump mechanism.

Use wind magic on this device to drain the water and allow you access
to the two rotating pillars and the knight bot. Get as close to the
knight bot as you can manage without stepping into its activation
radius.

Use two wind gusts from Belldandy to rotate the knight bot 180 degrees
(this will save you some headache when you try to manipulate the
rotating pillars a little later). Go back up the stairs and head for
the nearby sorc bot.

Hit the (currently inert) sorc bot with wind magic to turn it so that
it faces the rotating pillars. Use the purple swap pod on top of some
stairs next to the robot to tag in Urd. Head back to the knight bot
near the rotating pillars.

Get near the knight bot and strike it with a thunderbolt to stun it.
Exchange your [[FURU]] for its [[SUSUMU]]. Give your [MONO] to the
rotating pillar to the left of the knight bot and make your way back
to the sorc bot near the purple swap pod at the starting point of
this part of the stage. Give the sorc bot your [[SUSUMU]] action and
immediately run back to the iron-bound gate leading to the red swap
pod. Since this gate is still equipped with [HITO] and [[HIRAKU]], it
should open easily for you. Walk right through the red swap pod and
the purple swap pod and head toward the sorc bot you used to activate
a water pump device earlier.

Stun this sorc bot with thunder magic and extract [[MAWARU]] from it.
Make your way back to the rotating pillars.

Give [[MAWARU]] to the rotating pillar to the left of the knight bot.
The pillar will rotate and create a makeshift bridge across this
drained pool. Use the stairs to go back to the sorc bot you gave the
[[SUSUMU]] action to a little while ago.

Step into this sorc bot's activation radius and it should start
walking across the makeshift bridge you just built. Keep it walking
until it can advance no further. The sorc bot should now be standing
right next to a cracked wall. Now use the purple swap pod at the
starting point of this area and go back down to the drained pool
containing the knight bot and the rotating pillars.

Stun the knight bot with a thunderbolt and extract [[FURU]]. Make
your way back across the makeshift bridge and get close to the sorc
bot near that cracked wall we're still trying to destroy.

Hit this sorc bot with thunder magic and swap your [[FURU]] for its
[[SUSUMU]]. Now run all the way to the blue swap pod, tag in Belldandy,
and return to this sorc bot.

Shoot a wind gust at the sorc bot from a spot outside its activation
radius to rotate it.

Now enter the sorc bot's activation radius and it will lob a bomb that
knocks down the cracked wall. The light beam should now be shining
right at the iron-bound gate that you got the [MONO] condition from.
Either use the makeshift bridge or the patch of running water to get
to the other side of the drained pool and extract both [HITO] and 
[[HIRAKU]] from the iron-bound gate near the red swap pod. Give both
[HITO] and [[HIRAKU]] to the other iron-bound gate (the one blocking
the light beam at the moment).

Activate the gate to open it. The ray of light will strike the
receptacle device and open the large gate leading out of this area.
Go through the open iron-bound gate and collect the item on a ledge
beside it. Now go through the large gate engraved with the sun emblem
and head for a second retry gate. Go down the stairs to the left --
you'll pass a red swap pod and tag in Skuld. Head onto a rotating
bridge platform and walk up next to the inert sorc bot there.

Use a delayed water ball on the pit with plants to make a canopy
platform. Turn around and lob a water ball at the bridge motor (which
has [MIZU] and [[MAWARU]]) to rotate the platform you're standing on.
Walk across the canopy platform and up either set of stairs to use a
purple swap pod. Head back down to the rotating bridge platform.
Extract [[MAWARU]] from the inert sorc bot and head onto a second
rotating bridge platform (with a second inert sorc bot). Deposit
[[MAWARU]] with the bridge motor on the second platform (it should
now have the [KAMINARI] condition and the [[MAWARU]] action). Pass
the second inert sorc bot and head for an active sorc bot equipped
with [HITO] and [[FURU]].

Stun this sorc bot with a thunderbolt and extract both [HITO] and
[[FURU]] from it. Head back onto the second bridge platform and give
[HITO] to the inert sorc bot.

Strike the bridge motor mechanism with thunder magic to rotate the
platform. Exchange your [[FURU]] action for the motor's [[MAWARU]]
action and give [[MAWARU]] to the inert sorc bot.

Step inside the sorc bot's activation radius and it will use wind
magic to activate the water pump device in front of it. Now stun the
sorc bot with another bolt and extract [[MAWARU]]. Exchange [[MAWARU]]
for the bridge motor's [[FURU]]. Hit the bridge motor with two bolts
to rotate the platform 180 degrees. Now give your [[FURU]] to the
sorc bot.

Step inside the sorc bot's activation radius and it will lob a bomb
that knocks down the cracked wall in front of it. Stun the robot with
another bolt and extract both [HITO] and [[FURU]].

Strike the bridge motor mechanism with thunder magic to rotate this
platform one more time. Turn toward the first rotating bridge platform
you encountered in this area and give the inert sorc bot there your
[HITO] condition and [[FURU]] action. Turn back toward the bridge
motor equipped with [KAMINARI] and [[MAWARU]] and extract them both.
Run onto the rotating bridge platform with the now-active sorc bot on
it. Swap your [KAMINARI] for the bridge motor's [MIZU]. Strike this
bridge motor mechanism with a thunderbolt to rotate the platform.

Step into the sorc bot's activation radius to make it lob a bomb that
knocks down a second section of cracked wall. Now head all the way
across both bridge platforms and use the stairs to go down to the
(previously flooded) floor beneath the bridge platforms. Look for a
heart just below the canopy platform you made earlier.

Grab the heart. Now turn around and use the stairs to the northeast
(check your mini-map) of the pit. These stairs should lead you to a
steep staircase that, in turn, leads to the "summit" of the stage.
You'll see a heavily fortified gate with a knight bot on either side.
The first knight bot you see has [KAMINARI] already, so give it
[[MAWARU]].

Now stand to the side of the knight bot (i.e. don't face the robot --
it won't do what it's supposed to if you're looking straight at it
when you use thunder magic) and launch a delayed thunderbolt through
the bushes. The knight bot will activate the gear device it's standing
on and unlock half of the fortified gate. Now head all the way down
the stairs and back onto the first rotating bridge platform. Shoot
the bridge motor with a thunderbolt to rotate the platform. Extract
both [KAMINARI] and [[MAWARU]] from the bridge motor when it's done
rotating. Head past the sorc bot and go up the staircase to the left,
effectively backtracking toward the starting point of this part of
the stage.

Tag in Skuld at the red swap pod. Run back down the stairs, cross the
bridge platforms, and go all the way down to the previously flooded
floor beneath the bridge platforms. Use the northeast stairs again
and take the steep staircase back up to the fortified gate. Make sure
you have [KAMINARI] and [[MAWARU]] equipped.

Lob a water ball at the pit with plants near the second knight bot
(the one equipped with nothing at the moment) to create a canopy
platform you'll need very soon. Get in extraction range of the knight
bot and give it [KAMINARI] and [[MAWARU]]. Cross the canopy platform,
descend the stairs, and use the purple swap pod. Go back up to the
top and stand to the side of the knight bot you haven't activated yet
(once again, your magic won't work properly if you're directly facing
the knight bot).

Use a delayed thunderbolt on the knight bot to unlock the other half
of the fortified gate. Go through the fortified gate to complete this
stage.

Just like in the Past Zone, the treasured memory you just found (in the
shape of a telephone... hmm, I wonder what this memory could be...) is
still being sealed by powerful magic. We'll have to find a proper place
to perform the ritual of seal removal -- on to Present Zone, stage IV!

Since all six items in the Present Zone have been collected, we get
Belldandy's bonus scene: Chihiro shows up to present you with a
"treasure", which turns out to be the piggy...err, fishy... bank
containing the Motor Club's savings. Urd and Sora fight over the
"treasure" until Keiichi reveals that there's all of 320 yen in it.
Everyone loses interest rather quickly following that revelation.

Urd: "I saw it, and that means it's mine!"

Now that we've got all three hearts in the Present Zone, Belldandy's
swimsuit is unlocked as well.

******

Marller's back, and she's made us a huge water clock puzzle this time.
Isn't she nice? Our friendly neighborhood Demon First Class, Unlimited
License seems to be quite confident in her latest creation.

Marller: "Behold! And despair!"

Belldandy almost gets Marller to reveal the secrets of the stage through
innocent flattery. Unfortunately, our demon friend catches herself just
before she gives anything away.

Marller: "That 'I can't hurt a fly' expression of hers is a terrifying
          power..."

[C-4] IMA WO OMOU AREA - Stage IV:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-present-4.html

This stage is shorter and generally less frustrating than the behemoth
of a stage that was Past Zone, stage IV, but there are a few spots of
particular difficulty (one of which will probably stump a few players
-- more on this when we get that far). In any case, go up the stairs in
front of you and follow the path to the very end. A cutscene will play
when you step onto the wooden block.

Shoot a gust of wind at the spindle-like mechanism after the cutscene
ends. The device will lower the water level of the entire stage. You'll
encounter a few more devices like this one, and you'll need to
manipulate each one with wind magic in order to control the water level
of the stage and grant yourself access to different areas. Once the water
finishes draining, proceed down the path in front of you across a giant
gear and keep going until you see a knight bot equipped with the [KAZE]
condition and the [[HIRAKU]] action.

Extract both [KAZE] and [[HIRAKU]] from this knight bot. Note that it
is standing on top of a gray switch -- you'll encounter three more
switches like this one throughout the stage and must occupy each
switch with a robot in order to clear the stage. Since this knight bot
is already occupying a switch for you, just leave it there and head for
a second knight bot around a corner. You'll see that its hammer is
preventing a ray of light from striking a gate engraved with a sun
emblem. Exchange your [KAZE] for this knight bot's [MIZU].

Use wind magic on the knight bot and it will swing its hammer via the
[[FURU]] action. The light ray will strike the sun gate and open it
for you. Now swap your [MIZU] for the knight bot's [KAZE] and head for
the sorc bot nearby.

Hit the sorc bot with a gust of wind to rotate it 90 degrees. Now look
for a water level control mechanism between the sorc bot and the knight
bot and to the side of the path.

Activate the mechanism with wind magic and a cutscene will play. When
the water level finishes rising, backtrack past the first knight bot
(the one standing on a switch) and cross the circular gear onto a
green platform that leads to a new water control mechanism.

Shoot a wind gust at this mechanism to change the water level again.
You should now be able to access a platform that leads to an iron-bound
gate. Exchange your [[HIRAKU]] for the gate's [[SUSUMU]].

Use wind magic on the gate to open it. Walk through and turn right
toward a purple swap pod. Step onto the swap pod to tag in Urd. Now
keep moving forward until you see a knight bot equipped with [HITO]
and [[FURU]].

Step into the knight bot's activation radius and it will swing its
hammer and knock a wooden crate into place. Now have Urd drop a
thunderbolt on the knight bot and exchange your [[SUSUMU]] for the
robot's [[FURU]] while it's stunned.

Stay inside the knight bot's activation radius to make it walk onto
the wooden crate. Make sure to advance the robot to the very edge of
the wooden crate.

Drop another bolt on the knight bot and exchange your [KAZE] for its
[HITO] while it's stunned. Turn and head for the device generating a
beam of light. You should see two gray switches along the wall -- one
of them is currently occupied by a knight bot. Exchange your [[FURU]]
for this knight bot's [[SUSUMU]] and backtrack to the iron-bound gate.
Tag in Belldandy at the blue swap pod and give the gate your [HITO]
condition (in exchange for its [KAZE]).

Stand inside the iron-bound gate's activation radius and it will open
for you.

Step through the gate and use wind magic on the water control mechanism
at the end of the green platform to change the water level once again.
Make your way to the sorc bot near the open sun gate. Give the sorc bot
your [KAZE] (and getting its [KAMINARI] in return) and your [[SUSUMU]].

Keep shooting wind gusts at the sorc bot until it walks onto the wooden
crate in front of it. Now exchange your [KAMINARI] for the sorc bot's
[KAZE].

Use wind magic on the sorc bot twice to rotate it 180 degrees. Make
sure the robot is now facing the water control mechanism along the
edge of the path. Now go onto the wooden crate and follow the path
that leads you to a patch of running water. You'll be unable to cross
the running water (due to contrary currents) but you will see a knight
bot standing on a wooden crate on the other side. This is the knight
bot we manipulated a little earlier.

Shoot wind gusts at the knight bot. Despite the considerable distance,
your wind magic will be able to reach the robot and activate its
[[SUSUMU]]. Keep using wind magic on the knight bot until it walks
onto the gray switch in front of it. Now backtrack all the way to the
water control mechanism at the other end of the large circular gear
and green platform.

Use wind magic on the device to change the water level again. Step
through the iron-bound gate and exchange your [KAZE] for its [HITO]
once you're on the other side. Now head across the purple swap pod
(summoning Urd in the process) and look for the sorc bot you brought
over on a wooden crate. Exchange your [HITO] for the sorc bot's
[KAMINARI].

Stay within the sorc bot's activation radius and it will continue to
walk forward until it steps onto the gray switch. A cutscene will
play when the robot activates this switch.

Once the cutscene concludes, stun the sorc bot with a thunderbolt and
extract both [HITO] and [[SUSUMU]] from it. Go back to the iron-bound
gate and exchange your [HITO] for its [KAZE]. Use the blue swap pod
to summon Belldandy and step through the gate.

Once again, use wind magic on the water control mechanism at the end
of the green platform. When the water level finishes falling, run all
the way to the knight bot standing in the path of the beam of light.
Look for the water control mechanism nearby.

Use wind magic on this control device exactly twice. This mechanism
does not grant you access to any new areas, but it does shift a wooden
platform that allows you to reach the fourth and final switch (this is
where players may get stuck, since nothing really indicates what you
must do to reach the final switch). Now head back across the circular
gear and head for the water control mechanism at the end of the green
platform.

Shoot a wind gust at this device one more time. When the water level
stabilizes, go through the iron-bound gate and head for the two
switches on the other side of the purple swap pod. You'll see that the
shifted wooden platform allows you to reach an area with a blue swap
pod and a closed sun gate.

Use the blue swap pod and turn left up some stairs. You should be
within targeting range of a mounted mirror.

Shoot two wind gusts at the mounted mirror to redirect the ray of
light so that it strikes (and opens) the sun gate. You'll find a sorc
bot standing on the other side of the sun gate. Exchange your [KAZE]
for its [KAMINARI] and your [[SUSUMU]] for its [[MAWARU]].

Use wind magic on this robot twice to walk it onto the final switch.
Now exchange your [KAMINARI] for its [KAZE].

Hit the sorc bot with a wind gust to rotate it 90 degrees. It should
now be facing a water control mechanism. Exchange your [[MAWARU]] for
the robot's [[SUSUMU]] and backtrack to the purple swap pod.

Tag in Urd at the swap pod and head for the iron-bound gate. Do not
use the blue swap pod nearby. Go through the gate and extract [HITO]
from it once you're on the other side. Now walk to the end of the
green platform and you should be able to get within extraction range
of the sorc bot on the other side. Exchange your [HITO] for its
[KAMINARI].

Stay within the sorc bot's activation radius and it will use [[MAWARU]]
on the water control mechanism nearby, allowing you to change the
water level of the stage without using Belldandy (you have Urd with
you instead, and she'll come in handy very soon). Once the water level
stabilizes, head across the circular gear and go through the open sun
gate. You should see a weathervane mechanism.

Have Urd drop a thunderbolt on this device to change the direction of
the running water nearby. Let the running water carry you across to a
red swap pod. Follow the path that leads to a blue swap pod and use it.
Now head for the water control mechanism nearby.

Use Belldandy's wind magic on the device. Once the water level
stabilizes, you should be able to access a new water control mechanism
(this one is located between a blue swap pod and a wall, behind which
you'll see the purple swap pod you've been using lately).

Use wind magic on this water control mechanism to change the water
level of the stage one last time. Follow the new path to the end to
clear the stage.

Marller can't believe you just solved her masterpiece. Urd and Skuld
end up giving her an awful taunting over it.

Urd: "Now go home, loser. You're welcome (for this beating)."

Keiichi breaks the seal on the telephone and Belldandy's most precious
memory turns out to be exactly what we expected it to be.

Belldandy: "Hi, this is the Goddess Relief Agency. May I inquire as
            to what your wish may be...?"

Skuld interrupts the touchy-feely moment between Belldandy and Keiichi
("quit macking on my oneesama!") that follows the revelation of the
identity of this singularly important memory. The goddesses -- especially
Belldandy -- pledge to continue staying by Keiichi's side.
Congratulations! You've cleared the Present Zone. Belldandy's goddess
uniform is unlocked.

Cut back to the Spirit of the Silver Watch, who notes that our heroes
really don't look like they're having fun (remember that Hildr has
been misleading her into believe that Keiichi and co. enjoy all this
running around, puzzle-solving business). Hildr heaps the blame on
Marller and manages to keep the Spirit's cooperation in her continuing
mission to torment our heroes in the name of "fun." Meanwhile, back at
base camp, Belldandy says that the power of two goddesses' song magic
still isn't enough to disable the magic barrier. Keiichi vows to keep
doing all that he can so that everyone can get their memories back
and regain the melodies of their divine song.

D) Future Zone

Now that you've helped both Urd and Belldandy recover their memories,
it's time to do the same for the kid sister -- Skuld. As you enter the
MIRAI WO OMOU AREA ("Thoughts of the Future Area" -- henceforth
referred to as the Future Zone), Urd and Skuld will bicker.

Urd: "Aww, even Skuld's memories have that air of immaturity about 
      them."
Skuld: "What was that?!"
Urd: "Wanna do something about it?!"

Keiichi sighs in resignation as those two continue their verbal
sparring with one another. Time to advance to the first stage.

NOTE: There's an extremely annoying glitch in Future Zone, stage III.
I recommend not collecting any items, hearts, or unnecessary actions
(for encyclopedia completion) in Future Zone stages I and II until
after you clear stage III. That's the only reliable workaround for
the glitch that I know of. See the walkthrough section for Future Zone,
stage III for more details.

[D-1] MIRAI WO OMOU AREA - Stage I:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-future-1.html

Keiichi energetically declares "let's go get Skuld's memories back!",
to which Skuld responds with "doesn't matter to me, really... I'm fine
with living on this island as long as oneesama is here." You guessed it...
stolen memories are affecting her mental state. We'd better restore Skuld's
memories before she loses her hopes for the future.

Skuld: "Okay, okay, I get it already. But I'm not doing this for Keiichi
        -- I'm doing this to sing again with oneesama. Got that?"

You get a pretty nice view at the start of the stage. Once you're done
admiring the scenery, follow the path down. You'll see a cute little
robot with a swinging circular head: its name is R2-san ("ARUTSUU-SAN").
Yeah, it's a Star Wars reference. You'll notice that this R2-san has
the [MIZU] condition and the [[FURU]] action.

Stand just outside of the R2-san's activation radius and have Skuld
throw a water ball into its activation radius (but do not hit the
R2-san itself). The robot will leave the gap it's occupying and float
toward you a little bit before taking out a hammer and swinging it at
you. Note that all robots in the Future Zone act this way -- you'll
need to practice aiming water magic at a spot of ground inside their
activation ranges instead of at the robots themselves. Extract [MIZU]
and [[FURU]] from the R2-san and go through the gap it just vacated.
You'll see a new type of robot: Slugger-san (it looks like a mix
between a Star Wars droid and a batting machine used in baseball
practice). Exchange your [MIZU] for the Slugger-san's [MONO] and give
it [[FURU]].

Lob a delayed water ball so that it hits the Slugger-san itself.
You'll unlock an action for your device encyclopedia. Now give the
Slugger-san [MONO] and try to round the corner and head for the
escalators at the end of the path.

The black droid on a platform will try to lob a bomb at you, but the
Slugger-san's [[FURU]] action will activate and it will knock the
bomb out of the park. The black droid will rocket away. Collect the
item near the Slugger-san and extract [[FURU]] from it. Use the upward
escalator and give [[FURU]] to the locked gate (the name of this
device is "Doorvator"). You'll receive the [[HIRAKU]] action in
exchange. Use the downward escalator and head back to the Slugger-san.
Exchange your [MIZU] for its [MONO] and give it [[HIRAKU]].

Lob a water ball on a spot of ground inside the Slugger-san's activation
radius. It will advance toward you and use [[HIRAKU]] (unlocking an entry
for your encyclopedia). Extract [MIZU] and [[HIRAKU]] from the Slugger-san
and head for the R2-san robot. Give the R2-san [MIZU] and [[HIRAKU]].

Lob a water ball inside the R2-san's activation radius to unlock
another action for the encyclopedia. Extract both [MIZU] and [[HIRAKU]]
from this robot and head for the Doorvator. Give [MIZU] to the Doorvator
(which should be equipped with the [[FURU]] action). Go get the [MONO]
condition from the Slugger-san and head back to the Doorvator.

Lob a water ball at the Doorvator to unlock another entry for your
encyclopedia. Now exchange your [[HIRAKU]] for its [[FURU]].

Lob another water ball at the Doorvator to open it. Pass through the
gate and head for a blue swap pod (but do not use it). You should see
an electric fan device and a Slugger-san on the other side of a low
wall.

Lob a few water balls over the low wall and into the Slugger-san's
activation radius. This will advance the Slugger-san robot a little
closer to the T-intersection being guarded by a black droid. Now go
around the wall and walk up to the Slugger-san.

Launch a water ball toward the T-intersection while you're standing
near the Slugger-san. If it lands in the robot's activation radius,
the Slugger-san will finally advance forward far enough to be useful
for our next task. Exchange your [MONO] and [[FURU]] for the
Slugger-san's [MIZU] and [[HIRAKU]]. The robot should glide forward
into the T-intersection.

Walk into the T-intersection and the Slugger-san will bat a bomb back
at the black droid and send it flying. Collect the item nearby and you
can now experiment a little with the electric fan device: note that it
emits cold air that you can use water magic on to create sliding ice
crystals.

You should also use the blue swap pod nearby and have Belldandy cast
wind magic on the electric fan to change its orientation (thus
unlocking an entry for your encyclopedia). Now head for a conveyor
belt and cross it. There's an extraneous Doorvator to your right --
ignore it and go down the stairs in front of you. Follow the path to
a retry gate. Cross the blue swap pod and head for the red swap pod
in a corner.

Use the red swap pod to summon Skuld. Now run quickly across an area
monitored by a black droid (you'll probably get hit by at least one
bomb, but as long as it doesn't keep knocking you backwards, you'll
be okay). Look for a transporter pad near a R2-san equipped with
[HITO] and [[FURU]].

Run onto the transporter pad and it will teleport you to a different
part of the area. Note that these transporter pads don't work if you're
currently carrying any conditions or actions. Once you materialize, you
should see a heart nearby.

Collect the heart. Now position yourself next to the Slugger-san robot
(it has [MIZU] and [[SUSUMU]]).

Keep tossing water balls at the area in front of you (and inside the
Slugger-san's activation radius) to move the robot as close to the
narrow opening in the wall as you can. Step back onto the transporter
pad and backtrack to the red swap pod. Look for the Slugger-san on
the other side of the opening in the wall.

Lob a water ball at a spot inside the Slugger-san's activation radius
to make it slide toward you. Keep going until the robot slides through
the opening. Now do the same thing (i.e. drop water balls in its
activation radius) to "lead" the robot toward the area being monitored
by the bomb-lobbing black droid.

Once you're fairly close to the home plate-like icon on the ground,
walk up beside the Slugger-san and launch a water ball at the ground
in front of you. This should advance the Slugger-san close enough to
the home plate icon that the robot will automatically slide into
"batting" position once you give it the [MONO] condition. Now head to
the other side of this area and you should see an inert R2-san
equipped with the [MONO] condition. Extract [MONO]. Now use the purple
swap pod nearby.

Stun the active R2-san (the one equipped with [HITO] and [[FURU]])
with a thunderbolt and extract [[FURU]] from it. Backtrack to the
Slugger-san and make sure you open the Doorvator on your way there
(simply step into its activation radius -- this gate is already
equipped with [HITO] and [[HIRAKU]]). Zap the Slugger-san with a
thunderbolt to unlock an encyclopedia entry. Give [MONO] and [[FURU]]
to the Slugger-san and it should step up to the plate.

Head for the Doorvator and the black droid will lob another bomb at
you. The Slugger-san will knock it out of the park and clear your
path. Head back to the R2-san near the purple swap pod and give it
[[SUSUMU]].

Step inside the R2-san's activation radius (for its [HITO] condition)
to watch it use [[SUSUMU]] (thus unlocking an encyclopedia entry).
Stun it with thunder magic and extract [[SUSUMU]]. Walk up to the
Doorvator and exchange your [[SUSUMU]] for its [[HIRAKU]].

Stay inside the Doorvator's activation radius to unlock another entry
for your device encyclopedia. Now step outside the gate's activation
range and swap [[HIRAKU]] back onto it.

Step back into the Doorvator's activation radius and walk through the
gate when it opens to clear the stage.

We've found a memory that takes the shape of one of Skuld's inventions
-- the fully automated softball bat "Tomahawk No. 1". Since softball
is a team sport, all sorts of people show up to join Skuld's team --
Tamiya, Ootaki, Sora, and even Morisato Megumi.

Ootaki: "All for one!"
Tamiya: "And one for all!"
Both: "That's how it is! Wahahahaha!"

Having remembered that it takes teamwork to bring about true achievement,
Skuld apologizes to Keiichi for the way she talked to him earlier. She
then uses the "all for one and one for all" line to try to goad Urd
into working harder on this quest (but Urd remains allergic to hard
work...). The gang sets off on the search for the next missing memory.

The LED light on Keiichi's keychain (fancy/tacky keychain he's got
there) is malfunctioning, so Skuld fixes it for him. As hard as it is
to believe, that's all she did.

Urd: "Skuld didn't add some weird function to a piece of machinery!?
      Does she have a fever or something?"

Seems like the stolen memories are beginning to affect Skuld's
"creativity"...

[D-2] MIRAI WO OMOU AREA - Stage II:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-future-2.html

This stage isn't very large, but it will require you to run around
back and forth quite a bit (especially if you're collecting entries
for the device encyclopedia). There are also many transporter pads
here you'll need to use, and the "do not carry conditions or actions
if you want it to work" nature of these devices could trap you and
force a do-over if you activated one of the color-coded gate
mechanisms prematurely.

Run up to the first color-coded gate mechanism and lob a water ball
at it. Against devices like this one, use elemental magic of any type
other than the type currently activated (i.e. the control rod
currently pushed in as opposed to fully visible) to open gates of a
different color (water opens blue gates, wind opens green gates,
thunder opens red gates). Your water ball will open a blue gate that
leads to a blue swap pod. Go tag in Belldandy and head back to the
colored gate mechanism.

Use wind magic on the gate mechanism to open a green gate leading to
a room with a R2-san robot in it. Use the conveyor belt to the left
of the robot and head for a purple swap pod. Cross the swap pod
(summoning Urd in the process) and you'll find yourself in an area
with a colored gate mechanism and a Cublock (the red cube-like device:
the name is an amalgam of the words "cube" and "block").

Have Urd drop a bolt on the colored gate mechanism and go through the
red gate that opens. Head for a Doorvator to the north. It has the
[KAMINARI] condition and the [[HIRAKU]] action.

Drop a thunderbolt on the Doorvator to open it. Head through and use
the transporter pad. You'll enter an area with an item and a red swap
pod.

Grab the item and use the red swap pod to summon Skuld. Then head
back onto the transporter pad. Extract [[HIRAKU]] from the Doorvator
and then let the conveyor belt nearby carry you back to the room with
the colored gate mechanism and the Cublock.

Throw a water ball at the colored gate mechanism to lower the two
blue gates leading out of this room. Go through the gate to the south
and follow the path until you come to another Doorvator. This one is
equipped with [MIZU] and [[MAWARU]].

Lob a water ball at the Doorvator to activate [[MAWARU]] and unlock
an entry for your encyclopedia. Extract [MIZU] from the Doorvator and
exchange your [[HIRAKU]] for its [[MAWARU]]. Run back to the room
with the colored gate mechanism and the Cublock; give the Cublock
[MIZU] and [[MAWARU]].

Lob a water ball at the Cublock to unlock an entry for your device
encyclopedia. Extract [[MAWARU]] from it and tag in Urd at the
purple swap pod. Go through the lowered blue gate to the east and
head for the R2-san robot.

Stun the R2-san with a thunderbolt and exchange your [[MAWARU]]
action for its [[FURU]]. Stay inside its activation radius to unlock
an entry for your encyclopedia. Now stun the R2-san with another bolt
and extract [HITO] from it. Turn around and give both [HITO] and
[[FURU]]to the Cublock. Step into the Cublock's activation radius to
unlock another entry for your encyclopedia.

Strike the Cublock with a thunderbolt to acquire another encyclopedia
entry. Extract both [HITO] and [[FURU]] from the Cublock and head for
the Doorvator to the south. Give the Doorvator [HITO].

Step into the Doorvator's activation radius and go through the gate
when it uses [[HIRAKU]]. You're now inside a room with a colored gate
mechanism and a UFO-like device.

Walk up to the UFO and stun it with thunder magic. Exchange your
[[FURU]] action for the UFO's new [[UKU]] action. Stay inside the
UFO's activation range and watch it perform [[FURU]] to unlock an
encyclopedia entry. Now stun it with another bolt and extract [HITO]
from it. Exchange your [[UKU]] action for the nearby Doorvator's
[[HIRAKU]] action.

Step into the Doorvator's activation radius to unlock an encyclopedia
entry. Exchange your [[HIRAKU]] for its [[UKU]] and go through the
Doorvator by activating [[HIRAKU]]. Head back to the room with the
Cublock. Give the Cublock [HITO] and [[UKU]].

Step into the Cublock's activation radius to unlock another entry for
your encyclopedia. Extract [HITO] and [[UKU]] from the Cublock and
head for the room with the R2-san robot in it. Exchange your [[UKU]]
for the R2-san's [[MAWARU]] and then give it [HITO].

Stay inside the R2-san's activation radius and watch it use [[UKU]]
to unlock an encyclopedia entry. Strike the R2-san with thunder magic
and extract [HITO] from it while it's stunned. Head back to the room
with the UFO. Exchange your [[MAWARU]] action for the UFO's [[FURU]]
and give it [HITO].

Stand inside the UFO's activation range and watch it use [[MAWARU]]
(collecting yet another encyclopedia entry in the process). Turn
around and exchange your [[FURU]] for the Doorvator's [[HIRAKU]].
Stun the UFO with thunder magic and exchange your [[HIRAKU]] for its
[[MAWARU]].

Stay inside the UFO's activation radius and it will use [[HIRAKU]]
and "spit out" a Cublock. Stun the UFO with thunder magic and extract
both [HITO] and [[HIRAKU]] from it (giving it [[MAWARU]] in exchange).
Give both [HITO] and [[HIRAKU]] to the Cublock nearby.

Step into the Cublock's activation range to unlock another entry for
your encyclopedia. Extract [[HIRAKU]] from the Cublock and give the
action back to the Doorvator (you'll acquire [[FURU]] in exchange).
Use the red swap pod nearby to summon Skuld.

Have Skuld lob a water ball at the UFO to unlock another encyclopedia
entry. Now use the blue swap pod at the southeastern end of the room
to summon Belldandy.

Have Belldandy use wind magic on the UFO to unlock another encyclopedia
entry. Give your [[FURU]] action to the Cublock (you should now have
no conditions or actions equipped) and use the (one-way) transporter
pad beyond the red swap pod (Skuld will tag in again). Collect the
item nearby and let the conveyor belt carry you into the next room.
Cross the purple swap pod (Urd will tag in) to return to the room with
the colored gate mechanism and the first Cublock you encountered in
this stage. Extract the [MIZU] condition you left with this Cublock.
Go through the lowered blue gate to the south and return to the room
with the UFO.

Strike the colored gate mechanism with a thunderbolt to lower all red
gates in the stage. Pass through the red gate to the west and head
south. You'll get a cutscene that introduces Doorvator+, a variant of
the Doorvator device that projects a rectangular activation radius
far away from the device itself.

Head for the Doorvator+'s activation radius and you'll activate a
Cublock equipped with [HITO] and [[SUSUMU]]. Let the Cublock roll as
close to you as it can and extract [[SUSUMU]] from it. Turn around
and exchange [MIZU] for the Doorvator+'s [HITO] condition. Backtrack
to the room with the UFO and give the UFO [HITO] and [[SUSUMU]]
(you'll receive its [[MAWARU]] in return).

Stand in the UFO's activation radius to unlock yet another entry for
your encyclopedia. Tag in Skuld at the red swap pod in the northeast
corner of the room. Backtrack toward the Doorvator+ and dump your
[[MAWARU]] on the Cublock there. Now get as close to the Doorvator+
as possible and turn around to face its activation radius.

Launch a delayed water ball into the Doorvator+'s activation range
and quickly run through the gate before it closes. Use the one-way
transporter pad on the other side.

Collect the heart nearby and head north along the path. Turn left
through a lowered red gate and you'll see a robotic device (which
looks a lot like Urd) with a crossbow.

Since the green-colored gates are raised at the moment, this robo-gun
device will not be able to stop you from running to the end of the
path and clearing this stage.

Skuld has found her favorite wrench (the one Keiichi bought her) and
regained her mad scientist skills. She works on Keiichi's keychain
LED light a little bit and...

Skuld: "I just converted the light into a death ray. Be careful with
        it, okay?"

Skuld is full of energy and goes to work on a "new weapon for
conquering the island." She chooses Keiichi and Urd as her test
subjects and the scene ends with them fleeing from a new and
improved model of the Skuld Bomb...

******

Skuld has been stricken by a crippling bout of self-doubt.

Skuld: "Tell me, Keiichi... am I a burden?"

Skuld feels that, even if she recovered all her powers, she'd still
be pathetically weak compared to her sisters -- she might as well go
back to base camp and just mind the house. Yep -- the negative effects
of the memory-stealing magic are increasing in intensity. Luckily,
some tough talk from Urd restores Skuld's energy.

Skuld: "No matter what it takes, I'm going to get my 'most precious
        memory' back!!"

[D-3] MIRAI WO OMOU AREA - Stage III:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-future-3.html

This is a long, tedious stage. In order to traverse it, you'll need
to make use of many transporter pads (some of which are one-directional),
and you're going to get stuck if you're carrying any conditions or
actions when you try to use some of the pads. Always remember that
the UFOs can be made to spit out Cublocks using the [[HIRAKU]] action:
you can then use those Cublocks for handy condition/action storage.

Use the transporter pad in front of you as the stage begins. After
you materialize, head for a conveyor belt which will carry you to a
purple swap pod. Tag in Urd and ride a second conveyor belt to an
area containing an electric fan device and a shaking gate. Head for
the UFO in the corner and you'll get a cutscene that tells you that
pressure from hot air is causing the erratic behavior of that gate.
We'll need to cool it down before we can pass through it. In any case,
walk up to the UFO near the transporter pad.

Use thunder magic to stun the UFO and extract its [HITO] condition
and [[UKU]] action. Run back to the electric fan and head down a
narrow passage nearby. You'll see a R2-san equipped with [HITO] and
[[FURU]]. Stun the R2-san with a thunderbolt and exchange your [[UKU]]
for its [[FURU]].

From now on, the R2-san will lift up off the ground whenever you
enter its activation radius and allow you to pass directly beneath it.
Head for the Doorvator at the end of the narrow path and exchange
your [HITO] for its [KAMINARI]. Backtrack to the UFO near the
transporter pad and head for the red swap pod in the northwest corner
of the map. You should see a Cublock nearby. Exchange your [KAMINARI]
for the Cublock's [MONO] and swap your [[FURU]] for its [[HIRAKU]].
Now look for a color-coded gate mechanism in an alcove.

Drop a thunderbolt on the mechanism to lower all red gates in the
stage. Turn around and head for a lowered red gate near the red swap
pod.

Go up the ramp and collect the heart. Go back down the ramp and use
the red swap pod. Backtrack to the UFO in the corner and give it
[MONO] and [[HIRAKU]]. Now head for the narrow passage (guarded by
the hovering R2-san) that leads to the Doorvator.

Step into the Doorvator's activation radius and walk through when it
opens. Go through the lowered red gate on your left and head for a
clearing with an item in it.

Collect the item and go back through the lowered red gate. Head south
and look for a Slugger-san robot behind a rail.

Lob a delayed water ball into the Slugger-san's activation radius
(try not to hit the Slugger-san itself) to make it advance toward
you. Grab the [[SUSUMU]] action from the Slugger-san once it enters
extraction range. Now head for a Doorvator+ equipped with [MONO] and
[[MAWARU]]. Look for a Cublock sitting inside the Doorvator+'s
activation radius and exchange your [[SUSUMU]] for the Cublock's
[[MAWARU]]. Go back to the Slugger-san and give it [[MAWARU]].

Lob a water ball at a spot inside the Slugger-san's activation radius
(do not hit the Slugger-san itself) to watch it use [[MAWARU]] and
unlock an entry for your device encyclopedia. Now go back through
the regular Doorvator (the one armed with [HITO] and [[HIRAKU]]) and
run to the red swap pod in the northwest corner of the map. Go to the
alcove with the colored gate mechanism.

Lob a water ball at the colored gate mechanism to lower all blue gates
in the stage. Use the two-way transporter pad nearby. The room in
front of you contains a red swap pod and an inert R2-san (equipped
with the [KAZE] condition and no action). This room is connected to a
second room, inside which you'll find the Cublock that you gave
[[SUSUMU]] to a short while ago.

Step into the Cublock's activation radius to advance it toward you.
It will move off the Doorvator+'s activation radius. Go through the
lowered blue gate and head toward the Doorvator+ (make sure you do
not activate the Cublock again -- try to navigate around its
activation radius). Extract [[MAWARU]] from the Doorvator+ and go
back through the lowered blue gate. Deposit [[MAWARU]] with the R2-san
near the red swap pod and make your way back to the regular Doorvator
(the one that leads to the narrow passage with the hovering R2-san).

Extract both [HITO] and [[HIRAKU]] from the Doorvator and head for
the Doorvator+. Give the Doorvator+ your [[HIRAKU]] action. Now turn
around and face the Cublock on the other side of the low curb.

Step into the Cublock's activation radius to make it use [[SUSUMU]].
It will roll into the Doorvator+'s activation range and open the gate
for you. Pass through the open Doorvator+ and go up the ramp. Ignore
the UFO for now and look for a hut-like structure with an item in it.

Collect the item. Now go back to the UFO and extract its [[UKU]]
action. Exchange your [HITO] for its [MIZU] and backtrack through the
Doorvator+. Find the Slugger-san and exchange your [[UKU]] for its
[[MAWARU]].

Drop a water ball on a spot inside the Slugger-san's activation
radius (again, do not hit the robot itself) to watch it use [[UKU]]
and unlock an entry for your encyclopedia. Swap your [[MAWARU]] for
the Slugger-san's [[UKU]] and go back to the regular Doorvator. Give
the Doorvator [MIZU] and [[UKU]].

Lob a water ball at the Doorvator and go inside when it opens. Stay
inside the Doorvator -- it will function like an elevator and carry
you to the floor above. Make sure you have no conditions or actions
equipped and step out of the Doorvator. Use the blue swap pod to your
right to summon Belldandy. Step onto the transporter pad and go
through the lowered blue gate when you re-materialize. Pass through
the room with the red swap pod and head for the room with two
transporter pads.

Use the two-way transporter pad (do not use the one-way transporter
pad or you'll have to repeat the entire sequence that led to summoning
Belldandy). Now head for the electric fan device (do not use the
conveyor belts to get there).

Use Belldandy's wind magic on the electric fan twice to rotate it 180
degrees. The stream of cold air should now be pointed at the shaking
gate. Head for the red swap pod in the northwest corner of the stage
and use it to summon Skuld. Make your way back to the electric fan
device.

Lob a water ball at the stream of cold air to create a sliding ice
crystal that will hit the shaking gate and cool it down. The gate will
open for you.

NOTE: I encountered a serious glitch during the step above -- no
matter how many times I lobbed water balls at the electric fan, it
refused to create an ice crystal for me. I was able to create ice
crystals just fine if I rotate the fan so that it faces any direction
but the correct one. This seems to be a save game-related glitch,
since I even started a new game, rushed through the tutorial, and
then tackled the Future Zone first... only to realize that the glitch
was still in effect. After a lot of trial-and-error, I've isolated
the source of the glitch to one of two possibilities: it's either one
of the device encyclopedia entries for the Future Zone or one of the
items/hearts. Try to beat the first two stages of this zone without
collecting any items, hearts, or unnecessary actions for your
encyclopedia. Once you clear Future Zone, stage III, retry the first
two stages and collect everything you missed. That's the only method
I know of avoiding the glitch, though it could, of course, merely be
a freak accident that only happens to me.

Go through the gate and head for a Doorvator at the end of the
corridor. Extract both [KAMINARI] and [[HIRAKU]] from it. Backtrack
to the Doorvator at the end of the narrow passage with the floating
R2-san. Exchange your [KAMINARI] for its [MIZU] and your [[HIRAKU]]
for its [[UKU]]. Go back to the Doorvator at the end of the corridor
with the shaking gate (the one you opened with an ice crystal) and
give both [MIZU] and [[UKU]] to this Doorvator.

Go back through the corridor and extract both [MONO] and [[HIRAKU]]
from the UFO near the transporter pad in the corner. Go through the
corridor and make your way back to the Doorvator that is now equipped
with [MIZU] and [[UKU]].

Lob a water ball to open the Doorvator and let it carry you to the
second floor. Walk through the lowered blue gate and you should see
another electric fan. This one is already facing the right direction,
so no wind magic manipulation is necessary.

Lob a water ball at the stream of cold air to open the shaking gate
in front of the electric fan. Walk through the open gate and let a
conveyor belt carry you to a purple swap pod. Tag in Urd and look for
a UFO equipped with [HITO] and [[UKU]]. Stun the UFO with a
thunderbolt and exchange your [[HIRAKU]] for its [[UKU]].

Stay inside the UFO's activation range and it will spit out a Cublock.
Now try to run up the ramp to the third floor and you'll notice a gap
in the ramp that must be bridged. Go back down the ramp and you'll
notice two Cublocks sitting side-by-side beneath the gap. We'll need
to make both Cublocks levitate in order to create a traversable
platform across the gap.

Give your [[UKU]] action to the Cublock on the right (the one
equipped with the [MONO] condition) and it will float upward.
Exchange your [MONO] for the [HITO] condition equipped on the other
Cublock and head back to the UFO.

Deposit your [HITO] with the Cublock next to the UFO and use the
two-way transporter pad. Go through the lowered blue gate and head
for the room with the two transporter pads. Use the one-way
transporter pad this time and head for the purple swap pod when you
re-materialize. Let a conveyor belt carry you to the alcove with the
electric fan device. Head down the narrow path and walk up to the
floating R2-san.

Strike the R2-san with thunder magic and extract [[UKU]] from it.
Backtrack to the northwest corner of the map and look for the red
swap pod.

Tag in Skuld and head back to the alcove with the electric fan device.
Go through the open gate and head for the Doorvator at the end of the
corridor.

Lob a water ball to open the Doorvator and let it carry you back up
to the second floor. Go through the lowered blue gate and make your
way to the purple swap pod. Tag in Urd and head for the Cublocks
beneath the gap in the ramp above.

Give your [[UKU]] action to the Cublock on the left (the one you
fitted with the [MONO] condition earlier) and it will levitate to
complete your makeshift bridge across the gap. Extract [HITO] from
the Cublock near the UFO and the transporter pad. Walk up the ramp.
Follow the path and you'll come to an inert R2-san robot equipped
with the [[SUSUMU]] action.

Stand between the R2-san and the edge of the ramp before you give it
[HITO]. This is because R2-san robots walk AWAY from you when they
use [[SUSUMU]] -- you're going to have an awful time if you activate
[HITO] from the other side and the robot gets itself stuck in a
corner of the ramp.

Stay inside the R2-san's activation radius and let it walk toward
the transporter pad. Get it as close to the Cublock on the other side
as possible. Stun the R2-san with a thunderbolt and extract [HITO]
from it. Go back down the ramp and dump [HITO] on the Cublock near
the UFO.

Go back up the ramp and use the red swap pod on the third floor to
summon Skuld. Now use the transporter pad at the end of the path.
When you re-materialize, look for the R2-san on the other side of a
low wall and extract [[SUSUMU]] from it. Give [[SUSUMU]] to the
Cublock nearby (the Cublock should now be equipped with [MIZU] and
[[SUSUMU]]).

Keep lobbing delayed water balls over the Cublock (while standing
directly behind it) to make it advance toward the rocket-gun device
at the end of the path. The Cublock will "lock" into position when it
gets close enough to the rocket-gun device. Turn to your right and
head for the floating memory to complete the stage.

Skuld's "most precious memory" takes the shape of an angel's egg.

Skuld: "If I drink from this, I'll be able to summon Noble Scarlet..."
Urd: "No, you won't."

That is, of course, because the angel's egg is a memory that's been
sealed with powerful magic. Keiichi tries to break the seal and fails
due to rampant space-time chaos in the vicinity. Skuld senses the
location of a safe spot for performing the seal removal ritual and
leads the way to Future Zone, stage IV.

Now that we've collected all six items in the Future Zone, we get a
bonus scene where Megumi shows up to resume her rivalry with Skuld.
Skuld gets excited at seeing the remote control for the "Historic
Wheel No. 1" again -- but the machine itself is nowhere in sight.
In any case, both Belldandy and Urd think that those two get along
great.

Skuld: "We do not 'get along great'!"
Megumi: "That's right! We'll be always be rivals!! I rigged together
         a great machine, so I'm not going to lose!"
Skuld: "I'm not going to lose either!"

A pity neither of them brought their machines. Anyway, the two girls
make a date for their next showdown and Megumi disappears. The
encounter fills Skuld with determination -- she's dead set on getting
her powers and memories back so that she can get off the island and
keep her promise with Megumi.

Since we've collected all three hearts in this zone, Skuld's swimsuit
is unlocked as well.

******

The final stage of Skuld's domain looks like a giant digital clock...

Marller: "Tsk, tsk, tsk! It's no ordinary digital clock!"

We'll need to overcome yet another one of Marller's "masterpiece"
puzzles in order to break the seal on Skuld's most precious memory.
Here we go.

[D-4] MIRAI WO OMOU AREA - Stage IV:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-future-4.html

This stage requires you to deal with some simple math problems.
Circuits connect a series of water-powered "number" lights to each of
the four giant digits, which display the sum of all activated number
lights connected to that particular digit. The first couple of digits
are fairly easy to solve, though the latter two require a little
thought.

Walk down the ribbon cable-like stairs and head for a number light
showing the digit "1".

Lob a water ball at this light to turn it on. The first giant digit
will now show a "1". Turn around and head for a number light showing
the digit "2".

Lob a delayed water ball across the gap to turn on this 2-light. The
giant digit now shows "3" -- the sum of the two lights you turned on
so far. Walk across the giant digit and look for a color-coded gate
mechanism in a pit to the north.

Throw a delayed water ball at the colored gate mechanism to raise a
red block you'll need to cross to get to the second giant digit. Now
turn around and head for the number lights on the platform to the
east.

Turn on the 2-light with a water ball. The first giant digit now shows
"5". Now look for the 1-light and notice that, unlike the others, this
number light subtracts instead of adds to the numeric total displayed
by the giant digit.

Turn on the 1-light with water magic. Now walk across the first giant
digit (which should show a "4") and you'll notice that the raised red
block bridges the gap between the first giant digit and the second
giant digit. Get over on the second giant digit and head north across
a raised red block. You'll see another number light with the digit "1".

Lob a delayed water ball at the 1-light to turn it on. Go down the
stairs and tag in Urd at the purple swap pod. Go up the stairs on the
other side and you should be on a platform containing two number
lights and a red swap pod. Position yourself by the 2-light and you
should see a Cublock in the pit underneath. The Cublock is equipped
with the [KAMINARI] condition and the [[SUSUMU]] action (how do I
know? I deduced it, dear Watson).

Have Urd throw a delayed thunderbolt into the Cublock's activation
radius and it will move in the direction of the bolt. Use a total of
five thunderbolts this way: you want the Cublock to move east twice
and then north three times. Once you manage that, the Cublock should
become a makeshift bridge that gives you access to the platform
containing a R2-san robot and a blue swap pod.

Ignore the robot and use the blue swap pod to summon Belldandy. Now
walk back to the platform with the two number lights and the red swap
pod. Go down the stairs and look for a colored gate mechanism.

Use wind magic on this mechanism to lower all green blocks in the
stage. Now go back up the stairs and tag in Skuld with the red swap
pod. Go back down the stairs and head north across the floor. Go up
the stairs on the north side and pass through the lowered green gate.

Lob a water ball at the first number light you see to change the
third giant digit to a "1". Go down the stairs, cross the floor, and
go up the stairs on the other side. You'll enter a purple swap pod
and tag in Urd automatically. Go back down the stairs and locate
another colored gate mechanism.

Drop a thunderbolt on the gate mechanism to raise a blue block. Go
back up the stairs leading to the purple swap pod and cross the newly
raised blue block to a platform with a red swap pod. Summon Skuld.

Look for a number light showing the digit "2" and use water magic on
it. Step onto the giant digit (which now reads "3") and look for the
colored gate mechanism in a pit below.

Toss a delayed water ball at the mechanism to raise a red block you'll
need later. Head due north on the giant digit and you should come
into range of the 1-light you turned on earlier.

Throw a delayed water ball across the gap and turn the 1-light off.
The giant digit you're standing on now reads "2". Look for a number
light showing the digit "2" to the west.

Lob a delayed water ball at the 2-light to turn it on. This "minus"
number light will subtract 2 from the total and change the giant digit
you're standing on back to a nice, round "0". Cross the red block
onto the final giant digit and look for a number light on a platform
to the north.

Use water magic on the number light to change the final giant digit
to a "1". Go down the stairs and head north across the floor (avoid
using the path being "monitored" by the two robo-gun devices). Go up
the stairs at the end of the path and use the blue swap pod. Now look
for a colored gate mechanism nearby.

Use wind magic on the gate mechanism to lower the green gate blocking
the path leading to the transporter pad. Go back down the stairs
leading to the robo-guns and look for a red swap pod behind one of
them.

Use the red swap pod to summon Skuld. Go back up the stairs and look
for a number light.

Lob a delayed water ball at this number light to change the final
giant digit to a "1". Now go down the path leading to the transporter
pad until you come into sight of a Cublock and a R2-san. Extract the
[MONO] condition from the Cublock.

Keep lobbing delayed water balls into the activation range of the
R2-san to make it advance toward you (it will try to use its [[FURU]]
action). When the R2-san comes into extraction range, exchange your
[MONO] for its [MIZU]. Give [MIZU] to the Cublock nearby and extract
[MONO] from the R2-san.

Keep lobbing delayed water balls while standing behind the Cublock to
make it advance toward the transporter pad (the same tactic you used
at the end of Future Zone, stage III).

Eventually, the Cublock will become a shield that allows you to
access the transporter pad without being knocked back by the robo-gun's
projectiles. Give your [MONO] to the R2-san robot and step onto the
transporter pad. When you re-materialize, follow the stairs all the
way up to clear the stage.

Marller is again surprised that you escaped her trap so easily.

Marller: "Why you...! I'm going back to the drawing board! It won't
          be so easy for you next time!"

Keiichi breaks the seal on Skuld's final memory and Lind drops in for
a visit.

Lind: "Hello, friends."

Lind asks Skuld what it is that she really wants back: the power to
destroy the demons? The magic to break the barrier covering the
island? Skuld replies with the right answer: the bond between our
four heroes that allows them to trust each other without question
and to always support each other, no matter what.

After helping Skuld regain her powers, Lind disappears like the
memory she is. We've completed the Future Zone and Skuld's goddess
uniform has been unlocked.

Back at base camp, the goddesses still have not completely recovered
their song magic. Belldandy wonders if they are still missing a few
important memories, but Peorth says "no way." The gang is puzzled
over what's going on... until Keiichi blurts out with something, er,
enlightening...

Keiichi (to Peorth): "By the way... who are you? I believe this is
                      the first time we've met, right?"

Belldandy realizes that Keiichi's memories have also been stolen.
Keiichi's memories are an important ingredient for the spell that
will hopefully break the magic barrier over the island, so we must
get them back. Peorth locates the wayward memories at the center of
the island. Chapter 2 of the game ends here and chapter 3 -- KONTON
NO SHIMA ("Island in Chaos") -- begins.

E) Chaos Zone

Hildr is pretty bleepin' mad that Marller screwed up again. While she
berates "Maa-chan", the Spirit of the Silver Watch has finally decided
that her demon friends are overdoing it... and says so. Hildr pretty
much laughs in the Spirit's face (everyone's favorite bite-sized demon
avatar has a signed contract over this place, so she feels that she
can do pretty much whatever she wants).

Hildr: "Now then, let me readjust this island's difficulty setting...
        the fun has only just begun, heh."

The Spirit really goes berserk after that... and apparently she's the
current keeper of Keiichi's wayward memories. The Spirit lets her power
run amok and the entire island goes totally whacko. All sorts of stuff
from different temporal domains are now jumbled together, and it's this
veritable minefield of debris we'll have to wade through to get
Keiichi's memories back. Thus begins KONTON NO SHIMA ("Island in Chaos"),
hereafter referred to as the Chaos Zone.

NOTE: The character encyclopedia now has an extra entry for the Spirit
of the Silver Watch: some time ago, a woman living on this island gave
a silver watch to her beloved as a present. That watch has gone sentient
and the Spirit is its avatar/physical manifestation.

[E-1] KONTON NO SHIMA - Stage I:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-chaos-1.html

The goddesses sense an absolute maelstrom of power swirling about the
center of the island. The magical energies powering the island have
officially gone bonkers -- time and space have gone "melting pot" on
us.

Keiichi: "Hey, hey! Are my memories okay?"

Belldandy can't bring herself to say it, so Skuld does: Keiichi's
memories are probably not "okay" with all this chaos roiling around
them. As you'd expect, Keiichi gets really worried and the gang
rushes headlong toward the center of the island.

This stage is pretty convoluted, but it does offer us an opportunity
to finally complete some of our device encyclopedia entries. Go down
the stairs in front of you and head for a blue swap pod as the stage
begins.

Use the purple swap pod to the north to summon Urd. Now ride the long
patch of flowing sands and try to get off at the gap that leads to
an iron-bound gate.

This gate is equipped with the [MIZU] condition and the [[TSUKU]]
action. Extract [[TSUKU]]. Now step back onto the flowing sands and
let it deposit you near a stone gate. This gate is equipped with [HITO]
and [[HIRAKU]], so simply step into its activation range and go
through the gate when it opens. Extract [HITO] from the stone gate
once you're on the other side. Now look for an enclosure that contains
a sorc bot, a green obstacle, a blue gate, and a colored gate mechanism.

Get as close to the sorc bot as possible and have Urd strike it with
a delayed thunderbolt. Exchange your [[TSUKU]] for the sorc bot's
[[MAWARU]].

Stay inside the sorc bot's activation radius and it will use [[TSUKU]].
The resulting fireball will destroy the green obstacle in front of
the sorc bot. Stun the sorc bot with another bolt and exchange your
[[MAWARU]] for its [[TSUKU]]. Make your way back to the iron-bound
gate. Exchange your [HITO] for the gate's [MIZU] and give it your
[[TSUKU]] action.

Step inside the iron-bound gate's activation radius and go through to
the other side. Now try to run northwest against the current of the
flowing sands in front of you and you should be able to make it to
the platform containing the red swap pod. Tag in Skuld and go back
to the stone gate. Give the gate your [MIZU] condition.

Lob a water ball at the stone gate to open it. Run toward the blue
swap pod in the corner and you should eventually come into targeting
range of the colored gate mechanism.

Have Skuld lob a delayed water ball at the gate mechanism (the shot
will clear the low wall) to lower the blue gate. Backtrack toward
the sorc bot.

Step into the sorc bot's activation radius to make it use [[MAWARU]].
The robot's wind magic will hit the colored gate mechanism and lower
the green gate blocking the path to the retry gate. Now use water
magic to open the stone gate and go right through when it opens.

Lob a water ball at the patch of flowing sands in front of you and
cross over to the other side. You'll step into the iron-bound gate's
activation radius and make it use its [[TSUKU]] action. Go through
the gate and lob a water ball at another patch of flowing sands.
Cross the sands while it's immobile and pass through the retry gate.

Tag the iron-bound gate to the right with a water ball and go through
the gate when it uses [[TSUKU]]. Extract [MIZU] from the iron-bound
gate once you're on the other side. Walk down the stairs and exchange
your [MIZU] for the [KAZE] condition equipped on the stone gate to
your right.

Open the stone gate with water magic and collect the item on the other
side. Go back through the stone gate and extract [MIZU] and [[HIRAKU]].
Go back up the stairs, give the iron-bound gate [MIZU], and activate
its [[TSUKU]] action with water magic. Extract [MIZU] from the
iron-bound gate once you're on the other side. Now give [MIZU] and
[[HIRAKU]] to the stone gate to the left of the iron-bound gate.

Lob a water ball at the stone gate to open it. Look for a blue swap
pod down some stairs to the left and use it. Now use the purple swap
pod in a corner to summon Urd. Look for a UFO nearby.

Strike the UFO with thunder magic and extract both [HITO] and [[UKU]]
from it. Head back to the stone gate beyond the blue swap pod.
Exchange your [HITO] for its [MIZU] and your [[UKU]] for its [[HIRAKU]].

Stay inside the stone gate's activation radius to unlock the final
missing entry for this device in your encyclopedia. Now exchange your
[[HIRAKU]] for its [[UKU]] and go through this gate. Extract [HITO]
from the stone gate once you're on the other side. Give the iron-bound
gate nearby your [HITO] condition and exchange your [[UKU]] action for
its [[TSUKU]].

Step into the iron-bound gate's activation range to unlock another
entry for your encyclopedia. Now extract [HITO] from this gate and
give it to the stone gate to its left. Step through the stone gate,
extract [HITO] from it, and head toward the UFO nearby.

Give both [HITO] and [[TSUKU]] to the UFO and stay inside its
activation range to unlock an encyclopedia entry. Use the purple swap
pod in the corner to summon Urd. Stun the UFO with thunder magic and
extract [[TSUKU]] from it. Now look for a R2-san robot nearby. Position
yourself to the southwest of the R2-san.

Now step into the R2-san's activation radius to make it run away from
you and leave the line of sight between the sorc bot and the green
obstacle. Run up to the R2-san and stun it with a thunderbolt.

Exchange your [[TSUKU]] for the R2-san's [[SUSUMU]] and stay inside
the robot's activation range to unlock another entry for your
encyclopedia. Stun the R2-san with another bolt and extract both [HITO]
and [[TSUKU]]. Now give [HITO] and [[TSUKU]] to the sorc bot in the
corner.

Activate the sorc bot's [HITO] condition to make it shoot a fireball
at the green obstacle. Once the obstacle has been demolished, stun the
sorc bot with thunder magic and extract [[TSUKU]]. Deposit your [MONO]
condition with the R2-san nearby and extract [HITO] from the UFO in
the area. Go back up to the stone gate near the blue swap pod and
exchange [HITO] for its [MIZU].

Go through the stone gate and exchange your [[TSUKU]] for the
iron-bound gate's [[UKU]] action. Backtrack to the R2-san and extract
both [MONO] and [[SUSUMU]] from it (giving it [MIZU] and [[UKU]] in
return). Give [[SUSUMU]] to the sorc bot in the corner.

Stay inside the sorc bot's activation range and "walk" it forward
until it hits a dead end. Tag in Urd at the purple swap pod and stun
the sorc bot with thunder magic. Extract [[SUSUMU]] from the sorc bot
and then exchange your [MONO] for its [HITO]. Go get [[UKU]] from the
R2-san nearby (trading it your [[SUSUMU]]). Make sure that the R2-san
is reasonably close to the sorc bot.

Give [[UKU]] to the sorc bot and it will levitate off the ground as
long as the R2-san is inside its activation range. Extract [[SUSUMU]]
from the R2-san. Now go back up the stairs near the blue swap pod and
head for the purple swap pod near the floating sorc bot. You'll
notice that the sorc bot is now shielding you from the robo-gun
device overlooking the swap pod.

Use the purple swap pod. Now go through the stone gate and give [HITO]
to the iron-bound gate.

Activate the iron-bound gate and pass under it when it uses [[TSUKU]].
Head down the stairs and look for the knight bot standing in the
activation radius of a Cublock equipped with [MONO] and [[UKU]]. Stun
the knight bot with a delayed thunderbolt and exchange your [[SUSUMU]]
for its [[MAWARU]].

Stay inside the knight bot's activation radius to make it use
[[SUSUMU]]. The knight bot will leave the Cublock's activation range,
causing the Cublock -- and the robo-gun mounted on top of it -- to
crash to the ground. Now stun the knight bot with another delayed
bolt and extract [HITO] from it. Backtrack toward the levitating sorc
bot and make sure you tag in Urd at the purple swap pod in the
southeast corner of that area.

Stun the sorc bot with a bolt and exchange your [[MAWARU]] for its
[[UKU]]. Backtrack through the two gates and head back to the knight
bot. Exchange [[UKU]] for the knight bot's [[SUSUMU]] and then give
it your [HITO] condition.

Stay inside the knight bot's activation range to watch it use [[UKU]]
and unlock an entry for your device encyclopedia. Go back through
both gates and head for the retry gate to the north. You'll enter the
third and final leg of this stage. Tag in Urd at the purple swap pod
to your left. Now step onto the transporter pad in the southeast
corner of the area. You'll re-materialize near an item.

Collect the item. You'll notice that you're standing on the eastern
side of a fortified gate powered by two gears and that the gears
themselves are powered by the two knight bots standing on top of them.
Look for another knight bot near a red swap pod inside an
inaccessible (for the moment) enclosure.

Have Urd drop thunderbolts into this knight bot's activation range to
make it walk toward you. Grab [KAMINARI] from the knight bot once it
walks into extraction range. Now go up the stairs and give [KAMINARI]
to the knight bot standing on top of the gear.

Drop a bolt into the knight bot's activation range (but not on the
knight bot itself) to make the robot use its [[MAWARU]] action. The
gear beneath it will rotate and open half of the fortified gate.
Extract [[MAWARU]] from the knight bot and exchange it for the
[[SUSUMU]] action equipped on the knight bot inside the enclosure.
Give [[SUSUMU]] to the knight bot standing on top of the gear.

Now use the transporter pad directly below the gear. Once you
re-materialize, go up the stairs and extract [[SUSUMU]] from the
knight bot standing atop a second gear. Go back down the stairs and
give [[SUSUMU]] to a Cublock inside an enclosure (the Cublock is
equipped with the [KAMINARI] condition). Repeatedly drop delayed
thunderbolts into the activation range of the Cublock to advance it
as close to the raised red gate as you can manage. Now extract
[KAMINARI] from the Cublock and give it to the knight bot standing on
the second gear. You'll receive [MONO] -- immediately give it to the
Cublock inside the enclosure.

Go up the stairs again and use the red swap pod. Use the transporter
pad directly below the second gear to head back to the eastern side
of the area. Position yourself near the colored gate mechanism on the
other side of the low wall.

Have Skuld lob a water ball at the mechanism to lower the blue gate.
Now use the transporter pad that leads back to the southeastern side
of the area. Run across the purple swap pod and use the transporter
pad in the southwestern corner.

Once you re-materialize, head for the transporter pad directly below
the western gear of the fortified gate mechanism. You'll be beamed to
a pad below the eastern gear. Walk through the lowered blue gate and
extract [[MAWARU]] from the knight bot nearby.

Have Urd drop a thunderbolt on the colored gate mechanism near the
knight bot. Run to the lowered red gate and you should now be within
extraction range of the Cublock on the other side.

Exchange your [[MAWARU]] for the Cublock's [[SUSUMU]]. Turn around
and summon Skuld at the red swap pod. Dump your [[SUSUMU]] action on
the inert knight bot.

Use water magic on the colored gate mechanism. Head through the
lowered blue gate and use the transporter pad. Extract [[MAWARU]] from
the Cublock inside the enclosure and give this action to the knight bot
standing atop the western gear of the fortified gate mechanism. The
knight bot should now be equipped with [KAMINARI] and [[MAWARU]].

Use the transporter pad at the southwest corner of this platform and
head for the purple swap pod when you materialize. Tag in Urd and use
the transporter in the southwest corner to go back to the area with
the knight bot standing atop the western gear. Go up the stairs and
get inside the knight bot's activation range.

Drop a bolt somewhere inside the knight bot's activation radius (again,
do not hit the knight bot itself) to make the robot turn the gear and
completely unlock the fortified gate. Now use the transporter pad at
the southwest corner of the platform. Run across the purple swap pod
and look for a transporter pad to the left of a colored gate mechanism.

Step onto this transporter pad and head through the fortified gate to
clear the stage.

Keiichi calls for Hildr and Marller to give him back his memories...
but they aren't here. The Spirit of the Silver Watch is present, however.

Spirit of the Silver Watch: "Please believe me... this island didn't use
                             to look this way. This was once a most
                             beautiful island."

Keiichi and co. discover that Hildr and Marller have been ...disabled...
and are now floating around a giant magic circle at the center of the
island. In order to rescue our demon "friends", we'll have to recover
their lost memories. On to Chaos Zone, stage II!

******

We've come to retrieve Marller's lost memories. Skuld doesn't think
this is a good idea.

Skuld: "Didn't they create this mess in the first place? They're just
        reaping what they sow."

Keiichi is a nice guy, though, so he's going to help Marller and Hildr
anyway. Besides, everyone wants to help the Spirit of the Silver Watch,
and more manpower should prove useful when we get around to doing that...

[E-2] KONTON NO SHIMA - Stage II:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-chaos-2.html

This stage is fairly quick and painless... as long as you figure out
what's going on. The black Stri-kun droids from the Future Zone (the
ones shaped like -- and act like -- baseball pitching machines) play
huge roles here.

Head for the Hammer Muscle and strike the golem with thunder magic.
The Hammer Muscle will use [[SUSUMU]] to move away from the staircase
it's blocking. Extract the [KAMINARI] condition from the Hammer Muscle
and go down the stairs. Give [KAMINARI] to the iron-bound gate bearing
the [[HIRAKU]] action (but no condition).

Strike the iron-bound gate with a thunderbolt to open it. Extract
[KAMINARI] and [[HIRAKU]] from the gate once you're on the other side.
You should see a section of wall between the Stri-kun droid and a
mounted "target" device for the Stri-kun's projectiles.

Run toward the home plate-like symbol near the Stri-kun and it will
lob a bomb at you. Get out of the way and the bomb will knock down
the wall. A cutscene will play. If you tag home plate again, you'll
notice that the Stri-kun's bomb projectile will now bounce off the
mounted target device and hit the iron-bound gate. We need to do a
fancy redirection of this projectile to get out of this part of the
stage. Let's start by giving [KAMINARI] and [[HIRAKU]] to the
iron-bound gate in the path of the bomb projectile.

Open the iron-bound gate with a bolt and use the blue swap pod on the
other side. Look for a second mounted target device.

Use wind magic on the device to rotate the mounted target. Now look
for a third mounted target device between a section of wall and a
wooden gate.

Use wind magic to rotate the mounted target on this device as well.
Now tag in Urd with the purple swap pod nearby and let her thunder
magic help you go back through the iron-bound gate (the one equipped
with [KAMINARI] and [[HIRAKU]]).

Tag home plate to make the Stri-kun lob another bomb projectile at
you. The bomb will bounce off the first mounted target device and
head for the iron-bound gate.

Run ahead and use Urd's magic on the iron-bound gate, thus opening
the gate before the bomb hits it. The projectile will fly through the
gate, bounce off two more mounted target devices, and finally knock
down the wall between the wooden gate and a Hammer Muscle. Extract
both [MIZU] and [[HIRAKU]] from the Hammer Muscle and give [[HIRAKU]]
to the wooden gate nearby. Now use the blue swap pod to summon
Belldandy.

Use Belldandy's magic to rotate the mounted target closest to the
wooden gate. Now swap your [MIZU] for the [KAMINARI] condition
equipped on the iron-bound gate and give [KAMINARI] to the wooden
gate. Summon Urd with the purple swap pod.

Have Urd drop a thunderbolt on the wooden gate to open it. Notice
that the gate will remain open because there's a mounted target
lodged inside its activation radius. Tag in Skuld at the red swap
pod near the section of wall blocking your path to a retry gate. Now
step on home plate again to trigger another bomb toss by the Stri-kun
droid.

Quickly run toward the iron-bound gate and open it with a water ball.
Stay inside the gate's activation range to make sure the projectile
goes through.

The bomb will then bounce off two mounted targets, pass through the
open wooden gate, bounce off another mounted target near the red swap
pod, and finally demolish the wall in front of the retry gate. Pass
through the retry gate and extract both [KAMINARI] and [[FURU]] from
the Hammer Muscle right in front of you. Look for a blue swap pod and
use it to summon Belldandy.

Use Belldandy's wind magic on the colored gate mechanism nearby to
lower all green gates in the area. Summon Urd with the purple swap
pod, go down the stairs, and give your [KAMINARI] condition to the
Hammer Muscle standing near an item. This golem should now be
equipped with [KAMINARI] and [[SUSUMU]].

Collect the item. Now drop two thunderbolts on the Hammer Muscle to
make it advance toward a stone wall. Exchange your [[FURU]] for the
golem's [[SUSUMU]].

Strike the Hammer Muscle with thunder magic to make it use [[FURU]]
and demolish the wall. Now get as close to the colored gate mechanism
as you can.

Drop a delayed thunderbolt on the colored gate mechanism to lower the
red gates in the area. Run up the stairs and tag in Belldandy at the
blue swap pod. Now touch home plate to make the Stri-kun lob a bomb
toward the raised green gate. Run toward the red swap pod and you
should come into targeting range of the colored gate mechanism two
floors below.

Use Belldandy's wind magic on the mechanism shortly before the bomb
passes through the lowered red gate. By the time the gust of wind
lowers the green gate, the bomb should be through the (now raised)
red gate. Tag in Skuld with the red swap pod.

Lob a delayed water ball at the colored gate mechanism right as the
bomb passes through the lowered green gate. This will lower the blue
gate at the end of the path.

The bomb projectile will fly through the lowered blue gate and destroy
a stone wall blocking your path to a second retry gate. Run through
the retry gate and the purple swap pod. A cutscene will play when you
approach a device that looks suspiciously like the Vaus vessel from
Arkanoid. This thing is known as a Pinbomber. Now head for a colored
gate mechanism near a walled-off blue swap pod.

Strike the gate mechanism with a thunderbolt to lower the red gates
in the area. Notice that there are two Stri-kun droids in the area.
Head for the one to the east (according to your map) and tag its home
plate sensor.

The bomb projectile fired by the Stri-kun will bounce off a blue gate
and demolish the wall near the blue swap pod. Use this swap pod to
summon Belldandy.

Use wind magic on the colored gate mechanism to lower all green gates
in the area. Step on the home plate sensor of the Stri-kun droid to
the west.

The Stri-kun will fire a bomb that destroys a wall in the northeast
corner of the area. Now run toward the three iron-bound gates at the
south end of the area and watch the cutscene. The gate to the west is
useless, so extract its [[HIRAKU]] action. Now run down the path that
leads to the northeast corner of this area, turn the corner, and head
for the Pinbomber right next to the Stri-kun droid. Exchange [[HIRAKU]]
for the Pinbomber's [[SUSUMU]].

Step into the Pinbomber's activation range to watch it use [[HIRAKU]]
(unlocking an entry for your device encyclopedia in the process). Step
away and exchange your [[SUSUMU]] for its [[HIRAKU]].

Activate the Pinbomber's [HITO] condition again and watch it use
[[SUSUMU]] to slide into a different position. Extract [HITO] and 
[[SUSUMU]] from the Pinbomber. Now backtrack along the path and give
[HITO] to the Pinbomber to the northwest.

Step into this Pinbomber's activation radius to watch it use [[FURU]]
and unlock an encyclopedia entry. Step away and exchange your [[SUSUMU]]
for its [[FURU]].

Activate the Pinbomber's [HITO] condition to make it use [[SUSUMU]].
Extract [HITO] from the Pinbomber once it slides into proper position.
Now tag in Urd at either of the two purple swap pods in the area. Run
toward the Stri-kun to the east and trip its home plate sensor. Run to
the colored gate mechanism.

Use thunder magic on the gate mechanism as soon as the bomb projectile
bounces off a blue gate and a red gate in succession. You'll lower a
second red gate in the path of the projectile, thus allowing the flying
bomb to blow up the stone wall behind the second red gate and grant
you access to the red swap pod behind the stone wall. Head due south
and look for the series of three iron-bound gates. Give [HITO] to the
gate to the east -- this gate should now be equipped with [HITO] and
[[HIRAKU]]. Backtrack and use the blue swap pod.

Use wind magic on the colored gate mechanism nearby to lower the green
gates in the area. Head for the red swap pod to the east and summon Skuld.
Trip the home plate sensor for the Stri-kun to the west and run for the
colored gate mechanism as soon as the droid shoots out a bomb projectile.

Toss a water ball at the gate mechanism to lower all blue gates and raise
all green gates. Now head straight for the three iron-bound gates to the
south. The flying bomb should be hot on your tail after bouncing off the
two Pinbombers, two walls, and a raised green gate.

Step into the activation radius of the eastern gate to open it and let the
bomb projectile fly through. The bomb will demolish a stone wall near the
platform containing Marller's lost memory. Extract [HITO] from the
eastern gate and give it to the middle gate of the three. Backtrack and
use the blue swap pod.

Use wind magic on the colored gate mechanism nearby to lower all green
gates -- and raise all blue gates -- in the area. Note that there is a
lone iron-bound gate in a nearby semi-enclosed area surrounded by two
conveyor belts. Conveniently, this gate is already equipped with [HITO]
and [[HIRAKU]]. Now go tag the home plate sensor for the Stri-kun droid
to the east. Dash for the iron-bound gate in the semi-enclosed area as
soon as the droid lets fly with its bomb projectile.

Activate the gate's [HITO] condition to open it. Hold it open until
the flying bomb passes through. Now run straight for the three gates
to the south and step into the activation radius for the middle gate.

Hold the gate open for the bomb projectile, which will fly through and
knock down a second wall along the path leading to the platform with
the floating memory. Head along that path and you'll see an item to the
southwest of that series of three gates.

Collect the item and follow the path to the end of the stage.

Marller's stolen memory comes in the form of a block KUZUSHI ("block
breaker"... think Arkanoid) game, thus explaining the motif for this
entire stage.

Skuld: "This is Marller's "most precious memory"?"
Urd: "I-I'm having trouble believing it as well."

Marller refuses to accept the memory on account of it possibly being a
trap. She waxes defiant at the goddesses and says that she'd die before
becoming a pawn in their games.

Marller: "I'm content to go down with this island... however, I'm going
          to take you all with me!"

Urd reminds Marller that she wasn't quite so defiant back when Urd handed
her a record losing streak in the block kuzushi game. With some help from
Keiichi, Urd force-feeds the memory to Marller, returning our demon friend
to normal. Marller refuses to say "thank you" or even "sorry", but it's
pretty clear that she appreciates the help. It's time to do the same for
Hildr.

By collecting all four items in the Chaos Zone, we've unlocked the final
bonus cutscene in the game. We seem to have found the Bottle of Maou za
Hakushon and released "Lord of Terror" Urd...

Urd: "Haahahahahaha!! That's right! The rightful heir to the Lord of
      Terror, Majin Urd, has returned! Prostrate before me, you fools!
      Revere me!"
Marller: "O-Oooh! Everybody, prostrate yourselves!"
Urd: "Okay, now give me your wallet."
Marller: "W-Wallet? I'm not carrying one right now..."
Urd: "WHAT?!"
Marller: "Yikes! Forgive me!"
Urd: "Then how about you bring me some JUNMAI DAIGINJOU (a type of
      sake)?"

Belldandy tells Urd to stop playing around, and Marller gets all
confused. Apparently she couldn't quite figure out that this "Bottle
of Maou za Hakushon" is merely a memory and therefore does not carry
within it the spirit of the Lord of Terror. In other words, Urd was
faking it in order to extort Marller for money and alcohol.

******

It's Hildr time! Marller leads the gang to a pretty exotic (in terms
of architecture) location where Hildr's stolen memories appear to be
hanging out. Marller continues to begrudge the gang her appreciation...
she says that she's just using Keiichi and co. to help out her boss.
Got that?

Urd: "Fine, fine. Shut up already."
Skuld: "Um, is it okay for us to trust Marller?"
Marller: "Wha? Are you suspicious of me?"
Skuld: "Of course! Duh!"
Belldandy: "I believe Marller. I really think that she's a trustworthy
            comrade. Right, Marller?"
Marller: "Er... rather than trusting me so implicitly, I think I'd
          like it better if you were a little suspicious of me..."

Keiichi notes that practically no one -- not even demons -- is proof
against Belldandy's sincere smile. On that note, we start the search
for Hildr's displaced memories -- that mini-demon is the only one who
can disable the magic circle fueling all this chaos, says Marller.
That and life is going to be horrible for Marller if she lets anything
bad happen to the earthly incarnation of Hildr... Demon General Hildr
(you know, the "real thing" who's, oh, a thousand times more powerful
than mini-Hildr) would not be amused.

[E-3] KONTON NO SHIMA - Stage III:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-chaos-3.html

Run down the stairs in front of you and you'll see a strange-looking
blob of chaos in a clearing beyond the blue swap pod. Approach the
blob and it will morph into a table bearing a tea set as well as
trigger a cutscene. The cutscene tells you that blobs like this one
will morph into a shape that reflects the thoughts/desires of whichever
goddess partner is currently active. Since you started the stage with
Belldandy, you get the Table of Desire. Turn east and head for the
purple swap pod. You'll pass two mounted mirrors -- we'll deal with
these later.

Summon Urd at the purple swap pod. Keep going east until you see a
clearing with a stone gate and a Hammer Muscle. Extract the [HITO]
condition from the Hammer Muscle. Keep heading east and you'll see
another Hammer Muscle -- this one is equipped with [KAMINARI] and
[[FURU]]. Extract [[FURU]] from this Hammer Muscle and backtrack
toward the starting point of the stage. When you get close enough to the
blob of chaos, it will morph into a TV of Desire (reflecting Urd's
thoughts).

Notice that the TV of Desire emits a light ray that bounces off the
two mounted mirrors near the purple swap pod. You've just opened a
sun gate you'll need to pass through later. Now walk up to the TV of
Desire and exchange your [HITO] condition for its [KAZE].

Stay inside the TV's activation range to watch it use [[MAWARU]] and
record an action for your device encyclopedia. Now strike the TV with
a thunderbolt and exchange your [[FURU]] for its [[MAWARU]] while it's
stunned.

Stay inside the TV's activation radius to unlock another action for
your encyclopedia. Now use thunder magic on the TV again and swap your
[[MAWARU]] for its [[FURU]]. Head for the knight bot to the west.

This robot is equipped with [HITO] and [[SUSUMU]], so just step into
its activation range and make it walk up to the drawbridge. Now walk
up to the knight bot and stun it with a thunderbolt. Exchange your
[[FURU]] action for its [[SUSUMU]].

Stay inside the knight bot's activation range to make it use [[FURU]]
and lower the drawbridge for you. Now stun the knight bot with thunder
magic and exchange your [KAZE] for its [HITO]. Look for a stone gate
near a patch of running water and exchange [HITO] for its [KAMINARI]
condition. Also exchange [[SUSUMU]] for the gate's [[MISERU]] action.
Swap [KAMINARI] and [[MISERU]] onto the knight bot (in exchange for
its [KAZE] and [[FURU]]).

Now have Urd drop a thunderbolt inside the knight bot's activation
radius (but not on the robot itself) to activate [[MISERU]] and
unlock the knight bot's final encyclopedia entry. Exchange your [[FURU]]
for the knight bot's [[MISERU]] and head back into the activation range
of the TV of Desire.

Strike the TV with thunder magic and exchange [[MISERU]] for its
[[MAWARU]] while the device is stunned. Stay inside the TV's activation
range to unlock another entry for your encyclopedia. Backtrack to the
stone gate near the running water and exchange [[MAWARU]] for its 
[[SUSUMU]]. Head back to the TV of Desire and stun it with a thunderbolt.
Exchange your [[SUSUMU]] for its [[MISERU]].

Stand inside the TV's activation range to unlock another entry for your
encyclopedia. Now stun the device with thunder magic and exchange 
[[MISERU]] for [[SUSUMU]]. Now head for the Hammer Muscle in the
southeast corner of the map and give it [[SUSUMU]].

Keep striking the Hammer Muscle with thunder magic until it walks up
to the moon wall mechanism. Turn around and head for the nearby
clearing with the Hammer Muscle and the stone gate. Dump your [KAZE]
condition on the Hammer Muscle there and extract [[TSUKU]] from the
stone gate. Go back to the Hammer Muscle near the moon wall mechanism
and give it [[TSUKU]].

Activate this Hammer Muscle with thunder magic to make it use [[TSUKU]]
and knock down the moon wall. Exchange your [[SUSUMU]] for its [[TSUKU]]
and backtrack to the TV of Desire. Hit the TV with a thunderbolt and
exchange [[TSUKU]] for its [[MISERU]].

Stay inside the TV's activation range to make it use [[TSUKU]] (thus
unlocking another encyclopedia entry). Now head past the knight bot to
the west and look for an antenna mechanism.

Drop a delayed thunderbolt on the antenna and a spark will cause the
nearby weathervane mechanism to rotate. Let the patch of running water
carry you to the other side of the stone gate. You'll come to a
crossroads: the path to the west leads to a water pump mechanism; the
path to the north leads to an inner sanctum containing the photo
mechanism from Past Zone, stage III (you can't access this area yet);
and the path to the east leads to another stone gate. Take the path east
and exchange your [[MISERU]] action for the stone gate's [[HIRAKU]].

Now head for the water pump mechanism and drop another delayed
thunderbolt on the antenna mechanism once you're in range (thus
shifting the current of the running water once again). Let the patch
of running water carry you back toward the knight bot. Go back to the
TV of Desire and stun it with a thunderbolt. Exchange your [[HIRAKU]]
for its [[TSUKU]].

Stay inside the TV's activation range to unlock yet another entry for
your encyclopedia. Now stun it with more thunder magic and get [[HIRAKU]]
back. Backtrack to the stone gate near the running water and give it
[[HIRAKU]] (receiving [[MAWARU]] in return). Now head toward the starting
point of the stage and use the blue swap pod there to summon Belldandy.
Head for the mounted mirror near the purple swap pod to the east.

Use Belldandy's wind magic on the mounted mirror. This will rotate the
mirror to an angle that will allow us to open a second sun gate in a
short while. Backtrack to the stone gate near the running water.

Since this gate is now equipped with [HITO] and [[HIRAKU]], it will
open for you as soon as you step into its activation range. Pass
through and head for the water pump mechanism.

Use wind magic on the water pump mechanism to drain the flooded inner
sanctum. Backtrack to the starting point of the stage and use the purple
swap pod to the east.

Head back toward the TV of Desire and the light ray emanating from
the TV will hit the (recently rotated) mounted mirror near the purple
swap pod, opening a second sun gate. Now go through the stone gate
near the running water and extract both [HITO] and [[HIRAKU]] from it
once you're through the gate. Head into the inner sanctum.

Step on the pedestal to the east and the photo mechanism will take a
snapshot of Urd and open the sealed magic gate. Beyond the magic gate
is a staircase that leads to the end of the stage, but a cutscene will
inform you that we must first bridge a gap in the path. Head back
outside the inner sanctum and look for the stone gate guarding the
path heading east. Give this gate [HITO] and [[HIRAKU]]. Turn around
and let the running water carry you back to the knight bot standing
near the drawbridge. Exchange your [[MISERU]] for the knight bot's
[[FURU]].

Now hit the antenna mechanism nearby with another delayed thunderbolt
and change the direction of the water current one more time. Let the
running water carry you to the other side and head for the stone gate
to the east of the stairs leading into the inner sanctum.

Since this gate has been outfitted with [HITO] and [[HIRAKU]], simply
step into its activation range and go through the gate when it opens.
You'll see a Hammer Muscle equipped with [KAMINARI] and [[SUSUMU]].

Keep dropping thunderbolts on the Hammer Muscle to make the golem walk
up to the sun wall mechanism in front of it. Now exchange your [[FURU]]
action for the Hammer Muscle's [[SUSUMU]]. Head back toward the inner
sanctum and extract both [HITO] and [[HIRAKU]] from the stone gate
once you've passed through it. Give both [HITO] and [[HIRAKU]] to the
stone gate near the patch of running water. You should now be equipped
with only the [[MAWARU]] action.

Step into the stone gate's activation range to open it. Go through and
exchange [[MAWARU]] for the [[MISERU]] action equipped on the knight bot.
Head for the Hammer Muscle in the southeast corner of the map and go
through the lowered moon wall. Use the stairs to your left to descend
into a pit containing a R2-san robot and a rotating pillar mechanism.

Step into the R2-san's activation range and it will charge toward you
in an attempt to swing its hammer at you. This will take the robot out
of the rotating pillar's activation range and allow the pillar to
return to a compact position, giving you a platform across a gap in the
floor above). Stun the R2-san with thunder magic and exchange your 
[[MISERU]] action for its [[FURU]].

Stay inside the R2-san's activation radius to unlock an entry for your
encyclopedia. Now stun the robot with thunder magic and extract both
[HITO] and [[MISERU]] from it. Give both [HITO] and [[MISERU]] to the
rotating pillar nearby.

Step into the rotating pillar's activation radius to unlock another
action for your device encyclopedia. Extract [[MISERU]] from the
rotating pillar and go back up the stairs. Exchange your [MONO] for
the [KAMINARI] condition equipped on the Hammer Muscle and head through
the gap that's been newly bridged by the rotating pillar. Follow the
path through a sun gate and keep going north until you come to an area
with a blob of chaos and a rotating bridge platform. Head for the blob
of chaos and it will morph into a TV of Desire. Exchange [KAMINARI]
for the TV's [MIZU] condition.

Now drop a thunderbolt somewhere inside the TV's activation radius
(but not on the TV itself) to make the device use its [[UKU]] action
and unlock an encyclopedia entry. Now exchange [MIZU] for the TV's
[KAMINARI] and swap [[MISERU]] for [[UKU]]. Step onto the rotating
bridge platform and swap [KAMINARI] for the [KAZE] condition equipped
on the bridge motor mechanism.

Zap the bridge motor with three thunderbolts in order to rotate the
platform three times. Now exchange [[UKU]] for the bridge motor's
[[MAWARU]].

Zap the bridge motor with another bolt to unlock an entry for your
encyclopedia. Now get off the platform and head for the TV of Desire.
Exchange your [[MAWARU]] for the TV's [[MISERU]] and head back onto
the rotating bridge platform. Give the bridge motor [[MISERU]].

Hit the bridge motor with thunder magic to unlock yet another entry
for your device encyclopedia. Now backtrack all the way to the Hammer
Muscle near the lowered moon wall mechanism at the southeast corner
of the stage. Go down to the pit containing the R2-san robot and the
rotating pillar device. Dump your [KAZE] condition on the R2-san and
exchange your [[UKU]] action for the rotating pillar's [[MAWARU]].

Step into the rotating pillar's activation range to unlock one last
entry for this device in your encyclopedia. Now extract both [HITO]
and [[UKU]] from the rotating pillar and head back toward the TV of
Desire near the rotating bridge platform. Exchange your [[UKU]] for
the TV's [[MAWARU]] and then swap your [HITO] for its [MIZU].
Backtrack to the Hammer Muscle at the lowered moon wall and exchange
your [MIZU] for its [MONO]. Go downstairs into the pit and dump [MONO]
on the rotating pillar. Pick up your [MIZU] condition from the Hammer
Muscle upstairs and head for the nearby clearing that contains a
stone gate and a Hammer Muscle. Dump your [[MAWARU]] on the Hammer
Muscle there. Backtrack toward the starting point of the stage and
position yourself near the TV of Desire.

Zap the TV with a thunderbolt and exchange your [MIZU] for its [HITO].
Go through the stone gate near the patch of running water and dump
[HITO] on the stone gate east of the stairs leading into the inner
sanctum. You should now have zero conditions or actions equipped.
Make your way back down into the pit with the R2-san robot and the
rotating pillar device. This time, head up the staircase on the west
side of the pit and cross the raised sun wall mechanism. Turn around
and face the Hammer Muscle below -- this golem should be equipped
with the [KAMINARI] condition and the [[FURU]] action we swapped onto
it earlier.

Strike the golem with a thunderbolt to make it knock down the sun wall
and raise the moon wall to the east of the ledge you're standing on.
Cross the raised moon wall and use the transporter pad.

After you re-materialize, head up the stairs in front of you and use
the blue swap pod. Now go back down the stairs and follow the path
leading to a water pump mechanism.

Use Belldandy's wind magic on the water pump mechanism. Now backtrack
and let the two-way transporter pad beam you out of this area. You'll
materialize on a ledge near the pit containing the R2-san and the
rotating pillar. Take the stairs down to the pit and look to the
south for a staircase leading down to a red swap pod.

Use the red swap pod to summon Skuld. Now keep heading north across
the formerly flooded floors and you'll eventually emerge in the
drained pit under the rotating bridge platform. Use the staircase to
the northwest to ascend to ground level. The blob of chaos nearby will
conform to Skuld's thoughts and become a Toy of Desire (it looks like
a UFO/hover car).

The Toy of Desire is equipped with [HITO] and [[UKU]], which means it
will float away from you whenever you enter its activation range. Try
to maneuver it onto the rotating bridge platform.

From there, chase the Toy of Desire off the other terminus of the bridge
platform and through the open sun gate. Now chase the Toy down the path
to the west until it hits a dead end.

Make sure the Toy of Desire is positioned at the northwest corner of the
path -- we'll turn it into a Table of Desire later and use it to bridge
the gap in the passage above. Now let's record some encyclopedia entries.
Head back onto the rotating bridge platform and extract the [[MISERU]]
action from the bridge motor. Backtrack to the red swap pod below and
ascend the stairs in the southwest corner of that area. Approach the
blob of chaos near the starting point of the stage and it will morph
into another Toy of Desire.

Have Skuld launch a water ball at the Toy to make it use its [[TSUKU]]
action. Now exchange your [[MISERU]] for its [[TSUKU]].

Use water magic on the Toy of Desire again to witness its [[MISERU]]
action. Head for the knight bot to the west and extract its [[MAWARU]].
Give [[MAWARU]] to the Toy of Desire.

Launch a water ball at the Toy and watch it use [[MAWARU]]. Now go
through the stone gate near the patch of running water (this gate
should still be equipped with [HITO] and [[HIRAKU]]) and extract the
[[SUSUMU]] action from the stone gate to the east of the stairs
leading into the inner sanctum. Backtrack toward the starting point
of the stage and give [[SUSUMU]] to the Toy of Desire.

Hit the Toy with a water ball and watch it use [[SUSUMU]]. Go back to
the pit with the R2-san robot and the rotating pillar device. Extract
[[FURU]] from the R2-san and give this action to the Toy of Desire
near the starting point of the stage.

Use water magic on the Toy to activate its [[FURU]] action. Extract
[[HIRAKU]] from the stone gate near the patch of running water and
swap this action onto the Toy of Desire as well.

Throw a water ball at the Toy to record one final action into your
device encyclopedia. Summon Belldandy with the blue swap pod near the
starting point of the stage and head toward the knight bot near the
lowered drawbridge. Let the running water carry you to the other side
of the stone gate and head into the inner sanctum. Exit the chamber
through the (open) magic gate to the east and ascend the spiral
staircase.

There should now be a Table of Desire bridging the gap in the path.
Cross the Table and keep ascending the spiral staircase. You'll clear
the stage once you reach the top.

You can't actually see Hildr's stolen memory -- it takes the shape of
each person's individual desires. Skuld sees ice cream, Urd sees a
state-of-the-art HDD recorder, and Keiichi sees... something... um...
enticing...

The gang returns the stolen memory to Hildr, thus restoring the
arch-demon back to normal. Hildr calls out the Spirit of the Silver
Watch, and we've finally gathered all the players in this ongoing
drama.

Keiichi: "In any case, Hildr, please return the island to normal!"
Hildr: "No."
Keiichi: "Huh?!"
Hildr: "It's too much trouble, so... no."

The Spirit of the Silver Watch explains that she was about to cease
functioning, so she called in Hildr and Marller to fix her.

Hildr: "So yeah, we were just executing the terms of the contract
        we made with her. Now how did it turn out this badly?"
Keiichi: "That's really irresponsible!"

The Spirit formally terminates her contract with Hildr and agrees to
accept the penalties for doing so. Now that the contract has been
terminated, the island has been returned to the condition it was in
before the whole thing started -- all we see is a broken landscape and
an overgrown clock tower that symbolizes the Spirit's despair. The
Spirit tells the gang that the island is falling apart under the
cumulative stress of her rampaging magic power combined with the
power of Keiichi's memories. She wants everyone to leave the island
and save themselves, but our heroes aren't about to oblige.

Keiichi: "Um... sorry, but..."
Belldandy: "We won't run away from this place."
Keiichi: "There's still something left for us to do. We've got to help
          the Spirit of the Silver Watch."

Hildr wasn't about to get involved in this sentimental nonsense, so
she grabs Marller and leaves. Keiichi and the three goddess stay
behind to embark on the gargantuan task of healing the Spirit of
the Silver Watch -- and her island.

******

[E-4] KONTON NO SHIMA - Stage IV:

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-chaos-4.html

No intro dialogue for this stage, which is a short and painless affair.
You'll see two new devices around here -- a control dial mechanism and
a strange contraption consisting of a magic sigil inside a glass case
-- but they're not hard to figure out.

When the stage begins, head for the control dial mechanism inside the
doorway and trigger a cutscene. This device uses the [[SUSUMU]] action
to rotate the conveyor belt behind it (which in turn transports the
cased sigil contraption to different locations around the belt). Use
the red swap pod to the southeast to summon Skuld. Now try to get as
close to the cased sigil as you can.

Launch two delayed water balls at the case and the red portion of the
magic sigil will disappear. Now step into the control dial's activation
radius and watch the cutscene.

Activate the control dial two more times to transport the cased sigil
to a position on the northwestern side of the conveyor belt. Use the
blue swap pod in the northeast corner of the room and then get as close
to the cased sigil as you can.

Have Belldandy launch two gusts of wind at the glass case and the green
portion of the sigil will disappear. Backtrack to the control dial
mechanism and activate its [HITO] condition two more times. The cased
sigil should now be located on the eastern end of the conveyor belt.
Tag in Urd at the purple swap pod to the southwest and then get as
close to the cased sigil as you can.

You should be able to launch a delayed thunderbolt at the glass case
through the obstructing machinery. Do this twice and the final third
of the magic sigil will be destroyed. Use the stairs in the northeast
corner of the room and keep going until you pass a retry gate. Head
for a room that contains a second control dial mechanism and a second
cased magic sigil.

Extract [MIZU] from the R2-san robot nearby. Exchange [MIZU] for the
control dial's [MONO] and then use the red swap pod east of the dial.

Lob a water ball at the control dial and watch the cutscene highlighting
its [[MISERU]] action. Head for the purple swap pod and summon Urd.
You'll see the cased sigil doing its best whack-a-mole rendition (i.e.
appearing and disappearing rapidly) at the cluster of six holes to the
north.

Get as close to the six holes as you can and try to zap the cased sigil
with thunderbolts before it disappears down one of the holes. Do this
twice and the purple portion of the sigil will disappear. Now exchange
[MONO] for the [HITO] condition equipped on the Sword Muscle nearby and
extract its [[TSUKU]] action. Head back to the control dial and swap your
[[TSUKU]] for its [[MISERU]]. Cross the red swap pod and look for an
iron-bound gate to the northeast. Give the gate [HITO] and exchange
your [[MISERU]] for its [[HIRAKU]].

Step into the iron-bound gate's activation range to unlock an
encyclopedia entry. Backtrack toward the control dial and position
yourself just east of the red swap pod.

Launch a delayed water ball at the control dial to activate its [[TSUKU]]
action. Watch the cutscene and quickly run to the blue swap pod in the
southeast corner. Summon Belldandy and run to a position due east of the
glass case holding the magic sigil. You should see a metal beam extending
into the glass case. Face the glass case and use Belldandy's magic.

The wind gust will descend onto the metal beam and travel along it until
finally hitting the magic sigil. Repeat this entire procedure (tag in
Skuld, activate the control dial's [[TSUKU]] action with water magic,
tag in Belldandy, launch wind magic at the metal beam) and the green
portion of the magic sigil will disappear for good. Backtrack across
the red swap pod (tagging in Skuld in the process) and exchange your
[[HIRAKU]] action for the control dial's [[TSUKU]]. Give [[TSUKU]] to
the iron-bound gate to the northeast. Backtrack and once again position
yourself just east of the red swap pod.

Toss a delayed water ball at the control dial to activate [[HIRAKU]]
and watch the cutscene. Now run toward the iron-bound gate.

The gate will use [[TSUKU]] and lift itself off the ground as soon as
you step into its activation range. Now head for a spot on the other
side where the retracting metal pillars have given you a window for
attacking the cased sigil. Get as close to the magic sigil as you can
and try to "bump" Skuld (i.e. run into her on purpose) to the edge of
the platform.

Lob two delayed water balls at the cased sigil through the gap between
the metal pillars. You'll have to work quickly to get both shots in
before the metal pillars close again. By destroying the red portion of
the magic sigil, you've opened up the path leading to a second retry
gate. Go through the doorway in the northeast corner of the room and
ascend the staircase. Once you pass the retry gate, a cutscene will play
and let you know that you'll need to manipulate some robots/golems in
order to destroy the cased sigils in this final section of the stage.
Extract [KAZE] from the knight bot near a cased sigil and head for the
control dial mechanism located inside a room to the north. There are
three swap pods (one of each color) just inside the doorway.

Use the blue swap pod to summon Belldandy. Now exchange [KAZE] for the
control dial's [MONO] condition. Backtrack to the cased sigil surrounded
by the knight bot and a sorc bot. Notice that the sorc bot is equipped
with [KAZE] and [[TSUKU]].

Activate the sorc bot's [[TSUKU]] action with wind magic. Do this two
more times and the sorc bot's three fireballs will obliterate the
magic sigil for good. Extract [KAZE] from the sorc bot and go back to
the control dial mechanism.

Activate the control dial's [[MAWARU]] action with wind magic. Head back
toward the retry gate and you'll see a new cased sigil -- this one is
surrounded by a Sude Muscle and a Hammer Muscle. Extract [[TSUKU]] from
the Sude Muscle and exchange your [KAZE] condition for the Hammer Muscle's
[KAMINARI].

Throw three wind gusts at the Hammer Muscle and it will obliterate the
magic sigil with three swings of its hammer. Backtrack to the control
dial mechanism.

Activate the control dial's [[MAWARU]] action with another dose of wind
magic. Use the purple swap pod near the doorway and backtrack toward the
retry gate. You'll see a third cased sigil lodged between a R2-san robot
and a Cublock. Give [KAMINARI] and [[TSUKU]] to the Cublock.

Drop a thunderbolt into the Cublock's activation range (but do not zap
the Cublock itself) to unlock an encyclopedia entry. Extract [KAMINARI]
from the Cublock and exchange it for the R2-san's [MIZU].

Drop a delayed thunderbolt into the center of the cased sigil. Since the
glass case containing the sigil is located inside the R2-san's circular
activation radius, the robot will hover forward, pull out a hammer, and
strike the cased sigil.

Repeat this procedure two more times and the R2-san will obliterate this
third and final magic sigil. Extract [[FURU]] from the R2-san and head
back to the room with the control dial mechanism. Tag in Belldandy at
the blue swap pod and give [[FURU]] to the control dial.

Use wind magic on the control dial to unlock an encyclopedia entry. Exit
the room through the passage to the north. Ascend the translucent
staircase and follow it all the way up to the end of the stage.

Keiichi's missing memories are nowhere in sight. Furthermore...

Skuld: "It seems that we haven't really stopped the island from
        falling apart..."
Belldandy: "Looks like we can't do it without recovering Keiichi-san's
            memories."

We'll have to move on and hopefully regain those pesky memories in
Chaos Zone, stage V.

******

Brace yourself... this is the final stage! We've finally located
Keiichi's most precious memory: it's the ring that rightly belongs on
Belldandy's finger. The ring is chained to three magic circles,
though, and we have to disable each before Keiichi can reabsorb that
memory. Furthermore...

Skuld: "If this (the general havoc in time and spacekeeps up, the Spirit of the 
Silver Watch won't be
        long for this earth..."

The goddesses suggest that we go retrieve that wayward memory and
then see what we can do to mend the island. Note that this place, the
last stage of the Chaos Zone, has a special name...

[E-5] SHUUEN NO TOKI ("Hour of the Final Banquet"):

http://tdogma.blogspot.com/2007/03/walkthrough-aa-megami-sama-chaos-5.html

In order to disable the magical shackles on Keiichi's treasured memory,
we must journey to miniature versions of the final stage for each of
the three goddesses' temporal domains. Luckily, these miniature stages
are nowhere near as annoying as the original versions. We'll start by
tackling mini-Past-4.

Walk up the stairs leading to the purple swap pod and tag in Urd. Head
down the rocky passage that appears out of nowhere and you will be
transported to mini-Past-4 when you touch the purple magic circle at
the end of the path.

Look to the southeast of the starting point for a raised platform
inscribed with a purple symbol and strike it with a thunderbolt.
Cross the lowered platform and extract the [KAMINARI] condition from
the Sword Muscle standing near the raised drawbridge. Now look for a
switch/antenna mechanism near the center of the stage.

Step onto the switch and use thunder magic on the exposed antenna to
flip the stage upside down. Head north and you'll see another raised
platform inscribed with a magic symbol.

Strike this platform with a bolt to lower it. Cross the platform and
give [KAMINARI] to an inert Sude Muscle standing in the northeast
corner. This golem should now be equipped with [KAMINARI] and [[SUSUMU]].

Activate the Sude Muscle twice with thunderbolts and it will push the
wooden turnstile in front of it. Head south and you'll come to another
symbol-inscribed platform.

Hit the platform with thunder magic to lower it. Do the same for the
symbol-inscribed platform to the southwest. Cross both platforms and
look for a Hammer Muscle in the southwest corner of the area.

Extract both [KAMINARI] and [[MISERU]] from the Hammer Muscle and
backtrack to the Sude Muscle in the northeast corner. Exchange your
[[MISERU]] for the Sude Muscle's [[SUSUMU]].

Drop a bolt on the switch/antenna mechanism to flip the stage again.
Use thunder magic to lower the symbol-inscribed platform blocking
your path to the Sword Muscle. Give the Sword Muscle your [KAMINARI]
condition and your [[SUSUMU]] action (receiving its [[FURU]] action
in return).

Strike the Sword Muscle with a thunderbolt to make it walk up to the
drawbridge. Now swap your [[FURU]] for the golem's [[SUSUMU]].

Hit the Sword Muscle with another thunderbolt to make it cut the ropes
and lower the drawbridge. Go back to the switch/antenna mechanism and
use thunder magic on it to flip the stage. Head for the Sude Muscle
in the northeast corner and swap your [[SUSUMU]] for its [[MISERU]].
Go back to the switch/antenna mechanism.

Zap the antenna with thunder magic to flip the stage one last time.
Cross the lowered drawbridge and look for a Big Muscle to the south.
Give this golem your [[MISERU]] and it should now be equipped with
[HITO] and [[MISERU]].

Step inside the Big Muscle's activation radius to trigger its
[[MISERU]] action. Quickly run up the stairs, cross the platform
being carried by the Big Muscle, and head up the yellow ramp leading
to the green magic chain. As long as you don't dawdle, you'll be able
to get to the yellow ramp before the Big Muscle squats back down.

Use thunder magic on the pillar serving as an anchor for the green
magic chain. You'll be teleported back to the starting point of the
stage (the giant pocket watch with the ring suspended above it).

Tag in Belldandy at the blue swap pod and follow the path leading to
the blue magic circle. You'll be teleported to mini-Present-4.

Look for a sorc bot standing on a wooden plank to the east and extract
its [[TSUKU]] action. Now look for a water control mechanism in the
center of the platform you're standing on.

Use wind magic on the water control mechanism. Cross the bridge on
the southwest end of the platform once the water level stabilizes.
Look for a knight bot equipped with [KAZE] and [[SUSUMU]]. Extract
[KAZE] from this robot.

Hit the knight bot with three consecutive wind gusts to rotate it so
that it faces the gray switch to the west.

Give your [KAZE] condition back to the knight bot and keep hitting it
with wind magic until the robot walks onto the gray switch. Now give
your [[TSUKU]] action to the iron-bound gate to the south.

Step into the iron-bound gate's activation range and head for the other
side once the gate lifts itself off the ground. You'll see a mounted
mirror mechanism.

Rotate the mounted mirror with wind magic and it will redirect the
light ray into (and thus opening) a sun gate. Backtrack to the water
control mechanism.

Activate the water control mechanism twice with wind magic to shift
the wooden plank with the sorc bot on it. Cross the wooden plank and
the L-shaped platform to the southeast. Head through the open sun gate
and look for the green magic chain.

Cast wind magic on the green chain to release it. You'll be teleported
back to the giant pocket watch.

Tag in Skuld with the red swap pod and follow the path leading to the
red magic circle. You'll be teleported to mini-Future-4.

Look for a UFO to your right and extract both its [MIZU] condition
and its [[UKU]] action. Now look for a number light to the north.

Activate this 2-light with a water ball. Try to head south and you'll
find your way blocked by the circuitry around a heatsink-like device.

Lob a water ball at the heatsink to cool its circuitry, thus allowing
you to pass through. Head back toward the UFO and look for a 2-light
to the south.

Activate this second number light with water magic and head for the
raised green block. Cross onto the first giant digit (which currently
shows a "2") and make your way onto the platform with a colored gate
mechanism and a number light showing the digit "4".

Throw a water ball at the colored gate mechanism to raise the red
block that'll allow you to cross over to the second giant digit.

Activate the 4-light with water magic and head back onto the first
giant digit (which now reads "6"). Cross over to the second giant digit
(which currently reads "2") via the raised red block and head for the
platform with a R2-san robot on it. Ignore the R2-san and get as close
as you can to the number light in the northeast corner of the stage.

Activate this 1-light with water magic and the second giant digit
will now show "1" (because the 1-light was a "minus" type that
subtracts from the total instead of adding to it). Head down the
stairs to the south and go about halfway up the stairs to the east.
You should now be within extraction range of a Cublock.

Exchange your [MIZU] condition for the Cublock's [HITO] and trade your
[[UKU]] action for its [[MAWARU]]. Now stand on the northwest corner
of the Cublock and face west. Make sure Skuld is still standing on the
platform at the top of the ribbon cable-like stairs (in other words,
she should not be standing on top of the Cublock with you).

Have Skuld toss a water ball down the ribbon cable-like stairs. The
water ball should land within the Cublock's activation range and
prompt it to use [[UKU]] and carry you to the platform above. Get off
the Cublock and look for the green magic chain.

Launch a delayed water ball at the green chain and you've finally
unlocked Keiichi's most precious memory. Congratulations! You have
just finished the game.

******

I won't spoil what happens in the ending sequences here, but if you
really want to know, just visit the link posted under the Chaos Zone,
stage V entry above.

Hope I helped make your journey through this game a little easier!

---------------------------------------------------------------------
V. Extras
---------------------------------------------------------------------

Each of the three goddesses have three costumes: normal clothes,
swimsuit, and goddess uniform (hit SELECT on the overworld map and
choose the コスチューム/"Costume" option, hit Circle to select an
unlocked outfit, and hit START to save your changes)  They start the
game in their normal clothes, but you can unlock the other two outfits
by collecting hearts and progressing through their respective zones:

Urd's Swimsuit - Collect one heart each in Past Zone stages I, II,
                 and III
Urd's Goddess Uniform - Complete the entire Past Zone

Belldandy's Swimsuit - Collect one heart each in Present Zone stages
                       I, II, and III
Belldandy's Goddess Uniform - Complete the entire Present Zone

Skuld's Swimsuit - Collect one heart each in Future Zone stages I, II,
                   and III
Skuld's Goddess Uniform - Complete the entire Future Zone

There are also four special cutscenes which must be unlocked through
gameplay:

OTOKOMATSURI ("Festival of Man") - Collect two items each in Past Zone
                                   stages I, II, and III

OTAKARA DAISOUDATSUSEN ("The Great Competition for the Treasure") -
                        Collect two items each in Present Zone stages
                        I, II, and III

YAKUSOKU ("A Promise") - Collect two items each in Future Zone stages
                         I, II, and III

MAOU SAIRAI! ("The Demon Lord Returns!") - Collect two items each in
                                           Chaos Zone stages I and II

Aa Megami-sama! includes a handy encyclopedia feature that catalogues
information as you progress through the game.  The encyclopedia is
divided into three sections: Characters, Devices, and Memories. Your
character encyclopedia stores info about every character you've met
in the game so far (those you haven't met are shadowed out and show
???? in their name fields), your device encyclopedia contains entries
for every device and mechanism you've encountered in the game so far,
and your memory encyclopedia lets you review cutscenes you've already
seen so far. Access the encyclopedia feature by selecting the ZUKAN
(図鑑) option in the main game menu (press SELECT on the overworld
map). Unfortunately, you may not view the encyclopedia when you're
inside any stage.

In order to achieve 100% completion of your encyclopedia, special
attention must be paid to the small subset of devices in the game that
possess "missable" action entries in the device encyclopedia.  The
following is a list of the devices which have missable entries (the
majority of the devices listed in the encyclopedia do not have them --
their device encyclopedia entries will be complete after you finish
the stage where you encounter them for the first time), a list of the
action entries for each such device, as well as a list of the earliest
point in the game where you can unlock each action entry:

MICHIBIKI NO MICHI (Tutorial)

1. KI NO TOBIRA+ (木の扉+/"Wooden Gate+"):

TAIKI  (待機/"standby": TAIKI actions are unlocked as soon as you
       encounter each device)
SUSUMU [Tutorial-3]
HIRAKU [Tutorial-3]
MAWARU [Tutorial-3]
FURU   [Tutorial-3]

2. MARUMARUKUN (まるまるくん/"Rotund-kun"):

TAIKI 
SUSUMU [Tutorial-1]
HIRAKU [Tutorial-3]
MAWARU [Tutorial-3]
FURU   [Tutorial-3]
HOUJUTSU * KAZE (法術 * 風/"magic: wind") [Tutorial-3]

3. MIRUMIRUKUN (みるみるくん/"Twinkle Twinkle-kun")

TAIKI
SUSUMU [Tutorial-3]
HIRAKU [Tutorial-3]
MAWARU [Tutorial-3]
FURU   [Tutorial-3]
HOUJUTSU * KAZE     [Tutorial-3]
HOUJUTSU * KAMINARI (法術 * 雷/"magic: thunder) [Tutorial-3]

KAKO WO OMOU AREA (Past Zone)

1. HANMASSOO (ハンマッソー/"Hammer Muscle")

TAIKI
SUSUMU [Past-1]
HIRAKU [Past-2]
MAWARU [Past-1]
FURU   [Past-1]
TSUKU  [Past-1]
HANASU [Past-1]
MISERU [Past-1]
HOUJUTSU * KAMINARI [Past-1]

2. SUDEMASSOO (スデマッソー/"Bare-handed Muscle")

TAIKI
SUSUMU [Past-1]
HIRAKU [Past-2]
MAWARU [Past-1]
FURU   [Past-1]
TSUKU  [Past-1]
HANASU [Past-1]
MISERU [Past-1]
HOUJUTSU * KAMINARI [Past-1]

3. KENMASSOO (ケンマッソー/"Sword Muscle")

TAIKI
SUSUMU [Past-2]
HIRAKU [Past-2]
MAWARU [Past-2]
FURU   [Past-2]
TSUKU  [Past-2]
HANASU [Past-2]
MISERU [Past-2]
HOUJUTSU * KAMINARI [Past-2]

4. DAIMASSOO (ダイマッソー/"Big Muscle")

TAIKI
SUSUMU [Past-3]
HIRAKU [Past-3]
MAWARU [Past-3]
FURU   [Past-3]
MISERU [Past-3]
HOUJUTSU * KAMINARI [Past-3]

5. ISHI NO TOBIRA (石の扉/"Stone Gate")

TAIKI
SUSUMU [Past-2]
HIRAKU [Past-2]
MAWARU [Past-2]
FURU   [Past-2]
TSUKU  [Past-2]
HANASU [Past-2]
MISERU [Past-2]
UKU    [Chaos-1]

6. UGOKISHOU (動き床/"Moving Platform")

TAIKI
SUSUMU [Past-2]
HIRAKU [Past-2]
MAWARU [Past-2]
FURU   [Past-2]
TSUKU  [Past-2]
HANASU [Past-2]
MISERU [Past-2]

IMA WO OMOU AREA (Present Zone)

1. KISHIDOKUN (騎士道くん/"Chivalry-kun")

TAIKI
SUSUMU [Present-1]
HIRAKU [Present-1]
MAWARU [Present-1]
FURU   [Present-1]
TSUKU  [Present-2]
MISERU [Chaos-3]
UKU    [Chaos-1]
HOUJUTSU * KAZE     [Present-1]
HOUJUTSU * KAMINARI [Present-1]

2. MADOUSHIKUN (魔導士くん/"Sorcerer-kun")

TAIKI
SUSUMU [Present-2]
HIRAKU [Present-2]
MAWARU [Present-2]
FURU   [Present-2]
TSUKU  [Present-2]
UKU    [Chaos-1]
HOUJUTSU * KAZE     [Present-2]
HOUJUTSU * KAMINARI [Present-2]

3. TETSU NO TOBIRA (鉄の扉/"Iron Gate")

TAIKI
SUSUMU [Present-1]
HIRAKU [Present-1]
MAWARU [Present-1]
FURU   [Present-2]
TSUKU  [Present-2]
MISERU [Chaos-4]
UKU    [Chaos-1]

4. UGOKIBASHI (動き橋/"Moving Bridge")

TAIKI
SUSUMU [Present-1]
HIRAKU [Present-1]
MAWARU [Present-1]
FURU   [Present-1]
TSUKU  [Present-2]
MISERU [Chaos-3]
UKU    [Chaos-3]

5. KAITENCHUU (回転柱/"Revolving Pillar")

TAIKI
SUSUMU [Present-1]
HIRAKU [Present-1]
MAWARU [Present-1]
FURU   [Present-2]
TSUKU  [Present-2]
MISERU [Chaos-3]
UKU    [Chaos-3]

MIRAI WO OMOU AREA (Future Zone)

1. ARUTSUUSAN (アルツーさん/"R2-san")

TAIKI
SUSUMU [Future-1]
HIRAKU [Future-1]
MAWARU [Future-2]
FURU   [Future-1]
TSUKU  [Chaos-1]
MISERU [Chaos-3]
UKU    [Future-2]
HOUJUTSU * KAMINARI [Future-1]

2. SURAGGAASAN (スラッガーさん/"Slugger-san")

TAIKI
SUSUMU [Future-1]
HIRAKU [Future-1]
MAWARU [Future-3]
FURU   [Future-1]
UKU    [Future-3]
HOUJUTSU * KAMINARI [Future-1]
HOUJUTSU * MIZU (法術 * 水/"magic: water") [Future-1]

3. UFO?

TAIKI
SUSUMU [Future-2]
HIRAKU [Future-2]
MAWARU [Future-2]
FURU   [Future-2]
TSUKU  [Chaos-1]
UKU    [Future-2]
HOUJUTSU * KAZE     [Future-2]
HOUJUTSU * KAMINARI [Future-2]
HOUJUTSU * MIZU     [Future-2]

4. KYUUBUROKKU (キューブロック/"Cublock")

TAIKI
SUSUMU [Future-2]
HIRAKU [Future-2]
MAWARU [Future-2]
FURU   [Future-2]
TSUKU  [Chaos-4]
UKU    [Future-2]
HOUJUTSU * KAMINARI [Future-2]

5. DOABEETAA (ドアベーター/"Doorvator")

TAIKI
SUSUMU [Future-1]
HIRAKU [Future-1]
MAWARU [Future-2]
FURU   [Future-1]
UKU    [Future-2]

KONTON NO SHIMA (Chaos Zone)

1. YOKUBOU NO TEREBI (欲望のテレビ/"TV of Desire")

TAIKI
SUSUMU [Chaos-3]
HIRAKU [Chaos-3]
MAWARU [Chaos-3]
FURU   [Chaos-3]
TSUKU  [Chaos-3]
MISERU [Chaos-3]
UKU    [Chaos-3]
HOUJUTSU * KAMINARI [Chaos-3]

2. YOKUBOU NO OMOCHA (欲望のオモチャ/"Toy of Desire")

TAIKI
SUSUMU [Chaos-3]
HIRAKU [Chaos-3]
MAWARU [Chaos-3]
FURU   [Chaos-3]
TSUKU  [Chaos-3]
MISERU [Chaos-3]
UKU    [Chaos-3]
HOUJUTSU * MIZU [Chaos-3]

3. PINBONBAA (ピンボンバー/"Pinbomber")

TAIKI
SUSUMU [Chaos-2]
HIRAKU [Chaos-2]
FURU   [Chaos-2]

4. SOUSABAN (そうさばん/"Control Panel")

TAIKI
SUSUMU [Chaos-4]
HIRAKU [Chaos-4]
MAWARU [Chaos-4]
FURU   [Chaos-4]
TSUKU  [Chaos-4]
MISERU [Chaos-4]

After completing the game, you get the opportunity to save an "All
Clear" game into the save slot of your choice.  Loading the "All
Clear" save will start a new game where you get to keep all the
costumes you've unlocked so far, as well as all memory and device
encyclopedia entries you've unlocked so far (oddly enough, you don't
get to keep the character encyclopedia entries).  Other than those
minor "perks", the game you start via the "All Clear" save is
identical to a "normal" game.

---------------------------------------------------------------------
VI. Update History/Special Thanks
---------------------------------------------------------------------

March 22, 2007 -- Fixed some semantic stuff.  Minor edits.  Really.
March 21, 2007 -- Version 1.0 completed.

Special thanks to Fujishima Kousuke for creating and nourishing a great
franchise.  Thanks to Inoue Kikuko, Touma Yumi, and especially Hisakawa
Aya simply for being so awesome.  Thanks to Koutetsu for linking the
blog version of the walkthrough to her fantastic website, and a big
shout out to my SHIN'YUU David for giving me the motivation to slog
through this game.

Questions?  Comments?  Corrections? Or was there something I missed?
Direct your inquiries to me via email at guitarotoko@gmail.com.

(C) 2007 Wei Chen