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    FAQ/Walkthrough (JIS) by Kamatari47

    Version: 1.01 | Updated: 03/22/07 | Search Guide | Bookmark Guide

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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
    

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