3.17.2007

Walkthrough: Aa Megami-sama (Chaos-2)

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...


Konton no Shima
- Stage II
:

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 its susumu action to move away from the staircase it's blocking. Extract the kaminari condition from the Hammer Muscle and go down the stairs. Give your kaminari condition to the iron-bound gate bearing the hiraku action (but no condition).

Strike the iron-bound gate with a thunderbolt to open it. Extract the kaminari condition and the hiraku action 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 the kaminari condition and the hiraku action 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 the mizu condition and the hiraku action 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 condition 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 the kaminari condition and the susumu action.

Collect the item. Now drop two thunderbolts on the Hammer Muscle to make it advance toward a stone wall. Exchange your furu action for the golem's susumu action.

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 your hiraku action for the Pinbomber's susumu action.

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 action for its hiraku action.

Activate the Pinbomber's hito condition again and watch it use the susumu action to slide into a different position. Extract the hito condition and the susumu action 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 action for its furu action.

Activate the Pinbomber's hito condition to make it use susumu. Extract the hito condition 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 your hito condition 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 the hito condition 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 game (thus explaining the motif for this entire stage).



Considering the relative importance of their most precious memories, the goddesses are having a little difficulty comprehending the fact that Marller's most treasured remembrance is a... block breaking... video... game...




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 (純米大吟醸 - 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.

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