3.13.2007

Walkthrough: Aa Megami-sama (Future-4)

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.


Mirai wo Omou AREA - Stage IV:

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 condition for its mizu condition. 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-3).

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 condition 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 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.





Lind: Hello, friends.






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 (混沌の島/"Island in Chaos") -- begins.

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