3.03.2007

Walkthrough: Aa Megami-sama (Tutorial)


Okay, so this is not a fun game. But since there are a few of you who wish to play this thing to the bitter end, I figure I might as well try to help where I can. I won't comment much on the storyline in this and other installments of this walkthrough -- my time will be dedicated to helping you solve the puzzles and move through the game.



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"):

Michibiki no Michi - Stage I:



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

To open the second door, extract the hiraku (ひらく/"open") 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 (ヒト/"hit") 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 (すすむ/"move forward").

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

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 (i.e. non-chibi) 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 tenkankei (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 tenkankei (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.

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 (まわる/"turn") action from it as well.

Give the wooden gate the hito condition and the mawaru action. Activate it to unlock an entry for the kikai/devices part of your encyclopedia (as a rule of thumb for encyclopedia completion, always try to give devices actions you haven't seen it perform before and then activate those devices).

Now give the gate the hiraku action to open it. Step into the red swap pod and call in Skuld. Extract the hito condition and the hiraku action 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 at the icon on the clock face (again, you can hold
the X button to "delay" the shot and increase its range). 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 (水/"water") 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 (ふる/"swing") action. Exchange your susumu action for its furu action 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 (風/wind), 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 the hiraku action 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 action for the marumaru-kun robot's susumu action 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 the hito condition from the marumaru-kun and go back to the wooden gate near the chasm.

Give the gate the hito condition and the susumu action. 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 action for the gate's furu action 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...