3.10.2007

Walkthrough: Aa Megami-sama (Present-4)

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...


Ima wo Omou AREA - Stage IV:

This stage is shorter and generally less frustrating than the behemoth of a stage that was Past-4, 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 condition for this knight bot's mizu condition.

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 condition for the knight bot's kaze condition 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 action for the gate's susumu action.

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 the hito condition and the furu action.

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 action for the robot's furu action 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 condition for its hito condition 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 action for this knight bot's susumu action 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 condition).

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 condition (and getting its kaminari condition in return) and your susumu action.

Keep shooting wind gusts at the sorc bot until it walks onto the wooden crate in front of it. Now exchange your kaminari condition for the sorc bot's kaze condition.

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 walk 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 action. 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 condition for its hito condition 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 condition for the sorc bot's kaminari condition.

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 condition for its kaze condition. 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 condition for its kaminari condition and your susumu action for its mawaru action.

Use wind magic on this robot twice to walk it onto the final switch. Now exchange your kaminari condition for its kaze condition.

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 action for the robot's susumu action 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 the hito condition 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 condition for its kaminari condition.

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... and this taunting).



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 believing 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.

No comments: