
Being an alchemist is just fine like that.
Lower the camera a little more…
>>1
Since it’s not visible, it’s better to hide it.
Shut up! Show me more of the bottom with the camera! Zoom in!
Somehow we manage to reach our destination, but it feels like we forced our way up and down, so I keep wondering if this was the proper route…
Maybe it’s visible…
I somehow cleared it last night.
It’s so sad that Yumia-chan keeps losing all her precious things…
>>6
Is it common to finish an RPG 2-3 days after buying it?
>>14
For some gamers, that’s true, but it’s not the case for the general public, as can be seen from the trophy acquisition rates for progress.
>>6
I honestly feel that the story of this work isn’t very good.
It was like a JRPG from the bad old days…
Why doesn’t placing a well-arranged house outside the greenhouse increase comfort levels?
Yesterday, I worked hard all day on Japanese-style architecture!
…Alchemy? What was that again…?
I want to create a perfect atelier that has all the facilities, but the system won’t allow it.
I also want to be able to fix up the shabby initial atelier.
>>9
I want to renovate, right?
The roots of the big tree are insufficient.
Make it so that it appears outside of that forest too!
I understand you don’t want to show your pants, but I think having such a strict angle limitation is quite inconvenient.
>>12
It is a manifestation of the determination to only capture angles where it is not visible, even if it is inconvenient, rather than putting on clothes that make the pants almost visible.
The camera isn’t good, is it?
When I enter a narrow space, I get shaky.
Is it enough to just create a base for the mission of comfort?
Or is it better to have a variety of cost-effective small items?
>>15
You can just stack the bouquet in one place.
>>15
I might have taken the recipe from some treasure vault.
The leather sofa increased comfort by 15 at a cost of 2, so it was a good value.
I laid that out at the campsite and finished it…
>>24
I couldn’t help but laugh at the guy sitting on the sofa with a serious face, even though it was just a stupid base with sofas lined up.
I set up a base and then placed a bunch of round chairs there.
Burning a large amount of aroma for a good night’s sleep.
This is a pretty risky religion.
It’s not good for the equipment to be broken by monsters when the comfort level is low, but that’s fine.
Isn’t it problematic that even buildings like greenhouses, which are disconnected from comfort, are difficult to destroy?
>>19
I want to bury landmines, you know.
Isn’t this kid appearing with a bit of a smug look too often?
It took me 47 hours to finally get to the opening scene.
The game is gradually breaking down.
The era of bombers has ended; now it is the age of chemical gas terrorism.
It’s detailed that there are lines even when zooming in and out during the dressing scene…
>>25
There are lines even if you rotate it.
I dislike this thumbnail.
Even though I know I can’t see inside, I still open it.
>>27
Isn’t that what you like…?
For now, it’s nice to see my brother and Rutger sitting side by side on the sofa.
Fill it with cost-effective items and register it as a preset.
If I get a bonus, I’ll dismantle it immediately.
It was no good seeing a lot of leather sofas floating in the air on some kind of corporate wiki.
I really like the characters, story, and gameplay compared to past titles, but the camera is just really not good…
>>33
I’m sorry, but the text you provided doesn’t contain any meaningful Japanese content for translation.
Initial enrollment
Nitty-gritty
A noble whose territory has been burned.
The protagonist, who is socially discriminated against, has no prejudices.
Big brother Victor might be a resident of some Elder Dapper world.
I reached the maximum level without specifically leveling up.
It still feels like the midpoint of the map…
When you place furniture, the character appears, but I guess it probably won’t be recognized unless it’s at about the height of the first floor?
They didn’t pay any attention to the bookshelf or chairs on the second floor.
The initial bonus is said to be a trap because the level increases at an incredible speed.
>>37
If we’re not careful, it seems quite possible that we might reach the level cap before gathering our teammates and won’t get to see the level-up animation.
>>40
Last night in the thread, the anonymous user was exactly that.
The main storyline line
There is a development mission, huh?
Our Yumia-chan picks choices leaning towards Aira when she’s around, but when it’s just her and big brother, she chooses options that seem to gain big brother’s favor, turning into a bad girl.
I reached level 100 early on.
I cleared it while wondering if it was a quest to unlock the level cap.
I want to see the level-up animation anytime, so please do something about it, Gust.
>>42
Isn’t a cap release coming with the usual updates and DLC?
It’s tough not being able to look up at buildings and ruins with high ceilings.
Just let the camera move around more, even if it’s just black clouds under the skirt.
I thought the level cap might be high since it was leveling up so fast, but I was surprised when I hit the cap at 100. It might be the first time I’ve reached the cap before the ending.
I quietly enjoy it when Yumia-chan sometimes takes a mount on Rutgar.
I understand it’s cumbersome, but if you aim upwards, you can manage even in shooting mode…
Once I reach the max level, I won’t be able to surpass my own record anymore…
Ayla-chan, you have to force a friendship hug with Yumia… it’s not just about being shy and ending it there.
I learned a mode that feels like a special move through leveling up, but I don’t know how to use it!
Could it be leveling up!?
>>51
You should read the system help since it’s actually available!
When the gauge on the left reaches 100% using the item, press the plus button.
Sophie-chan is capped at level 20.
>>52
For some reason, Sophie starts allocating skill points and becomes a super power type.
Is there any way to fix the issue where characters disappear when you get too close in photo mode, even at portrait level?
At first, I was playing on normal, but since the enemy level naturally gradated up to about +20, I increased the difficulty.
I see… I’ve just gotten Rutger to join, and he’s at level 60, but should I take off the weight training bracelet?
It’s probably just my method, but when I just make the recovery medicine recipe, isn’t the recovery amount way too small?
>>58
I think the recovery ability was enough not to struggle in the early stages, even if it stopped at recipe level 4…
>>58
Raise the item level with remnants and increase the quality cap on the skill tree.
Items have definitely outpaced regular attacks in terms of damage output…
Just by doing a little serious alchemy, even on very hard, the enemies become way too easy.
It’s much easier to inflate than usual in the atelier, and before I knew it, the game is broken…
Well, it’s the first work, so is this about it…?
But if you throw an item with it fully unlocked and the enemy doesn’t get defeated, that would be annoying, right?
By the end of the first region, the quality will max out, so you’ll need to adjust the difficulty yourself, or else the enemies will be wiped out instantly.
In normal mode, there’s no timing to use Advent!
I want to build a greenhouse and a warehouse together.
If you clear it, there is technically another one at a higher difficulty level.
>>68
There is…
I don’t want to do anything sexual; I just want to see if the ceiling is open.
>>69
Let’s go up in shooting mode.
I never thought that things would increase in the greenhouse in seconds.
>>70
I wonder how much it is per item—when I looked, I was shocked to see the time displayed as 00:20.
>>74
I thought it was in minutes.
I’m not a Rakuten Card Man.
>>74
(20 minutes… isn’t that long?)
(It really increases in no time… This is 20 seconds!)
I want to install a large number of them in the same area for sound quality too.
If you just want to go up, aim with a gun, pants.
It increases with a momentum like that of a fast-growing vine.
Well, that’s why the world is going to burn.
I feel like this difficulty level is about right for just clearing it.
It seems like they’re expecting you to enjoy the high difficulty in the post-clear dungeon as usual.
I like to take my time to gradually crush things after the story is over.
I finished the story first and foremost, but…
In that case, the combat gets quite intense.
That said, even in that case, it’s still the same to create strong items and equipment through alchemy.
When you’re enjoying exploration, your level increases rapidly, so by the time you exit the initial field, you’ll be close to reaching the maximum level.
Whether it is good or bad that boss battles, which I approached with upgraded equipment, end up being instant clear in event combat conditions…
>>80
The boss being softer is precisely because that is the game design.
>>80
Isn’t it crazy that we can’t win even if we improve the quality of our equipment in a story?
I don’t have much complaint about the camera, but it’s tough that when swimming for anti-peeping measures, it tends to be corrected to an angle from above.
I can’t see ahead…
I think something like this in a greenhouse isn’t very practical, like getting one every hour or so.
>>83
I strongly feel that this is the correct choice because without this speed, I don’t think we could easily handle materials melting in amplification slots and such.
If Yumia has this kind of influence alone, then if there were a lot of them, the world would be doomed.
My attack power has surpassed 1000, even in the middle of the second area.
The main story of the development side feels like the traditional Atelier style.
I haven’t cleared that part yet, so I don’t know the ending.
I want a large alchemy factory that can fit all the equipment…
What are you doing with the jewels in the greenhouse!
I understand that prioritizing the story makes it more thrilling in terms of difficulty, but when I saw the large field, I realized I couldn’t do that…
This game has a certain pleasant looseness.
I plan to throw the difficulty out the window from the start, so I’ll take my time advancing while doing alchemy and housing.
I haven’t even cleared the first area yet.
I wander around too much wanting to crush pointless things, and my level goes up.
I can’t reach the question mark on the cliff in the bottom right, which prevents me from getting the first area to 100%.
>>100
That’s not a place you can go with explosives.
I cleared it without getting the necessary item.
Honestly, I think special bullets should have been around 50-80% as a reward instead of being part of the complete reward.
Recently, I’ve only been able to play games for about an hour, so I was finally told that I could choose either North or East, which I like.
I haven’t done any alchemy or unlocked any skills at all, but is that okay?
I feel like there aren’t many general players who can create items at the level to instantly defeat enemies, unlike Atelier players who understand the specifications in the first place.
There’s no need to set the difficulty based on the premise of alchemizing a lot for the first work to broaden the scope.
I want to build one or two warehouses, but since the raids are annoying, it might be better to keep the warehouse as just a storage space or for mana replenishment and a place to sleep.
There are some instances where it’s hard to tell if the increase in greenhouse seconds or the tuning of the mixture rebuild intervals SP is a bug or just a design choice…
Why are explosive shells and armor-piercing shells unlocked with a 100% investigation rate, Captain?!
I’ve only played Atelier Rorona in the Atelier series, and I’m not good with deadlines, but…
Yumia is super fun with no deadlines and an open world.
I don’t understand why they put me in this outfit and then put restrictions on the camera to not show my pants…
It just came out, but I want a sequel to be released.
The relationship between the revival of my hometown and memory and mana seems to have endless depths to explore.
>>110
It is confirmed that two more works will be released in Yumia’s worldview.
That said, the Kouhaku Atelier will come out first this year.
Rudgar, who usually has a bad attitude but is kind to those younger than him and weak to the leader, isn’t he made up of a certain shrewdness?
Ludger’s battle lines mostly express concern for others, so I didn’t really feel any sense of difficulty.
I’m the teasing character, after all.
>>112
Having a bad mouth and being prone to picking fights can coexist with being caring.
I want to go camping, but I can’t!
>>113
It’s hard to tell where you can do that, right…?
For now, you can do it in a place where the ground is visible near the first alchemy workshop.
It’s home camping.
Rutger is basically calm and aware of the situation, even though he has a bad attitude.
But they put pressure on players who are choosing their destination on the map to hurry up, right?
I cleared it without understanding the battle system because I was able to instant kill with items from halfway through.
Could it be that I could use awakening or special moves even during regular battles?
Why are the exploration tools to increase the survey rate distributed only after the survey is over, Captain!
I want the conversion from small to medium because the echoes of memory are troublesome.
I’m hoping that the bike will be easier to handle in the next work, and Layza’s beast was gradually getting better too.
There are broken pieces of furniture, but there are no NPCs, so I can’t track the culprit…
The buff period for camp meals is too short, and it’s scary.
The buffs during combat are so unnecessary that I haven’t done a camp even once.
>>123
There will also be conversation events.
>>129
Big brother, yay! … I really wanted to hear it with your voice…
The bike goes too fast to collect materials, and since there are quite a few elevation changes on the map, it ends up being better to just walk…
Camping is a place to see conversations.
I cleared around the Margaux Central Observation Facility, but after strengthening my equipment, it was way too easy on normal difficulty, so I increased the difficulty.
The bike isn’t bad, but I don’t really use it much since I also need to gather materials.
It was designed to encourage you to ride a motorcycle, and I raced through the beginning of the final area.
Camping is also mildly annoying because it completely takes up porch space.
The elevation difference is quite steep and it’s narrow, plus there are enemies, so it would be an accident on a bike.
It’s not really meaningful because we can’t get materials that require hitting.
The bike that is most helpful for quests with a specified time of about 200 meters.
Isn’t it strange that you can’t camp at a place called a campsite?
Well, the reality is that it’s just a sofa exhibition hall.
>>133
We have flowers and decorations.
>>139
We also used to have flower bouquets displayed.
>>133
Campsites used to enhance comfort…
Falling from a height is fun, right? Motorcycle.
I thought it was over because I couldn’t find lighting B.
I thought the pouch could be a little bigger.
Strengthening the number of informal mixtures created will make the camp set less likely to crush the pouch.
There’s a certain point in maximizing the atelier where you just throw it and break it…
While hopping around, I ended up reaching the innermost objective first, so I had to backtrack to know the regular route and trigger the events along the way.
>>138
I think this is the fate when playing a story in an open world.
The bike became quite convenient after I registered the shortcut.
>>141
It’s hard to come down!
I pressed R1! I pressed it!
I think continuously using flower bouquets is the easiest.
If you get a little serious with alchemy, inflation makes enemies die easily; this is normal operation in the Atelier.
I can’t find a way to the northern red area in the third region; I wonder if there’s a shortcut somewhere.
I want to set up at least one base for storage, but I end up turning it into a greenhouse.
Does this pouch get bigger?
>>149
It’s only as much as I can allocate my skills.
It was easier once I understood that it would show me where the recipes are if I didn’t have things like lighting.
Nina’s breasts are way too large.
The blueprint for pioneering furniture is a trap in the treasure vault!
After exploring everything and realizing I ran out of keys, I thought I was stuck.
The inventory, or rather the number of stacks, is just too low.
>>155
I wonder if it will stack to 9999!
I think there is a phenomenon where Yumia’s early bratty behavior makes her older brother and others appear more cunning.
The scene of Yumia and Aira leaning forward on the menu screen is inappropriate.
If you’re worried that the Yumia-chan pouch will be too full, carry a backpack.
Rainya’s light outfit is sexy…
I prefer women with bigger breasts.
The way it broke is the usual Gasuto-chan.
I always say this, but can you unlock the post-clear difficulty from the beginning?
The dark whatever carpet was convenient because it earned a lot of comfort with plant or fiber 1 and you could also walk on top of it.
There might be cases where you miss an event area without any force and the flag doesn’t trigger.
I wandered around because I couldn’t dance to encourage mana in the botanical garden.
I’m sorry, but as a new member of the investigation team, the bed that my seniors prepared in advance is penetrating through the floor…
Is the ending really not that good?
Even though I tried hard like in Arc the Lad, I end up losing more than I gain.
I want to be spared from that kind of feeling.
The button for pinning on the map overlapping with others isn’t just my environment, huh?
Deleting system_data.bin didn’t work either.
I feel like the button to hover over the atelier on the overall map should be the button for navigating through housing.
I hardly ever go back to the studio…
Yumia, but I wonder if Aira’s underwear is visible too.
This is a crappy base with only the minimum essential furniture that has functionalities!
List the fast travel destinations.
If possible, set the default to the Atelier & Housing list.
Is there an easy way to gather skill points?
>>174
The random quest seeking Seidakaton and ingots at the initial base seems easy.
You can also make it using just one ingredient in the mixture.
I’m still halfway there, but I got the trophy for 100% completion in the region, so I’m pretty excited.
I mean, don’t put symbols inside the rock, give me a hint.
>>175
Fire the scan shots!
Finally freed the motorcycle.
Which way should I head first, north or east?
>>177
I think it’s probably a detour route to the east, so I believe you can go wherever you like.
You can still obtain weapons for characters that are not yet joined.
>>192
Thank you!
I realized this after clearing the multiple ingot-related tasks…
Which should I level up first, the material rank or the echo shard?
>>180
Echo, perhaps.
Right after clearing the trial version, I unlocked all of the echoes, but it was still not enough at the time of clearing.
I just noticed, but the item tracking from the encyclopedia is too convenient…
I’m doing a quest where crops are being ravaged (for the second time).
I defeated a huge beaver, so now I’m stuck at the point of building fences in housing.
There’s no fence in the crafting section?! Maybe I need to obtain the blueprint for fences or walls.
Can’t you clear this quest?
Even if I surrounded myself with stone walls out of desperation, it was not considered cleared.
>>182
I feel like the fence was in some unclear section, so it’s not too late to review everything once.
>>182
Maybe so.
I was wondering if it’s okay to put such a heavy-duty fence on it.
>>182
If there is a piece of furniture called “Wall and Fence,” then if it’s not on the furniture list, you don’t have the blueprint.
By the way, it’s sturdier than the fence I originally imagined being there.
>>191
I checked the list from corner to corner, but it wasn’t there, and there was no category for fences and walls, so maybe I’ll put it off for later… Thank you.
By the way, I tried to enclose it with a railing but the cost was not enough at all.
I always leave it up to you because I can’t make sense of the mixing.
I sometimes wander around even when I get close because I don’t know the height of ?
I can kind of tell that I’m getting closer or farther away by looking at the mini-map display.
I can’t lock the destination target with the controller anymore, but what’s wrong?
I have a memory of being allowed to put up a fence that was too out of place for the background.
It should be fine with the Alva fence…
I thought it wasn’t bubbling at all, and then suddenly it can burst out like crazy; that’s the nature of residual fragments.
>>195
After playing for a few hours, it strangely stops spawning, so I sometimes need to go check areas where they almost definitely spawn to confirm that they’re working properly.
>>195
There are times when you are unusually made to go back and forth the same place continuously, right?
I can’t make a fence either.
Did this educational puzzle go well…?
>>198
I think something that is too easy to the point of not even being educational is not needed.
The fence in the field was laid out in such a way that it only covers one side and about half of it, so I wondered if it was really okay for it to be clear like this.
(The guy from the survey team who gives me that repair tool is always being attacked by the blue jelly.)
The initial base is bugged; various items are buried in the floor, making them unusable for placement.
>>201
Lift it up properly.
I have come to the east without updating Yumia and Aira’s weapons yet, but I wonder when the timing for the update will be…