Atelier Meruru (PS3)

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Re: Atelier Meruru (PS3)

Postby vampko » Wed Jun 13, 2012 4:52 am

The trick is to think of what's the most efficient. Generally alchemy is more trouble than it's worth, so Alchemy should be your last priority. You still have to do it and stuff, but it's the lowest priority. That's how I always play, and it's seemed to work for me in every game somehow.
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Re: Atelier Meruru (PS3)

Postby RonXSilva » Wed Jun 13, 2012 8:16 am

I did pretty good my first playthrough over 100k population got the Topsy Turvy trophy and mange only to kill one of the side bosses but i forgot to make more weapons and equipment... only had a good weapon for Meruru and Sterk I will forcus the second playthrough to make some good weapons. Also where is the best place to power level my character because I just hit level 40ish and in that machina dlc I need to be much higher than that :p
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Re: Atelier Meruru (PS3)

Postby ramsus » Wed Jun 13, 2012 8:59 am

RonXSilva wrote:where is the best place to power level my character because I just hit level 40ish and in that machina dlc I need to be much higher than that :p


Mt-Velt and Endless Corridor are your best bets, each fight is over 1k-1.5k exp and you only need like 2-3 fights to gain a lv from 90-99 given you already built all facilities that make exp easier. Don't pick up any material, just concentrate on fighting at Mt-Velt takes less than 1 day to do the whole trip (not to mention there's 1 dragon and 1 wyvern boss in there). If you never miss a fight, you should have no problem reaching lv99 and still have 1 year left before the 5 years deadline.
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Re: Atelier Meruru (PS3)

Postby Rednal » Wed Jun 13, 2012 11:00 am

I'm on the True End route with Gio, and I hate this volcano boss. XD;

Any tips for exactly how to forge the best possible equipment?

>.>

<.<
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Re: Atelier Meruru (PS3)

Postby perrandy » Wed Jun 13, 2012 11:26 am

ramsus wrote:
affinity7799 wrote:I beat the FINAL BOSS!!!!!

Good job, now try to beat Eternity Goddess and not smashing the controller :P
Volcano Incarnation shouldn't be THIS hard, unless you're in NG+ with Gio for true end route.
I remember beating it at lv50 cap in my first game because I didn't know it was possible to go beyond lv50. (even with Meruru Statue built, i was only lv66 at the end)

perrandy wrote:well, i just lost the game.the princess stayed home and never became an alchemist.sigh,i dont know how you guys do it.i guess i'm not cut out for time management games.:(

are you serious...? You can surpass the minimum requirement really easily even on the first playthrough.
It is also possible to meet the 3rd year requirement right on the 2nd year (30k population + rank VII).
I had population over 170k at the end of my first game, then breaking 200k in NG+ all the time. Simply do assigned task and create the Facilities as soon and quickly as possible before the next 4/1 and you're set.

If you had this much trouble with Atelier Meruru, then I'll say Atelier Totori and Rorona will be impossible because not only they has rank system but also all the quests have deadlines and there are also event dates to keep track of. Atelier Meruru gives you 100% freedom to manage your own time which makes it a lot easier than the 2 previous game.
yes i'm serious.i think i know what happened tho. i tried to balanced out alchemy with the exploration and that was that made me lose precious time.gah, i just wish that somehow gust will make a game that is pure alchemy and exploration or fighting and no time management...because despite of my poor play i did found the game to be very pretty and charming.again, i'm just horrible with time issues
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Re: Atelier Meruru (PS3)

Postby vampko » Wed Jun 13, 2012 11:31 am

Well, there's always subsequent playthroughs to improve ~

Ayesha seems to be not as held down by time constraints, so that might work out better for you as well.
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Re: Atelier Meruru (PS3)

Postby RonXSilva » Wed Jun 13, 2012 11:50 am

vampko wrote:Well, there's always subsequent playthroughs to improve ~

Ayesha seems to be not as held down by time constraints, so that might work out better for you as well.


I know they said it was not time constraints but on the map in Ayesha it shows the days as you travel I wonder how that works out with maybe some new game mechanic
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Re: Atelier Meruru (PS3)

Postby XCronoX » Wed Jun 13, 2012 12:17 pm

I let the Homs do pretty much all of the ingredient synthing while I would go out and gather/do quests.
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Re: Atelier Meruru (PS3)

Postby ramsus » Wed Jun 13, 2012 2:49 pm

Rednal wrote:Any tips for exactly how to forge the best possible equipment?


There is a thread about it here
Most endgame boss requires high elemental resistance because of their special attack with elemental properties. Pure raw defense power only gives you 1/2 chance of survival.

According to Japanese wiki, it all comes down to your play style... you can be either Pure raw force type, Resistance focus type or balanced. I personally am the balanced type.
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Re: Atelier Meruru (PS3)

Postby SaturnineTenshi » Wed Jun 13, 2012 9:20 pm

I've only just started really playing on Monday, so I'm also only just hitting 2y10m. There's no argument whether it's a vast technical improvement over Totori, but Meruru seems . . . less filling. I think there's a bit of a chasm (for me) between the two where the characters are concerned. My only real purpose to continue forward is the predictably addictive synthesis, development and exploration; well, there's that and seeking Totori scenes. I suppose I'll probably finish it tomorrow or the day after and not bother with a platinum—for now, at least.
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Re: Atelier Meruru (PS3)

Postby vampko » Wed Jun 13, 2012 10:30 pm

SaturnineTenshi wrote:I've only just started really playing on Monday, so I'm also only just hitting 2y10m. There's no argument whether it's a vast technical improvement over Totori, but Meruru seems . . . less filling. I think there's a bit of a chasm (for me) between the two where the characters are concerned. My only real purpose to continue forward is the predictably addictive synthesis, development and exploration; well, there's that and seeking Totori scenes. I suppose I'll probably finish it tomorrow or the day after and not bother with a platinum—for now, at least.

Odd...I mean I did have a point inbetween the beginning and where I am now where I didn't see any cutscenes, but then they just started flowing in and I've already seen more cutscenes with Keina than I did with Mimi in Totori. And there's still more to go. Though, I had to
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not have Keina on my party for a while to access a cutscene, and I'm not sure if that's what got the other cutscenes to open up or not?

EIther way, there was a dry period, but then the amount of character interactions started growing like crazy.
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Re: Atelier Meruru (PS3)

Postby SaturnineTenshi » Wed Jun 13, 2012 10:50 pm

I've seen plenty of cut-scenes. So much that they've grown tiresome. Celtic and I were talking about that yesterday: how you can hardly go anywhere without being interrupted five times. I'm enjoying the game; it's just leaving me hungry.
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Re: Atelier Meruru (PS3)

Postby vampko » Wed Jun 13, 2012 11:13 pm

SaturnineTenshi wrote:I've seen plenty of cut-scenes. So much that they've grown tiresome. Celtic and I were talking about that yesterday: how you can hardly go anywhere without being interrupted five times. I'm enjoying the game; it's just leaving me hungry.

tire...some?

I thought that was the whole draw of the Atelier games, the character interactions?

Is it mayhaps a driving storyline that you're missing then?
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Re: Atelier Meruru (PS3)

Postby SaturnineTenshi » Wed Jun 13, 2012 11:35 pm

Yes, tiresome. When they're back-to-back-to-back-to-back-to-back, it grows old. I don't mind when they're spread out.
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Re: Atelier Meruru (PS3)

Postby vampko » Wed Jun 13, 2012 11:47 pm

SaturnineTenshi wrote:Yes, tiresome. When they're back-to-back-to-back-to-back-to-back, it grows old. I don't mind when they're spread out.

Intriguing. Well, I love it when that happens to be honest. But everyone likes what they like.
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