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Firis with her older sister Lianne (European boxart)
Atelier Firis is the eighteenth game in the Atelier series and the second game of the Mysterious series. Firis is a young girl who lives with her parents and sister Lianne in the underground mining village of Ertona. She has never left her home village since birth and wants to go on a journey to see the outside world but can't thanks to her overbearing parents and the village elder. One day when she meets Sophie and Plachta, from the previous game, after they forcibly destroy the entrance gate to the village. Sophie explains that she made the bombs with alchemy and shows Firis her bigger on the inside atelier. Mystified by the power of alchemy, Firis decides to learn from them so she can leave the village.
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After teaching Firis the basics and doing some odd jobs around the village, Sophie tells her that to be recognized as a licensed alchemist Firis must get three letters of recommendation from other licensed alchemists and go to the city of Risenburg to take an exam. Firis sees this as an opportunity to finally fulfill her dream of journeying the outside world, meet new people and become a fully licensed alchemist. Her parents eventually agree but on two condition, her sister must go with her and she must pass the exam within a year. Firis promptly packs her bags and sets off on her mysterious journey with her sister Lianne in tow.


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Tropes in this game

  • Agony of the Feet:
    • During the exam portion, Edel decides to demonstrate the toughness of a particular puni... by kicking it.
    Edel: As you can see, this is a very tough puni... enough to make my foot hurt.
    Firis: (Wow... That sounded really painful...)
    • In the post-game, Firis decides to go journeying again and visits her parents to tell them, only for her father Lukas to incorrectly conclude that she's about to tell them she's getting married and try to forbid it because she's too young. After she explains what she's really about, both are fine with it, having honestly expected her to come to them with this a lot sooner. They say that they're fine with her doing whatever she wants...
    Lukas: That is, except for getting married... Owwww! Nicola! Don't step on my foot!
  • Bare Your Midriff: As expected of this series. Particularly Plachta and Drossel.
  • Bigger on the Inside: Sophie's portable atelier that she gives to Firis as a parting gift. She apparently made it by "bending space using alchemy." The quest to craft the atelier tent was later made into a DLC for Atelier Sophie: The Alchemist of the Mysterious Book.
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  • Bottle City: More like the Bottle Village of Ertona.
  • But Now I Must Go: After teaching Firis the basics of alchemy Sophie and Plachta decide to split up with Firis and Lianne but promise to meet up in Risenburg. It happens again in the second town because there is "something Sophie and Plachta must see to."
    • Firis after being allowed to leave Ertona.
  • Cloud Cuckoolander: Ilmeria holds this opinion of Firis. It's mostly due to her seclusion.
  • Comes Great Responsibility: After Ilmeria decides to open an atelier of her own and sends a letter to her parents informing them of such, she receives a letter back stating that alchemy brings great power, so wielding it without purpose would be a foolish thing to do. However, by choosing her own path, she has become a respectable alchemist.
  • DLC: Adds more costumes and two new playable characters with their own corresponding events and endings.
  • Expy: Drossel is a gender flip expy of Fritz, except she uses an axe rather than two swords.
    • Firis shares a lot in common with Totori. Both want to explore the world, gain a license, and possess a relative that is initially against their leaving home. Both also have a protective Cool Big Sis and has their mentor accompanying them on their journey. Both also end up having to build their own boat to get past some kind of commotion at sea.
  • Face Palm: This is a fairly standard gesture for the elder Bernd whenever he's upset or troubled by something.
  • Fetch Quest: It's an Atelier game, so the whole game is basically one big fetch quest. Sidequests range from "bring me this item" to "go find my missing son."
  • Foreshadowing: In the Silent Labyrinth, there's an old mural depicting a flying ship. Not only do you get the option to build your own flying ship later in the game, but the remains of an earlier flying ship can be found on the floating island.
  • The Gift: Firis is able to detect where there are deposites of metal ore, similar to how Sophie eventually gained the ability to hear the wishes of materials or how Oskar can communicate with plants. She uses this skill to act as a sort of spotter for the Ertona's miners. She's also a much more naturally talented alchemist than Sophie, who was an Inept Mage before Plachta started teaching her. Firis can, in fact, defeat Sophie at the license exam.
  • Great Big Library of Everything: The Institute is trying to become this - they offer rewards to encourage travelers to share what they know of the word from their adventures. Firis can earn some money and items by doing this.
  • Henpecked Husband: Bernd. So much so that he has to has to store a secret stash of money he's given.
  • I Lied: Aurelie, the village elder of Dona, is seemingly a frail old lady who, according to her, can't even walk. So it comes as a great surprised to Firis and Liane when she asks them to meet her at the Divine Tree, then gets up to head there.
    Aurelie: Oh, I lied. I'm not that decrepit yet. Hahahahaha!
  • Insistent Terminology: At one point, when you make a Bomb, Revy appears and asks Firis if the names she uses for the items are one she comes up with on her own. She says that sometimes they are, but sometimes she just uses the old names. He suggests pepping them up a little - for example, the Bomb becoming the "Searing Orb of Crimson Flame." Firis immediately takes to the idea and the scene changes to Liane asking Firis for an Uni Bag and a Zettel, which Firis has now taken to calling the "Fury of the Earth" and the "Blessed Paper of God's Grace."
    Liane: Huh...? Fury of earth...? Blessed... What?
    Revy: Heh heh. Firis and I thought of new names for her items. Aren't they awe inspiring? Epic?
    Liane: Um, sorry. They're too hard to understand now. Could you change them back to their old names?
  • It's Up to You: Typical of an Atelier heroine, Firis keeps meeting people who are too lazy, busy or incompetent to do things for themselves, and will ask Firis to do their work for them instead. Lampshaded by one of the other alchemists, who flatly states that for all their power, alchemists spend most of their time doing chores for other people.
  • Jack of All Trades: What alchemists are explicitly said to be.
  • Lazy Artist: All of the returning characters barring Oskar and Sophie retain the same design and model.
  • Little Sister Heroine: It may simply be sisterly protectiveness, but Lia's infatuation with the "cuteness" of her little sister, Firis, can shade into this. She constantly gushes over how adorable Firis is, and much of the Encyclopedia text between the two sisters stresses her attachment (special mention to the Gunade Ring entry, where Lia mistakes the accessory for a wedding ring and accepts the proposal (although Firis is quick to protest). The later Not Blood Siblings reveal makes it difficult to imagine the the writers weren't at least acknowledging this trope.
  • Heterosexual Life-Partners: Sophie and Plachta seem to have become this since the events of the previous game.
  • Master-Apprentice Chain: From Plachta, to Sophie, to Firis.
  • My Beloved Smother: Firis's mother is very opposed to letting her leave because the world is apparently full of monsters, despite her older daughter going out on hunting trips for several days at a time and still coming back unharmed. She relents after she sees Firis has learned enough alchemy to be able to protect herself.
  • Mythology Gag: Logy keeps a bust of Hagel in his workshop.
  • Nerf: Certain game mechanics:
    • The alchemy leveling system. Unlike in most Atelier games, you don't gain the power to add traits simply by leveling up. Instead, you only earn the right to add traits on individual items by synthesizing them — forcing you to synthesize each item over and over again in order to get the best ones. Leveling up only gives you access to higher-level recipes. To compensate, creating certain items will level up related items (i.e creating a Yellow Neutralizer will add points to all other neutralizers).
    • The various forms of teleportation. In exchange for Firis' portable atelier (which negates the need to constantly return to a hub in order to rest and synthesize) and the open world design, items like the Divine Gate (usually accessible via recipe book) have vanished for most of the game. It's easy to fast-travel across individual zones, but this will still cost you the same time and LP as walking there. Backtracking to other areas is extremely clumsy and costs you a lot of precious time, so it's usually more efficient just to keep pressing forwards. You don't get an effective means of teleportation until much later in the game — and only if you do certain quests. Also unlike previous games, towns don't stop the clock - fast travelling around a town will still cause time to pass.
    • Recipe books. The game is very keen on having you get Firis thinking up recipes for herself by meeting certain targets, so the few recipe books you find will normally contain recipes you already know - they're really just there to provide a safety net if you miss key recipes.
  • No Sense of Direction: Drossel. When Firis is gathering materials in a dark forest Drossel repeatedly bumps into her trying to find a way out. It gets to the point where Firis escorts her out where she then joins the party. As a gag, when she's in your party, if entering a cave she may comment "It may be dark, but I know where we need to go. We need to go... this way."
  • Ship Tease: Between Firis and Heinz.
  • Older Than They Look: Logy is 28, but looks like someone in their late teens to early twenties. Justified somewhat since his design wasn't updated.
  • Only the Worthy May Pass: The village elder will only let Firis leave after she proves the usefulness of alchemy.
  • The Outside World: Firis has been living in an underground village all her life and yearns to leave and see the world. However, everyone in her village regards the outside world with vague horror. Only the chosen few, like Liane, are permitted to go outside — and only Firis seems to have any inclination to question this system. She gets her wish but with some conditions. She must pass the license exam within a year and her sister Lianne must go with her. Strangely enough, the reason for this seclusion is rather pragmatic: to preserve the town's Ertonite, which they fear outsiders would over-mine. Trapping their village's population inside is apparently just a side effect (or an attempt to keep the younger generation from leaving).
  • Palette Swap: Sophie's design is almost exactly the same, but with different colors and a few minor changes to her dress.
  • Previous Player-Character Cameo: Sophie.
  • Running Gag: B-Barrel?... Barrel! You can even decorate the atelier with some.
  • Secret Test of Character: In Dona village. The town elder looks as if she's bullying you into doing her own work, but it's really a test to see if Firis has the temperament to be an alchemist before she hands over her letter of recommendation. Afterwards, she explains that alchemists are jacks-of-all-trades who get asked for all kinds of favors, and much of the work boils down to doing a bunch of chores.
  • Talking in Your Sleep: Sometimes when using the rest option in the Atelier, Firis will mutter stuff in her sleep such as that she wants to go outside, or saying to her parents that she did well.
  • Timed Mission: After leaving Ertona you literally have 365 in-game days to get the three letters and take the exam. That's plenty of time to do side-quests and synthesize a lot of items as well.
  • Universal Adaptor Character: As with Logy and Pamela in the previous entry, Escha is this.
  • Wide Open Sandbox: Much more open than previous games. You can now gather anywhere at anytime including inside town and villages and fast travel between campfires and landmarks in a given region however you still need to cross borders between regions on foot. Later you can build a flying ship which allows you to fast travel anywhere in the world.

Alternative Title(s): Atelier Firis The Alchemist Of The Mysterious Journey, Atelier Firis

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