Inferia ◆ Celestia — out October 16, 2026
Tales of Eternia Remastered

Story walkthrough: Rasheans to the Grand Fall

Quick answer

Inferia first, then the Bridge of Light, then the Celestian Greater Craymels — the game is gated by Craymel pacts, so a locked door usually means one more triad to collect.

This walkthrough follows the game's own pacing and keeps the plot at arm's length. It tells you where the route goes and what gates it, so you always know whether a locked door means "come back later" or "you missed something one map ago".

An anime cutscene still of the party at the start of the journey
Official opening movie still

The shape of the route

Tales of Eternia Remastered is built around two worlds and the pacts you make in each. The structure is almost always the same: you arrive in a region, a Greater Craymel is rumoured to be there, you clear a themed lair, you fight the Craymel, and you seal it into a Craymel Cage. Collecting a triad of Primary Craymels is what unlocks the next chunk of story.

That gives you a reliable rule for every locked door: if you cannot progress, you are missing a Craymel, not a key item.

  1. Rasheans and the opening. The village sequence establishes the party and the stakes. Finish it, then take the road out.
  2. Mt. Mintche Observatory. The first hard gate is language, not combat. You need the group able to understand Melnics before the map makes sense.
  3. Morle and Professor Mazet. The Orz Earrings. This is the single most important early detour in the game.
  4. The Inferian Craymel lairs. Water, Wind and Fire in whatever order the map allows. Each has its own themed dungeon in front of it.
  5. Rem and the world chain. The Governing Craymel of Inferia sits behind the story's first real reveal.
  6. The Bridge of Light. The one-way teleport that moves the party from Inferia to Celestia, and the point where the game's second half opens up.
  7. The Celestian triad. Earth, Ice and Lightning, plus a fourth lair for the world's Governing Craymel.
  8. The Van Eltia. Once the ship is in play, crossing between worlds stops being a story event and becomes travel.
  9. Balir Castle and beyond. The endgame asks for the Supreme Craymels. Both are optional in the sense that you can reach the final area without them, and mandatory in the sense that the fight is brutal without them.

Pace yourself on the element side

Because the endgame wants a broad Craymel collection, the temptation is to rush the lairs. Do not. Each lair's enemies are themed to the Craymel inside, and fighting them is the cheapest way to level the party for the boss at the end. If a lair feels like a wall, you are usually one region of open-field grinding short of ready.

What is genuinely optional

  • The Glimmer Spire. A tower with a cameo superboss at the top. Nothing in the story requires it.
  • Nereid's Labyrinth. Post-game content with the hardest enemies in the game.
  • Max's recruitment. He joins as an optional playable character rather than a story obligation.
  • Skits. Hundreds of short scenes that add character texture and nothing mechanical you cannot live without.

Spoiler discipline

The plot turns on a single misunderstanding about who is responsible for the two worlds closing on each other. If you are reading around for the story, stay away from boss-list pages that name the final encounter — the identity of the last antagonist is the thing most walkthroughs spoil by accident.