The Inferia arc of Tales of Eternia Remastered: route order from Rasheans to the Bridge of Light, the three Greater Craymels, and every party change.
Tales of Eternia Walkthrough Part 1: Inferia Arc
Part 1 runs from the opening forest outside Rasheans to the stone chamber at the top of Mt. Farlos, where the Light Greater Craymel Rem opens the Bridge of Light and the party crosses into Celestia. Three Greater Craymels are contracted on the way: Undine, Sylph and Efreet. Nothing optional unlocks in this half, and the first recruitment you can decline is Chat, whose talk option only works after you leave the Celestia port town of Peruti.
- The only hard point of no return is the stone chamber. Enter it and Inferia is closed to you for a long stretch of story.
- Keele joins at the observatory above Mintche, leaves at the Port of Inferia, and Rassis travels in his place.
- Sylph hands over the Aerialboard, and without it you never reach the desert town where Efreet is.
Route and numbers below come from original-release documentation, mainly the 2000 Namco Official Guide Book; no official source for this release publishes level gates or boss HP.
The Inferia Arc in Order
| Stretch | What you are doing | What catches people out |
|---|---|---|
| Rasheans Forest, Rasheans, Regulus Dojo, the river pier | Opening scene, the elder, the first fight, recipes, the fringing lesson, the river race | The Collector's Book is on the elder's bookshelf and feeds the Curator achievement; a Lens hides in the water Craymel stream's central tree, and a fast race is Master Coxswain |
| Mintche, the academic town | University, the Tales quiz, the street ball game, one shop run | The quiz was rewritten for this release, so old answer keys fail |
| The observatories above Mintche | A climb east of town, then the mountain observatory | Keele joins here, the only permanent addition in this half |
| Nostos Cave, then Morle | A tide-controlled cave, then the treetop village | Morle sends you up the tree to a fight with Meredy finally on the field |
| Undine Stream | Contract fight one | Undine is weak to lightning and Meredy has it; the water weapon nearby is a trap |
| Forest of Temptation, then the royal capital | Statue puzzle, capital, royal observatory, the ferry south | Keele leaves as you board, and the observatory Lens is easy to lose for good |
| Barole | The Race event, the stone game, the lead to the wind cavern | Meeting Race shuts the royal capital for a while |
| Sylph Cavern | Contract fight two, and the Aerialboard | Gusts chip your HP as you walk, and the Aerialboard stops working in Celestia |
| Chambard | Balloons, the bistro cooking contest, the rumour about the gorge | Bistro Chambard charges 10,000 Gald for a ticket |
| Efreet's Gorge | Contract fight three, on a clock | The gorge is heat a person cannot survive, crossed on Undine's power |
| Farlo's Sanctuary, then Mt. Farlos | Sanctuary scenes south of the continent's centre, then the climb | Firing the heat ray at the chamber door is your last act in Inferia |
The Three Greater Craymels of Inferia
The guide book calls the Greater Craymels high-ranking beings that command ordinary Craymels, speak Melnics, and set a trial for humans when they judge it necessary. Winning that trial seals the Craymel into a Craymel Cage; Keele and Meredy each carry one, so read the Craymel Cage guide before handing out the second.
| Craymel | Element | Where | The wrinkle | Original-release data |
|---|---|---|---|---|
| Undine | Water | The water Craymel stream | Meredy's lightning carries the fight; Keele's water arts do nothing | 6,800 HP, weak to lightning |
| Sylph | Wind | The wind Craymel cavern | Ground arts miss and the gusts inside hurt; the real prize is the Aerialboard | 6,600 HP, weak to Earth |
| Efreet | Fire | The fire Craymel gorge | Heat drains Undine's HP over time and on contact with flame; at zero the party takes damage | 24,000 HP, weak to Water |
Inferia's fourth Greater Craymel is Light, Rem, and Rem is not a fight. Once water, wind and fire are collected, the guide book says Rem grants the party the Sorcerer's Ring, the item that fires a heat ray on R1 and opens sealed doors, including the stone chamber at Mt. Farlos, where Rem then appears to open the Bridge of Light. Celestia's four - Gnome, Celsius, Volt and Shadow - plus Maxwell and Sekundes are Part 2 and Part 3 material.
6,800, 6,600 and 24,000 are original-release figures from the official guide book. Nothing for the October 2026 release publishes replacements, so read them as the shape of a fight.

Official source: Namco Official Guide Book: Tales of Eternia (archive.org scan of the 2000 edition)
The Seifert Trials Sit Later Than This Part
What belongs to Inferia is the Seyfert Key: a compass-like key, a national treasure since the kingdom was founded, that turns into a beam of light and points its holder the way to go. It is the in-world ancestor of this release's destination icons, and Rassis travels Inferia following it.
The trials are the last third of the game. They open after Rassis dies shielding the party and passes the Seyfert Key to Reid, and the original route documents three sites - Seyfert Shrine, Seyfert Garden and the Seyfert Observatory at the Orbus Barrier - the first of which hands over Reid's first Aurora Arte. They are also where he faces the truth about Rasheans, so trial order belongs to Part 3.
Reference: Tales of Eternia on Japanese Wikipedia (original 2000 release)
Party Changes and the Answer on Optional Recruits
| Character | Status here | Exact point it changes |
|---|---|---|
| Reid, Farah | With you from the start | The road outside Rasheans |
| Meredy | Joins in the opening scenes | Rasheans and the road out |
| Keele | Permanent addition | Entering the observatory above Mintche |
| Rassis (Race) | Guest fighter | After Barole, for the wind Craymel cavern, because Keele is gone |
| Chat | Not available | The talk option only works after you leave Peruti in Celestia; on the airship earlier she cannot be recruited at all |
| Max | Not available | Joins after the resistance hideout events in Tinnsia, in Keele's place |
Nothing here is optional and nothing can be missed by declining. Community reporting adds that Chat and Max can be dropped and re-added later, which is player experience rather than documentation; the full roster is on the playable characters page.
What the Remaster Changes Here
| Change | What it means in this half |
|---|---|
| Four destination icons | Yellow for story, star for valuables, hourglass for limited titles and items, blue for new techniques; toggled at Menu > Custom |
| Encounter toggle | A resource-draining cave like Nostos can be walked without fighting |
| Boost, Battle Retry, Quick Recovery, high-speed auto-battle | An under-levelled Craymel attempt costs a retry, not a reload |
| Minigame skip and retry, color-vision support | The river race, ball game, balloons and stone game can be retried, and color-dependent puzzles read without color |
| Graphics and SE mode, rename removal | Remastered or Original audio and visuals switch at any time; the old rename option is gone |
| Day-one patch v.2.0.0 | Titles were added to the second-run transfer list, contradicting the pre-launch list that said titles are not transferred |
Official source: Everything New in Tales of Eternia Remastered (Bandai Namco Europe)
Official source: Remastered change list (Bandai Namco official Japanese site)
Official source: Day 1 patch notes (Bandai Namco Europe)
The official wording is explicit that some gimmicks carry no icon at all, which is why the two puzzle-gated stretches above still need a route.
Achievements Worth Doing Before the Crossing
Rates are Steam global figures read on October 17, 2026. Steam lists 50 achievements, 46 flagged rare, and only non-hidden ones are visible to a signed-out visitor.
| Achievement | Rate | Where it sits |
|---|---|---|
| King of Balloons | 2.3% | The balloon game in Chambard |
| Master Coxswain | 1.4% | A record run down the Rasheans river |
| Curator | 0.8% | The Collector's Book, starting on the elder's bookshelf |
| Pro Bowler | 0.6% | The ball game in Mintche |
| Lens Hunter | 0.5% | The Lens collectible, scattered across both realms |
Official source: Tales of Eternia Remastered achievements (Steam community statistics)
Before you cross, cook the ingredients that stop existing on the other side (see cooking and recipes) and settle your Cage split.
FAQ
How long is the Inferia arc? There is no chapter timing for this release, official or player-submitted. The original release's HowLongToBeat page lists roughly 33 hours for its main story and 42 with extras, whole-game averages rather than a chapter estimate. See how long to beat.
Can I come back to Inferia after I cross? Not for a long stretch. In the guide book's wording, entering the stone chamber puts Inferia out of reach for the time being. The story brings you back much later.
Do the three Craymel fights have to be done in that order? Effectively yes. Sylph's Aerialboard is what lets you cross the ocean to the desert continent where Chambard and Efreet's Gorge are, so no route reaches Efreet before Sylph falls.
Is anything in this half actually missable? Two windows matter: the observatory Lens, because the capital shuts after the Barole event, and Inferia-only ingredients, which cannot be replaced later. The hourglass icon flags limited titles and items, but the official text promises nothing more.
Related Guides
- Walkthrough Part 2: Celestia Arc - what comes after the Bridge of Light.
- Craymel Cage and Greater Craymels - the two-cage split to settle.
- Minigames Guide - the Inferia minigames and their achievements.
- Characters: All Playable Party - how Chat and Max join, and why Rassis stays a guest.
- Remastered Walkthrough Hub - which part you are in.
More Tales of Eternia Remastered Guides
The best party in Tales of Eternia Remastered is Reid, Farah, Keele and Meredy, with the Craymel Cage split deciding who heals and who carries the damage.
Cooking in Tales of Eternia Remastered: how the 36-recipe cookbook works, the Wonder Chef, the Chambard contest, and four official real-world dishes.
The Craymel Cage system explained: all ten Greater Craymels, the two-cage split between Keele and Meredy, opposing elements and summoning rules.
What the Deluxe Edition and all seven Remastered DLC packs contain, what each costs, and the two restrictions Bandai Namco buried in the fine print.
How the combat levels work in Tales of Eternia Remastered: what is selectable from hour one, what unlocks on a second playthrough, and where to change it.
Reid's Eternal Sword, Farah's Omni Weapon and the six-piece legendary set behind Legendary Arsenal, plus armour, accessories and Gald priorities.
The Glimmer Spire floor by floor, the solo Valkyrie fight on the top level, and how the remaster opens Nereid's Labyrinth on a first playthrough.
Optional and EX bosses in Tales of Eternia explained and separated: Sekundes, Wraith Horus and Valkyrie, where each one lives and what each rewards.
