Part 2 covers the Celestia half: the Van Eltia and its upgrades, the Celestian Craymel lairs, Chat and Max joining, and the events that expire.
Tales of Eternia Walkthrough Part 2: Celestia Arc
Part 2 is the Celestia half of the route. The story crosses the dimensional boundary into the realm Meredy comes from, and from there the map stops being a road and becomes a sea chart: you sail the Van Eltia, the ship of a 12-year-old Celestian pirate named Chat. This is where Chat and Max join, where the Celestian Greater Craymels come from in the original route order (Gnome, Volt, Celsius), and where the remaster's hourglass icon earns its place, because it marks events tied to titles and items that are only obtainable for a limited period.
- Original-release route order for this half: Imen, Luishka, the Mine of Gnome, Peruti, Mt. Celsius, then back through Imen to Tinnsia, the Ruins of Volt and Balir Castle.
- Where an old guide says "Disc 2", it means this stretch: the PlayStation-era sidequest listing used here files all Celestian content under Disc 2.
- Anything labelled original-release below comes from PlayStation-era documentation. No official source for the October 2026 release publishes level gates, drop rates or a Craymel table, so this page does not either.
This is part 2 of three; the full walkthrough hub explains how the parts fit together.
What Part 2 Covers, and Where Part 1 Stops
Bandai Namco's own feature article describes Eternia as a world divided into two realms facing each other, Inferia and Celestia, each with its own people and way of life, with the Grand Fall threatening to destroy both.
Official source: Everything New in Tales of Eternia Remastered (Bandai Namco Europe)
The crossing is the door into this half: the original game's plot summary has the party's hunt for Meredy's origins leading them across a dimensional boundary into Celestia, into an age-old conflict between the two worlds, with the Orbus Barrier between the realms weakening. Bandai Namco spells the catastrophe Grand Fall, the Steam store description spells it Great Fall, same event.
| Stop | Why it matters | The trap |
|---|---|---|
| Imen | Meredy's home, the library, the train terminus | The train to Luishka is a braking minigame |
| Luishka | Second station, access to the Mine of Gnome | The bombing run starts here and looks like scenery |
| Mine of Gnome | The earth Greater Craymel | The card game inside is skippable |
| Peruti | The Van Eltia docks, Chat can join, Captain Mach on the pier | Chat is an opt-in conversation |
| Mt. Celsius | The ice Greater Craymel | Reached from Peruti, so it is easy to sail past |
| Imen, again | Return leg with a boss in the library | The shops change while you are away |
| Tinnsia | Max and the Shikeska resistance, the sushi challenge | Max arrives with an almost empty skill list |
| Ruins of Volt | Volt, behind a number puzzle and a Melnics letter puzzle | The letter puzzle is what recruits the Craymel |
| Balir Castle | The end of the open Celestian stretch | Part 3 picks up here |
That order is original-release order from a PlayStation-era walkthrough. The geography carried over, which is why old route lists still work, but no official source for this release publishes a chapter list.
The Van Eltia and the Celestia Sea Map
Chat is a 12-year-old Celestian and a descendant of a famous pirate who styles herself the oddball captain of his impressive ship, the Van Eltia, and fights with a handbag full of tools. In the original route the ship is how you cross Celestia: the overworld becomes a sea chart with coordinate pairs, and the PlayStation-era sidequest listing records Celestian landing spots as numbers, such as a cache between the Ruins of Volt and the casino town at 52, 153, or 4000 Gald at 177, 31 north of Tinnsia. That listing even counts the Van Eltia among the Seven Treasures of Celestia, next to oddities like the Deck Brush and a location called Katz Village.
Sea combat is original-release content too: the Ocean Wars minigame has you sink ships with the Craymel Cannon, from a games room on the Van Eltia and a station at Shizel Castle. No official remaster source publishes Gald prices for ship work, so any figure in a pre-2026 guide is an original-release figure.
| Achievement | Official description | Global unlock |
|---|---|---|
| Seaworthy Navigator | Proof you know Celestia's seas like the back of your hand. No one helms the Van Eltia better. | 0.7% |
| My Heart Belongs to the Sea | Proof you fully upgraded the Van Eltia. You've conquered every sea in Eternia! | 0.7% |
| Every Plank in Its Place | You renovated all the cabins on the Van Eltia! Such attention to detail! Such impeccable results! | 0.6% |
Read from the official Steam achievement page on October 17, 2026, when it showed 27 of its 50 entries to a signed-out reader. Three of the eleven names rendered for that reader sit under one percent, which says the optional ship work is far enough off the story line that almost nobody finished it in the launch window.
Destination icons, Boost, the auto-battle speed setting and autosave all live under Menu > Custom, and the official feature list says the destination icon display can be switched off and back on. Confirm the icons are drawing on the world map before you sail, because the sea is the first place where the next objective stops being visible from where you stand.
The Celestian Greater Craymels
Spell access is gated by Greater Craymels, and the original game runs on ten of them split across the two realms; that total and the split are community-documented rather than published officially. Three come out of this stretch.
| Greater Craymel | Element | Original-release lair |
|---|---|---|
| Gnome | Earth | Mine of Gnome |
| Volt | Volt | Ruins of Volt |
| Celsius | Ice | Mt. Celsius |
Volt is the one with a puzzle attached: after the fight the original walkthrough has you match three letters of Melnics that Meredy says against slot machines, and solving it recruits the Craymel. The other two are plain dungeon rewards, which is why they are easy to walk past with the destination icons off.
The rules that make the two cages interesting are part of the original system, and every number in them is a PlayStation-era number that no official remaster source confirms:
- Casting a spell of the same element as a Greater Craymel at Max Vitality knocks that Craymel's Vitality down to 5.
- Casts by Meredy affect Keele's Craymels, and casts by Keele affect Meredy's.
- Only one Greater Craymel can hold Max Vitality at a time; if a second reaches it, the first drops.
- Casting the opposing element drains that Craymel's Vitality, and the grid is fixed: Water against Volt, Wind against Earth, Fire against Ice, Light against Shadow, Elemental against Time.
Use those to decide who holds which cage, not to plan a build around a specific level. The Craymel Cage guide argues the split through; this page only tells you where each Celestian Craymel comes from.
Who Joins in This Stretch
| Character | Age | Who they are | Where they join, in the original route |
|---|---|---|---|
| Chat | 12 | Celestian; descendant of a famous pirate; captain of the Van Eltia; fights with a handbag and an assortment of tools | Peruti, on the return visit; the old guide frames it as a conversation you agree to |
| Max | 38 | Celestian; leader of the resistance group Shikeska, which opposes the corrupt Celestian government; fights with high-powered energy cannons | The Tinnsia stretch, at the resistance headquarters, before the Ruins of Volt |
Max is called Fog in the Japanese release, and his cannon skills are learned later by examining statues and Miacis figures around Celestia, which is why he looks empty when he joins. Chat's content sits on the sea rather than in a town: the race around Celestia starts at the Peruti pier, and her weapon skill waits on an island southwest of Tinnsia.
Time-Limited Content the Hourglass Flags
This is the section the Celestia half needs most, because it is where the game stops being linear and where the original release's closing windows are densest. The remaster's flag is official: the hourglass icon marks events attached to titles and items whose acquisition period is limited, and shows the distance to them the way the yellow story icon does.
Official source: Remastered changes list (Bandai Namco official Japanese site)
That same official list says some gimmicks along the way get no icon at all, so treat the hourglass as a net for what the developers remembered to tag rather than a complete missables list. The sidequests and missables page is the site-wide version.
| Celestian content here | Where, in the original route | Reward the original release attached |
|---|---|---|
| Craymel Express, letter delivery | Imen Station | Choo-Choo Girl title for Meredy |
| Craymel Express, bombing run | Luishka Station | No title in the PlayStation-era minigame table |
| Race Around Celestia | Peruti pier, talk to Captain Mach | First Officer title for Chat, across eleven sea checkpoints |
| Carousel Sushi | Tinnsia | King of Hunger title for Reid |
| WHIS card game | Mine of Gnome and the casino at Jini | WHIS Master or Hustler title for Reid, by score |
| Dancing | Jini dance hall | Dance Queen for Meredy, Star Dancer for Reid in two-player |
| Lens payouts | Chambard, Peruti and Tinnsia | Threshold rewards, including the Celesti Cape at 30 or more Lens in Tinnsia |
Every reward above is an original-release title, and that is why the list is useful: the launch achievement page reuses the names, with Master Coxswain and King of Balloons carried over from the original title set. The old guide also warns that the Lens count is easy to tangle if you leave optional content for later chapters, which is a window that closes quietly.
In this half the next story objective is often one short voyage away, so it is easy to skip a pier conversation or a train run and only notice the missing title much later. If an hourglass is showing and you have the party and the Gald for what is there, do it before the next story step. On Extreme that costs almost nothing, because Battle Retry means an optional boss attempt is a retry rather than a reload.

FAQ
How do I get the Van Eltia? It is Chat's ship, and the story hands it to you during the Celestian half. In the original route it is docked at the port city of Peruti, and the world map stays a sea chart from then on.
Which Greater Craymels can I collect in Celestia? In the original route order, Gnome from the Mine of Gnome, Volt from the Ruins of Volt and Celsius from Mt. Celsius. That is PlayStation-era route order, not a remaster measurement, and no official table of the ten Craymels exists for this release.
Can I miss Chat or Max? No official source calls either permanently missable, and this page will not claim a window that nothing confirms. The PlayStation-era route does say Chat is a conversation at Peruti that you agree to, so agree while you are standing there. The events confirmed to expire are the ones the hourglass marks.
Why are the Van Eltia achievements so rare if the ship is part of the story? Because owning the ship is not the same as finishing it. Renovating every cabin and fully upgrading the Van Eltia are optional jobs that send you back onto the sea map after the plot moves on; the official unlock rates of 0.7% and 0.6% on October 17, 2026, say almost nobody came back for them in the launch window.
Related Guides
- Part 1: Inferia - the lower realm, Meredy's arrival and the first Craymel assignments, ending at the crossing this page starts from.
- Part 3: Endgame and postgame - the castle sequence Part 2 hands off to, plus the dungeon the remaster opens earlier than the original release did.
- Sidequests and missables - every event with a closing window, so you can check this half against the rest of the game.
- Minigames guide - the race, both train runs, sushi and the casino, with original-release trick notes.
More Tales of Eternia Remastered Guides
How A-LMBS combat actually works in Tales of Eternia Remastered, plus where to find Boost, Battle Retry, Quick Recovery and the encounter toggle.
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.
