Part 3 of the walkthrough: the final act, the windows that close first, Nereid's Labyrinth unlocking on a first playthrough, and what carries into run two.
Tales of Eternia Walkthrough Part 3: Endgame and Postgame
Part 3 runs from the point where the destination icon starts pointing at the story's last locations through the final confrontation and into the postgame. Its headline fact is a change to when content opens: Nereid's Labyrinth, the high-difficulty dungeon that the original release only allowed on a second run started from cleared save data, now unlocks on your first playthrough the moment you reach the interior of Shizel Castle. That is Bandai Namco's own wording, and it is why this page is separate from Part 1: Inferia and Part 2: Celestia.
- Nereid's Labyrinth: first-playthrough unlock at Shizel Castle, versus second-run-only in the 2000 release.
- Mania is selectable from hour one; Unknown is new here and opens after you finish.
- Titles are the newest carryover category, added in the day-one v.2.0.0 patch.
Official source: Tales of Eternia Remastered change list (Bandai Namco official Japanese site)
Where Part 3 Starts
Community walkthroughs of the original build file Shizel Castle as the last dungeon of the main scenario, and the remaster's change list names the same castle as the place where the endgame dungeon opens, so it is the landmark for this stretch. This release ships as one file with no disc swap, so the disc-boundary warnings older guides attach to this stretch do not apply, and the ending discussion sits below a spoiler marker.
Nereid's Labyrinth Opens on Playthrough One Now
The official change list states the change in one line: in the original version Nereid's Labyrinth was only accessible in subsequent playthroughs starting from cleared save data, and in this version it is unlocked upon reaching the interior of Shizel Castle during the first playthrough. That is a route change, not a convenience feature. In the 2000 release it was squarely postgame content; here you can walk in while the story is still running.
One naming caveat for cross-checking: the widely copied English translation of that list renders the castle as Balir Castle, while the Japanese original names Shizel Castle. Community route notes for the original place a visit to Balir's castle earlier and separately, so a page that sends you to Balir for this unlock is working from the translated wording.
The unlock does not gate you by level. The official text calls the dungeon high-difficulty and stops there; it publishes no recommended level, floor count, boss list or reward table, and no remaster source does either. Read it as a door rather than a checkpoint, because the difficulty behind it is the difficulty you brought. Old guidebook advice still applies as ordering rather than numbers: finish the story first, then return with the gear a full run leaves you.
Because nothing official publishes a recommended level, no page can honestly tell you the dungeon is safe at a given point in your run. Treat the unlock as an invitation to scout and retreat: switch encounters off to see how deep you get, and retry rather than committing to a fight you have not read yet.
Before You Commit: Read the Hourglass
The remaster tells you which content is time-limited, which the original did not do in-game. The official change list adds an hourglass icon to events tied to titles and items that have a limited acquisition period, toggled under Menu > Custom > Destination Icon alongside the distance readout.
What expires comes from the original release's title set, so its shape is worth knowing even though these requirements describe the 2000 build only.
| Title (original release) | Requirement as catalogued | Why it matters here |
|---|---|---|
| Fastest Man | Reach Shizel Castle in under 20 hours | Measured at the castle, so decided before the final fight |
| Explorer | Find all seven Treasures of Celestia | A collection title, and the collection does not announce itself |
| Namco Teacher / Professor / Otaku | Pass three exams in the academic town | Three titles from one optional event chain |
| Star Dancer | Score 8.00 or better in the dance hall | Original wording specifies a two-player mode; this release is single-player only |
Those requirements come from PlayStation-era fan documentation of the original release, not from Bandai Namco for this one. Several names survived into the achievement list, which suggests the title set carried over: Master Coxswain, King of Balloons, Curator and Legendary Arsenal are official Steam achievements whose global unlock rates sat between 0.9% and 2.4% as of October 17, 2026.
Titles carry into a second run, but a title whose acquisition period ended still has to be earned; loading cleared data does not grant it retroactively. If an hourglass marker is showing, visit it before the story advances.
One piece of good news from the change list: the champion match of the Inferia tournament can be re-challenged after you clear it, though the reward item is granted only once per playthrough.
The Tools That Change How the Final Act Plays
Two official additions carry this stretch. Battle Retry, offered from the Game Over menu after a regular battle loss, means an exploratory attempt on endgame content costs a retry rather than a reload, and the encounter toggle lets you walk the final locations without fighting through them. The battle system guide covers Quick Recovery, Boost and the rest of the toolkit.
Official source: Everything New in Tales of Eternia Remastered (Bandai Namco Europe)
Postgame: What Opens After the Credits
The credits no longer unlock the big dungeon, because it now sits in front of them; what postgame changes here is difficulty and carryover.
| Opens | When | Source of the claim |
|---|---|---|
| Mania difficulty | From the start of a first playthrough | Official change list |
| Unknown difficulty | Once you complete the game, or from the start of a second run with cleared data | Official English article and the Japanese change list |
Carryover is itemised rather than all-or-nothing. Loading cleared save data opens a transfer settings screen where each element is toggled individually, and the categories are character information, learned artes and skills, items in possession, Lens availability, cooking recipes, command, the Collector's Encyclopedia, the Monster Encyclopedia, and Titles. Titles are the late addition: the pre-launch feature list said titles were not transferred, and the day-one patch notes state that Titles were added to the carryover elements for the second playthrough and beyond, which requires version v.2.0.0. Steam lists 50 achievements for this release, 46 of them rare, including Curator for completing the Collector's Book and Legendary Arsenal for donning all six pieces of the legendary hero's equipment.
Official source: Tales of Eternia Remastered - Regarding the Release of Update Data (Day 1 Patch) (Bandai Namco Europe)
Optional Dungeons and Bosses, Filed Correctly
Older documentation blurs unrelated fights under one heading, so separate them by location. Nereid's Labyrinth is the dungeon this page is about; Glimmer Spire is a separate tower, reached by flying north of a Celestian location, which original-release documentation describes as six floors above a ground floor, ending in a fight Reid takes alone, after two Spheres are collected elsewhere. A third category is the original's EX boss chain: one fight in it yields a Greater Craymel, which is why that boss keeps getting mislabelled as a story antagonist. For the fights that are not on the critical path, read Hidden Bosses and Glimmer Spire and EX Dungeon.
The tower and the EX chain details above describe the 2000 PlayStation release, where layouts and puzzle solutions carry over and the attached numbers do not.
Spoiler Break: Where the Ending Sits
Everything below touches the shape of the final act. The route content above is free of it.
The premise is public: Eternia is split into two isolated realms, Inferia and Celestia, and the journey becomes a race against a collision between them. Bandai Namco's material spells that collision two ways, so do not read them as two events: the Steam store description calls it the Great Fall, while the official European article calls the same catastrophe the Grand Fall.
What this page will not do is narrate the resolution. The last stretch runs through Shizel Castle, and the change list confirms that reaching the castle's interior is a first-playthrough milestone, about as much as a route page should give away. For the plot beats and post-credits scenes, read Tales of Eternia Story and Ending Explained.

FAQ
Do I have to finish the game before I can enter Nereid's Labyrinth? No. It unlocks on a first playthrough when you reach the interior of Shizel Castle. In the original 2000 release it was only accessible on a second run started from cleared save data, which is why old guides file it strictly under postgame.
Can I still pick up a title I missed earlier in my run? Only by earning it. Carryover preserves titles you already have and does not grant missed ones, so treat the hourglass destination icon as your cue: it is applied to events tied to titles and items with a limited acquisition period.
Where is the point of no return? Official sources do not label a single one, and this page will not invent one. The in-game signal is the hourglass icon on time-limited events; if a marker with an hourglass is still on your map, you have unfinished business.
Related Guides
- Tales of Eternia Walkthrough: Full Guide - the hub, with the three-part split and where each part hands over.
- Tales of Eternia Walkthrough Part 1: Inferia Arc - the opening realm and the party's first members.
- Tales of Eternia Walkthrough Part 2: Celestia Arc - the sea map and the optional content that expires during it.
- Tales of Eternia New Game Plus and Carryover - the transfer screen category by category, including the Titles change.
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.
