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Tales of Berseria Remastered
Tales of Berseria returns with enhanced graphics and optimized gameplay! Engage in the ultimate quest for self-discovery, remastered for the first time. The s…
After spending a full weekend re-running the late game in Tales of Berseria Remastered, I realized I’d forgotten how easy it is to get turned around by barrier puzzles, teleport orbs and long cutscene chains. This guide walks you from Baird Marsh all the way to the Empyrean’s Throne, focusing on what actually matters: getting through the puzzles efficiently and winning the big boss fights (Therion Teressa, Armatus Oscar, Melchior, Shigure, and finally Artorius & Innominat).
Massive story spoilers ahead – this covers the reveal about Innominat/Laphicet, the Earthpulse sequence, Empyrean awakenings and the ending.
All mechanics here are the same in the Remastered edition as in the original, but the smoother framerate and encounter toggles on PC make some timings a bit more forgiving. The routes and strategies below are based on Normal difficulty with a controller on PC.
By the time you return from Aball with the puppy Therions and head towards Endgand, I recommend:
Don’t make my early mistake of hoarding items “for later.” From Baird Marsh onward, boss damage spikes hard – use your items.
Baird Marsh is your first big “thinky” dungeon in this stretch. The remaster keeps the original colored barrier logic intact: each color corresponds to a switch that toggles barriers on or off in multiple areas.
The key is not to overthink it. What finally clicked for me was treating each switch as a global toggle for that color instead of worrying about individual walls.
Route that consistently gets me through without backtracking:
If you get turned around, don’t hesitate to loop back to the last switch cluster and reset: the dungeon is compact enough that this only costs a few minutes.
At the end of Baird Marsh you’ll watch the cutscene where the last Therion fuses with Teressa. This fight can be a wall if you go in under-leveled or let her combo your casters.
What worked consistently for me:
R2 / RT by default on controllers). This keeps Velvet’s HP cycling and lets you stay aggressive.Once Teressa goes down, don’t relax – the next fight starts almost immediately.
Oscar’s Armatus form hits harder but is actually more predictable than Teressa. The main danger is getting caught in his big, multi-hit artes without enough souls to Break Soul out.
Once Oscar falls, the story cutscenes lock in (Velvet devouring both him and Teressa), and you’ll be sent back towards the Van Eltia and on to Titania.
Titania in this stretch is more about survival and story than puzzles. Clear the exorcists using Armatus as you push towards Velvet’s old cell, gathering the Therions along the way.
Eventually you’ll reach the front docks, where you face Artorius, Shigure, and the truth about Innominat: he’s Laphicet Crowe. You’ll enter a “fight” with Innominat where you cannot win or deal proper damage. Don’t waste items trying to clutch this out; treat it as a scripted loss and focus on enjoying the cutscenes.

Inside Innominat, you’re effectively in an Earthpulse corridor made of floating platforms. The mechanics are simple but easy to misread when you’re tired:
The breakthrough for me was realizing that the “correct” way forward almost always sits on the platform that shows a new memory (Laphicet or Artorius). If you see recycled memories, you’ve looped.
Keep following new memory scenes until you reach the final big platform, where a Chimera Daemon awaits. Treat it as a mini-boss: it hits hard but doesn’t have special mechanics beyond standard Tales boss patterns (big tells, breakable with combos).
After the Chimera and more scenes, you’ll fight Melchior. He’s very magic-heavy:
Once Melchior retreats, you’ll escape through the rift and land on Hexen Isle, where Innominat corrupts Number One into a dragon.
This fight initially looks unwinnable because the dragon regenerates HP. Don’t panic – the story handles the kill. Your job is to:
After Laphicet’s Silver Flame turns the tide, you’ll be thrown back into the story flow and eventually wake up at Port Cadnix.
From Port Cadnix, rest at the inn, then steal a ship and sail back to Lionel Island Wharf. Your next real dungeon objective is the Baird Marsh Depths.
The good news: the dual-layer barriers are gone now. Head to the final section of Baird Marsh and take the path by the old save point into the depths.

You’ll find Aifread already fighting and losing to a Daemon. Help him out by focusing the Daemon like any other tanky boss:
After the fight, Aifread’s death sets your new objective: wake the four Empyreans using pure souls at a lifespring near Hellawes.
On your way to Hellawes, Innominat expands his domain, forcing you to divert to Loegress. Clear the short sequence there (catacombs warp, rescuing Percival and the girl under the villa) and then finally push through the Faldies Ruins to reach Meirchio, the town at the base of Mount Killaraus.
After the town is attacked and Velvet makes her declaration, spend time talking to your companions, then head east to Mount Killaraus once the Scarlet Night begins.
Shigure is one of the most satisfying duels in the game. It’s technically a full-party fight, but the narrative centers on Rokurou.
Win, and Velvet will devour Shigure’s soul, giving you another key Legate soul for the Empyreans.
Push deeper into the volcano until you reach the summit, where Melchior awaits with his own Armatus form.
Once he falls and the cutscenes resolve, you’ll successfully awaken the four Empyreans, shrinking Innominat’s domain and forcing him to retreat to the skies with his throne.
Head back through Meirchio → Hellawes → Port Zekson, and from there sail to the Empyrean’s Throne. This is the last true dungeon and where I wasted the most time on my first run.
On the outer platforms you’ll see:
The rule is simple: every inactive portal has a matching sigil on the same section. Activate the sigil and that portal lights up.

You’ll find six types of elemental orbs and matching gates deeper in the Throne. Activating a gate for a given orb teleports you to an optional superboss Daemon. Beating each one unlocks a powerful new arte for a party member.
In the Remastered edition, these fights feel slightly smoother thanks to performance improvements, but they’re still brutal if you come in under-leveled.
If you’re here mainly for the story, you can safely skip these Daemons and come back post-game; the final boss is beatable without their artes on Normal.
Once you reach the interior, you’ll see large crystals blocking gaps between platforms. Attack them to create crystal bridges.
At the top of the Empyrean’s Throne, you’ll face the final confrontation: Artorius and Innominat. This sequence plays out as a multi-phase battle, but from a gameplay perspective you can think of it as a long endurance match with escalating damage.
What finally gave me a consistent clear:
As the fight progresses and phases shift, patterns change but the fundamentals don’t: stay mobile, punish recovery frames, and never let the boss duo attack freely while your healer is casting.
Once you land the final blows and watch the ending, you’ll have effectively cleared the Remastered late game. You can reload your clear data to mop up any remaining optional Daemons in the Empyrean’s Throne or revisit earlier areas for 100% completion.
The late game of Tales of Berseria Remastered looks intimidating on paper – multi-layer barriers, teleport orb mazes, optional superbosses and a long multi-phase finale. But once you understand how each puzzle works and go in with a focused party setup, it becomes a satisfying victory lap for Velvet’s journey.
If you get stuck, remember:
Once you’ve got these patterns down, replaying the Remastered late game on PC becomes a lot less stressful and a lot more about enjoying the story beats and combat flow.
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