The Adventures of Elliot: The Millennium Tales closes out in three different ways, and the game gives you almost no warning about which path you are on. Each finish hands you a separate achievement or trophy and stamps your save file in bronze, silver, or gold. The thing that decides your ending all comes down to one fight at the bottom of the Northern Tower in the Age of Safekeeping, and what you do during it.
Quick answer: Beat the Beast of Enmity without the Leytstaf Sword Level 4 Special (Mystic Seal) for the Bad Ending. Land the Mystic Seal as the final blow to seal the boss for the Happy Ending. For the True Ending, equip Mao’s Pendant, parry the boss with the Moonmirror Shield instead of attacking, clear the past-era story scenes, and collect a high number of cats.
All three endings and how each one triggers
The Bad Ending and the Happy Ending are both optional, and they are missable. If you push too far into the True Ending route, you lose access to the other two. Because of that, it is worth grabbing each ending the moment it becomes available. Every clear lets you make a Clear Save and drop straight back into your world to keep hunting for Shards of Life, Cats, and Manuscripts.
| Ending | Achievement | Trigger |
|---|---|---|
| Bad (Bronze) | As Long as Any Hope Remains | Defeat the Beast of Enmity without using the Leytstaf Sword Level 4 Special (Mystic Seal). |
| Happy (Silver) | The Peace in Which We Walk | Use the fully charged Mystic Seal as the final blow to seal the Beast of Enmity. |
| True (Gold) | At the Thousand-Year Journey’s End | Equip Mao’s Pendant, parry the boss with the Moonmirror Shield, clear all past-era scenes, and gather enough cats. |
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The Bad Ending opens up after the Dragonpillar events in the Age of Budding, after Calotesia points you toward the Tracing Needle in the Age of Reconstruction, and once you return to the Kingdom of Huther. If you simply follow the on-screen objective hints, the game walks you almost directly into it.
Enter the Northern Tower in the Age of Safekeeping and fight your way down to the boss labelled only as The Sorcerer, which is the Beast of Enmity. Take it down with brute force. You do not even need the Leytstaf Sword for this. Killing the creature outright, rather than sealing it, gives you the bronze stamp.

In this finish, Elliot strikes down the beast believing he is freeing Princess Heuria from her icy prison. The creature screams Elliot’s name as it falls, a clear hint at who it really is. Back at the castle, the ice around Heuria is gone but the room stays frozen, and the princess remains asleep with a body cold as ice. The curse was never truly broken.
King Hichard begs Elliot to keep searching for a way to save her as the Spell of Safekeeping fades. After the credits, a broken plea makes it obvious that better outcomes exist.
“But… don’t give up… You have to find…a way to lift…the curse! Please…I’m begging you…Find the path…that saves us all… Once agai–”

Happy Ending: The Peace in Which We Walk
The Happy Ending, sometimes called the Standard or Silver Ending, requires the Leytstaf Sword and its strongest charge attack. Pull the sword from the Water Ruins in the Age of Reconstruction first, then return to Littlehope, Weyzn, and Hitoyori to watch the follow-up scenes across the Ages of Reconstruction, Magic, and Budding.
Your goal is to find the three sages, which unlocks the “Nomutota” Mystic Seal super charge attack for the Leytstaf Sword. The Age of Budding leads you to Grandtree for the first sage after the Lyudmila and Hitoyori scenes. The Age of Reconstruction sends you to Mount Phoenix for the second sage following a long endurance battle with Heurich. The Age of Magic opens the Geared Ruins for the third sage after three event battles in Weyzn.
With the Mystic Seal in hand, head back to the Northern Tower in the Age of Safekeeping and finish the Beast of Enmity with that attack. The final blow has to be the fully charged Mystic Seal, which seals the beast instead of killing it.
Here, Heuria is freed from the ice and the castle celebrates. King Hichard seals the Northern Tower for good and reveals that the princess wishes to marry Elliot. The two wed and walk the town together, with one loose thread left hanging, Faie still can’t be seen by anyone but Elliot, which they decide to tackle as their next adventure. A static-laced screen after the credits delivers another warning that the real truth is still out there.
“You still have a chance… to save us all… Ahhh, almost there… Please…Don’t give up yet! Please…find the hidden truth…It’s the only chance we have against…”
True Ending: At the Thousand-Year Journey’s End
The True Ending route is much longer than the other two, and it is the one the developers want you to reach. It begins after you secure the Leytstaf Sword and earn the Mystic Seal. From there you revisit each past age for more scenes, free Mao from the Enmity of Darkness, find the three sages again, and gather a large number of cats before the last fight.


The Demise the Destroyer battle is the emotional core of the True Ending. Faie revives you a few times, but after the third revival Demise kills her, and Princess Heuria brings you back instead. Your friends then pray, restoring you to full health and granting buffs like constant regeneration so you can push through. Flashbacks of Faie play before the final blow.
Inside Demise, the full truth lands. Elliot from the future sent Faie back to help his younger self change history, so that Myu and Humans could live side by side. Faie was created with the power of the Phoenix for exactly this. Given the choice to return to future Elliot or stay, she chooses to stay, and her reward is that the Phoenix’s power finally lets other people see and speak to her.

The town celebrates lasting peace, then the story jumps forward. Elliot hands a young adventurer the sword he lost and offers some advice, and you regain control of Elliot. Both of his parents are now helping at the orphanage where he grew up, and the townspeople’s secrecy turns out to be a birthday party for him. Since Elliot never knew his real birthday, his reunited parents set one. Heuria, meanwhile, has been adventuring with Faie to find the Dryacite for a new version of Mao’s mother’s pendant, hinting at more to come and at a future between Heuria and Elliot.

How to confirm your ending and avoid missing one
You’ll know an ending landed when you see its parchment-style FIN art, earn the matching achievement or trophy, and find the colored stamp on your save file. The bronze stamp is the Bad Ending, silver is the Happy Ending, and gold is the True Ending.
The most common reasons an ending does not trigger come down to the boss fight. If you attack the Beast of Enmity with anything other than the Mystic Seal as the final blow, you get the Bad Ending. If you seal it with the Mystic Seal but have not equipped Mao’s Pendant or cleared the True Ending requirements, you get the Happy Ending. For the True Ending, the parry method, Mao’s Pendant, the past-era scenes, and a high cat count must all be in place before that final fight, or the game locks you into a lesser outcome. Grab the Bad and Happy Endings early, since advancing too far down the True Ending path removes access to both.






