Gaming Guide

The Adventures of Elliot: The Millennium Tales — bad, standard, and true endings explained

Every ending hinges on what you do during the final boss at the Northern Tower, plus your Leytstaf Sword and cat count.

Every ending hinges on what you do during the final boss at the Northern Tower, plus your Leytstaf Sword and cat count.

The Adventures of Elliot: The Millennium Tales closes out with three separate finales, and which one you see comes down to a few specific choices in the endgame. Each ending awards its own achievement, drops a colored stamp on your save file, and ends with its own parchment-style FIN screen. Two of those endings are optional and can be permanently locked off if you rush forward, so the order you tackle them in matters.

Quick answer: All three endings play out at the boss in the basement of the Northern Tower (Age of Safekeeping). Beat the boss without the Leytstaf Sword’s Lv.4 Mystic Seal attack for the bad ending, beat it with the Mystic Seal attack for the standard ending, and instead of attacking, land three perfect guards (with enough cats collected and the True Ending scenes done) for the true ending.


The three endings at a quick reference

Each ending lines up with one achievement and one save-file stamp color. The names in parentheses are an easy shorthand based on the stamp colors.

EndingAchievementTrigger at the final boss
Bad (Bronze)As Long as Any Hope RemainsDefeat the boss without the Leytstaf Sword Lv.4 Mystic Seal attack
Standard / Best (Silver)The Peace in Which We WalkDefeat the boss with a fully charged Leytstaf Sword Lv.4 Mystic Seal attack
True (Gold)At the Thousand-Year Journey’s EndComplete the True Ending scenes, collect enough cats, then perform three perfect guards instead of finishing the boss

Save first: the bad and standard endings are missable

Before you do anything, make a couple of separate save files. The bad ending and the standard ending are both optional, and they are missable. Once you progress far enough down the true ending route, you can no longer go back and trigger the other two. Because of that, the safest approach is to grab each ending the moment it becomes available.

You do not need to see the bad ending or the standard ending to reach the true ending. After any ending, the game lets you create a Clear Save and reload back into your playthrough, so you can keep hunting Shards of Life, Cats, and Manuscripts. That reload is also how you return to mop up the remaining endings if you saved correctly beforehand.


Find the Leytstaf Sword first

Two of the three endings depend on the Leytstaf Sword, so getting it is the real starting point. The sword sits inside the Water Ruins in the Age of Reconstruction, and it only becomes reachable in the late game. You can confirm it is available by talking to the fellow adventurer in Littlehope Village’s tavern. When he mentions that the ruins’ walls have crumbled and the inner chambers are open, head to the Water Ruins and look for the red chest holding the Leytstaf Sword.

Screenshot of Elliot stepping through a time doorway for The Adventures of Elliot: The Millennium Tales endings guide
The Adventures of Elliot: The Millennium Tales

Bad ending: As Long as Any Hope Remains (Bronze)

The bad ending is the one the game nudges you toward if you simply follow the objective markers, which is exactly why it is worth grabbing on purpose and early. It opens up after the events at Dragonpillar (Age of Budding), after Calotesia leads you to the Tracing Needle in the Age of Reconstruction, and after you return to the Kingdom of Huther.

Make a save you can return to, since this is your last clean chance before the boss.
Enter the Northern Tower in the Age of Safekeeping and go down to the basement, where you fight the boss known only as The Sorcerer.
Defeat the boss normally, without the Leytstaf Sword’s Lv.4 Mystic Seal attack. The ending that plays is clearly not the real conclusion, but you still earn the achievement and the bronze stamp, and you can reload into your playthrough afterward.

Standard ending: The Peace in Which We Walk (Silver)

The standard ending (also called the best ending) needs the Leytstaf Sword and its strongest charge move, the Nomutota Mystic Seal. To unlock that attack, you have to track down three sages across the past ages, which means revisiting Littlehope, Weyzn, and Hitoyori for new scenes after you have the sword.

  • Age of Budding: Watch the scenes involving Lyudmila and Hitoyori village, then head to Grandtree for the first sage.
  • Age of Reconstruction: Survive a lengthy endurance battle with Heurich, then go to Mount Phoenix for the second sage.
  • Age of Magic: Enter Weyzn and clear three event battles, which opens the Geared Ruins dungeon in this age. Reaching the third sage there grants the Nomutota Mystic Seal super charge attack for the Leytstaf Sword.

With the Mystic Seal in hand, return to the Northern Tower basement in the Age of Safekeeping. This time, fully charge the Leytstaf Sword’s Lv.4 special and finish the boss with that Mystic Seal attack. Doing so awards The Peace in Which We Walk and the silver stamp.


True ending: At the Thousand-Year Journey’s End (Gold)

The true ending is the longest path of the three, and it builds directly on top of the Mystic Seal you earned for the standard ending. Once you have that attack, you return to each of the three past ages again for a fresh round of scenes, gather two key pendants, and make sure your cat collection is high enough before the final confrontation.

Work through the True Ending scenes in each age

  • Age of Budding: Visit Lyudmila’s house, then go to Dragonpillar for a scene, followed by a boss fight at Grandtree. Follow the events that lead into the dramatic scenes in Hitoyori.
  • Age of Magic: Head to Mao’s house to pick up Mao’s Pendant, then go to the Northern Tower in this age. After the tower events, travel to the Southern Caves – Western Edge guidepost for an escort event, then return to the Northern Tower basement for more scenes.
  • Age of Reconstruction: Go to Mao’s house for scenes, work through the events with the doctor and the medicine he asks for, and you will eventually be sent to Huther.
  • Age of Safekeeping: Watch the scenes at the city entrance, the throne room, and the Eldertree, then collect the Amber Pendant from Princess Heuria’s room.

Collect enough cats

The true ending also requires a minimum number of the game’s collectable Cats. Aim for at least 35; gathering all 50 also nets you every Cat collection reward, so it is worth going for the full set while you are at it. If your count is too low, the true ending will not trigger even if everything else is in place.

Lock in the true ending at the boss

Equip the Amber Pendant in one of your accessory slots. It halves the damage you take from the boss, which makes the final fight much more forgiving.
Return to the boss at the bottom of the Northern Tower (Age of Safekeeping) one more time.
Instead of attacking, defend. Land three perfect guards against the boss’s attacks rather than defeating it. This locks you into the true ending, after which there is still a bit more game before the real final credits roll.

How to confirm which ending you unlocked

You will know each ending registered three ways. The matching achievement or trophy pops, a colored stamp appears on your save file (bronze for bad, silver for standard, gold for true), and the ending plays its own FIN art card. If an ending fails to trigger, the usual culprits are clear: the standard ending needs the Mystic Seal landing the killing blow, and the true ending needs both enough cats collected and three clean perfect guards instead of a kill. Miss either of those true-ending conditions and you will fall back to one of the other two outcomes.

Because the bad and standard endings get sealed off once you commit to the true route, the cleanest run is to see them in order from the same Northern Tower boss using your earlier saves. Do that, and you will leave with all three stamps on your file and every ending the game has to offer behind you.