How To Unlock The True Final Boss In The Adventures Of Elliot: The Millennium Tales
The Adventures of Elliot: The Millennium Tales hides three separate endings behind a single boss fight at the foot of the Northern Tower, and the game does little to signal which one you are walking into. Each finish awards its own achievement, stamps your save file bronze, silver or gold, and plays a unique parchment ending card.
The True Ending, in particular, asks for a long chain of requirements that includes a healthy haul of the game's collectable cats. Here is how to secure all three without starting a fresh playthrough.
Unlocking these endings means describing late-game objectives, boss encounters and a few story beats. Tread carefully if you would rather go in blind!
All Three Endings
All three endings are decided at the same boss, fought at the bottom of the Northern Tower in the Age of Safekeeping. What separates them is what Elliot does in that fight:
- Bad Ending: defeat the boss with any standard attack, without the Leytstaf Sword's Level 4 Mystic Seal.
- Good Ending: land the fully charged Mystic Seal as the killing blow to seal the boss rather than slay it.
- True Ending: do not attack at all. Perfect-guard the boss instead, with enough cats collected and the True Ending scenes cleared beforehand.
The Bad and Good Endings are best thought of as steps on the road to the True Ending rather than a three-way fork. Every ending hands you a clear save afterwards, meaning all three are reachable in a single playthrough.
New Game Plus only unlocks once you have seen the True Ending.
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Posts By Ryan Thompson-BamseyHow To Get The Bad Ending
The Bad Ending is the first you can reach. It becomes available after the Dragonpillar events in the Age of Budding, once Calotesia points you towards the Tracing Needle in the Age of Reconstruction and you return to the Kingdom of Huther. From there, the game's own objective markers walk you almost straight into it.
Enter the Northern Tower in the Age of Safekeeping and fight your way down to the boss, known at this point only as The Sorcerer. Defeat it with any regular attack. This earns the As Long As Any Hope Remains achievement and a bronze stamp.
How To Get The Good Ending
The Good Ending requires two things: the Leytstaf Sword and the Mystic Seal charge attack.
- The Leytstaf Sword is found in the Water Ruins in the Age of Reconstruction, behind a locked door on the second level.
- The Mystic Seal is taught by the game's three sages, located across the Grandtree, Mount Phoenix and the Geared Ruins. The final sage will only complete the lesson once you are carrying the Leytstaf, so secure the sword first.
With both in hand, return to the boss at the bottom of the Northern Tower. Whittle its health down, then finish the fight with a fully charged Level 4 Mystic Seal attack to seal the boss rather than defeat it outright. This earns The Peace In Which We Walk achievement and a silver stamp. As with the Bad Ending, you can reload the clear save and press on towards the True Ending.
One trap to note: even if you already have the Leytstaf Sword and the Mystic Seal, finishing this fight with anything other than the charged Mystic Seal as the final blow still triggers the Bad Ending. Keep that in mind if you are aiming higher and accidentally land the wrong hit.
How To Get The True Ending
The True Ending sits behind a longer requirement chain. Before the final fight, you will need:
- The Leytstaf Sword and the Mystic Seal (as above).
- All three Age story events completed: Age of Budding, Age of Magic and Age of Reconstruction. To begin these, head to the towns in each Age. If you get stuck in a certain age with no objective marker, be sure to check on Mao's hut in the current age - sometimes you are required to head there without being told by the game's UI itself.
- Mao's Pendant, reacquired from Princess Heuria's room in the Age of Safekeeping when prompted to find it. It is acquired as the Amber Pendant, and halves the damage you take from the final boss, and is required to actually access the true ending.
- Enough cats collected.
The Cat Requirement
The True Ending demands a minimum number of the game's 50 collectable cats, handed in to the Ailurophilic Traveler. There is no developer-confirmed figure, but the consensus across the community is to gather at least 35, with all 50 the safest target - that full set also rewards you with every cat-collection prize. If your count falls short, the True Ending will not trigger even with every other requirement met, so build your tally well before the finale.
Subscribe to the newsletter for complete endings guidance
Unlock True Ending confidence: subscribe to the newsletter for in-depth coverage of the three endings, cat-collection thresholds, and final-fight tactics — plus similar deep-dive guides on game strategies. Get Updates By subscribing, you agree to receive newsletter and marketing emails, and accept our Terms of Use and Privacy Policy. You can unsubscribe anytime.Worth knowing: three of the 50 cats are locked to the True Ending route itself, found in the Grandtree, Mount Phoenix and the Geared Ruins. That means the most you can hold before reaching this stretch is 47, with the final trio collected along the way. For exact locations, see our cat-locations guide.
The Final Fight
Equip the Amber Pendant in an accessory slot, then head into the Northern Tower in the Age of Safekeeping. When the dialogue turns to Mao, you have locked into the True Ending route.
This time, do not attack the boss. Defend against its physical attacks and perform clean perfect guards - each one triggers a memory. Once enough have landed, the fight ends without you ever striking a blow. There is still a meaningful stretch of game beyond this point, including a secret final boss, before the real credits roll, but it's rather linear and obviously signposted. Completing it grants the gold stamp and unlocks New Game Plus.
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