The Adventures of Elliot New Game Plus carries over most gear, items, manuscripts, and map progress after the True Ending, while resetting story key items and certain progression gates.
New Game Plus in The Adventures of Elliot: The Millennium Tales lets you start a fresh run with nearly everything you built up the first time around, which makes a second playthrough far less of a grind. The catch is the unlock: it’s tied to one specific ending, not just to rolling credits. Below is exactly what survives the transfer, what gets stripped out, and where to point your attention once the new save begins.
New Game Plus unlocks only after you reach the True Ending, and it carries over most of your gear, items, manuscripts, and map progress — but story key items, certain story-tied cats, and locked-off paths have to be earned again.
How New Game Plus unlocks in The Adventures of Elliot

You can only start New Game Plus after you complete the True Ending. Simply finishing the game isn’t enough. If you land the Good Ending or the Bad Ending, the game will not create an NG+ save from that clear, no matter how much progress you had.
There’s a small mercy built in. If you finish on a Good or Bad Ending, the game hands you a save file that lets you continue from that point and work your way toward the True Ending instead, so you don’t have to restart from scratch just to qualify. Once the True Ending is done, NG+ becomes available and you can create the carry-over save.
Aim for the True Ending before you expect New Game Plus — a Good or Bad Ending clear will not produce an NG+ save, though the game lets you keep playing toward the True Ending from there.
What carries into New Game Plus and what resets
| Carries over into NG+ | Resets / must be re-earned |
|---|---|
| Equipment and weapons | Story key items (e.g. Leytstaf Sword, Diving Manual, Lustrous Bell) |
| Health upgrades | Dungeon progress and the key items that gate it |
| Most items and inventory | Story-progression cats (e.g. the Three Sages) and certain quest-tied cats |
| All manuscripts | Guideposts |
| Tul, Glass Vials, accessories | Blocked paths |
| Eligible key items and completed side quests | |
| Most cats | |
| Most discovered areas, shrines, and shrine/trial completion |
The transfer is generous. You keep your equipment and weapons, your health upgrades, most of your inventory, and all of your manuscripts — in practical terms you’re starting a new story with your old loadout intact. That extends to your Tul, Glass Vials, accessories, eligible key items, and any side quests you’d already marked complete. Most of the cats you collected come along too.
Map progress is where it gets a little murky. Broad map and shrine discovery largely persists, while dungeon-specific progress tied to story key items is the part you should expect to redo.
On the reset side, story-related key items are pulled out and must be obtained again. Named examples include the Leytstaf Sword, the Diving Manual, and the Lustrous Bell — but treat those as examples, not a complete list of everything that fails to transfer. A handful of cats also don’t come with you, particularly story-progression ones like the Three Sages and cats tied to specific quests. Guideposts and blocked paths are the main map exceptions: you’ll need to unlock guideposts and clear blocked routes again to reopen access.
Where to start your second run

Because story key items and any lost abilities are what gate the rest of your progress, the smart opening move in NG+ is to head straight for re-acquiring those early — reclaiming the key items reopens the dungeons and routes that everything else depends on. Your combat strength is already carried over, so the friction isn’t difficulty, it’s regaining access.
If you’re working through this, you’ll probably want a couple of adjacent reads next: a guide to the endings and how to lock in the True Ending (since that’s the gate to NG+ in the first place), a rundown of missables and points of no return so nothing gets stranded on your first run, and a full list of cat locations and rewards for the ones you’ll need to recollect.
Frequently Asked Questions
Does any ending unlock New Game Plus, or do I specifically need the True Ending?
You need the True Ending specifically. A Good or Bad Ending clear does not unlock New Game Plus, which is why “I finished the game” so often isn’t enough.
Can I start New Game Plus from a Good or Bad Ending save?
No — neither of those endings creates an NG+ save. The game gives you a save file to continue from that point so you can push toward the True Ending, which is what actually unlocks the mode.
Do my cats carry over into NG+?
Most of them do. The exceptions are story-progression cats such as the Three Sages and cats tied to certain quests, which you’ll need to collect again.
Does map, shrine, and trial progress carry over?
Most map progress carries, including discovered areas, unlocked shrines, and shrine/trial completion. Guideposts and blocked paths are the exceptions you have to redo.
Do I keep all my abilities in NG+, or do I have to find them again?
Your gear, weapons, and health upgrades carry over.