Octopath Traveler 0 Post-Game Checklist — Everything to Do After the Credits
Verified against the released game (v1.0.7.0). Where sources disagree, we say so.
The credits in Octopath Traveler 0 are a midpoint, not an ending. Between the true ending, a hidden super boss, five separate collectible equipment lines, a town to finish building, dozens of Side Stories, and a roster that probably still has empty slots, most players have 30–50 hours of real content left after the story closes. This guide is the master checklist: everything that exists in the post-game, verified against what is actually in the released game (v1.0.7.0), organized into a completion order that wastes the least time.
Where the community still disagrees on specifics — exact Side Story counts, individual collectible locations — we say so plainly rather than inventing details.
The full checklist at a glance
Work through these blocks roughly in the order presented:
- Finish the default ending (if you have not): Bestower of All arc → "At Journey's End" → Saint Sazantos → Bestower of All.
- Unlock and clear the true ending: The Heavens three-area bosses → Flamebringer's Shrine Aelfric trials → Illuminate the three people in the snow house → Galdera full-party fight.
- Recruit the remaining companions, including Sazantos (Flameguard), who joins permanently after the true ending.
- Build the town of Wishvale to completion: key buildings upgraded, Church Lv.3, Training Ground Lv.2+, population thresholds met.
- Clear the five collectible lines: 40 Music Scores, 7 Battle-Tested gear pieces, 8 Forbidden Weapons, 8 Sacred Treasures, 11 Legendary Treasures.
- Beat the super boss: Amatsukami No Orochi (Garden of Sin → Skies of Vanity → Cove of Clouds).
- Mop-up: remaining Side Stories, Monster Arena, Isle of Sages, elite enemies, achievements.
Why this order? The true ending adds a party member and the game's best fight practice; town upgrades (especially Church Lv.3 and the Training Ground) directly unlock or accelerate the collectible lines; the collectibles are the gear that makes the super boss comfortable; and the mop-up content is easiest with a maxed party.
Block 1 — The true ending
If you only beat the Bestower of All, you have seen the default ending. The true ending is an upgrade to the finale, unlocked through endgame exploration:
- Defeat the third boss of The Heavens (three areas, three bosses).
- Complete the Aelfric trials at Flamebringer's Shrine.
- Use the granted Illuminate ability on the three people in the snow house.
- Replay the finale — the final boss becomes Galdera, fought with your full eight-member party.
The payoff is substantial: the true ending itself, plus Sazantos (Flameguard) as a permanent recruit with "The Summoned" achievement. Since patch 1.0.7.0, bosses are repeatable via the strange monument, so you can see both endings on one save. Full walkthrough: true ending guide. Default-finale strategy: Bestower of All boss guide.
Block 2 — Complete the roster
The game has 35 recruitable companions (36 playable characters including your custom protagonist). The post-game roster work falls into three buckets:
- Sazantos (Flameguard) — automatic from Block 1. One of the ten character-exclusive jobs in the game.
- Side Story recruits — roughly 21 of the 35 companions join through side content, including the eight returning Octopath Traveler protagonists (Olberic, Cyrus, Tressa, Ophilia, Primrose, Alfyn, Therion, H'aanit) scattered across their home regions, plus arena recruit Reime at Victors Hollow.
- Conflict-gated recruits — several characters have chapter prerequisites or recruitment conflicts (Carinda, Laurana, El, and Reime all have reported conflicts in their unlock conditions). If a recruit will not trigger, the answer is usually a chapter flag, not a bug.
A full roster matters for everything after this block: more jobs, more weakness coverage, more Ultimate Techniques once your Training Ground can teach them. See recruit-all-characters for the per-character breakdown.
Block 3 — Finish Wishvale
Town building is not a side hobby in this game — it is progression infrastructure, and two buildings gate post-game content directly. Your priority list:
- Training Ground Lv.2+ — teaches Ultimate Techniques to companions; passive EXP/JP slots (4 → 8 → 12) keep your bench leveling. Non-negotiable for endgame fights.
- Church Lv.3 — opens the blue chests scattered through the world, which are one of the three acquisition lines for Legendary Treasures. Also raises Helper uses per battle and the Helper cap to 9.
- Shop (Ludo's line) — trade slots scale 10 → 15 → 20 and the shop sells Masteries and recipes; its Trade Lists are another Legendary Treasure line.
- Museum — displays your Music Scores, journals, and relics; also the unlock path for the Monster Arena.
- Sacred Flame Dias — fast travel convenience; requires the three Azure Flamestones.
- Population and Town Level — Kindlers of the Flame progress requires population thresholds, Town Level rises with story and building, and maxing it earns "For the Future of Wishvale." The exact level cap is unverified in public sources.
Building upgrades cost Radiant Cornerstones (Lv.2 costs 2, Lv.3 costs 4 more), which drop from the 52+ Elite (Menacing) Enemies in the overworld — so this block naturally interleaves with elite hunting. See town-building-guide, radiant-cornerstone-farming, and elite-enemies-locations.
Block 4 — The five collectible lines
This is the biggest time sink in the post-game, and the reason to do Blocks 2–3 first. Five independent sets, each with its own acquisition logic:
4a. Music Scores (40 total)
Forty collectible scores, displayed in the Museum. These are pure exploration/quest pickups — the line you complete passively while doing everything else. Build the Museum (it requires the Musician's Instrument from Shepherd's Rock) and treat score-hunting as a parallel task rather than a dedicated grind.
4b. Battle-Tested gear (7 pieces)
Seven pieces of top-tier equipment won by using the Contend Path Action (Power influence) on Lv.60 NPCs. These fights are real duels — bring a built Contend character, buffs, and patience. Full method and preparation: Battle-Tested gear guide.
4c. Forbidden Weapons (8 pieces)
Eight weapons with very high stats and meaningful drawbacks attached. A build-around line rather than a universal upgrade: each piece is excellent on the right character and actively harmful on the wrong one. Details: Forbidden Weapons guide.
4d. Sacred Treasures (8 pieces)
Eight treasures, each tied to one of the 8 Crested Keys, with a pedestal mechanic behind them. This is the exploration-puzzle line of the five. Details: Sacred Treasures guide.
4e. Legendary Treasures (11 pieces)
Eleven treasures split across three acquisition lines: Path Actions, Ludo's shop Trade Lists, and blue chests — the last of which is why Church Lv.3 belongs in Block 3. Details: Legendary Treasures guide.
Recommended sub-order within the block: start Battle-Tested early (the pieces power everything else), run Sacred and Legendary together (both are exploration lines that overlap geographically), pick up Forbidden pieces as you encounter them, and let Music Scores accumulate throughout.
Block 5 — Amatsukami No Orochi, the super boss
The game's superboss sits at the end of a three-dungeon chain: Garden of Sin → Skies of Vanity → Cove of Clouds. It drops Dragonfire Mastery and the Heavenly Jewel, and the community has developed a Reime + Cyrus speed-kill for farming it (covered, with attribution, in the dedicated guide).
Do this block after the collectibles, not before — the gear lines exist to make this fight reasonable, and the strange monument (1.0.7.0) makes the boss repeatable once you have beaten it. Full guide: Amatsukami No Orochi.
Block 6 — Mop-up content
Everything left, none of it gated behind anything above:
- Side Stories — spread across all 8 regions. There is no official count; community estimates put the total around 45–55, and about 21 companion recruitments live inside them. If you completed the roster in Block 2, you have already done many of these; the rest are best cleaned up region by region.
- Monster Arena — unlocked via the Museum through Adrian the Promoter's quest (the Monster Trap comes from the Flamesgrace tavern). First target is Gigantes on the Path to Waterpool Caves. A self-contained capture-battle system with no building upgrades. See monster-arena.
- Isle of Sages — collect the 5 Letter Fragments to unlock it; the reward is Isla, the Cait Scholar, one of the more unusual exclusive jobs.
- Elite Enemies — 52+ Menacing enemies across the overworld. You will have killed many for Radiant Cornerstones in Block 3; finish the list for their drops and completion.
- Achievements/trophies — 37 total. By this point the remaining ones will be specific (full eight-member party's "Octopath Battler," town completion, recruitments); check your list and snipe what is left.
- Boss rematches — the strange monument (added in 1.0.7.0) makes major bosses repeatable: refight favorites, test builds, or farm.
Common pitfalls in the post-game
- Doing the super boss first. Orochi before the gear lines is self-inflicted pain. The game's difficulty curve wants you geared first.
- Ignoring Church Lv.3. A whole Legendary Treasure line sits behind blue chests. Players who skip the Church wonder why they are stuck at 7/11.
- Letting the Training Ground lag. Companion Ultimates and passive EXP/JP are the quiet engine of every endgame fight. Upgrade it early.
- Treating Side Stories as filler. They are the roster. Roughly three-fifths of your companions come from side content, including all eight OT1 protagonists.
- Hoarding Radiant Cornerstones "for later." There is no later — the Cornerstones are the town upgrade currency, and the town upgrades are the post-game. Spend them.
- Expecting markers for everything. The true-ending Illuminate step, several collectible interactions, and conflict-gated recruits are deliberately unmarked. When stuck, the answer is usually a flag you have not set, not a bug.
Suggested session plan
If you want a concrete loop rather than a list: alternate exploration sessions (elite enemies, treasure lines, Side Stories) with build sessions (town upgrades, Training Ground teaching, gear re-fitting), and cap each week of play with a boss attempt (Heavens bosses → Galdera → Orochi). The game rewards the rhythm — exploration feeds the build, the build feeds the bosses, and the bosses feed the loot that finishes the build.
Related guides
- True ending guide
- Bestower of All boss guide
- Super boss: Amatsukami No Orochi
- Battle-Tested gear
- Forbidden Weapons
- Sacred Treasures
- Legendary Treasures
- Town building guide and Radiant Cornerstone farming
- Monster Arena, Recruit all characters, Elite enemies locations
Time estimates and pacing
Players planning their post-game ask how long all this takes. Honest ranges, assuming a story clear around the game's reported 90–100 hour mark and no extreme rushing:
| Block | Content | Rough time |
|---|---|---|
| 1 | True ending chain (Heavens → Shrine → Illuminate → Galdera) | 5–10 hours |
| 2 | Roster completion (remaining Side Story recruits) | 5–15 hours, overlaps Block 6 |
| 3 | Town completion (Cornerstone farming included) | 8–15 hours |
| 4 | Five collectible lines | 15–25 hours |
| 5 | Orochi (chain, first clear, speed-kill development) | 3–8 hours |
| 6 | Mop-up (Side Stories, Arena, Isle of Sages, achievements) | 10–20 hours |
The overlaps are the point: Blocks 2, 3, 4, and 6 share the same geography. A region-by-region sweep that hunts Side Stories, elite enemies, treasure lines, and duel NPCs simultaneously takes a fraction of the time of four separate passes. The checklist below is ordered for dependency (what unlocks what); within it, batch by region for efficiency.
The region sweep — how the efficient players actually do it
The single most valuable technique in the post-game is the full region sweep: one pass per region that closes every open item there. Per region, the loop is:
- Inquire Further on every NPC — builds Amity Levels, reveals information, flags Path Action opportunities.
- Run all three Path Action axes on promising NPCs — Purchase/Hire (Wealth), Contend/Impress (Power), Entreat/Recruit (Fame). This is where Battle-Tested duels, Legendary Treasure holdings, and recruitables surface.
- Check for Side Stories — roughly 45–55 exist across the 8 regions per community estimates; about 21 companion recruitments live inside them.
- Hunt the region's Elite (Menacing) Enemies — Radiant Cornerstones for town upgrades (Lv.2 = 2, Lv.3 = +4), tracked in elite-enemies-locations.
- Sweep dungeons completely — chests, optional rooms, dead ends. After Church Lv.3, this includes blue chests; throughout, it includes Crested Key-class finds.
- Invite residents to Wishvale — population thresholds drive Kindlers of the Flame progress, and residents deliver resources periodically.
Do this once per region and Blocks 2, 3, 4, and most of 6 complete as a byproduct. Do it piecemeal and the post-game feels twice as long.
Achievements cross-reference
The game has 37 achievements/trophies, and the post-game is where most of the remaining ones live after a story clear. The big names and where they fall on this checklist:
- "Octopath Battler" — field a full 8-member party. Free during Block 1 if not earned earlier.
- "The Summoned" — recruit Sazantos (Flameguard). Automatic from the true ending (Block 1).
- "For the Future of Wishvale" — max-level town. The cap of Block 3 (exact level cap is unverified in public sources; pursue it through Town Level progress, population, and building completion).
- Recruitment, arena, collectible, and boss achievements — distributed across Blocks 2, 4, 5, and 6.
If you finish Blocks 1–6 and have stragglers, they will be specific and snipeable — check your platform's list against what remains.
Decision points and conflicts to know about
A handful of post-game items interact with choices you made earlier, and players planning 100% runs should know where the forks are:
- Recruitment conflicts. Carinda, Laurana, El, and Reime all have reported chapter prerequisites or conflicts in their recruitment conditions. Depending on your story choices, some recruits may require specific chapter states — verify each in recruit-all-characters rather than assuming a flat checklist.
- Both endings on one save. Possible and recommended — manual save before "At Journey's End," default ending first, true ending chain second. The strange monument (1.0.7.0) additionally makes the bosses themselves repeatable.
- Chapter-conflict companions. A few recruitments sit behind chapter-progression flags; if a companion will not join, the answer is usually advancing a specific arc, not a bug.
What "done" looks like
A finished Octopath Traveler 0 save file has: both endings watched; Galdera and Orochi beaten; all 35 companions recruited (36 playable with the protagonist); all five collectible lines closed (40 Music Scores, 7 Battle-Tested, 8 Forbidden, 8 Sacred, 11 Legendary); Wishvale maxed with "For the Future of Wishvale" earned; all Side Stories completed; the Monster Arena and Isle of Sages resolved; and the achievement list at or near 37/37. At that point the strange monument's repeatable bosses are your sandbox — the game becomes a build-testing playground, which is a fitting end state for an RPG whose systems run this deep.
Frequently asked questions
Do I need to 100% the town before the super boss? No — but Church Lv.3 (blue chests), Training Ground Lv.2 (companion Ultimates), and the Shop line (Trade List treasures) are the three town investments that directly feed the other blocks. Everything else is completion value.
Are any collectibles missable? Nothing in the five lines is permanently missable per current community understanding; the constraints are gates (town levels, influence axes, story progress), not cutoffs. The chapter-conflict recruitments are the closest thing to missable content — handle them with awareness.
In what order should I do the collectible lines? Battle-Tested first (targeted, immediate power), Sacred and Legendary together (shared exploration geography), Forbidden as encountered, Music Scores passively throughout. Detail in Block 4 above.
How do I know when I'm ready for Orochi? When Galdera is beaten, your core eight wear endgame gear from at least two collectible lines, your Ultimates are Lv.3, and the Garden of Sin's ordinary encounters feel routine. The chain is the exam; if the Garden feels hard, study more.
I reached the post-game having ignored town building entirely. Where do I even start? Recovery is fast because nothing is missable. Clear every available Kindlers of the Flame chapter first — that alone opens the Fields (Ch.2), the Shop (Ch.3), and the staff for the Hub and Church. Then build the Training Ground and take it to Lv.2 (companion Ultimates), start your elite-enemy cornerstone circuit with the Scales placed, and let the worksheet in the building priority guide dictate the rest. A neglected town catches up in a few sessions; a neglected one you keep ignoring never does.
Keeping your party sharp through the long tail
The post-game's length creates a maintenance problem story players never face: your bench rots if you ignore it. Three habits prevent that:
- Keep the Training Ground's passive slots full. At max level it passively feeds EXP/JP to 12 slots — your second row and your recruits-in-waiting level while you do anything else. There is no reason a companion should ever sit at story-level stats in the post-game.
- Re-audit equipment after every major drop. Each Battle-Tested piece, each Forbidden weapon, each treasure potentially reshuffles your optimal eight. A five-minute equipment review per play session compounds into a meaningfully stronger party by the time you reach Orochi.
- Spend JP as you earn it. Job skills (30/100/300/800/1500 JP tiers) and their attached passives are the quiet power curve of the post-game. Hoarded JP is power you are not using; the protagonist especially should be cycling jobs — each new job unlocks after five learned skills — to widen their flex-slot coverage.
These three habits, more than any single grind, are what separates parties that stall at the super boss from parties that arrive ready.
Why the order matters — the dependency logic in one place
Players reasonably ask whether the block order is mandatory. It is not — but it is load-bearing, and it is worth seeing the whole dependency graph at once:
- True ending first because it is story content tuned for a story-clear party, it rehearses full-party mechanics, and it pays out Sazantos (Flameguard) — a roster upgrade every later block uses.
- Roster and town next because they are gates: Church Lv.3 gates a Legendary Treasure channel, Training Ground Lv.2 gates companion Ultimates, the Shop gates Trade List treasures, and recruitment flags gate roughly three-fifths of the companion list. Doing content before its gates are open means doing it twice.
- Collectible lines in the middle because they are fed by the gates and feed the bosses: Battle-Tested duels need a Power-axis specialist, treasure sweeps need the town infrastructure, and everything they produce is super boss equipment.
- Orochi late because it is tuned for the output of everything above — the gear lines, the Ultimates, the roster depth, the rehearsal.
- Mop-up last because it has no gates at all; Side Stories, the Arena, and achievements wait patiently and are easiest with a finished party.
Violate the order and nothing breaks — the game is forgiving — but every violation costs efficiency: gear hunted after the fights it was meant for, sweeps repeated because a gate was closed, bosses attempted under-equipped. Follow the dependency graph once and the post-game flows like a single designed campaign, which is exactly what it is.
Final word
The post-game of Octopath Traveler 0 is not an epilogue — it is the back half of the game, roughly a third of its total content by most players' hour counts, and home to its best fights, best gear, and best secrets. Approach it with the checklist in one hand and the region sweep in the other, and it stops being an intimidating sprawl and becomes what it was designed to be: the victory lap that keeps finding new gears.