The Hideaway
Your hub between chapters. Everything that grows your power lives here.
| Facility | What it's for |
|---|---|
| Blacksmith | Craft and reinforce weapons, armour and accessories from materials. The only place gear improves. |
| Merchant (Charon) | Buy potions, materials and consumables; sell junk. Restock potions before every story push. |
| Hunt Board | Accept Notorious Mark hunts (see Bosses & Hunts) — your rare-material pipeline. |
| Arete Stone | Training mode (practice combos free of stakes & earn AP), replay past Eikon battles, and fast-travel (the Stagecoach). |
| The Patron's hall | Where sidequests are picked up and the Hideaway grows as you complete them. |
| Harpocrates & the Tomes | Lore keeper — the "Thousand Tomes" and Active Time Lore. Lore quizzes can hand out useful items. |
| Orchestrion | Play unlocked music tracks — pure flavour. |
Smithing & the weapon chase
- Weapons matter most. Each weapon has an Attack and a Stagger value. Reinforce your current weapon, or craft a new one from a recipe — recipes come from sidequests and hunts, materials from hunts and bosses.
- Armour is simple. A few slots (belt / vambraces / body) for Defense and HP. There's little build depth here — equip the highest you can craft and move on.
- Accessories are the real gear build — ability augments and combat boosts (covered on Builds). Craft and upgrade these as your hunt materials pile up.
- The ultimate weapons are gated. The strongest base-game blade is locked behind Final Fantasy Mode materials; the overall ultimate, Gotterdammerung, requires The Rising Tide DLC and its toughest content. Don't expect to finish the weapon chain on a first, normal playthrough.
Which ones to actually do
Sidequests range from flavour errands to genuinely build-relevant rewards. Watch the marker:
- Star / crystal-marked quests are the ones that pay off — they raise your potion capacity, upgrade Torgal's kit, improve the Limit Break, and unlock gear recipes and ability augments.
- Do the marked quests before each point of no return. A cluster of important sidequests opens just before the finale — clearing them first nets the best recipes, more potions, and Torgal's full ability set for the final stretch.
- Pure-flavour errands still build the world and the Hideaway, but skip them on a tight schedule — you can mop up via replay afterward.
Final Fantasy Mode & the trials
| Mode | What it is |
|---|---|
| Final Fantasy Mode | New Game+ on hard. Remixed, tougher enemy placements, a raised level cap, new and stronger gear/materials, and a stiffer stagger economy. The intended "real" playthrough for veterans — and where the top weapons become craftable. |
| Arcade Mode | Replay any stage for a score and letter rank. Great for drilling combos and chasing S-ranks. |
| Ultimaniac | The hardest Arcade tier — score-attack for the truly confident. |
| Chronolith Trials | Timed combat challenges with a restricted ability set; clearing them rewards unique accessories. A pure test of execution. |
Platinum/100% effectively means clearing Final Fantasy Mode, finishing every hunt, S-ranking Arcade stages and beating the Chronoliths — a breadth-and-skill grind rather than a luck grind.
The DLC
| DLC | Adds |
|---|---|
| Echoes of the Fallen | A new story chapter in the Sagespire tower, fresh gear and ability augments, and a brutal optional superboss. Best played late in the campaign or post-game. |
| The Rising Tide | The Mysidia region, the Leviathan Eikon and its abilities, new sidequests, the Kairos Gate endless horde challenge, and the ultimate weapon Gotterdammerung. |
Sources & further reading
This guide distills the fundamentals in our own words; for exhaustive numbers — every ability value, accessory, mark location and recipe — lean on:
- Final Fantasy Wiki — FF XVI — the deep reference for Eikonic abilities, accessories, hunts and gear.
- GameFAQs — sidequest order, trophy roadmaps and the Final Fantasy Mode weapon chain.