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Vorxu

Amur & Goldor

Last updated: March 2, 2026

New In This Chapter
17
Enemies
18
Chests
5
Locations
13
Hidden Items
Enemy list
Chest list
Hidden items

Step outside Amur and you'll find the Enterprise chained to the river. No flying, no sailing. Someone's bolted the ship down, and you'll need to clear the sewers beneath town to get moving again. But there are shops and hidden items to hit first.

Amur

Amur's shops carry gear for the Water Crystal jobs you just unlocked. Prices are steep, but several items here are the best available for a while.

Weapon Shop

ItemCostNotes
Main Gauche7,000ATK 35, AGI +3
Holy Arrow700ATK 8
Iron Arrow400ATK 12
Kaiser Knuckles15,000ATK 45, Black Belt
Morning Star8,000ATK 70
Battleaxe7,400ATK 80, Viking
Thunder Spear6,000ATK 45, lightning dmg
Boomerang9,000ATK 40, Ranger
Madhura Harp10,000ATK 80, SPI +5, Bard

Armor Shop

ItemCostNotes
Heroic Shield3,500DEF 9, all stats +1
Black Cowl4,000DEF 15, AGI +2
Chakra Band4,500DEF 11, STA +2
Viking Helm5,500DEF 19
Black Garb5,000DEF 30, EVA 18, Thief
Black Belt Gi6,000DEF 23, AGI +3, STA +3
Viking Mail8,000DEF 36
Thief Gloves2,500DEF 11, STR +3

The Thunder Spear is the standout here; it deals lightning damage on every swing, which stays relevant for several chapters. Kaiser Knuckles are the best Black Belt weapon available for a while, and the Madhura Harp gives Bards a real offensive option at 80 ATK.

Enter the house with the blue roof on the east side of town and speak with the old man in pink robes. He'll open up the sewer entrance in the southeastern corner of town. Before heading down, collect the hidden items scattered around Amur (there are no chests in town itself).

Navigate through the aqueduct to reach the turnip patch north of the main area. Interact with the 2nd, 3rd, 4th, and 5th turnips for four Gysahl Greens (Hidden Items 34-37/61). Then head west through the aqueduct to find a waterfall with no concrete barrier. Walk straight up through the water to reach a grass island on the northern edge of town.

On the grass island, search the ground for a Black Garb (Hidden Item 38/61). Cross to the opposite side of the island and check two spots right next to each other for a Black Cowl and Thief Gloves (Hidden Items 39-40/61). The Black Garb and Black Cowl are strong Thief and Ninja armor; the Thief Gloves add 3 Strength. All three are worth equipping immediately if you're running a Thief.

Sewers

Head to the southeastern corner of Amur and descend into the sewers. Four floors, five chests, and four new bestiary entries:

Most sewer enemies sit around 41-43 ATK and go down without much trouble. Stroper is the exception at 64 ATK and 370 HP; it hits nearly twice as hard as its neighbors, so don't let your guard down on the lower floors.

B1. Head east and take the stairs down.

B2. Follow the path west. At the split, go south to grab Cat Claws (148/367) from a visible chest before continuing down to B3.

B3. Walk east and you'll run into the four old men from earlier. A forced battle against 8 Goblins triggers when you approach; they're weak and die in one hit each. After the fight, continue east and descend to B4.

B4. Head west until you reach an intersection. Stand at the center, then walk all the way east to enter a secret room with two chests: Main Gauche and Thorian Hammer (150/367). Exit, return to the same spot, and walk all the way west for a second secret room with Orichalcum and Power Bracers (152/367).

From the intersection, continue north, then west, south, and east through a door. Step forward to trigger a cutscene. You'll receive the Levigrass Shoes key item and be teleported back to Amur's entrance.

Overworld bestiary

Rest at the inn if you need to, then exit Amur. Five new bestiary entries roam the overworld between here and Goldor Manor:

Vulcan and Magician are the dangerous ones. Both cast -ara spells, and Vulcan adds Flame Breath on top of that, though at 740 HP it also gives the most EXP of the group. Vulcan spawns more reliably in the desert south of Amur. The other three (Black Flan, Hellgaroo, Dracrocotta) hover around 44 ATK and 290-355 HP with no real tricks.

Once all five are registered, head south from Amur and loop east and north around the mountains. Wade through the swamp to reach a gold mansion on the far side.

Goldor Manor

Everything in Goldor Manor is gold, including the enemies. Six new bestiary entries spawn here:

Gold Bears can cast Break to petrify party members, so keep Gold Needles handy. Nightmares are the other threat; their Confuse ability turns your own fighters against you, which can spiral fast if it lands on your hardest hitter. The rest of the gold enemies are straightforward physical fighters.

From the 1F entrance, go straight north and up the stairs. On 2F, follow the long path west, south, then east to find a corridor lined with all 12 chests for this location: 11 Golden Swords and 1 Wyvern Claw (164/367). The Golden Swords are vendor trash (sell them for Gil), but hang on to the Wyvern Claw.

Head back to 1F. From the center of the room, go east to a locked door. Use a Thief or Magic Key to get through. Inside, walk left past the statue to find a hidden passage through the west wall. Take the stairs up. On the next floor, skip the maze by walking left through the cracks in the walls for a shortcut, then continue north and up to 3F. The boss is waiting at the end.

How to beat Goldor

Goldor has 6,000 HP and 99 Magic Defense, which means spells do almost nothing. Stack physical attackers and dedicate one character to healing. His Thundaga hits the entire party hard enough to kill squishy mages, so consider swapping to three melee jobs (Knight, Viking, Black Belt) before this fight.

Goldor drops the key that unchains the Enterprise from Amur's harbor. But he smashes the Water Crystal into pieces before dying, leaving your purpose unclear. Backtrack through the manor and return to the overworld.

Head back to Amur, rest at the inn, and board the newly freed Enterprise. Before flying off to the next story destination, there's a missable bestiary entry and two towns to clear out first.

Sea Dragon

Sail around the open ocean until you encounter a Sea Dragon. It's a rare spawn at 860 HP and 62 ATK, so it hits hard, but at this point your party should handle it. While the Sea Dragon can technically be found later in rivers using the Canoe, it's extremely rare there. The Enterprise is the only ship with open sea access, and once you lose it at Saronia you won't easily get another chance. Farm this entry now.

Duster

Fly to the solitary island in the middle of the ocean and land nearby. Enter the town of Duster, which caters almost entirely to Bards and Geomancers.

Weapon Shop

ItemCostNotes
Diamond Bell4,500ATK 42, INT +3, Geomancer
Madhura Harp10,000ATK 80, SPI +5, Bard
Lamia Harp12,000ATK 70, SPI +5, Bard
Loki Harp20,000ATK 90, SPI +7, Bard

Armor Shop

ItemCostNotes
Feathered Hat6,000DEF 10, MDEF 16, AGI +2
Bard Vest5,500DEF 32, MDEF 28, SPI +2
Gaia Vest7,600DEF 35, MDEF 25, STA +3
Rune Bracers5,000DEF 11, MDEF 13, INT +2

The Loki Harp at 20,000 Gil is expensive but has the highest ATK of any Bard weapon for a while. The Gaia Vest is the Geomancer's best armor option here. After shopping, collect two hidden items: search the grass in the northeast part of town for Earthen Drums (Hidden Item 41/61), then check the grass in the northwest for another set of Earthen Drums (Hidden Item 42/61). That's everything in Duster.

Replito

Fly to the northern tip of the large northwestern continent. Be careful not to pass over Saronia on the way. Land on the water and enter the nearby town of Replito.

Replito doesn't sell weapons or armor, but the magic shop carries summon spells for Evokers: Escape (Chocobo), Icen (Shiva), Spark (Ramuh), Heatra (Ifrit), and Hyper (Titan). Buy one copy of each; there's a trophy for learning all summon magic, and this is the only shop that sells them.

Search the lone pine tree just left of the town entrance for a Turtle Shell (Hidden Item 43/61). Then go to the northwest section of town where a small clearing of grass sits surrounded by trees. Push through the trees from the right side to find a hidden path. Inside the clearing, check two spots close together for a Turtle Shell and an Elixir (Hidden Items 44-45/61).

Next, approach the northernmost house and push against the bottom tree on its east side to find another hidden passage leading inside. Once in the house, touch the right candle to open a secret passage. Follow it to a chest with an Elixir (165/367). Exit the house the way you came in.

Back outside, head to the west side of town. Push through the tree in front of the pond for one more hidden path, then search the grass for a Phoenix Down (Hidden Item 46/61). Replito is now complete.

Check your bestiary one more time and confirm the Sea Dragon is registered. Once everything is accounted for, fly to Saronia on the northwestern continent. Make sure you have a Dragoon in your party with some job levels built up; you'll need Jump for what's ahead.

Collectibles Checklist
Enemies
105/225
Chests
165/367
Hidden Items
46/61
Locations
Altar CaveUrKazusCastle SasuneSealed CaveMythril Mines
34
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