Enemy list
Hidden items
Head south in the Nautilus to the Dalg Continent. Approach from the southern coast and navigate the narrow mountain passes that wind through the center of the continent. Five new bestiary entries patrol the passes between the shore and your destination.
All five sit around 54-57 ATK and 405-560 HP. Wind spells and physical attacks tear through them without issue. Chimera spawns less frequently than the other four; keep grinding the passes if it doesn't appear. Once all five are registered, continue north to a manor nestled in the middle of the continent.
Doga's Manor
Moogles attack the moment you step inside, on orders from the manor's owner. Doga quickly realizes you're the Warriors of Light and calls them off. He explains that Goldor's crystal was a fake, just enchanted gold, and reveals the true threat: his fellow disciple Xande, who wants to freeze time itself. Doga joins your party.
The magic shop on 2F carries the first level-6 spells in the game alongside Curaga and Raise (in case you missed them at Saronia).
Magic Shop
| Spell | Cost | Notes |
|---|---|---|
| Curaga | 5,000 | White Lv.5, major heal |
| Raise | 5,000 | White Lv.5, revive |
| Aeroga | 10,000 | White Lv.6, wind damage |
| Stona | 10,000 | White Lv.6, cure petrification |
| Haste | 10,000 | White Lv.6, speed boost |
| Firaga | 10,000 | Black Lv.6, fire damage |
| Bio | 10,000 | Black Lv.6, poison damage |
| Warp | 10,000 | Black Lv.6, dungeon escape |
Aeroga is the standout buy. It hits all enemies and covers a wind weakness that shows up repeatedly over the next few dungeons. Haste is worth grabbing for boss fights since the speed boost stacks across multiple turns. Firaga and Bio round out your offensive options, and Warp teleports the party out of dungeons without needing an Ottershroom. Buy everything you can afford; the next dungeon is mage-only.
Head north through the door on 2F and interact with the candle on the wall to open a secret passage. The jars on the left side fully heal your party and revive fallen members (a free inn). Check the bookshelf on the right for a Hi-Potion (Hidden Item 50/61). Continue through the passage to reach a small hole in the wall.
Cave of the Circle
Five new bestiary entries live inside the Cave of the Circle. Two of them (Demon Horse and Bovian) also spawn on the overworld around the manor, so you can fight those at full size if you prefer. Rock Gargoyle, Dread Knight, and Flyer Mage are exclusive to this cave.
Rock Gargoyle and Flyer Mage are both weak to wind; Aeroga shreds them. The rest have no notable weaknesses but their HP sits around 240-310, so they go down in a couple of casts regardless. At 37-42 ATK they're not particularly threatening to a well-leveled party, even while Mini'd.
From B1, head south and take the northwest split to reach B2. On B2, go right and follow the winding path around to the stairs down to B3. Head northwest on B3, then all the way south to a wooden door.
Inside, Doga grants the Nautilus the ability to dive underwater, turning it into a full submarine. He tells you to find Noah's Lute at the Temple of Time, beneath the sea south of Saronia at Cape Twin Horn. Doga leaves the party and teleports you back to the overworld. Cancel Mini and switch back to your preferred jobs before moving on.
Underwater bestiary
Before heading to the Temple of Time, four bestiary entries are exclusive to underwater and need to be farmed now. Fly to the eastern edge of the Dalg Continent, land on the water, and submerge.
All four sit around 60-64 ATK and 380-455 HP. Charybdis is the toughest of the group but nothing here should threaten a party that cleared Saronia. Swim around until all four are registered, then follow the underwater path and surface above the lake surrounded by mountains on the eastern side of the continent.
Doga's Village
Enter the town at the edge of the lake. No chests, no hidden items; the village is entirely magic shops. Most carry spells you've already seen, but one shop in the bottom-right corner of town sells the first level-7 magic in the game.
Level 7 Magic
| Spell | Cost | Notes |
|---|---|---|
| Curaja | 20,000 | White Lv.7, massive heal |
| Esuna | 20,000 | White Lv.7, cure all ailments |
| Reflect | 20,000 | White Lv.7, magic barrier |
| Quake | 20,000 | Black Lv.7, earth damage (all) |
| Breakga | 20,000 | Black Lv.7, petrification |
| Drain | 20,000 | Black Lv.7, absorb HP |
Curaja is the single biggest upgrade in this chapter; it replaces Curaga as your primary heal and will carry you through the rest of the game. Esuna cures every status ailment in one cast, which saves inventory space on Gold Needles and Eye Drops. Quake deals solid earth damage to all enemies, and Reflect is situational but useful against magic-heavy bosses later.
The remaining shops stock every spell from previous chapters, including the summon magic from Replito and the level-5 and level-6 spells from Saronia and this manor. Fill in any gaps before leaving. Board the Nautilus, dive below the surface, and head for the southern coast of Saronia. The Temple of Time lies beneath the waves at Cape Twin Horn.