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Dalg Continent

Last updated: March 2, 2026

New In This Chapter
14
Enemies
0
Chests
3
Locations
1
Hidden Items
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

SpellCostNotes
Curaga5,000White Lv.5, major heal
Raise5,000White Lv.5, revive
Aeroga10,000White Lv.6, wind damage
Stona10,000White Lv.6, cure petrification
Haste10,000White Lv.6, speed boost
Firaga10,000Black Lv.6, fire damage
Bio10,000Black Lv.6, poison damage
Warp10,000Black 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

SpellCostNotes
Curaja20,000White Lv.7, massive heal
Esuna20,000White Lv.7, cure all ailments
Reflect20,000White Lv.7, magic barrier
Quake20,000Black Lv.7, earth damage (all)
Breakga20,000Black Lv.7, petrification
Drain20,000Black 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.

Collectibles Checklist
Enemies
125/225
Chests
208/367
Hidden Items
50/61
Locations
Altar CaveUrKazusCastle SasuneSealed CaveMythril Mines
43
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