You're back in Drippy's world and it's time to head towards the next dungeon. Go back to talk with Tommy Stout, who is guarding the town from rats, who will end up giving you his Familiar. Thumbelemur starts out at level 1, so it's pretty weak, so stick with the Mite for now until it gains a few levels. Drippy will also tell you that Thumbelemur uses an ability called Psyche Up, which allows it to wait and do more damage, but at the expense of not being able to defend.
With your new Familiar in hand (or cage), start heading to the entrance of the dungeon. It's locked and there doesn't seem to be a way inside, until Drippy mentions one of the new spells you just got from the king, Spring Lock. Open your spells menu and select the spell to unlock the door, then go inside.
DING DONG WELL
Welcome to the second dungeon of the game, home to some new enemies. At the beginning, you shouldn't have any trouble at all sticking with just Mite, who should have the Wooden Shield and Well-Worn Sword equipped, until the other Familiar gains some levels.
You're forced into a fight at the beginning of the dungeon, and since the Thumbelemur is only level 1, stick with the Mite. Once you regain control, it's time to start exploring. At the first split, the path to the left leads to nothing, while the one to the right continues through the dungeon. Keep going through the dungeon until you get to a door, but instead of going through it, take the left path to find a Poison-Be-Gone in a red chest.
Go through the door and you'll be presented with a small and very easy puzzle. You need to use Fireball to light all three torches, and they won't stay lit for long. Go into your spells, press R1 and then select Fireball; do this on all three to open the next door. At the split, take the left path to find an Iced Coffee in a red chest.
As you continue through the dungeon, you'll find another spot where you can light a torch. Skip over this one and go to the second one. Light this second one, then run north and light the third in front of the statue, then climb the stairs and drop back into the area with the first torch. If you're quick enough, the door to the next area will open.
Go down the stairs and you'll be in an area with new enemies. They're not too bad, so you shouldn't have much trouble. From the beginning, go left, then right and keep going straight until the end, where you'll see a red chest with a Sandwich inside. From here, go south one block, then head to the east and north again to find a Waypoint. Save your game and then go up the stairs to get ready for your second boss.
BOSS: HICKORY DOCK
This boss has two special moves, which are Mousefire and Tailspin, with the rest of its moves being melee attacks. Mousefire is a pretty damaging attack, where it will shoot a fireball at you from its wand. Sometimes this attack will backfire, where it will build up and explode, knocking Hickory down to the ground, creating a chance for you to attack. Tailspin requires a large charge time, so when you see it coming, make sure you defend. Remember to heal and keep switching out Familiars to let their stamina recharge.
With Hickory Dock defeated, you have rescued King Tom. After some ominous cutscenes, you will be the proud owner of a new magic wand, as well as the spell, Frostbite. The king mentions about going through the Golden Grove and to the town of Al Mamoon. For now, head back to town and go to Swift Solutions to find a new Bounty Hunt, as well as four new Errands. Try to do them all before setting off to the Golden Grove.