| Enemies | Evility | Equipment |
|---|---|---|
| Lv. 28 Chernobog (x1) | Soul Reaper | Eerie Emblem, Great Helm |
| Lv. 28 Magic Knight (x2) | Element Force | Inspiring Staff, Great Helm, Bloody Orb |
| Lv. 28 Magic Knight (x2) | Spirit Protection | Berserker, Great Helm, Bloody Orb |
| Lv. 28 Magic Knight (x2) | Element Force | Magic for Morons, Great Helm, Bloody Orb |
| Lv. 28 Minotaur (x1) | Boar Charge | Bull Horn, Great Helm |
| Geo Symbol | Geo Effect | |
| Aqua | Warp | |
| Green | Clone | |
| Null | No Entry | |
| Purple | Warp | |
| Yellow | Clone | |
The Magic Knights have Evilities that complement each other, with their elemental resistances being increased by the two with swords, which will increase their power with magic spells of the other ones. To make matters worse, the Minotaur and Chernobog are standing on Clone panels, so the longer it takes to deal with the Magic Knights, the more enemies you will have to deal with in the long run.
It's not possible to throw over to the area with the Minotaur and Chernobog from where you begin, so you will need to head to the island with the Warp panels. Luckily, they can only create so many clones and they won't move until you get within range. When you get to the Warp panels, make sure you go with four units, to prevent the enemies from killing everyone one by one.
The Chernobog knows ice spells, so be careful with Laharl there and hopefully you brought along someone with Heal spells. In fact, the Chernobog and its clones will likely just keep using the ice spells, while the Minotaur and clones will use their skills. Thankfully, they will remove themselves from the Clone panels, so you'll just have to face the initial onslaught, unless one just happens to land on a panel again.
