| Enemies | Evility | Equipment |
|---|---|---|
| Lv. 54 Nidhogg (x3) | Wind Depression | Wyvern Wing, Happy Cape |
| Lv. 54 Sea Dragon (x3) | Aqua Depression | Wyvern Wing, Happy Cape |
| Lv. 50 Euterpe (x2) | Lovely Song | Madness Emblem, Happy Cape |
| Lv. 50 Rune Knight (x4) | Attack Weakness | Mermaid Staff, Happy Cape |
| Geo Symbol | Geo Effect | |
| Null | Super Encroach | |
| Red | DEF +50% | |
| Yellow | Water Element +50% | |
| Yellow | Wind Element +50% | |
This can be a very challenging stage, as things are stacked in the enemies' favor. If you check out the Geo Symbols, you see DEF +50%, Water/Wind Element + 50% and a Super Encroach sitting on red panels. However, they will move around on each turn, meaning they will be sitting on different panels every turn. To complicate things, the Nidhoggs and Sea Dragons have Evilities that lower water and wind resistances of your characters by 15%. The Euterpes increase the enemies' stats by 5% each and the Rune Knights will deal 100% more damage when hitting a weak element.
The best course of action is to tower throw a character and destroy one of the yellow symbols at the beginning, setting off a chain that will clear the map of panels. This gives you a fighting chance, although things will get worse as the Rune Knights will mount the monsters. That means you will have to take out the monsters first before you get a chance to go after the Rune Knights. The Euterpes, as with most of their class, will likely stand there and cast buffs on each other, but removing them from the map will drop the 10% stat boost the other enemies receive.
There are many other tactics to counteract the Evilities in play, such as using Sea Dragons and Evil Dragons of your own, or using someone like Flonne or Sicily, who have great resistances or an Evility to counter. Likewise, Magic Knights have the ability to buff resistance values up, which can help you last longer. Getting rid of the Geo Effects definitely helps, but that's just the start.
