| Enemies | Equipment | Evility |
|---|---|---|
| Lv. 98 Humbaba | Lamia's Coil, Spartan Shield | Greedy Disposition |
| Lv. 96 Orc Master (x2) | Raiju's Howl, Samurai Armor | Group Strategy |
| Lv. 95 Hitman (x3) | Hanarr's Hammer, Spartan Shield | Assist |
| Lv. 94 Carmilla | Medal of Hell, Spartan Shield | Sexy Aura, Bones Out |
| Lv. 94 Succubus (x3) | Medal of Hell, Spartan Shield | Sexy Aura, Temptation, Punishing Punisher |
| Lv. 90 Sapphire Knight (x4) | Trident, Spartan Shield | Hero's Shield |
| Geo Symbols | Geo Effect | |
| Yellow | ATK -50% | |
| Null | Enemy Weaken -50% | |
That annoying Reinforcements Netherworld Effect is back, so as soon as you get a level in the Bonus Gauge, summon your own Netherworld to get rid of it. You definitely don't want the effect to summon more Succubi or Knights. The first enemies you face will be the three Succubi, who have Evilities that either have a chance to inflict Charm on you with their normal attacks or cause more damage if you do get charmed; this can all be easily thwarted by equipping Charm Vaccine. The Succubi and the lone Carmilla have access up to a single Giga-tier spell, so the Carmilla will likely sit near its initial position and sling spells at you.
You will notice that there is a single line of Geo Panels running horizontally across the map, with no effects on them. There is a single symbol near your Base Panel that has the ATK -50% Geo Effect, which you can throw onto the panels to mitigate the enemy's attack, but this will also likely do the same for your party, since you need to travel on those panels to get to the other enemies. If you can, try to get rid of two Succubi on your first turn, before the Knights have a chance to defend and take the attacks for them. The Hitman can prove to be meddlesome because of their ability to hit you from the ship at the start, so if you can hit them with spells, do that.