| Enemies | Equipment | Evility |
|---|---|---|
| Lv. 15 Minotaur (x2) | Jellyfish Stinger, Light Shield | Greedy Disposition |
| Lv. 14 Orc Captain (x6) | Jellyfish Stinger, Light Shield | Group Strategy |
| Lv. 14 Mischief (x4) | Medal of Sloth, Light Shield | Bullying |
| Lv. 14 Warcat (x4) | Jellyfish Stinger, Light Shield | Weakening Aura |
| Lv. 15 Hedler (Neutral) | Medal of Sloth, Light Shield, Dark Rosary | Spreading Miasma, Poison Accelerator |
| Lv. 14 Mothman (x2; Neutral) | Jellyfish Stinger, Light Shield | Spreading Miasma, Self-Sacrifice |
| Lv. 14 Messenger (x2; Neutral) | Medal of Sloth, Light Shield | Spreading Miasma, Self-Sacrifice |
The first thing you'll notice when you start this stage is that there are neutral enemies on the top, consisting of five Mothmen, one of which is the Overlord of Poisondise. As you might have guessed, he is well-versed in poisoning enemies and his second Evility makes it so enemies take 25% more poison damage. It's best to ignore the Mothmen, as you have to deal with plenty of other enemies and you don't even need to defeat them to finish the stage. Your Base Panel is on a tiny little island in the middle of the poison water, with a single lane leading to the outer edges with the normal enemies.
It's a fairly tight squeeze, especially if you don't have Poison Vaccine, plus there's not a lot of room left for you to fight. The only new enemy type here are the Minotaurs, who have a single-target skill in their arsenal. They are also the meatiest of the bunch, sporting almost double the HP of the Orc Captains. Of course, things are complicated further, due to the Mischiefs having access to Wind and their unique skill, Stone, so they can peg you from a distance. If you concentrate on the regular enemies and leave the Mothmen alone, they will fight it out with the others until one side is dead. If this happens to be the Lost Army, then clean up the scraps. Hedler will join your party upon completing the map.