| Enemies | Equipment | Evility |
|---|---|---|
| Lv. 36 Magic Knight (x2) | Justice Blade, Iron Mask | Elemental Force, Elemental Rise |
| Lv. 35 Head Orc (x4) | Thorn Whip, Iron Mask | Group Strategy |
| Lv. 35 Champinion (x4) | Thorn Whip, Iron Mask | Shroom Power |
There aren't too many enemies here and the biggest threats to you are probably the two Magic Knights that are closest to you. Their Unique Evility makes it so their element resistance value is reflected upon their elemental attacks, which when combined with Elemental Rise, boosts those attacks some more. Not only do they have access to the first-tier Fire, Ice and Wind spells, but they also have elemental versions of the first three Sword skills. Since they're closest, they should be top priority, with the remaining enemies being nothing new. If you want an easier battle, you can always lift the enemies and toss them off the map, which kills them thanks to the Netherworld Effect, but you don't receive any experience for doing this.