Encounters: In Shinra Bldg. 67f. (Main Area) – 9 shown
Limited encounters never appear as random encounters; bosses are involved in important plot fights; special bosses and the final bosses are specifically called out as well; super bosses represent the greatest challenge in the game; Battle Square encounters only appear in the Battle Square; chocobo encounters only appear in certain areas when using a Chocobo Lure and can be caught
Name
The type of terrain where this encounter may be found
Terrain
The higher the terrain's safety rating, the less often you will fight encounters there
Safety
There are several encounter tables in a given area, each with its own encounters; you have a chance to fight an encounter of any given type, and this chance can be modified by certain materia; if no special encounter type is chosen, a Normal Battle will be fought; note that while this usually matches the encounter type, there are exceptions to this rule (e.g., a Back Attack in a Normal Battle slot or vice-versa); Chocobo Lure battles are only fought while on chocobo tracks with a Chocobo Lure materia equipped; only one Mystery Ninja encounter is available at any given time, based on the party's level, and only if Yuffie has not joined the party
Slot Type
How common this encounter is for its slot type; each encounter is out of 256; for Chocobo Lure encounters, these values are for a Meet Chocobos value of 8, and increase proportionally for higher values to a maximum of ×4 at Meet Chocobos 32
Frequency
The range of levels of monsters in this encounter
Level
EXP AP Gil
In a pincer attack, your party is surrounded; in a side attack, your party surrounds the enemies; in a back attack, the enemy attacks from behind
Type
Whether pre-emptive strikes are possible in this encounter; pre-emptive strikes are only possible during normal battles, and are disabled during any set encounter on a map with no random encounters, even if the encounter would normally allow them; there are no pre-emptive strikes in the battle square
Pre-emptive?
A factor indicating how hard it is to run from a battle; for example, it will generally take twice as long to run from a battle with a ×2 run difficulty than one with a ×1 run difficulty
Run Difficulty
The specific monsters that appear in this encounter; a dagger (†) indicates that one or more of the marked monsters have cover, meaning that they cannot be attacked until certain monsters in closer rows have been defeated
Monsters
Warning Board First Visit 192 Normal Battle 72 12 38 4 75 gil Normal Battle No ×1 Warning Board, Machine Gun, Laser Cannon
Moth Slasher First Visit 192 Normal Battle 68 13 46 5 75 gil Normal Battle Yes ×1 Moth Slasher
2 SOLDIERs:3rd First Visit 192 Normal Battle 60 13 108 12 232 gil Normal Battle Yes ×1 SOLDIERs:3rd
2 Moth Slashers First Visit 192 Normal Battle 56 13 92 10 150 gil Normal Battle Yes ×1 Moth Slashers
Moth Slasher First Visit 192 Back Attack 32 13 46 5 75 gil Back Attack No ×2 Moth Slasher
2 Brain Pods During Escape 192 Normal Battle 96 15 104 12 190 gil Normal Battle Yes ×1 Brain Pods
Brain Pod During Escape 192 Normal Battle 88 15 52 6 95 gil Normal Battle Yes ×1 Brain Pod
3 Vargid Police During Escape 192 Normal Battle 72 9 132 21 120 gil Normal Battle Yes ×1 Vargid Police
Brain Pod, 2 Vargid Police During Escape 192 Back Attack 32 9–15 140 20 175 gil Back Attack No ×2 Brain Pod, 2 Vargid Police