Encounters: In Gold Saucer Area – 14 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
Grangalan Beach 64 Normal Battle 64 16 88 10 220 gil Normal Battle No ×1 Grangalan, 3 Grangalan Jr.Jrs., Grangalan Jr.
3 Beachplugs Beach 64 Normal Battle 64 16 285 30 345 gil Normal Battle Yes ×1 Beachplugs
4 Beachplugs Beach 64 Normal Battle 64 16 380 40 460 gil Normal Battle Yes ×1 Beachplugs
3 Beachplugs Beach 64 Normal Battle 64 16 285 30 345 gil Side Attack No ×1 Beachplugs
3 Spencers, Flapbeat Grass 32 Normal Battle 88 17–18 470 48 711 gil Normal Battle Yes ×1 Spencers, Flapbeat
3 Flapbeats Grass 32 Normal Battle 84 18 420 45 558 gil Normal Battle Yes ×1 Flapbeats
Chocobo (Good), 2 Flapbeats Grass 32 Chocobo Lure 10 18–29 290 31 373 gil Normal Battle Yes ×1 Chocobo (Good), 2 Flapbeats
2 Spencers, Chocobo (Good) Grass 32 Chocobo Lure 10 17–29 230 23 351 gil Normal Battle Yes ×1 Spencers, Chocobo (Good)
2 Jokers Grass 32 Normal Battle 84 18 300 60 520 gil Normal Battle Yes ×1 Jokers
Joker, 2 Flapbeats Grass 32 Back Attack 32 18 430 60 632 gil Back Attack No ×2 Joker, 2 Flapbeats
2 Flapbeats, Chocobo (Average) Grass 32 Chocobo Lure 22 18–22 290 31 373 gil Normal Battle Yes ×1 Flapbeats, Chocobo (Average)
Chocobo (Average), Harpy Grass 32 Chocobo Lure 22 18–22 158 15 211 gil Normal Battle No ×1 Chocobo (Average), Harpy
Harpy Desert 32 Normal Battle 128 18 148 14 210 gil Normal Battle No ×1 Harpy
4 Flapbeats Desert 32 Normal Battle 128 18 560 60 744 gil Normal Battle Yes ×1 Flapbeats