Encounters: In No. 5 Reactor (Central Rooms) – 8 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
3 Special Combatants Any 72 Normal Battle 60 9 84 9 120 gil Normal Battle Yes ×1 Special Combatants
3 Proto Machineguns Any 72 Normal Battle 56 4 48 6 45 gil Normal Battle No ×1 Proto Machineguns
2 Proto Machineguns, 2 Special Combatants Any 72 Normal Battle 52 4–9 88 10 110 gil Normal Battle Yes ×1 Proto Machineguns, 2 Special Combatants
2 Blood Tastes, 2 Special Combatants Any 72 Normal Battle 48 8–9 104 10 144 gil Normal Battle Yes ×1 Blood Tastes, 2 Special Combatants
4 Blood Tastes Any 72 Normal Battle 40 8 96 8 128 gil Normal Battle Yes ×1 Blood Tastes
2 Special Combatants, Proto Machinegun Any 72 Back Attack 8 4–9 72 8 95 gil Back Attack No ×2 Special Combatants, Proto Machinegun
3 Blood Tastes Any 72 Back Attack 8 8 72 6 96 gil Back Attack No ×2 Blood Tastes
3 Blood Tastes Any 72 Pincer Attack 16 8 72 6 96 gil Pincer Attack No ×1 Blood Tastes