A fixed encounter, also known as spiked tiles when referring to games comprised of sprites, refers to a method of entering a battle. Fixed encounters differ from the basic random encounters by initiating when a player steps on a certain tile or crosses a line trigger.
Fixed encounters are the normal method for engaging in a boss fight, and will occasionally be accompanied by dialogue, scripted actions or, in later titles, cutscenes.
There are two common uses for fixed encounters: a surprise battle (e.g. against bosses or stronger enemies) and to protect an area (such as for a treasure chest). Fixed encounters cannot be prevented with No Encounters abilities.
Fixed encounters are only of note in earlier games in the series where random encounters were the norm. As the series started moving away from random encounters in Final Fantasy XI, it could be said that every encounter in the modern games is a fixed encounter.
- 1 Appearances
- 1.1 Final Fantasy
- 1.2 Final Fantasy II
- 1.3 Final Fantasy IV
- 1.4 Final Fantasy V
- 1.5 Final Fantasy VI
- 1.6 Final Fantasy VII
- 1.7 Final Fantasy VIII
- 1.8 Final Fantasy IX
- 1.9 Final Fantasy X
- 1.10 Final Fantasy XIII
- 1.11 Final Fantasy Mystic Quest
- 1.12 Final Fantasy Legend II
- 1.13 World of Final Fantasy
|Chaos Shrine||N/A||Gargoyle x2-3|
|Marsh Cave||B3||Piscodemon x2-4, Anaconda x2-6|
|Western Keep||N/A||Mummy x2-6, Wraith x2-6|
|Cavern of Earth||B1
|Earth Elemental, Hill Gigas x1-2, Lizard x0-3 |
|Fire Elemental x1-2, Lava Worm |
|Cavern of Ice||B2
|Dark Wizard x1-4, Evil Eye|
|Citadel of Trials||2F
|Clay Golem x1-3 |
|Sunken Shrine||2F||Sea Scorpion x1-6, Sea Snake x2-5, Sea Troll x2, White Shark x1-2, Sahagin Prince x0-1, Water Elemental x1-3, King Mummy x1-5, Mummy x1-8, Cockatrice x1-8, Pyrolisk x1-8|
|Waterfall Cavern||N/A||King Mummy x1-5, Mummy x1-8, Cockatrice x1-8, Pyrolisk x1-8|
|Mirage Tower||3F||Blue Dragon|
|Old Chaos Shrine||B1
B1 of the Cavern of Earth has the entire left side of the entrance covered in spiked tiles against either the Hill Gigas or Lizard, making it a popular place for Level grinding.
The player must interact with the spirits for the fiends—Lich, Marilith, Kraken and Tiamat, and the arch fiend, Chaos—to trigger these events.
Fixed encounters are frequent, often in the form of trap rooms found in dungeons. Trap rooms comprise of many spiked tiles that the user cannot avoid. Since the player starts in the center, and the tiles all possess a high chance of an encounter, the player must usually endure two battles to exit. Due to the high encounter rate, they can be used for effective level grinding.
The Lunar Subterrane has various weapons the player can interact with that trigger boss fights, the most notorious being Dark Bahamut who guards the mighty Ragnarok sword for Cecil. The subterrane also has various chests that trigger battles.
Many boss fights are fought via fixed encounters. When escaping Karnak Castle, a seemingly normal encounter against a Sergeant and two Cur Nakks ensues, which later reveals itself to be a boss fight against the Iron Claw.
When Terra falls in the hole and falls unconscious, Locke will come to the rescue and Mog and his moogle friends will split into three parties, and if they run into Werewolf they will be forced into a fight.
When Locke returns to South Figaro, he finds it under martial law, and if he talks to the soldiers as himself, or disguised as a merchant, he will be forced into battle. If he threatens the merchant, or talks to a soldier, he will enter into a battle where he can steal their clothes.
On Terra's path, as the party sneaks into Narshe though the caves, they encounter a security checkpoint; if they don't follow the path correctly, they will be surrounded by a spinning light. which if they touch the wrong light will initiate battle.
On Sabin's path when he sneaks into the Imperial Camp, he can fight some of the guards. At Doma Castle when it is under attack, Cyan can choose to fight each soldier (this is optional). Later on the Phantom Train some of the ghosts will attack if the player talks to the enemy ghost.
In the Opera House the rafters have rats that force the player to fight them.
In Vector capital or at the Vector outpost, if the player talks to the soldiers they will be forced into a battle, and will start at the beginning of the town. During the banquet when Emperor Gestahl asks the party to talk to his soldiers, some of them will fight.
In the Advance and later versions, the Gigantuar can be fought as a fixed encounter in the desert outside of Maranda. The player must speak with a thief wearing blue upon entering the town, then kill ten or more Cactuars before the Gigantuar appears. His tile is in the southwest corner of the desert, one step above the lowest edge, just to the left of the southern point.
Every time the player takes off in the airship in the World of Ruin, Deathgaze has a fixed location on the world map that changes once the player lands. Finding him is merely a matter of locating which portion of the world map he is hiding on while flying.
During Cloud's escape from town, he will be pursued by Shinra soldiers and can choose to fight or not three times before escaping by jumping on the moving train.
In the Sector 4 Train Tunnel, if the player heads to the south end, they will run into security guards and face an infinite amount of troops until the player chooses to run away.
Should the player charge in the front door of the Shinra HQ, the party must defeat two Grenade Combatants. Also in the Shinra Building, the party is attacked by three Mighty Grunts on floor 59 upon approaching the elevator to floor 60. On floor 60, the party must sneak past the security guards without getting spotted, otherwise the party enters a battle and has to start over.
If the player attempts to cross the marshes in the overworld, a shadow monster will appear, and the party will enter a battle against Midgar Zolom if they touch the shadow.
In the Stolen Materia sidequest, Yuffie will steal the party's Materia and run off. The party will encounter Shinra Soldiers called Attack Squad before continuing to Wutai Village. During the sidequest the party runs into Don Corneo who sends the Rapps to fight the party. Later on, after Yuffie returns the stolen Materia, the player can visit Godo's Pagoda and Yuffie can fight five one on one boss battles.
During the raid on Junon, Cait Sith will rescue Barrett and together they will fight Shinra Soldiers called Attack Squad x2.
During the Rocket Town Huge Materia quest to Shinra No. 26, there are five fixed encounters with Attack Squad, Senior Grunt and Turks:Rude the player has to fight before boarding the Rocket.
The various battles with Ultimate Weapon on the World Map are fixed encounters when the Highwind moves into it, as with the Ruby Weapon. The same can be said for the Emerald Weapon when hit with the submarine.
Crisis Core has many fixed encounters, some causing enemies to appear and immediately engage Zack, others causing enemies to appear and wander an area, beginning a battle when approached.
Some of the soldiers in Timber force the party to fight.
When Squall's party returns to Balamb Garden, there will a riot that involves two factions: those who side with NORG and Headmaster Cid. If the player chooses Cid's side, they will be forced into battle when interacting with the Garden Faculty.
The UFO? is a small flying saucer that crosses the screen carrying an object. These encounters are triggered by stepping on a specific area on the world map, and happen even with the Enc-None ability equipped. After seeing the UFO? four times, the player can find it in another fixed encounter on the plateau above Grandidi Forest, right above the Chocobo Sanctuary. After defeating the UFO? the player can meet PuPu in a fixed encounter by visiting the site where Balamb Garden used to be.
In the Deep Sea Research Center, moving in the vicinity of the blue pillar when it pulses, initiates a battle against a random enemy formation. Asking Zell open the final door, instead of using Steam Pressure, pits the party against several fixed encounters against fairly strong enemies on the way to Ultima Weapon.
During the Festival of the Hunt, all encounters are fixed.
Several spots in Cleyra are fixed encounters, when heading down the trunk, as well as when saving the civilians in the city, if the player chooses the wrong path. Additionally, on the way up to Cleyra, the party can fight Sand Scorpions if they allow the character to sink in quicksand.
Fixed encounters are used in Memoria. When traveling through the linear dungeon, the player will enter in four different fights in fixed positions against each of the guardians of Terra. This is reminiscent of how the Four Fiends of the original Final Fantasy are fought at the end of the four final floors.
Final Fantasy X includes a number of fixed tutorial battles that at first glance appear to be normal random encounters, but will always be activated at the same spots. Several of these tutorials are triggered upon traveling the path to leave Besaid and provide explanations regarding various game mechanics, including Wakka's usefulness against flying enemies, Lulu's use of Black Magic, and Yuna's summoning of aeons. The first battle upon Auron's joining the party will demonstrate his ability to innately pierce enemy defenses with his weapons. Following Rikku's rejoining the party, she demonstrates her Mix Overdrive ability. When the party is stranded on Bikanel Island, Tidus will face a fixed encounter with a Zu, and will be joined by Auron and Lulu as the battle continues. Once the party reunites with Rikku, another fixed encounter will occur against two Mech Guard opponents, in which Rikku demonstrates her ability to instantly dismantle machina opponents using Steal.
Returning to the temple areas after acquiring the airship commonly triggers battles against the Dark Aeons in the International, PAL and HD Remaster versions. Dark Anima, meanwhile, is fought at the entrance of Mt. Gagazet. Dark Anima will appear after completing the Target minigame on the mountain caves again, available after viewing the campfire scene at start of the Zanarkand Ruins. Each failed attempt triggers a battle composed of all fiends found in the Mountain Cave in a strict order, starting with Bandersnatch's group, finishing with Behemoth, and then back to Bandersnatch.
Cocoon is described as having "scripted battles" as opposed to Gran Pulse's "random encounters". However, both worlds have their enemies present on the field map and making physical contact with them results in a battle.
This game only has fixed encounters, as the player fights each enemy sprite blocking the path in each dungeon. The player can choose to fight battlefield battles against enemies 10 times before they are cleared out, and they sometimes get a reward for it.
Throughout Ashura's Base, the player can encounter fixed encounter or random encounters inside, such as if the player walks into enemies, talks to them, or they walk into them. They'll engage into a battle with the enemies found in the area.
Each Murkrift contains a one-time fixed encounter battle when the player chooses to enter it.
Most enemies in the "secret areas" in some dungeons of Grymoire will initiate battle when approached or walking to a spot where they should appear. Likewise, certain bosses will also initiate battle in the same manner.
Approaching certain spots within Fen 2 of The Windswept Mire may cause a Flan to pop out and ambush the player, forcing them to fight it. This also occurs in the second area of EX Dungeon A, which is based on Fen 2. In either case, there are five ambush spots.
In Segment 3 of Big Bridge, touching the glowing blue enemy blockades created by the Mythril Giants initiates a battle with three Mythril Giants, which can be avoided with proper timing from the Jump Pads. The player is also forced to fight the Mythril Giants creating the blockades, as well as a lone one in Segment 4.
The Crystal Tower has fixed encounters with Kuza Beasts and Kuza Kits, all of which reward the player with a Clearcryst upon defeat. The player is forced to fight the Kuza Kit on the tower's Fifth Floor to proceed through the dungeon.
Fleeing from enemies encountered on the field makes them intangible for several seconds, indicated by flashing, allowing the player to move away from them without having to engage battle with them again.