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Random Encounters
Resonance of Fate

Random Encounters

A comprehensive guide to overcoming the Random Encounters in Resonance of Fate, detailing enemy strategies, item locations, and boss fight tactics.

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A comprehensive guide to overcoming the Random Encounters in Resonance of Fate, detailing enemy strategies, item locations, and boss fight tactics.

This section covers the Random Encounters in Resonance of Fate, detailing enemy compositions, strategies for each room, and boss fight mechanics.

Encounter 1:
Enemies: Leader: Fat Gangster MG Lv 9, Oily Gremlin Lv 4 x2, Fat Gangster Lv 8

Encounter 2:
Enemies: Leader: Oily Gremlin Lv 5, Oily Gremlin Lv 5 x2, Fat Gangster Lv 8

There is a bunker to shelter behind if you need it. The Gangsters will drop more of the coloured hexes as well as different shaped plain ones. Hero run with Zephyr and target the leader (assuming you're using him with the MG) and then finish off with the HG for a quick win. Things are not so simple inside the dungeon area.

Once inside, keep an eye on the circle around the active character, as this shows the direction of the next room with a helpful coloured arrow. You can run through some of these rooms without defeating all the enemies. Target the exit and hero run towards it firing as you go. However, this is not recommended as you might end up with a lost bezel and facing a harder group in the next room.

Room 1 - Turquoise
Enemies: Oily Gremlin Lv 4 x 3
There are no bunkers in this room, just the three Gremlins. One will be fairly close, so the best strategy is to stand still and let them come to you as you kill them one by one.

Room 2 - Pink
Enemies: Fat Gangster Lv 8 x3, Drum Carrier Lv 11
Gold Box: [HG HIGH BARREL x1]
There are two bunkers here: one shielding two of the gangsters, and another to the left close to the drum carrier. Prioritize the machine, attacking with a hero run with Zephyr and then either of the HG gunners. Your first two characters should land to the left of the left bunker. Then, you can run and jump the third over to the same location or perform a tri-attack to target the Gangster in the open. After that, with two enemies remaining, you can stay behind the safety of the bunker if you need to conserve bezels. Open the gold box before leaving the room.

If you want to leave the area and customize a gun, you can either walk out and fight the gremlins again, or use an Escape Hex. However, you'll likely only have one, which is a bit of a waste. Walking out offers a chance to earn more experience and items. Rest and save again at the Energy Station and head back inside.

Room 3 - Yellow
Enemies: Drum Carrier L 11 x1, Oily Gremlin Lv 4 x 2, Fat Gangster MG Lv 7
Bronze Box: [ENERGY HEX 4 Pink x3]
This room is slightly more complicated with more enemies. The exit is to your left at the top left corner of the room, and there is a sheltering bunker on that side. Start by running left to get behind the first bunker and target the closest Gangster. Kill that gangster with your HG, or run and jump (still heading left) to attack the Drum Carrier, which should have moved towards you. Killing it might take out the gangster with collateral damage. After that, you could perform a tri-attack or stand and shoot at the closest enemy, using the far left bunker for protection, until all enemies are killed.

Room 4 - Blue
Enemies: Dweller Lv 4 x3, Fat Gangster MG Lv 7 x3, Drum Carrier L 11 x1
Bronze Box x2: [ENERGY HEX 1 Orange x3] x2
Gold Box: [ESCAPE HEX]
This room is harder, as it's large with a platform in the center where the gangsters are standing. The Drum Carrier is usually targeted first, then the Gangsters, and finally the Dwellers, who are annoying because they are protected by a barrel that shields their body from damage. One suggestion is to inflict scratch damage on the Carrier and then fire with an HG to blow it up when other enemies get close to it. Hero jumps are intended to get you up to the platform, trying not to land next to a gangster. A tip is to go for the Drum Carrier while staying on the ground. The Dwellers will remain stationary, allowing you to approach the platform from the area of the gold box. If you gain Resonance Points while destroying the Carrier, use a tri-attack (on the ground) to run and jump around and target the closest gangster on the platform. Continue to run and jump, keeping to the right side of the platform, to attack. Set up another tri-attack using 2 RP to kill another gangster remaining on the ground. Then, go for the platform for the third gangster, being careful not to run out of bezels. From the relative shelter of the platform, stand still and attack the dwellers one by one. The bronze boxes appear if you manage all this with no game over.

Room 5 - BOSS
Enemies: Tar Man Lv 17, Drum Carrier Lv 11 x2
Reward: [BEZEL SHARD]

Tar Man - BOSS
Level: 17 | HP: 350 | Type: Large Organism
Body/Part: Main Body | Soft/Hard: 25% Hard | Weakness: None | Resistance: None
Drops: Junk Oil, Sterile Plating, Scrapped Eater TAR1

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