FF7 Mexicos Hardcore Mod - Midgar Escape @SegaChief
FF7 Mexicos Hardcore Mod - Midgar Escape  @SegaChief
Uploaded May 2014 | Updated September 2026, 2 weeks ago
This is a demo run of Mexico's Hardcore mod for FF7, ending at the Midgar Escape. Enemies and bosses have been toughened up and some spells have been changed from what I can tell. It's also all in French but I can work out what everything is. It's pretty tough too, so if you want to give it a shot then be prepared for a fight.

-Guard Scorpion- [0:00]

This guy has 2000HP and inflicts Sleep with his Search Scope. His tail attack also inflicts Poison which prevents Defend and slowly whittles our HP down. The danger of this fight is dwindling items as there's periods where we have to wait for Scorp to exit his counter-attack mode.

-Air Buster- [4:09]

Reminds me a lot of Gjoerulv's Air Buster, he hits harder and has a tonne of HP to counter the increased back-attack damage he takes. Things ease up slightly when Big Bomber is replaced with Energy Ball but we still need to be careful.

-Aps- [7:20]

Very grueling fight, his Tsunami heals him for an amount we struggle to counter (plus we need to heal up too) so weak physical attacks are the only way to go in order to avoid Tsunami being used. He has about 4000HP as well, so it takes a while. I panicked halfway through when he uses Tsunami out of the blue and swapped to spells, but reverted to attacks again to get the job done.

-Reno- [16:42]

This is where my lack of grinding/fighting starts to pinch. The Pyramids have 200HP and 255 Magic Defence so the best way to deal with them is a grenade and then a physical attack. Problem is, we're hitting for under 50 damage so we need two physical attacks to clear it out. Meanwhile, Reno is inflicting Paralysis which drains more of our turns and we're often getting hit by another Pyramid before we can deal with the first one. I bought as many Grenades as I could but even then it was a very close finish.

-Sample HO512- [21:31]

More flashbacks to Gjoerulv's mod, Sample's breath inflicts poison damage now so I went in with the Star Pendant equipped to Cloud (designated healer) and Poison + Elemental in Barret's armour (to half the damage).

Have to be careful here because the OPTs are using spells like Ice and can Silence characters (dangerous if it happens to Cloud).

-Gunners- [26:28]

Hundred Gunner hits hard but we can waylay that with some Defending and Healing. We want him out of his second phase ASAP as it's tough on Aeris with her low HP. The third phase is okay as we can Defend in time for the hit.

Heli-Gunner is slightly tricky with his Poison + Sleep combo but he usually wakes people up so it went fairly well. He confuses with his drill attacks now though, so need to be careful with our spells in case they backfire.

-Rufus- [33:26]

Quite a dangerous fight considering where it's placed, if we lose here we have to fight the Gunners again. The biggest danger is critical hits so we go full defensive and use Poison to do our damage for us. Even then, we have to be careful because a Bolt + Critical at the wrong time will kill us outright. I used Cross Slash to keep Dark Nation 'pinned' until Poison did in Rufus (who is now immune to Paralysis).

-Motorball- [35:46]

While a fairly moderate opponent, his Rolling Fire annihilates our team for 750 damage per person. The only way I can survive is to have a solo character with Fire + Elemental and Sadness carry on the fight alone. I chose Red because he's quick, has good magic, and decent Limit Breaks. Deadly Wheel only inflicts MP damage now so I revived one of the others after Sword Arms so they could help out with Grenades and spells before they get wiped by Rolling Fire again.
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FF7 Mexico's Hardcore Mod - Midgar Escape

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