FF7 New Threat Mod: Gameplay Demo (v1.0.2) @SegaChief
FF7 New Threat Mod: Gameplay Demo (v1.0.2)  @SegaChief
Uploaded January 2014 | Updated September 2026, 2 weeks ago
UPDATE: The latest version of this mod, v1.3, has been released that fixed a lot of bugs, re-balances the difficulty, and adds some extra stuff on top of the other extra stuff (which was tweaked). A lot of the stuff you see here is out of date now.

Hello, there! This video shows a sample playthrough going through the first area of the game, taking on the regular enemies and bosses along the way (v1.0.2).

If you're stuck on a boss or are interested in seeing some of the later fights in the New Threat Mod (WARNING: Spoilers!), then check out Raging Flare's play-through here: youtu.be/XQla4bGq1ks

I've also got a vid fighting Motor Ball's replacement: youtu.be/Cqu73UThQb4

For a video guide on installing this mod and for the download links then check out this video: youtu.be/VsJnt1eRw7g

Or visit the Qhimm Forum page for the download links or to leave feedback/bug-reports: forums.qhimm.com/index.php?topic=14938.0

-Strategy-

From the very first fight, it should become apparent that physical attacks alone won't do the trick in getting through the Reactor. Items like Potions and spells will have to be used in order to safely traverse this first area of the game. It is now very risky to use the Front Row, and with Materia like Long-Range (made available when Tifa joins the party), long-range weapons, and magic it tends to be in the player's interest to keep their team in the back-row at all times.

Most enemies we encounter can be killed in one or two spells. Grunts (the blue enemies that use Beam Gun) are weak to Ice while many of the mechanical enemies such as 1st Ray and Sweeper are weak to Bolt. All these enemies have a guaranteed drop for a potion along with a chance to drop an item they specifically hold; Guard Hounds carry Phoenix Downs, MPs carry Grenades, Mono-Drives carry Ethers, 1st Rays carry Antidotes (which now heal the status Dual as well as Poison), and Grunts carry Eye Drops. Sweepers carry Hi-Potions. In addition to this, Cloud is now equipped with Fire and Cure Materia (on top of the Ice and Bolt) and the player starts with an extended inventory of extra items to help them survive.

Most enemies also give double EXP and AP to speed the game up and to reflect the increased difficulty. Bosses and particularly tough enemies may even give triple EXP and AP (with the exception of X-ATM Scorpion who gives 0 EXP and AP). Because of this, it's possible to play through the mod without excessive grinding or farming but this can be undertaken much faster if a player needs an edge against a particular boss or who likes to be prepared when they go off to face the unknown.

What's required to succeed in the New Threat mod is experience with the game, thorough knowledge of the battle mechanics, flexibility in thinking for new strategies, and a bit of the ol' RPG persistence to dust yourself off and keep trying if things don't work out the first time.
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FF7 New Threat Mod: Gameplay Demo (v1.0.2)

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