Uploaded May 2016 | Updated September 2026, 2 weeks ago
Save your Elixirs for later.
Music:
-) FF14: World of Darkness (Calm)
\\Gi Kattan//
HP: 13,500 (3200 per Lantern)
After marking his arrival by pulling a spooky face, Gi Nattak the giant-ass ghost shaman typically gets felled by a quick Phoenix Down (or an Elixir if you want to make sure) which made the fight itself considerably less spooky.
So for NT, he's been armed with an immunity to Restorative and a range of nasty status-inducing attacks that can dole out Frog, Poison, Soft-Numb, Paralysis, and Death Sentence. The Lanterns also use Demi2 on your party, while healing themselves and the boss with Demi3.
Off the bat, Kattan will likely use Take Over to send a Lantern to 'occupy' one of your party members who will be hit with Paralysis, Death Sentence, some minor MP drain, and be the target of any subsequent Demi2 casts. Any Lantern on the field will cast Demi3 to heal the entire enemy group which makes rushing the boss down without dealing with the Lanterns first very difficult.
Kattan himself will attack with spells like Giasma which can inflict Poison and Frog, Heavy Dance which inflicts Slow, and Resin Spear for Slow-Numb. Disruption is the name of the game here, and the fight can quickly slip from the player's control at any given moment if they don't stay on top of things. Turns will also be punctuated with the use of Drain and Aspil, both %-based drains of the target's HP and MP respectively.
The key to a quick, clean fight is to focus your strong attacks (preferably Wind or Holy element) on the Lanterns to cut off Kattan's source of healing. Choco/Mog is a good choice of nuke, and can leave a Lantern with low enough HP to be finished off quickly. It's also a good idea to keep a decent stock of status-healing items on hand to deal with the nastier statuses like Frog.
Midway through the fight, Kattan will attempt to trip up the player with Reflect which can bounce spells right back at you. This also means that Demi3 casts from the Lanterns will be bounced back to you which, while preventing the boss from recovering his HP, can leave a character very vulnerable to being picked off by a follow-up from Kattan. Debarrier can remove this effect, making things a bit smoother.
And as a final curve-ball, Kattan will revive dead Lanterns which can snatch the fight away from you. They revive with only 1/4 of their MaxHP and it's best to quickly kill them again before they can cast Demi3 and start recovering.
Save your Elixirs for later.
Music:
-) FF14: World of Darkness (Calm)
\\Gi Kattan//
HP: 13,500 (3200 per Lantern)
After marking his arrival by pulling a spooky face, Gi Nattak the giant-ass ghost shaman typically gets felled by a quick Phoenix Down (or an Elixir if you want to make sure) which made the fight itself considerably less spooky.
So for NT, he's been armed with an immunity to Restorative and a range of nasty status-inducing attacks that can dole out Frog, Poison, Soft-Numb, Paralysis, and Death Sentence. The Lanterns also use Demi2 on your party, while healing themselves and the boss with Demi3.
Off the bat, Kattan will likely use Take Over to send a Lantern to 'occupy' one of your party members who will be hit with Paralysis, Death Sentence, some minor MP drain, and be the target of any subsequent Demi2 casts. Any Lantern on the field will cast Demi3 to heal the entire enemy group which makes rushing the boss down without dealing with the Lanterns first very difficult.
Kattan himself will attack with spells like Giasma which can inflict Poison and Frog, Heavy Dance which inflicts Slow, and Resin Spear for Slow-Numb. Disruption is the name of the game here, and the fight can quickly slip from the player's control at any given moment if they don't stay on top of things. Turns will also be punctuated with the use of Drain and Aspil, both %-based drains of the target's HP and MP respectively.
The key to a quick, clean fight is to focus your strong attacks (preferably Wind or Holy element) on the Lanterns to cut off Kattan's source of healing. Choco/Mog is a good choice of nuke, and can leave a Lantern with low enough HP to be finished off quickly. It's also a good idea to keep a decent stock of status-healing items on hand to deal with the nastier statuses like Frog.
Midway through the fight, Kattan will attempt to trip up the player with Reflect which can bounce spells right back at you. This also means that Demi3 casts from the Lanterns will be bounced back to you which, while preventing the boss from recovering his HP, can leave a character very vulnerable to being picked off by a follow-up from Kattan. Debarrier can remove this effect, making things a bit smoother.
And as a final curve-ball, Kattan will revive dead Lanterns which can snatch the fight away from you. They revive with only 1/4 of their MaxHP and it's best to quickly kill them again before they can cast Demi3 and start recovering.
![FF6 Brave New World (v1.6.0) - Act #3: WoR Bosses
This is Brave New World, a gameplay balance mod for FF6 by BTB and Synchysi, which you can find here: http://www.insanedifficulty.com/board/index.php?/topic/6055-brave-new-world-160-is-now-available/
[-Tentacles-] 0:09
A pretty tough introduction to the WoR, these Tentacles each have different elemental resistances and innate attributes such as Regen. Their biggest mechanic is that they can grab and hold characters for a while, which temporarily removes them.
[-Chesticle-] 6:16
Its Whelk, but hes found a treasure chest. Its the same deal as before, try and wear him down and avoid attacking the shell. Except I dont know when hes gonna do that.
[-Dullahan-] 11:15
A pretty serious opponent, this guy will open with Overcast which will render your dudes into Zombies if theyre KOd. Hell also buff up with Safe, Shell, and Haste while smacking you with tier 3 spells. I tried to use Runic to tank the magic but Celes got planked quite early by Absolute 0 and then Giga Volt.
[Tritoch] 16:24
Moar strong magic attacks, but Celes got proper use out of Runic this time. One of Tritochs abilities is Cold Dust which can inflict the rare Frozen status on a party member; this status can only be healed with Fire attacks, and cant be prevented easily.
[Phunbaba] 21:00
More of a warm-up to the fight proper, this first encounter with Phunbaba is fairly straightforward.
[Chadarnook] 21:46
An interesting fight where you must not attack Lakshmi when shes visible in the painting. Doing so results in an instant KO counter (hence why Gau is relegated to chemist rather than his auto-attack rages). Lakshmi will heal your party though...until she decides to start putting them to Sleep instead.
Chadarnook himself really packs a punch with very strong magical attacks, Condemn, and a powerful counter. Despite this, we were able to (just) hold on long enough for Cyan to lay down the hits.
[-Bonelord-] 26:46
A very dangerous opponent that can use X-Zone, an instant-death spell that can kill your party outright if youre unlucky. This spell can be Runicd, however, which simplified things...except this guy also hits like a truck, which is why Gaus RepoMan can be handy for its Vanish spell.
[-Tiamat-] 28:07
A very tough fight for the powerful multi-target spells it can dish out that ignore defence. Meteo and Flare are thrown around quite commonly here, and are also used as counter-attacks.I went with Mog as the only attacker, while the rest managed healing.
When Tiamat dies it gets right back up again as Tiamat Z, and is even more dangerous than before. The trick here is to carefully monitor your attacks otherwise you might end up getting a double Meteo to the face.
[Phunbaba-] 36:07
Packing more firepower this time around, Phunbaba has upgraded his magical attacks but can be planked fairly quickly with Stragos Raze lore as he is weak to Fire damage. When he uses Hurricane, hell remove two random party members and the remaining two will need to tackle Phunbabas 2nd phase with a Morphed Terra.
This phase is very dangerous as Blowfish is getting tossed about and everyone has less than 1000HP. Terra herself is stuck on healing while Strago tries to land those almighty Razes. This is also a time when Refract seemed to come in handy for its evasion = reflect effect.
[Zone Eater] 39:28
We gotta go get Gogo! And that means getting to yonder underground cave! But we cant get there without some help, so in steps a friendly Zone Eater to carry us down there. This guy likes his AOE Earth attacks, which can be handled easily with Float. But we dont do easy around here.
[Yeti] 44:00
WE GOTTA GET UMARO. That means fighting him after we nab his Terrato Magicite. He can be quite dangerous, with vicious physical hits and a nasty ice attack that can sweep you. Blink helps here, as does any ice protection for a (relatively) easy fight.
[Tonberry] 48:40
:v
[Hidon] 50:21
A real slobberknocker, he has four Hidonites with him that all like to cast Condemned and use status-ailment claw attacks that can hit you with Petrify and others. Hidon himself will tend toward using Quasar, a strong non-elemental magic attack that ignores defence; sound familiar? After the Hidonites are killed once, hell swap Quasar for...a STRONGER non-elemental spell that ignores defence. Joy.
[Dream Stooges] 1:00:29
These three guys use a combo attack called Delta Hit which...doesnt hit very hard. And when one dies, theyre pretty much doomed as slapstick shenanigans inevitably break out Nyuk nyuk nyuk
[Wrexsoul] 1:05:48
Like the namesake of his possession attack, this guy will possess one of your characters and by that I mean hell hide in them until theyre KOd. Youve got two choices; either kill each character in turn until he reveals himself or kill the two Soul Fires he appears with. Imma kill the Soul Fires.
Thats all the character-related stuff done for WoR; time to get them there Dragons :I FF6 Brave New World (v1.6.0) - Act #3: WoR Bosses](https://i.ytimg.com/vi/n0NNZ2wgA18/mqdefault.jpg)




![FF7 New Threat Mod v1.4 - Palmer
Safer Palmer has decreed that you shall give him some tea.
Palmer//
HP: 20,000
Swapping up his elemental attacks, Palmer has borrowed a few unusual spells from some old man to try and ruin your day. Merton hits everything on the field and lowers Defence stats by 25% (including for Palmer ¯_(ツ)_/¯ ), Condemned has no chance of inflicting Condemned, Aqua Rake is likely misspelled but Ill leave that up to your Judgement, Incite is a sexy move, Blowfish breaches Cactuars trademarking rights, Step Mine deals damage by checking for a value that isnt there, Forcefield makes the battle much more tedious than it needed to be, Stone doesnt get used because of an AI problem, L3 Muddle is actually quite dangerous, and [REDACTED] only gets used when [REDACTED]
Hes pretty fast and evasive for a CEO, but you can pin him down with Stop/Paralysis or wreck him fast with Poison (Palmer is too manly to use poison mitigation like 99% of the other bosses). If youre stuck for buff-removing options, then non-elemental attacks will get through Palmers very temporary Forcefield; Matra Magic being a (poor) example. FF7 New Threat Mod v1.4 - Palmer](https://i.ytimg.com/vi/pdzD3glZ7Bg/mqdefault.jpg)
![FF7 Nightmare Mod (v1.02) - Air Buster
I am too Noob to do it properly D:
-Strategy-
[Note: This battle was re-done after escaping Midgar. Next video is from the first run]
Air Buster hits pretty hard, for around 500 damage each time (220 for Rear Gun) and he counter-attacks to boot. The idea here is to strike his back with limits (dealing about 1800 damage each time) but I struggled to deal with the extra damage so instead I went with a safe strategy of throwing Grenades to avoid the counter-attacks.
First, I defend to wait out Big Bomber (which is slightly stronger than Energy Ball). When thats out of ammo, I start up with the Grenades. Not efficient, and it went worse than the first run, but we made it. FF7 Nightmare Mod (v1.02) - Air Buster](https://i.ytimg.com/vi/pjqoXpfmzFo/mqdefault.jpg)



