Uploaded January 2016 | Updated September 2026, 2 weeks ago
That is a Wesker quote, yes.
\\Gongaga Turks//
Reno: 4900HP
Rude: 5100HP
The Turks return in Gongaga for a rematch, and this time you're tackling the dynamic duo Reno and Rude. At the start of the fight, Reno finally makes good on Rude's threat from the Mythril Mines to use a new weapon and opens with Turk Wire; an attack that targets your party member with the highest HP and disables them for the entire fight. This makes it a 2v2 match :o
As before, they're weak to Poison but Reno will heal off the Poison status using Turk Esuna so it's better to use Poison + Elemental in a weapon rather than the spell itself. Rude is very similar to his Mythril Mines appearance, with a 'pause' AI chucking out elemental spells, strong punches, and Berserking himself or his allies when he/they reach a certain HP threshold.
Reno's repertoire is a lot more straightforward. He'll choose between a standard physical attack or Electroprod, which can inflict Slow instead of Paralysis for this battle only (a disabled party member in this 2v2 set-up was too disruptive). He'll also use Turk Light on his next turn if hit with Bolt, Bolt2, or Bolt3, inflicting Silence; this'll likely be changed to encompass Magic or Summons in general.
For status ailments, Reno can be Stopped and Paralysed but not Confused or put to Sleep. Rude is the opposite, resisting Paralysis and Stop but being susceptible to Sleep and Confusion so feel free to wreck havoc. For elements, Reno is resistant to Lightning while Rude resists Fire so having something 'neutral' like Quake or Matra Magic here can be a big help.
And as ever, having Tifa there will make Rude focus on the other party member instead so you can likely use that to your advantage if pairing Tifa with someone set up to take physical hits. Also, when one is KO'd, the other does NOT flee as in the original. Both need to be defeated for the battle to end.
\\Update on v1.4: Missed Release Estimate//
So Christmas hit pretty hard time-wise and even now things haven't really quietened down on the work-front (people have holidays coming up, which means covering shifts :I). I originally estimated mid-January, but I'm not sure where to put a new estimate; I'll see where things are by the end of next week.
Sorry for the lack of videos; I've been focusing a lot on scripting trying to get everything together in time. I've locked in a fair few bosses past this one though, so expect a slew of vids soon. I'll also be making some vids showing new field scripts now that they've been completed.
That is a Wesker quote, yes.
\\Gongaga Turks//
Reno: 4900HP
Rude: 5100HP
The Turks return in Gongaga for a rematch, and this time you're tackling the dynamic duo Reno and Rude. At the start of the fight, Reno finally makes good on Rude's threat from the Mythril Mines to use a new weapon and opens with Turk Wire; an attack that targets your party member with the highest HP and disables them for the entire fight. This makes it a 2v2 match :o
As before, they're weak to Poison but Reno will heal off the Poison status using Turk Esuna so it's better to use Poison + Elemental in a weapon rather than the spell itself. Rude is very similar to his Mythril Mines appearance, with a 'pause' AI chucking out elemental spells, strong punches, and Berserking himself or his allies when he/they reach a certain HP threshold.
Reno's repertoire is a lot more straightforward. He'll choose between a standard physical attack or Electroprod, which can inflict Slow instead of Paralysis for this battle only (a disabled party member in this 2v2 set-up was too disruptive). He'll also use Turk Light on his next turn if hit with Bolt, Bolt2, or Bolt3, inflicting Silence; this'll likely be changed to encompass Magic or Summons in general.
For status ailments, Reno can be Stopped and Paralysed but not Confused or put to Sleep. Rude is the opposite, resisting Paralysis and Stop but being susceptible to Sleep and Confusion so feel free to wreck havoc. For elements, Reno is resistant to Lightning while Rude resists Fire so having something 'neutral' like Quake or Matra Magic here can be a big help.
And as ever, having Tifa there will make Rude focus on the other party member instead so you can likely use that to your advantage if pairing Tifa with someone set up to take physical hits. Also, when one is KO'd, the other does NOT flee as in the original. Both need to be defeated for the battle to end.
\\Update on v1.4: Missed Release Estimate//
So Christmas hit pretty hard time-wise and even now things haven't really quietened down on the work-front (people have holidays coming up, which means covering shifts :I). I originally estimated mid-January, but I'm not sure where to put a new estimate; I'll see where things are by the end of next week.
Sorry for the lack of videos; I've been focusing a lot on scripting trying to get everything together in time. I've locked in a fair few bosses past this one though, so expect a slew of vids soon. I'll also be making some vids showing new field scripts now that they've been completed.








![FF7 Mexicos Hardcore Mod - Final Rampage
The end is in sight so we gotta put that hammer down, and give it hell.
-Diamond Weapon- [0:00]
Similar to Reno, Diamonds Fire attack will strip your party of buffs so we need to reapply after each shot. With this fight, we can avoid Diamond Flash altogether by attacking with magic only and fortunately hes still vulnerable to Bolt which makes this viable.
-Ultimate Weapon- [4:15]
Decided to take this opportunity to show KOTR and how weak it is in this mod (this is the only time its used because physical attacks are king here considering the Magic Defence of enemies/bosses).
-Midgar Turks- [5:26]
Was expecting a nightmare after the Gelnika fight but Reno favours his physical attack over Neo-Turk Light and Elenas multi-target shrapnel is fire elemental so we can remove that out of the equation entirely with some fire-resistance. Maybe used a bit too much Bahamut-
-Proud Clod- [11:09]
He packs a punch as you might expect, and each of his attacks inflicts a status ailment. We can cover most with Ribbon, except for that pesky Stop (forgot about Contain + Added Effect for this fight).
-Hojo- [14:10]
We have to watch out for Pile Banger being used twice in the second phase, and for Gas which inflicts Instant Death to the party. The final phase is a real pain due to Lifeforms high evasion and the Death Sentence his Combo can inflict. I had the ol Cover + Counter Attack set-up in place but it still took a while to bring him down and things got hairy when Death Sentence kicked in.
-Special Battle- [21:52]
Relatively straight-forward but the handicaps can cripple you if youre not careful. I lost Command Materia halfway through which left me with no Barriers bar a single dose of Light + Lunar Curtain for Proud Clod. So I used Defend instead and relied on counter attacks to keep myself safe from stray critical hits and looses Omnislash when it was available. Longish fight, but no worries.
-Pagoda- [30:11]
I reloaded an older save for this, because I clean forgot to do it. Our low level Yuffie can Poison each of the four Pagoda bosses (but not Godo) so we open with that and then carefully pick our way through the fights.
Godo himself can be simplified immensely by defending against Poison, Demi, and the status ailments he can cause. Beast Sword is crippled by Sadness and Barrier so we can attack safely and run this sidequest in. Yay for Yuffers.
-Emerald Weapon- [42:15]
Hes still not immune to Gravity which is great news for us! I stuck Gravity with Quadra on Cid, gave him W-Magic, and the other two Mime Materia, and let the fireworks fly. Emmers attacks are sorta dangerous but his Stamp is negligible so its just Shoot to watch for. The goal was to kill him before he reached his Lasers + Aire Tam Storm phase.
-Ruby Weapon- [46:47]
His defence is sky-high, but Tifa can sort of make a dent using her Premium Heart so long as her Limit gauge is full. Set her up with five counter attack Materia and a Magic Counter + Full Cure to counter the %-based tentacle attacks and Ruby Ray (which ignores defence). To survive Ray, we need MBarrier up at all times so I keep an eye on Barriers and replenish MP if it falls below 300.
-Jenova Synthesis- [53:07]
This bugger has some viciously strong attacks so Dragon Force is the way to go if were to survive them. With that in place, we can smash into SYN with 4x Cut (magic is fairly useless against this kind of magic defence) until she goes down.
-Bizarro Sephiroth- [55:03]
Due to some AI-editing on Jenova Synthesis, this is always a three-party fight and Bizzaro Enegy gives him and his parts Regen, Haste, Shield, Barrier, and maybe some others. But this matters not, because we brought Dispel and Resist. Applying these prevents the application of these buffs and leaves him with just a 4000HP heal, which we can easily burn through with the Safer team and put Bizarro down.
-Safer Sephiroth- [56:30]
He opens with Adrenaline which gives him similar buffs to the ones enjoyed (briefly) by Bizarro. We can deal with this the same way by applying Dispel and then Resist. The biggest threat of this fight seems to come from Pale Horse, which inflicts some nasty statuses that I couldnt heal; its maybe either Resist or the Status Defence Ignore flag. In any case, I had to take care of Safer ASAP before I saw Pale Horse again. Fortunately, we were throwing out counters and 4x-Cuts like they were on sale so he was dead by the end of the first cycle.
And that concludes the (speedy) playthrough of Mexicos Hardcore Mod which is still undergoing revisions and changes based on feedback. If you want to get in touch with the mod author to give it a go, then leave a comment and Ill put you in touch with the guy.
But anyways, I gotta get back to those other FF7 challenges. And challenges for other games! And theres a speedrun to plan! And proms tomorrow! D: FF7 Mexicos Hardcore Mod - Final Rampage](https://i.ytimg.com/vi/e3G-3-GsEvE/mqdefault.jpg)

