FF7 New Threat Mod v1.4 - Gongaga Turks @SegaChief
FF7 New Threat Mod v1.4 - Gongaga Turks  @SegaChief
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.
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FF7 New Threat Mod v1.4 - Gongaga Turks

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