Uploaded November 2015 | Updated September 2026, 2 weeks ago
A small sample of what's to come.
\\Sample G0624//
HP: 1500 (OPTs: 530)
A remix on the original set-up, G0 will open the battle with 'Genelink' which will greatly boost his defence and connect it to the blue OPTs accompanying him. He'll then use Cloying Breath on his opening turn, which can inflict a nasty combo of Silence and Darkness; both statuses can be healed off using the improved 'Echo Drops' item that merges the Echo Screen + Eye Drops items into one.
But joining the party for this one is Red XIII, who is an all-rounder like Cloud with an edge in his Dex stat instead of defence. His innate is more passive; over the course of a battle his Attack and Magic will slowly rise to a new cap of +50 for both, making him a good choice for longer battles. He also joins with a second Elemental Materia, Gravity, Earth, Destruct, and the only Enemy Skill Materia that can be found in NT.
Back to the fight, the player's goal is to reduce G0's huge defence by killing off the OPTs; when he uses Reanimagic to revive them, his Defensive stats are halved which makes him easier to damage. The OPTs also revive with only 1/4 of their MaxHP, making them easier to kill a second time.
For attacks, G0 has a second breath attack that inflicts magical poison-aspected damage to the party with a chance of inflicting the Poison status, and a single-target fire-based magic attack that he'll use whenever his turn comes around while an OPT is dead. He will only use Reanimagic to revive them when he has been attacked by the player.
The OPTs have a few new tricks up their sleeves as well. They can use two Enemy Skills; Matra Magic and Laser. The latter has been changed to make it different to Demi2, and will now inflict Gravity damage equal to 1/3 of the target's MaxHP, rather than their CurrentHP. Red XIII can learn both of these Skills and turn them on the enemy, particularly Matra Magic which will decimate the OPTs while damaging G0624.
For elemental weaknesses, G0 only takes double damage from the Holy element which ordinarily wouldn't be available to the player at this point. But in NT there is a way to attach this element to your party's attacks by this point in the game...
A small sample of what's to come.
\\Sample G0624//
HP: 1500 (OPTs: 530)
A remix on the original set-up, G0 will open the battle with 'Genelink' which will greatly boost his defence and connect it to the blue OPTs accompanying him. He'll then use Cloying Breath on his opening turn, which can inflict a nasty combo of Silence and Darkness; both statuses can be healed off using the improved 'Echo Drops' item that merges the Echo Screen + Eye Drops items into one.
But joining the party for this one is Red XIII, who is an all-rounder like Cloud with an edge in his Dex stat instead of defence. His innate is more passive; over the course of a battle his Attack and Magic will slowly rise to a new cap of +50 for both, making him a good choice for longer battles. He also joins with a second Elemental Materia, Gravity, Earth, Destruct, and the only Enemy Skill Materia that can be found in NT.
Back to the fight, the player's goal is to reduce G0's huge defence by killing off the OPTs; when he uses Reanimagic to revive them, his Defensive stats are halved which makes him easier to damage. The OPTs also revive with only 1/4 of their MaxHP, making them easier to kill a second time.
For attacks, G0 has a second breath attack that inflicts magical poison-aspected damage to the party with a chance of inflicting the Poison status, and a single-target fire-based magic attack that he'll use whenever his turn comes around while an OPT is dead. He will only use Reanimagic to revive them when he has been attacked by the player.
The OPTs have a few new tricks up their sleeves as well. They can use two Enemy Skills; Matra Magic and Laser. The latter has been changed to make it different to Demi2, and will now inflict Gravity damage equal to 1/3 of the target's MaxHP, rather than their CurrentHP. Red XIII can learn both of these Skills and turn them on the enemy, particularly Matra Magic which will decimate the OPTs while damaging G0624.
For elemental weaknesses, G0 only takes double damage from the Holy element which ordinarily wouldn't be available to the player at this point. But in NT there is a way to attach this element to your party's attacks by this point in the game...

![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)







![FF7 Mexicos Hardcore Mod - Midgar Escape
This is a demo run of Mexicos 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. Its also all in French but I can work out what everything is. Its 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 theres periods where we have to wait for Scorp to exit his counter-attack mode.
-Air Buster- [4:09]
Reminds me a lot of Gjoerulvs 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, were 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 were 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 Gjoerulvs mod, Samples breath inflicts poison damage now so I went in with the Star Pendant equipped to Cloud (designated healer) and Poison + Elemental in Barrets 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 its 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 its 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 hes 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. FF7 Mexicos Hardcore Mod - Midgar Escape](https://i.ytimg.com/vi/s1_2_tpXseQ/mqdefault.jpg)