Uploaded October 2015 | Updated September 2026, 2 weeks ago
I'm neck-deep into developing what'll likely be NT's biggest update so far and I've not really settled on what the next challenge run is going to be. In the meantime, and to encourage myself to optimise these NT bosses as much as possible, I'll be doing a series of vids showcasing them and their capabilities.
Oh, and got a Twitter account now. The plan was to just have updates/patch notes up on there but I'm not really sure what to use it for: twitter.com/SegaChief?lang=en-gb
\\X-ATM Scorpion//
HP: 1800HP
X-ATM Scorpion has very similar AI to his original counter-part; he will 'scope' a target and then attack that target with either Rifle or Tail on his next turn. After two sets of this, he'll raise his tail and counter-attack with a Laser if struck during this stance. After a while, he'll lower the tail and repeat his AI.
This Scorp has had a bit of an upgrade. To start, Magentic Scope will change the Row of it's target, swapping them from the front to the back row or vise versa. The follow-up attacks are also stronger, with W-Rifle packing a harder punch and Venom Tail capable of inflicting Poison, which disrupts Defending if left untreated.
A simple tactic here is to have the Scoped character Defend in order to reduce the damage down by half, but later into the fight he'll mix in a new attack called Shock which is magic-based. It can also inflict Paralysis, which can be very dangerous if you have a command queued and he raises his tail...
During the fight, you may have noticed that Barret gains 'stacks' when he's hit by X-ATM's physical attacks. These are part of a new Innate Ability system which gives each character a new trait to help them in fights. For Barret, his Innate is gaining a stat-boosting 'stack' (up to five) of either Strength or Defence & Magic Defence. If he's in the front row it's a Strength stack, and for the Back row it's a Defensive stack. He can't carry both types of stacks though, so gaining one type will cancel out stacks gathered for the other type.
You'll also notice that the timer has started counting down during the fight, instead of afterwards. Just a little something to spice proceedings up :3 Once Scorp is down, you should have plenty of time to vacate the Reactor.
Wait, it's following you...?
I'm neck-deep into developing what'll likely be NT's biggest update so far and I've not really settled on what the next challenge run is going to be. In the meantime, and to encourage myself to optimise these NT bosses as much as possible, I'll be doing a series of vids showcasing them and their capabilities.
Oh, and got a Twitter account now. The plan was to just have updates/patch notes up on there but I'm not really sure what to use it for: twitter.com/SegaChief?lang=en-gb
\\X-ATM Scorpion//
HP: 1800HP
X-ATM Scorpion has very similar AI to his original counter-part; he will 'scope' a target and then attack that target with either Rifle or Tail on his next turn. After two sets of this, he'll raise his tail and counter-attack with a Laser if struck during this stance. After a while, he'll lower the tail and repeat his AI.
This Scorp has had a bit of an upgrade. To start, Magentic Scope will change the Row of it's target, swapping them from the front to the back row or vise versa. The follow-up attacks are also stronger, with W-Rifle packing a harder punch and Venom Tail capable of inflicting Poison, which disrupts Defending if left untreated.
A simple tactic here is to have the Scoped character Defend in order to reduce the damage down by half, but later into the fight he'll mix in a new attack called Shock which is magic-based. It can also inflict Paralysis, which can be very dangerous if you have a command queued and he raises his tail...
During the fight, you may have noticed that Barret gains 'stacks' when he's hit by X-ATM's physical attacks. These are part of a new Innate Ability system which gives each character a new trait to help them in fights. For Barret, his Innate is gaining a stat-boosting 'stack' (up to five) of either Strength or Defence & Magic Defence. If he's in the front row it's a Strength stack, and for the Back row it's a Defensive stack. He can't carry both types of stacks though, so gaining one type will cancel out stacks gathered for the other type.
You'll also notice that the timer has started counting down during the fight, instead of afterwards. Just a little something to spice proceedings up :3 Once Scorp is down, you should have plenty of time to vacate the Reactor.
Wait, it's following you...?





![FF6 Brave New World (v1.6.0) - Act #1 Bosses
Planning to blitz through this excellent mod put together by BTB and Synchysi, which can be found here: http://www.insanedifficulty.com/board/index.php?/topic/6055-brave-new-world-160-is-now-available/
Brave New World is a comprehensive balance mod for FF6, which takes a lot of the old, broken mechanics and turns it all into a slick and polished fighting machine with a dedicated following, tonnes of depth, and other small adjustments.
One thing to remember is that its not a difficulty mod, which would aim to make the game as ball-breakingly hard as possible. Instead, its about making the game fun and rewarding to play which its definitely succeeded at so far. You should definitely give it a whirrrrrllllll-
Enough of that, we gotta bust some heads.
[-Whelk-] 0:09
This fucker caused my two only wipes in this run so far. If youre used to FF6, youll maybe be used to Whelk giving off a big ol GRUUUUU before he retreats into his shell. Not so here, he does it right after landing an attack which can leave you with attacks ready to go which will hit the shell and get your ass fried.
The trick is to just have one round of attacks, using Tek Missile from TERRAs Magitek Armor. Then you can finish him off with another salvo when he comes back. This guy is basically Guard Scorpions mentor when you think about it :I
[-Marshal-] 1:18
Quick miniboss. Steal from him, wreck his face...when Stop wears off :I
[-Tek Armor-] 1:58
These two have decent defence, but easily dealt with. They only attack physically if youre at a low level, which is very handy as Tek Laser would have caused us some serious pain. A lot of enemies have AI that checks player level like this.
[-Vargas-] 3:09
A threatening fight, the bears can be dispatched quickly at which point Vargas will begin attacking intermittently with Wind Slash. This is used every few turns, and hits the entire party. Vargas, along with all human enemies, is weak to Poison which I figure out toward the end of the fight.
[-Ultros-] 6:08
A complicated fight, hell counter magic with Ink and smack certain characters with a tentacle attack of varying power. One thing to note is that if Banon is KOd, then the game is over- RIDIN THE LINE WITH FRONT-ROW BANON, PROC DAT BOLT2, #thuglyfe
[-Leader-] 9:00
With our party split up, its time to clear three scenarios. There were no boss encounters in the Terra scenario so were moving directly to the lengthy Sabin one. Cyan opens it up with a quick Bushido tutorial. Which I fail. I. M. Dummy.
[-Telstar-] 9:29
A monster in a box, this guy drops a great bit of kit when killed but hes deadly. Hell summon four soldiers when none are present on the field so the trick is to kill three and leave the last one alive. This makes Sabins Blitz tricky to use on Telstar, though. We also have to deal with powerful attacks like Megavolt, which can inflict Seizure (a pseudo-poison status that drains out your HP) and Shockwave. Its best to get the fight over with ASAP.
[-Ziegfried-] 10:31
Hmm.
[-Phantom-] 11:45
Another monster in a box, he mostly used gravity-based magic. We got the kill before he could capitalise on whatever this was building up to, though. Black Belt, get!
[-Soul Train-] 12:46
Another tough fight, we lost Sabin early after he was berserked so no Suplexing here. Shadow and Cyan were then left to whittle down the train, while avoiding Evil Toots and getting run over. Fortunately, Id had the presence of mind to guess that the Ghost Rings being sold by the ghostly vendors might be handy for something in this segment; turns out they drain Acid Rain.
[-Rizopas-] 15:52
A quick fight, he got himself smacked about pretty fierce thanks to a Muddle from Suplex and our massive offence. Its massive. I also gibbed his MP using Mindblow, which left him unable to use spells. Presumably.
[-Hell Angel-] 18:16
Called TunnelArmr in the original, this idiot tries to use Magic but it gets soaked up by Celes Runic. Hes sort of a tutorial for Runic itself, showing you how this is a great way to defend against magic-orientated enemies. Locke meanwhile kicked its ass while both dodged and parried most of his attacks like goddamn pros.
[-Kefka-] 20:18
The tutorial ends here! Rather than fight all the enemy formations as part of this assault section, I instead geared up a party of four and cut through a route to reach Kefka quickly. I went with Terra over Celes for her Poison + Slow, while Gau was brought to use his Wild Rat Rage which is exclusively Poison + Bio with inherent Haste as a bonus.
But the biggest edge in this fight is Mindblow; one of those leaves Kefka with bugger all MP and his physical hits arent as dangerous as his magical ones. I kept Terra on healing while Locke tried, fruitlessly, to steal Kefkas thing before Gau killed him. He failed, so I restarted and got it on the first try the next time and it...uh- FF6 Brave New World (v1.6.0) - Act #1 Bosses](https://i.ytimg.com/vi/jIt4bqw3MBw/mqdefault.jpg)




