Uploaded December 2013 | Updated September 2026, 2 weeks ago
Dr. Zaze, like it's real life counterpart, likes to smash and burn things (but wears a Spyro onesie while doing it IRL).
-Strategy-
Challenge Conditions
-) No Levelling: Includes GFs
-) No STR Junction
-) No Limit Breaks
-) No Hero/Holy War
-) No Chocobo World
-) No Card/Card-Mod
So we have some unavoidable fights with G-Soldiers on our way to the Communications Tower. Fortunately, we have temporary party member Seifer to meet that EXP head on, which he does with great gusto and el pavour. We're able to net some extra AP for our GFs (bonus AP as far as my big ol' plan-sheet is concerned) and avoid leveling anyone or anything. So that's nice. Anacondaur is also weak to Ice, as Scan reveals.
Next, we move onto Biggs & Wedge. Wedge will appear later, but for some Elixirs we gun for Biggs and when either's HP is depleted Elvoret intervenes and the boss fight proper gets underway.
Storm breath is the most dangerous move here as it hits everyone for 100 or so damage. Other than that, we have a leisurely time drawing Siren and some Double that'll come in handy for later fights. I'm avoiding excessive Draw during recorded fights so I only grabbed about 20 or so collectively across the team; should be enough considering how few fights we'll actually be involved in.
So with Double casted, we move onto damage. At initial levels, Selphie has the best magic stat of these three SeeD cadets while Squall has a nice physical-damage potential thanks to guaranteed criticals and 255% accuracy. But really, Double-magic was the way to go and Elvoret was toast in no time. Warm, buttery toast.
Dr. Zaze, like it's real life counterpart, likes to smash and burn things (but wears a Spyro onesie while doing it IRL).
-Strategy-
Challenge Conditions
-) No Levelling: Includes GFs
-) No STR Junction
-) No Limit Breaks
-) No Hero/Holy War
-) No Chocobo World
-) No Card/Card-Mod
So we have some unavoidable fights with G-Soldiers on our way to the Communications Tower. Fortunately, we have temporary party member Seifer to meet that EXP head on, which he does with great gusto and el pavour. We're able to net some extra AP for our GFs (bonus AP as far as my big ol' plan-sheet is concerned) and avoid leveling anyone or anything. So that's nice. Anacondaur is also weak to Ice, as Scan reveals.
Next, we move onto Biggs & Wedge. Wedge will appear later, but for some Elixirs we gun for Biggs and when either's HP is depleted Elvoret intervenes and the boss fight proper gets underway.
Storm breath is the most dangerous move here as it hits everyone for 100 or so damage. Other than that, we have a leisurely time drawing Siren and some Double that'll come in handy for later fights. I'm avoiding excessive Draw during recorded fights so I only grabbed about 20 or so collectively across the team; should be enough considering how few fights we'll actually be involved in.
So with Double casted, we move onto damage. At initial levels, Selphie has the best magic stat of these three SeeD cadets while Squall has a nice physical-damage potential thanks to guaranteed criticals and 255% accuracy. But really, Double-magic was the way to go and Elvoret was toast in no time. Warm, buttery toast.

![FF7 Nightmare Mod (v1.02) - Guard Scorpion + Reactor Escape
So this is the Nightmare 7 Mod, put together by TenkoKuugen and often found on Bootleg installs (though here we did it manually). The main thing here is that its quite different from the regular game with custom events and a different dynamic for battles created by the extensive changes.
The mod uses resources from other mods, such as Cloudiars OVA Remake, UltimaEspios Aeris Revival, the Menu Overhaul, and Gjoerulvs Hardcore mod. Were going to escape Midgar and see whats what. Im not a fan of the menu overhaul, it causes lag on my entry-level PC and I dont like the RPG-Maker style layout itself but hey-ho; gotta get into the spirit of the thing :I
...though I didnt make it any better by not fixing those borders. I think I played it on the wrong resolution.
-Strategy-
[Note: This battle and the fight with Air Buster were re-recorded after clearing Motorball as I only decided to start recording fights at Aps. Footage of the first run is from Aps onwards.]
First off, Scorps Search Scope inflicts Paralysis (like the Hardcore mod) so its best for his target to use Defend to soften the damage. We have a lot of HP to burn through, so its important to make our own HP last as long as we can. Theres not much else to handle, except that Tail Laser reduces HP to 1 and inflicts Berserk + Confuse so thatll be an instant wipe if it lands.
As you can see, Barret has a lot of HP for this level (so does Cloud but not nearly as much). Stats have been altered for this mod quite drastically so these differences will become more and more pronounced as we go.
The bigger change is found leaving the Reactor. Weve got to mash the confirm button to escape the guards...so we can fight the guards all at once. This is actually helpful as our multi-target items are more efficient (though its maybe riskier with all the potential damage flying in).
But what are these mysterious items were picking up? Well, I guess all will be revealed at some point. FF7 Nightmare Mod (v1.02) - Guard Scorpion + Reactor Escape](https://i.ytimg.com/vi/tDb72R6PpAU/mqdefault.jpg)







![FF7 NT Mod v1.3: Jenova-VECTOR
This is a quick technical demonstration of the Jenova Vector fight, mostly to show how to handle all the mechanics and some strategies that use what youll probably have in your inventory (basic healing items + unmissable Materia). It was recorded to give people a hand if they get stuck here.
[-Jenova Vector-]
HP: 9250
Weak to Earth & Holy, Resistant to Wind, Immune to Gravity
Can be Slowed
[-Vector Nodes-]
HP: 1300 each
Weak to Gravity & Wind, Immune to Earth
All status ailments except Stop & Paralysis can be inflicted
Like the original boss, her AI is phase-based and shell have four rounds of attacks after which she has a long cooldown phase.
Phase 1: Red Ray
Physical attack, single-target, that drain damage as HP; Back-row, Barrier, and the Defend command can reduce the damage. Used 1-3 times per round.
Phase 2: Bacteriophage
Physical attack, hits all, can inflict Poison. Used 1-2 times per round.
Phase 3: Nucleic Laser
Attacks MP, single-target, used 1-3 times per round.
Phase 4: Transducer + Vector Storm
Transducer, single-target, inflicts Death Sentence. Vector Storm hits all and can inflict Slow. After this phase, Vector enters a long cooldown phase where she is passive.
After two cycles, Vector will spawn two Nodes that grant a physical and magical immunity to the boss. Killing these will lift the corresponding immunity (one Node is physical-based, the other magical-based).
[Set-up]
I went with a balanced team of a fast caster (Red XIII), a support (Cloud), and a physical hitter (Tifa). Red XIII has Earth equipped and Sense (nothing else). Cloud on the other hand has Barrier + All, Restore + All, and Choco/Mog. Tifa has Heal + Elemental (which gives her weapon the Holy element for 2x damage against Vector), Gravity + All, and Shiva (which will inflict Slow 100% in v1.3).
First thing going into the fight is to gauge where Vector will start in her attack pattern. She will either begin with the red lasers or with Vector Storm. If she starts with Storm then she will enter the cooldown phase afterwards, which gives you time to get yourself healed and set up. In either case, you want to apply Barrier to any front row party members (or use Barrier + All) while healing with either Cure or Potions if anyone has dipped below 300HP.
First attack should be Shiva to inflict Slow on Vector; this gives you a slight edge in turns, especially if you use Haste + All on your party (I didnt have this equipped). After that, the physical hitter attacks normally while the caster lobs Quake at Vector. The support does not attack, and instead micro-manages the partys HP, ATB, and status. The Support can use Defend if nothing needs doing at the time in order to potentially reduce damage further.
As the fight goes on, your partys MP will be getting quite low. Keep track of how many cycles Vector has been through, as shell spawn the Nodes at the end of the 2nd Cycle and you want to be able to deal with them efficiently. An Ether can be handy.
When the Nodes spawn, I hit them with Demi + All for a good chunk of damage, following up with a Demi on the Node that is resistant to magical damage (this Node will take less damage from the Summon Im about to use). Then I hit them with Choco/Mog, a strong Wind-based Summon that will either kill them outright or at least leave them heavily damaged and Confused.
When the Nodes die, theyll lift the physical and magical immunity from Vector. After this, the fight continues as before until Vector is killed. One special thing to note is that when she has the protection of the physical Node, the drain effect from the red lasers is negated to 0 so she cant heal while Nodes are active.
As you see in the vid, its possible to kill Vector before the Nodes spawn but its common to see them on the first attempt of the fight. Theres also a secret relating to this boss fight, but that there is a secret :I FF7 NT Mod v1.3: Jenova-VECTOR](https://i.ytimg.com/vi/vyK1MT5-42o/mqdefault.jpg)
