Uploaded January 2015 | Updated September 2026, 2 weeks ago
Maybe it was the horror of the trolling going on in Episode 3, but I steered clear of this one for over a month. Time to get back to hunting for ship parts.
Compared to the last ship piece, this one is a bit of a cake-walk. We see a Viking Lady who will eliminate all enemies for a buck using her voice, the return of the Chicken Battalion, and moar moles stealing my things .-.
Maybe it was the horror of the trolling going on in Episode 3, but I steered clear of this one for over a month. Time to get back to hunting for ship parts.
Compared to the last ship piece, this one is a bit of a cake-walk. We see a Viking Lady who will eliminate all enemies for a buck using her voice, the return of the Chicken Battalion, and moar moles stealing my things .-.
![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)
