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A large sentry weapon manufactured by Shinra's Advanced Weaponry Division. Highly mobile due to its multiple legs and armored with an array of heavy weapons. Deployed at Mako Reactor 1 to protect the core.

Enemy details

The Scorpion Sentinel is the first boss in Final Fantasy VII Remake, fought during "Set the Charge" in Chapter 1, "The Destruction of Mako Reactor 1".

Live demos featured the battle with this boss, and the downloadable demo included it.

Stats[]

  1. Immune during Field Generator

Attacks[]

Target Scanning from FFVII Remake

Target Scanner.

The attacks used depend on the boss's HP.

  • Phase 1: 100–70%
  • Phase 2: 70–40%
  • Phase 3: 40–10%
  • Phase 4: <10%
Physical damage = Physical damage
Magic damage = Magical damage
Attack Pic Phase Description Block KB(Knockback)
Physical damageMark 98 Cannons Mark 98 Cannons from FFVII Remake All A two-to-three-hit attack with each hit dealing a tiny amount of damage each, but it interrupts the player unless blocked. Each arm targets a different party member. Y N
Physical damageJumping Press All Jumps into the air and stomps party members, dealing damage within a small radius. Y N
Magic damageEM Field EM Field from FFVII Remake All A heavy lightning-elemental attack that deals a great amount of damage unless blocked. Y Y
Physical damageElectrostomp 1–2 Attacks with claws charged with electricity. Regardless, the damage is non-elemental. Y Y
Target Scanner Target Scanning from FFVII Remake 1–3 Shows the target for the next big attack N N
Physical damageMark 99 Launchers Mark 99 Launchers from FFVII Remake 1–3 A salvo of tiny missiles. Y N
Magic damageDeath Grip Death Grip from FFVII Remake 1–2 Binds a party member with its front claw and shocks them with its tail. Dealing 1% of its total HP in damage, or hitting it with Lightning Lightning, will free the gripped party member. Freeing a party member from Death Grip gives a short opportunity to pressure the boss. N N
Physical damageScorpion Strikes 1–2, 4 The boss strikes from behind using its tail for 6 hits, each dealing a great amount of lightning damage. Y Y
Physical damageTail Swipe 1–2 Swipes any party member behind it using its stinger for lightning-elemental damage. Y Y
Magic damageTail Laser Tail Laser from FFVII Remake 3 The boss charges a laser beam on its stinger that deploys in 8 seconds, 6 for subsequent shots.
Hard Mode: The first beam deploys in 6 seconds, followed by another beam. There is a short opportunity to pressure the boss right after this attack.
N Y
Magic damageStinger Salvo Stinger Salvo from FFVII Remake 3 Sends out blasts from its stinger. Y N
Physical and magical damageOverkill Overkill from FFVII Remake 4 The boss uses Mark 98 Cannons, Mark 99 Launchers, and Stinger Salvo all at once Y N
Auto-Repair Auto-Repair from FFVII Remake 4 The boss recovers 1% of its max HP every 5 seconds. If it recovers 16% of its max HP, it becomes pressured or staggered, and stops healing.
Hard Mode: The boss recovers 3% of its max HP every 5 seconds.
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Battle[]

The first battle phase comprises of the boss being at 100–70% health. The Scorpion Sentinel will start off with Electrostomp, stomping its front legs, knocking back and dealing a great amount of damage to all party characters in front of it. It will then use Target Scanner to lock on to one nearby party member (usually the player-controlled) before deploying its Mark 99 Launchers at them. With the scanned party member as the center, the missiles land on a wide radius and hits other party members within it.

The boss occasionally uses EM Field, which expands an electric pulse in a large radius around it, which persists for a few seconds. The Scorpion Sentinel often jumps around the battlefield, knocking out any characters near its landing if they're not blocking. It may also leap at one of the walls, out of player's reach, and deploy its Mark 99 Launchers. If the player attacks the Scorpion Sentinel from the front for too long, it'll use Death Grip and attempt to bind them; if successful, it'll point its tail and slowly charge energy, blasting them away unless interrupted. The player can pressure the boss for 5 seconds after it takes damage equal to 8% of its max HP, and for 1.5 seconds after a party member is freed from its Death Grip.

Scorpion Sentinel's EM Field from FFVII Remake

EM Field.

At 70% health, it will move onto the opposite platform and activate its Field Generator under its main body near the tail, where it is vulnerable to physical attacks. As long as the Field Generator is operational, every part of the the Scorpion Sentinel is immune to Lightning Lightning attacks (including the generator itself), with its main body tremendously mitigating damage that it sustains, as well bouncing off Cloud's melee attacks. The Field Generator is its only vulnerable part in this phase. If its HP is not lowered quickly enough after destroying the Field Generator, it can activate another Field Generator. The boss's stagger gauge does not fill while the barrier is active. The barrier can only be attacked from the back.

At 40% health, the Scorpion Sentinel will move back to the other platform and will activate its Tail Laser, an unblockable attack that deals massive damage, used again throughout the rest of this phase. The player can avoid it by hiding behind debris, which the laser then destroys; the Scorpion Sentinel will always shoot upwards and cause more debris to fall moments before using Tail Laser again. It can be pressured for 3 seconds after it uses Tail Laser. In this phase, it will move from side to side on the platform. It can also start using Stinger Salvo, which sends out 10 cannon balls consecutively with light trailing behind each of them, each dealing a small amount of damage.

Scorpion Sentinel's Auto-Repair from FFVII Remake

Auto-Repair.

At 10% health, the Scorpion Sentinel will move back to the middle and start using Auto-Repair to slowly restore its HP; during this phase, the boss will remain stationary, and its legs will be targetable. It will also begin to use Overkill, which combines its Mark 99 Launchers, Mark 98 Cannons, and Stinger Salvo to perform an area-of-effect attack that deals low damage with each hit on all party members. It can be pressured for 5 seconds after the player destroys one of the boss's legs. The legs can only be targeted in this final phase, and are destroyed by dealing 4% of Max HP damage to it. Destroying the legs stops it from moving or healing.

Strategy[]

In the first stage of this fight, the player can frequently switch between Cloud and Barret to build-up ATB and use Focused Thrust and Thunder Thunder, respectively, to fill the boss's stagger gauge, switching to Barret when it latches onto the wall as he can shoot at it from afar. It is best to avoid being interrupted by blocking the boss's attacks, or by using Barret's ranged attacks and magic from afar. Cloud can remain in Punisher Mode and guard against the boss's attacks up close to counterattack. When the boss staggers, the player should use their best attacks: limit breaks, Thunder, and Braver.

Scorpion Sentinel's Tail Laser from FFVII Remake

Tail Laser.

When the boss puts up a barrier, the player should attack the Field Generator with Cloud from the behind, while Barret uses his ATB commands to heal. While the boss is charging its Tail Laser, Cloud should hide behind debris, while Barret can continue to shoot if he is at sufficient distance. When the boss grabs a party member, the player should switch and attack as much as they can to release the victim. In the final stage, destroying the two legs prevents the boss from auto-repairing.

Hard Mode[]

On the hard difficulty, the Scorpion Sentinel is more aggressive and will use its Mark 98 Cannons and Jumping Press more often. In addition, Overkill will be available starting on the second phase. All its attacks hit a lot harder, and are even more crucial to guard against. It'll also gain two new abilities: Scorpion Strikes is used when attacked from behind, and has it repeatedly stings its tail on the ground, causing small bursts of lightning with each strike; Tail Swipe, also used from behind, hits in a huge arc and knocks down characters unless they're blocking.

Tail Laser, unlike before, can hit Barret from a range, and will be shot twice. This means Barret will have to get behind debris as well, and that both characters will have to run behind one piece of debris, then immediately hide behind the next, to avoid damage.

Barret should start by using Steelskin and Lifesaver, as Cloud will receive most damage since he is in melee range. As before, Barret can use Focused Shot (especially when charged with two ATB bars) and Cloud can use Focused Strike. Cloud can use Skill Master Materia Skill Master Materia and ATB Assist Materia ATB Assist Materia in tandem to greatly increase ATB generation. Barret can also use Synergy Materia Synergy Materia paired with Lightning Materia Lightning Materia to constantly pelt the Scorpion Sentinel with magic. Steadfast Block Materia Steadfast Block Materia can be very useful to guard against damage, and Cloud can make great use of Counterstance to both reduce damage and get in his own. Lightning materia can be useful when paired with Elemental Materia Elemental Materia on a weapon, or when paired with HP Absorption Materia HP Absorption Materia to heal the caster while also dealing damage. It is best to save some MP for the last phase to use lightning magic to break the Scorpion Sentinel's legs.

Defeating Scorpion Sentinel will award Barret with Sharpshooter's Companion Vol. IV.

Gallery[]

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