Sengoku Rance NG+ speedrun [0:27:50]

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Published on ● Video Link: https://www.youtube.com/watch?v=8qLQ72ZAwkc



Duration: 28:33
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Game: Sengoku Rance
Platform: PC
Category: NG+ Any%
Ending: Official History
Time: 27:50 (from Start Game after selecting bonuses until The End appears)

Yes, another Sengoku Rance speedrun for the same category. I've been working very hard on this run lately, and I've improved the route quite a bit from the previous run. Sum of best suggests this might able to go below 25 minutes, but this was hard enough to get. I think it's time to move on to something else (or a new category?). :)

Most of this run is business as usual (fox girl zapping the heck out of everybody), but there are some changes from previous runs. The important ones are:

1. Hara is completely ignored. This requires you to (at best) make it through two consecutive turns without them declaring war on you because you're at war with Ashikaga. The wiki claims this is a 50% chance per turn, but my experience certainly made it seem much higher than that. Most attempts ended because Hara wouldn't leave me alone.

2. Tenshiism is allowed to run free instead of relying on Ashikaga to reclaim its territory. This is related to point 1 above, because you can't risk being at war with Ashikaga longer than absolutely necessary. Because Tenshiism has restrictions on attacking other territories, this could in theory save time anyway. If you get lucky and they attack less than three times, you've saved time over even the perfect Ashikaga luck.

3. Omachi holds the Popularity Staff until mid-game, so the first attack against Ashikaga is slower than usual. This ends up being worthwhile though, because it allows Omachi to hit Mouri and the Monster Army MUCH harder.

4. Attacking Izumo is delayed until a very specific time to minimize counterattacks from Mouri. Once the Shimazu house is introduced, that's your sign that the Monster Army will appear on the next turn. Before that scene, you'll see a scene with Sill. I used that scene as my cue to set up Omachi and Masakage Yamagata for the rest of the game. That way, even if Mouri brought an Instant Advantage team against me on the first battle, I could load the auto-save to recover. Not ideal if that happens, but adding any safety to this run is good.

5. I don't bother losing the first fight against Xavier this time. There really isn't much point. That was a relic from an older route.

6. I took the Mouri house bonus this time around. Mouri himself is useful because he starts with Instant Advantage and hits pretty hard in boss battles. Perhaps more importantly, taking this bonus removes them from the enemy pool.

7. I immediately dismiss Mouri's daughters and most of Masamune's wives. None of these characters are useful to the run (as far as I can tell), and it made it easier to navigate the commander menu during the whole run. I think this also means I get less events, since obviously Masamune can't talk to his wives if they aren't in my roster.







Tags:
Sengoku Rance
Rance VII
NG+
Any%
Speedrun