Fire Emblem Engage - Any% Speedrun in
Автор: Claris
Загружено: 2025-07-15
Просмотров: 327
Settings: Normal/Classic/Fixed Growths
Run on Version 2.0.0, on Switch 2
No DLC
This is a nearly 16 minute improvement over my previous PB, mostly thanks to the massively reduced loads on Switch 2. It is also just a better run than my previous PB, but I have no idea by how much due to having no desire to attempt to time the load differences; it wouldn't be accurate anyway, due to there also being less game lag.
One downside is that the run on Switch 2 has to be on the current latest version (2.0.0), while my previous PB was run on 1.3.0; I haven't done an exact timing but it costs about 1 minute total. This almost entirely is due to the removal of the "Slingshot" Glitch, directly affecting the strats for Ch4/5/20/23, as well as indirectly Ch10 due to wanting to save a Rewarp use for Ch23.
Other much more minor changes that I know of:
There's an extra popup for the useless Update Bonus 2.
There's an extra tab in the forge menu, meaning it takes 1 more left press to get to the Knives tab when engraving and forging the Steel Dagger+4.
In the Class Change menu, classes that use multiple weapons and have multiple options have their order changed. For instance, in 1.3.0, Wolf Knight was ordered Sword/Knives then Axe/Knives, while 2.0.0 is the reverse. This run never uses either Swords or Axes so the choice doesn't really matter, but choosing Axes does stop you from accidentally using a Sword if one ends up in your inventory.
This run has a lot of room for improvement, but I don't feel like grinding for better for several reasons; the most notable one is that I really hope for a Switch 2 patch at some point to improve the framerate/resolution. I don't really want to try to optimize the run only for it to potentially get obsoleted by another patch (at least visually if not actually faster).
Notable mistakes/bad luck, aside from general "my execution could be improved everywhere":
Ch2: I was experimenting with a strat to Autobattle the first attack of Phase 2, but couldn't as Framme went the wrong way to heal Alear on Turn 3. This meant moving Alear on Turn 2 was pointless. Very minor, but annoying as it's the third map of the run lol.
Ch9: I intended to Autobattle Protect for Alcryst's Warp Ragnarok, but couldn't as the enemy Martial Monk moved to next to him; I had to move him so he wouldn't block Alear's Override. This also put an extra item in Alear's inventory, which I wasn't really prepared for and so messed up some future menuing.
Ch13: I accidentally deployed Ivy, which threw me off in this chapter, threw off my Emblem equips after the chapter, threw off my unit positioning in Ch14, and required some slow improvisation for the Ch14 deployment due to both the changed unit order and the fact that I needed to fix her position in the order for future chapters.
Ch13-14: I accidentally had Alear Engage a couple times (the one on Ch13 T1 was necessary, the others were not), leading to an extra bond level.
Ch18: There's a 37.59% chance of ending the map on T1 Enemy Phase, if I crit the boss. I did not, so I had to end the map on T2 Player Phase instead. This would be guaranteed by using a Strength Tonic, but doing so costs a couple seconds so I'd rather gamble the crit.
Ch20: Griss's location is random, and it took an additional check to find him. Could've been much worse than this.
Ch22: I intended to Autobattle Hortensia's heal on T2, but I cancelled the Autobattle too quickly and so nothing happened instead; I then kinda panicked did her heal manually when it would've been better to redo the autobattle. Also Alear didn't get a crit T1, which meant Veyle had to attack as well.
Ch23-26: There's a bunch of lucky crits on all 4 chapters that would cut some actions, but I didn't get any of them. On the plus side, at least I didn't get the *un*lucky crits on Ch26, as I need at least one of the Backup units alive on T2 to be able to end the turn instead of dancing and finishing Sombron Phase 1 off on Player Phase.
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