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Flight!

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Flight!


Location

Mercenary Fort

Weather

Fog of war (Difficult/Maniac only)

Boss(es)

Dakova

Previous chapter(s)

Roadside Battle

Next chapter(s)

A Brief Diversion

We're surrounded. The soldiers aren't waiting for an answer. They already decided to attack.
— Ike

Flight! (Japanese:脱出Escape) is the fifth chapter ofFire Emblem: Path of Radiance.Elincia wakes up in the mercenary fort and introduces herself toIke andGreil, explaining her situation and asking them for any help they can give. When a battalion of Daein soldiers surrounds the fort, demanding the princess, the Greil Mercenaries have no choice but to protect Elincia. This chapter is about defense rather than offense, giving it a different strategic approach from previous chapters.

Plot

Main article:Flight!/Script

The chapter begins withMist running out to tellGreil andIke that thewoman has awakened. Greil and Ike go to the woman, and introduce themselves. She thanks them, but is reluctant to share her identity. After some questioning, Ike finally persuades her to open up.

She introduces herself asElincia Ridell Crimea, daughter of KingRamon. Greil, confused, says he's never heard of any children of King Ramon, and Elincia explains by saying that her existence was never made public for political reasons.Renning was named successor to the throne before she was born, so she was kept a secret to avoid a blood feud. Elincia shares that both her parents are dead at the hands ofKing Ashnard himself, and that Renning was still battlingDaein last she heard. She was on her way toGallia, in hopes that KingCaineghis would grant her refuge. With no one else to turn to, Elincia begs Greil and Ike to escort her to Gallia.

Later that night,Titania and Ike discuss the arrival of the princess, and Titania remarks how closely she resembles her parents.Rolf runs in, reporting that soldiers have gathered outside the fort. Greil meets quickly with his mercenaries, asking their opinions on how to proceed with the Daein soldiers demanding the turning over of Princess Crimea.

Titania andSoren are once again at odds, with Titania wanting to protect the princess and Soren wanting to turn her over to the Daein soldiers.Shinon wishes to turn her over, not wanting to step into Gallia because of its status as alaguz nation.Gatrie is indecisive, commenting only on how he prefers country girls over princesses.Oscar andBoyd are in favor of protecting the princess, as areRhys, Rolf, Mist and Ike.

Greil stands by the majority, agreeing to escort the princess to Gallia, but then realizes that the Daein soldiers have surrounded them, and have already made their decision to attack. Greil takes charge of the back entrance, leaving Ike in charge of the front.

Immediately after the battle, Greil gives his orders for evacuation, Oscar and Boyd packing, Mist and Rolf gathering food and supplies, Shinon, Gatrie and Titania clearing the road ahead of them, Rhys gathering documents from the library, and Ike taking care of the princess. Ike suggests that Elincia go to the kitchen to help Mist pack.

There, Elincia reveals to Mist that she wasn't raised like normal princesses, and that she's used to working, sewing, swordfighting and such. Elincia asks about themedallion hanging around Mist's neck. Mist shares with her that it was hermother's and it's all she has to remember her mother by. Elincia notices that it has a strange glowing light. Mist comments, saying it hasn't always done that, and only started just recently, but she doesn't know why it glows. Elincia comments on how beautiful it is, as well as mysterious.

The scene changes toPetrine scoldingDakova (or a generic soldier if Dakova was killed in battle) for not completing the mission. Dakova begs for mercy, but Petrine orders him out, presumably killed. She summonsEna to go over strategies of catching the runaway princess. Ena deduces that the princess will most likely be headed for Gallia, consideringMelior is now taken over. Ena suggests that she do some research on theGreil Mercenaries before Petrine takes any action, as she acknowledges they're no average mercenary group. Petrine ignores this, deciding that she will go and hunt down the princess herself.

Chapter data

Easy/NormalDifficultManiac

Chapter Data
Conditions
Unit Data
Victory: Defend for 6 turnsPlayerPartnerOtherEnemyThird
Defeat:Ike dies, or enemy seizes location8{{{partner}}}{{{other}}}22+10{{{third}}}

EasyNormal

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Map dimensions:
16 columns by 18 rows
Chapter Data
Conditions
Unit Data
Victory: Defend for 6 turnsPlayerPartnerOtherEnemyThird
Defeat:Ike dies, or enemy seizes location8{{{partner}}}{{{other}}}26+10{{{third}}}

InitialNo fog

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Map dimensions:
16 columns by 18 rows
Chapter Data
Conditions
Unit Data
Victory: Defend for 6 turnsPlayerPartnerOtherEnemyThird
Defeat:Ike dies, or enemy seizes location8{{{partner}}}{{{other}}}32+16{{{third}}}

InitialNo fog

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Map dimensions:
16 columns by 18 rows

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Character data

Characters
New units

None

Forcibly deployed characters
Ike ​Titania ​Oscar ​Boyd ​Rhys ​Shinon ​Gatrie ​Soren ​
Available characters
None

Item data

Items
NameObtainment Method
HammerDropped by enemyFighter
Iron BladeDropped by enemyMyrmidon
TorchDropped by enemySoldier
(Difficult/Maniac only)
VulneraryDropped by enemySword Knight
(Difficult/Maniac only)
Ashera IconDropped byDakova

Enemy data

Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.

EasyNormalDifficultManiac

Enemy Units
NameClassLv#HPStrMagSkillSpdLckPrfWlvDefResChaLckConMovInventory and Skills
DakovaKnight13130100850905Iron LanceJavelinAshera IconThis item is dropped upon this unit's defeat.
Begins moving unprovoked on turn 5, or if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierSoldier10125~266~718~9805~636Steel Lance
--
SoldierSoldier8523~244~617~871~25~62~36Iron Lance
• The center-southern one and the western one will not move until provoked.
• The southeastern one begins moving if a unit reaches just north of the gap between the southern fences.
SoldierArcher7319~204~509~106~71~25~62~36Iron Bow
• The western one and the southern one will not move until provoked.
• The southern one begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierSword Knight9123~247~815927~838Iron SwordVulnerary
Begins moving if he can reach a unit within 13 spaces.
MercenaryFighter9128~306~7076~72526HammerThis item is dropped upon this unit's defeat.
Moves 3 spaces per turn if no unit is in range.
SoldierSoldier8223~244~617~871~25~62~36Steel Lance
The southeastern one begins moving if a unit reaches just north of the gap between the southern fences.
SoldierSoldier9124~255187~8262~36Iron Lance
Will not move until provoked.
SoldierLance Knight8123614~58~9172~38Iron Lance
Will not move until provoked.
SoldierMyrmidon10122~247~80~110~1110~122~36~726Iron BladeThis item is dropped upon this unit's defeat.
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierMyrmidon10122~247~80~110~1110~122~36~726Iron Blade
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierSoldier7123~245~60~176~715~626Iron Lance
Begins moving if a unit reaches just north of the gap between the southern fences.
SoldierSoldier8123~244~617~871~25~62~36Javelin
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierArcher7119~204~509~106~71~25~62~36Steel Bow
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierArcher61193095~61526Steel Bow
--
Reinforcements
NameClassLv#HPStrMagSkillSpdLckPrfWlvDefResChaLckConMovInventory and Skills
SoldierSoldier7223~245~60~176~715~626Steel Lance
--
SoldierSoldier8223~244~617~871~25~62~36Javelin
--
SoldierArcher7219~204~509~106~71~25~62~36Iron Bow
--
SoldierSoldier8423~244~617~871~25~62~36Steel Lance
--
Enemy Units
NameClassLv#HPStrMagSkillSpdLckPrfWlvDefResChaLckConMovInventory and Skills
DakovaKnight13130100850905Iron LanceJavelinAshera IconThis item is dropped upon this unit's defeat.
Begins moving unprovoked on turn 5, or if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierSoldier8125~266~717~8705~62~36Steel Lance
--
SoldierSoldier6524~255~606~76161~26Iron Lance
• The center-southern one will not move until provoked.
• The western one begins moving if he can reach a unit within 10 spaces.
• The southeastern one begins moving if a unit reaches just north of the gap between the southern fences.
SoldierArcher5320~214~508~9515~61~26Iron Bow
• The western one moves 3 spaces per turn if no unit is in range.
• The southern one begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierSword Knight7124~257~80~1481~27~82~38Iron SwordVulnerary
Begins moving if he can reach a unit within 13 spaces.
MercenaryFighter7129~306~706~75~61~25~61~26HammerThis item is dropped upon this unit's defeat.
Moves 3 spaces per turn if no unit is in range.
SoldierSoldier6224~255~606~76161~26Steel Lance
The southeastern one begins moving if a unit reaches just north of the gap between the southern fences.
SoldierSoldier71255~60~176~716~726Iron Lance
--
SoldierLance Knight6123~246047~80728Iron Lance
Begins moving if he can reach a unit within 13 spaces.
SoldierMyrmidon8123~247~809~109~10271~26Iron BladeThis item is dropped upon this unit's defeat.
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierMyrmidon8123~247~809~109~10271~26Iron Blade
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierSoldier5123~245~606615~616Iron Lance
Begins moving if a unit reaches just north of the gap between the southern fences.
SoldierSoldier6124~255~606~76161~26Javelin
Begins moving if a unit reaches just north of the gap between the southern fences.
SoldierArcher5120~214~508~9515~61~26Steel Bow
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierArcher412030851516Steel Bow
--
Reinforcements
NameClassLv#HPStrMagSkillSpdLckPrfWlvDefResChaLckConMovInventory and Skills
SoldierSoldier5221~224~506614~516Steel Lance
--
SoldierSoldier6222~23506~76151~26Javelin
--
SoldierArcher5218~193~408~9514~51~26Iron Bow
--
SoldierSoldier6422~23506~76151~26Steel Lance
--
Enemy Units
NameClassLv#HPStrMagSkillSpdLckPrfWlvDefResChaLckConMovInventory and Skills
DakovaKnight131331118531145Iron LanceJavelinAshera IconThis item is dropped upon this unit's defeat.
Begins moving unprovoked on turn 5, or if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierSoldier8125~266~717~871~26~72~36Steel LanceTorchThis item is dropped upon this unit's defeat.
--
SoldierSoldier6524~25606~76161~26Iron Lance
• The center-southern one will not move until provoked.
• The western one begins moving if he can reach a unit within 10 spaces.
• The southeastern one begins moving if a unit reaches just north of the gap between the southern fences.
SoldierArcher5320~214~508~9515~61~26Iron Bow
The southern one begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierSword Knight7124~257~80~1481~28~92~38Iron SwordVulnerary
Begins moving if he can reach a unit within 13 spaces.
SoldierLance Knight6123~247047~81828Iron LanceVulnerary
Begins moving if he can reach a unit within 13 spaces.
MercenaryFighter7129~308~9065~61~251~26HammerThis item is dropped upon this unit's defeat.
--
SoldierSoldier6224~25606~76161~26Steel Lance
The southeastern one begins moving if a unit reaches just north of the gap between the southern fences.
SoldierSoldier71256~70~176~71626Steel Lance
--
SoldierFighter6130~317~80551716Steel Axe
--
SoldierSoldier8125~266~717~871~26~72~36Iron Lance
Begins moving if he can reach a unit within 10 spaces.
SoldierSword Knight6123~247047~81828Iron SwordVulneraryThis item is dropped upon this unit's defeat.
Will not move until provoked.
SoldierLance Knight6123~247047~81828Iron Lance
Begins moving if he can reach a unit within 13 spaces.
SoldierMyrmidon8123~247~809~109~10271~26Iron BladeThis item is dropped upon this unit's defeat.
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierMyrmidon8123~247~809~109~10271~26Iron Blade
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierSoldier5123~245~606615~616Iron Lance
Begins moving if a unit reaches just north of the gap between the southern fences.
SoldierSoldier6124~25606~76161~26Javelin
Begins moving if a unit reaches just north of the gap between the southern fences.
SoldierArcher5120~214~508~9515~61~26Steel Bow
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierArcher41204084~51516Steel Bow
--
Reinforcements
NameClassLv#HPStrMagSkillSpdLckPrfWlvDefResChaLckConMovInventory and Skills
SoldierSoldier5223~245~606615~616Steel Lance
--
SoldierSoldier6224~25606~76161~26Javelin
--
SoldierArcher5220~214~508~9515~61~26Steel Bow
--
SoldierSoldier6424~25606~76161~26Steel Lance
--
Enemy Units
NameClassLv#HPStrMagSkillSpdLckPrfWlvDefResChaLckConMovInventory and Skills
DakovaKnight131331118531145Iron LanceJavelinAshera IconThis item is dropped upon this unit's defeat.
Begins moving unprovoked on turn 5, or if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierSoldier10127~287~818~9827~836Steel LanceTorchThis item is dropped upon this unit's defeat.
--
SoldierSoldier8625~266~717~871~26~72~36Iron Lance
• The center-southern one will not move until provoked.
• The lower western one begins moving if he can reach a unit within 10 spaces.
• The southeastern one begins moving if a unit reaches just north of the gap between the southern fences.
SoldierArcher7421~225~609~106~71~26~726Iron Bow
• The lower southern one will not move until provoked.
• The upper southern one begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierSword Knight9225~268~915929~1038Iron SwordVulnerary
The eastern one begins moving if he can reach a unit within 13 spaces.
SoldierLance Knight8225~26814~58~9292~38Iron LanceVulnerary
The eastern one begins moving if he can reach a unit within 13 spaces.
MercenaryFighter9130~319~10076~72626HammerThis item is dropped upon this unit's defeat.
--
SoldierSoldier8325~266~717~871~26~72~36Steel Lance
• The left southeastern one begins moving if a unit reaches just north of the gap between the southern fences.
• The right southeastern one will not move until provoked.
SoldierSoldier9126~277187~8272~36Steel Lance
--
SoldierFighter8132~338~905~6627~826Steel Axe
--
SoldierSoldier10127~287~818~9827~836Iron Lance
Begins moving if he can reach a unit within 10 spaces.
SoldierSword Knight8125~26814~58~9292~38Iron SwordVulneraryThis item is dropped upon this unit's defeat.
Will not move until provoked.
SoldierLance Knight8125~26814~58~9292~38Iron Lance
Begins moving if he can reach a unit within 13 spaces.
SoldierMyrmidon10124~258~90~110~11112~37~826Iron BladeThis item is dropped upon this unit's defeat.
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierMyrmidon10124~258~90~110~11112~37~826Iron Blade
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierSoldier71256~70~176~716~726Iron Lance
Begins moving if a unit reaches just north of the gap between the southern fences.
SoldierSoldier8225~266~717~871~26~72~36Javelin
• The left one begins moving if a unit reaches just north of the gap between the southern fences.
• The right one will not move until provoked.
SoldierArcher7121~225~609~106~71~26~726Steel Bow
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
SoldierArcher612150961626Steel Bow
--
Reinforcements
NameClassLv#HPStrMagSkillSpdLckPrfWlvDefResChaLckConMovInventory and Skills
SoldierSoldier7225~266~70~176~716~726Steel Lance
--
SoldierSoldier8225~266~717~871~26~72~36Javelin
--
SoldierArcher7221~225~609~106~71~26~726Iron Bow
--
SoldierSoldier8625~266~717~871~26~72~36Steel Lance
--
SoldierLance Knight7424~257~80~14~581~28~928Steel Lance
--

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Reinforcements

  • Turns 4 and 5
    • 3(Easy/Normal/Difficult)/4(Maniac)Soldiers withSteel Lances; two from the southern border of the map, one(Easy/Normal/Difficult)/two(Maniac) from the western border of the map
    • 1Soldier with aJavelin from the southern border of the map
    • 1Archer from the western border of the map
    • 2Lance Knights from the southeastern corner of the map(Maniac only)

Boss data

Main article:Dakova

Easy/NormalDifficult/Maniac

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Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

This chapter features all of the Mercenaries who have been playable up to this point, and adds no new members to the team. They start inside the fortress, withIke in particular guarding theDefend position. If any enemy unit enters that position, it's Game Over. The goal of this chapter is to defend that spot until after six turns have passed.

The natural strategy is to assume defensive positions inside the fort and hold off the enemy from two entry points to the south and west until after the six turns are up.Titania andGatrie serve as the linchpins of the defense, so they should be positioned to take the brunt of the attack. In the meantime, the other fighters should take this opportunity to earn combat experience wherever possible, especially front-line fightersBoyd andOscar. If the fight is going well, the mercenaries can expand outward to take care of stragglers and push back the assault. Should they get far enough to engage the boss,Dakova, they can defeat him to obtain anAshera Icon, and change the next few cutscenes somewhat.

This is the first stage to feature enemy reinforcements, who appear outside the fortress on both sides, around turn 4 or 5. Additionally, in Difficult and Maniac Mode, the stage will be enshrouded inFog of War, making it difficult to see the oncoming attackers, as well as increasing their numbers.

No bonus experience can be earned in this chapter. Instead, one should work to dispatch as many enemies as possible, to earn combat experience for the weaker fighters.

Etymology and other languages

Names, etymology, and in other regions
LanguageNameDefinition, etymology, and notes
English

Flight!

--

Japanese

脱出

Escape

Spanish

Huida del fortín

Flight from the fort

French

Sauve-qui-peut !

Save yourselves!

German

Die Flucht

The Escape

Italian

In fuga

Fleeing

Gallery


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← Roadside Battle •Flight!• A Brief Diversion →
Fire Emblem: Path of Radiance
Playable charactersAstridBastianBoydBromCalillDevdanElinciaEnaGatrieGiffcaGeoffreyHaarIkeIlyanaJanaffJillKieranLargoLetheLuciaMakalovMarciaMiaMistMordecaiMuarimNaesalaNasirNepheneeOscarRanulfReysonRhysRolfShinonSorenSotheStefanTanithTauroneoTibarnTitaniaTormodUlkiVolkeZihark
Trial Map charactersAshnardBryceOliverPetrineShiharam
Non-playable charactersAimeeCaineghisDanielDeghinseaGarethGreilHetzelIzukaJorgeKurthnagaLeanneLekainLotzMustonNealuchiRajaionSanakiSephiranSigrunZelgius
BossesAshnardBalmerBertramBlack KnightBoydBryceDakovaDanomillEmilEnaGashilamaGreilGromellHafeddHavettiHeddwynHomasaIkanauKamuraKasataiKayacheyKimaarsiKotaffMackoyaMaijinMuarimNaesalaNedataNorrisOliverPetrineRikardSchaefferSeekerShiharamTomenamiZawana
Background charactersAltinaAsheraElenaLilliaLoraziehRamonRenningShanty Pete
Legendary andpersonal weaponsAlonditeAmitiAshera StaffDouble BowGurgurantRagnellRegal SwordRexauraRexboltRexcaliburRexflameRolf's BowUrvanVague KattiWishblade
ChaptersP:Mercenaries • 1:The Battle Begins • 2:Rescue • 3:Pirates Aground • 4:Roadside Battle • 5:Flight! • 6:A Brief Diversion • 7:Shades of Evil • 8:Despair and Hope • 9:Gallia • 10:Prisoner Release • 11:Blood Runs Red • 12:A Strange Land • 13:A Guiding Wind • 14:Training • 15:The Feral Frontier • 16:The Atonement • 17: Day Breaks (stage 1stage 2stage 3stage 4) • 18:Crimea Marches • 19:Entrusted • 20:Defending Talrega • 21:Without a King • 22:Solo • 23:The Great Bridge • 24:Battle Reunion • 25:Strange Lands • 26:Clash! • 27: Moment of Fate (stage 1stage 2) • 28:Twisted TowerE:Repatriation
Trial MapsHillside BattleLonely IsleStrange TurnDesperationEscapeTrapped
LocationsTelliusBegnion (SienneTower of Guidance) •CrimeaDaein (NevassaTalrega) •GalliaGoldoaGrann DesertGritnea TowerKilvasPhoenicisSerenes Forest
Groups, objects and eventsAncient languageGreat FloodGreil MercenariesLehran's MedallionMad King's War • Races (BeorcBrandedLaguz) •Serenes MassacreWarp Powder
ListsBase conversationsChaptersCharacters (Availability chart) •Classes (Class change) •Hidden treasureItemsScriptsSkillsSupports (Support bonuses) •Weapons
Related topicsData transferList of version differences (Name chart) •Minor characters • Other games (Radiant Dawn) •Pre-release information (Unused content) •Sound RoomTheaterTimeline