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Danger in the Dark/A Harrowing Escape

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.

A Harrowing Escape (Japanese: 地下道挟撃突破戦 Underpass Pincer Attack Breakthrough) is the main battle map of the fourth chapter in the Fire Emblem: Three Houses expansion Cindered Shadows. In this map, the group makes a desperate attempt to escape the phantom soldiers with the Chalice of Beginnings and their lives.

A Harrowing Escape

Cm fe16cs 4.png

Location

Abyss Passageway

Boss(es)

None

Previous chapter(s)

Search for the Chalice

Next chapter(s)

Besieged in the Chapel Ruins

Unused beginning log

Fleeing the massive guardians that protect the Chalice of Beginnings, you hurry through the depths of Abyss—only to be assailed unexpectedly by thieves lying in wait.

Map data

Normal Hard

Chapter Data
Conditions
Unit Data
Victory: Reach the target destination with all units Player Partner Other Enemy Third
Defeat: Any player unit dies; ten turns pass before every player unit passes the next gate; or five turns pass after every player unit has passed the last gate, but before all of them have reached the escape zone 1–11 {{{partner}}} {{{other}}} 0+25 15+1+∞

Initial Gates

Map dimensions:
25 columns by 29 rows

This map features several gates that are not affected by Locktouch. In order to open the gates, a player unit must pull the appropriate lever. Once all player units are past the gate, the gate closes automatically and any enemy units trapped behind it disappear. The two levers are located as follows:

  • Column 15, row 14: Opens the northern Abyss gate
  • Column 2, row 25: Opens the southeastern Abyss gate

Character data

Characters
New units

None

Required characters
 
Available characters
          

Item data

Items
Name Obtainment Method
  Bullion Dropped by enemy Grappler (reinforcement)
  Bullion Dropped by enemy Warrior (reinforcement)
  Concoction Dropped by enemy Sniper (reinforcement)
  Bullion Dropped by enemy Brigand (reinforcement)
  Bullion Dropped by enemy Assassin (reinforcement)
  Concoction Dropped by enemy Mercenary (reinforcement)
  Steel Shield Steal from enemy Fortress Knight
  Steel Shield Steal from enemy Fortress Knight
  Critical Ring Steal from enemy Archer (reinforcement)
  Smithing Stone (×10) Automatically at the end of the battle

Enemy data

Normal Hard

Enemy Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Bandit Grappler 28 1 44 18 8 15 22 10 15 6 11 6   Silver Gauntlets  Unarmed
  Fistfaire  Unarmed Combat  Brawling Prowess Lv 1  Tomebreaker
Will not move until he or the nearby Grappler is provoked.
  Bandit Grappler 28 1 44 18 8 15 22 10 15 6 11 6   Silver Gauntlets  Bullion   Unarmed
  Fistfaire  Unarmed Combat  Brawling Prowess Lv 1  Tomebreaker
Will not move until he or the nearby Grappler is provoked.
  Bandit Fortress Knight 28 6 47 17 8 12 5 10 31 7 11 4   Silver Axe
  Axefaire  Weight -5  Axe Prowess Lv 1  Lancebreaker+
• The initial southern two will not move until either is provoked.
• The initial northern two will not move until either of them or the nearby Sniper, Brigand, or Warlock is provoked.
  Bandit Warlock 28 4 37 10 20 13 20 10 12 19 11 4   Ragnarok
  Black Tomefaire  Black Magic Uses x2  Reason Lv 1
• The initial southern one will not move until he or the nearby Warrior is provoked.
• The initial northern one will not move until he or a nearby Sniper, Brigand, or Fortress Knight is provoked.
  Bandit Warrior 28 1 45 22 8 12 20 11 15 8 11 5   Silver Axe  Bullion 
  Axefaire  Axe Crit +10  Axe Prowess Lv 1  Lancebreaker+
Will not move until he or the nearby Warlock is provoked.
  Bandit Sniper 28 1 37 18 8 19 19 13 13 8 11 5   Silver Bow  Concoction 
  Bowfaire  Bowrange +1  Bow Prowess Lv 1
Will not move until he or a nearby Brigand, Fortress Knight, or Warlock is provoked.
  Bandit Brigand 28 1 39 19 6 7 19 8 10 2 11 5   Silver Axe  Bullion 
  Axe Prowess Lv 1  Lancebreaker+
Will not move until he or a nearby Sniper, Fortress Knight, or Warlock is provoked.
  Bandit Pegasus Knight 28 2 37 17 8 15 26 10 14 13 13 7   Silver Lance
  Canto  Lancefaire  Avo +10  Lance Prowess Lv 1  Swordbreaker+
Will not move until either is provoked.
  Bandit Fortress Knight 28 1 47 17 8 12 5 10 31 7 11 4   Silver Axe
  Axefaire  Weight -5  Axe Prowess Lv 1  Lancebreaker+
--
  Bandit Assassin 28 1 37 17 8 15 32 11 14 8 10 6   Silver Sword  Bullion 
  Swordfaire  Locktouch  Stealth  Sword Prowess Lv 1  Axebreaker+
--
  Bandit Mercenary 28 1 35 15 6 10 23 8 10 2 11 5   Silver Sword  Concoction 
  Sword Prowess Lv 1  Axebreaker+
--
  Bandit Mercenary 28 1 35 15 6 10 23 8 10 2 11 5   Silver Sword
  Sword Prowess Lv 1  Axebreaker+
--
  Bandit Archer 28 1 31 14 6 11 19 10 8 2 11 5   Silver Bow  Critical Ring
  Bowrange +1  Bow Prowess Lv 1
--
  Bandit Archer 28 1 31 14 6 11 19 10 8 2 11 5   Silver Bow
  Bowrange +1  Bow Prowess Lv 1
--
  Bandit Warrior 28 2 45 22 8 12 20 11 15 8 11 5   Silver Axe
  Axefaire  Axe Crit +10  Axe Prowess Lv 1  Lancebreaker+
--

Reinforcements

  • After all player units reach the first checkpoint
    • 1 Grappler from the entrance of the winding corridor
    • 1 Grappler that drops a Bullion from the entrance of the winding corridor
    • 4 Fortress Knights; two from the southeast corner of the map, two from south of the second checkpoint
    • 2 Warlocks; one from near the end of the winding corridor, one from south of the second checkpoint
    • 1 Warrior that drops a Bullion from near the end of the winding corridor
    • 1 Sniper that drops a Concoction from south of the second checkpoint
    • 1 Brigand that drops a Bullion from south of the second checkpoint
  • Upon reaching the end of the winding corridor or passing the door left of it (reaching row 19 from the east)
  • Upon reaching the second checkpoint
  • Every subsequent time a player unit reaches the second checkpoint, another set of units will appear from near the escape zone. The order of which enemies appear is as follows:

Third army data

Normal Hard

Third Army Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Golem Guardian Golem 28 1 75
75
90
13 49 62 4 0 37 6 0 4   Lance of Light
  Commander  Lance Prowess Lv 5  Renewal  Barrier  Vital Defense  Anti-Magic Armor  Lethality    Quick Riposte  
  Light-Lance Barrage
Immediately begins moving unprovoked.
  Phantom Soldier Dark Bishop 28 3 36 10 21 14 14 10 12 21 12 4   Banshee Θ  Miasma Δ  Death Γ
  Miasma Δ  Fiendish Blow  Heartseeker  Reason Lv 1
• The northern one begins moving if the nearby Sniper is provoked, or if the first lever is pulled.
• The southern two both begin moving if either of them or a nearby Fortress Knight is provoked.
  Phantom Soldier Sniper 28 1 36 18 9 25 14 13 12 8 13 5   Silver Bow
  Bowfaire  Bowrange +1  Bow Prowess Lv 1
Begins moving if the nearby Dark Bishop is provoked, or if the first lever is pulled.
  Phantom Soldier Wyvern Rider 28 1 40 21 8 13 17 10 18 8 13 7   Silver Axe
  Canto  Axefaire  Axe Prowess Lv 1  Lancebreaker+
Begins moving if a nearby Assassin is provoked.
  Phantom Soldier Assassin 28 4 36 17 9 20 27 11 13 8 12 6   Silver Sword
  Swordfaire  Locktouch  Stealth  Sword Prowess Lv 1  Axebreaker+
• The northeastern two both begin moving if either of them or the nearby Wyvern Rider is provoked.
• The southwestern one begins moving if the nearby Warrior is provoked.
  Phantom Soldier Warrior 28 1 44 22 9 12 15 11 14 8 13 5   Silver Axe
  Axefaire  Axe Crit +10  Axe Prowess Lv 1  Lancebreaker+
Begins moving if the nearby Assassin is provoked.
  Phantom Soldier Swordmaster 28 2 40 19 9 15 26 10 14 8 13 5   Silver Sword
  Swordfaire  Sword Crit +10  Sword Prowess Lv 1  Axebreaker+
Both begin moving if either is provoked.
  Phantom Soldier Fortress Knight 28 2 46 17 9 12 2 10 30 7 13 4   Silver Axe  Steel Shield
  Axefaire  Weight -5  Axe Prowess Lv 1  Lancebreaker+
Both begin moving if either of them or a nearby Dark Bishop is provoked.
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Golem Guardian Golem 28 1 75
75
90
13 49 62 4 0 37 6 0 4   Lance of Light
  Commander  Lance Prowess Lv 5  Renewal  Barrier  Vital Defense  Anti-Magic Armor  Lethality    Quick Riposte  
  Light-Lance Barrage
Immobile until the second lever is pulled.
  Phantom Soldier Warlock 28 36 10 20 13 15 10 12 22 13 4   Ragnarok
  Black Tomefaire  Black Magic Uses x2  Reason Lv 1
--
  Phantom Soldier Assassin 28 36 17 9 20 27 11 13 8 12 6   Silver Sword
  Swordfaire  Locktouch  Stealth  Sword Prowess Lv 1  Axebreaker+
--

Reinforcements

  • Upon reaching the first checkpoint
  • Every turn after all player units reach the first checkpoint
    • 1 Warlock from north of the second lever
    • 1 Assassin from north of the second lever

Strategy

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

Run for your life! Throughout this map, you will be harassed by the Guardian Golem. This powerful monster has extremely durable armor, is immune to magical attacks while its barrier is up, takes miserable damage from gambits, and has enough raw damage to plaster your units across the ground. You can fight it if you're truly insane, but it's far more practical to run away. Mobility is absolutely paramount for an escape chapter, so make sure that Edelgard, Dimitri, Claude, and Ashe are a Warrior, Paladin, Wyvern Rider, and Assassin respectively. You might also want to consider moving Hilda to Pegasus Knight, although the downgrade from an advanced class to an intermediate one and loss of specialty in her trademark axes might give you pause.

At the start of the battle, make a mad rush towards the first gate. Someone has to detour to the lever and pull it to open the gate; Dimitri, Claude, and Constance are the best candidates due to their high movement. Make sure to save a couple of your best gambits, because you're going to need them when you get to the end of this gauntlet. You need to get everyone past the gate within 10 turns, or it's game over. Keep your distance from the Guardian Golem as you break past the first gate. Once you're through, it will close behind you and all of the enemies will disappear. Don't get too cocky, though, because there's more. There's another lever to be pulled to open the second gate - watch out for the reinforcements who will try to jump whoever gets too close. In addition, a group of red army enemies will appear to stand between you and victory. Fortunately, they and the phantoms will attack each other. Have Ashe pick the locked door, blow through anyone who looks at you funny, and rush through the third gate. Be careful, though - every time you have someone pass the third gate, an enemy will spawn. Use those gambits you saved to bring them down, then bring everyone home to freedom.

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

A Harrowing Escape

--

Japanese

地下道挟撃突破戦

Underpass Pincer Attack Breakthrough

Spanish

Entre dos fuegos

Between to fires

French

Entre deux feux

Between to fires

German

Hektische Flucht

Hectic Escape

Italian

Fuga dall'attacco a sorpresa

Escape from the surprise attack

Korean

지하도 협공 돌파전

Underpass pincer breakthrough

Simplified Chinese

地道夹击突破战

Tunnel pincer attack breakthrough battle

Traditional Chinese

地下道夾擊突破戰

Underpass pincer attack breakthrough battle

Gallery

 

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←  Search for the Chalice • A Harrowing Escape •  Besieged in the Chapel Ruins →
Fire Emblem: Three Houses
Playable characters Black Eagles BernadettaCasparDorotheaEdelgardFerdinandHubertLinhardtPetra
Blue Lions AnnetteAsheDedueDimitriFelixIngridMercedesSylvain
Golden Deer ClaudeHildaIgnatzLeonieLorenzLysitheaMarianneRaphael
Other AloisAnnaDLCBylethCatherineCyrilFlaynGilbertHannemanJeritzaManuelaSetethShamir
Ashen WolvesDLC BalthusConstanceHapiYuri
Non-playable characters AbysskeeperDLCDuke AegirFlecheGatekeeperDuke GerthIonius IXJeraltJudithLadislavaNaderRandolphRheaRodrigueSothis
Bosses AcheronAelfricDLCAloisLord ArundelBiasBlaiddydCasparCatherineCharonChilonClaudeCorneliaDaphnelDedueDeath KnightDimitriDominicBaron DominicEdelgardFelixFerdinandFlame EmperorFlaynFraldariusGautierGloucesterGonerilGwendalHubertIngridThe Immaculate OneThe ImmovableJudithKostasKronyaLadislavaLamineLinhardtLonatoLorenzMercedesMetodeyMiklanMysonNaderNemesisBaron OchsDLCOdessePallardóPittacusRandolphRheaRieganRodrigueSetethShamirSolonSylvainThalesWandering BeastThe Wind Caller
Background characters Lord ArundelCount BergliezCorneliaMargrave GautierGlennCount GloucesterCount HevringHolstLambertMonicaPatriciaRufusSeirosSitriTomasTianaCount Varley
Personal weapons and regalia Aegis ShieldAreadbharAsclepiusAthameAxe of UkonvasaraAymrBlutgangCaduceus StaffCirce StaffCrusherFailnaughtFetters of DromiFreikugelThe InexhaustibleLance of RuinLúinOchain ShieldRafail GemScythe of SarielSeiros ShieldSpear of AssalSword of BegaltaSword of MoraltaSword of SeirosSword of the CreatorTathlum BowThunderbrandThyrsusVajra-Mushti
Chapters Part I
 
P: An Inevitable Encounter • 1: Three Houses • 2: Familiar Scenery • 3: Mutiny in the Mist • 4: The Goddess's Rite of Rebirth • 5: Tower of Black Winds • 6: Rumors of a Reaper • 7: Field of the Eagle and Lion • 8: The Flame in the Darkness • 9: The Cause of Sorrow • 10: Where the Goddess Dwells • 11: Throne of Knowledge • 12: To War     / Outset of a Power Struggle  
Part II Silver Snow
 
13: Reunion at Dawn • 14: A King Without a Kingdom • 15: Valley of Torment • 16: The Rose-Colored River • 17: The Impregnable Fortress • 18: The Chaos of War • 19: Conclusion of the Crossing Roads • 20: The City Without Light • 21: Following a Dream
Azure Moon
 
13: Reunion at Dawn • 14: The Delusional Prince • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The King's Triumphant Return • 19: The Golden Deer's Plea • 20: The Impregnable Fortress • 21: Our Chosen Paths • 22: Oath of the Dagger
Verdant Wind
 
13: Reunion at Dawn • 14: The Alliance Leader's Ambitions • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The Golden Scheme • 19: The Chaos of War • 20: Conclusion of the Crossing Roads • 21: The City Without Light • 22: Fódlan's New Dawn
Crimson Flower
 
13: Beyond Escape • 14: The Master Tactician • 15: Tempest of Swords and Shields • 16: Lady of Deceit • 17: Field of Revenge • 18: To the End of a Dream
Paralogues   Part I Black Market SchemeDLCA Cursed RelicDLCDeath TollDividing the World    Falling Short of HeavenThe ForgottenLand of the Golden DeerAn Ocean ViewOil and WaterRumored NuptialsThe Secret MerchantDLC   Sword and Shield of SeirosTales of the Red CanyonTrue ChivalryWar for the Weak  
Part II Darkness Beneath the Earth  Dividing the World    Eternal Guardian    The Face Beneath    Foreign Land and SkyForgotten HeroInsurmountable  Legend of the LakeRetribution    The Secret MerchantDLC  The Silver Maiden  The Sleeping Sand Legend  Weathervanes of Fódlan  
Cindered Shadows
 
1: The Fourth House • 2: What Lies Beneath • 3: The Rite of Rising • 4: Danger in the Dark • 5: Betrayal • 6: Return to Me • 7: Wolf Pack
Locations FódlanAdrestiaFaerghusGarreg Mach Monastery (Abyss) • LeicesterAlmyraBrigidDagdaSrengZahras
Groups, objects and concepts 10 ElitesAshen WolvesBlack Eagles (Black Eagle Strike Force) • Blue LionsChildren of the GoddessChurch of Seiros (Knights of Seiros) • Crests (Crest Stone) • Divine PulseGolden DeerHeroes' RelicsInsurrection of the SevenMonstersThose who slither in the darkTragedy of DuscurWar of Heroes
Lists AbilitiesChaptersCharactersClasses (Class change) • Hidden treasureItems (Monastery items) • QuestsScriptsSupportsWeapons
Related topics Music LibraryName chart • Other games (Warriors: Three Hopes) • Pre-release informationUnused contentDownloadable contentClass mastery