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Liberation of Grust From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Plot
Main articles: Liberation of Grust/Script and Liberation of Grust/Conversations
Marth 's army heads to Olbern Castle, the stronghold of General Lang , the occupant and oppressor of Grust . As the Altean forces close in, Lang leaves the castle's external defense to his subordinate Torus while ordering him to call back Jeorge 's archers and a mercenary named Navarre . However, Jeorge ignores the order to return to the castle, and while he cannot openly side with Altea at the moment, he orders his soldiers not to attack unless the Alteans directly approach the troops.
In the midst of battle, Julian can find Rickard and convince him to quit thieving, leading Rickard to join the Altean army. In New Mystery of the Emblem , Ogma , Bord , or Cord may speak to Barst and convince him to join Marth's army. Eventually, Marth's army defeats the forces of Torus and prepares to storm the castle, where Lang and his remaining troops have fortified themselves.
Chapter data
Chapter data
Mystery of the Emblem New Mystery of the Emblem
Victory: Seize
Player
Partner
Other
Enemy
Third
Defeat: Marth dies
1–15+1
{{{partner}}}
{{{other}}}
32−1
{{{third}}}
Map dimensions: 30 columns by 24 rows
Normal Hard Maniac Lunatic
Victory: Seize
Player
Partner
Other
Enemy
Third
Defeat: Marth or Kris dies
1–11+2
{{{partner}}}
{{{other}}}
24+1 −2
{{{third}}}
Map dimensions: 30 columns by 24 rows
Victory: Seize
Player
Partner
Other
Enemy
Third
Defeat: Marth or Kris dies
1–11+2
{{{partner}}}
{{{other}}}
26+1 −2
{{{third}}}
Map dimensions: 30 columns by 24 rows
Victory: Seize
Player
Partner
Other
Enemy
Third
Defeat: Marth or Kris dies
1–11+2
{{{partner}}}
{{{other}}}
27+1 −2
{{{third}}}
Map dimensions: 30 columns by 24 rows
Victory: Seize
Player
Partner
Other
Enemy
Third
Defeat: Marth or Kris dies
1–11+2
{{{partner}}}
{{{other}}}
29+1 −2
{{{third}}}
Map dimensions: 30 columns by 24 rows
Character data
Mystery of the Emblem New Mystery of the Emblem
Jeorge must survive this chapter in order to appear in Chapter 8 .
If Rickard is not recruited or killed in this chapter, he will appear in the next chapter and can be recruited there.
Item data
Mystery of the Emblem New Mystery of the Emblem
Shop data
Mystery of the Emblem New Mystery of the Emblem
Armories and vendors
Swords Lances Axes Bows Tomes Staves Items Secret
The secret shop is located one tile north and four tiles east from the northwestern.
Armories and vendors
Swords Lances Axes Bows Tomes Staves Items Secret
The secret shop sells only a single Master Seal; it is located between the armory and the vendor in.
Enemy data
Enemy data
Mystery of the Emblem New Mystery of the Emblem
Stats with a decimal can vary randomly; the decimal represents the chance for the stat to increase to the nearest integer, or otherwise be truncated.
Normal Hard Maniac Lunatic
Name
Class
Lv
#
HP
Str
Mag
Skill
Spd
Lck
Prf
Def
Res
Cha
Lck
Con
Mov
Inventory and Skills
Torus
Ballistician
7
1
29.4
7+1
0+1
6.2
6.8
0
10
0
--
Arrowspate • Gemini Shard
Stands on a gate , the chapter's seize point.
Archanea
Ballistician
3
1
27.2
5
0
4.8
5.2
0
10
0
--
Stonehoist
--
Archanea
Knight
5
1
27
9
0
8
4.5
0
8.8
0.4
5
Iron Lance
Will not move until a player unit is in range of at least two of the three Knights east of the gate, at which point he begins moving unprovoked.
Archanea
Knight
5
1
27
9
0
8
4.5
0
8.8
0.4
5
Steel Lance
Will not move until a player unit is in range of at least two of the three Knights east of the gate, at which point he begins moving unprovoked.
Archanea
Knight
5
1
27
9
0
8
4.5
0
8.8
0.4
5
Javelin
Will not move until a player unit is in range of at least two of the three Knights east of the gate, at which point he begins moving unprovoked.
Jeorge
Sniper
5
1
32
12
1
14
14
5
13
3
7
Parthia
Does not move or initiate combat until he or a nearby Sniper is attacked, at which point he begins moving unprovoked.
Archanea
Sniper
1
3
30.8
10.6
1
12.2
10.98
0
10
3
7
Silver Bow
Does not move or initiate combat until Jeorge or a nearby Sniper is attacked, at which point he begins moving unprovoked.
Archanea
Bishop
1
1
24.4
1
4.8
5
6.4
0
3
8
6
Physic
--
Archanea
Cavalier
5
2
27
9.5
0
8
8.6
0
6.2
0.4
9
Iron Lance
The southwest one begins moving if any of the southeast Cavaliers are provoked.
Archanea
Cavalier
5
3
27
9.5
0
8
8.6
0
6.2
0.4
9
Silver Sword
The southwest one begins moving if any of the southeast Cavaliers are provoked.
Archanea
Mage
3
1
20.1
0
6.2
6.7
7.7
0
2.4
3.4
6
Fire
Immediately begins moving unprovoked.
Archanea
Mage
3
1
20.1
0
6.2
6.7
7.7
0
2.4
3.4
6
Fire • Pure Water
Immediately begins moving unprovoked.
Archanea
Mage
3
1
20.1
0
6.2
6.7
7.7
0
2.4
3.4
6
Fire
Immediately begins moving unprovoked.
Archanea
Cavalier
5
1
27
9.5
0
8
8.6
0
6.2
0.4
9
Javelin
Begins moving if any of the southeast Cavaliers are provoked.
Archanea
Dracoknight
3
2
29.2
9
1
7
10.2
0
9.6
3.2
10
Silver Lance
--
Archanea
Dracoknight
3
1
29.2
9
1
7
10.2
0
9.6
3.2
10
Silver Axe • Vulnerary
--
Ruffian
Thief
3
1
20.8
6.6
0
5.2
11
0
2.6
0
7
Iron Sword
Moves to escape northeast of the village ; ignores combat, except to attack player units blocking the escape point.
Thief
Thief
3
1
20.8
6.6
0
5.2
11
0
2.6
0
7
Iron Sword • Master Seal
Moves to escape northeast of the village ; ignores combat, except to attack player units blocking the escape point.
Rickard
Thief
3
1
18
6
0
3
9
1
3
0
7
Iron Sword • VIP Card
Moves to escape northeast of the village ; ignores combat, except to attack player units blocking the escape point.
Barst
Fighter
5
1
26
12
0
10
11
6
7
0
6
Steel Axe • Hand Axe • Vulnerary
Does not move or initiate combat until he is attacked.
Name
Class
Lv
#
HP
Str
Mag
Skill
Spd
Lck
Prf
Def
Res
Cha
Lck
Con
Mov
Inventory and Skills
Torus
Ballistician
7
1
34.8
10+1
0+1
10.4
8.6
0
10
0
--
Arrowspate • Gemini Shard
Stands on a gate , the chapter's seize point.
Archanea
Ballistician
3
1
32.6
8
0
8.4
7
0
10
0
--
Stonehoist
--
Archanea
Knight
5
2
32.4
10.8
0
9.8
7.2
0
8.8
0.4
5
Steel Lance
Will not move until a player unit is in range of at least two of the three Knights east of the gate, at which point he begins moving unprovoked.
Archanea
Knight
5
1
32.4
10.8
0
9.8
7.2
0
8.8
0.4
5
Javelin
Will not move until a player unit is in range of at least two of the three Knights east of the gate, at which point he begins moving unprovoked.
Jeorge
Sniper
5
1
32
12
1
14
14
5
13
3
7
Parthia
Does not move or initiate combat until he or a nearby Sniper is attacked, at which point he begins moving unprovoked.
Archanea
Sniper
1
4
35.6
11.2
1
13.4
12.96
0
10
3
7
Silver Bow
• The northeast three do not move or initiate combat until any of them or Jeorge are attacked, at which point they begin moving unprovoked. • The southwest one begins moving if any of the southeast Cavaliers are provoked or Torus or the generic Ballistician are attacked.
Archanea
Bishop
1
1
26.8
1
6.6
8
8.8
0
3
8
6
Physic
--
Archanea
Cavalier
5
2
31.8
11.6
0
9.8
10.4
0
6.2
0.4
9
Steel Lance
The southwest one begins moving if any of the southeast Cavaliers or Sniper are provoked or Torus or the generic Ballistician are attacked.
Archanea
Cavalier
5
3
31.8
11.6
0
9.8
10.4
0
6.2
0.4
9
Silver Sword
The southwest one begins moving if any of the southeast Cavaliers or Sniper are provoked or Torus or the generic Ballistician are attacked.
Archanea
Mage
3
1
23.4
0
8.6
8.8
9.8
0
2.4
3.4
6
Elfire
Immediately begins moving unprovoked.
Archanea
Mage
3
1
23.4
0
8.6
8.8
9.8
0
2.4
3.4
6
Elfire • Pure Water
Immediately begins moving unprovoked.
Archanea
Mage
3
1
23.4
0
8.6
8.8
9.8
0
2.4
3.4
6
Elfire • Fire
Immediately begins moving unprovoked.
Archanea
Cavalier
5
1
31.8
11.6
0
9.8
10.4
0
6.2
0.4
9
Javelin
Begins moving if any of the southeast Cavaliers or Sniper are provoked.
Archanea
Dracoknight
3
2
34.6
10.5
1
8.8
12.6
0
9.6
3.2
10
Silver Lance
--
Archanea
Dracoknight
3
1
34.6
10.5
1
8.8
12.6
0
9.6
3.2
10
Silver Axe • Vulnerary
--
Ruffian
Thief
3
1
24.4
7.8
0
7.6
14
0
2.6
0
7
Steel Sword • Iron Sword
Moves to escape northeast of the village ; ignores combat, except to attack player units blocking the escape point.
Thief
Thief
3
1
24.4
7.8
0
7.6
14
0
2.6
0
7
Steel Sword • Master Seal
Moves to escape northeast of the village ; ignores combat, except to attack player units blocking the escape point.
Rickard
Thief
3
1
18
6
0
3
9
1
3
0
7
Iron Sword • VIP Card
Moves to escape northeast of the village ; ignores combat, except to attack player units blocking the escape point.
Barst
Fighter
5
1
26
12
0
10
11
6
7
0
6
Steel Axe • Hand Axe • Vulnerary
Does not move or initiate combat until he is attacked.
Reinforcements
Mystery of the Emblem
Starting turn 13, continuing until 3 have appeared; whether one appears each turn is random
One Thief from west of the castle
New Mystery of the Emblem
Turn 8
One Thief from the forests west of the castle
All reinforcements are halted upon Torus being defeated.
Boss data
Main article: Torus
Boss data
Mystery of the Emblem New Mystery of the Emblem
Stats with a decimal can vary randomly; the decimal represents the chance for the stat to increase to the nearest integer, or otherwise be truncated.
Normal Hard Maniac Lunatic
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
This section has been marked as a stub . Please help improve the page by adding information.
Try to avoid engaging Jeorge's sniper troop if at all possible, as Jeorge surviving will allow his recruitment in Chapter 8.
Etymology and other languages
Names, etymology, and in other regions
Language
Name
Definition, etymology, and notes
English(unofficial)
Grunia Liberation
Liberation of Grust
Japanese
グルニア解放
Grunia Liberation
Gallery
Notes
References