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Danger in the Dark/A Harrowing Escape
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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.
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
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Victory: Reach the target destination with all units | Player | Enemy | Third | |||
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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 | 0+25 | 15+1+∞ | |||
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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
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New units
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Required characters
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Available characters
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Item data
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Enemy data
Normal Hard
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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)
- 2 Pegasus Knights from south of the escape zone
- 2 Swordmasters from south of the escape zone (Hard only)
- Upon reaching the second checkpoint
- 2 Fortress Knights from south of the escape zone
- 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:
- 1 (Normal)/2 (Hard) Fortress Knight(s)
- 1 (Normal)/2 (Hard) Assassin(s), one that drops a Bullion
- Mercenary that drops a Concoction
- Mercenary
- Warlock
- Warlock
- Archer with a Critical Ring
- Archer
- Warrior
- Warrior
Third army data
Normal Hard
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Reinforcements
- Upon reaching the first checkpoint
- 1 Guardian Golem from north of the second lever
- Every turn after all player units reach the first checkpoint
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 | ||
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Language | Name | Definition, etymology, and notes |
English |
A Harrowing Escape |
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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
← Search for the Chalice • | A Harrowing Escape | • Besieged in the Chapel Ruins → |
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