||We’re surrounded. The soldiers aren’t waiting for an answer. They already decided to attack.
Flight! (Japanese: 脱出, Escape) is the fifth chapter of Fire Emblem: Path of Radiance. Elincia wakes up in the mercenary fort and introduces herself to Ike and Greil, 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.
The chapter begins with Mist running out to tell Greil and Ike that the woman 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 as Elincia Ridell Crimea, daughter of King Ramon. 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 of King Ashnard himself, and that Renning was still battling Daein last she heard. She was on her way to Gallia, in hopes that King Caineghis 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 and Soren 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 a laguz nation. Gatrie is indecisive, commenting only on how he prefers country girls over princesses. Oscar and Boyd are in favor of protecting the princess, as are Rhys, 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 the medallion hanging around Mist’s neck. Mist shares with her that it was her mother’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 to Petrine scolding Dakova (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 summons Ena to go over strategies of catching the runaway princess. Ena deduces that the princess will most likely be headed for Gallia, considering Melior is now taken over. Ena suggests that she do some research on the Greil 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.
| Victory: Defeat Dakova / Defend for 6 turns
| Defeat: Ike dies / Enemy seizes location
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, with Ike in particular guarding the Defend 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 and Gatrie 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 fighters Boyd and Oscar. 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 an Ashera 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 Hard Mode, the stage will be enshrouded in Fog 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
|| Definition, etymology and notes
|| Huida del fortín
|| Flight from the fort
|| Sauve-qui-peut !
|| Save yourselves!
|| Die Flucht
|| The Escape
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