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Flight!

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

Cm fe09 5.png

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 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.

Plot

Main article: Flight!/Script

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.

Chapter data

Easy/Normal Difficult Maniac

Chapter Data
Conditions
Unit Data
Victory: Defend for 6 turns Player Partner Other Enemy
Defeat: Ike dies, or enemy seizes location 8 {{{partner}}} {{{other}}} 22+10

Easy Normal

Cm fe09 5.png
Map dimensions:
16 columns by 18 rows

Character data

Characters
New units

None

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

Item data

Items
Name Obtainment Method
Is gcn hammer.png Hammer Dropped by enemy Fighter
Is gcn iron blade.png Iron Blade Dropped by enemy Myrmidon
Is gcn torch.png Torch Dropped by enemy Soldier
(Difficult/Maniac only)
Is gcn vulnerary.png Vulnerary Dropped by enemy Sword Knight
(Difficult/Maniac only)
Is gcn ashera icon.png Ashera Icon Dropped by Dakova

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.

Easy Normal Difficult Maniac

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Small portrait dakova fe09.png Dakova Knight 13 1 30 10 0 8 5 0 9 0 5 Iron Lance Javelin Ashera 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.
Small portrait daein fe09.png Soldier Soldier 8 1 25~26 6~7 1 7~8 7 0 5~6 2~3 6 Steel Lance
--
Small portrait daein fe09.png Soldier Soldier 6 5 24~25 5~6 0 6~7 6 1 6 1~2 6 Iron 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.
Small portrait daein fe09.png Soldier Archer 5 3 20~21 4~5 0 8~9 5 1 5~6 1~2 6 Iron 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.
Small portrait daein fe09.png Soldier Sword Knight 7 1 24~25 7~8 0~1 4 8 1~2 7~8 2~3 8 Iron Sword Vulnerary
Begins moving if he can reach a unit within 13 spaces.
Small portrait daein fe09.png Mercenary Fighter 7 1 29~30 6~7 0 6~7 5~6 1~2 5~6 1~2 6 HammerThis item is dropped upon this unit's defeat.
Moves 3 spaces per turn if no unit is in range.
Small portrait daein fe09.png Soldier Soldier 6 2 24~25 5~6 0 6~7 6 1 6 1~2 6 Steel Lance
The southeastern one begins moving if a unit reaches just north of the gap between the southern fences.
Small portrait daein fe09.png Soldier Soldier 7 1 25 5~6 0~1 7 6~7 1 6~7 2 6 Iron Lance
--
Small portrait daein fe09.png Soldier Lance Knight 6 1 23~24 6 0 4 7~8 0 7 2 8 Iron Lance
Begins moving if he can reach a unit within 13 spaces.
Small portrait daein fe09.png Soldier Myrmidon 8 1 23~24 7~8 0 9~10 9~10 2 7 1~2 6 Iron 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.
Small portrait daein fe09.png Soldier Myrmidon 8 1 23~24 7~8 0 9~10 9~10 2 7 1~2 6 Iron Blade
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
Small portrait daein fe09.png Soldier Soldier 5 1 23~24 5~6 0 6 6 1 5~6 1 6 Iron Lance
Begins moving if a unit reaches just north of the gap between the southern fences.
Small portrait daein fe09.png Soldier Soldier 6 1 24~25 5~6 0 6~7 6 1 6 1~2 6 Javelin
Begins moving if a unit reaches just north of the gap between the southern fences.
Small portrait daein fe09.png Soldier Archer 5 1 20~21 4~5 0 8~9 5 1 5~6 1~2 6 Steel Bow
Begins moving if a unit reaches at least 2 spaces south of the gap between the southern fences.
Small portrait daein fe09.png Soldier Archer 4 1 20 3 0 8 5 1 5 1 6 Steel Bow
--
Reinforcements
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Small portrait daein fe09.png Soldier Soldier 5 2 21~22 4~5 0 6 6 1 4~5 1 6 Steel Lance
--
Small portrait daein fe09.png Soldier Soldier 6 2 22~23 5 0 6~7 6 1 5 1~2 6 Javelin
--
Small portrait daein fe09.png Soldier Archer 5 2 18~19 3~4 0 8~9 5 1 4~5 1~2 6 Iron Bow
--
Small portrait daein fe09.png Soldier Soldier 6 4 22~23 5 0 6~7 6 1 5 1~2 6 Steel Lance
--

Reinforcements

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

Boss data

Main article: Dakova

Easy/Normal Difficult/Maniac

Medium portrait dakova fe09.png
Knight
Level 13
Attribute Is gcn windaffin.png
Build 12
Stats
Max HP 30 Speed 5
Strength 10 Luck 0
Magic 0 Defense 9
Skill 8 Resistance 0
Movement 5 Weight 16
Inventory Skills
Iron Lance
Javelin
Ashera IconThis item is dropped upon this unit's defeat.
--
Weapon Levels
Swords -- Lances C Axes -- Bows --
Fire magic -- Thunder magic -- Wind magic -- Staves --

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, 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 Difficult 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
Language Name Definition, 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


This section has been marked as a stub. Please help improve the page by adding information.


← Roadside Battle • Flight! • A Brief Diversion →
Fire Emblem: Path of Radiance
Playable characters AstridBastianBoydBromCalillDevdanElinciaEnaGatrieGiffcaGeoffreyHaarIkeIlyanaJanaffJillKieranLargoLetheLuciaMakalovMarciaMiaMistMordecaiMuarimNaesalaNasirNepheneeOscarRanulfReysonRhysRolfShinonSorenSotheStefanTanithTauroneoTibarnTitaniaTormodUlkiVolkeZihark
Trial Map characters AshnardBryceOliverPetrineShiharam
Non-playable characters AimeeCaineghisDanielDeghinseaGarethGreilHetzelIzukaJorgeKurthnagaLeanneLekainLotzMustonNealuchiRajaionSanakiSephiranSigrunZelgius
Bosses AshnardBalmerBertramBlack KnightBoydBryceDakovaDanomillEmilEnaGashilamaGreilGromellHafeddHavettiHeddwynHomasaIkanauKamuraKasataiKayacheyKimaarsiKotaffMackoyaMaijinMuarimNaesalaNedataNorrisOliverPetrineRikardSchaefferSeekerShiharamTomenamiZawana
Background characters AltinaAsheraElenaLilliaLoraziehRamonRenning
Regalia and personal weapons AlonditeAmitiAshera StaffDouble BowGurgurantRagnellRegal SwordRexauraRexboltRexcaliburRexflameRolf's BowUrvanVague KattiWishblade
Chapters P: 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 Maps Hillside BattleLonely IsleStrange TurnDesperationEscapeTrapped
Locations TelliusBegnion (SienneTower of Guidance) • CrimeaDaein (NevassaTalrega) • GalliaGoldoaGrann DesertGritnea TowerKilvasPhoenicisSerenes Forest
Groups, objects and events Ancient languageGreat FloodGreil MercenariesLehran's MedallionMad King's War • Races (BeorcBrandedLaguz) • Serenes MassacreWarp Powder
Lists Base conversationsChaptersCharactersClasses (Class change) • Hidden treasureItemsScriptsSkillsSupportsWeapons
Related topics Data transferList of version differences (Name chart) • Other games (Radiant Dawn) • Pre-release information (Unused content) • Sound RoomTimeline