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Liberation of Grust
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Liberation of Grust (Japanese: グルニア解放 Grunia Liberation) is the fifth chapter of Fire Emblem: Mystery of the Emblem Book II and Fire Emblem: New Mystery of the Emblem.
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
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Victory: Seize
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Marth dies
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1–15+1
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{{{partner}}}
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{{{other}}}
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32−1
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{{{third}}}
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Map dimensions: 30 columns by 24 rows
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Normal Hard Maniac Lunatic
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Victory: Seize
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Marth or Kris dies
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1–11+2
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{{{partner}}}
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{{{other}}}
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24+1−2
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{{{third}}}
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Map dimensions: 30 columns by 24 rows
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Victory: Seize
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Marth or Kris dies
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1–11+2
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{{{partner}}}
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{{{other}}}
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26+1−2
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{{{third}}}
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Map dimensions: 30 columns by 24 rows
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Victory: Seize
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Marth or Kris dies
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1–11+2
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{{{partner}}}
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{{{other}}}
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27+1−2
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{{{third}}}
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Map dimensions: 30 columns by 24 rows
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Victory: Seize
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Marth or Kris dies
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1–11+2
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{{{partner}}}
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{{{other}}}
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29+1−2
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{{{third}}}
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Map dimensions: 30 columns by 24 rows
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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
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Torus
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Ballistician
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7
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1
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29.4
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7+1
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0+1
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6.2
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6.8
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0
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10
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0
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--
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Arrowspate • Gemini Shard
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Stands on a gate, the chapter's seize point.
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Archanea
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Ballistician
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3
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1
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27.2
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5
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0
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4.8
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5.2
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0
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10
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0
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--
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Stonehoist
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--
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Archanea
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Knight
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5
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1
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27
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9
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0
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8
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4.5
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0
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8.8
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0.4
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5
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Iron Lance
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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.
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Archanea
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Knight
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5
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1
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27
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9
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0
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8
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4.5
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0
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8.8
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0.4
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5
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Steel Lance
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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.
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Archanea
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Knight
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5
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1
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27
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9
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0
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8
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4.5
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0
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8.8
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0.4
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5
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Javelin
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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.
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Jeorge
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Sniper
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5
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1
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32
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12
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1
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14
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14
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5
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13
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3
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7
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Parthia
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Does not move or initiate combat until he or a nearby Sniper is attacked, at which point he begins moving unprovoked.
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Archanea
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Sniper
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1
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3
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30.8
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10.6
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1
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12.2
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10.98
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0
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10
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3
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7
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Silver Bow
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Does not move or initiate combat until Jeorge or a nearby Sniper is attacked, at which point he begins moving unprovoked.
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Archanea
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Bishop
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1
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1
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24.4
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1
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4.8
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5
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6.4
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0
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3
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8
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6
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Physic
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--
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Archanea
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Cavalier
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5
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2
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27
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9.5
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0
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8
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8.6
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0
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6.2
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0.4
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9
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Iron Lance
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The southwest one begins moving if any of the southeast Cavaliers are provoked.
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Archanea
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Cavalier
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5
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3
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27
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9.5
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0
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8
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8.6
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0
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6.2
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0.4
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9
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Silver Sword
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The southwest one begins moving if any of the southeast Cavaliers are provoked.
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Archanea
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Mage
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3
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1
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20.1
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0
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6.2
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6.7
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7.7
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0
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2.4
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3.4
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6
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Fire
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Immediately begins moving unprovoked.
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Archanea
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Mage
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3
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1
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20.1
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0
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6.2
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6.7
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7.7
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0
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2.4
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3.4
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6
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Fire • Pure Water
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Immediately begins moving unprovoked.
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Archanea
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Mage
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3
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1
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20.1
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0
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6.2
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6.7
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7.7
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0
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2.4
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3.4
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6
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Fire
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Immediately begins moving unprovoked.
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Archanea
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Cavalier
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5
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1
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27
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9.5
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0
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8
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8.6
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0
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6.2
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0.4
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9
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Javelin
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Begins moving if any of the southeast Cavaliers are provoked.
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Archanea
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Dracoknight
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3
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2
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29.2
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9
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1
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7
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10.2
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0
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9.6
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3.2
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10
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Silver Lance
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--
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Archanea
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Dracoknight
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3
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1
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29.2
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9
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1
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7
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10.2
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0
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9.6
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3.2
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10
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Silver Axe • Vulnerary
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--
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Ruffian
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Thief
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3
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1
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20.8
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6.6
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0
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5.2
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11
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0
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2.6
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0
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7
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Iron Sword
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Moves to escape northeast of the village; ignores combat, except to attack player units blocking the escape point.
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Thief
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Thief
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3
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1
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20.8
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6.6
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0
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5.2
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11
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0
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2.6
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0
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7
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Iron Sword • Master Seal
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Moves to escape northeast of the village; ignores combat, except to attack player units blocking the escape point.
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Rickard
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Thief
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3
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1
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18
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6
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0
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3
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9
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1
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3
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0
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7
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Iron Sword • VIP Card
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Moves to escape northeast of the village; ignores combat, except to attack player units blocking the escape point.
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Barst
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Fighter
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5
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1
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26
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12
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0
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10
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11
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6
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7
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0
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6
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Steel Axe • Hand Axe • Vulnerary
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Does not move or initiate combat until he is attacked.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Torus
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Ballistician
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7
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1
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34.8
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10+1
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0+1
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10.4
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8.6
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0
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10
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0
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--
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Arrowspate • Gemini Shard
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Stands on a gate, the chapter's seize point.
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Archanea
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Ballistician
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3
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1
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32.6
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8
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0
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8.4
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7
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0
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10
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0
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--
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Stonehoist
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--
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Archanea
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Knight
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5
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2
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32.4
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10.8
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0
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9.8
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7.2
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0
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8.8
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0.4
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5
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Steel Lance
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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.
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Archanea
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Knight
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5
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1
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32.4
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10.8
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0
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9.8
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7.2
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0
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8.8
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0.4
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5
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Javelin
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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.
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Jeorge
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Sniper
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5
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1
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32
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12
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1
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14
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14
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5
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13
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3
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7
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Parthia
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Does not move or initiate combat until he or a nearby Sniper is attacked, at which point he begins moving unprovoked.
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Archanea
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Sniper
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1
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4
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35.6
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11.2
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1
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13.4
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12.96
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0
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10
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3
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7
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Silver Bow
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• 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.
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Archanea
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Bishop
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1
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1
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26.8
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1
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6.6
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8
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8.8
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0
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3
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8
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6
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Physic
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--
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Archanea
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Cavalier
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5
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2
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31.8
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11.6
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0
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9.8
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10.4
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0
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6.2
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0.4
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9
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Steel Lance
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The southwest one begins moving if any of the southeast Cavaliers or Sniper are provoked or Torus or the generic Ballistician are attacked.
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Archanea
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Cavalier
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5
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3
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31.8
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11.6
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0
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9.8
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10.4
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0
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6.2
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0.4
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9
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Silver Sword
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The southwest one begins moving if any of the southeast Cavaliers or Sniper are provoked or Torus or the generic Ballistician are attacked.
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Archanea
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Mage
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3
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1
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23.4
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0
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8.6
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8.8
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9.8
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0
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2.4
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3.4
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6
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Elfire
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Immediately begins moving unprovoked.
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Archanea
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Mage
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3
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1
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23.4
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0
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8.6
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8.8
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9.8
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0
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2.4
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3.4
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6
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Elfire • Pure Water
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Immediately begins moving unprovoked.
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Archanea
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Mage
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3
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1
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23.4
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0
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8.6
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8.8
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9.8
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0
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2.4
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3.4
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6
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Elfire • Fire
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Immediately begins moving unprovoked.
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Archanea
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Cavalier
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5
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1
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31.8
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11.6
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0
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9.8
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10.4
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0
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6.2
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0.4
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9
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Javelin
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Begins moving if any of the southeast Cavaliers or Sniper are provoked.
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Archanea
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Dracoknight
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3
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2
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34.6
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10.5
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1
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8.8
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12.6
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0
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9.6
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3.2
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10
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Silver Lance
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--
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Archanea
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Dracoknight
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3
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1
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34.6
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10.5
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1
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8.8
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12.6
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0
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9.6
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3.2
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10
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Silver Axe • Vulnerary
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--
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Ruffian
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Thief
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3
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1
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24.4
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7.8
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0
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7.6
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14
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0
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2.6
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0
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7
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Steel Sword • Iron Sword
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Moves to escape northeast of the village; ignores combat, except to attack player units blocking the escape point.
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Thief
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Thief
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3
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1
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24.4
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7.8
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0
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7.6
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14
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0
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2.6
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0
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7
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Steel Sword • Master Seal
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Moves to escape northeast of the village; ignores combat, except to attack player units blocking the escape point.
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Rickard
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Thief
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3
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1
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18
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6
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0
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3
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9
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1
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3
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0
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7
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Iron Sword • VIP Card
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Moves to escape northeast of the village; ignores combat, except to attack player units blocking the escape point.
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Barst
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Fighter
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5
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1
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26
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12
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0
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10
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11
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6
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7
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0
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6
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Steel Axe • Hand Axe • Vulnerary
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Does not move or initiate combat until he is attacked.
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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.
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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
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Language
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Name
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Definition, etymology, and notes
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English (unofficial)
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- Grunia Liberation
- Liberation of Grust
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Japanese
|
グルニア解放
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Grunia Liberation
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Gallery
Notes
References