The Escape
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“
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What the people of Northern Thracia truly need is a hero who can unite them into an army to stand up and fight. And you are the perfect example, Lord Leif.
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”
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— August to Leif
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The Escape (Japanese: 脱出 Escape) is the sixth chapter of Fire Emblem: Thracia 776.
Plot
- Main article: The Escape/Script
Leif and his party reach the Munster castle town and regroup with August. August lectures Leif about the Loptr Church and their influence on the Grannvale Empire and bids him to raise a liberation army to reclaim Leonster. Meanwhile, the powerful mercenary Galzus rescues Mareeta and leaves her in the hands of the bishop Saias. Leif and his party successfully slip out of town, forcing Raydrik to send General Eisenau to pursue him. He reveals to one of his minions that Galzus is the cousin of Prince Shannan of Isaach.
Chapter data
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Victory: Escape
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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: Leif dies
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10+1
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{{{partner}}}
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0+10
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25+9
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{{{third}}}
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Units are arranged based on their position in deployment order after Leif. If every unit is recruited and alive, deployment order is Leif, Lifis, Fergus, Karin, Dalsin, Asbel, Brighton, Machyua, Lara, Nanna.
The southwest door cannot be opened by a Door Key or Lockpick; it instead opens when a player unit acts one tile north of it (columns 7 or 8, row 25)
Character data
Item data
Shop data
Armories and vendors
Swords Lances Axes Bows Tomes Staves Items Secret
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Name
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Cost
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Fire
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2,250
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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.
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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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Wlv
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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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Raydrik
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Baron
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20
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1
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56
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16
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8+20
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12
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9
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6
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16
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20
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6
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Loptr Sword • Warp
Pavise • Immortal*
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Authority: ★★★★ Action: ★ Does not move.
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Munster
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Sword Armor
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15
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1
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20~37
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4~20
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0~17
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0~17
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0~17
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0~17
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8~20
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9~20
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5~6
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Long Sword
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Authority: Truman Moves to attack units in range; begins moving unprovoked after any enemy unit is provoked or engaged in combat.
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Munster
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Bow Armor
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15
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2
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20~37
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4~20
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0~17
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0~17
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0~17
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0~17
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8~20
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9~20
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5~6
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Long Bow
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Authority: Truman Moves to attack units in range; begins moving unprovoked after any enemy unit is provoked or engaged in combat.
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Munster
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Axe Armor
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15
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4
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20~37
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4~20
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0~17
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0~17
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0~17
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0~17
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8~20
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9~20
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5~6
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Battle Axe
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Authority: Truman Moves to attack units in range; begins moving unprovoked after any enemy unit is provoked or engaged in combat.
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Truman
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General
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5
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1
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26~33
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7~14
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1~8
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5~12
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2~9
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0~7
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12~19
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10~17
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6~7
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Great Sword • Long Bow • Vulnerary
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Authority: ★★ Moves to attack units in range.
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Munster
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Mage
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12
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4
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18~32
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0~14
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2~16
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2~16
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3~17
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0~14
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0~14
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4~18
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6~7
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Elfire
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Authority: Truman Moves to attack units in range; begins moving unprovoked after any enemy unit is provoked or engaged in combat.
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Munster
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Bishop
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5
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2
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20~27
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0~7
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5~12
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2~9
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2~9
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0~7
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1~8
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4~11
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5~6
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Meteor • Physic
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Authority: Truman Does not move.
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Munster
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Soldier
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3
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2
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20
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4
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0
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2
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3
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2
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2
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7
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5
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Short Lance
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Authority: Truman Moves four tiles at a time, alternating between moving east and west.
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Munster
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Priest
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5
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1
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16~23
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0~7
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3~10
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2~9
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1~8
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0~7
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0~7
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4~11
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5~6
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Physic
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Authority: Truman
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Munster
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Lance Armor
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5
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6
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20~27
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4~11
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0~7
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0~7
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0~7
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0~7
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8~15
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9~16
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5~6
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Long Lance • Vulnerary
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Authority: Truman Moves to attack units in range.
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Munster
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Soldier
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10
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2
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20~32
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3~15
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0~12
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0~12
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0~12
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0~12
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1~13
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6~18
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5~6
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Long Lance
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Authority: Truman Moves to attack units in range.
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Reinforcements
- Turn 13
- 8 Cavaliers; four from the road south of Raydrik, four from the road east of ally starting positions
- Turn 15, if he was not killed or captured in Chapter 5
- Galzus from north of the northwest stairs
NPC 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.
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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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Wlv
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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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Ced
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Sage
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7
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1
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26
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2
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16
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15+20
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16+20
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9
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7
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8
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8
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Forseti • Vulnerary
Adept • Immortal*
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Authority: ★ Action: ★★ Moves to attack units unprovoked; begins moving to escape on turn 9.
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Magi
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Sword Fighter
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7
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1
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20~29
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3~12
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0~9
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5~14
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6~15
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0~9
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2~11
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6~15
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6~7
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Killing Edge
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Authority: Ced Moves to attack units unprovoked; begins moving to escape on turn 9.
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Magi
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Sword Fighter
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4
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1
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18~24
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2~8
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0~6
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5~11
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7~13
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0~6
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2~8
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5~11
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6~7
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Iron Sword
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Authority: Ced Moves to attack units unprovoked; begins moving to escape on turn 9.
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Magi
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Axe Fighter
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5
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2
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20~27
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4~11
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0~7
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4~11
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5~12
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0~7
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2~9
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8~15
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6~7
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Hand Axe
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Authority: Ced Moves to attack units unprovoked; begins moving to escape on turn 9.
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Magi
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Bow Fighter
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4
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2
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18~24
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3~9
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0~6
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3~9
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4~10
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0~6
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1~7
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6~12
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7~8
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Iron Bow
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Authority: Ced Moves to attack units unprovoked; begins moving to escape on turn 9.
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Magi
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Sword Fighter
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5
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3
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20~27
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3~10
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0~7
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5~12
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6~13
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0~7
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2~9
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6~13
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6~7
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Iron Blade
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Authority: Ced Moves to attack units unprovoked; begins moving to escape on turn 9.
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Reinforcements
- Turn 5, if Chapter 4x was not played
- Ced and nine other NPC units from north of ally starting positions
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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From the start, there are two options: head south through the villages, or face the army with stronger units, like Asbel or Fergus. If you rescued Mafy in Chapter 4x, Hicks will be ready for recruitment in one of the villages. If you wish to use Karin to visit the villages in west, keep in mind that while there may be some spots where certain enemies cannot attack, and bring a Vulnerary. Dalsin's low movement may be a problem, so make sure one of your units can keep him safe from mages, or simply being overwhelmed. Don't take forever, though; Galzus will appear on turn 14 with Luna, Astra, and a Meisterschwert.
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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The Escape
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--
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Japanese
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脱出
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Escape
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Gallery