One of the Standard RPG Items
, or sometimes a skill. Unlike your regular Escape command (which may or may not work, depending on player/monster stats like Agility or Luck
or allow the enemy to beat you up without retaliation while your party is busy skidding in place), this is an item/skill that is a guaranteed
escape from any Random Encounters
You generally won't find this in games that don't make a distinction between "field" and "combat"
, and you can't use it to flee from predetermined battle encounters (or a Boss Battle
If the game normally penalizes the player for escaping midbattle, this item/skill can be used to escape without penalty. Alternately, in games where experience/money is awarded only for defeating all
monsters in battle, this item may allow the player to receive experience/money for whatever monsters were defeated before they fled.
Compare Escape Rope
, which is used for escaping a Dungeon Crawler
, and Hyperspeed Escape
, which is running away very, very quickly. The Ninja Log
and Smoke Out
are often used to do this.
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Anime and Manga
- Marvel Universe:
- The Silver Samurai and Viper had teleportation rings that they could use to escape hazardous situations.
- Alpha Flight: The original Guardian armor could cancel out the effects of the Earth's rotation, causing it to instantly move westward at the Earth's rotational speed (about 1,000 miles per hour). This allowed the armor's user to essentially vanish from combat in the blink of an eye.
- Star Wars Expanded Universe: If you fight Yoda, you have one of these. Usually a combination of Force Speed and distracting Yoda by endangering someone in the vicinity.
- Dungeons & Dragons
- The Deck of Many Things. One of the cards was Fates, which allowed you to avoid any situation, once.
- There were also items like Teleport rings or the Helm of Teleportation that could send you to another location.
- Munchkin has several cards that can work this way; however, many of them can also be used to force your opponents to escape from battles they're actually capable of winning, which is often the preferable option.
- The submarine's special power in Axis And Allies.
- The move Teleport and the items Poke Doll and Fluffy Tail (when used in battle) and Smoke Ball (when held in battle).
- Pokemon with the "Run Away" ability can escape from any wild Pokemon guaranteed just by using the normal "Run" command.
- The "Roar" and "Whirlwind" moves are inversions: they end wild Pokemon battles by forcing the opponent away, rather than the user, therefore working in situations where the user is blocked from escaping. Starting with the second generation, they can also be used in battles against fellow trainers, though not to escape—instead, when the opposing Pokemon runs, one of the trainer's other Pokemon is sent out in its stead.
- As of Generation VI, all Ghost-type pokemon can't be prevented from attempting to escape battle or switch, presumably due to a degree of intangibility.
- A staple of the Final Fantasy series, usually in the form of the "Escape" spell or the occasional consumable item, but also:
- In Final Fantasy IV, Edge can use a smoke bomb to get the party out of a battle.
- Thieves in Final Fantasy V can learn the Flee command, which allows you to escape instantaneously without fail. Great for getting past all those damn Jackanapes in Walse Castle.
- Final Fantasy VI has the item variant.
- Final Fantasy VII has the Exit materia, which lets you use the Escape spell to flee from battles. The materia also contains the Remove spell, which is the inverse of Escape by forcing all enemies to be removed from battle. If you somehow use the spell on your own party, it counts as a Total Party Wipe.
- Final Fantasy X has the Flee command, found near Tidus' starting point on the Sphere Grid. Unlike the standard Escape command, which only lets that individual party member flee, the Flee command makes the whole party flee at the same time and it never fails unless you're not supposed to flee.
- Final Fantasy XII is a subversion to the trope. Since all battles take place in real time, there isn't any escape techniques. Holding the flee button forces the party to put away their weapons and their running speed is slightly increased to help them get away from enemies.
- Present in all three Etrian Odyssey games. In the first two, the Protector can learn the Flee skill, which always escapes the party from any battle where they aren't trapped, and has a chance of dropping them at the last staircase they used. In the third game, the Ninja's "Tonsou Jutsu" skill does the same, but it's no longer a guaranteed escape (merely an increased chance), while the Shogun's "Retreat" skill simply takes you out of the battle.
- The Shining Force series has the "Egress" skill, usually only given to the main character. Since you (usually) cannot replay battles after finishing them, using Egress is one of the keys to Level Grinding.
- ZanZarah: The Hidden Portal had the garlic extract that scares away any attacking wild faeries but you have to buy it beforehand and it only works in the short time between being attacked and the Fight Woosh. During a fairy duel, making your way to the miniature sun at the center of the area allows you to escape random encounters (but not boss battles). In a particular bit of cruelty, the wild fairies can use it, too, if they are losing badly, robbing you of the XP you earned in blood (that is, fairy hit points).
- Paper Mario and its sequel featured a "Run Away" option outside of most scripted fights, though it had a good chance of failing and cost coins (albeit coins that could be picked up afterward).
- Super Mario RPG has the standard Run Away command, but it can sometimes fail, causing your turn to be wasted. Halfway through the game, you could get the See Ya! item that lets you run away from fights successfully.
- The Mario & Luigi series has a 'Run' option for this. In Mario & Luigi: Superstar Saga, you had to hammer the A and B buttons to make Mario and Luigi run while coins fell out their pockets, in later games you just hit the run command and immediately flee the battle. As per the norm, it doesn't work in boss battles.
- The first game has the 4-D Slip PSI, which allows a guaranteed escape from battle. Considering how brutal the late game enemies are, it's very helpful at times.
- The fan midquel MOTHER: Cognitive Dissonance also has 4-D Slip, learned by Col. Saturn, which has early plot significance but is also useful the entire game to escape battles.
- On Challenge Of The Go Bots, the "Astro-Beam" used for ultra-long-range teleportation reverses itself after a certain period, and the bad guys are simply not there any more.