Ryoma (Chapter)

"The group defeats Hinoka's forces and seeks Ryoma to end the war decisively. Azura guides them to the throne room's antechamber, where Ryoma is waiting."

- Opening Narration

Ryoma (白夜王子リョウマ Byakuya Ōji Ryōma lit. White Night Prince Ryoma in the Japanese version) is Chapter 25 of Fire Emblem: Fates in the Conquest Version. At the start of the chapter, the player is notified that Ryoma will start attacking during enemy phase after 25 turns (20 turns in Lunatic mode), but will only counterattack during Player Phase in the meantime. Due to the limited grinding opportunities in Conquest, engaging Ryoma or allowing him to get within striking distance to the Avatar will almost certainly lead to his/her demise, and by extension a Game Over. Even if the Avatar is capable of engaging Ryoma (typically on lower difficulties), a hidden effect reduces the damage Ryoma takes until the map's Dragon's Vein is activated, making it either difficult or impossible to defeat him,depending on the player's build. In order for the player's main force to intervene in the battle between the Avatar and Ryoma, the player must defeat either Saizo or Kagero.

Strategy
This chapter can be one of the hardest chapters in Conquest if the player wishes to grab the chest items and/or gain experience needed in the upcoming chapters. High defense units will not stand a chance on harder difficulties; the enemy has Inevitable End and will continually drain stats all the way to 0. It is highly advised that the player have several units with Shurikenbreaker and a Rally unit to fight the Master Ninjas. It is advised to use the Master of Arms rallier (from Chapter 23) or find a player with a devoted Rally unit.

If the player's Avatar is not well-trained, they will most likely die and will result in a game over. Giving them a Dragonstone to boost their defense is recommended along with tonics to help them defend against Ryoma's attacks. Otherwise, the only way of training the Avatar is through the DLC Boo Camp to gain experience.

Differences on Difficulty
On Normal Mode, defeating either Saizo or Kagero will open the door into the central room.

On Hard, the Automatons  lurking behind the Guard Stance Swordmasters have have Lunge and Seal Defense to weaken and drag your units deeper in the enemy lines. Engaging the swordmasters directly will result in the unit that attacked them getting pulled into an ambush that they have virtually hno ope of surviving. In addition, both Saizo and Kagero must be defeated in order to have the player's main army enter the central room.

On Lunatic, there are three Master Ninjas to the left of the main army. Every unit that is a Master Ninja or has a seal stat skill will also have Inevitable End. In addition, Ryoma will engage the player himself after 20 turns have passed, compared to 25 in Normal/Hard.

Dropped Items

 * Dracoshield - Ryoma

Chest Items

 * 10,000G
 * Silence