Spirit Sanctum

To address problems relating to the Demon Realm, Rena and Rose travel with Ventus and Lincy to the Spirit Sanctum.

Up to two players battle Ventus and Lincy in a moderately sized arena with multiple platform heights.

Basic Mechanics

The battle against Ventus and Lincy is heavily seated in the fight's unique mechanics, and utilizing these mechanics is necessary to complete the fight at all, let alone in any timely manner.

Unlike the previous Master Road bosses, Ventus and Lincy recover from hitstun rather slowly, and can be comboed without much issue. However, the defensive mechanics used by Ventus and Lincy make up for this weakness.

At the start of the battle, each player will receive either a Wind Aura or Spirit Aura. (The first player always receives Wind, the second player always receives Spirit.) These auras can be changed by getting hit by certain boss attacks, or entering aura fields left behind by certain attacks.

Ventus and Lincy have constant shields that prevent attacks from hitting them. The only way to bypass these shields is to have the aura corresponding with the shield: having the Wind Aura will ignore green shields, and the Spirit Aura will ignore blue shields.

In phase 1, Ventus and Lincy split their time between fighting independently and fighting while paired together. While the two are apart, Ventus will always have a Wind barrier, and Lincy will always have a Spirit barrier. When together, they will use a barrier type selected at random, and players will be told what barrier type is in use.

Ventus and Lincy separate at fixed HP thresholds in the fight. They will start the fight divided, and will usually split up again every 50 HP bars. These thresholds are very difficult, if not impossible to skip: not only does Ventus recover very quickly from freezes and petrifies, he can also pause his health bar for the sake of meeting a threshold transition.

A colored orb and ornaments split in half; the left half is green, and the right half is blue

Ventus and Lincy will rejoin one another if either member of the pair loses a certain amount of health. This is tracked separately for Ventus and Lincy via a colored orb at the top of the screen.

When phase 2 begins, Ventus and Lincy will fuse together. Ventus and Lincy will no longer separate, and Ventus will slowly fly around the arena instead of fighting from the ground. Randomly chosen aura shields will protect Ventus.

Once you understand and get used to the fight's mechanics, this is a fairly manageable battle with a lot of room to breathe. This can be one of the easier Master Road dungeons, but clearing speed ultimately depends on execution and luck with auras... but this only goes that far if you're doing Normal difficulty or have a partner for Hell mode. Hell mode introduces a massive problem for solo players that we'll get to.

Attacks

The attacks you will encounter vary depending on what state Ventus and Lincy are in.

Lincy, alone

Raging Storm - Lincy will target a player, regardless of distance, indicated by a lit-up rectangular area. After a short time, a burst of wind will rise up; players hit will be launched and receive the Spirit aura.

Rapid Spin - Lincy will wind up, then spin rapidly in place to create a strong gale around her. Getting hit by this gale will do moderate damage, knock you backwards a significant distance, and inflict the Spirit aura.

Spirit Spheres* - Lincy will prepare two large, magical orbs that she will then shoot forwards toward a player. Over time, these spheres will lose speed, but start homing in on targets. They finish with a final explosion that ignores I-frames.

Ventus, alone

Arc Shot* - Ventus will fire arrows in an arc in a player's direction. He will shoot one arrow, then a second, and lastly a spread of three shots at once. These arrows will land on the ground, then explode in the order they were fired, or explode early if they make contact with a player on the ground. The final three arrows are each colored either blue or green, and will respectively leave behind an aura after exploding that will inflict the Spirit or Wind aura on anyone who enters the aura, or was hit by the explosion. Ventus may choose to perform a short sidestep after this attack in an attempt to throw off attackers.

Sniping Blast* - Ventus will take an aiming stance. For each player, three circular markers will appear, focused around their positions. A white marker, blue marker, and green marker will always appear. After a short while, these areas will explode. The blue and green markers will respectively inflict the Spirit and Wind auras on anyone hit by the explosion, or anyone who touches the aura zone left behind.

Kick Up - Ventus will perform a swift kick forwards that will launch any players hit. If the kick connects, he'll fire several arrows upwards at a fixed angle in an attempt to shoot the players.

Ventus and Lincy, together

When fighting as one, Ventus and Lincy have access to all of Ventus' moves, as well as the following:

Rapid Spin - Ventus has Lincy perform her Rapid Spin attack around him. Unlike when Lincy used it by herself, the aura inflicted by this version of the move is random.

Homing Blast - Ventus and Lincy ascend into the air and ready themselves before unleashing one homing arrow per player. These arrows will appear from each side of the screen, and slowly chase down players for several seconds. Ventus and Lincy remain idle while this attack is occurring. These arrows deal moderate damage, but hit very rapidly and repeatedly if they connect.

Barrage of Wind and Spirit - this is Ventus' and Lincy's ultimate attack. The duo will teleport into the background, and begin shooting arrows into the foreground. They will fire 8 barrages of arrows: in each barrage, there are six white arrows fired at random locations at the map, a green arrow fired directly at the first player, and a blue arrow fired directly at the second player. If the players get the green and blue arrows to intersect, a field will form. If a field overlaps with another field, it will merge the two together and advance the field's state. A field that merges with two other fields will have a green and blue ring around its edges, and acts as a completed barrier. Being in a completed barrier is the only way to survive the full-screen blast Ventus and Lincy use after the 8 barrages. Ventus and Lincy will enter a fatigue state at the bottom of the arena afterwards.

Strategies and Notes

Controlling attack placement is key to this battle going properly; this applies to both your attacks, as well as those from Ventus and Lincy. Ventus most reliably provides your chances to obtain Wind and Spirit auras through his Arc Shot and Sniping Blast attacks, but as previously mentioned, it's possible to have these attacks put out of bounds if your positioning is off. Keep Ventus shooting toward the arena's center to prevent Arc Shots from flying out of the arena, and keep off the ground when Sniping Blasts are aimed at you to keep the auras from being put underground.

When you have the auras you need, be wary of the attacks Ventus and Lincy are using in the meantime. While you do want to make the most of your opportunity to strike back, if you get careless, you could run yourself into the wrong aura and lose your ability to do damage. The same logic extends to Ventus' proximity-based attacks (primarily Rapid Spin) and the aura-inflicting attacks he has access to, which can switch your auras when you weren't prepared.

Do your best to work together with any partner you have in this battle. Having homing arrows lured to an unprepared ally can be disastrous and result in a death if they can't react in time (or get put in a situation where no good reaction is even possible). Clearing Ventus' and Lincy's ultimate attack is also impossible without coordinating arrow placements with your ally; try to match their movements and placements as much as possible.

A solo sample fight against Ventus and Lincy in Hell mode can be found here. The first 54 seconds are dedicated to showing an example of the ultimate attack being completed with two people, and explanation of how a single player can't clear the attack successfully.