Raisu Palace (mission)

''This is a mission entry. For information on the location Raisu Palace, see Raisu Palace (Location). For information on the explorable area Raisu Palace, see Raisu Palace (Explorable).''

Mission Objectives
Get to the emperor before Shiro kills him!
 * &lt;Player name&gt;, you must choose two allies from these heroes to accompany the party.
 * Master Togo must survive.
 * Mhenlo must survive.

Primary
This mission is a race against time to get to the Emperor's throne and save him before he is bound or destroyed by Shiro Tagachi. The mission features fights against large numbers of Shiro'ken enemies, the bound spirits created by Shiro. The sheer numbers of these can sometimes be overwhelming. To counter this, the mission offers players some extraordinary skills. The tactical part of the mission is to know when to use these skills as well as when to fight and when to simply run.

Before the fight begins, the party members should speak to Kuunavang, who will offer each player in the party a very powerful celestial skill to help them in this fight.

After equipping the new skills, the party leader will be asked to choose two heroes to fight alongside the party. The choice is not simply a choice of henchmen but rather which part of the mission you wish to skip. Each of the six available heroes will (at one point in the mission or another) enable your party to skip a portion of the fight against the Shiro'ken: For each hero, there is a brief cinematic of their sacrifice, and the party moves on without them.
 * Argo: Lets the party skip the very first fight and head straight to the Warrior boss.
 * Cynn: Lets the party to skip the fighting before the bridges after the Elementalist boss.
 * Danika: Will close a gate on a large room full of Shiro'ken, allowing the party a faster trip to the corridor with the Ritualist boss.
 * Nika: Lets party skip the fights between the Ranger and the Elementalist bosses.
 * Panaku: Disables the Acid Traps in the corridor that leads to the Ritualist boss.
 * Talon Silverwing: Lets the party skip the fight after the Warrior boss and head straight to the Necromancer boss.

''Note: Because running and avoiding unnecessary fights is an important component of success in this mission, controlled henchmen make poor allies for parties that are not yet accustomed to doing this mission comfortably. Henchmen have pathing problems and do not break from a fight easily. In addition, they exhaust all their celestial skills at the first fight after the skills recharge.''

As soon as the party leader chooses the two heroes, the timer will begin and an indicator in the top left part of the screen will show Emperor Kisu's resistence warning which determines how much time the party has left.

It is important to know where to go and also important to observe patrol movements and not aggro more than the party can handle. With the powerful skills the party has, the number of foes they can take on is obviously increased, but aggroing the wrong type of foes at the wrong time can be dangerous. The Shiro'ken Elementalists with their powerful Star Burst can wipe out a few members of the party if the monks are not prepared. Further, they use Sliver Armor which can take down your melee fighters quite fast.

At the end of each section in the palace will be a Shiro'ken boss. This would be a good point to gather large aggro and invoke the powerful skills of the party because slaying a boss will recharge these skills (nothing else will). The elementalist skill Celestial Storm is extremely effective at clearing out large groups of enemies and if available, should be used wisely.

Follow the path on the map (adjacent) and try to proceed as fast as possible and not to aggro more than necessary.

Note that after the area with the bridges (Where Cynn will colapse a bridge if you've selected her as one of the heroes who accompany you) there is more than one gate that can lead you to the corridor (with acid traps that Panaka can disable), the gate that opens for your party will not always be the same gate.

When the party gets to the final bosses, there will be three of them in the area in front of the throne (a monk, a mesmer and an assassin). Upon slaying them, the mission will be completed.

Expert Level
Complete mission in under 25 minutes. This earns 1,500 XP, 150 gold and 1 Skill Point.

Master Level
Complete mission in under 20 minutes. This earns 2,000 XP, 200 gold and 1 Skill Point.

Tip: bring Danika and either Talon Silverwing or Cynn, as the fights they allow you to skip are the longest in the entire Palace.

Also, if you have taken Danika she will open a door in the end and give you a shortcut to a long hallway, full of monsters, where you have to kill the Ritualist boss in the end. It will save alot of time to simply run through that hallway and only go for that ritualist boss in the end. When he dies the door he guards will open and you can zone to the final area and that will resurrect any dead party member that might have been killed through that run.

Skill Capture

 * Sword Ancient Kai - Auspicious Parry
 * Famished Ancient Brrne - Famine
 * Untouched Ancient Ky - Spell Breaker
 * Doomed Ancient Kkraz - Wail of Doom
 * Arcane Ancient Phi - Arcane Languor
 * Star Ancient Koosun - Star Burst
 * Silent Ancient Onata - Shroud of Silence
 * Defiant Ancient Sseer - Defiant Was Xinrae

Additional Notes and Tips

 * The Shiro'ken Elementalist carry the skill Sliver Armor, and should be stripped or it can easily slay your tank.
 * A protection monk with Protective Spirit is recommended to counter the high damage spells. The protection henchman at Raisu Palace does not spam this skill.
 * You MUST kill every boss in the mission to win. If you skip any of them, you must return and kill them before the mission will end.
 * When going for Master's, it is useful to keep track of the time throughout the mission. Watch Kisu's health bar, it will give a fair indication of how long you've taken.  At around 15 minutes, depending on where your party is, it may be a good idea to run past the remaining monsters and head straight for the boss.  This applies to both the hallway before the ritualist boss and the groups of enemies before the second cutscene.