"Raisu is imo the hardest required mission" -Nao 5/13/2025
Overview
Raisu Palace is a tricky mission because 1) You're on a 30 minute clock, 2) You have anywhere from two to four NPCs that follow you that you need to keep safe, and 3) You have to kill eight bosses, three of which are grouped together at the very end of the mission.
For this reason, the best method to complete the mission is to 1) Run past all the enemies and just kill the bosses, 2) Utilize and "stick" the NPCs so they don't die chasing you, and 3) use your Celestial skill as a way to kill bosses.
It should be noted that if you're a primary Elementalist, the below guide and information will only partially apply. The Elementalist Celestial skill is so insanely powerful that you can cheese this mission with it. See Serial's E/A video below for more details.
Additionally, as a note about the enemies: All of the Shiro'ken Ritualists, Necromancers, Mesmers, and Monks attack at longbow range. Furthermore, the Elementalists will only use Obsidian Flame when you're below ~60% HP.
Celestial Skills (link to them on the wiki here)
Not every Celestial skill is equal. For example, in Serial's E/A video below, the Elementalist one is used to kill the bosses because it does 160 damage per second.
- Mesmer (Celestial Haste): This skill allows for faster casting and quicker recharge. This is probably best not taken.
- Ranger (Celestial Stance): This skill is completely defensive. This is probably best not taken.
- Elementalist (Celestial Storm): This skill is absolutely broken and can by itself solo bosses. However, they'll attempt to move out of the AoE, so you'll likely need to body block them, snare them, or knock them down for the full 15 seconds to take effect.
- Ritualist/Paragon/Dervish (Celestial Summoning): This skill is both defensive and offensive. The offensive section only does 200 damage once per enemy. This is probably best not taken.
- Necromancer (Star Servant): This creature has 580hp and 99 armor. It does 26-69 damage against a target with 60 armor rating. You also can't control what it attacks. This is probably best not taken.
- Monk (Star Shine): This is an emergency heal. Since it does no damage and needs a morale boost to recharge, I think this skill is probably best not taken.
- Assassin (Star Strike): By merely attacking with no increased attack speed, you can easily summon all six of the Celestial Assassins. These Celestial Assassins can be used to kill a boss, but you can't specify which target they attack. This skill has been used to kill the Ritualist boss near the end of the mission, as seen here.
- Warrior (Storm of Swords): This skill seems to have potential. Based on limited testing, minipets and Mhenlo don't count as allies for the purposes of this skill. Spirits do though, so you can use it in conjunction with Signet of Spirits. I would suspect a ranger pet would count as an ally. Since this skill does do damage, I think it's worth taking.
Selecting NPC Allies
The current "meta" of which allies to take is to always take Argo and then decide on whether to take either Danika or Cynn. The reason for Argo is to stick both Brother Mhenlo and Master Togo to Argo's hitbox at the start of the mission so they don't die. If either of them die, you fail the mission, so it's imperative to get them stuck at the start of the mission.
Argo's effect will happen immediately at the start of the mission, and with a bit of practice, you can reliably get both your NPCs (and maybe the other ally too) stuck here. A cutscene will play both after the Ritualist Boss and whenever an ally's shortcut is applied. After a cutscene occurs, both Mhenlo and Togo will be teleported to you.
Danika is taken because she allows you to run past the group just after the Elementalist boss and start a cutscene that will teleport Mhenlo and Togo to you. This is just past the last section where we'll be running past enemies, so this method allows for you to have the NPCs here as backup healers. Although they can die and cause the mission to fail, they're probably going to be more useful than harmful for the next few groups of enemies. Keep in mind, these two NPCs will be teleported to you anyways just after the Ritualist boss. This just allows you to have them a couple of groups earlier.
Cynn is another option. In the videos above, you can see where Nightquist's N/A, Nao's W/D, and Nao's P/D all used Cynn as an NPC ally. This is meant to speed up killing the three warriors at the start of the mission. However, because Danika was not taken, each of those runs required running into a room filled with Shiro'ken just after the Elementalist boss, since Danika didn't open the shortcut to avoid that room.
Running Past Everything
Since the only objective here is to kill the eight bosses, and because we're also on a time limit, there's going to be mobs we simply run past and ignore. The only mobs that should be killed are the ones that are preventing you from killing a boss, that you can't run by to a safe spot, or if you've got the NPCs with you. The amount of incoming damage as you run through the mission is surprisingly low. The Elementalist will use Obsidian Flame and the Rangers will shoot at you, but besides those two enemies, I don't think there's very much ranged damage being dished out while running. I'd recommend trying one Increased Movement Speed skill first to get a feel for it and then adjust as necessary. Because we're killing eight bosses, we want to limit the amount of skills we're spending on running when we actually have to do a fair amount of fighting.
Boss #1 (Warrior)
The warrior boss has two warriors with him and a monk. The monk is stationary so you can pull all three warriors away. Once you approach the stairs, the warriors will come down after you, even though you haven't entered their aggro range. Kill off the warriors by using leash ranges. They have healing signet, so you'll need to handle that. Once the two warriors are dead, you can extend the leash range of the warrior and trap him as seen here.
Alternatively, if you selected the ally NPC Cynn instead of Danika, here is where she will be able to assist you. Once she has assisted by providing DPS, you can let her die as you continue to run through the mission.
After the warrior boss is dead, run past the mobs that are patrolling the stairs. If you time it right, you'll only aggro one group. Be careful not to get body blocked. Once you get to the top of the stairs and enter the next room, mobs will spawn from your sides. Continue to run past them and beyond the Necromancer Boss. Break aggro past the Necromancer boss and work on killing that boss from behind him.
Boss #2 (Necromancer)
The necromancer boss has 2x Warriors, 1x Ritualist, and 1x Necro with him. This is actually three different (groups): (1x Warrior + 1x Ritualist) & (1x Warrior + 1x Necromancer) & (1x Necromancer Boss). Unfortunately, there's not enough room in this area to play on the end of the leash range. The goal here is to either spike down the ritualist or pull one group away from the ritualist and kill them. Once the warriors are dead, you can fight everything using LOS blocking.
Boss #3 (Ranger)
The ranger boss can be fought from the northern bridge. Once you step foot off the bridge and onto the ground of the other side, the ranger and his group will begin a patrol. You can see the exact spot in this image. We want to activate that patrol but not aggro anything. Once the patrol has been activated, wait around 10 seconds for the boss to come back down and then pull with a longbow. If you miss the chance to pull him, you'll get another chance after 50 seconds: the boss will be alone on the upper level and can be pulled to you. Once you've pull the boss, you can LOS block him using the wall to your left, as seen in this image.
Boss #4 (Elementalist)
The goal here is to get on the left staircase that is behind the boss. Once you get past the 5th red square on the ground up the staircase, you'll be outside the boss's leash range and you'll also be outside the aggro range of the mobs on the top of the stairs. You can see a demonstration of an entire kill on this boss using a single damage skill and no heals in this video. With proper abuse of leash range mechanics, this boss is quite easy.
It should be noted that the enemy AI for the skill Obsidian Flame seems to follow a rule where it'll only be used if the target is below 60% HP. In addition to Obsidian Flame, the boss only has Star Burst and and Burning Speed as damaging skills. This means you can basically treat this boss as a melee opponent. Don't let it get close enough to use either of those two skills and the boss should be taken down rather easily.
Boss #5 (Ritualist)
If you picked Danika as your second ally, you'll have a cutscene trigger after you cross the bridges just after the Elementalist boss. However, there's a problem here. Once you cross the main-bridge after the Elementalist boss, two groups begin to chase you down:
- 2x Assassins and 1x Elementalist or Necromancer
- 2x Assassins and 1x Elementalist or Necromancer
In addition to these two groups, once you activate the cutscene, you'll be teleported (along with Mhenlo & Togo) in between 4x rangers, while the above two groups continue to chase you down. If you let the cutscene play out without skipping it, you'll have all of the aforementioned enemies attacking you by the time the cutscene ends and that's basically certain death. If not for you, then at least for the NPCs.
Therefore you have to complete this section in a way that doesn't get you sandwiched and that doesn't get the NPCs killed.
Method 1 - The Shadow Step Skip
If you can afford to bring a shadow step, you can completely forego taking Danika at the start. Instead pick Cynn and let her help with the warrior boss at the start. This way Danika won't trigger a cutscene further into the mission and teleport Mhenlo, Togo, and yourself. When you approach the area after the elementalist boss, there are two rangers to the right, and two rangers to the left, along with the two groups following behind you. The gate behind the rangers on the left can be completely shadow stepped past. Once you do this, you can move on to the Mesmer groups and eventually the ritualist boss.
Method 2 - Kill the Chasing Group
This requires no specific skills, unlike the previous method. It also assumes you took Danika. Once you cross the main bridge, and you have the two groups chasing you, make a hard left just after the bridges and hide in a corner while you let these groups pass you by. Don't activate the cutscene. Now with these two groups past you, you can fight them on the bridge, where their leash range ends. You can also fight both groups one-by-one. After both groups have been defeated, you can activate the cutscene and merely line of sight the four rangers you spawn in between by backing up to the same area you hid at while the chasing groups passed you by.
Method 3 - Winging It
This method assumes Danika is taken. After killing the elementalist boss, you can race to the cutscene and hope that with Mhenlo and Togo at your side, you can push through the rangers on the left side and completely avoid the chasing group altogether. There's a good chance one of the rangers is body-blocking your passage, so you'll likely have to kill at least one. This is by far the riskiest strat, but for a while, it was considered the norm.
Method 4 - Going Forward
If you picked Cynn at the start, and also didn't bring a shadow step, you'll have to use this method. The only possible path to the end of the mission is forward through the rangers and into the room with the many groups of Shiro'ken. The goal is to make a U-turn like loop to the left and then also break their aggro so you have a resting spot before fighting the mesmer groups.
Once you've made it past the area where the two sets of Shiro'ken Rangers are, you'll be fighting mostly mesmers. These mesmers have longbow range that can be utilized for your advantage. You can merely ignore the mesmers as you kill everything else and just let them wand you from longbow range. There are no good skips in this section, so you can just kill everything and then kill the ritualist boss. Be aware that the ritualist boss has Restoration and so it can revive itself using this spirit. Once the ritualist boss dies, you can move past it and trigger a cutscene, which will teleport Mhenlo and Togo to you if they aren't already with you.
Boss #6, 7, and 8 (Assassin, Mesmer, and Monk)
At this point in the mission, you'll have Togo and Mhenlo with you. There's always a chance that they might die here. It's important to note that if you run away from the mobs, that they both will follow you. Part of the challenge in this area is knowing when to run away from a situation to get the two NPCs to follow you away from danger.
Method 1 - Leash Range Pull
If you have enough time at this point in this mission, my preferred method of handling this area is to drag the assassin boss back into the hallway where the mesmers were, just before the ritualist boss. Eventually, the assassin boss's leash will break and he'll get stuck in the hallway, completely forgetting how to get back to the other area, and his AI will break. For you to pull the assassin this far, you must aggro their group as you approach the bridge. This is seen clearly in Nao's Me/R run above.
Method 2 - Keeping the Leash Range Short
Alternatively, you can step near the bridge until the group of bosses starts to approach you and then back away without aggroing them. If you do this, the entire group of enemies won't extend too far up the ramp and you can have a safe area to fight on their leash range.
Once the assassin boss is dead, the mesmer boss and the monk boss should be rather straight forward. There's no tricks for those other than to perhaps play on the leash range, or line of sight their attacks.
Once the three bosses are dead, along with the previous five bosses, cross the bridge and the mission will end.
Video links
Nao W/D
n0xin W/Rt (with bonus)
nightquist N/A
Nao Me/R
Serial E/A (with bonus)
Invader E/Me
Shade A/Rt
nightquist pure A
Nao P/D
nightquist pure D
shiburito R/Rt