Strategies for Temple of Aminishi

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This article is about Strategies for the Elite Dungeon itself. For Strategies for farming Dungeoneering tokens, see Dungeoneering token/Strategies.
Invasion plans.png
This article is a strategy guide for Temple of Aminishi.
Information on mechanics, setups, and tactics is on this page.

The Temple of Aminishi is a large underground complex that houses Seiryu the Azure Serpent. In order to attempt a raid, the quest Impressing the Locals must be completed.

Features[edit | edit source]

A map of the Temple.

There are five sections in the temple. In order to progress further into the temple, players must kill the monsters guarding the barriers.

A chest can be found in the second, fourth and final sections of the temple which serve as quick-teleports and collect loot if desired. Disabling the auto-loot feature gives a 20% chance of doubled drops. It is not recommended to pick up the drops due to the large-scale fighting players will encounter and will waste valuable spots for boss fights. Most enemies will drop items, the only exceptions being waterfiends (who just drop water runes) and defence pylons.

Throughout the temple will be several barriers blocking the team's path. There are several enemies linked to these barriers, and once all "linked" enemies are killed, the barrier will dissipate. This also causes most non-linked enemies to despawn on further visits.

Enemies which utilise adrenaline are affected by Siphon and Natural Instinct as if it was a player-versus-player situation.

Bosses & Minibosses[edit | edit source]

There are three bosses and a varying number of minibosses which can be encountered in the Temple of Aminishi. Minibosses do not have to be killed in order to progress and act much like the common mobs throughout the Temple. They appear randomly throughout the raid, at least 4 per complete raid, and it is possible to not have specific minibosses in each attempt.

Both bosses and mini-bosses are denoted on the minimap as (Demon flash mobs map icon.png).

Killing either boss or mini-boss yields rolls on their drop tables in addition to 5,000 dungeoneering tokens in normal mode, or 500 in story mode. Mini-bosses share the same drops as common mobs while bosses roll on both a boss drop table and common mob table. The spawns of the mini-bosses are set but their appearance is random. Four mini-bosses are always guaranteed in each attempt.

Killing all the main and mini-bosses will reward the player with 35,000 tokens in normal mode, or 3,500 in story mode.

Bosses[edit | edit source]

Minibosses[edit | edit source]

Equipment[edit | edit source]

Strategies by Floor of the dungeon[edit | edit source]

This section assumes the player is attempting the dungeon on Normal Mode; for story mode, reduce all health by 50% and damage taken by roughly 90%.

Entry[edit | edit source]

This area contains only Elite Sotapannas and Elite Sakadagamis. The Sotapannas carry a single weapon of the combat triangle, so they may either use Melee, Ranged or Magic, and are also capable of using abilities. Throughout the section are several Elite Sotapanna wearing ornate Seiryu masks - these Sotapanna only use normal magic attacks. If they are within attacking range and detect a nearby friendly unit (including themselves) below 50% of their maximum health, they will send burst of slow-moving green energy which will heal them for the said amount and also cause nearby enemies to become aggressive if they haven't done so yet. They can also heal minibosses as well, so it's recommended to dispatch them immediately if any chase after the player. Elite Sakadagamis act much like their standard counterparts outside the island.

Upon entry into the temple, there'll be two idle ranged Sotapanna along with a healer that patrols in a U-shape across two barriers. This Sotapanna spawns on the southern barrier and makes his way up, so it's recommended to deal with him while battling the two ranged Sotapanna at the start. Once this group is dealt with, clear the northern barrier, stacking the ranged and magic Sotapanna next to each other; the other two are melee users. The southern barrier avoids more conflict in the next area, but has no melee Sotapanna which makes AoE stacking considerably harder.

Once either barrier is cleared, move towards the globe in the north-eastern area of the room, ignoring all Sotapanna until the group of nine practicing. All the Sotapanna in this group use melee, and thus can be easily stacked for AoE clearing. Once this group is dispatched of, simply kill the three Sakadagami in the final section. All three Sakadagami are within range for magic AoE abilities, while ranged and melee will need slight luring. Sakadagami always start the same attack rotation. The most important detail to note is that each one starts combat with Combust, a single auto-attack (skipped if stunned), then Impact.

It's recommended to bind or freeze any pursuing Sotapanna, because they can deal a considerable amount of damage compared to other monsters in the elite dungeons in general due to being able to use abilities, as a Wild Magic hit can easily deal over 2,000 damage to the player.

There is a chest at the very entrance.

Several kelp, raw great white sharks and a sea turtle can be found in the kitchen and dining area. The sea turtle is already cooked, and the kelp and raw great white sharks can be made into great gunkan should players with at least 91 cooking wish to do so.

The Sanctum[edit | edit source]

This area contains a single Elite Sotapanna (healer), multiple Elite Sakadagamis, anagamis and arhats. Unlike the Anagamis and Arhats outside the temple, the ones located inside simply use standard magic attacks.

Upon entry to the first section, kill the healer. If you are maging or ranging, lure this Sotapanna away from the four Sakadagami near him, or he'll make them aggressive when he heals himself. Should they become aggressive, use Anticipation or Freedom to block the incoming stun attack as having four of them at once can easily result in the player being combo'ed out if they are careless.

For the second group of Sakadagamis, killing either side will suffice (don't aggro the other group doing so), but for the two groups guarding the barriers to the Sanctum Guardian, it is recommended to kill the western side instead. After this group is cleared, immediately teleport out to remove any aggressive anagamis and arhats.

Clearing the western side of Sakadagamis leading to the Sanctum Guardian means that no arhat or anagami will attempt to interfere after teleporting out to reset the dungeon. The second group of Sakadagami influence the placement of these spiritual dragons; regardless of which group was cleared, the western dragons will despawn, while the third group determines the placement of the eastern dragons, which should be of no concern if the western group was cleared.

A chest can be found near The Sanctum Guardian.

Sanctum Guardian[edit | edit source]

The Sanctum Guardian, the first boss.

The Sanctum Guardian is the first boss of the Temple of Aminishi, and she possesses 450,000 health.

Note: It is strongly advised to not use Melee without adequate experience, because very quickly all of the available attack spots around the boss will be made unstandable because of the purple flames(see below) if they are poorly placed.

Her attack rotation is as follows:

  • 4 auto-attacks
  • Water splash
  • 1 auto-attack
  • Water torrent
  • 1 auto-attacks
  • Purple flames
  • 1 auto-attack
  • Water splash
  • 1 auto-attack
  • Repeats from water torrent

Mechanic 1: Melee & Ranged auto-attacks

Like the Crassian Leviathan of The Shadow Reef, the Sanctum Guardian attacks with both melee and ranged. The Sanctum Guardian's melee attack consists of a single swipe, though she will occasionally use this when no players are in range after using her purple flames attack. Her primary attack consists of launching an unguided purple projectile at the target's location, much like Vorago's blue and red bomb attack (where the blue bomb is always unguided and simply hits the area around the target), possessing a 3x3 AoE and can deal up to 3,000 damage.

Unlike the other elite dungeon bosses, the Sanctum Guardian only focuses on one player, and will not switch unless that target dies or another player uses Provoke on her.

Mechanic 2: Water splash

Throughout the fight, the Sanctum Guardian will occasionally splurge down into her pool before rising back up to splash a massive amount of water to nearby targets. This attack deals up to 5,000 melee damage, and has an attack range of 7; however, it possesses more range on the eastern side. If the players are 8 or more spaces away from her, then the attack deals no damage.

Mechanic 3: Water torrent

As the fight progresses, the Guardian will unleash a torrent of water in a counter-clockwise, 360 degree position, dealing 5,000 to 7,000 soft typeless damage. Typically this attack can be easily avoided by standing in the north-east corner and moving to the north-west. It is possible to surge past an oncoming torrent, but this requires precise timing. If the attack cannot be avoided, then use defensives or quickly eat up.

Mechanic 4: Purple flames

One auto-attack after this torrent attack, she will pick a player and infect them with corruption, causing a bar to appear over them. When the bar empties, purple flames appear in a 5x5 spot and deal rapid, gradually increasing damage. Avoid these spots at all costs, as the damage starts off at 500-700, but will quickly ramp up to 5,500 and can kill players in a few ticks if they accidentally run into one.

If players are fighting her with melee, extra care must be taken to place the corruption away from the Sanctum Guardian in order to preserve space to attack her. It is recommended to place the corruption on the north side of the arena near the wall so that it does not interfere. Bladed dive can be very helpful in making sure the corruption is placed in the desired location in time.

Mechanic 5: Summons

The Sanctum Guardian can summon two Crassian reinforcements to assist it in battle. They are summoned after every three torrent attacks, possessing 10,000 health and use weak ranged attacks.

Azure Caverns[edit | edit source]

This area contains sea crocodiles, waterfiends, Death Lotus rogues, eastern mercenaries, Cloaked zealots, Hanto sellswords and Renegade Menaphite soldiers.

The area is fairly straightforward with no bosses. Eastern mercenaries possess fairly little health, but are often more damaging compared to the renegade soldiers. The renegade Menaphite soldiers possess considerable bulk, but don't deal as much damage compared to the mercenaries. The cloaked zealots periodically summon Crassian warriors possessing 4,000 health, but deal considerable damage. They're excellent for extending the duration of Devotion as a few AoE abilities can easily wipe them out. Zealots should take highest priority as they also deal considerable damage themselves.

The most dangerous enemies are the Hanto sellswords and Death Lotus rogues. Hanto sellswords can occasionally attack with halberd-like range, but only if they are attacked first and generally as a one-time attack only. They will occasionally yell Die by the blade! while in combat with the player, and will spin their warspears much like the special attack of Vesta's spear, dealing very high damage per tick that will easily kill a player if left unattended. This attack can be stopped by stunning them, although the sellswords themselves only possess slightly higher health than the mercenaries.

Death Lotus rogues are fast ranged fighters who will occasionally yell You are no more!, before spinning around and rapidly throwing darts within a 8x8 AoE, dealing damage on par with that of a sellsword using their special attack. This attack can be stopped by stunning them, but all of the rogues in this area patrol in groups of two or three, making it impossible to stop all special attacks at once. Fortunately, the rogues possess even less health than the mercenaries and can be cleared with a few AoE abilities.

The only enemies that continually respawn are the sea crocodiles and waterfiends in the circular room, so simply run past them and kill the zealot at the other side. Most of the time the waterfiends will lose aggression once you leave the circular room.

In this section, the barriers are only guarded by cloaked zealots. With the exception of the zealots in the circular room, all zealots guarding the barriers are placed next to each other making it ideal for AoE clearing. For the final barrier, you may wish to use stun-moving abilities like Rout on the northern and southern most zealot while diagonally facing them so all five zealots can be struck with AoEs on the free tile between the middle two zealots.

A few raw great white shark spawns can be found in two storage areas occupied by renegade Menaphites.

Throne Room[edit | edit source]

This area contains Death Lotus rogues, Eastern Mercenaries, Cloaked Zealots, Hanto sellswords, Renegade Menaphite Soldiers, Elite Sotapannas (healers and magic users) and Elite Sakadagamis.

Upon entry lure the two Elite Sakadagamis away from the barrier to prevent the two Sotapanna from becoming aggressive as you fight them. Once they have been cleared out, Surge into the staircase; if the two Sotapanna become aggressive, clear them out before dealing with the central hallway.

The central hallway contains five mercenaries, four renegade soldiers and three sellswords, all of which are likely to become aggressive if you simply run through the middle. The sellswords and the three mercenaries to the east are unlinked to the middle barrier, which is only removed when the four soldiers and two mercenaries at the bottom of the staircase are killed. Due to their aggression, all of these enemies can be easily cleared with AoE abilities; sellswords take highest priority to ensure they don't kill you in the process.

Once this group of enemies are dispatched, hug either wall and clear the rogue hiding behind the pillar; if you simply run through the middle, both will become aggressive on you. If a player needs to restock on supplies and has the bank chest perk available, clear the western barrier; otherwise, clear the east. Three soldiers make rounds north to south, along with a pair of two healers that generally get stuck in the western area. It is very likely the middle group will be aggro'ed while moving to each barrier, but players can simply bind/freeze them after clearing the barriers leading to Masuta.

There is a chest (which serves as a checkpoint) on the western side of the arena just before Masuta.

Clearing the western side of zealots will result in the large middle group despawning upon further visits; clearing the eastern group will not result in the removal of the middle group.

A 3-dose prayer potion can be found in the training room and in the dormitory. An altar can also be found south of the dormitory which can restore prayer points, but this is generally ignored due to the unnecessary time it takes to clear it out.

Masuta the Ascended[edit | edit source]

Masuta the Ascended, the second boss.

At the end of this chamber lies Masuta the Ascended, who has 550,000 health. He uses all three forms of the combat triangle and has three phases. For groups, it is likely that Masuta will focus on the person with the lowest armour value, regardless of aggression modifications.

Masuta's attack pattern is as follows:

  • 2-4 auto-attacks
  • Hurricane
  • 3-5 auto-attacks
  • Purple energy
  • 3-5 auto-attacks
  • Repeats from Hurricane

Phase 1 - Start

Both the clones and pulverise can be used at any time during the first phase, which are not integrated in his attack pattern. Masuta will use several auto-attacks followed by Hurricane, after which he uses more auto-attacks followed by the purple energy. Masuta will use clones during the purple energy attack, so players should take advantage of this to avoid being hit by the follow-up tsunami. This pattern continues until he reaches roughly 50% of his health; if he performs an ability when his health falls below this amount, then he will start phase 2 afterwards.

Mechanic 1: Long ranged basic attacks

Masuta attacks with long-ranged melee with the occasional ranged attack. He will attack with multiple abilities at his disposal:

Mechanic 2: Clones

Masuta summons a clone (two in groups) which roundhouse kicks all players in range for high melee damage. As the clone is treated as a separate monster, Debilitate has no effect on it. Masuta also performs an auto-attack the same time he creates clones, meaning that nearby players can be hit up to three times if he summons them. If the player is more than 10 spaces away from Masuta, then the clone's damage is significantly increased.

Mechanic 3: Hurricane

Masuta performs Hurricane ten times with a range of 3 spaces dealing gradually increasing melee damage with each new revolution. Masuta is able to move at a walking speed while he does this and will track the target at the start of this ability, ignoring 'Provoke' and other similar effects. He is temporarily immune to damage when he starts this attack and clears off any bleeds if they were applied prior to spinning.

Mechanic 4: Purple energy

Masuta will conjure purple energy around him which will then crash into the ground and deal 6000 magic damage on the targeted tile. Sometime after this, he will perform Tsunami with this energy, damaging anyone in front of him for heavy magic damage. Along with auto-attacks, Masuta will perform his clone attack to allow the target to gain distance from him before he crashes down on them.

Mechanic 5: Pulverise

Masuta will look at his target and yell I'll pulverise you! before casting Pulverise, dealing heavy melee damage in a cone AoE in the direction he is facing. There is a one second delay after the text appears to dodge the attack; moving too late will result in the player being hit regardless.

Phase 2 - Levitation
Mechanic 1: Thrashing waters

Masuta levitates above the ground and gains a massive defence and damage reduction buff, but stops attacking players. Instead, he continuously summons thrashing waters; each one has 8,000 health, uses rapid magic attacks and are stun, reflect and poison immune. The waters will appear at any location inside the arena and have a very long attack range. While some may spawn out of range, it is still recommended to destroy them for the "Calm Waters" buff if supplies permit. When a thrashing water is destroyed, any player within 3 spaces of it will get a "Calm Waters" buff which will reduce Masuta's magic attack in the next phase.

In solo encounters, Masuta will summon 13-14 thrashing waters in total. The thrashing waters only give a 5% Calm Waters stack when destroyed in range. In group encounters, Masuta summons less waters (roughly 8-9), with some of these waters giving a 10% stack rather than the typical 5%.

In solo encounters it's best to deal with the waters because of their ability to stack damage, and a single mistake on the final phase can easily kill the player which can be easily avoided in group encounters. If the player is too slow however, but some of the waters are too far to reach them, then it is fine to ignore them and simply stand in an area where the waters cannot reach the player.

If players are confident in prayer flicking and shield abilities, then they can simply stand on the edge of the lower platform and use Soul Split to heal off any damage from dealing with any spawned waters. This is also a common tactic in group encounters.

This phase ends when Masuta yells These waters will choke you where you stand!. When he lands down, immediately use Debilitate to reduce damage from his ranged attack if you are killing waters.

Phase 3 - Final
Mechanic 1: Rapid ranged, purple waters

Masuta stops using melee and begins using rapid Ranged attacks. He uses 2 ranged attacks before jumping in the air and slamming back down, creating a large wave of purple water deals up to 8,000 magic damage to all players. As it is a standard attack, it can be reduced as with all other sources of damage. After the initial magic attack, he will use it again after every 3-5 ranged attacks. The "Calm Waters" buff is extremely helpful in this phase; as a stack of 70% means that the attack will not deal more than 1,500 damage through prayers. Players with a stack of 40% or lower should keep their health high as it can deal a large amount of damage, and flick his ranged attacks if possible; otherwise, keep Protect/Deflect Magic on at all times. Standing at least one space away from Masuta allows players to prayer flick effectively, as standing right next to him often results in his attacks instantly hitting the player despite not visually hitting yet.

Note: Should you be signed during the last phase, any "Calm Waters" buff will dissipate, making his magic attack extremely dangerous. It is recommended to teleport out if this happens.

Once he is killed, a hidden staircase reveals itself. No matter where Masuta is killed, his loot will always appear just in front of the hidden staircase. If players are standing around the top section when Masuta dies, they are automatically placed back on the lower platform. Simply go to the next area via the stairs and go back to the throne room in order to collect your loot if this happens.

The Azure Prison[edit | edit source]

This area contains Defence Pylons.

Defence Pylons should not be underestimated; despite their seemingly low combat level, they are reflect immune, deal up to 1,000 magic damage every tick and have massive range like the thrashing waters. To compensate for this, they only have 10,000 health and have somewhat low defence.

Skip the initial four pylons and run to the second section, as these pylons are not linked to anything and disappear when the cluster of seven up ahead are destroyed. This is where players should use Devotion, and at least three of these pylons must be destroyed in Devotion's duration; if this is not achieved, it is recommended to teleport out. The pylons target the closest player and players can stand under them without any repercussions. Upon their destruction, they leave behind the plinth supporting them, which "blocks" in a manner similar to Vitalis.

Once the pylons are destroyed, a final chest can be found as the checkpoint. Seiryu the Azure Serpent lies ahead. It is recommended to resupply before confronting Seiryu.

Seiryu the Azure Serpent[edit | edit source]

Seiryu, the final boss.

Seiryu is the final boss of the Temple of Aminishi, possessing 7,500,000 health. Unlike the other final elite dungeon bosses, he and the black crystals that need to be destroyed are immune to poison damage. For this reason, players using cinderbane gloves should switch to more powerful gloves if any are possessed for the fight.

Mechanic 1: Basic attacks

Seiryu uses magic attacks against players by spitting out a large amount of purple corruption in the middle which then bounces to all players in the arena, dealing up to 3,000 damage.

Mechanic 2: Deep breath

Throughout the fight, Seiryu will take a deep breath (indicated with a game message) and breathe a massive amount of purple corruption on all players in the arena which can deal up to 8,000 damage. The attack is treated as a basic magic attack and has a chance of missing, but such instances are rather rare even with very high armour rating. It is recommended to use defensive abilities to mitigate or heal up from the damage, though Resonance cannot catch up with every attack due to Seiryu's increasingly erratic attack pattern as the fight progresses. It is also possible to avoid the damage completely by standing under or by the sides of Seiryu's head, but is not recommended as the fight progresses.

Mechanic 3: Shadow tail

Throughout the fight, he also lowers his tail into the shadow, causing up to three shadows to appear under the players, one at a time. Move out of the way, as they will deal damage starting from 1,800 damage and will gradually increase. These are integrated into Seiryu's attack pattern. Their AoE is erratic; when a shadow pool forms around the targeted area, it possesses a 3x3 AoE, but when the pool disappears and only leaves the tendrils, it possesses a 1x1 AoE.

Mechanic 4: Shadow root

After the first deep breath attack, Seiryu will perform a "shadow root" attack much like Solak; a flashing arrow will appear over the targeted tile, while a temporary compass indicating its direction will appear under players. Black energy will also flow to that tile. When the energy reaches the tile, shadow hands will rush towards all players' positions at the same time (the compass will also disappear, indicating the direction of the hands). Standing under the targeted tile will ensure no hands will spawn for that player, but it is not necessary when fighting alone. He does not perform auto-attacks while the energy is channeling to the tile.

As the fight progresses, more shadow roots will appear from Seiryu in one of four locations, far west and east, and mid-west/east. Stay in the middle of the platform to quickly move as needed to avoid a quick death if the shadow roots decided to appear near your position.

Both types of attacks have a 3x3 AoE and will deal up to 4,500 damage per tick to any player caught in them, so it is imperative to avoid them or players will suffer a quick death.

Seiryu will continue following his attack pattern, and at times he will use both the root and arrow hand attacks, so players must quickly adapt to avoid being killed by either of these attacks. Oftentimes when he uses both of these attacks at once there is enough time to use Resonance even if it had been used on the deep breath attack prior to this attack pattern.

Mechanic 5 & 6: Black crystals, shadow enigmas

When Seiryu reaches 7,200,000 health, he will collapse and become unattackable. Players must destroy the black crystals on his collar; each one has (100,000 + 50,000 for each player in the group). The collar can now be jumped on (doing so before Seiryu is knocked out results in him preventing the player from doing so), so jump on one side and stay there for the first and second crystal. Roughly 30 seconds after being knocked out, a black hand will appear from the platform, generating a shadow pool around it which deals damage to anyone standing nearby. It will then retract into the pool and spawn a varying amount of shadow enigmas, depending on the amount of players on the collar and platform. These enigmas possess 4,500 health and use moderately weak melee attacks if provoked. If they reach Seiryu, they turn into energy which will heal the crystal for 50,000 health each roughly 5 seconds after they turn into energy.

Do not attempt to jump onto Seiryu's shackles until all shadow hands dissipate, as players can take damage while jumping and any damage taken will be incurred in one tick, which will often sign and kill players instantly. While jumping to and from the shackle, any damage the player deals will be ignored.

A common method to deal with the crystals is to first cast Vulnerability followed by Sunshine. Dominion mines work on the crystals and will deal 10,000 damage to them, which significantly speeds up their destruction. As only two mines can be placed every minute, this gives 20,000 additional damage without much effort. While it is possible to set four mines, it's generally not recommended to do as either the second set's damage will be negated when the player(s) are forcibly teleported back to the platform, or it will hamper the use of Onslaught.

Players have roughly a minute before Seiryu tosses the players back onto the platform; this is roughly a few seconds after the final 2 enigmas appear from the portal. This will stun and bind players for 6 seconds. Finish off any remaining shadow enigmas before focusing on Seiryu. In a group of 3, the crystals can be destroyed in 2-3 rotations, while solo should expect 3-4 rotations; however, it is possible to clear them under 2 rotations with sufficient DPS. Each destroyed crystal will increase the speed at which the shadow hands move, so players should be cautious as the fight progresses.

Once all 3 crystals are destroyed, Seiryu is freed and the fight ends.

Speedrunning[edit | edit source]

For players who intend to complete a raid as fast as possible (as the common monsters do not have any notable rewards, and minibosses often eat up a significant amount of time), speedrunning is commonly used in order to defeat Seiryu faster. Players should only focus on monsters that are the most dangerous or are linked to barriers.

Section I - Entry[edit | edit source]

Kill the seven Elite Sotapanna (two at the bottom of the staircase, the healer patrolling around and the group of four to the left barrier). Skip all enemies up until the group of nine Elite Sotapanna; clump and use AoE abilities to quickly dispose of them. Players should be wary if Xiang the Water-shaper is nearby, as he can prove to be a hassle when dealing with the Sadakagamis. Clear off any bleeds obtained from the Elite Sotapannas after running past the mage that often triggers Xiang's aggression if he is there. Clear the three Elite Sadakagamis guarding the barrier to the next room.

Section II - The Sanctum[edit | edit source]

Kill the group guarding the first barrier, then Surge diagonally to the Elite Sadakagami on the west side. Move all the way down and kill the three Elite Sadakagami at the western barriers. Using Reflect is optional to minimise damage taken from the dragons. When the last set of Sadakagami are killed, run back to the chest, teleport back to the first room and leave the dungeon. Upon returning, the western side of dragons will have disappeared.

If necessary, resupply for the fight against the Sanctum Guardian.

Section III - Azure Caverns[edit | edit source]

Skip all enemies idling about and only attack any Cloaked Zealot guarding the barriers, and the three Death Lotus rogues that patrol the hallway leading the circular room.

Section IV - Throne Room[edit | edit source]

Kill the Elite Sadakagami guarding the barrier. If the two Sotapanna nearby become aggressive, kill the healer first. Surge down to the entrance hall and kill the four Renegade Menaphite soldiers, along with the two eastern mercenaries at the bottom of the staircase as they are linked to the middle barrier. Kill off the sellswords and mercenaries guarding the side hallways if they turn aggressive. Run east after the soldiers are killed and kill the four Cloaked zealots there, as there are two Elite Sotapanna healers who tend to get stuck while patrolling on the west side. Be wary of Death Lotus rogues that may follow you around the corner when attacking the zealots guarding the barrier. Teleport out after the zealots are killed.

Resupply for the fight against Masuta.

Section V - Azure Prison[edit | edit source]

Skip the first four Defence Pylons and destroy three of the six up ahead. Destroying the three pylons to the north of the middle platform removes the east barrier, while destroying the pylon in the middle and the two next to the chest will remove the west barrier. Resupply for the fight against Seiryu.