Room 4: The Bridge Run. Run like hell. Run to the bridge in the center (north-south-wise). Run east across the bridge. Run east across either of the two second bridges. Keep running east until the cutscene starts. Do not stop to fight anything. Run.
If your other party members don't run too, leave them. Leave them even if it means they die. Togo, Mhenlo, and Danika can't look after themselves so be sure they are close with you. The cutscene will revive everyone else. Having 15% DP, even on 7 party members, is a much smaller problem than you will have if you don't trigger the cutscene as fast as possible.
As soon as someone in your party entered this section, monsters started spawning at the north and south portals – monsters that will chase you no matter what, even past a cutscene. The portals will only stop spawning more and more of these pursuers when the entire party is past them. By running straight to the cutscene you can limit the portals to one batch of three monsters each.
If you stay to fight the spawning monsters from both portals you could end up killing time and maybe 50 more monsters! Choose your strategy carefully. The wise run through this room, saving lots of time and the emperor's life too.
Room 5: The Room After the Bridge This room begins with Danika's cutscene. The first thing you will notice about the cutscene is that at least one Shiro'ken Ranger will probably be shooting at least one of your party members. This should incline you to skip the scene immediately. However, there are two things to be gained by watching the scene (or at least most of it) anyway: (1) You may be able to get rid of Danika, who will become a liability if she remains with you after the scene – which she definitely will if you skip immediately. (2) The large mob at the top of the stairs to the north often moves away from you during the scene and becomes less likely to aggro immediately than if you had skipped. Ultimately, you need to look at which party member is getting hit (the warrior? the monk? Togo?) and how many Rangers are hitting them and decide if it's worth having that person take some hits to get these advantages.
Your situation at the close of the cutscene is as follows: Your entire party is facing west with their backs to a closed door. Immediately to the south is a staircase that leads to a closed door with two Shiro'ken Rangers on it. They are already aggroed. Immediately to the north is the staircase leads to the next room with another two Shiro'ken Rangers on it. They are already aggroed. In these close quarters, the Rangers are a big problem, since your casters, particularly your monks, have no place to go to escape their energy-draining Debilitating Shots. At the top of the stairs to the north is a large mob of Rangers and Necromancers which may or may not be aggroed. If it's not, keep it that way. Approaching rapidly from the west is every monster that spawned from the portals in Room 4. If you ran like you were supposed to in Room 4, there will be six, including one Elementalist. If you did not, there may be many, many more. Finally, Danika may have remained with you, especially if you skipped the cutscene immediately. However, she is now neutral and will heal whatever needs it most, including the monsters. Initially, you will need it most, so this won't be a problem. But as the battle progresses you may come to regret not having ditched her.
The first order of business is to attack the Rangers on the south stairs. Try to kill one or both of them before the mob from the west arrives. This way your casters can huddle in the southeast corner in relative safety and get away from those debilitating shots before their energy is completely drained. As soon as the mob from the west arrives, kill the Elementalist immediately. Now, finish off the Rangers on the south stairs also if you didn't get them both killed before the Elementalist arrived. Next, take out the rest of the mob that came from the west, clearing an expanding safe patch from the southeast corner. Move on to the north stairs Rangers, and then finally to the large mob at the top of the north stairs. Although this room is very difficult, try to refrain from using your celestial skills unless absolutely necessary; you are still a long way from the next boss, and they will come in very handy there.
If Danika is still with you, just when you get down to a managable number of monsters and start to think you have the upper hand, the monsters may suddenly become more resilient. That's because Danika is healing them (because you have the upper hand... at least for a moment). If your party's damage output is high enough, you'll be able to kill the monsters despite her healing (in fact, it's quite possible you might not even notice her healing them). If it's not, you have 3 options, none of which is particularly pleasant: (1) You can continue to pound on the weakest monster till Danika runs out of energy, wasting a lot of precious time; (2) You can go aggro and damage more monsters at the top of the north stairs to spread her healing out to the point that she fails; or (3) you can stop healing your party (possibly in conjunction with aggroing more) so that you need healing more than the monsters do and Danika will heal you instead.
Once this battle is done, head all the way north, cross the little bridge east.
Room 6: Skipped Thanks to Danika, you skipped this room entirely. Trust me, it was worth it. There are a lot of Shiro'ken Necromancers here who are very good at cutting down the number of exploitable corpses if your party has a minion master.
Room 7: Defiant Ancient Sseer You must go east through this straight hallway. Run down the right (South) side. Do not run down the left (north) side. The Left side has two mobs patrolling, plus another two mobs that duck into and out of small rooms to the north. At the end of the hallway is the Ritualist boss, Defiant Ancient Sseer, and behind him is a closed door that opens when he dies. Throughout the hall are acid traps which do 20 damage per second if you stay in them. (Just run past these.)
Before entering the hall, line up yourself on the RIGHT side. Start running, simultaneously plant the party flag at the end of the hall, forcing your henchmen to run to the boss. Do not stop, do not fight. If blocked, side step and keep moving forward. Ignore the mobs, kill the boss quickly, and run out the door to trigger the next cutscene before the mobs catch up to you. Having a minion master along helps distract the mobs as the minions stop to attack. Defiant Ancient Sseer himself is actually quite weak and easy to take down, especially if you take down all his spirits first. In fact, a single warrior or elementalist with a charged celestial skill can almost kill him single-handedly.
If your party cannot be counted on to come with you, you will have to pull and fight some or possibly all four of the mobs in this room first. Since every mob has a Monk in addition to the protection of Defiant Ancient Sseer’s spirits, they can prove difficult and time-consuming to kill. If you must fight these mobs, go ahead and use your celestial skills here, since the boss himself does little damage and can be killed without them more easily than these mobs can.
If you do not flag your party, you get mixed results. The henchmen's record for running straight to the boss in this room is mixed. Sometimes all 7 of them follow you directly to the boss and attack him immediately. Sometimes they get distracted by the first or second mob. This leaves you facing the boss alone with two or even three mobs attacking you from behind.
As soon as the boss is dead, head east through the now-open door to trigger the final cutscene. It does not matter whether or not you skip. (With the exception of the very rare event that some monsters from this room followed you into the scene, in which case you should skip.) Do not fight the former mobs, just move into the new room and target/fight the new bosses.
If you want to disable all the acid traps, and have the self-healing to do it, go to the last room on the left closest to the Ritualist boss and spin the vase inside. (Note: The acid traps will be disabled but the funny looking rain will still be there though it will do nothing)
Room 8: Three Bosses For a room with three bosses in it, this room is remarkably easy.
Head down the stairs to your right and straight for the small bridge that leads to the bosses. As soon as you near the bridge Silent Ancient Onata and a handful of Shiro'ken will charge you. Stop where you are and let them come. Then whack Onata with all those celestial skills that the last boss’s death just recharged. If you need to, follow up with a few more attacks to kill Silent Ancient Onata. All of the accompanying Shiro'ken should either be dead or close to being dead from all the splash damage. Quickly finish off any stragglers.
Go as far across the bridge as necessary to get Arcane Ancient Phi in range (all the way if you're a melee character). Hit Arcane Ancient Phi with all the celestial skills Silent Ancient Onata's death recharged. Then immediately fire off every area-of-effect spell you can squeeze in before he dies. The point is not to hit Arcane Ancient Phi, who is already quite doomed, but rather to hit the mostly-untargetable Untouched Ancient Ky with splash damage.
Finishing Untouched Ancient Ky is mostly a job for the warriors, since Untouched Ancient Ky hides behind Spell Breaker most of the time. Luckily, all offensive celestial skills are typed as Skills, not Spells, so Spell Breaker can't block them. After using their celestial skills, any offensive casters in your party should keep testing with cheap spammable spells till Spell Breaker goes down, then fire off their best stuff before Spell Breaker goes back up.
Once all three bosses in this room are dead, the mission is complete.
Additional notes and tipsIf your two chosen heroes at the beginning of the mission die before they can help you, they will not be able to skip monsters for you.
The Shiro'ken Elementalist carry the skill Sliver Armor, and should be stripped or it can easily slay your tank.
Tanks are advised to carry heavy duty defenses. W/E using Armor of Earth and/or Stoneflesh Aura will eliminate the threat of Sliver Armor entirely.
Protection Monks are advised to bring Shielding Hands or Shield of Absorption to aid the tank against Sliver Armor
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.
For bosses, especially the Elementalist boss, use Pain Inverter, returning the full dmg of Sliver Armor to him. Other bosses are vulnerable too.
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.
You may also type /age and it will tell you how long you've been in this map. Take note this time may be off by 1 minute depending on player loading times.
The skills available for capture from this mission, are the same as the skills used in Tahnnakai Temple, so it is not advisable to do this mission with the sole intent to capture.
Doing this mission in Hard Mode is entirely possible with a full henchman team if you are an E/Me, just use Echo or Arcane Echo to copy Celestial Storm. It makes the mission a whole lot easier. Otherwise, set up one necro hero with Spiteful Spirit and Barbs and set up the your other necro hero as a Minion Master with Order of Undeath and Heal Area. Healing may be a problem for the MM sometimes, so be ready for it.
A Minion Master is an excellent damage source, when there is a warrior or more in the party, since their celestial skill Storm of Swords also affects minions. If Storm of Swords is timed between warriors, getting Masters will be easy.
An alternate way using heroes and henchman is to have a Light of Deliverance monk, a E/Me nuker, and a Minion Master. With this you can kill everything quickly, and interrupt as well.
Bug! There is a very rare glitch where you can get more than 2 allies, though the extras do not give their bonuses during the mission. This can occur if the party leader loads slower than the second party member: the second player speaks to an ally and clicks "Accept" for that ally, then speaks to a second ally. When the party leader loads, he/she can speak to and "Accept" a third ally, then second player can still click "Accept" for the second ally.
Bug! Sometimes the Emperor dies during one of the cutscenes. When this happens, players can progress as far as the next boss, but then the mission will automatically fail.

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"Gentlemen, no fighting please. This is, after all, a council of war." - Lord Havelock Vetinari Patrician of Ankh-Morpork (JINGO)