Great guide! Thanks for sharing it with everyone. :)
I've also done quite a few of these recently. THe only real differences between my commentary and hitmakerII's guide are mainly style or preference differences. Here are some notes of my own:
1. Firstly, the only [b]REAL[/b] danger to this mission is "pather" (wandering) mobs. If you get the chance to pull these back to your group, then do so. It will prevent surprise visits (adds) to your group once you move the group inside.
2. Upon zoning in, kill the Statue and the lone Drake in the room. Sometimes the Statue and/or the Drake spawn, sometimes they don't. There are usually 1-2 pumas in the far corners of the room, but they are far enough away that nobody should ever be close enough to aggro them.
3. Like hitmakerII said, clear all the way to the right-hand side toward and including the Creator Alcove. Also, like hitmakerII said, clear the Drake on the other side of the fence. The Drake sometimes "paths" (wanders) into the Creator Alcove. Just kill him at the beginning and be done with him.
4. Kill the pathers (wanderers) just inside the doorway to the left of the zone-in area. Always drakes. As a matter of fact, [b]all[/b] pathers are Drakes.
5. hitmakerII goes left at this point. I go right. Just personal preference really; I've grown accustomed to and comfortable with that direction. THey (the two directions) are really identical, as near as I can tell.
5. Pull and kill the two static-spawned statues you see (independantly, of course). If there is a pather (wanderer) in between them, pull the pather first. Always make the pathers your number one priority. If you don't, they will sneak up on you later.
6. Pull and kill the static-spawned puma in the first corner if he is there (sometimes he's not).
7. Kill the puma right inside the first door that goes toward the center of the building. If you went right (like I do), it will be the first door to the left after you turn the first corner. Be careful when opening the door because sometimes a pather (wanderer) will be right behind it.
8. Concerning the Defunct Statues (Sentrys?), hitmakerII LULLs all the goats (I call them goats, he calls them horses...same thing...you'll know what we mean. Kirins, technically). I stand (back against the wall) slightly to the left of directly underneath the further-most right-hand "h" in hitmakerII's illustration above. The only goat I have to LULL is further-most right-hand "h". Bellow the center statue, and all three will come to you with no adds (unless a pather surprises you...kill the pathers first). Pull the three dufunct Statues out your side door (it takes some decent timing to get all three out the door without getting hit or without snagging them on geometry, but it can be done successfully and consistently with a little practice). My group is still outside at this point. I like to keep them out there and pull the Defunct Statues to them. My reason? I mezz the first two statues in the hallway to stagger their arrival back to camp. Yes, they [b]DO[/b] die quickly (like hitmakerII said), but if you have any non-uber cloth classes in your group, they (cloth classes) can be one-rounded (killed on one round) if you aren't careful. The statues [b]do[/b] indeed have low HPs, but they [b]hit[/b] for full damage. Staggering the arrival of the Defunct Statues (via mezz in hallway) helps a non-uber group immensely. They (Defunct Statues) still die quickly, so don't worry about wasting time by staggering the arrival times.
9. Now that the Defunct's are dead, the Furious Sentry will spawn deeper in the building. Head back inside toward the second corner (one corner past the doorway to the room you pulled the Defunct Statues out of). Though not always, there will likely be a puma there. Mezz it while you call your group inside. While your group is coming inside, take the opportunity to pre-slow the puma. [b]Always[/b]watch for pathers. Even here. I can't stress that enough.
10. Kill the puma you have mezzed. This corner will become your new spot to pull to.
11. My advice, at this point, is [b]exactly[/b] like hitmakerII's. The only additional advice I have to add is that when you need to pull the goat guards right outside the Furious Senty's room, refresh your Selo's and start playing PoV. I [b]HAVE[/b] gotten rooted (thank goodness for DeftDance). The importance of refreshing your Selo's before you pull a caster goat is that sometimes one of the goats is a SoW caster (druid, IIRC). Run 5 will not cut it against a SoW'd mob.
12. Like hitmakerII said, after clearing the outside goats, you should be able to LULL the the Furious Sentry room and get him single with a well timed Bellow. At most you will have one add. hitmakerII Fades and then mezzes the add and brings Furious Sentry to group and then uses Fade one more time to drop aggro from the mezzed add. I'm stingy with my Fades. What I do, if I have a single add with the Furious Sentry, is to Fade once, and then LULL the add. I then edge up and as far to the side as I have room for and then sing HoS (or RoT) on the Furious Sentry. He'll run forward and just enough to the side that he does not re-aggro the the LULLed mob. I can then finish bringing the Furious sentry back to the group without having to use another Fade. Pretty much the same strat as hitmakerII, but just a little preference/style difference.
13. My advice for the rest of the guide is pretty much the same as hitmakerII's. My normal xp group can do this in 25-35 mins (depending upon how many pathers we have to kill). The average pickup-group time that I have led is about 30-40 mins. That's been my own experience with average completion times. I agree with hitmakerII's assessmant that this seems to be the most time efficient mission for crystals.