Dr. Rushmore's Mansion: Picture Portals

{{Challenge
 * name      = Dr. Rushmore's Mansion: Picture Portals
 * levelrange = 15-20
 * duration  = Variable
 * xprange   = ?-?
 * loc       = Dr. Rushmore's Mansion
 * zone      = House Cannith
 * patron    = House Cannith
 * free      = Yes
 * difficulty = Average
 * solodifficulty = Easy
 * mappic=M_dr_rushmore's_mansion_picture_portals.png
 * maplegend=yes


 * overview= Dr. Rushmore's Mansion: Picture Portals is one of the challenges added in Update 12.

The wizard Rushmore and his fellow outlaws are hiding out in this magnificent mansion.
 * obj=
 * Defeat at least one of the bosses of Rushmore's party
 * (Optional) Open all the sealed gates (16 total)
 * (Optional) Defeat the other bosses (4 more)
 * (Optional) Sell two minutes to the Foreman
 * (Optional) Do not let enemies go through teleporters


 * traps=Spinning blade, flame jet, blade, and other traps on the ramps leading to the Rogues room.
 * misc=

Quick Start Guide

 * 1) Find the wizard Rushmore and his four fellow outlaws. Assassinate them before time runs out!
 * 2) Unlock gates to quickly navigate to your target and extend your time.
 * 3) Defeat the phantasmal painting guardians to open teleporters.

Assassinate Your Target

 * The vile wizard Rushmore has retreated to a magical safe-house to relax with his no-good cohorts.
 * Infiltrate their Mansion and eliminate these outlaws before time runs out!
 * Tip: You can earn extra treasure for killing red named boss monsters!

The Paintings

 * There are paintings scattered throughout the walls of the mansion.
 * If you get too close to a painting, its eyes will glow red and phantasmal guards will appear to fight you.
 * The painting will continue to spawn phantasmal guards until the next Gate is opened.
 * If you don't want to open the Gates, there are teleporters in front of the paintings that can be activated.
 * Activating a teleporter will create a link to another teleporter somewhere else in the mansion. You may teleport back and forth between the two linked teleporters
 * Once two teleporters are linked, they can't be linked to any other teleporters.
 * There is a chance that a teleporter fails to establish a link with another teleporter. Failed teleporters turn red, and can no longer be used to establish teleporter links.
 * Hirelings, pets, and even the Older Time Foreman can be teleported if they are close enough to the teleporter when you activate it.
 * Note that any enemies or phantasmal guardians nearby will follow you through the teleporters!

Gates

 * Each Gate you open will extend your time.
 * To open a Gate, you must obtain the associated Crest(s).
 * The deeper you go into the mansion, the more Crests are required to open the next Gate.
 * Crests can be found by:
 * Breaking furniture and containers
 * Killing monsters
 * Tip: You will also occasionally find Crests lying out in the open.

The Older Time Foreman

 * In your adventures through the mansion, you may also find the Older Time Foreman. He’s been captured by the Outlaws!
 * He’s offering a trade if you’ll help rescue him. You may sell excess time to him for temporary power-ups.
 * Sell as much time as you like, but beware, it subtracts from your timer!
 * Once rescued, Older Time Foreman will follow the last person to talk to him.
 * Older Time Foreman will follow you through picture portals so you can buy the right power-up from him at the right time and place.

Scoring
You will earn points for the following:
 * Monsters killed - ~1-3 per kill
 * Gates opened - ~40-100 per gate
 * Outlaw Bosses killed - ~600-800 per boss
 * Note: Score will be modified +/- 10% per level difference comparing the highest level party member versus the CR selected.

Player Notes

 * Star objective: Do not let enemies go through teleporters - can be easily completed simply by not activating any of the portals.
 * Star objective: Sell two minutes to the Foreman - is best completed by buying a quad damage/speed boost near a boss, especially if your are in a low DPS party, as this can save time by speeding up the battle.

Variable: Primarily Phantasmal creature. They count the same as the type they match, but are illusionary and thus gain immunity to mind effects, and should be (but currently are not) vulnerable to dispel magic. 5 Red named bosses: }}
 * duration2=
 * Timer starts at 8 minutes and the timer increases for many events:
 * Checkpoint! Time extended by 2 minutes for opening gates.
 * Chrono Buff! Time extended by 1 minute for obtaining rare orb buffs.
 * Minute of time watch. These rare items can increase the timer by 1 minute, only 1 may be used per instance.
 * You can sell 1 minute for various buffs from the time traveling kobold.
 * Expect a perfect 6 star run to take 38-45 minutes.
 * chest= Up to 6. One for each boss, and one for the Mother of the Nest.
 * ingredientreward= [[Image:Icon_Ingredient_CannithChallenge_JeweledGoblet.png]] Jeweled Goblet
 * monsters=
 * Phantasmal Sentinel (Human Archer)
 * Phantasmal Messsenger (Human Wizard - Casts very devastating spells)
 * Phantasmal Man-at-Arms (Human Fighter)
 * Phantasmal Servant (Human Rogue)
 * Phantasmal Cook (Human Cook)
 * Phantasmal Herald (Human Cleric)
 * Phantasmal Hound (Animal)
 * House Vermin (Brown Spiders (Small ones))
 * Fat Rats (Not many)
 * Iron Defenders (Standard variety)
 * Animated Statues (Constructs that look like Gargoyles)
 * Mother of the Nest (Orange Named Huge Brown Spider Drops a chest)
 * Doctor Will Ewe Rushmoor -  (Human Wizard)
 * Summons 4 bound elementals, initial: Earth, Water, Fire, Air. After any dies it's replaced by a random element one.
 * Mistress Temptia -  (Succubus)
 * Ugg -  (Fat Half-Orc Tank)(AC 50-60 at level 20, Higher if his Earth Elementals are active)
 * Summons 2 bound elementals, initial: Two Earth, later Air/Earth.
 * Crystal the Giant  (Lil tiny jewel-encrusted Paragon Kobold Shaman)
 * Summons 3 elementals, initial: Water, Two Fire. If those die replaced randomly with either Air/Fire/Water.
 * Smiling Sam  (Tiny Elf Rogue)
 * Notes on Bound Elementals effects:
 * Air: Boosts their master's Speed
 * Fire: Boosts their master's strength
 * Earth: Boosts their master's armor class
 * Water: Heals their master at an insanely fast rate - Kill these!