Amnoon Oasis to "Desert Tour"

Overview
Hazards: →Condition:  →Strip:  →Knock:( A )

This is a very short and clear run once you get beyond the first Teleporter and stay on the main route. There are few enemies who will knock you down or body-block you. However, be wary of the massive population of Insects between Amnoon and the first Teleporter that will unburrow. AKA: "Pop-up Mobs". In addition to Enchant Stripping, they also use Touch-Skills which will cause their A.I. to chase you for very long distances unless you maintain a run speed greater than 25%. This makes the avoidance of Barbed Traps rather crucial.

Objective: Teleporter
The teleporter can often be difficult to activate if you are surrounded by Insects, so it is highly recommended that you have Heroes or another Player standing just outside radar-range (second to last red-dot in the image shown to the right) as a diversion while you activate the Teleporter.

On the last stretch of the journey the only threats, are the Nest Builders who lay down many Flame Traps and Dust Traps.
 * Tip: The easiest way to get your Heroes to the first teleporter safely, is to hug the right side of the path and maintain a constant 33% run-speed on them with run-buffs(shouts & stances) that cannot be stripped by Chilblains.

From Augury Rock to Elona Reach
Hazards: →Disable: →Knock:( A )  ( A )

When attempting to run to Elona Reach(outpost) through Skyward_Reach and Diviner's Ascent, stopping to use the teleporters can be too risky if Hydras, Sand Drakes, or Jade Scarabs and Devourers are near them. Using the Diversion strategy described in the last section, or alternate paths(shown in green on the map), can greatly improve your chances on the second teleporter, which always has a pop-up spawn of Scarabs nearby. Meanwhile running the green path presents Hazards in the form of Sand Wurms and a Boss-Spawn of Hyrdras. Note: If your group passes the Teleporter but Dies, You will spawn just in front of Elona Reach portal.

Destiny's Gorge
Some runners will make a detour into Destiny's Gorge to make the run to Thirsty River shorter. This is not advised unless you have overlapping Run-Skills or an Elite that prevents spell targeting.
 * There are a few Rockshot Devourers along the way, but not enough to present a serious Trap Damage hazard.