Beacon's Perch to Droknar's Forge

Run Introduction and related Articles
 ...There are no pictures that accurately capture the epic nature of the "Drok's Run". And even the enlarged maps below fail to portray its sheer monumental scope. Likewise, its full completion is not simply a matter of "cut & pasting" a random running build from some website... The run itself can be just as much "Mental" as it is physical. ...Button mashing and poor timing are often the worst enemies encountered throughout this run for any over-eager novice hoping to divulge an easy method to the finish line. The only guaranteed path is that of discipline, preparedness, and practice. A new runner may also want to first stock up on Consumables(especially Debt-removal ones) as they're likely to suffer just as many set-backs in the last 2 parts of the run to Camp Rankor, as they experienced in the first part of the run.

Section-2, Lornar's Pass run
 "Imps":  Hazards:  →  →   → Welcome to the opening portion of Droknar's run, where a newbie runner is often tempted to focus their build around Hex countering, only to realize later on that this is the only portion of the run where those nasty little Ice Imps actually appear. Unfortunately this is often what makes or breaks most running builds also because if you can't make it out of your Driveway, you definitely won't make it to Town. The natural impulse here is to stop and "psyche one's self up" for the run, but that can prove fatal if that hesitation gives the Avicara patrol to the South-East enough time to stagger up your driveway. There's also the danger of more than 1 Barbed Trap being planted by the very first Pinesoul just below you. So don't hesitate, Get movin! Once you've made it past the field of Imps and the first 2 indentations on the right-side wall, you'll come to what looks like a safe shoulder. However this is not true for there are atleast two Wurms hidden somewhere within it. Be prepared by activating your Knockdown protection before you rest here.

 the Gulch:  Hazards:  →   →    →   →    This is one of the only portions of the run that requires perfect timing. But fortunately, it's also very close to the start of the run, making it that much more accessible. And lots of practice will be necessary as it has the largest variety of threats seen throughout the entire run. The first of which is the fact that you have almost no time to "set up" for these threats because as soon as you reach this point, you're already being chased by Wurms while a patrol of Imps may be heading straight for you. Once you've dodged them however, you are immediately confronted by the only other groups of Avicara seen on this run (or atleast until Talus Chute that is). ...And they can really put the hurt on any runnner that didn't have the time or option to activate the rest of their defenses. After powering through this first group of hard-hitting "birds", there can often be a second group spaced just enough apart to ensure that you're again given no-time to stop. This normally wouldn't be so bad, except that just beyond them, is the first real group of Golems and "Trees" who make escaping "the Gulch" (down the middle of it) a real challenge. This is where hugging the East side of the path is crucial because hitting a Barbed Trap all but guarantees failure if the Avicara are still chasing you. And your ability to reach the next section will be largely determined by your ability to out-run the hordes of Grawl in the small valley below.
 * Tip: Players needing to reapply enchants can rest just beyond this first group of Pinesouls. ...And players who rely on a crippling skill like Veil of Thorns, must stop here to avoid being 'ed by Crones.

 Troll Cave:  Hazards:  →  → →("Lag") There are several different methods for squeezing through a tiny chokepoint in a cave that is often no more than "2-mobs-wide". The first of which is by not engaging those mobs in the first place, which explains the popularity of Assassin Shadow-Steps in most Droks runner builds over the last 2 years. But there are also other methods such as anticipating their movements while also anticipating "Lag". Maintaining 33% movement speed or better via stacking Run-Buffs is generally the easiest way to achieve this and is highly recommended for any Non-Assassin runner in this situation. With enough practice at it, an experienced runner can read the Lag and "get there" before it even occurs. ...Just don't be in too much of a rush to leave the cave because a Wurm is often waiting just beyond it.
 * A runner with the right Crippling skill can "draw out" the Trolls, snare them, and then safely maneuver around them.

 Wurm Pass:   Hazards:  →   →  → When running this portion, it is crucial to keep your Knockdown Protection up until you've completely cleared this stretch. This also makes timing the run very important if your KD protection is Enchant-based because the Crones patrolling this stretch will strip it right off again. Starting off at the bridge, you can hug the South edge of the path and avoid the first Grawl patrol almost entirely. Getting past the next patrol can be trickier but carefully timing the use of your KD protection can be a big help. Once you're beyond this portion, you can safely let the KD protection lapse. (assuming you don't require its use to counter s)

 Grenth's Hill:   Hazards:  →   →  →   →  →("Lag") Much like the first portion, this final stretch can be deceptive or work against your normal impulses. ...Standing at the bottom and of the massive clusters of Grawl and Golems waiting near the top of it. And you won't know exactly which side they're on until you're already running for your life, so you must be quick on your feet and shift sides on-the-fly. Runners here must also avoid going anywhere near the groups of Pinesouls as running over a single Barbed Trap leads to being instantly overrun. And if any of the Pinesouls are positioned in front of the final chokepoint, then you may need to take a detour all the way around them.

Section-3, Dreadnaught's Drift
 "Drift":   Hazards:→  →  →   →

 "Dread":   Hazards:  →(Stomp)

Section-4, Snake Dance run
 "Troll Dance":   Hazards:  →("Lag") →(Stomp)

 Giant's Peak:   Hazards:  →(Stomp)  →

 Azure Plain:   Hazards:  →(Stomp)  →

 the Snake's Maw:   Hazards:  →   →  →("Lag")  →(Stomp)  →