Amnoon Oasis to "Desert Tour"

From Amnoon Oasis to Augury Rock
Hazards: →  →  →( 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%. It is also recommended that you not rely on defensive skills that might cause condition to your foes.

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.

Western Entrance
Hazards: →     →  → This path may be preferred by Prophecies spell caster Characters because it also leads to Heroes' Audience. However this path (south-west of Augury) become much more chaotic after a 2006 Alteration that affected the whole Area. Some Creatures will often fight with other Creatures, and you may lose your Enchantments if you happen to run through a ...Also be ready Sand Wurms in the channel that leads to the Vulture Drifts entrance. Heroes' Audience (a short detour to the west) is also marked on the Map.

The next portion of the run is covered below:

Eastern Entrance
This Section is currently being adopted from Augury Rock to Dunes of Despair and will be added shortly


 * For "group travel", see the original guide: Augury Rock to Dunes of Despair

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

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.
 * For "group travel", see the original guide: Augury Rock to Elona Reach

Northern to Center route
Hazards: → →("Lag") →( A )

In Skyward Reach you will encounter multiple Hydra groups again, but it is often possible to avoid many -or- all of the hydra groups, or simply run through them. The Losaru are far more densely packed in than the hydras however, making a run through them harder. Once you clear the Losaru you'll be at Destiny's Gorge and ready to head out into The Scar

From Destiny's, you can head directly south and begin activating the central Teleporter (marked A on the Map) however you will likely be interrupted by Hydras so it is best to have a Hero or henchman take their aggro first by flagging them far away from the Teleporter once they aggro the Hydras. Do not linger at the second Teleporter exit as 3 to 4 groups of Centaurs patrol right nearby. From there, it's a straight shot south to Thirsty through half a dozen Centaur groups and some Pop-up Scarabs. Take extra care not to get stuck by either of these mobs.


 * For "group travel", see the original guide: Augury Rock to Thirsty River, where-in the second Teleporter on the center mound (Marked B on the map) is the quickest route, especially if you have a way to cripple the fast-running Desert Griffons

South West route
Hazards: → → → (Bug)  →( A )

This is actually the easiest route if you make it past all the Hydra in Skyward Reach, but gets tricky at the Bridge(point C on the map) if you attempt to cross it while Centaurs are directly underneath it.
 * [[Image:Bug.png]] Bug! - Centaurs under the Bridge can obstruct your path as the game does not check elevation for collision-detection.

North East route
Hazards: →  →(Stomp) ( A )

The Northern route requires you to take larger amounts of damage from Sand Giants and a few Enchanted. This is the traditional route for most players but also requires you to out-distance or sneak around a large group of Enchanted right before you reach the Teleporter(marked D on the Map). After the Teleporter it gets easy again.