Amnoon Oasis to "Desert Tour"

The four major "runs" in the Crystal Desert (Also referred to as the Desert "Tour") are generally not as popular as the runs from Ascalon to Lion's Arch or Droknar's Forge, but neither have they lost their importance as all Prophecies characters are required to complete them none the less in order to Ascend and change professions. Running requests and offers can still be seen in every outpost along these paths even today. And Amateur runners themselves can complete these runs too with almost any Primary profession as long as they come prepared for the unique hazards presented here in.

Note on maps: When the maps include both a red and a green path, the green path is recommended for solo runners as it avoids teleporters, which can be very difficult to activate as you will usually have a large group of monsters chasing you. The red path is only recommended for groups that are fighting their way through the desert.

Amnoon Oasis to Augury Rock

 * Hazards
 * →[[Image:Burning.jpg|25px]] [[Image:Plague_Touch.jpg|25px]] →[[Image:Chilblains.jpg|25px]] →[[Image:Meteor.jpg|25px]](Adjacent)

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 pop-up Jade Scarabs between Amnoon and the first teleporter. 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 apply conditions to your foes.

Teleporter
The teleporter can often be difficult to activate if you are surrounded by scarabs, 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.


 * 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 shouts & stances that cannot be stripped by Chilblains.

On the last stretch of the journey, the only threats remaining are Scarab Nest Builders who lay down Flame Traps and Barbed Traps.

Western route

 * Hazards
 * →[[Image:Burning.jpg|25px]] [[Image:Bleeding.jpg|25px]] [[Image:Crippled.jpg|25px]] [[Image:Virulence.jpg|25px]] [[Image:Plague_Touch.jpg|25px]] →[[Image:Chilblains.jpg|25px]] →[[Image:Shock.jpg|25px]] [[Image:Earthquake.jpg|25px]](Nearby) [ [[Image:Wurm Tremor.jpg]] ] Wurm

This route may be preferred by Prophecies spell caster characters because it also leads to Heroes' Audience. However, the area south-west of Augury is somewhat chaotic, as creatures will often fight with other creatures, and you may lose your enchantments if you happen to run through a.

Also be ready for 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. Upon entering the Drifts via this route, you will usually be greeted by the Shock of a very large number of Sand Elementals as well as a Drake or two, right before the two trails merge.

Eastern route

 * Hazards
 * →[[Image:Crippled.jpg|25px]] →[[Image:Monster_skill.jpg|25px]]("Lag") [[Image:Meteor.jpg|25px]](Adjacent) [[Image:Heavy_Blow.jpg|25px]]([[Image:Adrenaline.png]]) [[Image:Monster_skill.jpg|25px]](Giant Stomp)

This alternative route lacks the option to visit Heroes' Audience but is also less complicated as long as you can out-run the Hydras, Enchanted, Scarabs, and Desert Griffons that swarm this trail. The Griffons in particular are the biggest obstacle as they can instantly surround you, even out in the open, if your connection lags even a little. And using a Crippling counter measure to slow them down is also risky as there are typically Jade Scarabs closing in on you at the same time, once the two trails merge. There is also typically a group of Elementals and a Sandwurm adjacent to the last teleporter that you must break aggro with before attempting to activate it. Once through it, only 1 group of enchanted remains between you and the Dunes.


 * When leaving Augury, be sure not to take the southern-most trail, as it is a dead end loaded with Griffons.
 * Players with sub-par connections can bypass this area by dipping into the Arid Sea and hugging its west wall.
 * There is a "back door alley" leading directly to the mission-destination tucked away on the right side of the large sink-hole, right before you reach the Teleporter. However it requires great speed and collision avoidance to zip past the Boss Griffon and the remaining columns of Enchanted positioned within it.

Augury Rock to Elona Reach

 * Hazards
 * →[[Image:Diversion.jpg|25px]] →[[Image:Meteor.jpg|25px]](Adjacent) [[Image:Earthquake.jpg|25px]](Nearby) [ [[Image:Wurm Tremor.jpg]] ] Wurm

When attempting to run to Elona Reach 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 section can greatly improve your chances on the second teleporter, which always has a pop-up spawn of Scarabs nearby. Meanwhile running the alternate path (shown in green on the map) will take you around every teleporter, but presents hazards in the form of Sand Wurms and Hydras, including the Hydra boss Sheg Zamn Mada.

Note: If your group passes through the teleporter but dies, you will respawn in front of Elona Reach.

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.

Northern routes

 * Hazards
 * →[[Image:Crippled.jpg|25px]] →[[Image:Diversion.jpg|25px]] [[Image:Chilblains.jpg|25px]] →[[Image:Monster_skill.jpg|25px]]("Lag") →[[Image:Heavy_Blow.jpg|25px]]([[Image:Adrenaline.png]]) [[Image:Meteor.jpg|25px]](Adjacent) [[Image:Monster_skill.jpg|25px]](Stomp)

In Skyward Reach you will encounter multiple Hydra groups again, but it is often possible to avoid many of them, 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 take one of two paths: the more traditional eastern route, where you must deal with griffons, giants, and Enchanted; or the central route, populated by masses of centaurs. The eastern route is fairly simple, with the teleporter being the most difficult part. Either out-distance or sneak around the large group of Enchanted just before it (marked D on the Map). After the teleporter it gets easy again.

The central route is more difficult. Start by activating the nearby 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 teleporter's 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 multiple pop-up Scarabs. Take extra care not rely solely on enchants or to get surrounded by these mobs.

Southern route

 * Hazards
 * →[[Image:Plague_Touch.jpg|25px]] →[[Image:Chilblains.jpg|25px]] → [[Image:Bug-2.png]](Bug)  →[[Image:Meteor.jpg|25px]](Adjacent)

This is actually the easiest route if you make it past all the Hydra in Skyward Reach. The only tricky part is the bridge (point C on the map) where the centaurs below can body block you.