A clearer way through the dungeon

Know your
next pull.

Good routes start before the timer. Explore dungeon notes, prepare your pulls, and give your group a plan worth following.

01 / PREPARATIONMAP. DISCUSS. REFINE.
The dungeon notebook

A little preparation.
A much cleaner run.

Different spaces. Different pressure points.
Start with the terrain, then build the route.

The towers and courtyards of Algeth’ar Academy
DRAGON ISLES / ACADEMY

Algeth’ar Academy

Open courtyards reward a clear order. Agree on your path before the group splits between wings.

Think through the route ↗
Ara-Kara dungeon environment
KHAZ ALGAR / ARA-KARA

Ara-Kara, City of Echoes

Space is a resource. Plan where each pull ends, and leave room for the next mechanic.

Plan your positioning ↗
The architecture of Magisters’ Terrace
QUEL’THALAS / TERRACE

Magisters’ Terrace

Busy rooms call for simple priorities. Decide what needs control and what your group can safely combine.

Make the call together ↗
A shared language

The best route is one
your whole group understands.

01

Read the room

Look at space, patrols and escape paths before choosing a pull.

02

Mark the plan

Keep the order visible. Fewer surprises mean more attention for mechanics.

03

Review the run

Keep what worked. Change what cost time. Build the next route from experience.