The most useful preparation is shared preparation: everyone knows the destination, the quests they hold, and the kind of run the group wants. This guide helps you organize that conversation without inventing boss tactics.
Start with the published beta lineup
| Dungeon | Announced level range |
|---|---|
| Hall of Thanes | 13–18 |
| Ruins of Lordaeron | 15–20 |
The beta announcement describes an initial cap of 20 and a later increase to 30. This is the opening schedule, not confirmation of the live cap or every dungeon available today. Check current official updates and the game before planning the session.
Do not confuse three different level fields
A dungeon's announced range, a quest's recorded level, and its minimum acceptance level describe different things. Our public quest catalog, for example, records A Frightened Request #92401 at quest level 22 with a minimum of 15. That community record is not a recommendation that every level-15 character can solo the objective.
Use the game to check whether the quest is currently offered, whether a prerequisite is missing, and whether your group is comfortable attempting it. Treat a conflicting beta record as a reason to verify, not as permission to ignore the live quest window.
Compare quest logs before entering
Search the quest finder by dungeon area, then open the relevant entries. Each player should compare the exact quest name, ID when available, objective, and present progress with their own log. Check faction and chain labels, but do not read an area category as a confirmed pickup location.
Agree on which objectives belong to this run. One player may need an investigation while another needs collected items or a later delivery. Put those differences in a short checklist so nobody discovers an unaccepted quest after the group has moved on. Read our quest-search walkthrough for a worked example.
Set expectations in one message
State the destination, the intended start time, and whether this is exploration or a repeat run. Ask people to name the role they intend to play and any objective they need the group to pause for. Confirm faction and ruleset compatibility using the ruleset guide.
Before the first pull, agree on a simple way to call a pause, identify a target, or say that someone is not ready. This is an editorial group routine. It is useful even when the group has no verified strategy for a new encounter.
Turn an uncertain encounter into useful notes
When a pull fails, describe what you observed: where the group stood, which enemies were active, what action happened first, and what changed immediately before the failure. Separate that record from your explanation. “We lost control after another group of enemies joined” is an observation; “this ability always causes that pull” needs further testing.
Change one part of the plan if you repeat the attempt. Save current tooltips and the beta build when they matter. We are not supplying a tested route, loot table, boss ability list, or completion-time estimate for these dungeons.
Close the session with the quest log
Check completed objectives before leaving, note any unresolved requirement, and decide where each player needs to go next. Keep a reference link with a question instead of treating a missing public detail as a finished walkthrough. A clear next step is more useful than a long list of unsupported tactics.
Send the page link, the detail, and an official source to dleowls01@gmail.com. Please do not include account passwords or private game-account details.
