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Scripted Dungeon Events

Jared Wright edited this page Aug 10, 2026 · 3 revisions

Scripted Dungeon Events

mod-dungeon-clear drives tank bots through an entire dungeon on their own. Most of a dungeon is simple: walk the route, pull the packs, kill the bosses. But many instances gate progress behind a scripted event the party must perform first: pull a lever, click a panel, ring a gong, free a prisoner, escort an NPC, survive a wave set-piece, or cross a break in the navmesh. This page lists every dungeon that has scripted event support and what each supported event does.

These events run automatically while Dungeon Clear is enabled. The tank navigates to the event as part of its normal boss route, performs it, and then continues the clear. No player input is required.

A recurring class of event exists for a reason worth knowing: several encounters in the game only start when the client sends a packet — an area trigger, or a right-click on an object no bot ever clicks. A bot never sends those, so an all-bot party parks in front of an immune boss or a permanently shut door forever, while the same run with one human in it works by accident. Events named "wake …", "open …", or "send … up" are that fix: they poke the same server-side action the missing client packet would have.

Classic

Deadmines (map 36)

Event Description
Iron Clad Door (Defias Cannon) Fires the Defias cannon to blast open the Iron Clad Door, opening the way to Mr. Smite and the rest of the ship. The door's lock is rogue-pick only, so the cannon is the only way through.

Shadowfang Keep (map 33)

Event Description
Free Ashcrombe (Courtyard Door, Alliance) Pulls the courtyard lever, talks to Sorcerer Ashcrombe, and has him unlock the courtyard door. Alliance only.
Free Adamant (Courtyard Door, Horde) Pulls the courtyard lever, talks to Deathstalker Adamant, and has him unlock the courtyard door. Horde only.
Arugal's Voidwalkers (Sorcerer's Gate) Holds the party on the summon ring after Fenrus dies and kills the four voidwalkers Arugal sends, which is what opens the gate toward Wolf Master Nandos.

Wailing Caverns (map 43)

Event Description
Drop to Lord Serpentis Leaps the off-mesh gap down onto Lord Serpentis's shelf, which standard pathing cannot reach.
Drop down to the lower caverns Drops the party through the narrow vertical hole behind Verdan into the water below to reach the final objective.
Escort the Disciple of Naralex Starts and protects the Disciple of Naralex along his full escort path, fighting off each ambush until he summons Mutanus the Devourer.

Uldaman (map 70)

Event Description
Unseal Ironaya (Seal of Khaz'Mul) Clears the room, then uses the Keystone on the altar to open the sealed door to Ironaya.
Awaken the Stone Keepers (Altar of the Keepers) Clears the room, casts the awakening spell at the altar, and kills the four Stone Keepers to open the temple door.
Summon Archaedas (Altar of Archaedas) Casts the awakening spell at the Altar of Archaedas to summon the final boss.

Razorfen Downs (map 129)

Event Description
Ring the Gong Rings the gong once per wave to summon the staged adds and, after the third ring, Tuten'kash himself.
Approach Tuten'kash Closes the final gap to Tuten'kash's combat position so the party can engage him.

Scarlet Monastery (map 189)

Event Description
Clear the Cathedral (room-aggro pre-clear) Clears the cathedral room before engaging Mograine and Whitemane, who otherwise call the whole room to their aid.

Temple of Atal'Hakkar / Sunken Temple (map 109)

Event Description
Atal'ai Defender ×6 (Mijan, Zul'Lor, Zolo, Gasher, Loro, Hukku) One objective per defender: seeks each out and kills it. Killing all six drops the barrier into the lower temple.
Central Circle (pre-clear) Sweeps the patrolled ring around the central pit before Jammal'an, so the party isn't fighting it later on top of Weaver and Dreamscythe.
Atal'ai Statue 1–6 Activates the six statues in order to begin the Atal'alarion ritual.
Atal'alarion Completes the ritual and kills Atal'alarion.
Awaken the Soulflayer (Egg of Hakkar) Uses the Egg of Hakkar to summon the Avatar of Hakkar.
Avatar of Hakkar Engages and kills the summoned Avatar.
Weaver & Dreamscythe Seeks and kills the two dragonkin mini-bosses, which only un-phase after Jammal'an dies.

Zul'Farrak (map 209)

Event Description
Temple (Executioner / Bly's Band) Kills the Executioner, frees the caged trolls, holds at the ramp through the pyramid waves, kills Nekrum and Sezz'ziz, talks to the freed crew (Weegli and Bly), then fights Bly's band.
Sacred Pool (Gahz'rilla) Rings the gong to summon Gahz'rilla, waits for the spawn, and kills him. Ordered last, after Chief Ukorz.
Wake Witch Doctor Zum'rah Flips Zum'rah hostile once the party reaches him. His encounter normally starts on a client area-trigger packet a bot never sends, so an all-bot party would stand in front of a passive boss forever.

Blackrock Depths (map 230)

Event Description
Ring of Law Enters the sealed arena and fights the randomized summoned waves and boss until the forward gate opens.

Scholomance (map 289)

Event Description
Clear the room (Marduk & Vectus) Clears the room, including the neutral students, before the Marduk and Vectus encounter.

Stratholme (map 329)

Event Description
Ziggurat 1 acolytes (Baroness) Clears the acolytes at the first ziggurat to unseal Baroness Anastari.
Ziggurat 2 acolytes (Nerub'enkan) Clears the acolytes at the second ziggurat to unseal Nerub'enkan.
Ziggurat 3 acolytes (Maleki) Clears the acolytes at the third ziggurat to unseal Maleki the Pallid.
Slaughterhouse (Baron run) Triggers the Baron's gauntlet, clears the mindless undead waves and the Black Guard Sentry, and opens the door to Baron Rivendare.
Grand Crusader Dathrohan (Balnazzar) Seeks and kills Dathrohan, then finishes the Balnazzar form he transforms into at low health.
Timmy the Cruel (clear his pack) Clears the Crimson pack around Timmy's spot in Crusaders' Square. He stays invisible and passive until no Crimson trash remains within 40yd, so a tank that walks straight to his anchor stalls on an un-engageable boss.

Dire Maul (map 429)

Event Description
Ironbark opens the Conservatory Door (East) Talks to Ironbark the Redeemed to open the conservatory door.
Open the Gordok Courtyard Door (North) Opens the Gordok courtyard door to advance.
Open the Gordok Inner Door (North) Opens the Gordok inner door to advance.
Open the Crescent Key Door, lower (North) Opens the lower Crescent Key door after Tendris Warpwood.
Open the Crescent Key Door, upper (North) Opens the upper Crescent Key door before Immol'thar.
Destroy Demon Crystal, Generators 1–5 (West) Clears around and destroys the five pylon crystals powering Immol'thar's force field.
Clear the Warpwood entrance / hall / approach (West) ×7 A seven-stop grid sweep that tiles the huge treant entrance hall front-to-back before the generators, while keeping the Eldreth ghosts and the imprisoned Highborne asleep.

Burning Crusade

Every event in this section works in both normal and heroic difficulty unless its row says otherwise.

Hellfire Ramparts (map 543)

Event Description
Approach Vazruden Walks the party onto the lower platform and holds it on the trigger spot until the two Hellfire Sentries aggro — the only thing that summons Vazruden and Nazan. The real boss is a summon with no static spawn, so without this the tank waits at an anchor for a boss that does not exist yet.

The Blood Furnace (map 542)

Event Description
Pull the Cell Door Lever Uses the Cell Door Lever to start Broggok's cell waves.
Hold the cell door Keeps the tank planted at the lever through all four cells so the Nascent Fel Orcs come to the party, instead of wandering down to bang on the still-shut rear gate. Once the fourth cell opens the gate, boss-nav walks through to a now-attackable Broggok.

The Slave Pens (map 547)

Event Description
Drop down past Mennu Relocates the whole party across the ~47yd diagonal navmesh break past Mennu the Betrayer, onto the connected mesh that leads to Rokmar.

The Underbog (map 546)

Event Description
Send Ghaz'an up to his platform Fires the same action the walkway area trigger fires, so Ghaz'an climbs out of the lake onto his platform. Fires map-wide and early, so he is already parked by the time he becomes the route's target instead of swimming away from a chasing party.
Drop down past Ghaz'an A two-hop descent across the broken mesh between Ghaz'an and Swamplord Musel'ek, split with a pause so the bots don't outrun real players.

The Steamvault (map 545)

Event Description
Open the Main Chambers Door Clicks a Main Chambers Access Panel once both Hydromancer Thespia and Mekgineer Steamrigger are dead, which is the only thing that opens Warlord Kalithresh's door. The door itself is locked, so the door-blocked force-open path cannot budge it.

Sethekk Halls (map 556) — heroic only

Event Description
Anzu (forced Raven God summon) Summons and kills the optional bonus boss Anzu. Normally this needs a druid with the Essence-Infused Moonstone; the event pokes the same send-event the moonstone does. Deliberately gated to heroic only, matching where the item and quest are actually available — on a normal run Anzu never surfaces.

The Shattered Halls (map 540)

Event Description
Drop past the door Relocates the party across the ~33yd diagonal navmesh break at the door before the first boss, so the door can never block progress.
Wake Grand Warlock Nethekurse Starts Nethekurse's intro so he drops his immunity. His only two triggers are a client area-trigger packet and a lockpicked chamber door, neither of which an all-bot party ever produces — a human in the party fixes it by accident, which is why this deadlocks only in bot-only runs.
Run the flame gauntlet Drives the party through the burning corridor after Nethekurse, past the zealot waves and the Shattered Hand Archers whose flame arrows drop blazes along the route.
Sweep the assassin hallway Clears the stealthed Shattered Hand Assassins along the L-hallway between Warbringer O'mrogg and Warchief Kargath. Left alone they flag the party into combat while staying stealthed and un-attackable, wedging the run "in combat, nothing to hit".
Kill the O'mrogg-approach assassin The same treatment for the lone stealthed sentinel on the approach to O'mrogg, ordered ahead of that fight.

The Mechanar (map 554)

Event Description
Loot the Cache of the Legion Opens the locked cache on floor 1. It needs a key assembled from the two Gatewatcher crystals, which no bot ever combines, so the event supplies the key and uses it on the chest.
Ride the Factory Elevator Stands in for the moving elevator between floors, which the navmesh does not bridge. Gated behind the twin Mo'arg doors, which only open once both Gatewatchers are dead, so it cannot fire early.
Cross the bridge gauntlet and slay Pathaleon Clears the near and far add clusters on the bridge, then engages Pathaleon the Calculator. He is invisible and unattackable until four bridge adds die, so the event keeps the clear off him until the waves are down.

The Arcatraz (map 552)

Event Description
Warden Mellichar (stasis pod waves) Parks the party at the centroid of the four pod corners, pokes Mellichar to start the sequence, fights each released wave, then kills Harbinger Skyriss. Mellichar himself is permanently immune and never fights; damaging him is the only way to start the encounter. Recovers cleanly from a wipe mid-waves.
Clear the Eredar room Clears the three Eredar spawns. Each point rolls Soul-Eater or Deathbringer independently on every respawn, so the room's composition is different every time.

The Black Morass (map 269) — Caverns of Time

The whole instance is one event chain: there are no static bosses and no doors, so the objectives are the clear.

Event Description
Sa'at (Chrono-Beacon) A short best-effort gossip with Sa'at at the entrance. Quest-gated, so it only does anything for a quest-carrying party member.
Clear the portal grounds Pre-clears the hostile swamp beasts off the four rift spawn sites, so they never add mid-wave.
Defend Medivh (Opening of the Dark Portal) Starts the event and runs the 18-wave defence.
Close the time rift The repeating wave driver: moves the party out to each rift as it opens, kills the keeper (which despawns the rift and stops its trash), and handles overlapping rifts. This one runs in combat — the reason runs used to fall apart whenever two portals were open at once.

Old Hillsbrad Foothills (map 560) — Caverns of Time

Another all-summon instance with no derived boss roster; the three objectives are the clear.

Event Description
Ride to Durnholde Keep Acquires the incendiary bombs, gossips Brazen for the ride, and relocates the party to the keep.
Create a distraction and slay Lieutenant Drake Bombs the five barrels and kills the summoned Lieutenant Drake.
Free Thrall and escort him to freedom One long escort that runs from freeing Thrall all the way to Epoch Hunter's death: every ambush, the Skarloc fight, the barn/church/inn waves, the mounted Tarren Mill ride, and the Epoch waves.

Magisters' Terrace (map 585)

Event Description
Selin Fireheart's guard packs Takes the packs in front of Selin in a scripted order, from a camp outside his room rather than on his doorstep.
Selin's chamber Musters the party and closes it up before the walk-in, and keeps the fight inside the room instead of dragging back out through the Assembly Chamber Door.
Clear the rotunda Takes the packs between Vexallus and Priestess Delrissa in a scripted order, with hand-placed camps and approach arms, where the ordinary targeting picks fights the party cannot win.
Priestess Delrissa Quarantines the two Sunblade formations flanking her hall so they cannot join the fight. Her lackeys pick targets off their own distance table rather than off tank threat, so the fight will not stay where it was dragged and a camp alone cannot solve it.

Related behaviour, not on this page

Scripted events are only one of the registries that shape a clear. The tank also consults hand-built data for room-aggro pre-clears, sealed-encounter musters, scripted pull orders, event doors, hazard zones and navmesh penalties. Those are tuning data rather than steps you can watch happen, so they are not listed here.

Notes

This list reflects the events currently shipped in mod-dungeon-clear, and coverage continues to expand. Faction-specific events run only for the relevant side, and heroic-only events never fire on a normal run. If an event cannot complete (for example, a scripted NPC the party let die), the run either stalls for the player or skips the step and proceeds, depending on whether the event is required for progress.