Right-click a dungeon in the Mythic+ tab to get routed to its entrance. Left-click still teleports.
Signing up for a key means opening the map, hunting for the dungeon, and clicking its entrance pin before the game will tell you how to get there. Keyway puts that on the dungeon icon you were already looking at.
- Right-click a dungeon in the Mythic+ tab to track its entrance. It supertracks the entrance pin rather than dropping a flat waypoint, so the map routes you through intermediate portals instead of pointing in a straight line at the destination.
- Left-click teleports, exactly as it did before.
- Entrances are read out of the client at runtime, so a new season needs no update.
Drop the Keyway folder into _retail_/Interface/AddOns/ and restart the client.
/keyway or /kw
| Command | What it does |
|---|---|
scan |
Rebuild the entrance index |
verify |
List this season's dungeons with their teleport spell and entrance source |
probe |
Dump the supertracking API state, for when something is not routing |
dump |
Print resolved entrances as a pasteable Lua table |
mode auto|pin|waypoint |
Force the routing style. auto prefers pin tracking |
set <id> |
Save your current position as that dungeon's entrance |
clear [id] |
Drop one override, or all of them |
go <id> |
Route to a dungeon by challenge map id |
Ids come from /kw verify.
In order: your own override, then the built-in table, then the runtime scan.
The scan walks every zone descendant of the cosmic and Azeroth maps, collects dungeon entrances, and indexes them by journal instance id with a name match as a fallback. Results are cached to SavedVariables against the client build and a cache version, so it rebuilds itself after a patch instead of serving stale data.
If a scanned entrance ever lands on the wrong portal, stand at the right one and run /kw set <id> to pin it permanently.
Keyway puts its own button over each dungeon icon, because WoW hands a click to the topmost frame and will not fall it through to a sibling. To keep left-click teleport working, that button carries the teleport spell itself. If a dungeon has no teleport spell on file, Keyway does not cover the icon at all. It shows a small pin in the corner instead, so an unrecognised dungeon can never break teleporting.
Plays fine alongside DBM's keystone teleports, which sit underneath and stay out of the way.
Uses TomTom for an arrow as well, if you have it installed.