Keystone Hero for a specific dungeon is earned by completing that dungeon on a Mythic +10 keystone within the time limit, and it rewards a permanent teleport to the dungeon entrance for every character on your account. "The Archway" is not a dungeon I can confirm in the current Mythic+ pool — it may be a new or upcoming key, or a shortened name for one — but the requirement does not change from dungeon to dungeon: time a +10 and the achievement is yours.

Keystone Hero at a glance

  • Requirement: one timed run at keystone level +10 in that dungeon.
  • Reward: account-wide teleport spell straight to the dungeon entrance.
  • Overtime runs do not count: depleted keys finished after the timer give no Keystone Hero credit.
  • Higher keys count too: timing a +11 or +12 also grants the +10 achievement.
  • Group role does not matter: tank, healer or DPS all receive it, as long as you are in the group at the final boss.
  • Per-dungeon and per-season: each dungeon in the rotation has its own Keystone Hero achievement, and the seasonal Keystone Hero (score-based) is a separate achievement with a title.

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Where "The Archway" fits

Searches for "keystone hero archway" usually come from players checking whether a specific dungeon has a teleport unlock yet. The Season Two Mythic+ pool we are currently running keys in consists of Altar of Fangs, Murder Row, Den of Nalorakk, The Blinding Vale, Voidscar Arena, Kings' Rest, Temple of Sethraliss and Ruby Life Pools. If The Archway is a dungeon that enters the rotation later, or a working name you saw on a group listing, the rule will be identical: time it at +10, get the teleport. I would rather leave it there than describe a route or boss list I cannot verify.

Is Keystone Hero the same as the 2500-score achievement?

No. The per-dungeon Keystone Hero ("Keystone Hero: Dungeon Name") is about one timed +10 in that dungeon and gives its teleport. The seasonal Keystone Hero is a rating milestone that sits between Keystone Master and Keystone Legend and rewards a title. You can hold every dungeon teleport without the seasonal achievement, and vice versa.

Most players end up with both around the same time, because timing +10s across the whole pool naturally pushes score past the Keystone Master threshold and toward Keystone Hero territory.

Do I keep the teleport when the dungeon leaves the rotation?

Yes. Once a Keystone Hero teleport is unlocked, it stays on your account after the dungeon rotates out of Mythic+. That is exactly why people chase them in the last weeks of a season: an old-season dungeon coming back in a future rotation means you already have the teleport ready on day one.

How hard is a timed +10 right now?

A +10 is the level where affixes are fully in play and the timer starts to punish sloppy pulls, but it is well within reach of a coordinated group in current-season gear. The usual blockers are not damage or healing numbers; they are one bad pull, a missed interrupt on a key trash pack, or a group that does not know the skips. If you are 2000+ rated already, a fresh +10 in a dungeon you rarely run is mostly about learning that dungeon's pull order.

What is the fastest way to collect all Keystone Hero teleports?

  1. Check the achievement pane for which dungeons in the pool still lack the teleport.
  2. Run each missing dungeon once on a +10 or higher with a group that plans to time it, not just finish it.
  3. Prioritise the dungeons with the tightest timers first while your gear is strongest late in the season.
  4. Confirm the teleport appears in your spellbook after the final boss — it is instant, no mail or quest step.

If you would rather have vetted human players handle a specific timed +10 with you in the group, PewPewShop offers a Mythic +10 timed run from EUR 19.98 and a specific-dungeon key from EUR 20, played by experienced key runners with a long clean record; it is a straightforward way to lock in a missing Keystone Hero teleport without waiting on the group finder.