> For the complete documentation index, see [llms.txt](https://warframe-disruption.gitbook.io/disruption-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://warframe-disruption.gitbook.io/disruption-guide/documentation/kappa-apollo/apollo-tiles.md).

# Apollo - Tiles

## Intro

There are <mark style="color:violet;">several possible</mark> tiles for Disruption, but some stand out thanks to their <mark style="color:violet;">superior layout</mark>. Choosing the right tile provides optimal <mark style="color:violet;">enemy flow</mark> and allows for much smoother movement throughout the map.

That's why <mark style="color:violet;">rolling</mark> for a specific tile is so <mark style="color:violet;">important</mark>. Whether you're a speedrunner aiming for the fastest possible times or a casual player simply looking for more <mark style="color:violet;">consistent runs</mark>, the right tile can make a <mark style="color:violet;">significant</mark> difference.

***

## META tiles

Without exception,<mark style="color:violet;">Endurance</mark>, is the current <mark style="color:violet;">meta</mark> pick. Its compact size provides an excellent <mark style="color:violet;">enemy flow</mark>.\
Alongside <mark style="color:violet;">Power</mark>, these are the <mark style="color:violet;">only two viable tiles</mark> if you want to <mark style="color:violet;">improve your times</mark>.

***

## Tiles&#x20;

{% hint style="warning" %}
However, even with two perfect tiles, achieving the best times still requires optimal room positioning and high-quality links.
{% endhint %}

***

<table data-view="cards"><thead><tr><th></th><th data-type="rating" data-max="5"></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Endurance</td><td>5</td><td data-object-fit="fill"><a href="/files/g0EUJKRYkuHQ9csJElTm">/files/g0EUJKRYkuHQ9csJElTm</a></td></tr><tr><td>Power</td><td>5</td><td data-object-fit="fill"><a href="/files/xju0pN9E1vZk42oKivim">/files/xju0pN9E1vZk42oKivim</a></td></tr><tr><td>Stealth</td><td>1</td><td><a href="/files/R0vQMRnVJObNCt4PKsif">/files/R0vQMRnVJObNCt4PKsif</a></td></tr><tr><td>Judgement</td><td>1</td><td><a href="/files/ry0w3EiiCd6zTlg81juC">/files/ry0w3EiiCd6zTlg81juC</a></td></tr><tr><td>Piaza</td><td>1</td><td><a href="/files/RftuJMM0RRpKEPj5TcUA">/files/RftuJMM0RRpKEPj5TcUA</a></td></tr><tr><td>Cloister</td><td>1</td><td><a href="/files/TTahmBWOsQt8CmyEn49j">/files/TTahmBWOsQt8CmyEn49j</a></td></tr><tr><td>Garden</td><td>1</td><td><a href="/files/iduOyYB3RU0atvt72FzX">/files/iduOyYB3RU0atvt72FzX</a></td></tr></tbody></table>

***

## Link Optimisation

Since they are all <mark style="color:violet;">extremely similar</mark>, you don't need to worry about your <mark style="color:violet;">links</mark>

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td></td><td><a href="/files/I4b4jWUhbjnPKDaplmlY">/files/I4b4jWUhbjnPKDaplmlY</a></td></tr><tr><td></td><td><a href="/files/9Qy31gjnkR0siMnkOeO2">/files/9Qy31gjnkR0siMnkOeO2</a></td></tr><tr><td></td><td><a href="/files/obqel4KB3A7YwULGYMkG">/files/obqel4KB3A7YwULGYMkG</a></td></tr><tr><td></td><td><a href="/files/IoK5FUjRqjGiwFlXLvxd">/files/IoK5FUjRqjGiwFlXLvxd</a></td></tr><tr><td></td><td><a href="/files/o7gHXMXvtnzG4msMw5ra">/files/o7gHXMXvtnzG4msMw5ra</a></td></tr><tr><td></td><td><a href="/files/9oA8SX4BiQE9cKMvFafb">/files/9oA8SX4BiQE9cKMvFafb</a></td></tr><tr><td></td><td><a href="/files/yM6pEIAxsgBbBah7gkF7">/files/yM6pEIAxsgBbBah7gkF7</a></td></tr><tr><td></td><td><a href="/files/hEMYwQJdLrSS0QDJhxh3">/files/hEMYwQJdLrSS0QDJhxh3</a></td></tr></tbody></table>

***

## Dead Door

Each <mark style="color:violet;">main room</mark>, whether it's <mark style="color:violet;">Endurance</mark> or <mark style="color:violet;">Power</mark>, has several <mark style="color:violet;">links</mark>. Some of these links can become a <mark style="color:violet;">dead door</mark>.

A <mark style="color:violet;">dead door</mark> is a room link that is <mark style="color:violet;">completely sealed</mark>, making it almost impossible for <mark style="color:violet;">Demolysts</mark> to spawn from that direction. Although it's rare, they can still spawn there, but they'll appear <mark style="color:violet;">very close to your position</mark>.

The concept of a <mark style="color:violet;">dead door</mark> is extremely powerful. It <mark style="color:violet;">reduces RNG</mark> by removing a potential spawn path, allowing for <mark style="color:violet;">more consistent</mark> and <mark style="color:violet;">more reliable pre-shots</mark> on Demolyst spawns.

For <mark style="color:violet;">speedrunning</mark>, this is why the ideal setup is a <mark style="color:violet;">perfect tile</mark> with a <mark style="color:violet;">dead door</mark>.
