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Shadow Labyrinth Guide

The last instance in Auchindoun is the Shadow Labyrinth, and is meant for players of at least level 69. The instance is the commonly referred to as the shadow labs and is home of the Shadow Council. The instance is locked off and until you obtain the key or a high enough lock picking skill you can not enter. The key is relatively easy to get though as it drops from the last boss in Sethekk Halls (Talon King Ikiss).


The Lexicon Demonica - Obtain the Lexicon Demonica from Grandmaster Vorpil and bring it to David Wayne at Wayne's Refuge.

The Lexicon is the glowing book floating in the room where you fight Grandmaster Vorpil, once he is dead you can read it.

The Book of Fel Names -Venture inside the Shadow Labyrinth in Auchindoun and obtain the Book of Fel Names from Blackheart the Inciter. Return to Altruis in Nagrand once you've completed this task.

The book drops from Bleakheart the Inciter (the second boss).

The Soul Devices - Steal 5 Soul Devices and deliver them to Spymistress Mehlisah Highcrown at the Terrace of the Light in Shattrath City.

The soul devices are found in the tents throughout the instance, however there are many more around the second and forth boss than anywhere else.

Entry Into Karazhan - Khadgar wants you to enter the Shadow Labyrinth at Auchindoun and retrieve the First Key Fragment from an Arcane Container hidden there.

Trash MOBs

Cabal Acolyte – A healing MOB, must be taken out early or CC'ed (crowd controlled), or they will heal the other MOBs in the group.

Cabal Assassin - Rogues that spawn while clearing the second bosses room. They do insane damage and usually spawn while in the middle of a fight. They must be dropped or crowd controlled quickly or they will kill the casters. They hit hard enough and fast enough to drop a cloth wearer in just a few seconds.

Cabal Fanatic – These MOBs his hard and fast, in addition they are immune to normal aggro tables, and can just select a target and attack it until taunted off. Very important for them to see and select the tank first.

Cabal Spellbinder – Can mind control players

Cabal Summoner- These MOBs summon additional MOBs and are therefore a high priority to CC or kill first.

Cabal Zealot -These casters throw shadow bolts until low health and then shape change into a small magmadarr type demon dog that does TONS of melee damage. A Mage can spell steal the buff though and turn the tables on them.

Fel Overseer - These large demons are seen in the first bosses room. They hit very hard and have an AOE fear so must be pulled away from other things still up in the room. They also have a ton of health so the fights with them are not always easy.

Ambassador Hellmaw

Charge - He does a warrior charge and stun for 3 seconds.

Backhand - This is his high damage melee attack.

AoE fear - This fear is on a roughly 25 second timer and catches everyone within 40 yards.

Acid Spray - He can hit everyone in his front arc with an acid spray that lowers everyone's armor and places a very high damage DOT debuff on them. It is not dispellable.

Blackheart the Inciter

AOE Knockback - This attack hits everyone in about 30 yards and thows them backwards, while clearing the aggro table.

Random Charge - He will randomly charge players and hit for roughly 1500 damage and stunning them briefly. Once he has attacked them he will return to the top person on the aggro list.

Grandmaster Vorpil

Shadow Bolts - He can hit everyone in the group with a shadow bolt that does about 1500 damage.

Summon Players - He can teleport himself and summon everyone else with him to the central platform. As soon as he does this he will cast another ability...

Rain of Fire - This is a small AOE spell that does roughly 1000 damage a second, so you need to escape fast.


Touch of Murmur - This is a debuff that Murmur puts on a random target that causes an explosion after 10 seconds. It is not dispellable. The explosion causes roughly 4000 damage to the target and anyone within 10 yards. In addition it throws the target into the air and silence you for 5 seconds.

Sonic Boom - This ability sets off a sonic boom that hits everyone within about 35 yards for 70% of their total health. It also places a debuff on all players hit that does 12% of their total health in damage over the next 6 seconds and reduces their movement by 90%.

Resonance - This ability is used whenever there is no one in melee range of Murmur. It is a debuff that increases nature damage (almost all the damage Murmur does in nature based) by 2000. It also does an initial blast of 2000 nature damage. He will keep using this ability as long as no one is in melee range.