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Description: The only level 70 instance in Auchindoun is also one of the longest 5-man instances in the Outlands. Shadow Labyrinth ...

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Shadow Labs Guide - April 3rd, 2008

The only level 70 instance in Auchindoun is also one of the longest 5-man instances in the Outlands.

Shadow Labyrinth will throw some difficult things at you, but it is one of the most fun and unique instances in the game.

Since SL is tuned for level 70 players, you should have a mage or hunter with you to help with crowd control.

To gain access to SL, only one person in your group will need the key from the Sethekk Halls instance.

In SL, the mobs that lead up to the first boss are really pretty easy and shouldn't cause experienced players any problems. The Refectory, though, is filled to the top with mobs, and the larger pulls will need to be wiped carefully. This is where a Shadow Priest comes in really handy. After this area, the mobs once again get easy. Although you will want to kill them in this order for the easiest time: Cabal Summoners, Spellbinders, and then Executioners.

The bosses in SL range from really easy to hard, and here is a breakdown of the different bosses:

1.

Ambassador Hellmaw – he is the easiest boss in SL. The only real ability that you need to worry about is the group wide fear ability. Just have your tank DPS and your healer heal and you'll be fine.
2.

Blackheart the Inciter – He is harder than Hellmaw. Two of his three abilities are really standard, such as the Warstomp that does about 2000 damage and a random charge on any random group member. But the third one is where the fight gets good, about every minute or so, he will mind control every member of the group for 15 seconds. You will not have control and you'll all start attacking each other. Most of the time, there will be really poor damage done, and the only thing you need to worry about is your healer running out of mana. The rest of the fight is pretty easy, but his group mind control ability will have you all laughing.
3.

Grandmaster Vorpil – This boss only has two real attacks that you will need to watch for. He has a Shadowbolt Volley that will hit all group members for 2000 damage, but is healed easily. He can also teleport everyone in the group to the same spot and then immediately does a Rain of Fire. As long as everyone gets out of the way quickly, it doesn't do much damage. The main problem with him is that he has voidwalkers that will spawn from 4 portals and creep toward him. You will have to wipe them pretty quickly.
4.

Murmur – This is a truly unique boss that can't move from his starting location. He has three main abilities and hopefully, you'll only see two of them. First is a debuff called Murmur's Touch. This ticks down to zero and then the player explodes doing 2000-3000 damage to himself and everyone around him, as well as silencing everyone for 5 seconds. This boss also does a sonic boom with a long cast time that will be noted by very huge waves around the boss. When it hits, everyone will have their HP and movement speed reduced to 90%. When you see this one being cast, everyone should run out and then back in when it is over. The third one, is Resonance. This does 2000 damage, but also puts a debuff on that increases the nature damage taken by 2000, so his next cast will do 4000 damage and no one survives the last one. He only uses this one when no one is in melee range, so make sure that someone is at all times.

Overall, SL can be really fun with the different types of mobs and bosses. Just like with any other instance though, make sure that your group knows it's jobs before you head in to avoid any problems.

 
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