Shadow Labyrinth Dungeon Guide

Last updated on Jun 10, 2021 at 14:37 by Abide 1 comment

The recommended level range to run this dungeon on Normal is 68-70. Heroic mode will require Level 70 and the Auchenai Key Icon Auchenai Key to enter.

Shadow Labyrinth will take approximately 30-40 minutes to complete with an average group. This dungeon is commonly abbreviated as "SL" or "Shadow Labs". The dungeon is located on the Southern side of the Auchindoun structure.

In this guide, we will cover dungeon quests, the layout of the dungeon, an overview of trash mobs, tactics for each boss, loot that can be obtained, and ideal group compositions.

1.

The Shadow Labyrinth Quests

Before heading into Shadow Labyrinth, we advise you to get all the dungeon quests related to it. To make this process easier, we have written a separate guide for the quests and their chains.

2.

Shadow Labyrinth Entrance Location

Shadow Labyrinth and nearest flight paths

Conveniently, all dungeons in Terokkar Forest are located in one centralized location: Auchindoun. This structure can be easily found in the middle of the Bone Wastes.

To reach the bottom of this structure, you will need to either fly down, take one of the passages found along the outside, or carefully jump from ledge to ledge. The summoning stone can be found in the very center of the Auchindoun. Shadow Labyrinth is the dungeon found on the Southern side of Auchindoun.

If your faction controls the spirit towers in Terokkar Forest, you will get Spirit Shard Icon Spirit Shards from each boss you kill inside this dungeon. These can be exchanged at the nearest town for various rewards.

3.

Layout of Shadow Labyrinth

Shadow Labyrinth layout

Shadow Labyrinth is a very long dungeon, but it mostly follows a singular path. You will have to kill almost all of the trash in the dungeon as most of it is linked to a boss. Use line-of-sight whenever possible when pulling groups as there are a large number of caster mobs in the trash.

4.

Reputation From Shadow Labyrinth

Killing mobs in this instance grants Lower City reputation.

4.1.

Normal Difficulty

  • Most humanoids grant 12 reputation each.
  • Large demons grant 24 reputation each.
  • Each boss grants 120 reputation.
  • A Normal Shadow Labyrinth run will give around 2,150 reputation.
4.2.

Heroic Difficulty

  • Most humanoids grant 15 reputation each.
  • Large demons grant 30 reputation each.
  • Each boss grants 250 reputation.
  • A Heroic Shadow Labyrinth run will give around 3,000 reputation.
5.

Notable Shadow Labyrinth Trash

In this section, we will briefly go over each of the trash mobs that pose a threat to you in this dungeon.

5.1.

Cabal Deathsworn

  • Knockdown IconKnockdown
  • Black Cleave IconBlack Cleave

These are one of the most dangerous mobs in the dungeon. Your group will want to use any crowd control spells on these, or focus them down quickly. The Knockdown IconKnockdown can easily cause a tank to die if they are tanking multiple mobs at once.

5.2.

Cabal Acolyte

  • Heal IconHeal
  • Renew IconRenew

This is a healer-type mob. Make sure to interrupt these whenever possible to prevent them from healing too much.

5.3.

Cabal Warlock

  • Seed of Corruption IconSeed of Corruption

These caster-type mobs that deal fairly large amounts of damage. You will want to kill these early on and dispel the Seed of Corruption IconSeed of Corruption if possible.

5.4.

Cabal Assassin

  • Stealth IconStealth
  • Cheap Shot IconCheap Shot

These are hidden throughout the dungeon in Stealth IconStealth. Be cautious about running ahead of the group too far as these can quickly kill non-tanks.

5.5.

Cabal Ritualist

  • Addle Humanoid IconAddle Humanoid
  • Gouge IconGouge
  • Frost Nova IconFrost Nova

These have two different mob types. One will be a caster-mob with a staff equipped that casts spells such as Addle Humanoid IconAddle Humanoid and Frost Nova IconFrost Nova. The second is a Rogue-type, wielding two daggers and periodically using Gouge IconGouge on the tank.

5.6.

Fel Overseer

  • Frightening Shout IconFrightening Shout
  • Uppercut IconUppercut
  • Mortal Strike IconMortal Strike

You will want to pull these far away from other groups of mobs as their Frightening Shout IconFrightening Shout can easily cause additional mobs to be pulled. Make sure to tank with your back against a wall to avoid the knockback.

5.7.

Cabal Shadow Priest

  • Shadow Word: Pain IconShadow Word: Pain
  • Mind Flay IconMind Flay

These caster-type mobs can deal fairly large amounts of damage. You will want to kill these early on and dispel the Shadow Word: Pain IconShadow Word: Pain if possible.

5.8.

Malicious Instructor

  • Disarm IconDisarm
  • Shadow Nova IconShadow Nova

Make sure to tank these away from the group to avoid having the Shadow Nova IconShadow Nova hit additional party members. Be mindful of your threat as the tank will be getting Disarm IconDisarmed frequently.

5.9.

Cabal Fanatic

  • Fixate IconFixate

Non-tank players need to be ready to kite these if targeted by the Fixate IconFixate. Crowd control these or apply any movement speed slows available to you.

5.10.

Cabal Executioner

  • Whirlwind IconWhirlwind

These are immune to most forms of crowd control and deal high damage. Most of the time you will be fighting two of these at once. Make sure to tank them away from the rest of the group as the Whirlwind IconWhirlwind can easily kill anyone, including tanks, very quickly. While they channel the Whirlwind you can move away from them as they stay in place during this time.

5.11.

Cabal Spellbinder

  • Brain Wash IconBrain Wash
  • Spell Shock IconSpell Shock

These caster-type mobs can deal fairly large amounts of damage. You will want to line-of-sight these and interrupt their spells as they hit quite hard. The Brain Wash IconBrain Wash should be a priority to either interrupt or stun as this can easily lead to a wipe if a tank or healer is mind-controlled.

5.12.

Cabal Summoner

  • Summon Cabal Acolyte IconSummon Cabal Acolyte
  • Summon Cabal Deathsworn IconSummon Cabal Deathsworn

These caster-type mobs are quite dangerous. You will want to kill these first or use any crowd control on them. The Summon spells should be the top priority to interrupt as the extra adds called in can easily cause a wipe. Put these on focus and always be ready with any interrupts or stuns available and stop them from casting as much as possible.

6.

Overview of Shadow Labyrinth Bosses

Here we will give you a full rundown of what you can expect from each of the bosses found here on both normal and heroic difficulties as well as the items they drop.

6.1.

Ambassador Hellmaw

  • Fear IconFear
  • Corrosive Acid IconCorrosive Acid

This boss is fairly easy to deal with. Make sure to have him faced away from the group for the Corrosive Acid IconCorrosive Acid and keep the tank at full health before the Fear IconFear goes off.

6.1.1.

Loot from Normal

Item Required Level Item Type Slot
Dream-Wing Helm Icon Dream-Wing Helm 68 Mail Head
Jaedenfire Gloves of Annihilation Icon Jaedenfire Gloves of Annihilation 68 Cloth Hands
Ornate Boots of the Sanctified Icon Ornate Boots of the Sanctified 68 Plate Feet
Platinum Shield of the Valorous Icon Platinum Shield of the Valorous 68 Shield Off-Hand
Soul-Wand of the Aldor Icon Soul-Wand of the Aldor 68 Wand Ranged Weapon
Idol of the Emerald Queen Icon Idol of the Emerald Queen 68 Idol Relic
6.1.2.

Loot from Heroic

As with most end game level 68+ dungeons, Rare drops are the same between normal and heroic difficulties. In this section, we'll list the items specific to heroic mode only.

Item Required Level Item Type Slot
Glinting Fire Opal Icon Glinting Fire Opal BoP Gem Misc
Regal Tanzanite Icon Regal Tanzanite BoP Gem Misc
Rune Covered Chrysoprase Icon Rune Covered Chrysoprase BoP Gem Misc
6.2.

Blackheart the Inciter

  • Incite Chaos IconIncite Chaos
  • War Stomp IconWar Stomp
  • Charge IconCharge

Incite Chaos IconIncite Chaos will hit everyone, mind-controlling the entire party and making them attack each other. This ability makes this fight extremely difficult, as the more geared your party is the more likely you are to kill each other. Physical damage dealers will want to remove their weapons before the mind control goes out to lower their damage as much as possible.

War Stomp IconWar Stomp occurs frequently, and can be used as a "timer" to track when the next Incite Chaos IconIncite Chaos will occur. After every odd number of the War Stomps a mind control will occur, so after the first War Stomp there will be a mind control, then after the third, then the fifth, and so on. Tanks and melee DPS should make sure to put their backs to a wall, as the knockback will send you across nearly the entire room.

Surviving the Incite Chaos IconIncite Chaos should be the main focus of the group. Use any gear you have that has high Stamina, such as PvP gear, as this can be the difference between living and dying. It is very important that Physical damage dealers remove their weapons before the mind control goes out to greatly reduce their friendly-fire damage.

6.2.1.

Loot from Normal

Item Required Level Item Type Slot
Brooch of Heightened Potential Icon Brooch of Heightened Potential 68 Accessory Neck
Cloak of the Inciter Icon Cloak of the Inciter 68 Cloak Back
Moonglade Handwraps Icon Moonglade Handwraps 70 Leather Hands
Ornate Leggings of the Venerated Icon Ornate Leggings of the Venerated 68 Plate Legs
Adamantine Figurine Icon Adamantine Figurine 68 Accessory Trinket
Wand of the Netherwing Icon Wand of the Netherwing 68 Wand Ranged
Pattern: Stylin' Purple Hat Icon Pattern: Stylin' Purple Hat 350 Leatherworking Pattern Misc
6.2.2.

Loot from Heroic

As with most end game Level 68+ dungeons, Rare drops are the same between Normal and Heroic difficulties. In this section, we will list the items specific to Heroic mode only.

Item Required Level Item Type Slot
Glinting Fire Opal Icon Glinting Fire Opal BoP Gem Misc
Regal Tanzanite Icon Regal Tanzanite BoP Gem Misc
Rune Covered Chrysoprase Icon Rune Covered Chrysoprase BoP Gem Misc
6.3.

Grandmaster Vorpil

  • Draw Shadows IconDraw Shadows
  • Rain of Fire IconRain of Fire
  • Shadow Bolt Volley IconShadow Bolt Volley
  • Banish IconBanish

During the fight, Voidwalkers will spawn and walk slowly towards Grandmaster Vorpil. If they reach him he will consume them, healing for a small amount and increasing his Shadow damage done for the rest of the fight. The Voidwalkers have low health, so DPS players can turn and kill them quickly to prevent the heal and stacking buff.

The Draw Shadows IconDraw Shadows and Rain of Fire IconRain of Fire work together; first he will pull everyone on top of him and then cast to channel Rain of Fire. Move out of it quickly as it deals fairly heavy damage.

6.3.1.

Loot from Normal

Item Required Level Item Type Slot
Hallowed Pauldrons Icon Hallowed Pauldrons 70 Cloth Shoulder
Breastplate of Many Graces Icon Breastplate of Many Graces 68 Plate Chest
Jewel of Charismatic Mystique Icon Jewel of Charismatic Mystique 68 Accessory Trinket
Blackout Truncheon Icon Blackout Truncheon 68 One-Handed Mace Weapon
Wrathfire Hand-Cannon Icon Wrathfire Hand-Cannon 68 Gun Ranged Weapon
6.3.2.

Loot from Heroic

As with most end game Level 68+ dungeons, Rare drops are the same between Normal and Heroic difficulties. In this section, we will list the items specific to Heroic mode only.

Item Required Level Item Type Slot
Glinting Fire Opal Icon Glinting Fire Opal BoP Gem Misc
Regal Tanzanite Icon Regal Tanzanite BoP Gem Misc
Rune Covered Chrysoprase Icon Rune Covered Chrysoprase BoP Gem Misc
6.4.

Murmur

  • Sonic Boom IconSonic Boom
  • Magnetic Pull IconMagnetic Pull
  • Murmur's Touch IconMurmur's Touch
  • Sonic Shock IconSonic Shock
  • Thundering Storm IconThundering Storm
  • Resonance IconResonance

The key to this fight is proper group positioning. As long as your group understands the mechanics above, the fight becomes very trivial. Be aware of your positioning, who has what debuffs, and keep the group healthy.

Everyone in the group must be ready to move away from the boss during the Sonic Boom IconSonic Boom cast, and move back in after. The Magnetic Pull IconMagnetic Pull and Murmur's Touch IconMurmur's Touch combo will occur frequently, so be ready to spread out quickly after it happens to avoid the high damage, the knock up, and the silence.

The main reason groups struggle on this boss is not understanding the range that they must maintain. If any player is more than 25 yards away from Murmur, they will be blasted by Thundering Storm IconThundering Storm. To avoid this players must stand on the inner circle where Murmur is, as any farther out will trigger this spell. If you are on the raised ledge or further out, you will be hit by the Thundering Storm constantly.

Resonance IconResonance is similar to Thundering Storm IconThundering Storm, but this will hit the entire party if there is no one in Murmur's melee range. The Resonance not only deals moderate damage, but it also applies a stacking debuff that increases all Nature damage taken by 2,000 for 45 seconds. Since most of Murmur's damage dealt is Nature, this will almost certainly lead to a wipe. The tank must make sure that they are always in range of the boss, except during the Sonic Boom IconSonic Boom. After the Sonic Boom, the tank must quickly enter back into melee range to prevent any Resonance from occurring. It may also be possible for a tank to stay in during the Sonic Boom cast if the healer quickly heals them right after the damage occurs.

6.4.1.

Loot from Normal

Item Required Level Item Type Slot
Spaulders of Oblivion Icon Spaulders of Oblivion 70 Cloth Shoulder
Shoulderguards of the Bold Icon Shoulderguards of the Bold 70 Plate Shoulder
Hallowed Garments Icon Hallowed Garments 70 Cloth Chest
Robe of Oblivion Icon Robe of Oblivion 70 Cloth Chest
Harness of the Deep Currents Icon Harness of the Deep Currents 70 Mail Chest
Leggings of Assassination Icon Leggings of Assassination 70 Leather Legs
Tidefury Kilt Icon Tidefury Kilt 70 Mail Legs
Silent Slippers of Meditation Icon Silent Slippers of Meditation 70 Cloth Feet
Whispering Blade of Slaying Icon Whispering Blade of Slaying 70 Dagger Weapon
Greatsword of Horrid Dreams Icon Greatsword of Horrid Dreams 70 One-Handed Sword Main-Hand
Silvermoon Crest Shield Icon Silvermoon Crest Shield 70 Shield Off-Hand
Sonic Spear Icon Sonic Spear 70 Polearm Weapon
Pattern: Spellstrike Pants Icon Pattern: Spellstrike Pants 375 Tailoring Pattern Misc
6.4.2.

Loot from Heroic

Item Required Level Item Type Slot
Master Thief's Gloves Icon Master Thief's Gloves 70 Leather Hands
Girdle of Ferocity Icon Girdle of Ferocity 70 Mail Waist
Kirin Tor Master's Trousers Icon Kirin Tor Master's Trousers 70 Cloth Legs
Shockwave Truncheon Icon Shockwave Truncheon 70 One-Handed Mace Main-Hand
Etched Fire Opal Icon Etched Fire Opal BoP Gem Misc
Regal Tanzanite Icon Regal Tanzanite BoP Gem Misc
Rune Covered Chrysoprase Icon Rune Covered Chrysoprase BoP Gem Misc
7.

The pulls in Shadow Labyrinth are somewhat large, and while AoE is not needed, it can be used often. Having at least one form of reliable crowd control is highly recommended, as the Cabal Deathsworn are extremely dangerous mobs. It is also highly recommended to have at least one form of reliable interrupt, as there are many caster-based mobs in this dungeon.

A Shaman will be a great addition to your group, as Tremor Totem IconTremor Totem and Earth Shock IconEarth Shock will both get very high value in this dungeon.

8.

Changelog

  • 10 Jun. 2021: Added pictures of mobs.
  • 26 May 2021: Guide added.
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