Halls of Reflection The Halls of Reflection is the third and last wing of the Frozen Halls instances of Icecrown Citadel , released in patch 3 . 3 It is considered the hardest 5man instance due to the difficulty and loot . The Halls of Reflection are the private chambers of the Lich King , the only place where he lets his guard down . Judging by the loading screen and map , it appears to be a dark , twisted replica of Lordaeron ' s imperial chamber . Attunement . To become attuned and unlock the doors to the Halls of Reflection , players are required to complete the quest / in the Pit of Saron as part of the Frozen Halls story line quest chain . Pit of Saron has its own " attunement " prerequisite quest that must be completed in the Forge of Souls . The dungeon finder has a minimum required gear score that must be satisfied before you can be queued for the instance . However , any level 80 player may enter directly through the portal . Lore . With and leading the way , adventurers who make it as far as these frigid halls will quickly recognize the weapon that lies ahead : Frostmourne , the corruptive , legendary device and weapon of the Lich King himself . The Lich King ' s private chambers are within reach , although they may be the death of anyone who ventures there . The events of the dungeon play out in the following quests : Dungeon denizens . Bosses . The " fight " against him is more of a damage race , in which players must escape lest they be struck down by the wrath of the Lich King ( " literally " ) . Strategy . Halls of Reflection is the hardest heroic 5 - man in the game . Most groups will find the most challenging part to be the waves of trash before the first two bosses . The mobs hit very , very hard , and several of them are ranged , making them difficult for tanks to corral . LoS Stategy . Before each wave of trash before Falric and Marwyn , everyone except the tank hides in the corner of the left alcove , out of the line of site of all mobs . The four players ( healer and 3 DPS ) stand on top of each other . The tank stands in the middle of the alcove in plain view . When the mobs activate , the tank allows the melee mobs to reach him , and uses abilities ( e . g . , Thunder Clap ) to aggro them . The ranged mobs may aggro on the tank immediately , or , having aggrod on a hidden party member , will have to run past the tank to reach their targets . In the latter case , the tank ' s close - range aggro abilities can be used to take aggro . In this way all of the mobs in the wave will be aggro ' d onto the tank . The tank then runs into the corner ( where the other party members are hiding ) to force the remaining ranged mobs to run to him . As soon as the tank reaches the corner ( but not before ) , the other party members leave and spread out in the alcove . All mobs are within AoE range of the tank and the fight can proceed on the party ' s terms . A similar tactic can be used while fleeing from the Lich King . There is a recess in front of each of the four ice walls raised by the Lich King . These can be used to force attackers into close range , if all party members cluster there as the attack begins . Crowd Control Strategy . The other approach fights in the open . Players must dust off long - neglected crowd control abilities . Shackle Undead , Entangling Roots , Repentance , Turn Evil , Frost Trap are all very useful . Silencing casters and using Misdirection or Tricks of the Trade on melee mobs will help the tank hold aggro . Everyone who can interrupt spells should do so . Mindlessly maximizing DPS will lead to wipes - intelligently controlling the mobs will lead to victory .