Shadow Labyrinth The Shadow Labyrinth is one of four instance s in Auchindoun . It is occupied almost entirely by orc s and demon s from the Burning Legion , such as felguard s and shivarra s . The instance comes to an end with a confrontation against the essence of sound . The instance should take about 2 hours plus to complete . Access into the instance ( through the south end of Auchindoun ) is beyond a locked door . Entry requires one person in the party to possess the Shadow Labyrinth Key , or a rogue with a lockpicking skill of 350 . The key can be picked up from a box after killing Talon King Ikiss ( who also drops the key ) , the last boss of Sethekk Halls , which is also an instance wing of Auchindoun . The entire group does not need to have the Shadow Labyrinth Key . One person with the key can open the door for the rest of the group . It is also possible for no one in the group to have the key , nor have a rogue . A player outside of the group can open the door , and the group can freely pass through it until it closes . Also , a player from inside the door can pull a nearby lever to instantly open it . An alternative method is dying in close proximity to the door , then resurrecting on the other side of it . Unequip your armor to prevent durability loss . The minimum required level to enter is 65 . History . The Shadow Labyrinth is populated by forces of the Shadow Council . Reputation . Normal trash mobs give 12 reputation to Lower City per kill ( 15 in Heroic ) ; larger mobs , such as Fel Overseers and Malicious Instructors , give 24 ( 30 in Heroic ) . All bosses give 120 reputation ( 250 in Heroic mode ) . An average run , killing only the mobs needed to reach the end , gives approximately 2 , 000 reputation . Walkthrough . Bosses . See the individual boss pages for more detailed information and strategies . Trash . Throughout this instance , careful pulling may be required to avoid fighting more than one group at a time , though less so than prior to patch 2 . 1 . Even with good pulling , there are some difficult groups of 5 or 6 enemies and good crowd control is essential . Keep the cultists off the healers in your group , and take down the caster enemies first . In heroic mode , most trash is on an approximately 8 hour respawn timer . Demons . The demons can be pulled solo but are several times as strong as the regular elites . There are several very difficult pulls in the room with the second boss , Blackheart the Inciter . One viable strategy to thin the mass of trash mobs to more - manageable pulls involves a priest , another party member that can resurrect , and everyone save the priest staying back in another room to prevent aggroing . The priest mind controls a single mob forcing the others to attack and kill it . The priest will get killed , but they can be resurrected to mind control again . Since the priest is going to die , they can remove all items that can take durability damage . This may be slower than traditional pulling , but it is highly effective . There are also several trash pulls just before Murmur . After the first two guards , these are in rows of four , with mages in between . If you pull a row while a mage is between that row and the next , both the mage and the next row are likely to come along . Any CC is very helpful . Pulling far back and using timed fear bombs can also help . The best way to handle these pulls is to wait for Murmur to kill the mage behind the row to be pulled . About 15 seconds after a mage dies , a new one will spawn . Use this time to pull the whole row back . Avoid using crowd control abilities like sap or sheep near where the mobs start , or the mage respawn will come out and bring the next row with it . Instead , fear or sheep the adds as far back as possible after the pull . Done correctly , this limits the pull to 4 mobs . Once each row is killed , the ' filler ' mage stops respawning . Loot . See Shadow Labyrinth loot .