- Author: Luxrah
- Date: October 3, 2023
- Updated: October 10, 2023
- Expansion: WotLK Classic
Halls of Reflection is the third and final dungeon of the Frozen Halls. These dungeons open with the Icecrown Citadel raid in Phase 4 of Wrath of the Lich King as the last dungeons of the expansion. This dungeon offers the most challenging 5-man content of the game up to this point.
These three dungeons were designed as catchup dungeons, with significantly better loot than you’ll find in other level 80 5-mans. The heroic versions also have a chance to drop the Battered Hilt/Battered Hilt, a tradeable item which starts a questline for a very strong epic weapon.
This guide will serve as a walkthrough for the Halls of Reflection, including information about the trash, bosses, quests, achievements, and loot you’ll find inside. But first we’ll tell you how to unlock and enter the dungeon.
How to Enter Halls of Reflection
Before you can enter Halls of Reflection for the first time, you must unlock it by completing the quest Deliverance from the Pit/Deliverance from the Pit. This is part of a chain that starts with Inside the Frozen Citadel/Inside the Frozen Citadel and requires completing the Forge of Souls and Pit of Saron dungeons.
The easiest way to get to the Halls of Reflection will be through the Dungeon Finder. In order to queue for the normal version of the instance, you will need to be at least level 80. For heroic, your gear’s average item level must be at least 180.
To get to the Halls of Reflection entrance you’ll have to fly to Icecrown Citadel near the bottom of the Icecrown zone map. The Frozen Halls dungeon entrances are in the side of the fortress through a doorway that is accessible from one of the ramparts. You must be able to fly to reach this door on your own, but there is a summoning stone inside. There are no nearby flight paths so your best bet is to fly directly from Dalaran.
Halls of Reflection is the middle door. You’ll have to click on the portcullis gate to pass through the dungeon portal.
You can also enter this dungeon directly from the Pit of Saron. There is a portal in the area of the last boss that will take you to the entrance of Halls of Reflection as if you had walked through the gate.
Dungeon Preparation
The minimum level to enter Halls of Reflection on normal mode is 78. You must be level 80 to enter heroic mode or to queue for either mode in the Dungeon Finder. The dungeon is designed for level 80 characters.
When you enter Halls of Reflection, either Lady Jaina Proudmoore or Lady Sylvanas Windrunner will appear near the entrance and you’ll be able to turn in the quest you picked up in Pit of Saron and start the next one in the chain.
To start the dungeon, speak with Lady Jaina Proudmoore or Lady Sylvanas Windrunner. A lengthy RP sequence will play out, and then a bunch of ghosts and two death knights will appear around the room. You’ll fight 4 waves of ghosts one after the other, and when they’ve been defeated you’ll fight Falric. When he’s dead, you’ll get a short reprieve and then the rest of the ghosts will attack, again in 4 waves. When all of the ghosts have been killed, you’ll fight Marwyn. When he’s dead, you’ll be automatically be prompted to complete the quest and start the final one.
Continue up the hallway and you’ll reach the Lich King. He and your faction quest giver will square off. The quest giver will stall him, telling you that you need to run. Follow your NPC to the other door and speak with them to begin the home stretch of the dungeon. This will release the Lich King and he will begin a slow pursuit. You can’t fight him, so follow your quest giver through the ice cave and fend off the minions he sends your way while your quest giver clears the ice walls one by one.
When you reach the end of the cave, the Lich King will catch up and another RP sequence will play out. Your faction’s gunship will show up and collapse the ice cave, allowing you to escape. Speak with your quest giver to complete the final quest in the chain, and board the gunship to loot The Captain’s Chest for your boss loot. There will be a portal to Dalaran next to the chest that will allow you to leave the dungeon. If you entered the dungeon through the Dungeon Finder, this portal will lead to wherever you entered from.
Halls of Reflection Quests
Halls of Reflection Achievements
- We’re Not Retreating; We’re Advancing in a Different Direction
- The Halls of Reflection
- Heroic: The Halls of Reflection
Trash Mobs
All trash mobs in the Halls of Reflection are undead. All but a few of these mobs will be fought as part of a boss sequence. For tips on fighting them, see their associated boss section below.
Trash | Abilities |
---|---|
Boss Encounters
There are three encounters in Halls of Reflection: Falric, Marwyn, and The Lich King. All three must be defeated in order to complete the dungeon.
Falric
Falric is one of two death knights you’ll fight along with several ghosts in the first room of the dungeon. We’ll cover how to handle the ghosts as well as the boss in the Fight section below.
Abilities
- Quivering Strike: A damaging attack that also gives the target a debuff that reduces their chance to dodge by 20% for 5 seconds. The debuff is a magic effect that can and should be dispelled from the tank.
- Impending Despair: A debuff that will stun the target with Despair Stricken after 6 seconds. This debuff is a magic effect that can and should be dispelled from anyone who gets it.
- Defiling Horror: An AOE horror effect that also deals damage every second for 4 seconds. Tremor Totem and Fear Ward do not work for this.
- Hopelessness: Falric will cast this when he reaches 66%, 33%, and 10% health, reducing the damage and healing of your party members by 20% each time (25% on heroic difficulty). This debuff causes the fight to become more difficult as it progresses.
The Fight
Falric will not become active until you have defeated 4 waves of spirits. The trash here can be challenging, especially since they will be spread out around the room when they spawn. It’s best to handle them with some combination of line of sight and crowd control. Have your party stack inside the small chamber on the left side of the room, tucked in the corner beside the door. This will force enemies to run into the room and give the tank a chance to round them up. The tank should stand in the doorway so the mobs target him first, then move just inside so they are forced to run into the room. When the mobs have been gathered inside the room, everyone should spread out around them. Remember that these spirits are undead, so Shackle Undead, Turn Evil, and Holy Wrath will all work as well as more common crowd control abilities.
When 4 waves of spirits have been defeated, the boss will activate. The first things you’ll need to pay attention for are the two debuffs he’ll place on your party members. Quivering Strike will reduce your tank’s chance to dodge and Impending Despair will leave you stunned with Despair Stricken if not removed after 6 seconds. Both of these debuffs are magic effects that can and should be dispelled ASAP.
The next mechanic to worry about is Defiling Horror, an AOE horror effect that also deals damage every second, and lasts for 4 seconds. You’ll want to keep your party’s health high in anticipation of this effect and quickly heal back up when it wears off. Tremor Totem and Fear Ward do not work for this. Defensive cooldowns can help, especially a Divine Sacrifice/Divine Shield combo – but you should save these for late in the fight due to the next mechanic.
This fight will get progressively more difficult as the boss will cast Hopelessness on your party at 66%, 33%, and 10% health. Each stack of this debuff reduces your damage and healing by 20% on normal or 25% on heroic difficulty. This means that by the end of the fight you’ll be doing 60/75% less damage and healing. Save cooldowns for late in the fight to compensate for this.
When Falric dies, you’ll get a short break in the action during which you can prepare for the remaining waves of ghosts and the second boss.
Achievement
There are no achievements for this boss.
Marwyn
Marwyn is the second of the two death knights you’ll face in the first room of the dungeon. You’ll face some more ghostly trash mobs first, which we’ve already covered in the Falric section above.
Abilities
- Corrupted Flesh: This debuff will reduce your party’s health by 25% on normal and 50% on heroic, and it can’t be dispelled. Because of this debuff, it’s important to keep your health topped off and avoid taking unnecessary damage.
- Shared Suffering: A debuff that deals shadow damage every 3 seconds for 12 seconds, but if dispelled it will deal the entire remaining amount immediately as an AOE split across your entire party. This is a magic effect and should almost never be dispelled.
- Well of Corruption: Creates a purple circle on the ground that puts a stacking Corrupted Touch debuff on anyone who stands inside it. This effect increases shadow damage taken by 30% on normal and 75% on heroic, and it stacks every 2 seconds. The debuff itself is a curse and can be removed; otherwise it lasts for 20 seconds.
- Obliterate: An attack that deals a large amount of physical damage to the tank.
The Fight
Marwyn becomes active after another 4 waves of spirits have been defeated following the death of Falric. For help with fighting the trash leading up to this boss, see the Fight section under Falric. There will be a brief pause in the action after Falric dies, and then the rest of the spirits will begin their assault. It may be wise to fight them inside the opposite alcove this time so as to be closer to Marwyn.
When the last of the spirits are killed, Marwyn will attack. The first ability you must be aware of is his Corrupted Flesh debuff. This will reduce your party members’ health by 25% on normal and 50% on heroic, which will make you a lot more vulnerable to the other damaging effects in the fight. This debuff can’t be dispelled, so the only way to counter it is to try to keep your party’s health topped off and limit your damage taken.
Then there is the Shared Suffering debuff, which deals ticking shadow damage over 12 seconds. This debuff should almost never be dispelled because any remaining damage that hasn’t ticked yet will hit instantly and be spread among your party, which is very dangerous given the other debuffs you’ll be dealing with. It’s better to leave this debuff on its target so you only have to heal one person instead of five.
Well of Corruption will put purple circles on the ground that give the Corrupted Touch debuff to anyone who stands in them. This debuff will increase the target’s shadow damage taken by 30% on normal and 75% on heroic. You’ll gain another stack of this debuff every 2 seconds and it lasts for 20 seconds if not removed (it’s a curse). You definitely don’t want to stand in this, given the other debuffs in this fight.
Finally, your tank will get periodically hit with Obliterate, just in case you weren’t already stressed out about everyone’s low health. This ability does heavy damage, which will hurt even more with the Shared Suffering debuff. Keep your tank topped off as much as possible to mitigate this.
When Marwyn is dead, you’ll automatically be able to complete your quest and start the final one in the series, Wrath of the Lich King/Wrath of the Lich King.
Achievement
There are no achievements for this boss.
The Lich King
The Lich King is the final boss of the Halls of Reflection, although you do not fight him directly. Instead, this boss fight consists of a gauntlet in which you must kill waves of adds to progress.
Abilities
- Fury of Frostmourne: This ability is only cast if your party fails to break through the ice wall before the Lich King catches up with you. It will wipe your party when it goes off.
- Remorseless Winter: This is a constant AOE that swirls around the boss, slowing movement by 75% and dealing frost damage to anyone who gets within 10 yards of him.
- Soul Reaper: This is a nasty debuff that affects anyone who attempts to attack the Lich King, dealing high damage to the target and hasting the Lich King’s attacks.
- Summon Ice Wall: Creates a wall of ice in your path, blocking your way. The boss will use this in four different places as you progress through the cave. This wall will only be destroyed when the summoned adds are defeated.
- Summon Raging Ghoul: The boss will summon Raging Ghouls, which are basic melee mobs that will leap at your party.
- Summon Lumbering Abomination: The boss will summon Lumbering Abominations, who cleave.
- Summon Risen Witch Doctor: The boss will summon Risen Witch Doctors, casters who deal shadow damage from range.
The Fight
When you arrive in the throne room, you’ll find either Lady Jaina Proudmoore or Lady Sylvanas Windrunner engaged in combat with The Lich King. When you get close, your faction NPC will lock down the boss with a crowd control spell and head for the exit. Follow and speak with them to begin the encounter. You’ll now need to progress through the ice cave to stay ahead of the pursuing boss.
You will not be able to kill the Lich King in this dungeon. Instead, your goal here is to escape his wrath by fending off his summoned waves of undead mobs while you progress through the cave. You must stay ahead of the Lich King at all times, as his Remorseless Winter aura deals damage and slows movement. Attacking him will only earn you a nasty debuff, Soul Reaper, and there’s no good reason to do so anyway. If you fail to clear the passageway in time to escape, he will cast Fury of Frostmourne and wipe your party. The Lich King moves very slowly, but you will have to clear several obstacles in order to stay ahead of him.
He will cast Summon Ice Wall at four different locations, blocking your path. He’ll then summon groups of minions to attack you. You must defeat them all in order to clear the ice wall and continue forward. Increasing numbers of enemies will spawn at each of the ice walls. It’s best to focus the Risen Witch Doctors first, since they are ranged and can be difficult to round up. Everyone but the tank should stay behind Lumbering Abominations, as they cleave.
When you reach the platform at the end of the cave, you’ll witness some more RP as the Lich King appears to have you cornered. Then your faction’s gunship will appear and collapse the tunnel, ending the fight. Speak with your faction NPC to complete the Frozen Halls quest chain and board the gunship to collect your reward from The Captain’s Chest. You’ll find a portal to Dalaran near the chest, allowing you to leave the dungeon. If you entered the dungeon through the Dungeon Finder, this portal will lead to wherever you entered from.
Achievement
We’re Not Retreating; We’re Advancing in a Different Direction: This achievement is all about speed. You’ll have to kill the adds very quickly in order to progress through the cave and escape within 6 minutes. This is pretty much down to having strong DPS. This achievement must be completed on heroic difficulty.
Halls of Reflection Loot
Item | Slot | Type | Drops From |
---|---|---|---|
Ranged | Wand | Trash | |
Waist | Plate | Trash | |
Shoulder | Cloth | Trash | |
Hands | Plate | Trash | |
One-Hand | Sword | ||
Hands | Cloth | ||
Shoulder | Plate | ||
Head | Leather | ||
Feet | Mail | ||
Back | – | ||
Main Hand | Sword | ||
Shoulder | Cloth | ||
Shield | Shield | ||
Legs | Mail | ||
Hands | Mail | ||
Hands | Leather | ||
Two-Hand | Sword | The Lich King (The Captain’s Chest) | |
One-Hand | Axe | The Lich King (The Captain’s Chest) | |
Chest | Leather | The Lich King (The Captain’s Chest) | |
Back | – | The Lich King (The Captain’s Chest) | |
Hands | Plate | The Lich King (The Captain’s Chest) | |
Ranged | Bow | The Lich King (The Captain’s Chest) | |
Main Hand | Mace | The Lich King (The Captain’s Chest) | |
Main Hand | Dagger | The Lich King (The Captain’s Chest) | |
Legs | Mail | The Lich King (The Captain’s Chest) | |
Shoulder | Leather | The Lich King (The Captain’s Chest) | |
Head | Cloth | The Lich King (The Captain’s Chest) | |
Head | Plate | The Lich King (The Captain’s Chest) |
Item | Slot | Type | Drops From |
---|---|---|---|
– | Quest Item | Trash | |
Main Hand | Fist Weapon | Trash | |
Wrists | Leather | Trash | |
One-Hand | Dagger | Trash | |
One-Hand | Axe | ||
Ranged | Wand | ||
Wrists | Cloth | ||
Shoulder | Leather | ||
Chest | Plate | ||
Feet | Mail | ||
Trinket | – | ||
Two-Hand | Polearm | ||
Chest | Mail | ||
Head | Cloth | ||
Hands | Cloth | ||
Chest | Leather | ||
– | Crafting Material | The Lich King (The Captain’s Chest) | |
One-Hand | Sword | The Lich King (The Captain’s Chest) | |
One-Hand | Mace | The Lich King (The Captain’s Chest) | |
Hands | Mail | The Lich King (The Captain’s Chest) | |
Feet | Plate | The Lich King (The Captain’s Chest) | |
Finger | – | The Lich King (The Captain’s Chest) | |
Feet | Leather | The Lich King (The Captain’s Chest) | |
Off-Hand | Off-Hand | The Lich King (The Captain’s Chest) | |
Neck | – | The Lich King (The Captain’s Chest) | |
Head | Plate | The Lich King (The Captain’s Chest) | |
Chest | Leather | The Lich King (The Captain’s Chest) | |
Finger | – | The Lich King (The Captain’s Chest) | |
Waist | Cloth | The Lich King (The Captain’s Chest) |
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