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Zygor Warcraft Guide

Icecrown Citadel: Halls of Reflection Guide


Icecrown Citadel Halls of Reflection Guide

Once you have completed the first two instances in Icecrown Citadel (the Forge of Souls and Pit of Saron) along with the associated quests, you will gain access to the Halls of Reflection, the third and final instance. The Halls of Reflection are the Lich King’s private quarters, and it is here that you get a glimpse of that most legendary of weapons, Frostmourne. Within the Halls of Reflection there are really only 2 boss encounters to speak of, and both are really more endurance events than boss fights. After some initial dialogue with your faction NPC at the entrance, the first event begins.

Falric and Marwyn

The first event consists of waves of monsters and includes the first two bosses: Falric and Marwyn. Formerly Alliance captains and loyal defenders of Arthas Menthil, these powerful scourge commanders now serve the Lich King offering protection from any and all intruders. Initially Falric will not engage the party and will summon four waves of adds to attack instead. These waves are fairly simple to deal with as long as the tank is the one closest when they become active so he gets aggro. After these four waves are defeated Falric will attack.

Falric has several abilities to be mindful of. Firstly he will use Impending Despair, which will incapacitate a player for 6 seconds if not dispelled. He will also fear the party and cause them to take damage whilst feared. During the fight the amount of healing and damage caused by the party will be reduced by an ability called Hopelessness, which grows stronger the less health Falric has. This means it will be harder to heal the whole party up to full all the time, so careful choice of healing targets and conservation of mana will be important here.

After Falric dies, there will be a pause before Malwyn appears and starts another four waves of adds. During both of these phases, the priests should always be killed first, as their healing is very strong if not stopped in time. The boss is fairly simple. He will place wells of corruption on the floor, which apply a curse on whoever stands in it that increases shadow damage taken by the affected player. Another ability Marwyn uses is called Shared Suffering. This is a debuff (magic) that deals damage over time, and if dispelled it splits the remaining damage over the other party members. The healer can choose whether to heal through the damage on a single player, or if the target has low health or they are affected by the curse, can dispel it and heal the group up instead. Other than this it is just a tank ‘n’ spank fight.

The Lich King

Since it would be kind of ridiculous to actually be able to defeat the Lich King in a 5-man dungeon, you do not actually get to fight him here. In order to reach him, you must first face an encounter with a General and reflections of party members, after which you head into the Shadow Throne to find your faction’s guide already doing battle, and losing. The realisation that the Lich King is too strong to defeat in this way, your faction guide will lead you into a hidden corridor to escape and the Lich King will give chase. This event is a gauntlet-type event consisting of waves of adds that attack the party while trying to escape. The Lich King will raise a series of four ice walls that block your party’s path and you must defeat his minions while your faction guide works on breaking through each blockade. As long as the monsters are dispatched quickly and nobody gets within range of the Lich King, this event will end when you escape, completing the dungeon and picking up your loot.

For even more great strategy guides for Horde players, check out Joana's Guide. He knows all the best Horde secrets.

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Priests, Warlocks and Mages are very fragile spellcasters.
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