TzHaar Fight Cave/Strategies

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TzHaar Fight Cave/Strategies

If the player clicks log out while in the cave, they will not be logged out immediately. Instead, the wave following the current wave will be prevented from spawning, giving the player the opportunity to log out without loss of progress. Clicking the log out button a second time will log the player out immediately, but the current wave will have to be repeated.

It is generally recommended for the player to use Ranged for most of the run, as it allows the player to safespot monsters and attack them from a distance. At the highest levels and gear, using melee can be faster than Ranged, though the player is likely to take additional damage from melee attacks. Using Magic with Water Wave or Water Surge works well due to TzHaars' 40% weakness to water spells; however it is generally slower and more expensive than ranged. Blood spells, Vengeance, and Thralls can be used to support the other combat styles instead of using magic as primary damage.

It is strongly recommended for Ranged users to check their ammunition supply before beginning a Fight Cave run and enter with as much as they can. Completing the Fight Cave takes a significant amount of time (often well over an hour for lower-level players) and requires a considerable amount of ammunition and potions.

Suggested skills

While the Fight Cave does not have any strict level requirements, it is recommended that the player have at least the levels recommended below for their chosen combat method. Completing the Fight Cave is possible with lower levels, but this is not recommended unless the player has prior experience.

Skill Ranged Pure Melee Magic Iron
75 80 N/A N/A 61+
75 80 85+ 75 70+
60 43 75+ 43 43+
70 < 20 90+ 40+ 50+
N/A 75 90+ 30+ 50+
N/A 42 90+ N/A 50+
N/A N/A 94 75+ 56+

Choosing your weapon

Ranged

Toxic blowpipe

Requiring 75 Ranged, the toxic blowpipe is very effective against all enemies in the Fight Caves, up to and including TzTok-Jad. Despite being less accurate and having a lower max hit than crossbows, the overall damage output is much higher due to its attack speed of 2 ticks on rapid. In addition, venom adds extra damage on the higher levelled enemies. The special attack, Toxic siphon, provides healing, making this the top choice for a single weapon to take for the entire run.

Twisted bow

The Twisted bow is extremely effective against Ket-Zeks and TzTok-Jad, but poor against everything else. It is helpful against high Magic defence monsters that may take longer with the toxic blowpipe. It is not recommended to use it as the only weapon for the entire run, but is extremely effective when paired with the toxic blowpipe.

Crossbows

The Rune crossbow is an early-game accessible Ranged weapon, requiring 61 Ranged to use, while the dragon and Armadyl crossbows require 64 Ranged and 70 Ranged, respectively. They fire every 5 ticks on rapid, but deal a lot of damage accurately. The accessibility of the rune crossbow makes it the earliest viable weapon Ironmen can use for getting their first fire cape. However, a significant DPS improvement over only using the rune crossbow is to use the much faster hunters' sunlight crossbow against all enemies other than TzTok-Jad. An off-hand can be taken for Defence: the crystal shield makes Tok-Xil much less threatening while Ket-Zeks are still alive, or for offence, the twisted buckler for maximum damage or book of law for Prayer and accuracy.

Eclipse atlatl

The Eclipse atlatl is a versatile two-handed weapon which scales uniquely with melee strength and ranged accuracy. It is particularly well suited to those with higher Strength levels and lower Ranged levels, and provides consistent damage to all fight caves enemies, often surpassing the rune crossbow and magic shortbow, although rarely matching the toxic blowpipe. When worn with the full set, it also gives the chance to inflict burn for additional damage and access to the eclipse atlatl's special attack. However, the inability to wield a shield combined with the significant decrease in ranged defence with eclipse moon armour compared to dragonhide armour can make using the Eclipse atlatl harder to execute. The Hunter's spear scales in a similar manner off of Strength and Ranged, but is available much earlier and performs similarly to a magic shortbow or rune crossbow firing broad ammunition, assuming appropriate gear is worn, such as Mixed hide or the eclipse set.

Other weapons

Other weapons can fill a similar role to the toxic blowpipe, but the run will be slower. Karil's crossbow requires 70 Ranged and will perform well against all enemies, especially with the amulet of the damned's double-tap effect with Karil's equipment. The magic shortbow (i) has only a 50 Ranged requirement, and will be faster than the rune crossbow against the weaker enemies, but will taper off against the high-defence Ket-Zeks and Jad. If you don't have a hunters' sunlight crossbow, consider using both it and a rune crossbow for more timely clears. A crystal bow requires 70 Ranged to use and will work against all enemies, but it may run out of charges before you finish. Finally, the Bow of Faerdhinen with crystal armour is superior to the toxic blowpipe for overall clear speed, but requires Song of the Elves. With the Fight Cave being a multi-combat zone, the Venator bow is also a viable option during the rounds prior to TzTok-Jad.

Supplements

Blood spells

Blood spells from the Ancient Magicks spellbook have a life leech effect, which heals the caster by 25% of the damage dealt. With at least 56 Magic and completion of Desert Treasure I, players can bring the runes for Blood Rush or better for reliable, practically unlimited healing against safespottable enemies.

Utility

Holy wrench or Ring of the Gods (i)

By carrying a holy wrench, Prayer potions and super restores may restore an extra Prayer point per dose. This comes at the cost of one inventory slot and is only beneficial to save money or to maximise Prayer restored, which is only possible if the number of doses available is greater than the total restoration of one potion.

Ancient mace

By using the ancient mace special attack, players can restore prayer points equal to the damage dealt. At lower prayer levels and with slow completions, if used consistently, this can lead to greater prayer points restored per inventory slot than a prayer potion could've provided, making it an effective option for a first fire cape.

Equipment

The simplest method to use is to primarily use a ranged weapon such as the Toxic blowpipe. Completing the fight caves with Ranged isn't overly challenging and serves as a viable option for nearly all account types. It is recommended to consider maximising damage output and prayer bonus, with consideration for ranged defence and, to a lesser amount, slash defence.

Pros
  • This method is simple, provides reliable damage output and typically involves wearing armour with appropriate defence already.
Cons
  • Using blood spells to heal might require removing armour temporarily.
  1. ^ 1.0 1.1 1.2 If using crystal bow or Bow of faerdhinen
  2. ^ Best when using full Karil's, otherwise works as a substitute for an Amulet of glory.

Inventory

  • 2-3 Bastion potions (4)
  • 4-6 Saradomin brews (4)
  • Fill rest of slots with super restores or prayer potions (4), but you should have at least 1 restore to counteract the brews' effects on a 1:3 ratio of restores to brews (i.e. 3 doses of brew requires 1 dose of restore to counteract the effect of brews)
  • A rune pouch filled with runes to cast blood spells to kill and heal off of Tz-Keks
  • A weapon to autocast blood spells

Notes

  • If you find you don't need to heal often, for example, if you are a higher-levelled Defence/Combat, consider the cheaper inventory of 4 Saradomin brews, 4 Super restores, 3 Ranging potions, and for the rest of your inventory, Prayer potions.
  • This is only a recommended inventory setup and will always vary between each player.
  • The higher your Defence level, the less you need protective gear like Karil's leathertop or leatherskirt.

Many melee weapons have a theoretically high damage output but can be more tedious to use due to the flinching typically required. This is a poor option for a first fire cape attempt.

Pros
  • Fight Cave is heavily sped up and can be as fast as approximately 25 minutes.
  • The first 30 waves are generally faster than using Ranged.
Cons
  • If you're *not* using a halberd you'll be attacking from within Jad's melee range, and will have to use Protect from Melee as well.
  • Rangers and magers in the Fight Caves can also melee you, so you may take additional damage, especially from the mager, if not flinching.
  1. ^ 1.0 1.1 Switch to Guthan's when you need to heal

While fighting Jad, players must keep Protect from Melee on, switching to Protect from Missiles/Protect from Magic depending on what he is using, before immediately switching back to Protect from Melee between each of Jad's attacks. This is because, unlike his magic and ranged attacks, his melee attack does not give the player any time to react; the player's melee protection prayer must already be activated in the event that he uses this attack, in order to avoid taking damage. This can be skipped completely by using the noxious halberd from out of Jad's melee range.

A strategy used when meleeing is to use thralls in order to speed up the encounter. Another strategy used is casting the Vengeance spell to recoil some damage back to the NPC.

Inventory

  • 3-4 Divine super combat potion (4)
  • 7-9 Saradomin brew (4)
  • 13-15 Super restore (4)
  • 2 Stamina potion(4)
  • rune pouch / divine rune pouch if you plan to use Vengeance or thralls
  • Book of the dead if you plan to use thralls
  • Fill any open inventories with prayer potions (4)s

Notes

Reduce the amount of prayer potions if you plan to use Guthan's during the Fight Cave.

Using Magic to complete the Fight Caves is a reliable and effective strategy; however, it's worth noting that completion times will usually be slower when compared to other set-ups, since they output damage faster than Magic. This is typically also more expensive than comparable ranged setups and offers less defence. However, wearing magic armour does increase the effectiveness of blood spells, which might make a magic only approach feel easier. Due to the 40% water weakness of TzHaar, using the standard spellbook's Water Wave or Water Surge is very effective in the fight cave. Using powered staves or ancient spells is also possible, but won't benefit from this weakness, thus they should generally not be considered unless using strong weapons such as a Tumeken's shadow, though it is possible with lower tier weapons too. If using Void Knight equipment, wearing the Void mage helm, robe top, skirt, and hands, yields a 45% bonus to Magic accuracy. It requires 42 Attack, Strength, Defence, Ranged, Magic, Hitpoints and 22 Prayer.

Pros
  • No inventory slots will be occupied by armour pieces.
Cons
  • It can be quite expensive and slightly slower than ranged setups.
  • A decent shield might be required to help offset the low defensive stats of magical armour.
  1. ^ 1.0 1.1 1.2 Using water spells

Inventory

  • 6-9 Saradomin brews (4)
  • 2-3 super restores (4)
  • Runes for the spell that you're casting (2000-2500 casts)
  • 1000 Blood Barrage casts (optional, for healing)
  • A Saturated heart for boosting your Magic level (optional, but strongly recommended)
  • Fill any remaining open inventories with super restore or prayer potions (4)

This method is meant for pures only. Regular players should use one of the above methods instead.
If you are a pure and you have a Defence level of 20 or lower, the Fight Cave can prove very hard and expensive, but not impossible. It is recommended to study the Fight Cave and many guides before attempting if you are not experienced. You will be hit very hard by the level 90s. When the healers appear in the last wave, it is recommended to use the Steel Skin prayer to aid your low Defence against them. Although the following recommendations are for Range only, pures may still wish to consider using Magic only if they have access to best-in-slot gear including a Tumeken's shadow and Saturated heart.

Inventory

  • 10 Saradomin brews (4)
  • 300+ purple sweets
  • 14-15 super restores (4)
  • 1-2 Bastion potions (4)
  • Dragon darts or diamond bolts (e) for Jad

The fire cape is an important milestone for many iron players, but getting there can be a little difficult, given the lower availability of good gear. This is a setup that is within reach for early-game iron players with mid-level stats and gear. Iron players at this stage usually have tier-50 and tier-60 gear (or can obtain it fairly easily) and maybe a barrows piece or two.

Using this setup means that you will likely need to conserve as much prayer as you can, and your kills will be well in excess of 60 minutes long (usually closer to 90+ minutes). Due to this, it's recommended that you don't downgrade your gear too much. You can minimize prayer costs by familiarizing yourself with safespot mechanics and selecting a safespot-friendly rotation (rotations 5 and 6 are especially convenient).

Irons within boosting range of 74 Fletching and 72 Hunter should use the Hunters' sunlight crossbow with Sunlight antler bolts. The increase in attack speed and range more than compensates for the decrease in accuracy on all but TzTok-Jad himself.

Many iron players using this setup will have completed Desert Treasure I, but are unlikely to have a rune pouch or an easy supply of blood spell runes. If you do, however, have a rune pouch and an easy supply of blood spell runes, do bring them. Additionally, if you have good upgrades (e.g. DK rings, god d'hide) or space-saving items (e.g. bolt pouch), consider bringing them, too. Bolts for the Hunters' crossbows cannot be stored in the bolt pouch.

  1. ^ If using blood spells

Inventory

If you need to eat in a pinch, use your high-healing food.

If you bring the ancient mace, use your special by flinching the meleers (180s) or the blobs (45s), though the blobs recoil a little melee damage. With a dragon halberd, you can spec the meleers and Jad's healers.

The viability of bringing the holy wrench will depend on your prayer level/confidence in beating the caves. For example: at 52 prayer and with 16 prayer potions, the holy wrench would only help to restore an extra 64 prayer points while another 4 dose prayer potion would restore 80. At 63 prayer, however, a holy wrench will restore an extra 128 prayer points over 16 potions, compared to the 88 you'd restore from another pot. To do your own calculations for the viability of the wrench make sure to check the holy wrench and prayer potions pages. The other benefit of bringing the holy wrench is that you can save an extra prayer potion if you're struggling to source them consistently, but unless you're already somewhat experienced or confident in the caves the extra prayer points will usually be worth it.

If bringing blood spells, consider swapping out some tuna potatoes for mage gear. This is most useful if you're bringing a mage helm when using void, or if you have damage-increasing gear (e.g. imbued god capes). You can barrage the blobs (45s) or the meleers (180s), though the meleers have a fairly high magic level, so you might splash quite a bit. You can also sometimes catch the bats behind other monsters and heal off of them, too.

The Eclipse atlatl is a viable weapon for tackling the fight caves, but its unique scaling with melee strength and range accuracy requires some additional considerations, but provides potential benefits.

Pros
  • Provides reliable damage output and scales well with gear with reasonable defensive bonuses.
  • Melee strength armour boosts the effectiveness of melee special attack weapons, such as dragon or burning claws, Voidwaker, if not relying purely on the atlatl's own special attack.
  • The eclipse moon armour's set effect provides additional damage over time.
Cons
  • Ranged potions and strength potions are needed for maximum damage output.
  • Forgoing use of the toxic blowpipe primarily forfeits access to venom (which can be significant with lower levels) and requires an additional inventory slot if using for its healing special attack.
  • The atlatl is both shorter range and two handed, which can mean more damage taken.
  • The faster attack speed means more ammo will be consumed over the course of the fight caves compared to some slower weapons.
  • Limited access to prayer bonus.
  1. ^ 1.0 1.1 1.2 1.3 When used with full Void knight set.

Inventory

  • 2-3 Super strength potions and Ranging potions (4)
  • 6-8 Saradomin brews (4)
  • Fill rest of slots with super restores or prayer potions (4), but you should have at least 1 restore to counteract the brews' effects on a 1:3 ratio of restores to brews (i.e. 3 doses of brew requires 1 dose of restore to counteract the effect of brews)
  • Optionally, a weapon to autocast blood spells to kill and heal off of Tz-Keks

Notes

  • If you find you don't need to heal often, for example, if you are a higher-levelled Defence/Combat, consider the cheaper inventory of 4 Saradomin brews, 4 Super restores, 3 Ranging potions, and for the rest of your inventory, Prayer potions.
  • It is worthwhile to consider taking a couple of the prayer regeneration potions from mixology.
  • This is only a recommended inventory setup and will always vary between each player.

Note: The healers that appear when Jad has reached half health can be extremely dangerous, even for void and berserker pures. A simple mistake can potentially lead to instant death. If one is unable to use the Italy rock to keep all healers on the opposite side of Jad, one must kill the healers or run through Jad (east-west/west-east). Running through Jad is extremely difficult. An easier option for limiting the lethality of the healers is to bring a small amount of black chinchompas to use on the healers. If auto-retaliate is enabled, one will only have to monitor Prayers and health. Also, the range of chinchompas when using the rapid attack style is comparable to a crossbow. Users of the toxic blowpipe will be able to avoid using long-range, and avoid any unwanted defence experience gain. Switch to your black chinchompas after a Prayer switch when Jad is nearing half-health. You must still target each healer as Jad is too large for the chinchompas' area of effect. Switch back to your main weapon to finish Jad off.

The battle itself

Monsters

In this activity, players must battle past 62 waves of monsters ranging from level 22 up to level 360, before facing the final boss, TzTok-Jad. Each of these monsters require a different tactic by the player, though due to the structure of the activity, most of them are best fought from a distance. The monsters generally have high Attack and Strength, along with a special ability, but low Hitpoints and Defence. This means they will hit hard and often, but can be killed quite easily.

The monsters appear in waves, 63 in total. The monsters are referred to by their Combat levels. Monsters in the Caves continue to "stack" in a way. For example, after facing two Yt-MejKots, you will face a Ket-Zek (wave 31). From the first Ket-Zek you fight, they will keep appearing until wave 62, when two Ket-Zeks will appear.

Monsters should be killed based on their threat to the player: Tz-Kihs, then Tok-Xils, then Ket-Zeks, then Yt-MejKots, and finally Tz-Keks.

It is very important to note that when two of the same monster appears, one of them will be discoloured. This discoloured monster will serve as a "way point" for the next monster in line to spawn there. For example, when two Ket-Zeks appear, one of them is coloured orange; this orange Ket-Zek's spawn point will be the next monster, in this case, TzTok-Jad's, spawn point.

Full Guthan's with Protect from Melee activated if needed can be used to heal you as long as any major threat, such as the 360, is vanquished. Since the 360 has deadly Magic and Melee attacks, be sure to kill it with Protect from Magic. Waves 1-30 are excellent for healing and Meleeing at high Combat level, but Waves 31-61 can also be used to heal provided the 360 is killed first. Wave 61 is the last opportunity to heal using Guthan's.

Wave Monsters Notes
1
Tz-Kih

(level 22)

Kill using a hit-and-run tactic to prevent its Prayer drain.
2
Tz-Kih

(level 22)
Tz-Kih

(level 22)

Again, hit and run!
3
Tz-Kek

(level 45)

This spawn will be the same as the orange 360 on wave 62 and the same spawn as Jad.
4
Tz-Kek

(level 45)
Tz-Kih

(level 22)

Always kill the fiery, bat-like, level-22 Tz-Kih first using a hit-and-run tactic to prevent its Prayer drain![1]
5
Tz-Kek

(level 45)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

[1]
6
Tz-Kek

(level 45)
Tz-Kek

(level 45)

7
Tok-Xil

(level 90)

Activate Protect from Missiles against Tok-Xil if needed as its Ranged attack will be strong against a low level or mage.[2]
8
Tok-Xil

(level 90)
Tz-Kih

(level 22)

[1]
9
Tok-Xil

(level 90)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

[1]
10
Tok-Xil

(level 90)
Tz-Kek

(level 45)

11
Tok-Xil

(level 90)
Tz-Kek

(level 45)
Tz-Kih

(level 22)

[1]
12
Tok-Xil

(level 90)
Tz-Kek

(level 45)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

13
Tok-Xil

(level 90)
Tz-Kek

(level 45)
Tz-Kek

(level 45)

14
Tok-Xil

(level 90)
Tok-Xil

(level 90)

[2]
Use smaller monsters, Italy Rock, or Dragon Rock to block the Yt-MejKots (180s). See this map![3]
15
Yt-MejKot

(level 180)

Again, block the Yt-MejKot, or heal off it with Guthan's using Protect from Melee if necessary.
16
Yt-MejKot

(level 180)
Tz-Kih

(level 22)

[1]
17
Yt-MejKot

(level 180)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

18
Yt-MejKot

(level 180)
Tz-Kek

(level 45)

[3]
19
Yt-MejKot

(level 180)
Tz-Kek

(level 45)
Tz-Kih

(level 22)

[1]
20
Yt-MejKot

(level 180)
Tz-Kek

(level 45)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

21
Yt-MejKot

(level 180)
Tz-Kek

(level 45)
Tz-Kek

(level 45)

[3]
22
Yt-MejKot

(level 180)
Tok-Xil

(level 90)

[2]
23
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tz-Kih

(level 22)

[1]
24
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

25
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tz-Kek

(level 45)

26
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tz-Kek

(level 45)
Tz-Kih

(level 22)

[1]
27
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tz-Kek

(level 45)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

[1]
28
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tz-Kek

(level 45)
Tz-Kek

(level 45)

[3]
29
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tok-Xil

(level 90)

[2]
30
Yt-MejKot

(level 180)
Yt-MejKot

(level 180)

As soon as you finish off the last 180, immediately activate Protect from Magic.
From this point onwards, use Protect from Magic against the Ket-Zeks (360s) and disable Auto Retaliate.[4]
31
Ket-Zek

(level 360)

Keep your distance as its Melee attack can deal devastating damage to a player within its range. The Hit-and-Run could work, but it's not advised for the inexperienced.
32
Ket-Zek

(level 360)
Tz-Kih

(level 22)

[1]
33
Ket-Zek

(level 360)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

34
Ket-Zek

(level 360)
Tz-Kek

(level 45)

35
Ket-Zek

(level 360)
Tz-Kek

(level 45)
Tz-Kih

(level 22)

[1]
36
Ket-Zek

(level 360)
Tz-Kek

(level 45)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

37
Ket-Zek

(level 360)
Tz-Kek

(level 45)
Tz-Kek

(level 45)

38
Ket-Zek

(level 360)
Tok-Xil

(level 90)

Now that there is a mage present, it's advised to tank the range hits unless the mage is safespotted.
39
Ket-Zek

(level 360)
Tok-Xil

(level 90)
Tz-Kih

(level 22)

[1]
40
Ket-Zek

(level 360)
Tok-Xil

(level 90)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

41
Ket-Zek

(level 360)
Tok-Xil

(level 90)
Tz-Kek

(level 45)

42
Ket-Zek

(level 360)
Tok-Xil

(level 90)
Tz-Kek

(level 45)
Tz-Kih

(level 22)

[1]
43
Ket-Zek

(level 360)
Tok-Xil

(level 90)
Tz-Kek

(level 45)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

Wave 43 represents the halfway point of total damage dealt from waves 1-62.
44
Ket-Zek

(level 360)
Tok-Xil

(level 90)
Tz-Kek

(level 45)
Tz-Kek

(level 45)

45
Ket-Zek

(level 360)
Tok-Xil

(level 90)
Tok-Xil

(level 90)

Take out the rangers first.
46
Ket-Zek

(level 360)
Yt-MejKot

(level 180)

Block the 180 with the 360, Italy Rock, or Dragon Rock, or other monsters when they spawn.[3][4]
47
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tz-Kih

(level 22)

[1]
48
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

49
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tz-Kek

(level 45)

[4]
50
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tz-Kek

(level 45)
Tz-Kih

(level 22)

[1]
51
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tz-Kek

(level 45)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

52
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tz-Kek

(level 45)
Tz-Kek

(level 45)

[4]
Remember the 'Bat (22) > Ranger (90) > Mager (360) > Meleer (180) > Blob (45)' killing order!
53
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tok-Xil

(level 90)

The ranger can be used to block the meleer if needed[4]
54
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tz-Kih

(level 22)

[1]
55
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

56
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tz-Kek

(level 45)

[4]
57
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tz-Kek

(level 45)
Tz-Kih

(level 22)

[1]
58
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tz-Kek

(level 45)
Tz-Kih

(level 22)
Tz-Kih

(level 22)

59
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tz-Kek

(level 45)
Tz-Kek

(level 45)

[4]
60
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Tok-Xil

(level 90)
Tok-Xil

(level 90)

Kill the rangers first!
61
Ket-Zek

(level 360)
Yt-MejKot

(level 180)
Yt-MejKot

(level 180)

This is the last wave to heal using Guthan's, or passively regen health in a safespot after killing the level 360. Activate Protect from Magic for the next wave. Pay attention to where the orange Ket-Zek spawns next round.
62
Ket-Zek

(level 360)
Ket-Zek

(level 360)

Once the wave starts, find the orange Ket-Zek as fast as you can. Tz-Tok-Jad will spawn exactly where the orange Ket-Zek spawns in the next round. Using distance or obstacles, force the last Ket-Zek behind cover or near the orange's spawn. If standing near the spawn, stay out of melee range from Tz-Tok-Jad's melee attack. Before killing the last Ket-Zek, restore your HP and Prayer. Start the next wave with Protect from Missiles active, and have the prayer interface open and be ready to switch Protection Prayers if neccesary. This is because there is no initial range sound prior to Jad hitting you whereas Jad's magic attack sounds like activating a Retribution prayer.
63
TzTok-Jad

(level 702)
Yt-HurKot

(level 108)
Yt-HurKot

(level 108)
Yt-HurKot

(level 108)
Yt-HurKot

(level 108)

Tz-Tok-Jad uses Ranged by stomping his feet to the ground emitting cracks in an earthquake-like manner. He also attacks with Magic by growling, rearing up, and dangling his forelegs before discharging a fireball as shown in the video below. Once the wave starts, he will do either of the two. Prayer switches must occur in between Tz-Tok-Jad's footwork animation. If you switch while the projectile has already been unleashed, it will be too late, even if the projectile has not hit you yet.

Four level 108 healers will appear when Tz-Tok-Jad is at half health, so attack each one from long range and drag them away from Jad while staying focused on Tz-Tok-Jad's footwork and attacks. If they've healed TzTok-Jad back to full health and are then killed, they will respawn; otherwise, not. They don't have to be killed to complete the Fight Cave. Be careful luring the healers as being too close to Tz-Tok-Jad will give him a chance to do a melee attack which hits instantly thus will not give you room to react and switch.

  1. ^ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 Always kill the fiery, bat-like, level-22 Tz-Kih first using a hit-and-run tactic to prevent its Prayer drain!
  2. ^ 2.0 2.1 2.2 2.3 Activate Protect from Missiles against Tok-Xil if needed as its Ranged attack will be strong against a low level or mage.
  3. ^ 3.0 3.1 3.2 3.3 3.4 Use smaller monsters, Italy Rock, or Dragon Rock to block the Yt-MejKot. See this map!
  4. ^ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 When the Yt-MejKot appears, use the Ket-Zek and other monsters to block it.

The progression can be summarised as follows: if a wave has two of the same monster, the next wave will replace those monsters with one monster of the next higher level; e.g.: "22, 22" becomes "45", "90, 90" becomes "180", and so on. If all monsters have different levels, another Tz-Kih (22) appears. The running total of monsters is: 48 Tz-Kih (22), 40 Tz-Kek (45) [80 Tz-Kek (22)], 36 Tok-Xil (90), 34 Yt-MejKot (180), 33 Ket-Zek (360), 1 TzTok-Jad (702), 4 Yt-HurKot (108).

Mathematically, the monster progression follows a Skew Binary Number System. The monster tiers represent weights of 1, 3, 7, 15, 31, and 63. The monster weights add up to the current wave number, with the provision that only the lowest-tier monster may appear twice.

The order in which you should kill the monsters is:

  • Tz-Kih (level 22)
  • Tok-Xil (level 90)
  • Ket-Zek (level 360)
  • Yt-MejKot (level 180)
  • Tz-Kek (level 45 and 22)

Note: If there are monsters in the wave that were able to get trapped behind a rock, it is best to stay behind that rock and defeat the monsters you can access from there, before moving onto the monsters who are trapped, thus minimising the number of monsters you have to worry about at one time. The monsters are in order of appearance by wave number:

First Wave Level Name Hitpoints Attack style Max hit (approx.) Notes
1 22 Tz-Kih 10 Melee 4 Despite its low Combat level, this monster is usually the player's first priority to kill, unless it is trapped behind an object or other monster. Drains Prayer points when in Melee range by 100% of damage done + 1 Prayer point (so it will drain at least 1 point per attack).
3 45 Tz-Kek 20 Melee 7 A small Melee fighter. Inflicts 1 HP of recoil damage when hit by any melee attack. The least dangerous monster in the cave, so this should be a player's lowest priority to kill. Can't hit very high and is not accurate. When it dies, two level 22 Tz-Keks take its place.
3 22 Tz-Kek 10 Melee 4 Two of these appear when a level 45 Tz-Kek is killed; they do not have the recoil effect.
7 90 Tok-Xil 40 Ranged, Melee 13 An accurate Ranged fighter that can deal devastating damage. The player's second priority to kill unless the Tz-Kih is trapped behind an object or monster. Praying against these in the early waves is advised. Later on, Prayer must be used against the Ket-Zek's Magic attacks instead, so these should be killed soon. When unable to pray against Ranged attacks, the player could walk up to Melee range to attack this monster since its Melee attacks are weaker. If Guthan's is owned, these can be dealt with very easily and without the use of Prayer.
15 180 Yt-MejKot 80 Melee 31 A slow Melee fighter; the player's fourth priority to kill. Can easily be trapped behind a rock or a Ket-Zek, and is not much of a threat when trapped; if it does hit the player, though, it can hit high. This monster can heal itself and other monsters when attacking.
31 360 Ket-Zek 160 Magic, Melee 54 A very large and dangerous monster - the player's third priority to kill. Whenever one is alive, the player must pray against its Magic attacks. Can kill a player in a few hits if it gets the chance. Use safespots combined with Prayer to fully block their damage. When in melee range, it will use both Magic and Melee attacks. These can be used in the later waves to block the Yt-MejKots. Be very cautious, for the Ket-Zek's Melee attack is also capable of dealing very high damage.
63 702 TzTok-Jad 255 Melee, Magic, Ranged 97 The final boss of the Fight Cave. Uses Ranged, Magic, and Melee attacks. Almost impossible to kill without using the correct Prayers. See text for more details.
63 108 Yt-HurKot 60 Melee 14 Four of them appear when TzTok-Jad is at half health to heal it; these must be killed or distracted. They can heal each other or themselves when in melee range like their cousin, the Yt-MejKot. If they heal TzTok-Jad back to full health before killed, they will spawn again.

TzTok-Jad

A player fighting TzTok-Jad in the final wave of the TzHaar Fight Caves.

TzTok-Jad is the final monster encountered in the Fight Cave. Examining it yields the discouraging message "This is going to hurt...". Which is very true if you enter the fight unprepared. It is one of the highest levelled monsters in all of Old School RuneScape that players can fight with conventional methods. Defeating TzTok-Jad requires persistence and determination.

General information

In order for one to reach TzTok-Jad, one must first fight 62 progressively tougher waves of monsters. The current wave that the player is on is shown at the beginning of each wave. TzTok-Jad himself is a level 702, huge, four-legged behemoth and uses all three sides of the combat triangle - Magic, Ranged, and Melee. TzTok-Jad will attack with Melee only when the player is adjacent to him. When the player is in melee range, TzTok-Jad will use Magic and Ranged attacks as well. If the player attacks from a distance - which is strongly recommended - TzTok-Jad will randomly alternate between Magic and Ranged attacks. During the fight, auto retaliate should only be enabled if you are not yet comfortable with efficiently switching Prayers. Even when the Yt-HurKots appear or the player gets hit, switching Prayers is the most important thing to do. If you wish to take a break before TzTok-Jad, do not attempt to log out on wave 62, the wave preceding Jad. If you log out after you have completed wave 62, you will spawn in the middle of the fight cave and you will only be able to do one action before he spawns. Instead, attempt to log out on wave 61 — finish the wave, set your quick Prayer to protect from magic, and logout. When you log back in, you will be facing two Ket-Zeks, and you will have plenty of time to prepare yourself for TzTok-Jad. Do not hit continue in the chat dialogue. Instead, turn on your quick Prayer. This will begin the wave.

TzTok-Jad spawns where the orange/off-colour Ket-Zek spawned on wave 62.

Another handy trick to getting a good TzTok-Jad spawn is that on wave 3, wherever the level 45 Tz-Kek spawns is where jad will spawn on wave 63. You can take advantage of this by fighting until wave 3 and look where the level 45 Tz-Kek spawns. If it's a good spawn (South of Italy rock is the best spawn) you carry on, if it doesn't spawn there, you can escape through the exit to reset back to wave 1. Don't forget to bank for supplies.

Attacks

Jad slams his front legs to the ground for Ranged, and he rears up dangling his front legs for Magic.

Survival depends on watching TzTok-Jad's movements - an emote precedes the attack, telling the player which protection Prayer to use.

  • Melee: TzTok-Jad slams his fist into the player. This is the fastest attack, but if the player stays at a distance, they should not encounter it. Please note that this attack has no warning for you to pray for.
  • Magic: TzTok-Jad will rear up, standing up straight and will begin to breathe fire after about half a second. You can hear him inhale/growl loudly, (the sound of Retribution's effect activating) while rearing up and before he actually attacks, so listen for it. Protect from Magic needs to be activated while he's rearing up as after he begins to breathe fire it will be too late, and you will be hit.
  • Ranged: TzTok-Jad slams his front legs onto the ground, and large cracks appear in the floor at his feet - the player must turn on their Prayer now. Next, a boulder will fall down on the player. The sound from this attack only occurs AFTER the hit has been registered, meaning you must have your Prayer on beforehand, it is recommended you have this Prayer on when the wave starts, as you may not be able to see Jad before it is too late. (If you hear the magic sound you can always swap Prayers.)

Although somewhat slow, all of these attacks can deal immense damage; the melee and ranged attacks can hit up to 97, while the magic attacks can hit up to 95. These can easily kill lower-leveled players in a single hit, so players who do not have 98 or more Hitpoints (lower levels can still boost with anglerfish or saradomin brews) should be mindful of their health.

Healers

When TzTok-Jad is down to half health, he will summon four Yt-HurKots (level 108 Melee fighters with 60 HP and tiny in comparison), which will heal him effectively causing him to regenerate endlessly until they are dealt with. In order to stop them from healing, they need to be hit once so they turn their attention to the player. Should you take too much damage from healers, you may kill them; however, make sure that none are healing him, as any killed healers will respawn when Jad reaches half health again if he was healed to full. The Yt-HurKots' Melee attacks hit up to 14, so they can kill the player, but if one has a decent Defence level and good equipment, they should not be extremely dangerous - one should always watch their health, though. Alternatively, when all of the Yt-HurKots are attacking the player, run through TzTok-Jad and they will become trapped behind him. This is not advised unless the player is experienced (technique only works if east-west or vice versa).

It is NOT advised to tank the healers as each healer that is in combat with you still has the ability to heal Jad. (some people like to line the healers and only tank one; leaving only one healer able to heal Jad and simply outhitting it.) If the healers appear on the opposite side of TzTok-Jad and the player is using a ranged weapon, then it might be advisable to set the attack stance to long range, so as to ensure the player doesn't get in melee distance of TzTok-Jad when trying to hit the healers.

Notes:

  • Before attacking Yt-HurKots when they appear to distract them, change attack style to long range for the Ranged weapon and avoid walking too close to TzTok-Jad and his melee attack.
  • When taking damage from TzTok-Jad, do not panic or consume a large amount of food or potions in one go. Stay calm and focused. Heal once every time he attacks while prioritising praying first.
  • Get the attention of all 4 healers without killing them; leaving even one can cause Jad to return to full health by the time it takes other three healers to be killed.

Logging out

It is possible to log out and save one's progress in the Fight Cave. In order to do this, the player should click the logout button once. The game will register that the player wants to log out, and two red messages in the chat box telling the player they will be logged out as soon as the current wave ends. The player should now kill all the monsters in the current wave after which have an opportunity to log out safely. When they next log in, they will start on the next wave. You can also logout regularly if you're not in combat for 10 seconds, or x-log if you have enough Prayer to not die before you logout completely.

If the player clicks the logout button twice, or avoids all combat for 10 seconds while there are still monsters alive and then logs out, their progress will be saved, but they will have to start from the beginning of the wave they logged out on.

The wave will not start immediately; however, the player will find themselves in a conversation in which the creature who waits at the entrance to the caves is telling them to get ready to fight for their life, just the same as when they first entered the caves. The wave will not begin, nor will monsters spawn, until this message disappears as a result of the player doing something. This gives the player time to go into the Prayer tab and activate the necessary Prayer, and quickly run from the centre of the room (which is where the player will be upon login) to a safespot if need be before the monsters spawn. This is usually not too dangerous although it is somewhat risky, so it is always better to stay logged in while in the caves unless absolutely necessary.

Predicting the spawn location of future waves

Predicting the spawn location of monsters in future waves can shave up to five minutes off of one's time to complete the Fight Cave. A table of all possible spawn orders may be found at TzHaar Fight Cave/Rotations.

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

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