TzHaar Fight Cave
|TzHaar Fight Cave|
|Released||4 October 2005 (Update)|
|Location||Mor Ul Rek|
The TzHaar Fight Cave is a combat minigame in the outer area of Mor Ul Rek, located within the Karamja volcano. Up until this update, the Kalphite Queen had been the most powerful of all creatures within RuneScape. However, the introduction of the TzHaar Fight Cave introduced 2 new monsters, the level-360 Ket-Zek and the level-702 TzTok-Jad, both of which are higher in level, and more powerful.
Location[edit | edit source]
Deep under the ground of Karamja, a new species of creature has been discovered. To find the entrance to this underground city, players must go into the Crandor and Karamja Dungeon. Once there, players will see a cave, which leads to Mor Ul Rek.
Slayer[edit | edit source]
Killing TzTok-Jad can be unlocked as a slayer task for 100 slayer points at Duradel, Nieve or Chaeldar. Defeating waves 1-62 of the fight caves gives 11,760 slayer xp. Jad gives another 25,250 xp. This totals out to 37,010 xp for all of the fight caves.
Monsters[edit | edit source]
The TzHaar Fight Cave pits adventurers against a succession of monsters, each harder than the last. The final boss is the powerful level-702 TzTok-Jad, but to get to him, players must battle past 6 other types of monsters ranging from level-22 up to level-360.
The monsters are in order of appearance:
|22||Tz-Kih||10||15||30||Melee||4||Drains Prayer while Melee'ing; use Ranged or hit-and-run tactic to kill.|
|45||Tz-Kek||20||30||60||Melee||7||Recoil damage of 1.|
|22||Tz-Kek||10||15||30||Melee||4||2 appear after a 45 is killed.|
|90||Tok-Xil||40||60||60||Ranged, Melee||13||See the wave breakdown for when to use Prayer.|
|180||Yt-MejKot||80||120||120||Melee||25||Can heal itself and other monsters.|
|360||Ket-Zek||160||240||240||Magic, Melee||54||Range with Protect from Magic on, and stay out of its Melee range.|
|702||TzTok-Jad||250||480||480||Magic, Ranged, Melee||97||See below.|
Appears when Jad falls below half HP and will heal Jad if:
A. They are in melee distance of Jad and not interrupted.
B. They are in combat at any time, regardless of distance from Jad.
See the Monsters wiki page for techniques.
TzTok-Jad[edit | edit source]
The goal of the Fight Cave is to reach and defeat the level-702 TzTok-Jad, who can use highly damaging attacks that must be correctly protected from.
TzTok-Jad is the final monster encountered in the TzHaar Fight Cave Minigame. TzTok-Jad is one of the highest level monsters in all of RuneScape, and those who are skilled enough to defeat it are able to obtain the fire cape, one of only a few animated capes, and the second-best cape for melee combat (after the infernal cape).
Tactical analysis[edit | edit source]
Fire cape[edit | edit source]
If one is successful in defeating TzTok-Jad, they receive 8,032 Tokkul and the fire cape. This cape has an animated "lava" pattern. The animation shows lava flowing downwards continually. The fire cape is considered one of the best capes in RuneScape. It provides much more protection than the cape of legends and the obsidian cape, as well as slight offensive bonuses. It is not tradeable. The only capes better in any area are the infernal cape which provides all-around superior stats, the god capes which provide a higher magic attack bonus, Ava's attractor, accumulator or assembler for a higher ranged attack bonus, the Soul cape for prayer bonus, the Ardougne cloak for prayer and offensive stab bonuses, and the Mythical cape for a higher offensive crush bonus. A max cape also provides a plethora of useful perks albeit having the stats of a regular trimmed skill cape.
Previously, if a player defeated TzTok-Jad after obtaining a fire cape, the player would receive 16,064 TokKul and nothing else, which was highly inadvisable due to the high cost of each trip. However, this was changed in an update allowing players to own more than one fire cape.
Map & wave breakdown[edit | edit source]
Map breakdown[edit | edit source]
The TzHaar Fight Caves is mapped out on the right.
Monsters spawn in waves, with each wave getting progressively more difficult. You can look below, under Wave breakdown, to see what monsters spawn in each wave. If you want to know exactly where the spawns are for the monsters on each wave, you can determine them based on the first two waves using the Rotations guide.
One of the main safespots is the Italy Rock (nicknamed after its shape) which is located on the eastern side of the arena. Standing directly on the western or southern wall of the Italy Rock will make the level 45 Tz-Kek and level 180 Yt-MejKot stuck on the corners. The Italy Rock is a great location to camp during waves where you encounter those monsters.
The other two locations, Long Rock and Dragon Rock are also useful for safespots. Standing on the south side of the long rock or the west side of the dragon rock will lure all spawns to get stuck on them, except for the one that is immediately next to them.
Note: As of the update on 20 August 2015, there are no longer static spawns in the fight caves. However, there is still a pattern to let you predict spawn points, although not quite as easy to remember. When entering the caves, the game chooses a random spot in the following cycle: SE, SW, C, NW, SW, SE, S, NW, C, SE, SW, S, NW, C, S. At the start of each wave, move the spot one forward, wrapping if necessary. The game then spawns the monsters in descending combat level order, starting from that spot. Using this information you can position yourself for each new wave to do it as effectively as possible. When it comes down to the TzTok-Jad spawn, it will spawn where the off-coloured Ket-Zek spawned on the previous wave; this is the same location as the first 45 spawn. To better determine where the spawn points are, see Rotations.
Wave breakdown[edit | edit source]
The following table displays each wave the monsters will spawn.
|1||Kill using a hit-and-run tactic to prevent its Prayer drain.|
|2||Again, hit and run!|
|3||This spawn will be the same as the orange 360 on wave 62 and the same spawn as Jad.|
|4||Always kill the fiery, bat-like, level-22 Tz-Kih first using a hit-and-run tactic to prevent its Prayer drain!|
|7||Activate Protect from Missiles against Tok-Xil if needed as its Ranged attack will be strong against a low level or mage.|
|Use smaller monsters, Italy Rock or Dragon Rock to block the Yt-MejKots (180's). See this map!|
|15||Again, block the Yt-MejKot, or heal off it with Guthan's using Protect from Melee if necessary.|
|30||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 (360's), and disable Auto Retaliate.|
|31||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.|
|38||Now that there is a mage present, it's advised to tank the range hits unless the mage is safespotted.|
|45||Take out the rangers first.|
|46||Block the 180 with the 360, Italy or Dragon Rock, or other monsters when they spawn.|
|Remember the 'Bat (22) > Ranger (90) > Mager (360) > Meleer (180) > Muck (45)' killing order!|
|53||The ranger can be used to block the meleer if needed|
|60||Kill the rangers first!|
|61||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.|
|62||Before you kill the second level 360, drink potions to restore your HP and Prayer. Turn Protect from Missiles on immediately after the second level 360 is dead, and run to this area. 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. Please note that Tz-Tok-Jad will spawn wherever the orange Ket-Zek spawns.|
|63||Quickly run into the northeast area near the exit with Protect from Missiles on, and hope Jad gets trapped behind Italy Rock on the east. 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 below.
Four level 108 healers will appear when Jad is at half health, so attack each one from long range and drag them away from Jad while staying focused on 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.
Tips[edit | edit source]
- Going into wave three, wherever the Tz-Kek spawns is where Jad will spawn later on. Pay attention to this spawn point, and exit/restart to ensure that the Tz-Kek spawn point is on the south side of the "Italy" rock. This allows you to have protection to pot up before beginning the fight with TzTok-Jad.
- Getting the 2+ prayer boost at Edgeville Monastery or the Nature Grotto may be a help in the caves.
- Especially in later waves (38+), you should stand in the northeastern corner as 3 of 5 spawns get stuck that way behind Italy Rock and the other rock to the west.
- Whenever killing a safespotted monster behind another one, kill the un-safespotted ones first, then immediately attack the safespotted one, as the death animation of the un-safespotted one will allow you to get a free hit on the safespotted one.
- An exception to this is when using the level 45/22 Tz-Keks as a pseudo-safespot for Yt-MejKot.
- You can REQUEST to log out of the game at anytime by logging out before you end your current round. If you finish the wave when logged in, you will be started on the next wave; if you log out before you finish, you will log in at the start of that wave again. This is also useful for letting your Hitpoints regenerate in-between rounds. You can request a log out, get the message, and finish the wave, and let your Hitpoints regenerate, or you can just safespot everything in the current wave and wait for your Hitpoints to regenerate.
- Prayer flicking Eagle Eye, Hawk Eye or Rigour on the Ket-Zeks is useful for saving prayer. It is also advised to disable Auto Retaliate during the caves as the Tok-Xils and Ket-Zeks can lure you out of safespots, thus allowing the Yt-MejKots to melee you.
- Do not drink any Saradomin brews unless you have to: if possible, wait until your Prayer is low, so you don't waste any prayer points from your super restore potions. A dose of super restore is only needed to restore combat stats after 3 doses of Saradomin brew.
- If possible, the Saradomin godsword is highly useful for completing the fight-caves, as it restores both hp and prayer, corresponding with the damage dealt. You can even safespot monsters while waiting for special energy to regenerate. If using the Saradomin godsword special attack on the level 180 Yt-MejKots, it is advisable to get them down to half hp (39 or less to be safe) before using the special attack: this way they will use their own attack to heal, rather than to hit you. If using Void Knight equipment, it may be useful to bring a melee helmet as well as ranged if you are using a Saradomin godsword as a special attack weapon.
- The ancient mace can be used as a much cheaper, but less effective, alternative.
Combat Achievements[edit | edit source]
The following Combat Achievement tasks involve the TzHaar Fight Caves.
|Fight Caves Veteran||Complete the Fight Caves once.||Elite||Kill count|
|A Near Miss!||Complete the Fight Caves after surviving a hit from TzTok-Jad without praying.||Elite||Mechanical|
|Facing Jad Head-on||Complete the Fight Caves with only melee.||Elite||Restriction|
|Fight Caves Master||Complete the Fight Caves 10 times.||Master||Kill count|
|Denying the Healers||Complete the Fight caves without letting any of the Yt-MejKot heal.||Master||Mechanical|
|You Didn't Say Anything About a Bat||Complete the Fight Caves without being attacked by a Tz-Kih.||Master||Mechanical|
|Fight Caves Speed-Chaser||Complete the Fight Caves in less than 30 minutes.||Master||Speed|
|Denying the Healers II||Complete the Fight Caves without TzTok-Jad being healed by a Yt-HurKot.||Grandmaster||Mechanical|
|No Time for a Drink||Complete the Fight Caves without losing any prayer points.||Grandmaster||Restriction|
|Fight Caves Speed-Runner||Complete the Fight Caves in less than 26 minutes and 30 seconds.||Grandmaster||Speed|
Changes[edit | edit source]
|28 April 2021
The Fight Cave leave timer has been reduced to three minutes.
|23 May 2019
Players who reached zero hitpoints as they won no longer die when they are taken outside of the Fight Cave.
|20 August 2015
The Tzhaar Fight Cave monster spawns have been updated to fix a bug where two positions were almost never used.
|13 August 2015
|6 August 2015
|5 March 2015
(update | poll)
|22 January 2015
(update | poll)
A timer has been added to the fight cave that times how long it takes you to get from wave 1 to killing TzTok-Jad.
|1 May 2014
The fight cave now displays a notification showing the current wave in the chatbox.
|2 August 2013
(update | poll)
You can now win fire capes even if you have one already. These can be exchanged with the Fight Cave attendant for Tokkul should you want that instead.
|16 May 2013
The Fight Cave will no longer let you run back in immediately after leaving.
|9 May 2013
(update | poll)
If you log out or disconnect in the TzHaar Fight Cave during a wave, you will now automatically restart that wave when you log back in.
|22 February 2013
This content was included when the Old School RuneScape servers officially launched.
References[edit | edit source]
- Always kill the fiery, bat-like, level-22 Tz-Kih first using a hit-and-run tactic to prevent its Prayer drain!
- Activate Protect from Missiles against Tok-Xil if needed as its Ranged attack will be strong against a low level or mage.
- Use smaller monsters, Italy Rock or Dragon Rock to block the Yt-MejKot. See this map!
- When the Yt-MejKot appears, use the Ket-Zek and other monsters to block it.