TzHaar Fight Cave/Strategies

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A player endures wave after wave of volcanic monstrosities in the TzHaar Fight Cave.

The TzHaar Fight Cave is among the hardest minigames in Old School RuneScape. To fully complete this minigame, it's strongly recommended that the player have high Combat skills and effective equipment.

If the player clicks log out while fighting in the caves, the minigame will pause at the end of the wave, allowing the player a chance to log out. Logging out manually before the end of the wave means the wave must be repeated.

The general approach to the Fight Cave is by using Ranged. This will allow the player to safe spot monsters and attack them from a distance. Using only Melee is more difficult and slower, but is necessary for some Combat achievements. Any kind of Magic beyond Vengeance or Thralls is not recommended. Supplemental gear, like Guthan's equipment, can be very strong and reduce or eliminate healing supplies.

Playing this activity until the end takes a considerable amount of time, usually 1-2 hours, and considerable supply consumption in the form of potions and ammunition. The time taken to complete the waves can be an annoyance for high-levelled players that consistently fail to activate the correct protection Prayer in the final wave. While experienced players can take less than half an hour to reach Jad, beginners and those with low ranged levels might struggle and take a few hours to reach Jad.

Suggested skills[edit | edit source]

For the Fight Cave, there are no skill requirements. It is, however, recommended that the player have at least the following stats before attempting a run. Recommended stats may vary according to the method of combat chosen. Lower stats are possible, but you will probably require prior experience.

Skill Ranged Void Guthan's Pure Melee Tank Magic Iron
Ranged icon.png 75 75 75 80 N/A 80+ N/A 61+
Hitpoints icon.png 75 75 75 80 85+ 85 75 70+
Prayer icon.png 60 43 60 43 75+ 75+ 43 43+
Defence icon.png 70 42+ 70 < 20 90+ 90+ 40+ 50+
Attack icon.png N/A 75 70 N/A 90+ N/A 30+ 50+
Strength icon.png N/A 42 70 N/A 90+ N/A N/A 50+
Magic icon.png N/A 80/92 N/A N/A 94 N/A 90+ 56+

Choosing your weapon[edit | edit source]

Ranged[edit | edit source]

Toxic blowpipe.png Toxic blowpipe[edit | edit source]

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.png Twisted bow[edit | edit source]

Extremely effective against Ket-Zeks and TzTok-Jad, but poor against everything else. It is a 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.

Rune crossbow.png Dragon crossbow.png Armadyl crossbow.png Crossbows[edit | edit source]

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. An off-hand can also be taken for defence, the crystal shield makes Tok-Xil much less threatening while Ket-Zeks are still alive, or for offense, the twisted buckler for maximum damage or book of law for prayer and accuracy. The accessibility of the rune crossbow makes it the earliest viable weapon ironmen use for getting their first fire cape, but higher tiered crossbows permit the use of dragon bolts for extra damage.

Karil's crossbow.png Magic shortbow (i).png Crystal bow.png Bow of faerdhinen.png Other weapons[edit | edit source]

Without a toxic blowpipe, other weapons can fill similar roles as it, 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 has only a 50 Ranged requirement, and will be faster than crossbows against the weaker enemies, but will taper off against the high-defence Ket-Zeks and Jad. Consider using both it and a crossbow for more timely clears. A crystal bow will work against all enemies, but with the bare minimum 70 Ranged to use it, may run out of charge before you finish. Finally, the bow of faerdhinen with crystal armour is a very good alternative to the toxic blowpipe for overall clear speed, but requires Song of the Elves.

Supplements[edit | edit source]

Guthan's warspear.png Guthan's equipment[edit | edit source]

If using Guthan's equipment, the weapon must be brought with the armour for the set effect, Infestation, to activate, as well as have 70 Attack and 70 Defence to equip all the items. Successful attacks have a chance to heal for the amount of damage dealt, and allows for overhealing by 10 Hitpoints while wearing the amulet of the damned. Conserving healing supplies is one of the primary challenges of the Fight Caves, and allowing recovery from mistakes allows for a higher chance of success. The entire run can be completed with Guthan's, but it will take a lot of time; it's recommended to use it to simply heal up against Tz-Keks or Tok-Xils after more threatening enemies are already defeated.

Saradomin godsword.png Saradomin godsword[edit | edit source]

Higher-levelled, wealthy players may find the Saradomin godsword a useful secondary weapon to bring with 75 Attack. It is more flexible and more powerful than Guthan's because of its special attack, Healing Blade. Reserve the lower-levelled enemies for special attack use, despite having only 10 or 20 Hitpoints, the heal is equivalent to what would have been dealt had they had more Hitpoints, and their lower defence makes the hit more reliable. As special attack regenerates fairly quickly, the special attack can be used freely, once per wave after roughly wave 20. The main advantage Guthan's presents over the Saradomin godsword is that it can be used repeatedly whenever until the effect occurs, unlike the godsword, which is useless outside of its special attack.

Equipment[edit | edit source]

The simplest method to use is the Ranged-only method. The Ranged-only setup involves using only Ranged all the way through to the end. This is, perhaps, harder than using Guthan's equipment as well as Ranged as more food and potions are required, and more damage is taken. However, it isn't very difficult to make it to the end using only Ranged, and it is a good alternative to people who don't want to use Guthan's. As the player will be taking more damage, it is highly recommended they maximise their Defence bonus (especially against slash and Ranged to help defend against Tok-Xil and Yt-HurKot) as well as Prayer and Ranged attack stats.

Pros
  • This method is cheap and simple.
  • No inventory slots will be occupied by armour pieces.
Cons
  • As you will require more potions to restore your HP, this method is usually harder than using Guthan's.
  1. ^ 1.0 1.1 1.2 If using crystal bow or Bow of faerdhinen

Inventory[edit | edit source]

Saradomin godsword.pngRanging potion(4).pngRanging potion(4).pngBastion potion(4).png
Prayer potion(4).pngPrayer potion(4).pngPrayer potion(4).pngPrayer potion(4).png
Prayer potion(4).pngPrayer potion(4).pngPrayer potion(4).pngPrayer potion(4).png
Prayer potion(4).pngPrayer potion(4).pngPrayer potion(4).pngPrayer potion(4).png
Prayer potion(4).pngSuper restore(4).pngSuper restore(4).pngSuper restore(4).png
Saradomin brew(4).pngSaradomin brew(4).pngSaradomin brew(4).pngSuper restore(4).png
Saradomin brew(4).pngSaradomin brew(4).pngSaradomin brew(4).pngHoly wrench.png
  • 2-3 Bastion 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).
  • Purple sweets (stackable food, heals 1-3 HP) - optional
  • Saradomin godsword also helps as it reduces the need to use Saradomin brews and prayer potions
  • 250 diamond bolts (e) (when ranging TzTok-Jad)

Notes[edit | edit source]

  • If you find you don't need to heal often, for example, you use a Saradomin godsword, or if you are a higher-levelled Defence/Combat, consider the cheaper inventory of 4 Saradomin brews, 4 Super restores, 3 Bastion potions, and for the rest of your inventory, Prayer potions. This will radically save money, and each trip may cost a third or less of your initial funding.
  • 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.

Wearing the full Void Knight set, yields a 10% bonus to damage and 10% to accuracy. It requires 42 Attack, Strength, Defence, Ranged, Magic, Hitpoints and 22 Prayer. Also, the Melee helm can be brought along in the inventory if one wishes to use Melee within the caves with a Saradomin godsword or something similar. Alternatively, the Mage helm can also be brought if one wants to use Blood Blitz or Blood Barrage to heal.

Pros
  • Void's set effect gives +10% damage to Ranged, +10% to Melee, +10% accuracy for both Ranged and Melee and +45% to Magic accuracy according to the helm worn, which allows better hits.
  • It has no negative effects.
Cons
  • A decent shield might be required to help offset its low Defence bonuses.

Inventory[edit | edit source]

  • A spare crystal bow (only if using one)
  • Diamond bolts (e)/broad bolts (optional, and only if using rune crossbow/Armadyl crossbow)
  • 2 Bastion potion (4)
  • 6-9 Saradomin brews (4)
  • 2-3 super restores (4)
  • 1000 Blood blitz/Blood barrage casts (optional, and for healing)
  • Fill any open inventories with prayer potions (4)

Notes[edit | edit source]

Reduce the amount of brews and restores if you plan to use Guthan's (as indicated in the Guthan's method) during the Fight Cave, but keep the 3:1 ratio of brews to restores. Swap the super restores for prayer potions to reduce inventory cost. Also, sub out 3 potions for Blood Blitz or Blood Barrage runes if looking for an alternate way to heal, and bring the Void mage helm to get the 45% bonus to Magic accuracy.

Many players use Guthan's armour in the early waves (Waves 1-14) as it helps conserve food, and it also has reasonable Defence. Guthan's armour will at random - during some of your attacks - heal you for the amount of damage you deal. Players would normally use Guthan's until the Yt-MejKots appear (on Wave 15+), in which the player would then switch to their Ranged setup. However, they could still heal on monsters in later waves to replenish their health when needed. Ideal monsters to heal on are Tz-Kek (level 45), and Tok-Xil (level 90). In the later waves with Ket-Zek attacking you, you should run though the Tok-Xil to trap the Yt-MejKots while melee'ing the Tok-Xil. Yt-MejKots are also ideal to heal on if you are using a safespot, such as Italy or Dragon Rock. This is done by hiding in the safespot, hitting Yt-Mejkot, and running back to the safespot. It should be noted that when you run back to your safespot, you should wait until its HP bar goes away so it will not attack you.

Pros
  • Guthan's equipment will heal you when meleeing, so fewer, if any, Saradomin brews, food or other healing will be needed.
  • Using Guthan's and Ranged is usually easier than using Ranged alone.
Cons
  • Some inventory slots will be occupied by armour pieces (however, the amount of HP restored by Guthan's more than makes up for the few potions lost).
  • Changing armours can be difficult for inexperienced players.
  1. ^ 1.0 1.1 1.2 If using Crystal bow
  2. ^ 2.0 2.1 2.2 Switch out for Guthan's to heal

Inventory[edit | edit source]

By taking advantage of the high Ranged bonus weapons such as the Armadyl crossbow or Crystal bow, a player can equip chest and leg protection that offer very high Defence bonuses, such as Barrows equipment. This will allow players to have a decent range bonus, but be able to tank most hits from Tok-Xil. In addition, if one does not feel up to luring healers at the boss fight, the added Defence will allow them to simply stand there and tank them.

Pros
  • Reduced consumption of Prayer/super restore potions and Saradomin brews.
Cons
  • Will hit less and do less damage due to negative ranged bonus from armour.
  • Appropriate gear can be very expensive, especially if one wants the best Ranged attack bonus as well as high Defences.
  • Essentially not worth doing since the armour needed would outweigh the cost of the supplies used and the amount of damage per second you sacrifice outweighs the amount of defence you're gaining. This means you'll take less damage but you will be exposed to what's causing the damage for longer, essentially negating the effect unless you're lucky.

Inventory[edit | edit source]

Note: Reduce the amount of brews and restores if you plan to use Guthan's during the Fight Cave. Swap the super restores for prayer potions to reduce inventory cost, but keep the 3:1 ratio of brews to restores (e.g. 9 brews and 3 restores).

Some players choose to fight Jad using Melee. To do this, players must keep Protect from Melee on, switching to Protect from Missiles/Protect from Magic depending on what Jad 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. It is advised to have 90+ Melee stats along with 90+ Hitpoints and 70+ Prayer with Piety when attempting this method. Using Super attacks and strengths will greatly speed up the kill.

Pros
  • Fight Cave is heavily sped up and can be as fast as approximately 45 minutes to 1 hour.
  • The first 30 waves are generally faster than using Ranged.
Cons
  • Due to the fact that you're within his melee range, Jad is able to use another attack style, making prayer flicking harder and mistakes more likely.
  1. ^ 1.0 1.1 1.2 1.3 1.4 1.5 Switch to Guthan's when you need to heal

Another strategy used when meleeing is casting the Vengeance spell. This is only recommended for higher-levelled players. You attack Jad the same way as normal (using abyssal whip first hit, use Armadyl godsword special attack twice then back to the whip) but after the Armadyl godsword specials, use your Vengeance spell. When Jad goes to switch from Magic to Melee/Ranged, he will end up killing himself or knocking himself down to under 20 HP. When doing this method, it is advised you have 90+ Hitpoints and keep your Hitpoints above 80 at all times.

Inventory[edit | edit source]

  • 3-4 Divine super combat potions (4)
  • 7-9 Saradomin brews (4)
  • 13-15 Super restores (4)
  • 3 spaces for runes (1 if using a rune pouch) if you plan to use Vengeance
  • Fill any open inventories with prayer potions (4)s

Notes[edit | edit source]

Reduce the amount of brews and restores if you plan to use Guthan's during the Fight Cave. Swap the super restores for prayer potions to reduce inventory cost, but keep the 3:1 ratio of brews to restores (e.g. 9 brews and 3 restores).

It's recommended to have at least 90 Magic and access to strong Ancient Magicks spells such as Blood Barrage. Wear the best Magic armour possible such as Ahrim's robes, or use Void equipment, and equip a good staff - a fully charged Trident of the swamp is a relatively cheap and good option. If available, the Sanguinesti staff can be a very effective weapon for those wishing to use magic; its base damage is higher than the tridents', and its passive healing effect can negate the need to heal very often through other means. 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. Additionally, the need for runes makes this method more expensive to use than others. If using the Void method, 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 slow.
  • A decent shield might be required to help offset the low defensive stats of magical armour.

Inventory[edit | edit source]

  • 6-9 Saradomin brews (4)
  • 2-3 super restores (4)
  • Runes for the spell that you're casting (2000-2500 casts)
  • 1000 Blood Blitz/Blood Barrage casts (optional, for healing)
  • An Imbued heart for boosting your Magic level (optional)
  • 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 for a short period of time.

Pros
  • For this method, no high Defence level is required.
Cons
  • This method is fairly expensive and difficult.

Inventory[edit | edit source]

  • 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

Consider using proselyte armour (legs and helm) in conjunction with blessed dragonhide armour (body and boots) to maximise prayer bonus and reduce incoming damage from Tok-Xil. If proselyte armour is not available to you, use blessed hides or rune. If you choose to prioritise ranged attack over ranged defence, it is recommended that you use the above inventory rather than the one below.

Inventory[edit | edit source]

  • 8 Saradomin brews (4)
  • 300+ purple sweets
  • 14-16 super restores (4)
  • 1-2 Bastion potions
  • 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), some quests done, 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).

Many iron players using this setup will have completed Desert Treasure, 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.

Inventory[edit | edit source]

Prayer potion(4).pngPrayer potion(4).pngPrayer potion(4).pngPrayer potion(4).png
Prayer potion(4).pngPrayer potion(4).pngPrayer potion(4).pngPrayer potion(4).png
Prayer potion(4).pngPrayer potion(4).pngPrayer potion(4).pngPrayer potion(4).png
Prayer potion(4).pngPrayer potion(4).pngPrayer potion(4).pngPrayer potion(4).png
Tuna potato.pngTuna potato.pngTuna potato.pngTuna potato.png
Tuna potato.pngTuna potato.pngTuna potato.pngTuna potato.png
Tuna potato.pngTuna potato.pngTuna potato.pngHoly wrench.png

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.

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.

Note: The healers that appear when Jad has reached half health can be extremely dangerous, even for void and berserker pures. If you are inexperienced in the Fight Caves, you will die. 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[edit | edit source]

Monsters[edit | edit source]

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
Tz-Kih (22)
(level 22)

Kill using a hit-and-run tactic to prevent its Prayer drain.
2
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

Again, hit and run!
3
Tz-Kek
Tzkek (45)
(level 45)

This spawn will be the same as the orange 360 on wave 62 and the same spawn as Jad.
4
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(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
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
6
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

7
Tok-Xil
Tok xil (90)
(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
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
9
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
10
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)

11
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
12
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

13
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

14
Tok-Xil
Tok xil (90)
(level 90)
Tok-Xil
Tok xil (90)
(level 90)

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

Again, block the Yt-MejKot, or heal off it with Guthan's using Protect from Melee if necessary.
16
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
17
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

18
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)

[3]
19
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
20
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

21
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

[3]
22
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)

[2]
23
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
24
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

25
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)

26
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
27
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

28
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

[3]
29
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tok-Xil
Tok xil (90)
(level 90)

[2]
30
Yt-MejKot
Yt-MejKot (180)
(level 180)
Yt-MejKot
Yt-MejKot (180)
(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 (360's), and disable Auto Retaliate.[4]
31
Ket-Zek
Ket-Zek (360)
(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
Ket-Zek (360)
(level 360)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
33
Ket-Zek
Ket-Zek (360)
(level 360)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

34
Ket-Zek
Ket-Zek (360)
(level 360)
Tz-Kek
Tzkek (45)
(level 45)

35
Ket-Zek
Ket-Zek (360)
(level 360)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
36
Ket-Zek
Ket-Zek (360)
(level 360)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

37
Ket-Zek
Ket-Zek (360)
(level 360)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

38
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(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
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
40
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

41
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)

42
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
43
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

44
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

45
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tok-Xil
Tok xil (90)
(level 90)

Take out the rangers first.
46
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)

Block the 180 with the 360, Italy or Dragon Rock, or other monsters when they spawn.[3][4]
47
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
48
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

49
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)

[4]
50
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
51
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

52
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

[4]
Remember the 'Bat (22) > Ranger (90) > Mager (360) > Meleer (180) > Muck (45)' killing order!
53
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)

The ranger can be used to block the meleer if needed[4]
54
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
55
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

56
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)

[4]
57
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[1]
58
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

59
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

[4]
60
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tok-Xil
Tok xil (90)
(level 90)

Kill the rangers first!
61
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Yt-MejKot
Yt-MejKot (180)
(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
Ket-Zek (360)
(level 360)
Ket-Zek
Ket-Zek (360)
(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 Ranged active, and have the prayer interface open and be ready to switch Proection 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
Jad (702)
(level 702)
Yt-HurKot
Yt-HurKot (108)
(level 108)
Yt-HurKot
Yt-HurKot (108)
(level 108)
Yt-HurKot
Yt-HurKot (108)
(level 108)
Yt-HurKot
Yt-HurKot (108)
(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 below. Once the wave starts, he will either 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.
TzTok-Jad Animations.gif

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 with 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.

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).

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
Tz-Kih
10 Attack icon.png 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 icon.png 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
Tzkek (45)
20 Attack icon.png 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
Tz-Kek (level 22).png
10 Attack icon.png 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
Tok xil
40 Ranged icon.png Ranged, Attack icon.png 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. The Ranged and Melee attacks of this monster look similar. If Guthan's is owned, these can be dealt with very easily and without the use of Prayer.
15 180
Yt-MejKot
Yt-MejKot
80 Attack icon.png 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
Ket-Zek
160 Magic icon.png Magic, Attack icon.png 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
Jad
255 Attack icon.png Melee, Magic icon.png Magic, Ranged icon.png 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
Yt-HurKot
60 Attack icon.png 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.

Footnotes[edit | edit source]

  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 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.

TzTok-Jad[edit | edit source]

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, when done incorrectly is very true. 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 a huge amount of persistence and determination.

General information[edit | edit source]

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, the player should have auto retaliate on and focus on switching to the correct protection prayer in time. 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[edit | edit source]

Jad slams his feet to the ground for Ranged, and he rears up dangling his feet 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 enough damage in a single blow to kill even the most powerful of players if not guarded by use of the correct protection prayer. TzTok-Jad has a maximum hit of 98 with Melee and 97 with Magic and Ranged and hits very accurately.

Healers[edit | edit source]

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 site 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:

  • When the Yt-HurKots appear and before attacking them with a Ranged weapon to distract them, the player is advised to set the attack style to long range. Otherwise, they may walk too close to TzTok-Jad and get hit by his Melee attack.
  • If the player gets hit by TzTok-Jad, they should 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.
  • You will need to get the attention of all the healers; its most likely that even if you leave one healing him by the time it takes you to kill the other three healers, Jad will be at full health.

Logging out[edit | edit source]

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[edit | edit source]

Predicting the spawn location of monsters in future waves can save 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.