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, they would automatically be logged out at the end of the wave. Logging out manually before that means they have to repeat the wave.

The general approach to the Fight Cave is by using Ranged. This will allow the player to trap monsters and attack them from a distance. Using Ranged gives by far the largest chance of success. Using only Melee is a more difficult method, which will give you a low chance of winning. A combination of Ranged and Guthan's equipment can be very strong and reduce/eliminate the need of food.

Playing this activity until the end takes a considerable amount of time and resources, requiring usually 2 hours of continuous playing and a considerable number of potions. 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 several 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 has at least the following stats before attempting the Fight Cave. Recommended stats may vary according to the method of combat chosen. In addition to this, lower stats are still possible, assuming the player has experience in the Fight Cave.

Skill Ranged Void Guthan's Pure Melee Tank Magic
Ranged icon.png 75 75 75 80 N/A 80+ N/A
Hitpoints icon.png 75 75 75 80 85+ 85 75
Prayer icon.png 60 43 60 43 75+ 75+ 43
Defence icon.png 70 42+ 70 < 20 90+ 90+ 40+
Attack icon.png N/A 75 70 N/A 90+ N/A 30+
Strength icon.png N/A 42 70 N/A 90+ N/A N/A
Magic icon.png N/A 80/92 N/A N/A 94 N/A 90+
If you decide to go with Melee, 94 Magic is advised (for Vengeance) but not needed.
Additionally, if you want to heal with Blood Blitz or Blood Barrage, 80 or 92 Magic is required respectively.
Also, if you decide to go with Broad bolts, 55 Slayer is required to use them.
Lastly, 75 Attack is required to wield all melee weapons up to godswords if intending to use melee.

Choosing your weapon[edit | edit source]

Toxic blowpipe.png Toxic blowpipe
Requiring 75 Ranged, the toxic blowpipe is very effective against all enemies in the fight caves. Despite being less accurate and having a smaller max hit than crossbows, the overall damage output is much higher due to its faster attack speed. In addition, the venom can add some extra damage on some of the higher levelled enemies. Mithril darts or higher are recommended. It can also be used as an effective healing method, as its special attack heals its wielder by 50% of the damage dealt.

Twisted bow.png Twisted bow
Although extremely effective against Ket-Zek and Jad, the very high price of the twisted bow as well as its lower effectiveness against the lower level enemies make it a less viable option for most players. Nonetheless, if the player can afford it, it is definitely worth to bring along for the later half of the caves.

Rune crossbow.png Rune crossbow
The rune crossbow is a powerful and very cheap Ranged weapon. It is the fifth strongest tradeable and non-degrading crossbow requiring a Ranged level of 61 to use. It fires semi-slow but can hit high and is quite accurate. It fires bolts - for the Fight Cave, about 1500 adamant bolts or broad bolts are recommended. Furthermore, one can wield an Ava's accumulator in the cape slot when using this weapon, and the bolts can be picked up and reused, thus making this weapon a good choice. This is a common weapon of choice among ironmen going for their first fire cape.

Armadyl crossbow.png Armadyl crossbow
The Armadyl crossbow is an alternative for people with 70 Ranged and wealth, and it is the best crossbow in RuneScape. It is slightly more accurate and shoots farther than a rune crossbow, meaning you can get through the Fight Caves a bit faster and safer. It also has a special attack, Armadyl Eye, which doubles the player's overall accuracy for one shot.

Karil's crossbow.png Karil's crossbow
For players with 70 Ranged or higher, Karil's crossbow is an option. It has a Ranged attack bonus almost as high as the Rune crossbow. More importantly, this weapon fires much faster - just as fast as a shortbow would hit. This weapon fires bolt racks instead of bolts. The max hit of this crossbow is less than a Rune crossbow, but it can still inflict the most damage per second of any non-PvP Ranged weapon. Downsides to using this weapon are that it is two-handed, the bolt racks disappear upon use, and the ammunition costs around 50-80gp per bolt rack. At 70 range take 3000 bolt racks per run to be safe.

Crystal bow.png Crystal bow
Another Ranged weapon requiring the Roving Elves quest, 70 Ranged, and 50 Agility is the crystal bow. This bow reverts to a crystal weapon seed after 2500 shots, though it no longer suffers from stat degradation. It has a Ranged attack bonus surpassing that of the Rune crossbow, as well as an attack range of 10 tiles in all firing modes. Unlike other bows, the crystal bow has a unique attack speed of 5, which is between that of a shortbow and a longbow in speed. It is faster than a crossbow by 1 game tick. It would be wise to take two fully charged bows into the Fight Cave. The price of using this weapon varies greatly since the more bows the player has recharged, the lower the price. This means this weapon will cost between 360 and 72 coins per shot. This is a powerful choice if you have access to the Crystal armour, which significantly increases the damage output of the Crystal bow while also having a convenient prayer bonus.

Guthan's warspear.png Guthan's warspear
If the player chooses to use Guthan's equipment, they must take this weapon as well as the other set pieces for the set effect, Infestation, to activate. Successful attacks will have a chance of healing the player for the amount of damage they did. This can be very helpful as it will conserve a lot of potions. The warspear is, however, a melee weapon so one must come out of their safespot and run towards the monsters to use it. It is also two-handed, so no shield can be wielded alongside the spear. When one starts the Fight Cave with a full inventory and both a weapon and a shield equipped, the warspear can't be used until an inventory spot is freed up. The use of Guthan's warspear will actually take up 4 inventory spots, since the other pieces of Guthan's are also needed. Note that the set effect will only randomly activate, so one should not rely on restoring health with Guthan's when they have very few hit points left.

Saradomin godsword.png Saradomin godsword
Higher levelled, wealthy players may find that the Saradomin godsword is a useful secondary weapon to bring into the caves. Level 75 Attack is needed to use the weapon. Its special attack, Healing Blade, will restore half the amount of damage they did to their Hitpoints and 1/4 to their Prayer points and decrease the amount of potions needed. The special attack drains 50% of the special attack energy. Despite some of the lower levelled creatures having only 10 or 20 hit points, players can still heal the equivalent to what they would have hit should the given monster have had more health. Players will be able to use the special attack once per wave after roughly Wave 20. The godsword should be used for its special attack only - for normal killing, the player should use a Ranged weapon. One good tactic is to kill the strong monsters first, and save a Tz-Kek for last to use the special attack on. Other godswords are, to a lesser extent, also useful in the Fight Cave.

Dragon halberd.png Dragon halberd
Only for players who have completed the Regicide quest, the Dragon halberd can be a cheap yet effective 'last resort' weapon for players who don't want to use Ranged and don't have a lot of money to spend. It is a melee weapon that can strike from two squares away out of range of the monsters' melee attacks. The halberd has a special attack, Sweep, that drains 30% of one's special attack energy. This attack can strike multiple opponents in multi-combat areas if they are lined up properly next to each other. Against large monsters, this special attack will hit twice. For some players, this could be a strong weapon; it may, however, be difficult to use - for example, if one has run on there is a chance of ending up a little bit too close to a Ket-Zek, player could then get hit by its melee attacks and quickly die.

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.
Recommended equipment for Ranged
SlotItem (most effective → least effective)
HeadSlayer helmet (i).pngSlayer helmet (i) (on task) / Black mask (i).pngBlack mask (i) (on task)Armadyl helmet.pngArmadyl helmetCrystal helm.pngCrystal helm[1]Armadyl coif.pngBlessed coif / Archer helm.pngArcher helm / Ranger hat.pngRanger hat / Robin hood hat.pngRobin hood hatNeitiznot faceguard.pngNeitiznot faceguard / Helm of neitiznot.pngHelm of neitiznot
NeckNecklace of anguish.pngNecklace of anguishAmulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of gloryArmadyl stole.pngVestment stoleAmulet of power.pngAmulet of power
BackAva's assembler.pngAva's assembler (strongly recommended) / Ava's deviceRanging cape(t).pngRanging cape(t)Armadyl cloak.pngVestment cloakRanging cape.pngRanging capeArdougne cloak 4.pngArdougne cloak 4
BodyArmadyl chestplate.pngArmadyl chestplateCrystal body.pngCrystal body[1]Armadyl d'hide body.pngBlessed d'hide body / Black d'hide body.pngBlack d'hide bodyKaril's leathertop.pngKaril's leathertopRed d'hide body.pngRed d'hide body
LegsArmadyl chainskirt.pngArmadyl chainskirtCrystal legs.pngCrystal legs[1]Armadyl chaps.pngBlessed chaps / Black d'hide chaps.pngBlack d'hide chapsKaril's leatherskirt.pngKaril's leatherskirtVerac's plateskirt.pngVerac's plateskirt / Red d'hide chaps.pngRed d'hide chaps / Penance skirt.pngPenance skirt
WeaponToxic blowpipe.pngToxic blowpipe / Twisted bow.pngTwisted bowKaril's crossbow.pngKaril's crossbowArmadyl crossbow.pngArmadyl crossbow / Rune crossbow.pngRune crossbowMagic shortbow (i).pngMagic shortbow (i) / Craw's bow.pngCraw's bow / Crystal bow.pngCrystal bowN/A
ShieldTwisted buckler.pngTwisted bucklerOdium ward.pngOdium wardCrystal shield.pngCrystal shieldBlessed spirit shield.pngBlessed spirit shieldToktz-ket-xil.pngToktz-ket-xil / Dragon kiteshield.pngDragon kiteshield
Ammo/SpellBroad bolts 5.pngBroad bolts (for cave) / Diamond bolts 5.pngDiamond bolts (e) (for Jad)Adamant dart.pngAdamant darts (for cave) / Dragon dart.pngDragon darts (for Jad, if using Blowpipe)Bolt rack 5.pngBolt racks (Karil's crossbow)Holy blessing.pngAny blessing (Craw's bow or Crystal bow) /Rune arrow 5.pngRune arrows (Magic shortbow (i)N/A
GlovesBarrows gloves.pngBarrows glovesBlack spiky vambraces.pngBlack spiky vambraces / Armadyl bracers.pngBlessed vambracesDragon gloves.pngDragon glovesRed spiky vambraces.pngRed spiky vambraces / Rune gloves.pngRune glovesRegen bracelet.pngRegen bracelet
BootsPegasian boots.pngPegasian bootsArmadyl d'hide boots.pngBlessed bootsRanger boots.pngRanger bootsSnakeskin boots.pngSnakeskin bootsGuardian boots.pngGuardian boots / Bandos boots.pngBandos boots / Devout boots.pngDevout boots
RingArchers ring (i).pngArchers ring (i)Ring of suffering (i).pngRing of suffering (i)Ring of the gods (i).pngRing of the gods (i)Granite ring (i).pngGranite ring (i)Explorer's ring 4.pngExplorer's ring 4
  1. 1.0 1.1 1.2 If using crystal bow

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.
Recommended equipment for Void
SlotItem (most effective → least effective)
HeadVoid ranger helm.pngVoid ranger helmVoid melee helm.pngVoid melee helm (for melee specials) / Void mage helm.pngVoid mage helm (for blood magic healing)N/AN/AN/A
NeckNecklace of anguish.pngNecklace of anguishAmulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of gloryArmadyl stole.pngVestment stoleN/A
BackAva's assembler.pngAva's assembler / Ava's deviceRanging cape(t).pngRanging cape(t)Armadyl cloak.pngVestment cloakRanging cape.pngRanging capeN/A
BodyElite void top.pngElite void topVoid knight top.pngVoid knight topN/AN/AN/A
LegsElite void robe.pngElite void robeVoid knight robe.pngVoid knight robeN/AN/AN/A
WeaponArmadyl crossbow.pngArmadyl crossbow / Toxic blowpipe.pngToxic blowpipeKaril's crossbow.pngKaril's crossbowDragon crossbow.pngDragon crossbowRune crossbow.pngRune crossbowCraw's bow.pngCraw's bow / Magic shortbow (i).pngMagic shortbow (i)
ShieldTwisted buckler.pngTwisted bucklerOdium ward.pngOdium wardCrystal shield.pngCrystal shieldBlessed spirit shield.pngBlessed spirit shieldGranite shield.pngGranite shield
Ammo/SpellBroad bolts 5.pngBroad bolts (for cave) / Diamond bolts 5.pngDiamond bolts (e) (for Jad)Adamant dart.pngAdamant darts (for cave) / Dragon dart.pngDragon darts (for Jad)Bolt rack 5.pngBolt racks (only if using Karil's crossbow)Holy blessing.pngAny blessing (Craw's bow / Rune arrow 5.pngRune arrows (Magic shortbow (i))N/A
GlovesVoid knight gloves.pngVoid knight glovesN/AN/AN/AN/A
BootsPegasian boots.pngPegasian bootsArmadyl d'hide boots.pngBlessed bootsBandos boots.pngBandos bootsDragon boots.pngDragon bootsN/A
RingArchers ring (i).pngArchers ring (i)Archers ring.pngArchers ringRing of suffering (i).pngRing of suffering (i)Ring of the gods (i).pngRing of the gods (i)Granite ring (i).pngGranite ring (i)
Special attackSaradomin godsword.pngSaradomin godswordBlood spellsN/AN/AN/A

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.
Recommended equipment for Ranged+Guthan's
SlotItem (most effective → least effective)
HeadGuthan's helm.pngGuthan's helmVerac's helm.pngVerac's helmCrystal helm.pngCrystal helm[1]Armadyl helmet.pngArmadyl helmet / Armadyl coif.pngBlessed coifHelm of neitiznot.pngHelm of neitiznot / Archer helm.pngArcher helm
NeckAmulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of gloryNecklace of anguish.pngNecklace of anguishArmadyl stole.pngVestment stoleN/A
BackAva's assembler.pngAva's assembler / Ava's deviceRanging cape(t).pngRanging cape(t)Fire cape.pngFire capeArmadyl cloak.pngVestment cloakN/A
BodyArmadyl chestplate.pngArmadyl chestplate [2]Crystal body.pngCrystal body [1]Karil's leathertop.pngKaril's leathertopArmadyl d'hide body.pngBlessed body/Black d'hide body.pngBlack d'hide bodyRed d'hide body.pngRed d'hide body
LegsArmadyl chainskirt.pngArmadyl chainskirt [2]Crystal legs.pngCrystal legs [1]Karil's leatherskirt.pngKaril's leatherskirtArmadyl chaps.pngBlessed chaps / Black d'hide chaps.pngBlack d'hide chapsVerac's plateskirt.pngVerac's plateskirt / Bandos tassets.pngBandos tassets
WeaponArmadyl crossbow.pngArmadyl crossbow [2] / Toxic blowpipe.pngToxic blowpipeKaril's crossbow.pngKaril's crossbowDragon crossbow.pngDragon crossbowRune crossbow.pngRune crossbowCraw's bow.pngCraw's bow / Magic shortbow (i).pngMagic shortbow (i)
ShieldDragonfire shield.pngDragonfire shieldCrystal shield.pngCrystal shield / Blessed spirit shield.pngBlessed spirit shieldToktz-ket-xil.pngToktz-ket-xilGranite shield.pngGranite shieldBook of law.pngBook of law
Ammo/SpellBroad bolts 5.pngBroad bolts (for cave) / Diamond bolts 5.pngDiamond bolts (e) (for Jad)Adamant dart.pngAdamant darts (for cave) / Dragon dart.pngDragon darts (for Jad)Bolt rack 5.pngBolt racks (only if using Karil's crossbow)Holy blessing.pngAny blessing (Craw's bow) / Rune arrow 5.pngRune arrows (Magic shortbow (i))N/A
GlovesBarrows gloves.pngBarrows glovesBlack spiky vambraces.pngBlack spiky vambraces / Armadyl bracers.pngBlessed vambracesDragon gloves.pngDragon glovesRed spiky vambraces.pngRed spiky vambraces / Rune gloves.pngRune glovesRegen bracelet.pngRegen bracelet
BootsPegasian boots.pngPegasian bootsDragon boots.pngDragon bootsArmadyl d'hide boots.pngBlessed bootsBandos boots.pngBandos bootsN/A
RingArchers ring (i).pngArchers ring (i)Archers ring.pngArchers ringRing of suffering (i).pngRing of suffering (i)Ring of the gods (i).pngRing of the gods (i)Granite ring (i).pngGranite ring (i)
  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 an imbued 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 whats causing the damage for longer, essentially negating the effect unless you're lucky.
Recommended equipment for Tank
SlotItem (most effective → least effective)
HeadVerac's helm.pngVerac's helm [1]Guthan's helm.pngGuthan's helmTorag's helm.pngTorag's helmDharok's helm.pngDharok's helmDragon full helm.pngDragon full helm
NeckAmulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of gloryNecklace of anguish.pngNecklace of anguishArmadyl stole.pngVestment stoleN/A
BackAva's assembler.pngAva's assembler / Ava's deviceRanging cape(t).pngRanging cape(t)Armadyl cloak.pngVestment cloakRanging cape.pngRanging capeN/A
BodyArmadyl chestplate.pngArmadyl chestplate [1]Karil's leathertop.pngKaril's leathertopArmadyl d'hide body.pngBlessed bodyBlack d'hide body.pngBlack d'hide bodyRed d'hide body.pngRed d'hide body
LegsVerac's plateskirt.pngVerac's plateskirt [1]Torag's platelegs.pngTorag's platelegs / Dharok's platelegs.pngDharok's platelegsGuthan's chainskirt.pngGuthan's chainskirtBandos tassets.pngBandos tassetsDragon platelegs.pngDragon platelegs / Dragon plateskirt.pngDragon plateskirt
WeaponArmadyl crossbow.pngArmadyl crossbow / Toxic blowpipe.pngToxic blowpipe [1]Karil's crossbow.pngKaril's crossbowDragon crossbow.pngDragon crossbowRune crossbow.pngRune crossbowCraw's bow.pngCraw's bow / Magic shortbow (i).pngMagic shortbow (i)
ShieldTwisted buckler.pngTwisted buckler / Dragonfire shield.pngDragonfire shield / Odium ward.pngOdium wardCrystal shield.pngCrystal shieldBlessed spirit shield.pngBlessed spirit shieldGranite shield.pngGranite shield / Toktz-ket-xil.pngToktz-ket-xilBook of law.pngBook of law / Unholy book.pngUnholy book
Ammo/SpellBroad bolts 5.pngBroad bolts (for cave) / Diamond bolts 5.pngDiamond bolts (e) (for Jad)Adamant dart.pngAdamant darts (for cave) / Dragon dart.pngDragon darts (for Jad)Bolt rack 5.pngBolt racks (only if using Karil's crossbow)Holy blessing.pngAny blessing (Craw's bow / Rune arrow 5.pngRune arrows (Magic shortbow (i))N/A
GlovesBarrows gloves.pngBarrows glovesBlack spiky vambraces.pngBlack spiky vambraces / Armadyl bracers.pngBlessed vambracesDragon gloves.pngDragon glovesRune gloves.pngRune glovesN/A
BootsPegasian boots.pngPegasian bootsBandos boots.pngBandos bootsArmadyl d'hide boots.pngBlessed bootsDragon boots.pngDragon bootsN/A
RingArchers ring (i).pngArchers ring (i)Archers ring.pngArchers ringRing of suffering (i).pngRing of suffering (i)Ring of the gods (i).pngRing of the gods (i)Granite ring (i).pngGranite ring (i)
Special attackSaradomin godsword.pngSaradomin godswordBlood spellsN/AN/AN/A

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 have to have Protect from Melee on and switch to Protect from Missiles/Protect from Magic depending on what Jad uses, and then immediately switch back to Protect from Melee because his melee attack is too quick, and if he doesn't use Melee, you just switch again. 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 in melee range, that gives Jad another attack style to use making prayer flicking harder.
Recommended equipment for Melee
SlotItem (most effective → least effective)
HeadSerpentine helm.pngSerpentine helm / Slayer helmet (i).pngSlayer helmet (i)Helm of neitiznot.pngHelm of neitiznotVerac's helm.pngVerac's helmTorag's helm.pngTorag's helm / Dharok's helm.pngDharok's helmN/A
NeckAmulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of gloryAmulet of torture.pngAmulet of tortureAmulet of strength.pngAmulet of strengthN/A
BackInfernal cape.pngInfernal cape / Fire cape.pngFire capeCapes of accomplishments (trimmed).gif Cape of AccomplishmentArmadyl cloak.pngVestment cloakCapes of accomplishments.gif Cape of AccomplishmentObsidian cape.pngObsidian cape
BodyBandos chestplate.pngBandos chestplateGuthan's platebody.pngGuthan's platebody[1]Verac's brassard.pngVerac's brassardTorag's platebody.pngTorag's platebody / Dharok's platebody.pngDharok's platebodyN/A
LegsBandos tassets.pngBandos tassetsVerac's plateskirt.pngVerac's plateskirtTorag's platelegs.pngTorag's platelegs / Dharok's platelegs.pngDharok's platelegsGuthan's chainskirt.pngGuthan's chainskirt [1]N/A
WeaponAbyssal whip.pngAbyssal whip / Abyssal tentacle.pngAbyssal tentacleAbyssal dagger (p++).pngAbyssal dagger (p++)Zamorakian hasta.pngZamorakian hastaSaradomin sword.pngSaradomin sword / Saradomin's blessed sword.pngSaradomin's blessed swordN/A
ShieldDragonfire shield.pngDragonfire shieldCrystal shield.pngCrystal shieldToktz-ket-xil.pngToktz-ket-xilGranite shield.pngGranite shieldAvernic defender.pngAvernic defender
Ammo/SpellHoly blessing.pngAny blessingN/AN/AN/AN/A
GlovesBarrows gloves.pngBarrows glovesDragon gloves.pngDragon glovesRune gloves.pngRune glovesAdamant gloves.pngAdamant glovesN/A
BootsPrimordial boots.pngPrimordial bootsDragon boots.pngDragon bootsBandos boots.pngBandos bootsRune boots.pngRune bootsN/A
RingBerserker ring (i).pngBerserker ring (i)Berserker ring.pngBerserker ringWarrior ring (i).pngWarrior ring (i) (slash weapon)Ring of suffering (i).pngRing of suffering (i)N/A
Special attackArmadyl godsword.pngArmadyl godsword (for Jad)Saradomin godsword.pngSaradomin godsword (cave healing)Dragon halberd.pngDragon halberdDragon dagger(p++).pngDragon dagger(p++)N/A
  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 level 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 strongly recommended to have at least 90 Magic and access to strong Ancient Magicks spells like Blood Barrage. Additionally, wear the best Magic armour possible such as Ahrim's robes or use Void equipment, and equip a good staff like a fully charged Trident of the swamp. Although in theory Magic may seem [like] a good approach to beat the Fight Caves and its bosses, it is generally not advised unless your Magic level is high enough to use the more devastating spells, or if you can afford the vast quantity of runes required to succeed. Also, if using the Void method, wearing the Void mage helm, robe top, skirt, and gloves, yields a 30% 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, slow, and tedious.
  • A decent shield might be required to help offset the low Defences of magical armour.
Recommended equipment for Magic
SlotItem (most effective → least effective)
HeadAhrim's hood.pngAhrim's hoodVoid mage helm.pngVoid mage helmFarseer helm.pngFarseer helmLunar helm.pngLunar helmInfinity hat.pngInfinity hat
NeckOccult necklace.pngOccult necklaceAmulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of gloryArmadyl stole.pngVestment stoleN/A
BackGod capes.gif God capeFire cape.pngFire capeCapes of accomplishments (trimmed).gif Cape of AccomplishmentArmadyl cloak.pngVestment cloakObsidian cape.pngObsidian cape
BodyAhrim's robetop.pngAhrim's robetopElite void top.pngElite void topVoid knight top.pngVoid knight topLunar torso.pngLunar torsoInfinity top.pngInfinity top
LegsAhrim's robeskirt.pngAhrim's robeskirtElite void robe.pngElite void robeVoid knight robe.pngVoid knight robeLunar legs.pngLunar legsInfinity bottoms.pngInfinity bottoms
WeaponTrident of the swamp.pngTrident of the swamp / Trident of the seas.pngTrident of the seasStaff of the dead.pngStaff of the deadSmoke battlestaff.pngSmoke battlestaffGuthix staff.pngGod stavesN/A
ShieldArcane spirit shield.pngArcane spirit shieldMalediction ward.pngMalediction wardCrystal shield.pngCrystal shield / Blessed spirit shield.pngBlessed spirit shieldN/AN/A
Ammo/SpellHoly blessing.pngAny blessingN/AN/AN/AN/A
GlovesBarrows gloves.pngBarrows glovesDragon gloves.pngDragon glovesTormented bracelet.pngTormented braceletInfinity gloves.pngInfinity glovesN/A
BootsEternal boots.pngEternal bootsBandos boots.pngBandos bootsInfinity boots.pngInfinity bootsDragon boots.pngDragon bootsN/A
RingSeers ring (i).pngSeers ring (i)Seers ring.pngseers ringRing of suffering (i).pngRing of suffering (i)Ring of the gods (i).pngRing of the gods (i)Granite ring (i).pngGranite ring (i)
Special attackBlood spellsN/AN/AN/AN/A

Inventory[edit | edit source]

  • 6-9 Saradomin brews (4)
  • 2-3 super restores (4)
  • Runes for the spell you're casting (2000-2500 times)
  • 1000 Blood Blitz/Blood Barrage casts (optional, and for healing)
  • Fill any open inventories with 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 below, playing this activity is 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.
Recommended equipment for Pure
SlotItem (most effective → least effective)
HeadArmadyl mitre.pngMitreRobin hood hat.pngRobin hood hatInitiate sallet.pngInitiate sallet (Defence 20 )Bearhead.pngBearhead / Saradomin halo.pngHalo (Defence 1 )N/A
NeckAmulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of gloryNecklace of anguish.pngNecklace of anguishArmadyl stole.pngVestment stoleN/A
BackAva's assembler.pngAva's assembler / Ava's deviceFire cape.pngFire capeCapes of accomplishments (trimmed).gif Cape of AccomplishmentArmadyl cloak.pngVestment cloakN/A
BodyRangers' tunic.pngRangers' tunicArmadyl robe top.pngVestment robeMonk's robe top.pngMonk's robe topInitiate hauberk.pngInitiate hauberk (Defence 20 )N/A
LegsBlack d'hide chaps.pngBlack d'hide chapsRangers' tights.pngRangers' tightsArmadyl robe legs.pngVestment robe legsMonk's robe.pngMonk's robeN/A
WeaponArmadyl crossbow.pngArmadyl crossbow / Toxic blowpipe.pngToxic blowpipeKaril's crossbow.pngKaril's crossbowDragon crossbow.pngDragon crossbowRune crossbow.pngRune crossbowCraw's bow.pngCraw's bow / Magic shortbow (i).pngMagic shortbow (i)
ShieldBook of law.pngBook of lawUnholy book.pngUnholy bookBook of balance.pngBook of balanceHoly book.pngHoly bookN/A
Ammo/SpellBroad bolts 5.pngBroad bolts (for cave) / Diamond bolts 5.pngDiamond bolts (e) (for Jad)Adamant dart.pngAdamant darts (for cave) / Dragon dart.pngDragon darts (for Jad)Bolt rack 5.pngBolt racks (only if using Karil's crossbow)Holy blessing.pngAny blessing (Craw's bow / Rune arrow 5.pngRune arrows (Magic shortbow (i))N/A
GlovesAdamant gloves.pngAdamant gloves (Defence 20 )Regen bracelet.pngRegen braceletMithril gloves.pngMithril gloves (Defence 1 )Combat bracelet.pngCombat braceletN/A
BootsRanger boots.pngRanger bootsHoly sandals.pngHoly sandalsIron boots.pngIron bootsFancy boots.pngFancy boots / Fighting boots.pngFighting bootsN/A
RingArchers ring (i).pngArchers ring (i)Brimstone ring.pngBrimstone ringArchers ring.pngArchers ringRing of suffering (i).pngRing of suffering (i)Ring of the gods (i).pngRing of the gods (i)

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

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 Combat levels
1 22 - Kill using a hit-and-run tactic to prevent its Prayer drain.
2 22, 22 - Again, hit and run!
3 45 - This spawn will be the same as the orange 360 on wave 62 and the same spawn as Jad.
4 45, 22[1]
5 45, 22, 22[1]
6 45, 45
7 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 90, 22[1]
9 90, 22, 22[1]
10 90, 45
11 90, 45, 22[1]
12 90, 45, 22, 22[1]
13 90, 45, 45
14 90, 90[2]
Use smaller monsters, Italy Rock or Dragon Rock to block the Yt-MejKots (180's). See this map![3]
15 180 - Again, block the Yt-MejKot, or heal off it with Guthan's using Protect from Melee if necessary.
16 180, 22[1]
17 180, 22, 22[1]
18 180, 45[3]
19 180, 45, 22[1]
20 180, 45, 22, 22[1]
21 180, 45, 45[3]
22 180, 90 - Protect from Missiles
23 180, 90, 22[1]
24 180, 90, 22, 22[1]
25 180, 90, 45
26 180, 90, 45, 22[1]
27 180, 90, 45, 22, 22[1]
28 180, 90, 45, 45[3]
29 180, 90, 90 - Activate Protect from Missiles against the Tok-Xils if needed as their Ranged attacks will be strong against a low level or mage.
30 180, 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]
31 360 - 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.
32 360, 22[1]
33 360, 22, 22[1]
34 360, 45
35 360, 45, 22[1]
36 360, 45, 22, 22[1]
37 360, 45, 45
38 360, 90
39 360, 90, 22[1]
40 360, 90, 22, 22[1]
41 360, 90, 45
42 360, 90, 45, 22[1]
43 360, 90, 45, 22, 22[1]
44 360, 90, 45, 45
45 360, 90, 90 - Take out the rangers first.
46 360, 180 - Block the 180 with the 360, Italy or Dragon Rock, or other monsters when they spawn.[3][4]
47 360, 180, 22[1][4]
48 360, 180, 22, 22[1][4]
49 360, 180, 45[4]
50 360, 180, 45, 22[1][4]
51 360, 180, 45, 22, 22[1][4]
52 360, 180, 45, 45[4]
Remember the '29314' killing order!
53 360, 180, 90[4]
54 360, 180, 90, 22[1][4]
55 360, 180, 90, 22, 22[1][4]
56 360, 180, 90, 45[1][4]
57 360, 180, 90, 45, 22[1][4]
58 360, 180, 90, 45, 22, 22[1][4]
59 360, 180, 90, 45, 45[4]
60 360, 180, 90, 90 - Kill the rangers first!
61 360, 180, 180[3] - 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.
62 360, 360 - 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.
63 702, (108, 108, 108, 108) - 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.
TzTok-Jad Animations.gif

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.

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 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 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 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 3.5 Use smaller monsters, Italy Rock or Dragon Rock to block the towering Yt-MejKot. See this map!
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 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 doesn't spawn there you 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. 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.