TzHaar Fight Cave

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This article is about the minigame in which players must defeat waves of TzHaar. For the minigame in which players fight against each other, see TzHaar Fight Pit.

This is a safe activity.
If you die here, you will not lose any of your items.

Invasion plans.png
This article has a strategy guide here.
All information on mechanics and strategy will be on this page.

The TzHaar Fight Cave is a combat minigame in the outer area of Mor Ul Rek, located within the Karamja volcano. Up until this update, the Kalphite Queen had been the most powerful of all creatures within RuneScape. However, the introduction of the TzHaar Fight Cave introduced 2 new monsters, the level-360 Ket-Zek and the level-702 TzTok-Jad, both of which are higher in level, and more powerful.

Location[edit | edit source]

Deep under the ground of Karamja, a new species of creature has been discovered. To find the entrance to this underground city, players must go into the Crandor and Karamja Dungeon. Once there, players will see a cave, which leads to Mor Ul Rek.

Slayer[edit | edit source]

Killing TzTok-Jad can be unlocked as a slayer task for 100 slayer points at Duradel, Nieve or Chaeldar. Defeating waves 1-62 of the fight caves gives 11,760 slayer xp. Jad gives another 25,250 xp. This totals out to 37,010 xp for all of the fight caves.

Monsters[edit | edit source]

The TzHaar Fight Cave pits adventurers against a succession of monsters, each harder than the last. The final boss is the powerful level-702 TzTok-Jad, but to get to him, players must battle past 6 other types of monsters ranging from level-22 up to level-360.

The monsters are in order of appearance:

Lvl Image Name HP defence.png magic.png Attack(s) Max Hit Notes
22 Tz-Kih.png Tz-Kih 10 15 30 Melee 4 Drains Prayer while Melee'ing; use Ranged or hit-and-run tactic to kill.
45 Tz-Kek (level 45).png Tz-Kek 20 30 60 Melee 7 Recoil damage of 1.
22 Tz-Kek (level 22).png Tz-Kek 10 15 30 Melee 4 2 appear after a 45 is killed.
90 Tok-Xil (1).png Tok-Xil 40 60 60 Ranged, Melee 13 See the wave breakdown for when to use Prayer.
180 Yt-MejKot (1).png Yt-MejKot 80 120 120 Melee 25 Can heal itself and other monsters.
360 Ket-Zek (1).png Ket-Zek 160 240 240 Magic, Melee 54 Range with Protect from Magic on, and stay out of its Melee range.
702 TzTok-Jad.png TzTok-Jad 250 480 480 Magic, Ranged, Melee 97 See below.
108 Yt-HurKot Yt-HurKot 60 60 120 Melee 14

Appears when Jad falls below half HP and will heal Jad if:

A. They are in melee distance of Jad and not interrupted.

B. They are in combat at any time, regardless of distance from Jad.

See the Monsters wiki page for techniques.

TzTok-Jad[edit | edit source]

Jad slams his feet to the ground for Ranged, and he rears up dangling his feet for Magic.
Main article: TzTok-Jad

The goal of the Fight Cave is to reach and defeat the level-702 TzTok-Jad, who can use highly damaging attacks that must be correctly protected from.

TzTok-Jad is the final monster encountered in the TzHaar Fight Cave Minigame. TzTok-Jad is one of the highest level monsters in all of RuneScape, and those who are skilled enough to defeat it are able to obtain the fire cape, one of only a few animated capes, and the second-best cape for melee combat (after the infernal cape).

Tactical analysis[edit | edit source]

Fire cape[edit | edit source]

The fire cape

If one is successful in defeating TzTok-Jad, they receive 8,032 Tokkul and the fire cape. This cape has an animated "lava" pattern. The animation shows lava flowing downwards continually. The fire cape is considered one of the best capes in RuneScape. It provides much more protection than the cape of legends and the obsidian cape, as well as slight offensive bonuses. It is not tradeable. The only capes better in any area are the infernal cape which provides all-around superior stats, the god capes which provide a higher magic attack bonus, Ava's attractor, accumulator or assembler for a higher ranged attack bonus, the Ardougne cloak for prayer and offensive stab bonuses, and the Mythical cape for a higher offensive crush bonus. A max cape also provides a plethora of useful perks albeit having the stats of a regular trimmed skill cape.

Previously, if a player defeated TzTok-Jad after obtaining a fire cape, the player would receive 16,064 TokKul and nothing else, which was highly inadvisable due to the high cost of each trip. However, after an update, the fire cape became a stackable item when placed in a player's bank, allowing players to receive another fire cape.

Rewards for completing the Elite Karamja Diary include doubled Tokkul from the Fight Caves and one resurrection per day inside the Fight Caves.

Map & wave breakdown[edit | edit source]

A map of the TzHaar Fight Caves with some notable spots for safespotting and monster spawns.

Map breakdown[edit | edit source]

The TzHaar Fight Caves is mapped out on the right.

Monsters spawn in waves, with each wave getting progressively more difficult. You can look below, under Wave breakdown, to see what monsters spawn in each wave. If you want to know exactly where the spawns are for the monsters on each wave, you can determine them based on the first two waves using the Rotations guide.

One of the main safespots is Italy Rock which is located on the eastern side of the arena. Standing directly on the western or southern wall of Italy Rock will make the level 45 Tz-Kek and level 180 Yt-MejKot stuck on the corners. Italy Rock is a great location to camp during waves where you encounter those monsters.

The other two locations, Long Rock and Dragon Rock are also useful for safespots. Standing on the south side of the long rock or the west side of the dragon rock will lure all spawns to get stuck on them, except for the one that is immediately next to them.

The player here is standing on the western side of Italy Rock, keeping the Tz-Keks stuck on the corners.

Note: As of the update on 20 August 2015, there are no longer static spawns in the fight caves. However, there is still a pattern to let you predict spawn points, although not quite as easy to remember. When entering the caves, the game chooses a random spot in the following cycle: SE, SW, C, NW, SW, SE, S, NW, C, SE, SW, S, NW, C, S. At the start of each wave, move the spot one forward, wrapping if necessary. The game then spawns the monsters in descending combat level order, starting from that spot. Using this information you can position yourself for each new wave to do it as effectively as possible. When it comes down to the TzTok-Jad spawn, he will spawn where the off-coloured 360 was on the previous wave; this is the same location as the first 45 spawn. To better determine where the spawn points are, see Rotations.

Wave breakdown[edit | edit source]

The following table displays each wave the monsters will spawn.

Tips[edit | edit source]

The recommended safe area.
Jad spawns are indicated as well as potential Jad safespots if lucky (Jad spawns where the off-coloured 360 spawned).
  • Getting the 2+ prayer boost at Edgeville Monastery or the Nature Grotto may be a help in the caves.
    • Alternatively, the ancient mace may be used before entering, preferably on a POH dummy with strength-boosting prayers, equipment and potions for 20 or more additional prayer at entry. It can be used on the Tz-Kek's at the end of waves as well.
  • Especially in later waves (38+), you should stand in the northeastern corner as 3 of 5 spawns get stuck that way behind Italy Rock and the other rock to the west.
  • Whenever killing a safespotted monster behind another one, kill the un-safespotted ones first, then immediately attack the safespotted one, as the death animation of the un-safespotted one will allow you to get a free hit on the safespotted one.
    • An exception to this is when using the level 45/22 Tz-Keks as a pseudo-safespot for Yt-MejKot.
  • You can REQUEST to log out of the game at anytime by logging out before you end your current round. If you finish the wave when logged in, you will be started on the next wave; if you log out before you finish, you will log in at the start of that wave again. This is also useful for letting your Hitpoints regenerate in-between rounds. You can request a log out, get the message, and finish the wave, and let your Hitpoints regenerate, or you can just safespot everything in the current wave and wait for your Hitpoints to regenerate.
  • Prayer flicking Eagle Eye, Hawk Eye or Rigour on the Ket-Zeks is useful for saving prayer. It is also advised to disable Auto Retaliate during the caves as the Tok-Xils and Ket-Zeks can lure you out of safespots, thus allowing the Yt-MejKots to melee you.
  • Do not drink any Saradomin brews unless you have to: if possible, wait until your Prayer is low, so you don't waste any prayer points from your super restore potions. A dose of super restore is only needed to restore combat stats after 3 doses of Saradomin brew.
  • If possible, the Saradomin godsword is highly useful for completing the fight-caves, as it restores both hp and prayer, corresponding with the damage dealt. You can even safespot monsters while waiting for special energy to regenerate. If using the Saradomin godsword special attack on the level 180 Yt-MejKots, it is advisable to get them down to half hp (39 or less to be safe) before using the special attack: this way they will use their own attack to heal, rather than to hit you. If using Void Knight equipment, it may be useful to bring a melee helmet as well as ranged if you are using a Saradomin godsword as a special attack weapon.
    • The ancient mace can be used as a much cheaper, but less effective, alternative.

Update history[edit | edit source]

Date Changes
23 May 2019

Players who reached zero hitpoints as they won no longer die when they are taken outside of the Fight Cave.

13 August 2015

  • There is now a warning on the exit of the Fight Cave.
  • The Tz-Tok Jad slayer task will now be cleared if you leave a Fight Cave run in any way, to prevent players from potentially having an infinite slayer task.
6 August 2015

  • You can now unlock TzHaar monsters as a potential slayer assignment.
  • The spawns of the Fight Caves creatures will remain the same if you logout and in to repeat a wave.
5 March 2015
(update | poll)

22 January 2015
(update | poll)

A timer has been added to the fight cave that times how long it takes you to get from wave 1 to killing TzTok-Jad.

1 May 2014

The fight cave now displays a notification showing the current wave in the chatbox.

2 August 2013
(update | poll)

You can now win fire capes even if you have one already. These can be exchanged with the Fight Cave attendant for Tokkul should you want that instead.

16 May 2013

The Fight Cave will no longer let you run back in immediately after leaving.

9 May 2013
(update | poll)

If you log out or disconnect in the TzHaar Fight Cave during a wave, you will now automatically restart that wave when you log back in.

22 February 2013

This content was included when the Old School RuneScape servers officially launched.