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Fight Kiln/Strategies

< Fight Kiln

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If this isn't your first time at completing the The Fight Kiln and you're aiming for different combat capes, this guide should be able to help you accomplish each of the capes. The Fight Kiln is classified as a safe minigame and may be attempted as many times as desired with no consequences.

Perhaps the most important thing to have when completing the Fight Kiln is a calm and collected mind. Because the Fight Cave is a prerequisite for the Fight Kiln, one should be familiar with the necessary skills for a successful TzTok-Jad battle - maintaining composure and knowing which protection prayers to use.

For those people who are trying to gain each of the combat capes, maybe for the completionist cape it may seem imposing, especially considering the time and difficulty of the Fight Caves. There is no need to worry. The Fight Kiln is arguably easier than the Fight Caves. At high levels, it is very possible to use little or no food to complete the Kiln, even without using prayer to protect against most enemies (except of course the TokHaar-Jads).

Do not be frustrated if you fail on your first attempt. Keep at it!

Suggested skillsEdit

(Note: These values are for optimal survivability rates. It is entirely possible to complete the Fight Kiln without any of these skills.)


Recommended equipmentEdit

Monsters in the Fight Kiln appear to take reduced damage when not attacked with their general weakness. As such, it is recommended to use all three combat styles inside of the minigame.

Choose the most appropriate armour for your designated style(s), and prepare for the long fights ahead.

Recommended equipment for Hybrid
Slot Item (most effective → least effective)
Head slot Melee: Obsidian warrior helm
Range: Obsidian ranger helm
Magic: Obsidian mage helm
Warpriest of Zamorak helm Dragon Rider helm N/A N/A
Neck slot Blood amulet of fury Dragon Rider amulet Amulet of Fury Amulet of glory N/A
Cape slot Completionist cape TokHaar-Kal Max cape Warpriest of Zamorak cape Obsidian cape
Torso slot Obsidian platebody Warpriest of Zamorak cuirass Dragon Rider body N/A N/A
Legs slot Obsidian platelegs Warpriest of Zamorak greaves Dragon Rider chaps N/A N/A
Weapon slot Melee: Drygore weaponry
Range: Ascension crossbow
Magic: Seismic wand
Melee: Lava whip or Tetsu katana
Range: Death lotus dart
Magic: Seasinger kiba
Melee: Chaotic equipment
Range: Chaotic equipment
Magic: Virtus wand
Melee: Abyssal vine whip
Range: Armadyl crossbow
Magic: Abyssal wand
2h slot Melee: Noxious scythe
Range: Noxious longbow
Magic: Noxious staff
Melee: Chaotic maul or spear
Range: Royal crossbow
Magic: Staff of darkness
Melee: Saradomin sword
Range: Black salamander
Magic: Attuned crystal staff
Magic: Armadyl battlestaff Magic: Staff of Light
Off-hand weapon slot Melee: Drygore weaponry
Range: Off-hand ascension crossbow
Magic: Seismic singularity
Melee: Tetsu wakizashi
Range: Off-hand death lotus dart
Magic: Seasinger makigai
Melee: Chaotic equipment
Range: Chaotic equipment
Magic: Virtus book
Melee: Enhanced excalibur
Range: Off-hand karil's pistol crossbow
Magic: Abyssal orb
Shield slot Obsidian kiteshield Melee: Divine spirit shield
Range: Elysian spirit shield
Magic: Arcane spirit shield
Chaotic equipment N/A N/A
Ammo slot Ascension bolts or Araxyte arrow Royal bolts or Onyx bolts (e) Harralander tar N/A N/A
Gloves slot Obsidian gloves Warpriest of Zamorak gauntlets Dragon rider gloves Culinaromancer's gloves 10 N/A
Feet slot Obsidian boots Warpriest of Zamorak boots Dragon rider boots N/A N/A
Ring slot TokKul-Zo Asylum surgeon's ring Sixth-age circuit Berserker ring N/A
Aura slot Vampyrism aura Penance aura Equilibrium aura Aegis N/A
Pocket slot Scrimshaw Holy wrench N/A N/A N/A


For high level players:

For lower levels/if using lower-end gear:

  • Equipment for all combat styles (on average this takes 8 inventory spaces)
    • 1 melee weapon (used in tandem with a toolbelted pickaxe of rune quality or higher to break the armour of the many TokHaar-Ket-Dills)
  • 2 Super warmaster's potions
  • 2 prayer renewal flasks
  • 4 saradomin brew flasks
  • 6 super restore flasks
  • 4 Summer pies or Rocktails (more or less, depending on what gear you're carrying)
  • Water wave runes

Beast of burden inventoryEdit

If using a pack yak:

If using a war tortoise:

  • 12 Summer pies or Rocktails
  • 4 super restores
  • 2 extra pouches
  • If bringing a healing familiar, replace 2 Summer pies with the healing familiar and a decent number of scrolls.
  • Saradomin brew flasks do heal more than Summer pies and Rocktails; however, they should only be used if you have very low defence as the Fight Kiln does not require an excessively large amount of food due to the Regenerate, Rejuvenate, and Resonance abilities.

Combat familiars can also be used in the Kiln:

  • If you decide to use mostly Magic throughout the Fight Kiln (with the exception of the TokHaar-Ket-Dills that appear), an Ice Nihil will boost magic accuracy by 5%, and it will help kill enemies faster.
  • A Steel titan may be brought to kill enemies faster, including the TokHaar-Ket-Dills. This will require a fair amount of Steel of Legends scrolls.

Action bar setupEdit

The action bar is one of the most important elements of combat strategy in the Fight Kiln. For maximum damage and control, consider switching between individual style-dedicated action bars.

When fighting a monster, open the section of the ability book respective to which combat style is being used and try to use abilities directly after an auto-attack. This will maximize damage output and speed up the Kiln. The last three abilities will require the use of a shield so remember to bring one. The Regenerate ability should be used at the end of every wave so try to keep your adrenaline high at the end of a wave. The Rejuvenate ability restores 40% of life points and all stats to their base levels. This ability may eliminate the need for food. If using Rejuvenate, do not take off the shield for the full 10 seconds it takes to heal you or else the ability will not give its full effect. Dreadnips are automatically sent to attack your current target so simply pressing your keybind for the Dreadnip will deploy it.


Interactive mapEdit


12 TokHaar-Hur, 2 TokHaar-Xil, 1 TokHaar-Tok-XilNone
21 TokHaar-Hur, 2 TokHaar-Xil, 2 TokHaar-Tok-XilCrystal (invulnerability)
31 TokHaar-Hur, 1 TokHaar-Xil, 3 TokHaar-Tok-XilNone
42 TokHaar-Mej, 3 TokHaar-Tok-XilCrystal (restoration)
51 TokHaar-Ket-Dill, 1 TokHaar-Xil, 3 TokHaar-Tok-XilNone
62 TokHaar-Mej, 1 TokHaar-Xil, 3 TokHaar-Tok-XilCrystal (magic)
71 TokHaar-Mej, 1 TokHaar-Xil, 4 TokHaar-Tok-XilNone
81 TokHaar-Ket-Zek, 2 TokHaar-Tok-XilCrystal (ranged)
96 TokHaar-Tok-XilNone
101 TokHaar-Jad, 1 TokHaar-Tok-XilCrystal (strength)
114 TokHaar-MejNone
122 TokHaar-Mej, 2 TokHaar-Tok-XilCrystal (constitution)
131 TokHaar-Ket-Zek, 2 TokHaar-MejNone
142 TokHaar-Ket-Zek, 2 TokHaar-MejCrystal (invulnerability)
152 TokHaar-Ket-Zek, 1 TokHaar-Tok-XilNone
162 TokHaar-Ket-Zek, 2 TokHaar-Mej, 1 TokHaar-Tok-XilCrystal (restoration)
172 TokHaar-Ket-Zek, 1 TokHaar-Mej, 1 TokHaar-Yt-MejKot, 1 TokHaar-Tok-XilNone
182 TokHaar-Ket-Zek, 1 TokHaar-Mej, 1 TokHaar-Yt-MejKot, 2 TokHaar-Tok-XilCrystal (magic)
191 TokHaar-Ket-Dill, 8 TokHaar-MejNone
201 TokHaar-Ket-Zek, 1 TokHaar-JadCrystal (ranged)
2112 TokHaar-HurNone
221 TokHaar-Yt-MejKot, 2 TokHaar-Ket, 2 TokHaar-HurCrystal (strength)
232 TokHaar-Yt-MejKot, 1 TokHaar-Ket, 2 TokHaar-HurNone
244 TokHaar-Yt-MejKot, 1 TokHaar-Tok-XilCrystal (constitution)
251 TokHaar-Ket-Zek, 2 TokHaar-Yt-MejKot, 2 TokHaar-Tok-XilNone
262 TokHaar-Ket-Zek, 2 TokHaar-Yt-MejKot, 1 TokHaar-Tok-XilCrystal (invulnerability)
271 TokHaar-Ket-Zek, 2 TokHaar-Yt-MejKot, 2 TokHaar-Ket, 1 TokHaar-Tok-XilNone
281 TokHaar-Ket-Zek, 6 TokHaar-Ket-DillCrystal (restoration)
296 TokHaar-Yt-MejKotNone
303 TokHaar-Yt-MejKot, 1 TokHaar-JadCrystal (magic)
314 TokHaar-Tok-XilNone
324 TokHaar-Yt-MejKotCrystal (ranged)
334 TokHaar-Ket-ZekNone
341 TokHaar-Yt-MejKot, 1 TokHaar-Jad, 1 TokHaar-Tok-XilCrystal (strength)
351 TokHaar-Ket-Zek, 1 TokHaar-Yt-MejKot, 1 TokHaar-Jad, 1 TokHaar-Tok-XilNone
362 TokHaar-JadCrystal (constitution)
371 Har-AkenNone

Important Wave StrategiesEdit

Knowing the spawn locations of the TokHaar-Jads and other enemies provides a large advantage in the Fight Kiln. Watch out for Wave 35 when Jad spawns north-east. In other Jad waves they spawn in south-east or south-west corners.


A map of the Fight Kiln area before beginning the Kiln.

Waves 10, 20 and 30: One TokHaar-Jad will spawn in the southwest corner of the map. Standing on the northeast side of the safe spot in the middle of the cave will lure and trap Jad. Kill Jad first and then kill the remaining monsters.

Wave 28: 6 TokHaar-Ket-Dill and one TokHaar-Ket-Zek will spawn on this wave. The Ket-Zek will spawn on the north-west side of the arena, 1 Dill will spawn north-east and north-west, 2 Dills will spawn on south-east and south-west. Activate a Constitution crystal and work on cracking through the Dill's armour with a pickaxe or a melee weapon.

Wave 32:  Use a constitution crystal after finishing this wave.  It will last til the beginning of the 37th wave and makes the fight easier.

Wave 34: One TokHaar-Jad will spawn in the southeast corner of the map. Standing on the northeast side of the safe spot in the middle will lure and trap Jads much easier.

Wave 35: One TokHaar-Jad will spawn in the northeast corner of the map. It is advised to use the invulnerability crystal right before the wave begins. Defeat it and dispose of the remaining monsters.

Wave 36: Two TokHaar-Jads will spawn in the southwest and southeast sides of the map. Stand on the northeast side of the safe spot and wait for both Jads to come to a halt. It is then recommended to step one square northeast of this safe spot to handle the Jad that spawned from the southeast. Clicking on a Jad instead of the brief aforementioned movement will bring a player immediately into Jad's melee distance and put theirself into immediate danger.

Wave 37: Har-Aken's head will appear every 72 seconds beginning when the cutscene ends; it stays up for approximately 30 seconds. The tentacles begin to spawn 10 seconds after the cutscene finishes. The head will never appear on the North side of the arena. It will not immediately pop up upon the start of this wave, so use this time to build adrenaline off of Har-Aken's tentacles. Standing in the very middle of the arena will allow full vision of the surroundings and Har-Aken's head's spawn locations.

The head is level 800 with 48,000 life points and is immune to stun. Using level 80 or higher magic weapons will allow a player to potentially kill Har-Aken within two cycles with a good ability rotation, it is possible to one cycle Har-Aken while using a Constitution crystal and Onslaught.


Throughout the Fight Kiln, powerful crystals will spawn at the end of certain waves. Only one crystal may be in effect at any time. The wave list above details the waves in which one of the six crystals will spawn. By nature, half of these crystals have offensive properties and the other half have defensive properties.

Offensive crystals:

  • Strength
  • Ranged
  • Magic

These crystals will raise the appropriate statistic by 50%, while decreasing the other two statistics to 50% for 3.5 minutes. Statistic restoring potions will not counteract this decrease.

Defensive crystals:

  • Constitution
  • Invulnerability
  • Restoration

The Constitution crystal* will tremendously boost and frequently replenish health for 3.5 minutes. The Invulnerability crystal makes a character nearly immune to all non-typeless damage (reduced to 1 point of damage) for 30 seconds. The Restoration crystal will give a one-off full replenish to both life and prayer points.

* Players may wish to use a Constitution crystal when fighting TokHaar-Ket-Dills. As their special ground slam attack is classified as typeless damage, the Invulnerability crystal offers very little protection when fighting these monsters. The continual health boost of the Constitution crystal will essentially mitigate all received damage while active.

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