Template:Beta
The TokHaar Fight Kiln is a combat minigame announced in the February 2012 Behind the Scenes, and released on 14 February 2012.
The Fight Kiln is a revamped version of the TzHaar Fight Cave that is extremely difficult to complete for the average player. Only the best adventurers can survive all 37 grueling waves. This requires many times more persistence and skill than the original Fight Cave. It is recommended by Jagex and players alike that one should attain 85+ in all combat skills before attempting the Fight Kiln, although it is possible to complete it without these stats.
Before entering the Fight Kiln for the first time, a one-time payment of a fire cape is required. After this, the kiln may be reentered as many times as desired for the rewards - a choice of either the TokHaar-Kal (an improved version of the fire cape) or an uncut onyx.
Unlike the typical 63 waves of the Fight Cave, the Fight Kiln only has 37 waves. Unlike the Fight Cave, there is no combat level pattern to be followed for each wave in the Fight Kiln. However, the waves of the Fight Kiln are always the same and the monsters always spawn in the same location.
There are several safespots in the Fight Kiln that can be used to lure and trap the TokHaar. Be aware, however, that the cave will slowly fill with lava, submerging the safespots and forcing the player to use the low wall in the middle of the area for luring. Lava will fill the cave after waves 10, 20, 30 and 34. By the time the final boss fight with Har-Aken commences, only a square-shaped piece of land will be available.
Unlike the Fight cave, you are allowed to bring a familiar with you within the arena.
Every alternate wave will also cause lava crystals to spawn in the Kiln, which can be used to gain bonuses such as temporary invincibility or full prayer and lifepoint restoration. Use them to the fullest to survive the waves - especially the seven TokHaar-Jads and the terrible Har-Aken.
Preparation
Mindset
Perhaps the most important thing to have when completing the Fight Kiln is a calm and collected mindset. By thinking logically throughout the Fight Kiln, nothing will be too difficult. Since the Fight Cave is a prerequisite for the Fight Kiln, everyone should be familiar with the necessary skills for a successful TzTok-Jad battle - maintaining composure and knowing which protection prayers to switch to.
It is the same for the Fight Kiln. The TokHaar are not difficult to fight but it is easy to become overwhelmed. When fighting TokHaar-Jad, for example, some players will panic if they miss a prayer switch and start healing rapidly without thinking about the correct thing to do in the situation: continuing to switch prayers.
Before attempting the Fight Kiln it is recommended that you take a few minutes to calm yourself and realise that messing up is not a big deal - the minigame is completely safe and can simply be reattempted. You can try logging out each 5 waves or 10 waves, rest for at least 10 minutes and try again.
Also note that this guide will not be correct for everyone. For example, some players will complete the kiln faster and have to bring fewer Overload potions. It will take a few complete run-throughs of the Kiln to find the set-up which is perfectly balanced for your stats and gear. Do not be frustrated if you fail at your first attempt, sometimes it takes fewer than 4 attempts to complete the kiln, or more than 15 attempts. It is extremely hard to complete kiln on the first attempt.
Suggested skills
(Note: These values are for optimum survivability rates. It is completely possible to complete the Fight Kiln without any of these skills.)
- 95 or 77 (for Soul Split and Turmoil or Rigour and Augury).
- 85+ , , , , , and
- 92+ (for overloads, can be achieveable with 92 herblore boosting to 96)
- 67+ (for War tortoise)
Other
- 450+ boss kills in the Dominion Tower (for dreadnips)
- Completion of hard or elite Seers' Village Tasks (for enhanced excalibur)
- Completion of Temple at Sennisten for Ancient Curses
Recommended equipment
Since the combat triangle is in effect during the Fight Kiln, it is recommended to use all three combat styles. However Storm of Armadyl has been used successfully throughout the entire Fight Kiln.
Choose one boots, helmet, gloves, ammo and amulet (if you do not have arcane stream necklace)
*Dreadnips can be deployed to hit through the Dill's armour without it needing to be broken by a pickaxe. This is not a glitch.
- Due to the massive damage soaking and high melee stats of Ganodermic armour, for a player inexperienced with the kiln it could be a better choice than Virtus, especially for fighting the Jads.
- Even though Dreadnips are extremely effective, a pickaxe is recommended (Rune or better).
Inventory
For high level players
- Equipment for all combat styles
- 4 Overload flasks (if you do not have overloads, replace them with 3 restores and 1 brew)
- 4 Prayer renewal flasks
- 4 Saradomin brew flasks
- 4 Super restore flasks
- Pickaxe (required to break the armour of the TokHaar-Ket-Dill before attacking it using conventional methods; dragon pickaxe > inferno adze > rune pickaxe) OR Dreadnips. Dreadnips are very effective against the TokHaar-Ket-Dill.
- Extra beast of burden pouch (pack yak > war tortoise)*
- It may be a good idea to bring 2 extra Tortoise pouches, due to their shorter timer compared to the Pack Yak.
For lower levels/if using lower-end gear:
- 8 super restores flasks
- 4 prayer renewal flasks
- Pickaxe or dreadnips
- Equipment for all combat styles (on average this takes 8 inventory spaces)
- Saradomin godsword/enhanced excalibur
- 6 saradomin flasks (more or less, depending on what gear are you carrying.)
- If you have overloads, replace 3 super restores and 1 brew with 4 overloads flask.
Beast of burden inventory
If using pack yak:
- 20+ Saradomin brew flasks
- 7 Super restore flasks
- 1 Unicorn stallion pouch (if both the beasts of burden run out)
- 100 Healing aura scrolls
If using war tortoise:
- 11 saradomin brews
- 5 super restores (if using overloads, bring only 4 super restores and 12 brews)
- 2 extra pouches
- If you're bringing a healer familiar, replace 2 brews with the healing familiar and scrolls (atleast 600 if using fruit bat, 180 if using titan or unicorn stallion).
Monsters
Name | Level | First Wave | Count | Life points | Attack style | Max hit | Notes |
---|---|---|---|---|---|---|---|
TokHaar-Hur |
100 | 1 | 20 | 900 | Melee | 124 | By far the weakest creature in this minigame, it hardly does any damage and can be killed quickly. Using magic to kill it is recommended. |
TokHaar-Xil File:TokHaar Xil.png |
140 | 1 | 8 | 1300 | Ranged | 194 | It has more lifepoints than his Tok-Xil counterpart, but does not hit as hard or often. Using melee to kill it is recommended. |
TokHaar-Tok-Xil |
200 | 1 | 46 | 700 | Melee, Ranged |
234 | It hits higher and more often than his Xil counterpart but can be killed much more quickly. Using melee to kill it is recommended, and it should also be the first priority to kill in most cases (unless it is trapped). |
TokHaar-Mej |
160 | 4 | 27 | 1,200 | Magic, Melee |
194 (melee) 220+ (magic) |
It attacks with magic and accurate melee (when in melee range). Always stand at least a square away from one. Using ranged to kill it is recommended. |
TokHaar-Ket-Dill |
120 | 5 | 8 | 900 | Melee | 250 (melee) ~350 (special) |
It needs to be hit with either a Rune pickaxe or Dragon pickaxe anywhere between 2-5 times to remove its armour. After the armour has been removed, it can be damaged. Dreadnips or a combat familiar can deal damage through the armour. It attacks with an accurate melee attack and sometimes uses a special attack that hits for consistently high damage. Luring and trapping it is recommended before trying to break its armour. Using magic to kill it is recommended. WARNING: The TokHaar-Dill's special attack is able to hit through the invulnerability crystal. |
TokHaar-Ket-Zek |
400 | 8 | 23 | 1,800 | Magic, Melee |
780 | It should be dealt with as soon as possible since it hits very accurately even when praying against his attack style. Using ranged to kill it is recommended. It is surprisingly weak against Dreadnips. |
TokHaar-Yt-MejKot |
300 | 17 | 30 | 1,000 | Melee | 320 | Despite its high level, it is inaccurate, but it does have high strength, so trapping it or using the appropriate protection prayer is recommended. Using magic to kill it is recommended. It is surprisingly weak against Dreadnips. |
TokHaar-Ket |
180 | 22 | 5 | 1,500 | Melee | 214 | It is not as dangerous as its combat level suggests, but nevertheless it should be trapped before killing it (use Protect from Melee otherwise). Using magic to kill it is recommended. |
TokHaar-Jad |
780 | 10 | 7 | 2,500 | Melee, Ranged, Magic |
1014 | Similar to TzTok-Jad, it is strongly advised to switch prayers to block its attacks. Up to 50 damage can be dealt through prayer, however, so healing between prayer switches is recommended to keep lifepoints high. It is recommended to eliminate other monsters before facing TokHaar-Jad. If that is counterproductive, make sure that other monsters do not interfere with the fight. |
800 | 37 | 1 | 13,000 | Melee, Ranged, Magic |
~250 | The final boss of the Fight Kiln, it attacks with numerous magic and ranged tentacles. It can only be defeated by killing its head, which emerges every 72 seconds. The tentacles can be attacked, but the head will appear regardless. Storm of Armadyl or the polypore staff in combination with magic crystal and Soul Split is an effective way to damage the head, but its also dangerous, as it halves defence. So it is crucial to wear high defense armour while activating the magic crystal on Har-Aken, keeping in mind that it lasts for 3.5 minutes. |
Waves
REMEMBER: Always maintain full concentration throughout the entirety of the Kiln, especially when battling the TokHaar-Jads. It might be advised to toggle-off all chat tabs except game-chat (which you will require in order to keep track of important game messages).
Wave | Starting Location / Tactic | Monsters | Advised overhead starting prayer | Lava Crystal Dropped After Completion |
---|---|---|---|---|
1 | Under the L-shaped rock | 2 TokHaar-Xil, 1 TokHaar-Tok-Xil, 2 TokHaar-Hur | File:Deflect missiles.gif | File:Lava crystal (invulnerability).png Invulnerability |
2 | Under the L-shaped rock | 2 TokHaar-Xil, 2 TokHaar-Tok-Xil, 1 TokHaar-Hur | File:Deflect missiles.gif | |
3 | Under the L-shaped rock | 1 TokHaar-Xil, 3 TokHaar-Tok-Xil, 1 TokHaar-Hur | File:Deflect missiles.gif | File:Lava crystal (restoration).png Restoration |
4 | Under the L-shaped rock | 3 TokHaar-Tok-Xil, 2 TokHaar-Mej | File:Deflect missiles.gif | |
5 | Under the L-shaped rock | 1 TokHaar-Xil, 3 TokHaar-Tok-Xil, 1 TokHaar-Ket-Dill | File:Deflect missiles.gif | File:Lava crystal (Magic).png Magic |
6 | Under the L-shaped rock | 1 TokHaar-Xil, 3 TokHaar-Tok-Xil, 2 TokHaar-Mej | File:Deflect missiles.gif | |
7 | Under the L-shaped rock | 1 TokHaar-Xil, 4 TokHaar-Tok-Xil, 1 TokHaar-Mej | File:Deflect missiles.gif | File:Lava crystal (Ranged).png Ranged |
8 | Under the L-shaped rock | 2 TokHaar-Tok-Xil, 1 TokHaar-Ket-Zek | ||
9 | Under the L-shaped rock | 6 TokHaar-Tok-Xil | File:Deflect missiles.gif | File:Lava crystal (Strength).png Strength |
10 | Mid Rock, North face/East Side | 1 TokHaar-Jad, 1 TokHaar-Tok-Xil | Prayer Switch / Flinch | |
11 | Under the L-shaped rock | 4 TokHaar-Mej | File:Deflect magic.gif | File:Lava crystal (Constitution).png Constitution |
12 | Under the L-shaped rock | 2 TokHaar-Mej, 2 TokHaar-Tok-Xil | File:Deflect missiles.gif | |
13 | Under the L-shaped rock | 2 TokHaar-Mej, 1 TokHaar-Ket-Zek | File:Deflect magic.gif | File:Lava crystal (invulnerability).png Invulnerability |
14 | Under the L-shaped rock | 2 TokHaar-Mej, 2 TokHaar-Ket-Zek | File:Deflect magic.gif | |
15 | Under the L-shaped rock | 2 TokHaar-Ket-Zek, 1 TokHaar-Tok-Xil | File:Deflect magic.gif | File:Lava crystal (restoration).png Restoration |
16 | Under the L-shaped rock | 2 TokHaar-Ket-Zek, 2 TokHaar-Mej, 1 TokHaar-Tok-Xil | File:Deflect magic.gif | |
17 | Under the L-shaped rock | 2 TokHaar-Ket-Zek, 1 TokHaar-Mej, 1 TokHaar-Tok-Xil, 1 TokHaar-Yt-MejKot | File:Deflect magic.gif | File:Lava crystal (Magic).png Magic |
18 | Under the L-shaped rock | 2 TokHaar-Ket-Zek, 1 TokHaar-Mej, 2 TokHaar-Tok-Xil, 1 TokHaar-Yt-MejKot | File:Deflect magic.gif | |
19 | Under the L-shaped rock | 8 TokHaar-Mej, 1 TokHaar-Ket-Dill | File:Deflect magic.gif | File:Lava crystal (Ranged).png Ranged |
20 | Mid Rock North Face/East Side | 1 TokHaar-Jad, 1 TokHaar-Ket-Zek | Prayer Switch / Flinch | |
21 | Middle Rock East Side | 12 TokHaar-Hur | File:Deflect melee.gif | File:Lava crystal (Strength).png Strength |
22 | Middle Rock East Side | 1 TokHaar-Yt-MejKot, 2 TokHaar-Ket, 2 TokHaar-Hur | File:Deflect melee.gif | |
23 | Middle Rock East Side | 2 TokHaar-Yt-MejKot, 1 TokHaar-Ket, 2 TokHaar-Hur | File:Deflect melee.gif | File:Lava crystal (Constitution).png Constitution |
24 | Northwest Corner | 4 TokHaar-Yt-MejKot, 1 TokHaar-Tok-Xil | File:Deflect missiles.gif to File:Deflect melee.gif | |
25 | Mid Rock North Face/East Side, Wait for mage to stop moving | 1 TokHaar-Ket-Zek, 2 TokHaar-Yt-MejKot, 2 TokHaar-Tok-Xil | File:Deflect missiles.gif toFile:Deflect magic.gif | File:Lava crystal (invulnerability).png Invulnerability |
26 |
2 North of the Eastern Obstacle Kill Melee first, don't touch eastern obstacle Another strategy is to go to the Northwest corner of the map, turn on Deflect Range, quickly kill the TokHaar-Tok-Xil, switch to Deflect Magic, wait for the TokHaar-Yt-MejKot to get close, then run to the other side of the middle rock. |
2 TokHaar-Ket-Zek, 2 TokHaar-Yt-MejKot, 1 TokHaar-Tok-Xil | File:Deflect magic.gif | |
27 |
Northwest Corner Do not move from Northwest corner until all melee monsters are dead. TokHaar-Ket-Zek will be stuck in the Northeast corner until you move South. |
1 TokHaar-Ket-Zek, 2 TokHaar-Yt-MejKot, 1 TokHaar-Tok-Xil, 2 TokHaar-Ket | File:Deflect missiles.gif to File:Deflect melee.gif toFile:Deflect magic.gif | File:Lava crystal (restoration).png Restoration |
28 |
Touching the South Tip of North Obstacle+2 West. After N.E. Dill Attacks - Run 2 North 2 East Another strategy is to stand Mid Rock North Face/East side, wait for the TokHaar-Ket-Dill to get close, then quickly run to the North edge, East side of the North obstacle. Kill the TokHaar-Ket-Dill, then run East to pull the TokHaar-Ket-Zek closer to the obstacle. |
1 TokHaar-Ket-Zek, 6 TokHaar-Ket-Dill | File:Deflect magic.gif | |
29 | Mid Rock North Face/East Side | 6 TokHaar-Yt-MejKot | File:Deflect melee.gif | File:Lava crystal (Magic).png Magic |
30 | Mid Rock North Face/East Side | 1 TokHaar-Jad, 3 TokHaar-Yt-MejKot | Prayer Switch / Flinch | |
31 | Northwest Corner | 4 TokHaar-Tok-Xil | File:Deflect missiles.gif | File:Lava crystal (Ranged).png Ranged |
32 |
Mid Rock North Face/East Side |
4 TokHaar-Yt-MejKot | File:Deflect melee.gif | |
33 | Mid Rock North Face/East Side All the way North | 4 TokHaar-Ket-Zek | File:Deflect magic.gif | File:Lava crystal (Strength).png Strength |
34 | Mid Rock North Face/East Side | 1 TokHaar-Jad, 1 TokHaar-Yt-MejKot, 1 TokHaar-Tok-Xil | File:Deflect melee.gif | |
35 |
Mid rock - North west side - Be warned that Jad can still attack from this point from the north east. |
1 TokHaar-Jad, 1 TokHaar-Ket-Zek, 1 TokHaar-Yt-MejKot, 1 TokHaar-Tok-Xil | Prayer Switch | File:Lava crystal (Constitution).png Constitution |
36 | Mid Rock North Face/East Side | 2 TokHaar-Jad | Prayer Switch / Flinch | |
37 | Corner with the least amount of tentacles/mid rock blocking some tentacles | Har-Aken |
Range - (Gano/Mage Crystal) Magic - (Melee) |
Monster spawn locations
Knowing the spawn locations of the TokHaar-Jads is a large advantage in the Fight Kiln. Monsters in the Fight Kiln will always spawn at the same location, so it is possible to prepare in advance for the upcoming waves.
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.
Wave 28: 6 TokHaar-Ket-Dill and one TokHaar-Ket-Zek will spawn on this wave. The ket-zek will spawn north-west of the arena, 1 Dill will spawn north-east and north-west, 2 Dills will spawn on south-east and south-west.
(This is probably the HARDEST wave if caution is not taken, follow these steps carefully.) Make sure your camera is facing north! Before the wave starts, turn on Protect from/Deflect Magic and run to the north-east obstacle, stand south of the obstacle, then take 3 steps west, that's where you should be at the start of the wave. Let the east Dill hit you first, then run 1 space north-east and one east, then hide behind the safespot. From this area you can safely kill both Dills and tank the Ket-Zek's attacks with your prayers. After both Dills have been defeated, kill the Ket-Zek. Once you have done that, touch the east wall, and keep running south, then safely kill two more Dills from your safespot, after they're finished, go to the middle rock and stay on north side, you should be able to kill the last two Dills from this safespot.
Wave 34: One TokHaar-Jad will spawn in the southeast corner of the map. Standing on the northwest side of the safe spot in the middle will lure and trap Jad.
Wave 35: One TokHaar-Jad will spawn in the northeast corner of the map. Standing on the southwest side of the safe spot in the middle will lure Jad. However, it will be able to attack, so it is advised to use the invulnerability crystal before starting this wave. He will walk around the rock a little, so moving to the west side of the rock will prevent it from attacking. Standing here, long range is necessary to reach the TokHaar-Ket-Zek and the TokHaar-Tok-Xil. The best option is to use Protect from Magic and attack the TokHaar-Yt-MejKot under the effects of the invulnerability crystal, range the Tok-Xil while wearing melee armour, and finally ranged the Ket-Zek and kill Jad. Another tactic is to stand on west side of the middle rock and activate invulnerability crystal as soon the wave 35 message pops up, then wait till the meleer hit you once and move behind the middle rock (1 step north, 2 steps east), this should bring you within the melee range of jad, now wait till the 360 mage stops moving and move 1 step east and one step west, this should move the jad from the melee range, now you can safely kill the jad without taking damage from the meleer, although this method is somewhat complicated to understand but it's the most effective. Do not worry about the invulnerability crystal timer, this lure usually takes less than 5 seconds to be done. A 3rd method of doing this is after finishing Wave 34, stand on the west side of the safe spot then follow that line to the edge of the arena, this will prevent Jad from attacking you and will still leave you dealing with the TokHaar-Ket-Zek, TokHaar-Tok-Xil and TokHaar-Yt-MejKot, when you have killed both the meleer and the ranger, retrace your steps back so that you are indirect line with the center rock on the west side (if your unsure where you stood then drop a spare item on the floor) then move closer to the center rock keeping in line and deal with the mager. Once the mager is killed then step north and kill jad as normal (if unable to prayer switch effectively, activate the Invunerability Crystal and go to the northwest/southwest corner of the arena, this will force Jad north/south of the safe spot of which then you will have enough time to run to the safe spot).
Wave 36: Two TokHaar-Jads will spawn in the southeast and southwest sides of the map. Standing north of the safe spot on the in the middle on the east of the two squares will prevent both from attacking.
Wave 37: Har-Aken's head will appear every 72 seconds. It will stay for 27 seconds (during which Storm of Armadyl can be used 12 times on it) before diving back under the lava. Har-Aken will only appear on the south, east, or west walls of the area. Hugging the edges while looking for the head is a good strategy. For this wave, wear the best melee armour, pray mage and stay south then kill all ranged tentacles, if Har-Aken's head appears, switch to mage gear and mage it, remember to change protection prayers accordingly to the tentacles. Using magic crystal is recommended if experienced, even players with a decent magic defence and magic level may take heavy damage from the magic tentacles, or alternatively, one could wear melee armour and use Storm of Armadyl whilst protecting mage, this generally avoids much more damage but it sacrifices magic attack, but still it's able to hit consistently, even with negative magic attack bonus.
Lava crystals
In some waves you can obtain lava crystals, which grant certain "power-ups" usable only in the Fight Kiln. Only one crystal can be activated at a time, so the effects cannot be combined. When a crystal is used, the appropriate stat is boosted to 150% (148 at 99) while the other combat stats are reduced to 50% (49 at 99).
It is recomended to pick following crystals: Invulnerability, Constituition and Restoration. Others will just occupy inventory space and they are likely to be not needed throughout the cave. Picking magic crystal is only advised if experienced enough.
Invulnerability crystal should be used on wave 35. Constitution crystals are recomended to save for Har'Aken and restoration crystals are useful whenever your lifepoints and prayers are low.
Lava crystal | Effect | Waves |
---|---|---|
Invulnerability | Offers complete invulnerability for 15 seconds. It does not work when TokHaar- Ket-Dill uses its special attack. Note that damage will still be received if the crystal is activated after a monster has already done its attack animation. Damage dealt by Overloads is not negated while this crystal is in use. | 1, 13, 25 |
Restoration | Fully restores prayer points and life points. | 3, 15, 27 |
Magic | Boosts Magic by 50% for 3.5 minutes but also significantly reduces Defence, Strength, and Ranged. At level 99 Magic, the level is boosted to 148, giving a staggering 147% magic damage boost and allowing spells to frequently hit much higher than before. | 5, 17 29 |
Ranged | Boosts Ranged by 50% for 3.5 minutes but also significantly reduces Defence, Strength, and Magic. | 7, 19, 31 |
Strength | Boosts Strength by 50% for 3.5 minutes but also significantly reduces Defence, Ranged, and Magic. | 9, 21, 33 |
Constitution | Boosts Constitution by 50% for 3.5 minutes. The Constitution boost also affects Saradomin brews and the Unicorn stallion's healing aura scrolls. It should also be noted that when the Constitution crystal wears off, the user is healed to full health. | 11, 23 35 |
Rewards
Upon victory in the Fight Kiln, players can choose a reward of either the TokHaar-Kal cape or an uncut onyx.
Note: If a player has a full inventory while choosing a reward, or clicks away from the reward chatbox, the player will be transported outside of the Fight Kiln and will have to go back in and talk to TokHaar-Hok again to claim the reward (providing at least 1 free inventory slot is available). You cannot play the Fight Kiln again until you have claimed your reward.
Trivia
- Upon completing the Fight Kiln, the following message appears in your Adventurer's Log: "I defeated many waves of TokHaar, before vanquishing the mighty Har'Aken and conquering the Fight Kiln."
- An Early bird lamp was obtained by players who reached wave 30 of the minigame within two weeks of its release - before 29 February 2012.
- When Har-Aken dives into the lava, a deployed dreadnip will appear to continue attacking the spot where Har-Aken was, although inflicting no damage.