- This article has a related strategy guide here.
The TzHaar Fight Cave is a minigame in RuneScape released on 4 October 2005. It involves single-handedly fighting off many waves of TzHaar creatures, ending in a boss fight against one of the strongest monsters on RuneScape: TzTok-Jad, with a combat level of 140. Players will be rewarded with Tokkul for playing this minigame, and if they manage to defeat TzTok-Jad, they will be rewarded with the fire cape - the fourth strongest cape in the game after TokHaar-Kal, Max cape and the Completionist cape. Completing the entire TzHaar Fight Caves gives about 130,000 experience in combat skills and about 45,000 experience in constitution, giving roughly 170,000 experience total for completing the fight caves, including Jad. This is a safe minigame, as you will keep all your items if you die. However, you will not keep the ammo, food, and potions already used when you die, so doing the fight cave is not cost free.
Up until the release date of this minigame, the Kalphite Queen was the most powerful creature in RuneScape. The introduction of the TzHaar Fight Cave introduced 2 higher-level monsters: TzTok-Jad and Ket-Zek . The Kalphite Queen is widely regarded as more difficult to defeat than the Ket-Zek. TzTok-Jad was, for a long time, the strongest monster in the game. After 3 years, the Corporeal Beast was released in the members quest, Summer's End, which was considered the hardest boss. And in January 2011 Nex was released. In May of 2012, the Queen Black Dragon, was released, which was only beaten by the Kalphite King released in January 2013. Despite this, Jad remained for a long time the strongest boss in terms of offensive power, and held the record for the highest maximum hit of any monster outside of special attacks for years. In February 2012 the Fight Kiln minigame was released, which introduced a stronger version of Jad: the TokHaar-Jad.
Playing this minigame until the end takes a considerable amount of time and resources; it can take anywhere from thirty minutes (with very strong gear and experience) to two and a half hours of continuous playing and a considerable number of potions depending on levels, supplies, and method. At 70-80 range, it can take from 90–120 minutes to complete; at 90+ Ranged it can take as little as just over an hour to get to TzTok-Jad; at 99 attack and strength, with the use of Overloads, turmoil and chaotic weaponry meleeing or the Storm of Armadyl the entire way, it can take 35–50 minutes to complete. Players are not allowed to bring Familiars. Logging out between waves can be done, but is risky. A good Internet connection is also very helpful, as lag in the Fight Cave at the wrong moment can be deadly. Playing on a world with a low ping value and playing on a low-populated world decrease the chance of lag.
- Travel by ship from Port Sarim or Ardougne - this will cost 30 coins, unless the player brings a ring of charos (a), or if the player has received the karamja gloves (then it will be 15 coins).
- Teleport with a charged amulet of glory to Karamja.
- Use the fairy rings (B•L•P) to teleport directly to TzHaar city.
- Use the Fight Caves option on the TokKul-Zo ring.
- Teleport with Karamja gloves, then pay 10 coins to travel by cart.
- Teleport using the Lodestone Network to the Karamja lodestone south-west of Brimhaven, then go north-east.
If using one of the first three options the player then has to make their way to Karamja volcano, east of Brimhaven and west of Musa Point. There are two dungeon entrances at the top of the volcano, the large entrance at the center of the lava lake leads to the TzHaar City. Once inside, walk north and then turn west just before you reach the small summoning obelisk, look for the bank and minigame symbol on the minimap. This is the entrance to the Fight Caves.
MapEditThe Fight Cave is a large cave that has three 'rocks' that can be used as safe spots: Boot Rock (west), Lava Rock (north), Bottle Rock (east) and the corner of the lava pool to the south east which can trap even the small ones from the right angle. None of the safe spots work for small monsters, usually the tactic is to lure the monsters to a sharp corner. The entrance is located in the northeastern corner of the cave. The monsters spawn in specific locations on the map. Known locations are the centres of each corner-pocket, as well as some in the central area.
The rock outcrop to the west is excellent for trapping monsters. If the player stands at the two-square wide depression on the south side of the rock, only monsters from the south could attack them. This is also good for luring TzTok-Jad closer.
In this minigame, players must battle past waves of six types 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 minigame, most of them are best fought from a distance. The monsters generally have high Attack and Strength, along with a special ability, but low life points and Defence. This means they will hit hard and often, but can be killed quite easily.
Monsters in the Fight Cave can be seen as representing powers of two minus one: each wave, monsters will spawn whose place values sum to the wave number, with the Tz-Kih(22) being worth 1, the Tz-Kek(45) 3, the Tok-Xil(126) 7, the Yt-MejKot(128) 15, the Ket-Zek(130) 31, and finally, the Tz-Tok Jad(140) 63. However, waves in the Fight Cave prefer to spawn high-level creatures (e.g. wave 31 spawns one Ket-Zek instead of 31 Tz-Kihs). For example, consider wave 47 as having 47 points: a Ket-Zek with a point value of 31 spawns, because that is the highest creature whose point value can fit in 47; then, of the remaining 16 point, a Yt-Mejkot with a value of 15 spawns, and a Tz-Kih spawns with the remaining 1 point. Thus wave 47 consists of one Ket-Zek, one Yt-MejKot, and one Tz-Kih. The final wave of the Fight Caves is wave 63, in which one Tz-Tok Jad, with a value of 63, spawns.
|Tz-Kek||45||40 + 80|
|Yt-HurKot||108||4 (or multiples)|
(276 with one wave of healers)
The monsters are in order of appearance by wave number:
|First Wave||Level||Name||Life points||Attack style||Max hit (approx.)||
|1||122||3000||Melee||200||Uses melee attacks. Drains prayer points when attacking a player and has a minimum drain of +10 prayer points per attack; it is recommended to kill these as soon as possible unless they are trapped.|
|3||124||6200||Melee||300||A melee fighter. The least dangerous monster in the cave (as it does not drain prayer unlike Tz-Kih) so this should be a player's lowest priority to kill. When it dies, two level 124 Tz-Keks take its place.|
|3||124||6200||Melee||300||Two of these appear when a level 124 Tz-Kek is killed. They have identical stats to their larger counterparts.|
|7||126||7500||Ranged, Melee||400||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. 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.|
|15||128||10000||Melee||305||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. This monster can heal itself and other monsters when attacking the player.|
|31||130||12500||Magic, Melee||540||A very large and fairly dangerous monster - the player's third priority to kill. Use safespots combined with Prayer (Do not soulsplit if you don't have good enough gear because he will hit more thn 3000 without deflect magic prayer) to help reduce 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.|
|63||140||40000||Melee, Magic, Ranged||
|The final boss of the Fight Cave. Uses Ranged, Magic and melee attacks. Has one of the highest max hits of any monster in RuneScape. Almost impossible to kill without using the correct prayers. See text for more details.|
|63||108||10000||Melee||140||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 being killed, they will spawn again.|
Recommended priority: Tz-Kih (122) > Tok-Xil (126) > Ket-Zek (130) > Yt-MejKot (128) > Tz-Kek (124)
TzTok-Jad is the final monster encountered in the Fight Cave. Examining it yields the discouraging message "This is going to hurt...". It is one of the highest leveled monsters in all of RuneScape that players can fight with conventional methods. Defeating TzTok-Jad requires a huge amount of persistence and determination, as TzTok-Jad is rarely defeated in the first few tries by even the best RuneScape players.
In order for one to reach TzTok-Jad, one must first endure 62 waves of fighting progressively tougher monsters. The current wave that the player is on is shown at the beginning of each wave. TzTok-Jad himself is a level 140, huge, four-legged behemoth and uses all three sides of the combat triangle - magic, ranged and melee. TzTok-Jad will not attack with melee unless the player is adjacent to him. There is no setup animation for TzTok-Jad's melee attack, unless you are already using protect from melee when he starts his attack, you will not have time to switch prayers for it. When the player is in melee range, TzTok-Jad will still use Magic and Ranged attacks as well. If the player attacks from a distance - which is strongly recommended for inexperienced players - TzTok-Jad will alternate between Magic and Ranged attacks.
Survival depends on watching TzTok-Jad's movements - an animation precedes the attack, telling the player which prayer to use. While it's substantially recommended to pray against range first, it is never known which attack he uses first until it is too late. Be careful of this, as you can be killed within seconds of starting the wave. Have auto-retaliate on and prepare for the fight. Also note: Once you're informed of TzTok-Jad coming, DO NOT WAIT to click that assuming that's your cue, he comes immediately, whether you click continue or not.
- Melee: TzTok-Jad swipes at the player without warning using his right claw. This is the fastest attack, but if the player stays at a distance, they should not encounter it. If you are engaging in melee combat, protect from melee should always be on at all times unless prompted to switch by his Magic and Ranged animations.
- Magic: TzTok-Jad breathes fire shortly and lowers/bows his head before raising his front feet and emitting a fireball - the player must turn on their prayer now. Then, the spell will be fired at the player. make sure to activate prayer before the ball hits you. if you fail to do so you WILL be hit. the mecanics changed after eoc. you no longer need to activate the prayer long before the projectile itself acually hits. Before an update which occurred on 25 May 2011, the same sound as the Retribution prayer being turned on would be played before the attack is launched, which made it easier to identify it. This sound could be heard regardless of your proximity to TzTok-Jad. Since the update, neither TzTok-Jad nor Ket-Zek (Level 126) has a sound to accompany their Magic attacks. This has made it more difficult for players to determine which attack he is using when he spawns. Recommendation is to pray ranged defence, as this is his most common attack when he spawns, and to have auto-retaliate activated so that you can find him quickly to watch for his next attack.
- Ranged: TzTok-Jad slams down his front legs onto the ground, and large cracks will appear in the floor at his feet - the player should turn on ranged prayer now. Though after eoc the prayer doesn't need to be active before the hitsplat actually shows so don't panic if you activate a bit late. as long as you activate the prayer before the hitsplat shows the damage will be evaded. If you fail to do this you WILL be hit. Next, a boulder will fall down on the player, which cannot be avoided by moving. Occasionally he will breathe fire at the start of this attack as well, it is unknown if this is intentional or not.
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 against via using the correct protection prayer, as TzTok-Jad has a maximum hit of 6280+ and hits very accurately. If you have vengeance spells, you can take advantage of his extremely high hits by allowing him to hit you once, (provided your life points are above 6290, so you have a 100% chance of surviving a hit.) and rebounding very high hits back at him, usually in the high 700s. It is strongly recommended to bring either Saradomin brews and super restores or Rocktails to heal above your maximum life points the wave right before Jad, in case things might go wrong.
When TzTok-Jad is down to half health, he will summon four Yt-HurKots (level 108 melee fighters with 10,000 LP and tiny in comparison) which will heal him, effectively causing him to regenerate endlessly until they are dealt with. When in melee range of the player, the Yt-HurKots will heal themselves. If you plan on killing the Yt-HurKots it is wise to kite them around TzTok-Jad, otherwise they are much harder to kill. In order to stop them from healing, they need to be killed, one by one, so they don't heal each other, but don't forget about the TzTok-Jad waiting to kill you. If you kill them after TzTok-Jad has been healed to full health, when you get him down to half health, the Yt-HurKots will respawn again. However, if you manage to kill all 4 of the Yt-HurKots before they bring Jad up to full health, they will NOT respawn when a player brings TzTok-Jad down to half health again. The Yt-HurKots' melee attacks hit up to 140.
Distracting may not work unless they are stuck behind south-west wall. Since the Evolution of Combat, healers will continue to heal TzTok-Jad even if they have been attacked once. It is recommended to kill healers if attempting to kill TzTok-Jad especially if you are attempting at a lower level.
TzHaar slayer taskEdit
Since the release of Kuradal, players may now receive Tzhaar creatures as Slayer tasks. Upon receiving the assignment, Kuradal will offer a player the option to upgrade the task to "280 volcanic creatures of the Tzhaar Fight Caves." Defeating TzTok-Jad on this special assignment will give a bonus of 25,000 Slayer experience, the largest amount of experience to be gained from any monster. Additionally, going through the whole Fight Cave on this alternative task may yield up to 77,523 Slayer experience. This consists of all waves up to 63, including killing eight Yt-HurKots (two waves) and TzTok-Jad himself. It is highly advised to get a full slayer helmet or a focus sight before attempting this task with range. With the boosts from these helmets, effective players with high combat stats can complete the caves in well under an hour, yielding relatively high experience per hour.
The Slayer experience breakdown of a Tzhaar Fight Caves task is:
If a player fails/chooses not to complete the fight cave (successfully defeat TzTok-Jad), he/she can start the fight caves over to fight lesser creatures to complete the task. The task will end when the player reaches 280 kills. Afterwards, the player can continue progressing through the Fight Caves, but they will no longer receive Slayer xp or the bonuses from the full slayer helmet or the focus sight.
If you are successful in completing all the waves and defeating TzTok-Jad, you will be rewarded with 16,064 Tokkul and the much-coveted and non-tradeable fire cape. This cape has an animated "lava" pattern. The animation shows lava flowing downwards continually.
The Fire cape is widely considered one of the best capes in RuneScape. It provides ample protection, prayer, and melee critical bonuses only equalled or surpassed by the Max cape, Completionist cape, and TokHaar-Kal. Numerous other capes, such as trimmed skillcapes, Ardougne cloaks, and most notably the Soul Wars Cape, provide higher Prayer bonus.
The Fire cape also gives the ability to obtain an Ice strykewyrm slayer task without using slayer reward points to purchase that ability, and doubles the damage of fire spells while slaying them. In addition, it adds 40 damage to all attacks against them. Ice strykewyrms are the only monster to drop the Staff of light.
Defeating TzTok-Jad subsequently after obtaining the Fire cape awards the player with another Fire cape and 16,064 Tokkul, allowing you to have more than one fire cape at a time. Any spare fire capes can also be sold to TzHaar-Mej-Jal for 8,000 Tokkul per cape.
If a player dies in the fight caves, they will still get Tokkul, but not as much as they would if they defeated TzTok-Jad. The further a player gets, the more Tokkul and if one dies at TzTok-Jad then they will only receive 8,800 Tokkul—about half the amount than if the player defeats TzTok-Jad.
- When the minigame was first released, you could not log out during the Fight Caves without giving up all of your progress. It is now possible to logout during the fight caves and pick up where you left off. When the logout button is clicked, the player will receive an option to logout immediately or at the end of the current wave. If they chose to logout immediately, the player will be required to re-do the wave they were on when trying to log out. Additionally, if a player clicks the logout button while fighting a monster, the player will appear to log out, but the "Connection Lost" screen will appear, and the player will find themselves back for the next level.
- If, however, you exit the cave before defeating TzTok-Jad, you will lose all of your progress. Additionally, if you teleport out of the cave instead of leaving by the entrance, you will not receive any Tokkul.
- The Fight Caves can also be used as a place to recover for players killing TzHaar monsters or lesser demons when their Prayer or life points are low. This is effective because it is faster to die in the caves than to go find a prayer altar.
- If you are low on potions, food or if there are only one or two monsters left to kill, trapping them on the other side of a rock can allow you to rest and regenerate health without using supplies. You could also utilise the Dream Lunar spell or regen bracelet.
- At RuneFest 2011 Mod Mark announced the then un-named Fight Kiln minigame, which requires the sacrifice of one fire cape to enter which allows infinite tries at defeating the boss.
- When using Guthan's armour in the caves will heal you; using auto-attack will increase your chances of the healing effect but it is time consuming. Using special abilities will not nullify the healing effect from the Guthan's armour, but lower the chance of activating the armour's ability. The same appears to be true of Ancients' blood spells.
- Potion flasks can give lower level players a higher chance at succeeding in the caves due to the larger amount of supplies they can carry.
|Team games||Barbarian Assault • Blast Furnace • Castle Wars • Clan Wars • Fishing Trawler • The Great Orb Project • Heist • Pest Control • Shades of Mort'ton • Soul Wars • Stealing Creation • Trouble Brewing • Vinesweeper|
|Solo games||All Fired Up • Archery competition • Barrows (Rise of the Six)• Burthorpe Games Room • Brimhaven Agility Arena • Conquest • Dominion Tower • Fight Cauldron • Fight Kiln • Flash Powder Factory • Gnome Ball • Gnome Restaurant • Impetuous Impulses • Mage Arena • Mage Training Arena • Mobilising Armies • Player-owned port • Pyramid Plunder • Ranging Guild Activities • Rat Pits • Rogue Trader • Sorceress's Garden • Tai Bwo Wannai Cleanup • Temple Trekking • TzHaar Fight Cave|
|PvP games||Castle Wars • Clan Wars • Crucible • Duel Arena • Fist of Guthix • Soul Wars • Stealing Creation • TzHaar Fight Pit|
|Removed games||Bounty Hunter • Duel Tournaments • Rogues' Den|