User:AndorinKato/Fight Cave Guide
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Hello! Welcome to my guide on the TzHaar Fight Cave. This guide has been written to give you enhanced perspective on the nature of the Fight Cave, as well as numerous strategies you can use to fight your way all the way to the end and come out victorious.
In this guide you will find:
- A wave-by-wave breakdown of all 63 waves of monsters, with strategies and tips outlined for each wave;
- In-depth dissections and information about the monsters faced in the Fight Cave; and
- Preparation tips, including recommend levels and items, as well as plenty of warnings concerning the difficulty of this minigame.
Before editing, please note: This article is currently residing in my (AndorinKato's) userspace, and as such should only be edited by me, the user to whom this userspace is assigned. I would, however, welcome questions, comments, suggestions, etc, on the talk page. If someone makes a suggestion that I end up adding to the guide, I will credit them in the credits section of this guide.
[edit] Overview
| Description: On the edge of the TzHaar city, there is a vast cavern known as the Fight Cave. Used by the hunters of the TzHaar as a rite of passage, it's been opened up to outsiders as a test of perseverance.
The TzHaar Fight Cave is a fast-paced, single-player boss encounter, with no limits and no restrictions. Are you strong enough to withstand waves of creatures? Do you have what it takes to last to the very end and claim the mark of a survivor? |
| Released: October 2005 |
| Start: The entrance to the Fight Cave can be found on the western side of TzHaar City, directly across from the bank. Speak to TzHaar-Mej-Jal to learn about the Fight Caves. |
| Difficulty: ***** |
| Length: Long |
| Members' only: Yes |
| Requirements: At least 40 Prayer is required to survive the Fight Cave; the more Prayer, the better. A high combat level is essential. High Ranged level (70+) very highly recommended. High Defence and Hitpoints are a must, and high Magic and/or high Attack and Strength are needed depending on the chosen combat style(s). High Agility helps for recovering energy. Guthan's set of Barrows equipment helps for recovering hitpoints. |
| Items needed: Prayer potions or super restore potions to restore Prayer. Weapons, armour, and some kind of healing item. Holy wrench optional to increase prayer available to you. Defensive equipment that covers all three combat styles (such as dragonhide or Void) is recommended, and equipment with good Ranged defense is a must. |
[edit] What is the Fight Cave?
The TzHaar Fight Cave is a safe single-player minigame in which a lone challenger faces hordes of enemies that attack in a series of waves. It a test of endurance and skill, of patience and determination. Players must face all 63 waves one after the other, without a break for banking in between, assaulted by increasingly difficult monsters. Finally, if players manage to survive the onslaught of monsters, they face the most powerful monster in the game: the legendary, level-702 TzTok-Jad.
It is worth noting that the Fight Cave is not to be underestimated. No matter how strong you are, no matter how powerful your levels or how solid your equipment, no matter how seasoned your experience, you will find a challenge waiting for you in the depths of the volcano. Triumph in the Fight Cave requires more than good items and high stats; it requires strategy, knowledge, luck, and most of all, patience.
[edit] The monsters of the Fight Cave
All of the enemies in the Fight Cave are toughened up by surviving inside a volcano, but they seem to have surprisingly low HP for their levels. (Which is good, given the legions of them you face.) The following table gives a brief summary of each of the monsters:
| Level | Image | Name | HP | Attack | Max hit | Notes |
|---|---|---|---|---|---|---|
| 22 | | Tz-Kih | 10 | Melee | 4 | This monster drains an amount of prayer points equal to damage dealt +1 when it attacks you. |
| 45 | | Tz-Kek | 20 | Melee | 7 | This monster will deal 1 point of recoil damage whenever struck by a Melee attack. |
| 22 | Tz-Kek | 10 | Melee | 4 | Two of these monsters will appear after a Tz-Kek is slain. They do not, fortunately, share the recoil affect of their parent. | |
| 90 | | Tok-Xil | 40 | Melee, Ranged | 13 | See Wave 7's strategy for information about this monster. |
| 180 | | Yt-MejKot | 80 | Melee | 25 | See Wave 15's strategy for information about this monster. |
| 360 | | Ket-Zek | 160 | Melee, Magic | 49, 60 | See Wave 31's strategy for information about this monster. |
| 702 | | TzTok-Jad | 250 | Melee, Magic, Ranged | 97 | Consult the main article for information about TzTok-Jad. |
| 108 | | Yt-HurKot | 60 | Melee | 14 | See Wave 63's strategy for information about this monster. |
[edit] Equipment/inventory tips
Don't expect to just haul out your whip and a few sharks and complete the Fight Cave. Care has to be taken when planning equipment and inventory contents. These are some tips you might use when considering choices of weapons, armor and items.
- Because you'll be using a lot of Prayer in the Cave, a good portion of your inventory (at least half) should be devoted to prayer-restoring items. The most common and most effective are potions; namely, prayer potions and/or super restore potions. Any potions you bring should be at four doses. A holy wrench will increase the effectiveness of these potions. An ancient mace will allow you an unlimited source of prayer points, but keep in mind that it will drain your Special Attack bar, which may be needed for other things in the Cave.
- Don't substitute the cheap stuff for the stuff that works. Do not, for example, use iron arrows over mithril arrows, simply because you have more iron. The Fight Cave is the single greatest challenge in the game, and you must be at your absolute best to have a chance at victory. Since the Fight Cave is safe, you don't need to worry about losing any items if you die, although Barrows, crystal equipment, and Fist of Guthix equipment will still degrade like normal.
- Some way of recovering HP is hugely beneficial, even necessary. If you bring food, make it sharks or higher, as inventory space in the Fight Cave is tight and you need the most healing potential per inventory slot. Some people use purple sweets, as they are stackable and you can bring as many as you want, but they are expensive and generally seen as a waste of money. If you have or can afford it, Guthan's set of Barrows equipment is highly effective, as there are many chances to heal from monsters in the Cave. If you have unlocked Ancient Magicks, you can cast any of the Blood spells, which heal you 25% of the damage dealt. Saradomin brews heal 15% of your maximum hitpoints, and will also boost them up to 15% over your maximum; combining with super restore potions, which erase the stat-reducing effects of Saradomin brew, is another popular choice.
- Pay attention to your equipment stats when selecting armor. Rune works fine if you plan to melee, but look at that negative magic attack bonus! You certainly won't be landing any spells in that. By contrast, most magic armor is effective for casting spells, but gives mediocre, at best, defensive bonuses. If a monster makes it through your flurry of spells, you're toast. Your set of equipment should, ideally:
- Give no penalties towards whichever attack you are going to use;
- Provide protection against all three corners of the combat triangle;
- Provide a bit of Ranged defence (this is particularly important later in the Fight Cave, when you are left open to Ranged attacks); and
- Give a prayer bonus, as this extends your lifespan in the Cave.
- Note: A set effect (such as from Barrows or Void equipment) is optional but very helpful.
[edit] Wave Breakdown
Note: At any point during any wave you can press the Logout button and "pre-set" the logout function to activate when the wave completes. This means you can log out partway through the Fight Cave and take a break, then return and log in to continue. You will appear in the Cave and the next wave will begin. Please note that if you press Logout twice during a wave, you will log out as normal and lose your progress. You can only log out and retain your progress at the end of a wave.
[edit] Wave 1
Monsters: Tz-Kih (1)
Strategy: A simple opening wave. Kill the Tz-Kih with a distance attack in order to not lose valuable prayer points.
[edit] Wave 2
Monsters: Tz-Kih (2)
Strategy: Essentially the same as Wave 1, except with two targets now. Kill them as before, but they may spawn on either side of you, so move to an edge before the wave begins.
[edit] Wave 3
Monsters: Tz-Kek (1)
Strategy: A one-on-one with the first Tz-Kek of the Caves. Dismantle it as fast as possible, preferably with a distance attack, although one or two hits with Melee works as well. When it splits, defeat its spawn with Melee- no use in wasting distance resources on a virtually nonthreatening target. Defeat them quickly, however, as they CAN hit, up to a max of 4. Users of Guthan's set of Barrows equipment will note that the offspring of the Tz-Kek are useful to heal against.
[edit] Wave 4
Monsters: Tz-Kek (1), Tz-Kih (1)
Strategy: This is a combination of Wave 2 and 3. Kill the Tz-Kih quickly with a distance attack, then defeat the Tz-Keh.
[edit] Wave 5
Monsters: Tz-Kek (1), Tz-Kih (2)
Strategy: The pressure is beginning to build now- you are faced with one moderately dangerous Melee enemy and two highly dangerous (in the long run) Melee monsters. Use of the safespot might be handy here in order to deal with the two Tz-Kih without interference from the Tz-Kek. If you choose this, use Protect from Melee so that the Tz-Kih don't drain any more prayer points than necessary, and hit with something fast. Afterwards, deal with the Tz-Kek as usual.
[edit] Wave 6
Monsters: Tz-Kek (2)
Strategy: Safespot use is recommended here, although optional, in order to deal with one Tz-Kek and its spawn at a time. If you have the power to destroy them with a minimum of damage to yourself, do so however you feel like.
[edit] Wave 7
Monsters: Tok-Xil (1)
Strategy: Wave 7 notes the introduction of a dangerous enemy, the Tok-Xil, a 40-hitpoint monster with a maximum hit of 13 with both Melee and Ranged attacks. Turn on Protect from Ranged the moment the wave begins, and sprint in the direction the shots come from, because it will fire on you. How you deal with this one is entirely up to you- you can Range/Mage/halberd it with Protect from Ranged on, or close to Melee range and kill it with Protect from Melee or Protect from Ranged. It will use both attacks (one at a time) while you melee it, so you'll just have to get lucky.
[edit] Wave 8
Monsters: Tok-Xil (1), Tz-Kih (1)
Strategy: This wave is almost the exact same as the previous, with the exception of having to defeat a Tz-Kih before fighting the Tok-Xil. Use standard strategies- meaning, whatever you have that will butter your target the fastest- against the Tz-Kih, while using Protect from Ranged, to avoid damage from the Tok-Xil. It may be best to not Melee the Tz-Kih in this wave, as you won't have Protect from Melee up to block the damage a Tz-Kih might do, and it may drain extra prayer if it gets close enough to land a hit. Afterwards, follow Wave 7 strategy to kill the Tok-Xil.
[edit] Wave 9
Monsters: Tok-Xil (1), Tz-Kih (2)
Strategy: Largely similar to Wave 8, only with an extra Tz-Kih to deal with. Again, use Protect from Ranged to block damage from the Tok-Xil, defeat the Tz-Kih with distance attacks, and round out the wave by knocking down the Tok-Xil.
[edit] Wave 10
Monsters: Tok-Xil (1), Tz-Kek (1)
Strategy: You now have a choice of strategies. You can use the safespot to keep the Tz-Kek at bay and use a combination of Protect from Ranged and Ranged/Magic to defeat the Tok-Xil, and then defeat the Tz-Kek. This is perhaps the most conservative approach, and is easiest on the HP. Another choice is to close to Melee range with the Tok-Xil, turn on Protect from Melee, use Melee against the Tok-Xil, then deal with the Tz-Kek accordingly. This is faster but you may take Ranged damage if the Tok-Xil fires on you at point-blank range.
[edit] Wave 11
Monsters: Tok-Xil (1), Tz-Kek (1), Tz-Kih (1)
Strategy: When several monsters of different varieties appear, you have to start making choices and prioritizing based on what is the largest threat to you. The choices in this wave are between a prayer-draining monster and a monster with strong Ranged attacks; the Tz-Kek is not sufficiently powerful to be the largest threat here. One way to handle this wave is utilizing the same tactics as Wave 8, which call for using Protect from Ranged and killing the Tz-Kih as quickly as possible. The difference in this wave, however, is the Tz-Kek. As previously stated, it is not a huge threat, but its punches can still hit a maximum of 7. It may be worthwhile to close to point-blank with the Tok-Xil after the Tz-Kih is eliminated and use Protect from Melee to shelter from two monsters' attacks at once. The threat here, of course, is Ranged damage.
[edit] Wave 12
Monsters: Tok-Xil (1), Tz-Kek (1), Tz-Kih (2)
Strategy: This wave is essentially a copy/pasted version of Wave 11, only with an extra Tz-Kih thrown in to frustrate you a little more. Use the same strategy, but unload a little more and a little faster on the Tz-Kihs because you'll be risking prayer drain if you linger with them too long.
[edit] Wave 13
Monsters: Tok-Xil (1), Tz-Kek (2)
Strategy: Use the same strategy as Wave 10 to kill the Tok-Xil. Using the safespot is recommended after the Tok-Xil is gone to fight only one Tz-Kek at a time, although that choice is completely up to you.
[edit] Wave 14
Monsters: Tok-Xil (2)
Strategy: Protect from Ranged makes this wave unfairly easy. If you have a halberd, stand at halberd range and carve the Tok-Xil up, one at a time. Otherwise simply demolish them with your strongest spell or best ammunition.
[edit] Wave 15
Monsters: Yt-MejKot (1)
Strategy: Enter the Yt-MejKot, a Melee-based monster that poses a serious threat. It has a maximum hit of 25 and can heal itself AND other monsters around it, provided that you are in its attack range. This enemy is built to withstand and deal out standard Melee attacks, so you will not use standard Melee on it (unless, of course, you are using a set of Guthan's to heal yourself along with Protect from Melee). Ranged and Magic work fine on them, in terms of offense, as does a halberd. Defensively, this monster, unlike the monsters that use long-range attacks against you, WILL follow you around the arena, and it is of the utmost importance that you stay out of its attack range. The safespot by Italy Rock is incredibly useful for dealing with Yt-MejKots, as it allows you to use Ranged, Magic or even a halberd without being attacked in turn or allowing it to heal itself. With that said, lure the Yt-MejKot into the safespot and then kill it however you see fit.
[edit] Wave 16
Monsters: Yt-MejKot (1), Tz-Kih (1)
Strategy: Use the exact same strategy as the previous wave. Lure the Yt-MejKot into the safespot and let it linger there while you deal with the Tz-Kih. (If you're lucky, the Tz-Kih may become trapped behind the Yt-MejKot, and if that happens you can Range/Mage the Tz-Kih without losing prayer.) After the Tz-Kih is disposed of, defeat the Yt-MejKot.
[edit] Wave 17
Monsters: Yt-MejKot (1), Tz-Kih (2)
Strategy: See above, except be prepared to lose a little more prayer this wave unless the Tz-Kihs get trapped.
[edit] Wave 18
Monsters: Yt-MejKot (1), Tz-Keh (1)
Strategy: You now face two Melee monsters, both of which can be safespotted. Depending on how the monsters line up, the Tz-Keh may be in front, or behind the Yt-MejKot. Once everything is positioned, how you deal with the monsters is up to you. Keep in mind that the Tz-Keh will split when it is killed, and the Yt-MejKot may move forward into the “up front” position- and if you're not careful, you may end up in its attack range for a moment.
[edit] Wave 19
Monsters: Yt-MejKot (1), Tz-Keh (1), Tz-Kih (1)
Strategy: Tactics remain much the same in this wave; treat it as you would Wave 16, except try to make sure both Melee monsters get stuck in front of the safespot.
[edit] Wave 20
Monsters: Yt-MejKot (1), Tz-Keh (1), Tz-Kih (2)
Strategy: Again, liberal use of the safespot in this wave is your savior. This wave is similar to Wave 18, so a repeat of strategies from that wave will suffice here.
[edit] Wave 21
Monsters: Yt-MejKot (1), Tz-Keh (2)
Strategy: More safespotting. If a Tz-Keh slips through the safespot to engage you, deal with it quickly before the recoil damage and its attacks can add up on you. Also, congratulations; you have passed one-third of the waves in the TzHaar Fight Cave at this point.
[edit] Wave 22
Monsters: Yt-MejKot (1), Tok-Xil (1)
Strategy: Since the introduction of the Yt-MejKot, you have been using more or less the same tactics. The appearance of a Ranging monster changes things somewhat; safespotting is not quite as effective now, because the Tok-Xil will Range you anyway. Fortunately, a new tactic becomes available at this wave, one called trapping. You will recall that the Yt-MejKot is a threat only when you are in its attack range. Safespotting is effective against this monster because you can attack it with an obstacle in the way that prevents it from getting to you. With this in mind, you can use the Tok-Xil as a safespot of sorts, by positioning it between you and the oncoming Yt-MejKot. The Yt-MejKot will stop against the Tok-Xil, leaving you to duel the Tok-Xil as normal. Protect from Ranged while standing outside its Melee range will ensure that you take it down without a scratch. As soon as you bring down the Tok-Xil, turn on Protect from Melee and run for the safespot, then defeat the Yt-MejKot as normal. One final note: You can still make use of the Italy Rock safespot to keep the Yt-MejKot at bay and Range/Mage the Tok-Xil with Protect from Ranged. This is a more conservative approach; the trapping technique is more risky (you may accidentally wander into the Melee range of the Tok-Xil, or take damage from the Yt-MejKot), but if executed correctly, just as effective and a bit easier on Prayer.
[edit] Wave 23
Monsters: Yt-MejKot (1), Tok-Xil (1), Tz-Kih (1)
Strategy: Ordinarily the appearance of Tz-Kih makes it your priority target, but things are a bit different in this wave; you now have a Ranged monster and a powerful Melee monster to contend with, and hunting down the Tz-Kih is not as safe a strategy as it was. Instead, it helps to first position the Yt-MejKot wherever you need it to be- behind the Italy Rock safespot, or behind the Yt-MejKot, depending on your preference- and then commence fighting. The Tz-Kih might also become trapped behind the Tok-Xil, in which case after the defeat of the Tok-Xil you can follow Wave 16's strategy to finish the wave. If the Tz-Kih does not become trapped, kill it while standing outside the Tok-Xil's range with Protect From Ranged on. Once again, make sure neither the Tok-Xil nor the Yt-MejKot closes to Melee range.
[edit] Wave 24
Monsters:Yt-MejKot (1), Tok-Xil (1), Tz-Kih (2)
Strategy: This wave follows more or less the same strategy as Wave 23. Remember that both Tz-Kihs may become trapped, or one might, or neither might, and plan accordingly.
[edit] Wave 25
Monsters: Yt-MejKot (1), Tok-Xil (1), Tz-Kek (1)
Strategy: Follow the same trapping strategy as Wave 22. If the Tz-Kek becomes trapped along with the Yt-MejKot, then use Wave 18's strategy after the Tok-Xil is down; if it doesn't you may choose to defeat it as you would defeat an untrapped Tz-Kih in Wave 23. You may also leave it for later and just take whatever hits it gives out.
[edit] Wave 26
Monsters: Yt-MejKot (1), Tok-Xil (1), Tz-Kek (1), Tz-Kih (1)
Strategy: Now things get interesting! You're faced with all four types of monsters you've encountered so far. Fortunately the same trapping tactic works here, to stall the Yt-MejKot and deal with the “lesser” monsters first. Mostly it becomes a matter of defeating the Tok-Xil, and then using strategies from previous waves (most likely Wave 19) to deal with the remaining three monsters.
[edit] Wave 27
Monsters: Yt-MejKot (1), Tok-Xil (1), Tz-Kek (1), Tz-Kih (2)
Strategy: Tactics remain much the same here as in Wave 27. Watch for the extra Tz-Kih.
[edit] Wave 28
Monsters: Yt-MejKot (1), Tok-Xil (1), Tz-Kek (2)
Strategy: Not a whole lot of change here, either. Be careful for the second Tz-Kek; if you can trap all three Meleers, do it.
[edit] Wave 29
Monsters: Yt-MejKot (1), Tok-Xil (2)
Strategy: This wave is interesting. One way to deal with all of the monsters is to trap the Yt-MejKot as usual, and Range/Mage the other Tok-Xil, then defeat the remaining monsters as you see fit. Using Italy Rock works as well.
[edit] Wave 30
Monsters: Yt-MejKot (2)
Strategy: Guthan's users will love this wave! Simply activating Protect from Melee and standing between the Yt-MejKot will allow you to recover full HP in no time. This is one of only two waves in the Fight Caves during which this trick can be used, so take advantage of it! For those of us without Guthan's, Italy Rock is the key to beating this wave with a minimum of pain (and Prayer). Line them up and deal with them, one at a time.
[edit] Wave 31
Monsters: Ket-Zek (1)
Strategy: This wave marks the halfway point of the Fight Caves, so pat yourself on the back for making it this far. Then get your hand back on the mouse because you have a new opponent: the Ket-Zek. This monster is a tank. It uses a combination of Melee and Magic attacks that hit maximums of 49 and 60, respectively. While this may seem incredible, it's nothing compared to the power of the final boss of the Fight Caves, so consider this a warm-up. In terms of strategy, the Ket-Zek is very similar to the Tok-Xil, except for two important distinctions: it has a (much, MUCH) stronger Magic attack instead of Ranged, and its Melee attack is devastating rather than simply strong. Remember: Never, EVER, under ANY circumstance, enter this monster's Melee range. One attack powerful enough to kill you in 1-3 hits is enough; you really don't want to contend with two, as Ket-Zek will switch between both if you melee him with anything but a halberd. With that in mind, the best way to defeat a Ket-Zek is with a distance attack and Protect from Magic. Following the pattern of Tok-Xil, it will not pursue you once you are in its considerable Magic range, so you can sit there and fire away at it while watching its attacks bounce off your Prayer. It is possible to use the same halberd-range strategy against Ket-Zek that you can use against Tok-Xil, but if you choose this, remember not to make a mistake and wander into its Melee range, or you will be sorry.
[edit] Wave 32
Monsters: Ket-Zek (1), Tz-Kih (1)
Strategy: Compared to the absolute beast that is the Ket-Zek, a Tz-Kih may seem like nothing, but here you definitely want to bring it down first; from here on out you're going to need as much Prayer as you can get. Stay away from the Ket-Zek, turn on Protect from Magic, and slaughter the Tz-Kih. Then defeat the Ket-Zek however you see fit.
[edit] Wave 33
Monsters: Ket-Zek (1), Tz-Kih (2)
Strategy: Same as Wave 32.
[edit] Wave 34
Monsters: Ket-Zek (1), Tz-Kek (1)
Strategy: If you are incredibly conservative, you can trap the Tz-Kek behind the Ket-Zek and let it sit until you're done with the Ket-Zek, then safespot the Tz-Kek. Otherwise, you can simply kill it first and then deal with the Ket-Zek.
[edit] Wave 35
Monsters: Ket-Zek (1), Tz-Kek (1), Tz-Kih (1)
Strategy: This is basically a “complete however you want” wave. You may choose to hunt down the Tz-Kih first, or try to trap it behind the Ket-Zek. Either way, this wave is very similar to others that you've seen and does not present anything new.
[edit] Wave 36
Monsters: Ket-Zek (1), Tz-Kek (1), Tz-Kih (2)
Strategy: You can use the same strategy as in Wave 35 here, although it might be more advantageous to try trapping at least one Tz-Kih behind the Ket-Zek, then Ranging/Maging it.
[edit] Wave 37
Monsters: Ket-Zek (1), Tz-Kek (2)
Strategy: Another wave that depends largely on personal preference. Guthan's users may choose to leave the Tz-Kek until later, defeat the Ket-Zek first, then heal from the Tz-Kek. Otherwise, you might hunt one Tz-Kek and trap the other, or trap both, or kill both before defeating the Ket-Zek. Up to you.
[edit] Wave 38
Monsters: Ket-Zek (1), Tok-Xil (1)
Strategy: This... is where the pain begins. You're now faced with a Ranging enemy and a Maging enemy. Comparing max hits means you're pretty much forced to choose Protect from Magic, which leaves you vulnerable to the Ranged attacks. It goes without saying that the Tok-Xil now becomes your priority target. Turn on Protect from Magic and waste the Tok-Xil as fast as you possibly can, to avoid taking too much damage from its Ranged attacks. Good metal armour would be a large advantage here as you can close to Melee range with it and have decent protection against its attacks. Once the Tok-Xil is gone, defeat the Ket-Zek as normal.
[edit] Wave 39
Monsters: Ket-Zek (1), Tok-Xil (1), Tz-Kih (1)
Strategy: Which is more important to you: preserving your HP or preserving your Prayer? You'll have to ask yourself that question for the next five waves, and act accordingly. If you have extra super restore potions or prayer potions (and I mean a LOT of extra), then you could kill the Tok-Xil first, then the Tz-Kih, then the Ket-Zek, all while using Protect from Magic. If you can trap the Tz-Kih behind the Tok-Xil, the problem is solved, but don't count on being able to do it. Otherwise, it may be in your best interests to kill the Tz-Kih quickly, then focus on the Tok-Xil.
[edit] Wave 40
Monsters: Ket-Zek (1), Tok-Xil (1), Tz-Kih (2)
Strategy: Much the same as Wave 39, but with an added penalty: you'll lose twice as many prayer points if you choose to ignore the Tz-Kih until the Tok-Xil is down.
[edit] Wave 41
Monsters: Ket-Zek (1), Tok-Xil (1), Tz-Kek (1)
Strategy: Tz-Kek is a lot less of a threat than Tz-Kih, meaning you can kill the Tok-Xil first. Afterwards, the situation evolves into nothing you haven't seen before.
[edit] Wave 42
Monsters: Ket-Zek (1), Tok-Xil (1), Tz-Kek (1), Tz-Kih (1)
Strategy: Mostly the same as Wave 39; there are far larger threats than the Tz-Kek, so leave it. Try to trap it if you can. Also note that you are two-thirds done with the Fight Caves.
[edit] Wave 43
Monsters: Ket-Zek (1), Tok-Xil (1), Tz-Kek (1), Tz-Kih (2)
Strategy: Same as Wave 40. Suggested priority order: Tz-Kih, Tok-Xil, Ket-Zek, Tz-Kek.
[edit] Wave 44
Monsters: Ket-Zek (1), Tok-Xil (1), Tz-Kek (2)
Strategy: Kill the Tok-Xil quickly, then trap at least one of the Tz-Keks and kill the remaining monsters.
[edit] Wave 45
Monsters: Ket-Zek (1), Tok-Xil (2)
Strategy: Oh, boy! Twice as many Ranged attacks this time! Follow the standard pattern- kill the Tok-Xils then defeat the Ket-Zek- and hope you don't take too much Ranged damage.
[edit] Wave 46
Monsters: Ket-Zek (1), Yt-MejKot (1)
Strategy: Yt-MejKot returns, bringing with him a different sort of threat. No longer are you practically guaranteed to take damage every wave (at least, for now) but you WILL be in trouble if you blunder into the attack range of the Yt-MejKot. Fortunately the same trapping strategy you used earlier is effective here as well; activate Protect from Magic, trap the Yt-MejKot behind the Ket-Zek, defeat the Ket-Zek and safespot the Yt-MejKot.
[edit] Wave 47
Monsters: Ket-Zek (1), Yt-MejKot (1), Tz-Kih (1)
Strategy: Same as above, but trap the Yt-MejKot BEFORE messing with the Tz-Kih, or you'll be taking a load of Melee damage right in the face.
[edit] Wave 48
Monsters: Ket-Zek (1), Yt-MejKot (1), Tz-Kih (2)
Strategy: Same as above.
[edit] Wave 49
Monsters: Ket-Zek (1), Yt-MejKot (1), Tz-Kek (1)
Strategy: Again, first thing is to trap the Yt-MejKot, then deal with either the Ket-Zek (if the Tz-Kek becomes trapped) or the Tz-Kek (if it maneuvers around the Ket-Zek).
[edit] Wave 50
Monsters: Ket-Zek (1), Yt-MejKot (1), Tz-Kek (1), Tz-Kih (1)
Strategy: Trap the Yt-MejKot, as usual, and then defeat either the Ket-Zek or the Tz-Kih. If you can trap the Tz-Kih, do so.
[edit] Wave 51
Monsters: Ket-Zek (1), Yt-MejKot (1), Tz-Kek (1), Tz-Kih (2)
Strategy: Same as above, just with the now-familiar addition of another Tz-Kih.
[edit] Wave 52
Monsters: Ket-Zek (1), Yt-MejKot (1), Tz-Kek (2)
Strategy: You can just follow the same strategy as Wave 49 here, so long as you adjust for the extra Tz-Kek.
[edit] Wave 53
Monsters: Ket-Zek (1), Yt-MejKot (1), Tok-Xil (1)
Strategy: The final stretch before TzTok-Jad is here, and it's no pushover. You're now faced with strong monsters that are eager to use all three corners of the combat triangle on you, and one mistake can potentially lead to defeat. As before, Protect from Magic is essential as long as the Ket-Zek is still around. Fortunately, all you need to do here is combine strategies from before: keeping the Yt-MejKot away from you by using the safespot and/or another monster to block its path, for example. The Tok-Xil is your primary target, once again, and once it is dead you can kill the Ket-Zek, then safespot the Yt-Mejkot as normally. Keep it together; you're almost there!
[edit] Wave 54
Monsters: Ket-Zek (1), Yt-MejKot (1), Tok-Xil (1), Tz-Kih (1)
Strategy:
[edit] Wave 55
Monsters: Ket-Zek (1), Yt-MejKot (1), Tok-Xil (1), Tz-Kih (2)
Strategy:
[edit] Wave 56
Monsters: Ket-Zek (1), Yt-MejKot (1), Tok-Xil (1), Tz-Kek (1)
Strategy:
[edit] Wave 57
Monsters: Ket-Zek (1), Yt-MejKot (1), Tok-Xil (1), Tz-Kek (1), Tz-Kih (1)
Strategy:
[edit] Wave 58
Monsters: Ket-Zek (1), Yt-MejKot (1), Tok-Xil (1), Tz-Kek (1), Tz-Kih (2)
Strategy:
[edit] Wave 59
Monsters: Ket-Zek (1), Yt-MejKot (1), Tok-Xil (1), Tz-Kek (2)
Strategy:
[edit] Wave 60
Monsters: Ket-Zek (1), Yt-MejKot (1), Tok-Xil (2)
Strategy:
[edit] Wave 61
Monsters: Ket-Zek (1), Yt-MejKot (2)
Strategy:
[edit] Wave 62
Monsters: Ket-Zek (2)
Strategy:
[edit] Wave 63
Monsters: Tz-Tok Jad (1), Yt-Hurkot (4)
Strategy: DUN DUN DUN! Having eliminated all the preliminary monsters, enter TzTok-Jad, the biggest and baddest monster the TzHaar can throw at you. You could benefit from reading Jad's article for more information on him, but I'm going to go ahead and touch over the basics.
TzTok-Jad, otherwise known as Jad, is a level 702, 250-hitpoint monster that attacks with all three points of the combat triangle. All of his attacks can deal up to 97 damage and could very well OHKO almost any player. Fortunately there is a silver lining: Jad's attacks are very distinctive, and if you pay close attention during the fight, you will be able to read his moves and determine which prayer to bring up to block his attacks.
His Melee attack consists of just punching you square in the jaw with those enormous hulking arms of his. This attack is very quick and cannot really be predicted, which is why it is advised to run Protect from Melee as your default prayer whenever you are in his Melee range. This means that if Jad uses another attack, forcing you to switch prayers, you should immediately switch back to Protect from Melee.
To perform his Ranged attack, Jad slams his forelegs down onto the ground. This dislodges a giant rock from the ceiling, which will fall and nail you. If you see Jad rear up onto his hind legs, immediately switch to the Protect from Missiles prayer, as you cannot dodge this rock by running.
Finally, his Magic attack. Jad will conjure up a large ball of lava on his back, which will roll down the length of his body and then fly straight at you. This is an easy attack to anticipate, so long as you can see the ball of lava. Protect from Magic, of course, negates all damage if put up in time.
When fighting Jad, there is a second silver lining. As with the Ket-Zek and the Tok-Xil before him, Jad will not move towards you once you are within his substantial attack range. This means that, unless you are using a non-halberd melee weapon to fight Jad, you only have to deal with two of his attacks: Ranged and Magic. This makes prayer-switching much easier and allows you to focus more on your offense.
Before Jad spawns, move to either side of Italy Rock and turn on either Protect from Magic or Protect from Ranged. Preferably make it whichever attack style you're weakest against; if using Barrows or similar melee armor, put up Protect from Magic. Unless you have the fortune of Jad spawning right next to you, you won't know which attack is coming at you until it's too late. If you're lucky Jad will move to the other side of Italy Rock in an attempt to get at you. If he does this, he won't be able to fire over the whole thing, so use this time to gather your wits, drink a dose of prayer potion if you need it, and prepare to engage Jad.
For the first half of the fight, minus the prayer-switching, you may treat Jad as any other monster. Fire away at him from a distance if using Ranged or Magic. Turning Auto-Retaliate on may help if you have to break off for a moment to drink prayer potion or adjust your position. Let your character attack Jad on his or her own and focus on defending against his attacks. Meleers, make sure you use Protect from Melee every second you aren't using either of the other two to defend against another attack. If using a halberd, be extremely careful about your positioning and don't wander into his Melee range.
When you manage to drop Jad down to half health, he will summon four Yt-HurKots to aid him. If you ignore them, they will heal Jad faster than you can damage him, and the fight will continue until you run out of prayer and die. If you kill them, and they manage to heal Jad past half health, he will simply summon them again when he reaches half health. What you do here is attack the four Yt-HurKots once, to get them to focus on you instead of Jad. They are Melee-based monsters with a max hit of 14, so wearing good Melee armor at this stage is a good idea. If you've been saving any food, now is the time to use it. Also, if you have the prayer for it, you might try turning on a Defence-boosting prayer, such as Steel Skin, Chivalry or Peity. You will burn twice as much prayer while running this with a protection prayer, however. If you can, trap the Yt-HurKots behind Jad or at Italy Rock so they can't swing at you.
Once you have their attention, continue beating up on Jad just like before. With enough prayer and enough patience, you will eventually bring him down.
[edit] Completion And Reward
If you manage to survive the intensity that is the TzHaar Fight Cave, the utmost congratulations to you! You have beaten the largest challenge in RuneScape. To signify this, TzHaar-Mej-Jal will grant you the strongest cape in the game: the fire cape. This cape gives the best stats out of capes in RuneScape, and is the only animated cape in the game. It is undeniable evidence that you triumphed against the mighty TzTok-Jad and all of his minions. You will also be granted 8,033 Tokkul.
Every time you complete the Fight Cave, you will be given another fire cape and another 8,033 Tokkul. Spare fire capes can be sold to TzHaar-Mej-Jal for 8,000 Tokkul each. However, it might be worthwhile to keep them, as it can be a huge downer if you die and lose the fire cape, because the only way to get another one is to complete the Fight Cave again.
[edit] Credits
- First off, kudos to Jagex for making an awesome MMORPG, and implementing such a ridiculously tough challenge.

