TzHaar Fight Cave

The TzHaar Fight Cave is an activity 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 702. Players will be rewarded with Tokkul for playing this activity, 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 Cave gives about 67,000 experience in combat skills. This is a safe activity, 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 caves is not cost free.

Up until the release date of this activity, the Kalphite Queen (level 333) was the most powerful creature in RuneScape. The introduction of the TzHaar Fight Cave introduced 2 higher-level monsters: TzTok-Jad (level 702) and Ket-Zek (level 360). The Kalphite Queen is widely regarded as more difficult to defeat than the level 360 Ket-Zek. TzTok-Jad was, for a long time, the strongest monster in the game. After 3 years, the Corporeal Beast (level 785) was released in the members quest, Summer's End, which was considered the hardest boss. And in January 2011 Nex was released, with a combat level of 1001. Despite this, Jad remained for a long time the strongest boss in terms of offensive power, and held the record for the highest max 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 level 780 TokHaar-Jad, with a max hit of over 1000.

Playing this activity till 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. 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.

Location
The Fight Cave is located in TzHaar City, deep under the ground of Karamja. First of all, the player has to travel to Karamja. There are a few ways to do this:


 * 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.


 * Teleport to one's Player-Owned House in Brimhaven.


 * Use the fairy rings (code BLP) to teleport directly to TzHaar city.
 * Use the Fight Caves option on the TokKul-Zo ring.

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 theTzHaar 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.



Map
The 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. Many pools of lava are located near the walls. 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.

Monsters
In this activity, 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 activity, 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.

The monsters are in order of appearance by wave number:

Monsters List
Recommended priority: Tz-Kih > Tok-Xil > Ket-Zek > Yt-MejKot > Tz-Kek

TzTok-Jad
TzTok-Jad is the final monster encountered in the Fight Cave. Examining it yields the discouraging message "This is going to hurt...". It is the fifth highest level monster in all of RuneScape that players can fight with conventional methods (succeeded by TokHaar-Jad, Har'Aken, the Corporeal beast, and Nex). 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.

General information
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 702, 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 - TzTok-Jad will alternate between Magic and Ranged attacks.

Attacks
Survival depends on watching TzTok-Jad's movements - an emote precedes the attack, telling the player which prayer to use.
 * Melee: TzTok-Jad quickly slams his fist into the player. 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 rises his front feet and emits a fireball - the player must turn on their prayer now. Then, the spell will be fired at the player. Once the ball is in the air, it's too late. If you weren't praying magic, you will be hit. 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 360) 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 must turn on their prayer now. Though, by the time you hear the sound, it's already too late. If you weren't praying ranged, you will be hit. (Which is why you need to pray ranged at the start) Next, a boulder will fall down on the player, which cannot be avoided by moving.

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 970 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 970, so you have a 100% chance of surviving a hit.) and rebounding very high hits back at him, usually in the high 700's. It is strongly recommended to bring either Saradomin Brews and Super Restores or Rocktails to heal above you maximum Life Points the wave right before Jad, in case things might go wrong.

Healers
When TzTok-Jad is down to half health, he will summon four Yt-HurKots (level 108 melee fighters with 600 LP and tiny in comparison) which will heal him, effectively causing him to regenerate endlessly until they are dealt with. Therefore, 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.

TzHaar Slayer Task
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 37,000 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:

48 TzKih (480xp), 40 TzKek [large (800xp)], 80 Tz-Kek [divided (800xp)], 36 Tok-Xil (1,440xp), 34 Yt-MejKot (2,720xp), 33 Ket-Zek (5,280xp), TzTok-Jad (25,000xp), and 8 Yt-HurKot (480xp).

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.

Rewards


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 (+11 in all defence bonuses) and strength bonus (+4) only equalled or surpassed by the Max cape, Completionist cape, and TokHaar-Kal. Magicians and Rangers who seek for offensive stats might want to consider other items. Numerous other capes, such as trimmed skillcapes and Ardougne Cloaks 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.

As of 9 November 2009, defeating the Fight Cave and TzTok-Jad rewards the player with double Tokkul.

Trivia

 * When the activity originally came out, players could use the Dwarf multicannon in the Caves. This was remedied shortly thereafter.
 * TzTok-Jad originally only used Ranged and Melee; however, Jagex later added Magic to his attacks so players couldn't kill TzTok-Jad as easily.
 * When the activity 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.
 * When summoning was released, scrolls could be brought to the caves and familiars summoned. This was probably fixed with the release of TokTz-Ket-Dill Quest.
 * Before the random event update it was possible to receive Genie, Evil Chicken, and Jekyll and Hyde Random Events inside the fight caves. This was to combat a problem with botting inside the caves for training purposes. These events were removed with the update, and random events usually do not occur in the Fight Cave anymore — it still occurs if a player logs out and logs back in after finishing a wave.
 * The fight caves can also be used as a place to recover for players killing Tzhaar monsters or Lesser Demons when their Prayer or Lifepoints 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.
 * The monsters' levels double as the waves increase. The first monster is level 22: 22+22 is 44, which is rounded up to 45. This makes the next monster level 45. 45+45 is 90, making the next monster level 90. 90+90 is 180, making the next monster level 180. 180+180 is 360, making the next monster level 360. Finally, 360+360 is 720, but because the hitpoint limit was 255 (2550) when TzTok-Jad was introduced, he could not have 3200LP. Therefore his combat level is not 720 (double of Ket-Zek, 360), but only 702.
 * It is possible to get roughly 90k Ranged experience by using the range only method while completing the Fight Caves. Note that this depends on how much the Jad heals and how much damage is dealt to the healers.
 * The equation to find what wave a given monster will make its first appearance is $$W=2^t-1$$, where t is the tier of the monster (1-6, 1 being the level 22, 2 being the 45's, 3 being the 90's, 4 being the 180's, 5 being the 360's, and 6 being TzTok-Jad) and W is the wave it will first appear on. Or you could just double the starting wave and add 1. So 1st wave is the level 22, the 3rd wave is 45s, 7th is 90, 15th is 180, 31st is 360, 63rd being TzTok-Jad.
 * If you finished "Death to the Dorgeshuun" you can see a room that looks like it could be from something like this.
 * At RuneFest Mod Mark announced the as then un-named Fight Kiln minigame, which requires the sacrifice of one fire cape to enter which allows infinite tries at defeating the boss.

TzHaar Fight Cave TzHaar Fight Cave TzHaar Fight Cave