The Elder Kiln

The Elder Kiln is a quest focused on the origins of the TzHaar. A Return To Stone, a new lore released before the quest, introduces the theme.

Hatching a Ga'al
'''Note on combat: All combat in this quest takes place in safe areas, and no items will be lost apart from you've consumed. However, dying will reset that area of combat, and you will have to start that fight again.'''

Speak to TzHaar-Mej-Jeh by the hatching pools, in the north-east part of TzHaar City. He will say that his egg is dying because it is too cold. The Mej have tried to save it, but they say it is beyond help. Mej-Jeh disagrees; he thinks that even though many eggs are being born different or dying, his egg is stronger and will be a great TzHaar. He asks you to help.

TzHaar-Mej-Ak and Mej-Jeh will help you to keep the egg within the optimum temperature for hatching. To do this, you need to cast fire spells to heat it up and water spells to cool it down, keeping it between the two markers on the temperature gauge. It is advisable to let the egg cool slightly, and only cast when it is too low, or the TzHaar-Mejs' fire attacks may push it too high. The markers on the gauge will move periodically. When the temperature is between the markers, the hatching percentage rises, and the percentage lowers when the temperature is outside the markers.

Despite your efforts, the egg hatches as Ga'al. Mej-Ak takes it away to join the others for the Fight Pit.

Restoring memories
TzHaar-Mej-Jeh explains that Ga'al-Jeh has to die because he is useless without memories, and the TzHaar do not have any way to teach new skills. More and more eggs are dying or hatching as Ga'al, and it is becoming a problem for the race.

Mej-Jeh thinks he has a way to give the Ga'al their memories back, but he doesn't think the other Mej will approve. They think the TzHaar shouldn't go back there, but Mej-Jeh thinks it is the only way to save their racial memories. But he needs a Ga'al to test his theory on and he has chosen his son, Ga'al-Jeh.

You now need to get Ga'al-Jeh from the Main Plaza, west of the hatching pools. Talking to him shows that he is unwilling to leave when asked. Talk to TzHaar-Mej-Ak. He will tell you you will have to protect the Ga'al from death in the fight pits yourself if you want to rescue it. You will need to be prepared for a moderately hard fight involving all three styles of the combat triangle, against quite high levelled enemies. Note that you are allowed to bring familiars, but they can't have anything in their inventory. Thus, a good choice would be a healing familiar such as a unicorn stallion or a combat familiar such as a steel titan. You will have to fight TzHaar-Ket-Yit'tal after all enemies are defeated, so a prayer potion may be required.

Protecting the Ga'al
'''This is a Safe fight! You will keep your items on death.'''

At the start of the fight, the player spoofs are either fighting each other, one of the TzHaar in the area or Ga'al-Jeh. At the top-left corner of your screen you will see the remaining health of Jeh, which you need to keep as high as possible. When you attack a monster in the area, it will focus on you. You can use the centre of the area as safespot, and possibly trap the hardened TzHaar-Ket on top of Ga'al-Jeh to let him act as safespot against other melee enemies.

Protect prayers or deflect curses will fully block all damage, but the TzHaar-Xil (Hardened) uses two attack styles, so even in a fight with only him, you can still be hit very high amounts of damage. It's advised to wait until the fighting enemies have finished fighting (until one of them is dead) before attacking them, to make it easier for you to win.

A good strategy is to take out Odischamp, as he usually starts off attacking Ga'al-Jeh. Be sure to use Protect from Magic, since he can hit fairly high. Then, attract the attention of the two TzHaar-Xil, and bring them into melee range. It appears that when in close range, the TxHaar-Xil will almost exclusively use melee attacks, so Protect from Melee will block most, if not all of the damage. LolthenKILL and FightpitPker's battle should be over soon after beginning the fight with the TxHaar-Xil, and whoever won will be at low health, so use the appropriate prayer and finish them off. NoRemorse77 won't be a problem, since she apparrently lost her claws before the beginning of the Fight Pit. Make sure to keep an eye on the TzHaar-Kets, as they can easily kill the Ga'al if they aren't focused on you.

After killing all enemies in the fight pits, TzHaar-Mej-Jeh and TzHaar-Mej-Ak will have a short conversation, and Mej-Ak will call TzHaar-Ket-Yit'tal, the TzHaar champion, to kill the Ga'al. He uses melee only, so if you have enough prayer left, you can just use protect from melee or deflect melee and fight him until he dies. The TzHaar Champion will also begin attacking you immedately, so Melee Protect as your quick prayer option is recommended. The TzHaar Champion can drain your prayer when attacking you. You can safe-spot if maging or ranging. Stand between the pillar in the middle, and Ga'al.

To the Kiln
After the fights, talk to one of the TzHaar-Mejs. After a conversation about how Mej-Jeh wants to transfer the TzHaar's memories using TokKul, he will send you to the Kiln to transfer the memories from Ket-YitTal's TokKul to Ga'al-Xox.

The Kiln can be found to the east of the Main Plaza. The TzHaar-Ket at the entrance will give you access to your bank, allowing for quick restocking of supplies after clearing each checkpoint.

Proceed to the Kiln and try to enter the cave, where the guard will warn you that he can hear some Ket-Zek in the cave, so be sure to carry some prayer potions and either a rune or dragon pickaxe or the inferno adze. Additionally, it is advisable to bring a ranged weapon and ammunition whilst proceeding through this section to defeat the Ket-Zek with ease.

After entering, you will encounter a short cut scene in which Ga'al-Xox will stop following you after jumping a short chasm. You will tell Ga'al-Xox how to venture across and it will continue to follow you.

Praying protect/Deflect Magic throughout your journey in these caves is highly recommended as even with high magic absorption, you will suffer devastating hits.

Room 1
As you proceed you will encounter lava monsters and the TokTz-Ket-Dill. You can use Protect From Magic to nullify the attacks from the lava monsters, but to fight TokTz-Ket-Dill you will have to initially fight with your pickaxe to penetrate its armour - it will occasionally stomp incurring unavoidable damage throughout the fight. If you have Protect Melee/Deflect Melee activated, the TokTz-Ket-Dill will use it's stomp attack frequently, inflicting upwards of 200 damage every time.

Once you have cleared all these monsters, you can proceed into the next room. Before doing so, investigate the skeleton by the end of the cavern to receive the journal of Perjour, which is needed later.

Room 2
In the next cavern, you will encounter two Ket-Zek and more lava monsters.If you have deflect magic and do not want to fight the Ket-Zets, turn on deflect magic and draw fire from the Ket-Zeks. This will kill them slowly but effectivly. These will have to be beaten before you can proceed into the next room. Also note if you have dreadnips they can be used to kill the Ket-Zek but you must attack them once in a while then step out of their melee range.

Room 3
The next room contains four more lava monsters and a TokTz-Ket-Dill.

After defeating the monsters in this cave, you will come across a giant door and some ancient scales, this is where the journal of Perjour comes in very handy. Refer to the note in the journal to decode the messages that the ancient scales read. The amount specified is shown in the TzHaar language, an example being: 7 + 16 - 4 - 3 (right) and 5 - 3 + 2 + 7 (left), making 16 on the right and 11 on the left. It is different for every player. If the incorrect amount of Tokkul is placed on the scales the player will be hit for 300 of damage.

Once the correct amounts of Tokkul have been placed on each scale, the ancient door will open.

Room 4
Again you will have to jump over chasms. Follow the map and you will eventually come across another TokTz-Ket-Dill. Follow the road and jump over the next few chasms and enter the Cave Entrance.

Room 5
Upon entering the next room, you will be confront by a Yt-MejKot and three more lava monsters, use Protect from Mage whilst chipping away the Mejkot's health and then worry about the lava monsters. Theres a safe spot for ranging/mage just east of the room entrance.

In the Kiln
When you finally enter the kiln itself, you will have a brief conversation, then you will be attacked by seven waves of creatures, in a manner similar to the Fight Caves. This fight, like the caves, is safe; however it is still the most difficult part of the quest.

The Kiln waves contain five kinds of monsters:


 * TokHaar-Hur (Level 100) - Melee
 * TokHaar-Ket (180) - Melee
 * TokHaar-Xil (140) - Ranged
 * TokHaar-Mej (160) - Magic, but will hit melee at close range
 * TokHaar-Ket Champion (357) - Melee, will periodically drain prayer points

The waves are as follows:


 * 1) 2 TokHaar-Hur, 1 TokHaar-Xil
 * 2) 1 TokHaar-Xil, 1 TokHaar-Ket, 1 TokHaar-Mej
 * 3) 2 TokHaar-Xil, 1 TokHaar-Mej
 * 4) 2 TokHaar-Hur, 1 TokHaar-Xil, 1 TokHaar-Mej
 * 5) 1 TokHaar-Hur, 1 TokHaar-Xil, 1 TokHaar-Ket, 1 TokHaar-Mej
 * 6) 2 TokHaar-Mej, 1 TokHaar-Ket, 1 TokHaar-Xil
 * 7) 1 TokHaar-Xil, 1 TokHaar-Mej, 1 TokHaar-Ket Champion

All of them can hit through prayer; however, prayer does greatly reduce their accuracy and damage.

Suggested inventory

 * Ket-YitTal's TokKul (required)
 * 3 prayer potions (flasks for lower levels)
 * Sharks
 * Crystal bow > rune crossbow > ruby bolts (e) > diamond bolts (e)

Optionally:
 * Soul Split curse
 * Penance aura; the combination of Soul Split and Penance together allow for healing during combat while regaining the prayer points spent praying.
 * Piety prayer or Turmoil curse; using these to boost your stats in fights against the tougher monsters can help kill them quicker.
 * Dreadnip, a reward from the Dominion Tower, can potentially inflict substantial melee and poison damage while also freezing its opponent in place.

Strategy
Pray against magic whenever there is a TokHaar-Mej present. As the kiln area is quite large, pray against magic if you have to run around looking for the last enemy of the wave.

If meleeing, deal with the mages by attacking once and walking away, to avoid their melee attack.

In the last wave, you will have to fight the Champion, along with a ranger and a mage. Pray melee, trap the ranger behind a barrier, and deal with the champion first.

Using terrain to limit the number of monsters attacking you at one time is a key tactic that helps you survive. An effective method of completing the event is to use the terrain to create safe-spots. In the south-east corner is an L-shaped barrier. One side of this barrier is tall enough to keep mage/range attacks from hitting you. By trapping mages and ranges on the north side of this barrier, you can deal with the monsters one at a time. The larger melee monsters, including the champion, can be maneuvered to get caught on the terrain, allowing them to be ranged or maged without being able to hit back. However, the champion is extremely resistant to ranged.

It is recommended to use ranged or magic to take out the mages, as they have a fairly strong melee attack they can use when you are in range. Pray magic and take them out from a distance.

You can also "camp them to death" via using excalibur extrem and save spotting the last enemy.

Another great strategy is to pick off the monsters and luring them to corners. This does exceptionally well when using a New or Full Crystal Bow, while wearing armors giving high defense, as the bonus of the bow is high enough for you to hit well, with about 75 ranged. This works very well on the mages.

Once all the waves are complete the champion has been defeated, TokHaar-Hok will appear in the center of the arena, beckoning you to speak to him. He will tell you that he is a TokHaar, the original species the TzHaar derived from, and are continuously reborn by the Kiln, which they were created in. You convince TokHaar-Hok to allow your Ga'al to be reborn in the kiln, which he agrees to.

Reborn, the Ga'al complains of the sheer pressure of being in Tokkul form. You and the Ga'al are sent from the Kiln, with TokHaar-Hok desiring more battle.

Decision
After you have spoken to TokHaar-Hok, you will need to run back out of the caves. Along the way, the Ga'al will talk to you about the new memories. With monsters appearing, which you must flee from.

After you leave the caverns, the Ga'al will ask you to meet it in the Main Plaza. Go to the main plaza and speak to either TzHaar-Mej-Jeh or TzHaar-Mej-Ak to enter a cutscene. The Ga'al will be asked to prove he has the memories, by defeating a TzHaar-Ket (Hardened). After he does, he will explain that being turned into Tokkul is torture and more Ga'al can't be infused with memories.

No matter what the player says, the TzHaar will ignore Ga'al's warning. Ga'al will return to the Kiln and report what has happened to TokHaar-Hok.

Rewards

 * 2 Quest points
 * 100,000 experience lamp for Attack, Strength, Defence, Magic or Ranged (Level 75 minimum)
 * 50,000 Magic experience
 * 30,000 Agility experience
 * Tokkul-Zo, which increases damage to TzHaar, lava, and obsidian monsters, while also allowing teleportation around TzHaar City
 * Access to the Fight Kiln
 * Ability to claim, and remove the title "YtHaar", meaning "sacred-cold"
 * If the quest is completed within two weeks of release (before 29 February), you will recieve an additional early bird tome, granting the same amount of experience the quest rewarded, effectively doubling the experience rewards

Trivia

 * This quest is the first to feature an early bird bonus, where players who complete it within two weeks of the update (before 29 February 2012) receive double experience rewards.
 * Perjour's journal makes references to the Firemaker's Curse quest.