Fight Kiln/Strategies

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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 70? (for Soul Split and Turmoil or Rigour and Augury).
 * 85+, , , , , and
 * 90+ (for overloads, can be achieveable with boosting by spicy stews)
 * 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/Polypore 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.


 * If you have lower levels it is recommended to activate your aura later in the kiln


 * 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 For lower levels/if using lower-end gear:
 * 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/Summer pies/Rocktails*
 * 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.
 * 4 super restores flasks
 * 4 prayer renewal flasksFightkilnMedLevel.png
 * Pickaxe or dreadnips
 * Equipment for all combat styles (on average this takes 8 inventory spaces)
 * 6 Summer pies or Rocktails (more or FightKilnWelfare.png, depending on what gear you're carrying.)*
 * If you have overloads, replace 3 super restores and 1 brew with 4 overloads flask.

Beast of burden inventory
If using pack yak (optional if you want to risk it bring a war totoise) : If using war tortoise:
 * 20+ Summer pies or Rocktails (For higher levels little food is actually needed)*
 * 4 Super restore flasks (Can be swapped with Super prayer potions but be certain to bring at least one for renewing familiar timers)
 * 1 Unicorn stallion pouch (if both the beasts of burden run out)
 * 100 Healing aura scrolls
 * 12 Summer pies or Rocktails (Again, lower level food will also work)
 * 4 super restores
 * 2 extra pouches
 * If you're bringing a healer familiar, replace 2 Summer pies with the healing familiar and scrolls (at least 600 if using fruit bat, 180 if using titan or unicorn stallion).
 * Saradomin brew flasks do heal more than Summer pies and Rocktails; however, they should only be used if you have very low defence as the Fight Kiln does not require an excessively large amount of food due to the Regenerate, Rejuvenate, and Resonance abilities.

Action bar setup
The Action Bar is one of the most important elements of combat strategy and especially for the Fight kiln. Recommended setup for the hot bar goes as follows (although it can be done differently this is just a base setup): When fighting a monster, open the section of the ability book respective to which combat style is being used and try to use abilities directly after an auto-attack. This will maximize damage output and speed up the kiln. Try to avoid Surge and Escape because they can ruin lures especially on waves 28 and 35. The last three abilites will require the use of a shield so remember to bring one. The Regenerate ability should be used at the end of every wave so try to keep your adrenaline high at the end of a wave. The Rejuvenate ability restores 40% life points and all stats to their base levels. Only use this when tanking more than combat style/creature when in need of healing. This ability can eliminate the need for food. Do not take off the shield for the full 10 seconds it takes to heal you or else you'll have wasted your adrenaline. Dreadnips are automatically sent to attack your current target so simply pressing your keybind for the Dreadnip will deploy it.
 * 1) Slice
 * 2) Sever
 * 3) Piercing Shot
 * 4) Ricochet
 * 5) Protect from/Deflect magic prayer/curse (Curses are highly recommended for the Jads as they will deflect enormous amounts of damage)
 * 6) Protect from/Deflect Missiles (ranged)
 * 7) Soul split (If high enough level) or Take BoB/Cast Special Ability
 * 8) Dreadnips or Asphyxiate
 * 9) Resonance
 * 10) Reflect
 * 11) Rejuvenate
 * 12) Regenerate

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).

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 TokHaar-Ket-Zek 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 you're 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 TokHaar-Ket-Zek. Once the Ket-Zek is killed, step north and kill Jad as normal. If you're 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.

A far simpler method is to stand on the north-east side of the kiln rock, and activate the invulnerability crystal when the wave starts. Only the TokHaar-Yt-MejKot and the TokHaar-Jad will be able to attack you. Kill the TokHaar-Yt-MejKot, then kill Jad while prayer switching. One they are dead, go south to take care of the Tok-Xil and Ket-Zek.

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, it is recommended to wear your ranged armor, pray range and stay south then kill all mage tentacles with range in order to build up adrenaline. If you don't wish to change to ranged then you can kill the tentacles with mage as they have fairly low defence. When Har-Aken's head appears, switch to mage gear and mage it (if you have a lowe defence level the Har-Aken can be maged in range gear), remember to change protection prayers accordingly to the tentacles. Using a magic crystal is recommended if experienced, even players with a decent magic defence and magic level may take heavy damage from the magic tentacles. Be wary of this if you intend to use a magic crystal. Even with negative magic attack bonus, magic will still be able to hit consistently.

In general: if you wear ranged armour while praying against range, kill the mage tentacles. If you wear mage armour while praying against range, kill either of the tentacles as they will deal about equal damage to you. Wearing melee armour will cause you to take slightly less damage, at the expense of mage attack.

Using your Constitution crystals on this wave will increase the healing from the Rejuvenate ability significantly and helps reduce the need for food. If you would like to speed up the kill you can use one constitution crystal and one mage crystal, or two mage crystals.