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
The entrance to the Tzhaar city has been moved to the top of Karamja Volcano, visible on the surface of the map

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.

Tip: when the percentage is high and the space between the markers small, the easiest way to keep the temperature in the right place is to spam fire bolt.

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 very hard fight involving all three styles of the combat triangle, against quite high levelled enemies. Note that it is 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.

Protecting the Ga'al
Note: You will have to fight TzHaar-Ket-Yit'tal after this wave, so remember to bring a prayer potion if your prayer level is below 80.

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 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 both 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.

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. (Note: It may kick you out of the arena and you will have to talk to him and say you want to enter before this cutscene happens. Unknown if this is supposed to happen.) 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 Champion will also begin attacking you immedately, so Melee Protect as your quick prayer option is recommended. You can safe-spot if maging or ranging. Stand between the pillar in the middle, and Ga'al. (Note: the TzHaar Champion can drain your prayer if he melees you)

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/ammo 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 mage throughout your journey in these caves is highly recommended as even with high Mage Absorption you will suffer devastating hits.

Room 1
As you proceed you will encounter Lava Monsters (level 198) & 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 (listed above) to penetrate its armour - it will occasionally stomp incurring unavoiadable damage throughout the fight. '''Note: 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 (Level 360) and more lava monsters.If you have deflect magic and do not want to fight the Ket-Zets than turn on deflect magic and draw fire from the Zeks. This will kill them slowly but effectivly. These will have to be beaten before you can proceed into the next room.

Room 3
The next room contains four more lava monsters (Level 198) and a TokTz-Ket-Dill (Level 100).



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 a large amount of damage.

Following this, based on the correct number of Tokkul being placed in the Ancient Scales, the Ancient Gate 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 (Level 100). 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 (Level 180) Yt-MejKot and 3 more Lava Monsters, use Protect from Mage whilst chipping away the Mejkot's health and then worry about the Lava Monsters.

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

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

Only the mage, ranger and champion can hit through prayer; however, prayer does greatly reduce their accuracy and damage.

Suggested setup

 * Torva > Bandos > Guthan's > Dragon
 * Chaotic rapier > Abyssal Vine Whip > Abyssal whip
 * Dragon defender > Dragonfire shield
 * Steadfast boots > Dragon boots
 * Goliath gloves > Culinaromancer's gloves 10 > Dragon gauntlets
 * Amulet of fury > Amulet of glory > Berserker necklace
 * Max cape > Ardougne Cloak 3 > Soul Wars cape > Fire Cape > Skillcape
 * Helm of neitiznot

Suggested Inventory
 * Ket-YitTal's TokKul (required)
 * 5 Prayer potions (flasks for lower levels)
 * Dragon Claws (for special) (Can use other cheaper methods available)
 * Sharks
 * Crystal bow > Rune crossbow > Ruby bolts (e) > Diamond bolts (e)

Very Useful if Available substantial melee and poison damage while also freezing its opponent in place.
 * 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.
 * Prayer renewal potion. One 3- or 4- dose potion should last the entire fight and allows only 2 or 3 regular prayer potions to be taken, freeing inventory room for other items.
 * 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



Pray against Magic whenever there is a mage 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 and 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 (and likely magic).

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.

Decision
After you have spoken to TokHaar-Hok you will need to run back out of the caves. In each cavern, the Ga'al will talk to you about the new memories. After each dialogue has ended, monsters will appear, but these can be avoided by running through the caverns to the end.

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 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
 * Access to the Fight Kiln
 * Ability to claim, and remove the title: YtHaar.

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.TEKEarlybirdBonus.png
 * Perjour's journal can be placed in a POH bookcase. It makes references to the Firemaker's Curse quest.