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 lost egg
'''All combat in this quest takes place in safe areas, and no items will be lost apart from what 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 pool, 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, the TzHaar will provide runes so you may cast fire spells to heat it up and water spells to cool it down, keeping it between the two markers on the temperature gauge, which moves up and down as time passes. Runes are not needed; you don't even have to be on Standard spells, and no experience is gained. 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.

It should be noted that it is always easier to get the temperature up than down, as the TzHaar-Mejs could only use fire spells. Also, the space between the markers becomes smaller and smaller as the hatch percentage increases. If the hatch percentage reaches 0, you must start all over.

Despite your efforts, the egg hatches as Ga'al. TzHaar-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
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 from TzHaar and player spoofs alike. The TzHaar-Xil (Hardened) use two attack styles (ranged and a basic melee attack).

A good strategy is to take out Odischamp immediately, as he starts off attacking Ga'al-Jeh. Be sure to use Protect from Magic or Deflect Magic, since he can hit fairly high. Then, attract the attention of the TzHaar-Xil who has begun ranging the Ga'al, and attack him at a distance with ranged prayers/curses. The TzHaar-Kets would be busy fighting each other, so ignore them for the time being. The Xil to the east would be idle at first. Don't attack it unless it starts attacking Ga'al-Jeh, as being attacked by two of the Xils is extremely dangerous. Make use of safe spots and avoid letting him attack you up close. After a while, the second TzHaar-Xil and the TzHaar-Ket will have killed their opponents and approach the Ga'al.

Attract the Ket's attention by attacking him, switch to ranged prayers/curses for a moment, strike the other Xil and run back to your spot. Both Xil's should be in melee range now, together with the Ket. Keep praying against melee to block all damage. NoRemorse77 will start attacking the Ga'al, so attract her attention as well. LolthenKILL and FightpitPKer's battle should be over soon afterwards, 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 apparently 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 the 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 using magic or ranged. Stand between the pillar in the middle, and Ga'al.

NOTE: If you die during the fight with the TzHaar Champion you won't have to do the pits again, you will only have to kill the champion.

TzHaar-Mej-Ak observes the battle behind a hot vent door at the south-east corner of the arena, which also serves as the only exit. There is no penalty for letting Ga'al-Jeh die, you just have to try again. If you die, you would respawn in the Main Plaza, lose no items and with stats fully recovered other than the notable exception for Special attack energy. Players might want to recharge it first before another attempt for best chance of victory.

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. Note that you will not be permitted to bring a summoning familiar into the Kiln.

After entering, you will encounter a short cut scene in which Ga'al-Xox will stop following after you jump a narrow 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. All monsters from here on out have attacks that can easily hit for over 200 life points unless proper protection prayers are used. Some monsters even possess the ability to hit through prayer, although only in low amounts.

NOTE: This area is safe and you will keep all your items when you die.

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’ll find some Tokkul, pick it up. You will encounter two Ket-Zek and more lava monsters. If you have deflect magic and do not want to fight the Ket-Zeks, turn on deflect magic and draw fire from the Ket-Zeks. This will kill them slowly but effectively. 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 confronted 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. There is 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.

Note: If you leave the caves, your progress in this fight is reset.

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.

The general approach to these 7 waves are:
 * 1) Pray magic
 * 2) Trap melee
 * 3) Kill mage
 * 4) Pray range
 * 5) Kill range
 * 6) Pray melee
 * 7) Kill melee
 * 8) Repeat

Suggested inventory

 * Ket-YitTal's TokKul (required)
 * 3 prayer potions (flasks for lower levels) 2 saradomin brews
 * Rocktails > Sharks
 * Crystal bow > Rune crossbow

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 more quickly. Chivarly is useful for players who doesn't have 70+ prayer.
 * Dreadnip, a reward from the Dominion Tower, can potentially inflict substantial melee and poison damage while also freezing its opponent in place.
 * Berserker curse

Strategy
Pray against magic whenever there is a TokHaar-Mej present (all except wave 1 start with a TokHaar-Mej). As the kiln area is quite large, pray against magic if you have to run around looking for the last enemy of the wave. Hiding in the North-Western corner of the arena around the "T" shaped rock formation is a great place to pick off enemies one on one whilst praying.

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 mage behind a barrier, and deal with the champion first. Trap the ranger behind a barrier too if possible. Alternatively, pray mage, then melee the ranger. If/when the champion comes around to find the player, and the player still has to kill either the ranger, mage, or both, what the player could do is get on the opposite side of whichever of the ranger or mage they are attacking- this prevents the Champion from attacking, as it would be on the other side of one of the two. With this method it is advised to pray against magic whilst dealing with the ranger by using melee on the ranger. When the ranger is dead, a ranged weapon should be used against the mage, so that the player will not have to deal with 2 forms of attack from it.

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 extreme and safespotting the last enemy. If you trap the large melee enemies on the "T" shaped rock, you can hit them and then retreat until their health bar disappears so that you will not get hit.

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 armours giving high defence, 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 and 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, in which they were created. You convince TokHaar-Hok to allow your Ga'al to be reborn in the kiln.

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. TokHaar monsters appear from the caves, thirsty for more battle, and you have to flee from them. If you are killed while running through the caves you do NOT have to redo the battle.

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 either Attack, Strength, Defence, Magic or Ranged (Level 75 minimum)(WARNING:The lamp CAN NOT be banked)
 * 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"
 * A random amount of Tokkul, up to 1000.
 * If the quest is completed within two weeks of release (before 29 February), you will receive 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.
 * Upon finishing the quest, your Adventurer's Log will say "I journeyed to the Elder Kiln, uncovered the TokHaar and combined Ga'al-Xox with tokkul. The consequences of this have not been felt, yet."