How To Get there:
Make your way to the top of the Musa Point Volcano on Karmaja and walk through the middle to the entrance of TzHaar City. The Fight Cave itself can be found near the bank in the northern part of the the city, just west of the city. There are various ways to reach the TzHaar City.
- The Fairy code BLP will take you to straight to the TzHaar City.
- Take the boat from Port Sarim to Musa Point and walk west from there into the volcano.
- Use an Amulet of glory to teleport to Karmaja and walk west from there into the volcano.
- Charter a boat from one of the various harbors to Brimhaven and walk southeast from there into the volcano.
The best method of surviving the Fight Cave is through pure Ranging, as many of the monsters can be caught behind obstacles which allow easy targets. This section is based for that setup.
Note: You must have at least 70 Ranged and Defence to wear this armor set.
- Guthan's helm, platebody, chainskirt, and warspear. In addition, you could use the Vampyrism auraor for maging you can use ganodermic visor with Ganodermic poncho with gandodermic leggings and polypore staff (Best Mage Defence + 80+ mage level).
- Barrows gloves or Black d'hide vambraces or berseker ring.
- Ranger boots or Snakeskin boots or Ragefire boots or Steadfast boots.
- Rune arrows or Bolt Racks (at least 3,000 only if you take the appropriate ranged weapon).
- Amulet of fury, Amulet of glory, or Holy symbol.
- Obsidian cape, Cape of legends, God cape, or Skill cape.
- Archers' Ring or Ring of Recoil.
- 16 Super restore potions (4), Prayer potions (4) or Prayer renewal potions.
- Verac's helm, Initiate sallet, or Helm of neitiznot.
- Black d'hide body.
- Verac's plateskirt or Initiate cuisse.
- One of the following ranged weapon combinations:
Food (7 or 8 slots):
A combination of the following:
- Saradomin brews (4) heal 15% per dose and raise Defence, but must be used with Super restore potions because they also lower your Attack, Strength, Magic and Ranged levels.
- Wild pies heal 220 Lifepoints in two bites and also raise Ranged attack.
- Tuna potatoes heal 220 Lifepoints in one bite.
- Sharks heal 200 Lifepoints and are the cheapest option.
- Purple sweets restores 30 Lifepoints and 10% of your run energy.
- Enhanced excaliburBoosts your Defence by 13 levels and heals 200 Lifepoints in increments of 40 Life points every few seconds.
Note: You are not allowed to use Dwarf Multi-Cannons in the Fight Cave!
During your time in the Fight Cave, you will have to battle a variety of monsters. You will start off by being attacked by a small group of Tz-Kih (level 22), and as you continue to progress in your killing spree, your enemies become stronger. The last monster you will have to fight is TzTok-Jad (level 702). There are 63 waves of enemies in total and the game averages 2-3 hours depending on your levels.
Each type of monster uses a different method of attack and therefore requires a different strategy. Most of these monsters also have a special ability. Below is the list of all the different monsters that you will encounter on each wave. Use this list as a guideline during the fight so that you know which monsters to expect. For simplicity, the monsters are only mentioned by their combat levels.
|Image||Name||Combat Level||Lifepoints||Attack Style||Threat Level||Notes|
|Tz-Kih||22||100||Melee||High||Every time a Tz-Kih attacks you, your Prayer will be lowered by the damage it hits plus one.|
|Tz-Kek||45||200||Melee||Low||When you damage a level 45 Tz-Kek with melee, you will be hit for 10 Lifepoints damage in return.|
|Tz-Kek||22||100||Melee||Low||Two of these spawn when you kill a level 45 Tz-Kek.|
|Tok-Xil||90||400||Melee, Range||Medium||These pose little threat unless attacking in the same group as a Ket-Zek.|
|Yt-MejKot||180||800||Melee||Medium - High||These can heal themselves and other monsters for 100 Lifepoints at a time, but only if you are standing in a position where they can attack you. They are only dangerous if you let them be.|
|Ket-Zek||360||1600||Melee, Magic||High||This monster is harmless if you stand where it can't melee you and you have Protect From Magic on.|
|TzTok-Jad||702||2450||Melee, Magic, Range||Extremely High||At half health, four level 108 healers will come. See our dedicated section for strategies.|
|Yt-HurKot||108||600||Melee||High||These little pests come out whenever the TzTok-Jad reaches half health. If you kill them, they will respawn when TzTok-Jad reaches half health again.|
|5||45, 22, 22|
|9||90, 22, 22|
|11||90, 45, 22|
|12||90, 45, 22, 22|
|13||90, 45, 45|
|17||180, 22, 22|
|19||180, 45, 22|
|20||180, 45, 22, 22|
|21||180, 45, 45|
|23||180, 90, 22|
|24||180, 90, 22, 22|
|25||180, 90, 45|
|26||180, 90, 45, 22|
|27||180, 90, 45, 22, 22|
|28||180, 90, 45, 45|
|29||180, 90, 90|
|33||360, 22, 22|
|35||360, 45, 22|
|36||360, 45, 22, 22|
|37||360, 45, 45|
|39||360, 90, 22|
|40||360, 90, 22, 22|
|41||360, 90, 45|
|42||360, 90, 45, 22|
|43||360, 90, 45, 22, 22|
|44||360, 90, 45, 45|
|45||360, 90, 90|
|47||360, 180, 22|
|48||360, 180, 22, 22|
|49||360, 180, 45|
|50||360, 180, 45, 22|
|51||360, 180, 45, 22, 22|
|52||360, 180, 45, 45|
|53||360, 180, 90|
|54||360, 180, 90, 22|
|55||360, 180, 90, 22, 22|
|56||360, 180, 90, 45|
|57||360, 180, 90, 45, 22|
|58||360, 180, 90, 45, 22, 22|
|59||360, 180, 90, 45, 45|
|60||360, 180, 90, 90|
|61||360, 180, 180|
|63||702, (108, 108, 108, 108)|
When you log out while in the Fight Caves, your progress will be saved and you will continue on the next wave of monsters when you log back in. When you press log out, a message comes up saying that if you log out before you have finished the wave of monsters, your progress will not be saved, but if you log out after the wave of monsters, it will.
To save your progress, kill all the monsters in the cave, and it will come up with "You cannot log out until 10 seconds after combat". This makes you sure that you have killed every monster, and it is safe to log out. It is not advised to log out during the waves of level 360's onwards, as you may not be able to switch your Prayer on in time, and get hit for up to 50 damage.
As seen on the map below, there are three areas in the Fight Cave that players can use to safely attack monsters from a distance:
The most popular safe spot is known as Boot Rock. The Boot rock formation (shaped like a boot and thus named) is perhaps the most useful terrain advantage you have, as enemies can be stuck on both the Northern and Southern sides and become free to range. It is especially useful for dealing with the Yt-MejKot monsters, as they can only attack through melee. This area will later be a huge part of your final battle with TzTok-Jad.
Until you reach the level 180 Yt-MejKot, stick to your Guthan set. You can use your Guthan on Yt-MejKot, but ranging it is a lot safer and prevents it from healing. It is possible to use a Halberd in the Fight Cave against the Yt-MejKot. This allows players to fight them next to the Italy Rock without getting hurt. It provides other advantages such as saving your bolt racks, saving your Guthan armor from degrading, and saving both food and Prayer potions which may be used by some players when using base-to-base melee attacks with this monster.
Once you reach the level 360 Ket-Zek, you must use Range to stand any chance. There is a full section dedicated to the killing of the final enemy, the mighty TzTok-Jad.
- Start off by killing any and all Tz-Kih (level 22). Though they aren't particularly dangerous, their prayer draining can really take a toll on your overall effort. It is possible to trap them behind the larger monsters and safely attack them from a distance.
- Next kill any Tok-Xil (level 90) in the area. These are most dangerous when there are Ket-Zek (level 360) monsters in the same wave, but are still dangerous alone.
- Kill Ket-Zek (level 360) if there is one. If any other monsters are around, get them trapped against a rock face or on the opposite side of Ket-Zek so you can deal with them later. You want to be able to kill with as little interruption as possible.
- Trap Yt-MejKot (level 180) against a rock face and kill it with range.
- Kill Tz-Kek (levels 45 and 22), they should be all that is left to kill.
Enemies: Yt-MejKot (180) x 2
Importance: If you are low on health and opted to bring the Guthan set, you can use this fight to heal yourself. Simply turn on protect from melee, equip your Guthan, and stand where they both can attack you. Once one of the Yt-MejKots reach half health, they will both begin healing it, so nothing stops you from recovering your health to full. Take advantage of this trick, it can only be done in 2 fights.
Enemies: Ket-Zek (360), Various Others
Importance: These fight feature the second most fearsome creature in the pits, Ket-Zek. As soon as you hear the intro to the next level theme music, turn on Protect From Magic, if you dont, you can be hit up to 470! Don't turn off Protect From Magic until Ket-Zek falls, and be prepared to turn it on when the last enemy falls.
Waves 38-45 and 53-60
Enemies: Tok-Xil (90) x 1 or 2, Ket-Zek (360), Various Others
Importance: These fights pit you against Tok-Xil and Ket-Zek monsters at the same time, the combination of Range and Magic can be quite devestating if you let it. One of the first things you should do once these fights start is seek out Tok-Xil and kill it. Tok-Xil is the weaker of the two and should be taken out quickly to prevent damage from building up.
Enemies: Yt-MejKot (180) x 2, Ket-Zek (360)
Importance: Like in Fight 30, the dual Yt-MejKots can provide excellent health restoration if you brought Guthan. Simply get the two healers stuck behind Ket-Zek and dispose of it with protect from magic and arrows. Once Ket-Zek is out of the way, turn on protect from melee and equip your Guthan. The chances of killing either Yt-MejKot is slim as when one reaches half health, they will both heal it. As long as they live and you have protect from melee on, you can continue beating on them and stealing their life with no threat. This is quite useful for the oncoming boss fight and it is suggested that you do not kill them unless you have full health, youll want it.
Enemies: TzTok-Jad (702), Lvl 108 Healers x 4
Importance: This is the final fight, It can be nerve racking, but if you keep a level head and follow the strategy, you'll have your very own Fire cape soon enough.
Note: Please read through the entire strategy before starting the final wave! See the safespot section above for usuable safespots.
TzTok-Jad uses the full power of the combat triangle and any one of his three attacks can kill you with one hit. The goal is to range him while carefully watching his movements, predicting his attack, and activating the correct protection prayer. Apparently he will not approach you, so as long as you stay a few steps from him you can disregard his melee attacks. His movements will indicate whether he is going to range or mage and you must react EXTREMELY QUICKLY by switching to the correct protection Prayer before the attack launches:
Mage Attack: TzTok-Jad stands on his hind legs for a few seconds before shooting fire at you. Protect From Magic must be activated in the time he is on his hind legs, before he shoots the attack, or it will still hit.
Range attack: TzTok-Jad stands on his hind legs and comes down, slamming the ground with his front legs. You have a few seconds between the impact of his legs hitting the ground before the attack hits. Protect From Range must be activated during that time.
If you manage to get TzTok-Jad to the half way marker, four Yt-HurKot (level 108) monsters will appear around him. They do nothing but heal him unless you attack them. Killing them is pointless as they will only respawn again as soon as you bring TzTok-Jad back to half health.
To stop the four Yt-HurKot monsters, you only have to shoot them all once. They will then stop healing TzTok-Jad and try to attack you. If you manage to get them stuck behind TzTok-Jad, they will sit there for the rest of the fight. They dont hit very high and it is a much better choice than trying to kill the boss whilst he is being healed.
Once the Yt-HurKots are distracted, continue fighting TzTok-Jad as normal and the Fire cape will be yours!
This Minigame Guide was written by darren_1994, InuYasha3336, and Darkblitz. Thanks to Oberon Black, Shinraz, crusader sid, Elanthiel, Babyhamster, pretty_baby, Jonathan14, Narcu, TheRulnig, Sir Reyson, christs sldr, site, sw1ndla, Articuno888, 1hug4me, alientech, watsermetjou, and Brandon for corrections.
This Minigame Guide was entered into the database on Sat, Oct 29, 2005, at 04:03:46 AM by Fireball0236, and it was last updated on Thu, Nov 01, 2012, at 05:39:57 PM by Alfawarlord.
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