Skill Levels Required:
None.
Quests Required:
None.
Items Needed:
None.
Skill Levels Recommended:
Items Recommended:
See equipment section below.
Starting Point:
Inside TzHaar City, west of the entrance from the Karamja Volcano.
Is this MiniGame Safe to play?:
Yes
Getting Started:

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.

Map

Recommended Gear:

The easiest way to complete the Fight Cave is by using Magic, more specifically Water/Ice spells.

Recommended Mage Equipment:

Inventory:

Example Setup and Inventory:

Magic setup

Recommended Ranged Equipment:

Note that the majority of the monsters in the cave are melee based and resistant to ranged. Therefore, using ranged can prove to be an ineffective way to attempt the cave and is not recommended unless you have level 80+ and are using stat-boosting potions.

Inventory:

Example Setup and Inventory:

Ranged setup

Note: You are not allowed to use Dwarf Multi-Cannons in the Fight Cave!

Start

Monsters:

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 122), 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 140). There are 63 waves of enemies in total and the game averages 1-2 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 Tz-Kih 122 3000 Melee High Every time a Tz-Kih attacks you, your Prayer will be lowered by the damage it hits plus one.
Tz-Kek level 45 Tz-Kek 124 6200 Melee Low When you damage a Tz-Kek with melee, you will be hit for 10 Lifepoints damage in return.
Tz-Kek level 22 Tz-Kek 124 6200 Melee Low Two of these spawn when you kill a larger Tz-Kek.
Tok-Xil Tok-Xil 126 7500 Melee, Range Medium These pose little threat unless attacking in the same group as a Ket-Zek.
Yt-Mejkot Yt-MejKot 128 5775 Melee Medium - High These will heal themselves for 1,000-2,000 Life points every couple of seconds once below half health and in attack range. They also heal any other nearby TzHarr for 500-1,000 Life points. Therefore, it is recommended to kill them monster quickly or use stun abilities to prevent it from healing.
Ket-Zek Ket-Zek 130 12,500 Melee, Magic High This monster is fairlyba harmless if you stand where it can't melee you and you have Protect From Magic on.
TzTok-Jad TzTok-Jad 140 40,000 Melee, Magic, Range Extremely High At half health, four level 108 healers will come. See our dedicated section for strategies.
Yt-HurKot Yt-HurKot 108 600 Melee High These little pests come out whenever the TzTok-Jad reaches half health. If you don't kill them before they fully heal him, they will respawn when he reaches half health again.
Wave Monsters
1 122
2 122, 122
3 124
4 124, 122
5 124, 122, 122
6 124, 124
7 126
8 126, 122
9 126, 122, 122
10 126, 124
11 126, 124, 122
12 126, 124, 122, 122
13 126, 124, 124
14 126, 126
15 128
16 128, 122
17 128, 122, 122
18 128, 124
19 128, 124, 122
20 128, 124, 122, 122
21 128, 124, 124
22 128, 126
23 128, 126, 122
24 128, 126, 122, 122
25 128, 126, 124
26 128, 126, 124, 122
27 128, 126, 124, 122, 122
28 128, 126, 124, 124
29 128, 126, 126
30 128, 128
31 130
32 130, 122
33 120, 122, 122
34 130, 124
35 130, 124, 122
36 130, 124, 122, 122
37 130, 124, 124
38 130, 126
39 130, 126, 122
40 130, 126, 122, 122
41 130, 126, 124
42 130, 126, 124, 122
43 130, 126, 124, 122, 122
44 130, 126, 124, 124
45 130, 126, 126
46 130, 128
47 130, 128, 122
48 130, 128, 122, 122
49 130, 128, 124
50 130, 128, 124, 122
51 130, 128, 124, 122, 122
52 130, 128, 124, 124
53 130, 128, 126
54 130, 128, 126, 122
55 130, 128, 126, 122, 122
56 130, 128, 126, 124
57 130, 128, 126, 124, 122
58 130, 128, 126, 124, 122, 122
59 130, 128, 126, 124, 124
60 130, 128, 126, 126
61 130, 128, 128
62 130, 130
63 140, (108, 108, 108, 108)

Logging out:

If you attempt to log out during a wave, you will be given the option to either log out immediately or at the end of the current wave. If you log out straight away, you will have to start from the beginning of the wave when you log back in, but if you finish off all of the remaining monster in the wave, you will be automatically logged out and will start from the next wave when you log back in.

Safe spots:

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:

Fight Cave Map

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.

Italy Rock

Killing order:

  1. Start off by killing any and all Tz-Kih (level 122). Though they aren't particularly dangerous, but 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.
  2. Next kill any Tok-Xil (level 126) in the area. These are most dangerous when there are Ket-Zek (level 130) monsters in the same wave, but are still dangerous alone.
  3. Kill Ket-Zek (level 130) 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.
  4. Trap Yt-MejKot (level 128) against a rock face and kill it with range.
  5. Kill Tz-Kek (levels 124), they should be all that is left to kill.

Battling TzTok-Jad:

Note: Please read through the entire strategy before starting the final wave! See the safespot section above for usuable safespots.

Here comes TzTok-Jad!

TzTok-Jad uses the full combat triangle and depending on your armor choice, is easily capable of killing you in a single hit if you make a mistake. The key to defeating him is to attack him from a distance and negate his melee attack as he will not move to attack you, which allows you to then focus on switching between Protect from/deflect range and magic to completely block his other two attacks (Jad is the only monster whose attacks are 100% blocked by protection prayers). He uses distinctive animations before using each type of attack and you must make sure you are in a position to see and recognize them and are able to switch prayers fast enough. It is highly recommended to place the protection prayers on the action bar and use keybinds to switch between them when necessary.

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.

TzTok-Jad Magic Attack

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 in the form of falling rocks hits you. Protect From Range must be activated during that time.

TzTok-Jad Ranged Attack

If you manage to get TzTok-Jad to 50% health, then four Yt-HurKot (level 108) will spawn and begin to rapidly heal him. It is vital that you distract all four by immediately attacking them (an easy way to do this while keeping your focus on Jad is to use the Chain ability). Note that the Yt-Hurkot will continue to heal Jad if they are within melee range of him, even if you're attacking them. Therefore, it is necessary to either lure them away from Jad or kill them as soon as possible. If they manage to fully heal him, then they will respawn when he reaches half health again. However, if you kill them before he's fully healed, they won't respawn. Remember to ensure that you keep an eye on Jad's attack and switch protection prayer accordingly while dealing with the Yt-MejKot.

Once you've killed the four Yt-MejKot, the remainder of the fight should be relatively easy as long as you continue to switch prayers correctly. Once Jad is dead, enjoy the death animation and you'll appear outside of the cave and be awarded your Fire cape!

Rewards:
Upon defeating TzTok-Jad you will be teleported outside where the the TzHaar will reward you with 16,064 Tokkul and the coveted Fire cape.

TzTok-Jad Dead
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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, Brandon, Javezz, and zl5000 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 Sun, Mar 02, 2014, at 12:13:08 PM by Javezz.

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