Post by luke dennison on Nov 5, 2010 8:38:48 GMT -5
All text, video, and pictures in this guide are solely produced by me with the exception of the required skill level icons and monster pictures which come from www.runescape.wikia.com. You may not reproduce or distribute anything on this page without written permission from myself. If you see this guide anywhere else, please private message me.
This is my first guide so bear with me, this could get ugly =S
1) Version history
2) Video
2) About the fight caves
4) How to get there
5) Requirements
6) Wave breakdown
7) That beautiful cape
8) Monsters within the fight caves
9) Equipment
-a) Main
--b) One Defence
---c) 45 Defence
10) Inventory
-a) Main
--b) One Defence
---c) 45 Defence
11) Enviroment
12) Logging out
13) TzTok-Jad, In-Depth
-a) Generic step-by-step
--b) TzTok-Jad Diagram
---c) How To Deal With Spawns
()-END
1.0 - First post.
1.1 - Spelling fix, Added sub-categories for pures and berserkers.
1.2 - Added more pictures, Added colours.
1.3 - Added requirements, Added version history, reformated.
1.4 - Added Video.
1.5 - Added new banner.
Fire Cape Guide Visual Companion.Please view in 720P,if you cannot view in 720P reload this page.
The fight caves were released in late 2005, it was then that Tztok-Jad took the throne of the highest level monster in runescape. I did my first fire cape in december of 2005 using the old blood blitz/guthans method, since then I have done many capes for myself and friends from 1 defence pures to main accounts. the fight caves have changed in many different ways since then such as:
()-Complete graphical revamp of monsters and enviroment.
()-Jad can attack with magic now.
()-You may no longer receive random events.
()-You can no longer bring pouches or scrolls into the mini-game.
()-You may no longer use a Dwarf Multicannon.
()-Tztok-Jad's attacks now have farther range. he can hit you without being on your minimap.
()-Tztok-jad now spawns in the centre of room instead of in a corner.
()-You may now log out during fight caves, you will begin on the next wave.
()-You may now fight Tz-Tok-Jad as a slayer assignment and make use of boosting headgear.
This minigame is a SAFE minigame, you will not lose your items if you die. It consists of 63 waves of monsters that use all types of attack styles and drain your prayer, it usually takes more or less around two hours to complete the entire caves at reasonably high stats, i will list most methods in my guide but will emphasize only the most practical of them.
The Tzhaar fight caves are located deep in the karamja volcano. The easiest method to get to them is to teleport to karamja using an amulet of glory and running north to the entrance to the valcano. Going down the rope you will see an entrance to the cave or Tzhaar city. Once in there proceed to the bank. Directly across is the entrance to the fight caves with a helpful NPC in front.
70+
60+
40+
Here are all the waves from 1 to 63.
1) 22
2) 22, 22
3) 45
4) 45, 22
5) 45, 22, 22
6) 45, 45
7) 90 - - - - - - - Range pray
8) 90, 22
9) 90, 22, 22
10) 90, 45
11) 90, 45, 22
12) 90, 45, 22, 22
13) 90, 45, 45
14) 90, 90
15) 180
16) 180, 22
17) 180, 22, 22
18) 180, 45
19) 180, 45, 22
20) 180, 45, 22, 22
21) 180, 45, 45
22) 180, 90
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
30) 180, 180
31) 360 - - - - - - - Mage pray
32) 360, 22
33) 360, 22, 22
34) 360, 45
35) 360, 45, 22
36) 360, 45, 22, 22
37) 360, 45, 45
38) 360, 90
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
46) 360, 180
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
62) 360, 360
63) 702 TzTok-Jad, four Level 108 healers - - - - - - - Range Pray
I know, that's a lot of waves, but you should get to wave 20 fairly quickly, the bulk of the time comes from 38 onwards when the level 360 ket-zeks begin to spawn with the level 90 toz-xil's and level 180' mej-kotts. The general order you should kill the monsters in are 22---> 360 ---> 90 ---> 180 ---> 45. This is flexible however, for instance, when the 90's spawn with the 360's you should kill them second so you aren't taking damage, and you should always kill the 45's and 180's last because they only attack with melee and you can conserve prayer by safing them.
The benefits of completing all the waves of this annoyingly long mini-game is 16064 Tokkul and a sexy little fire cape, it offers both prayer and strength bonuses, as well as having an attack bonus and the best defence bonus of any cape in all areas.
Tzhaar-kih
These little noobs here are a real pain. they will drain your prayer by 1 whenever they hit you, even if it is a zero. if it hits damage, it will drain 1 and whatever it hits.
Life points:100
Max hit: 40
level: 22
Tz-kek
These guys are quite annoying as well, despite the low combat level of 45 they still manage to hit a few 7's on me when im not looking. They have an annoying effect of recoiling damage whenever you melee them, range is safe though. Despite recoiling 1 damage every time you hit them, these guys are good to heal on if using guthans. Once they are killed they turn into two smaller level 22 tz-keks. these do not recoil, have a max hit of 4 and 10 hitpoints.
Life points: 200
Max hit: 70
Level: 45
Tok-xil
These guys will most likely be what uses up most of your food/brews/sweets. They use range and on the later waves will spawn with the level 360 Ket-zek's. Because you are praying mage these will hit you. They have very accurate range attacks, but on the other hand have almost no defence and very low hitpoints. you often do not have to worry about their melee attack, but avoid it if you can as it is slightly more accurate and strong.
Life points: 400
Max hit: 130
Level: 90
Yt-mejkot
These are usually a pushover if you are behind a safe spot, as they can only Melee. They have the annoying ability to heal theirselves and monsters around them, which can be frustrating at times. It is recommended to kill these last using a safe spot rather than wasting prayer points. They only attack with melee, making them a small threat most of the time.
Life points: 800
Max hit: 250
level: 180
Ket-zek
The ket-zek's first appear on wave 31 and onward and are the first monsters of the caves that it is necessary to pray on. they hit close to 500 using mage and melee attack styles. You should pray mage when these first spawn. it is reccomended to not go near them, as their melee attack is just as potent as it's magic attack. you will fight these all the way from wave 31-62.
Life points: 1600
Max hit: 490
level: 360
Tztok-Jad
Tztok-Jad. the mac-daddy of all challenges of runescape.He held the title of strongest monster on Runescape for more than 3 years.
He has a very large pool of life points. See the in depth analysis of TzTok-Jad next.
Life points: 2500
Max hit: 970
Level: 702
Yt-hurkot
If you are lucky, Tztok-jad will get down to 50% hitpoints. At this point you will experience the most difficult part of the fight caves. Four of these healers will spawn, they look like the level 180's but smaller. They come from the North, South, East, and West parts of the caves. They heal tztok jad every few seconds. You need to get them to attack you, or kill them. See in depth analysis of tztok-jad next.
Life points: 600
Max hit: 140
level: 108
While doing the Tzhaar fight caves you will be hit by all three types of attacks. You need a decent magic, melee, and range defence as well as close to +15 prayer and a good range offence bonus. The above picture is what i myself used, which worked out alright for me, below i will list gear to use, best on the left, worst on the right. Mix and match to suit your needs.
Main Account
Head slot: Verac's full helm -> proselyte full helm -> initiate full helm -> neitiznot -> mitre
Neck slot: Amulet of fury -> amulet of glory -> amulet of power -> stole
Torso slot: Armadyl chestplate -> Karil's leathertop -> black d'hide top
Leg slot: Veracs plateskirt -> proselyte skirt/legs -> initiate skirt/legs -> armadyl plateskirt
Boots slot: Ranger boots -> bandos boots -> white boots -> snakeskin boots -> frog leather boots
Gloves slot: Barrows -> dragon -> regen bracelet -> Black vambraces
Ring slot: Archers ring -> explorers ring
Weapon slot***: Rune crossbow
Shield slot: Dragonfire shield -> Blessed spirit shield -> Spirit shield -> Falador shield 3 -> God book -> Rune kiteshield
Ammunition slot: Diamond (E) bolts -> Broad -> adamant, Diamond (e)'s are almost Necessary if low range, you will only use around 500. Bring more though
***- Rune crossbow is the most common method nowadays, times have changed. I remember doing it with guthan's 90% of the caves, or on a pure using blood blitz to heal. Long before crossbow's the most common range method was one of the following two. Karil's crossbow, or a Crystal bow. Although using a crystal bow is effective, by the time you get to TzTok-Jad it will be around 2/10 charge, meaning it would be wise to bring two. On the other hand karil's crossbow is my favourite method of doing the caves. You will only use around 3500 bolt racks, which isn't very expensive. The catch is you can't wield a falador shield or godbook, meaning your payer is slashed, Also an accumulator has no effect. The way i find best is, if you have a trimmed skill cape, wear it for the +4 pray bonus to compensate for the loss of a godbook and use karils crossbow. As long as you have around +15 pray bonus with your setup (without having to use a stole) then you will be fine.
One Defence
Head slot: Mitre -> Robin hood hat
Neck slot: Amulet of fury -> amulet of glory -> amulet of power -> stole
Torso slot: Vestment Robe top -> Monk robe top
Leg slot: Black D'hide Chaps
Boots slot: Ranger boots
Gloves slot: Adamant gloves -> Regen bracelet -> Black vambraces
Ring slot: Archers ring -> explorers ring
weapon slot: Rune Crossbow/See above
shield slot: God Book
Ammunition slot: See above
45 Defence
Head slot: Robin hood hat -> Archer helm
Neck slot: Amulet of fury -> amulet of glory -> amulet of power -> stole
Torso slot: Black Dragonhide top
Leg slot: Rune platelegs/Rock-shell platelegs
Boots slot: Ranger boots -> Rune boots -> Snakeskin boots
gloves slot: Barrows gloves -> Regen Bracelet -> Black vambraces
Ring slot: Archers ring -> explorers ring
weapon slot: Rune crossbow/See above
Shield slot: Spirit shield -> Rune kiteshield -> Godbook
Ammunition slot: See above
Other Equipment
Saradomin Godsword
The Saradomin Godsword has an attack requirement of 75, and can be a very useful tool within the fight caves because of its replenishing properties for life points and prayer points, respectively. The special attack, "Healing Blade" restores half of the damage dealt to the users current life points, and one quarter of the damage to the users current prayer points. This weapon is mostly effective on lower-tier monsters within the fight caves, but never-the-less it can be very helpful in the long run as the fight caves is demanding in both life points and prayer points.
Full Slayer Helmet
The Full Slayer Helmet is a valuable tool within the fight caves, it has a defence requirement of 10, and it occupies the headgear slot but provides a 15% bonus of all offensive combat types, particularly notable is it's boost to range. It has similar defense bonus to that of a rune full helmet, but offers some mage defensive bonuses, as well as a small range and magic offensive bonus. The slayer helmet can only be used when you are on a tzhaar task from your slayer master, which can have the option to extend the task so you can use the slayer helmet all through the fight caves up to TzTok-Jad.
Guthans
The Guthan's armour set is in many ways, discontinued in use, mainly because of the arrival of easier and less cumbersome ways to heal like Soul Split, and the Saradomin Godsword. Disregarding my opinion on these pieces of armour though, it requires 70 defence to wear, like all barrows equipment, and 70 attack to wield the spear. You must have the entire set worn to experience the set effect, which provides the ability to heal on a 1:1 ratio with damage done. This means if you hit 350, you will heal 350. Many players like to wear partial guthans in the fight caves, and switch to the remaining pieces in their inventory (Usually spear and body) and then heal on the lower level monsters in the fight caves, similar to the Saradomin Godsword.
Void Knight Equipment
The Void Knight Equipment consists of four pieces, Gloves, Bottom and Top, And three different helmets which determine the set effect. As magic is usually disregarded in the fights caves, I will not go into detail. But the range and melee helmet both offer a 10% to damage and accuracy respectively. The requirements for wearing any of the items in the void set are 42 Strength, Attack, Defence, Magic, Ranged, Constitution and 22 Prayer. Interestingly, this is one of few items to have a Constitution requirement. For the most part the ranged helm is used in the fight caves (Pictured above), But the melee helm can also be brought along in the inventory if one wishes to use melee within the fight caves with a Saradomin Godsword or something similar. This armour set is the result of playing pest control to achieve zeal which can be spent on this armour. It offers evenly distributed, but low defence bonuses. It is recommended only to use this set of armour if you are a Berserker Pure or similar build.
Enhanced Excalibur
The enhanced excalibur is an improved version of the excalibur sword from the Merlin's Crystal quest, it's purpose is only for the special attack, which heals you 200LP(20hp) over a course of 10 seconds, using 100% of the special bar. In order to get your excalibur sword enhanced to create this healing effect, you must complete seer's diary 3 (hard tasks), but if you complete seer's diary 4 (elite tasks) you will get an ever greater version of excalibur which doubles the effect, you get healed 400LP(40hp) over 10 seconds, which would make this weapon even more desirable.
Main Account
One Defence
45 Defence
Above is the inventory i myself used, there are quite a few variants in which inventory to use or what items to add. For example, if you are less than 75 range you may want to put black d'hide chaps in your inventory to make things move along quicker when you are not praying. Or you may wish to add a holy wrench in place of a super restore, which is a great idea. If you have low defence around 70-75 or it's your first time going, it may be a good idea to bring 50+ purple sweets as well, Thought if you are a pure, purple sweets is a must, and bringing death and blood runes for blood blitz is a good idea. The main idea is you want at least 8 brews, and at least 12 super restores assuming you have around +15 pray bonus and your not using welfare gear. You will also want one Range potion for fighting TzTok-Jad.
The Tzhaar fight caves are more or less a rough square shape with bits and pieces missing. Inside are some commonly used safespots, The italy rock on the east wall is where you fill fight TzTok-jad and the rocks protruding from the north and west are good options to safe the level 180's and 45's. Monsters can spawn in any of the corners or the centre of this cave, save for TzTok-Jad who always spawns directly in the centre.
This is important to know how to do correctly, if done correctly you will be logged out in the caves and you will start again in the centre of the fight caves, regardless of where you logged off. at this point no monsters will spawn until you move from the spot you have logged in at. I do not advise to do this at wave 62, because you will not have ample time to get to the Italy rock when TzTok-Jad spawns. the Corect way to log out of the caves is:
1) During combat (you must be getting hit) press the logout button and then the logout now button.
2) A disclaimer in your chatbox will come up telling you to logout now or wait until the monsters are dead.
3) At this point you must kill ALL of the monsters in the caves and then logout.
4) Once you have clicked logout and the disclaimer pops up, the next wave of monsters won't spawn until you actually logout.
TzTok-Jad is One of the Highest level monsters in runescape. He is able to hit 970 with any of his attacks and Rarely, if ever, hits a zero. The only way to fend off his might is to use protection prayers. The only problem is, he can use both Range and mage attacks. In order to switch prayers effectively, you must be able to recognize his movements before he does his range attack, as well as before he does his mage attack. This is what troubles most people, as it takes practice.
Generic step-by-step
1) When you are killing the last level 360, Drink saradomin brews to max Hp and restores to max pray and your range potion.
2) Lure the last 360 to the north side of the italy rock and kill it.
3a) TURN YOUR PROTECTION FROM RANGE PRAYER ON, I cannot stress this anymore. TzTok-Jad makes sounds when he attacks, so TURN YOUR SPEAKERS ON MAX. His magic attack makes the same sound as retribution prayer being activated. His range on the other hand makes a crashing sound AFTER it hits you. So when he spawns, pray range and if you hear a sound, pray mage. If you are lucky, Tztok-Jad will get stuck on the other side of the italy rock and will be unable to hit you.
b) If not, he will creep around the side of the rock and engage you in combat, near the tip of the boot. That is okay as well, just less time to prepare yourself mentally. At this time you should beware of his melee range which is several squares. His melee attack is abrupt and has no warning and is just as deadly as his range and his mage, you want to fight and kill him.
c) If you need to drink a saradomin brew or a super restore or a range potion, use the F# keyboard shortcuts to alternate from your inventory to your prayer book.
4) Once the healers come TzTok-Jad will be half health, but The healers will heal him for a considerable amount. what you must do is hit each of the healers once, using longrange attack style to avoid being drawn into TzTok-Jad. Once they have their attention towards attack Tztok-Jad, If you see a ray of light come above TzTok-Jad he is being healed. You must draw them away from TzTok-Jad so they do not heal him. Once TzTok-jad is less than half hp you can kill the healers. It is only worth killing them if you have low defence, as they will not be much trouble, but you can trap them behind Jad.
Despite popular belief it IS possible to kill TzTok-Jad with melee. I have done it once in 2006 with an abyssal whip and an unholy book, but now the better option would be a godsword, saradomin being the most useful. Doing this with melee is the ultimate challenge and can be very difficult. In order to attempt this you must be several squares in front of TzTok-Jad and when you see him Launch either his mage or range attack, quickly switch to that prayer and run in to hit him. At this point you must pray melee after you get hit for 0, whenever he does his mage attack or range attack you will have less time to react because you are so close, but nonetheless pray accordingly. Right after you see him hit zero pray melee once again. When the healers come, it is recommended to range them. Though they are good to heal on with a saradomin godsword.
TzTok-Jad Diagram
Green - You This is where you should be once you have killed the last 360.
Teal Green - Jad These are numbered, and represent the different possible ways jad will encounter you.
Yellow - Where you fight Jad You want jad to be here to fight him and trap the healers. This is also where you kill the last 360.
Purple - Areas represented by numbers These different areas are used to explain areas in the fight caves, the number simply represents itself as a spot.
How to deal with spawns
Below is information about how to maneuver TzTok-Jad to the "Yellow Dot" which is the preffered area to kill him and to trap the healers. This is not the only way to do this. Understanding this can be complex and difficult at first, but you need to master it to be able to kill jad efficiently on a pure, and easily on a main.
Using the information from the diagram above, there are three different scenarios at which TzTok-Jad can spawn and attack you, represented by the purple numbers on the layout. These come into play for me to explain how to get jad to the yellow dot, which ultimately lets you kill him with ease due to being able to trap the healers. Though there are many ways to kill TzTok-Jad, this is how I do it.
Warning
Using the tactics of maneuvering TzTok-Jad into place requires you to "Off-Screen" him. This refers to not being able to see him, and using the sounds of his attacks to predict which prayer to use. You must familarize yourself with these sounds and be extra wary of his range attack which makes a sound after it his, because of this you must pray range, then when you hear his magic attack, switch to magic, but after you get hit, back to range immediately.
Spawn one (Teal Green, 1)
Spawn one is probably one of the best ways to have TzTok-Jad spawn, because he will be behind the italy rock and it gives you time to prepare yourself and your strategy. To maneuver him to the yellow dot, run to Area 4 so he will creep around the Italy rock, then run to Area 1 and he will almost be where you want him, Finally run to Area 3 to lure him the last few squares, and Back to Area 1 ;he will be in position
Spawn Two (Teal Green, 2)
Spawn two requires you to run to Area 2 to get him stuck on the "heel" of the italy, Then run over to Area 1 and He will meet you near the yellow dot, finally run to Area 3 and back to Area 1 to lure him the last few squares ;he will be in position
Spawn Three (Teal Green, 3)
Spawn three is the easiest for me, all that is required is for you to run to Area 3, then back to Area 1 to lure him the last few squares ;he will be in position.
Healers (Yt-HurKot)
The healers have distinct patterns of spawning from North, West, South, and East. They are not aggressive unless provoked, and can be a pain in the ass unless take care of. The picture above is where the healers will be when TzTok-Jad is in "Yellow dot" position, this makes it easy, because they are trapped.
The method for killing the healers is simply not to kill them. You need only attack each once, and in the order labeled in the picture. Attack healer one once, and then two, three and four, finally hugging the italy rock so that the third and fourth healer do not sneak past TzTok-Jad and create problems.
That is about all there is to it on healers, I recommend not using Emerald bolts for jad, because if you hit one of the healers with one they may get poisoned and die prematurely, causing it to respawn and disrupt your owning of TzTok-Jad.
If you wish to kill them make sure you do so after TzTok-Jad has fallen below half life points, or they will respawn and make your task more difficult
I have compiled some other sources below which may be of help to your quest to complete the fight caves. Furthermore if you need further help, you may PM me or contact me on msn Nelsonbrody@hotmail.com
Official Runescape Website Information
www.runescape.com/a=1/kbase/g...e#introduction
Runescape Wiki fight caves articles
runescape.wikia.com/wiki/Fight_caves
Runescape wiki TzTok-Jad articles
runescape.wikia.com/wiki/TzTok-Jad
This is my first guide so bear with me, this could get ugly =S
1) Version history
2) Video
2) About the fight caves
4) How to get there
5) Requirements
6) Wave breakdown
7) That beautiful cape
8) Monsters within the fight caves
9) Equipment
-a) Main
--b) One Defence
---c) 45 Defence
10) Inventory
-a) Main
--b) One Defence
---c) 45 Defence
11) Enviroment
12) Logging out
13) TzTok-Jad, In-Depth
-a) Generic step-by-step
--b) TzTok-Jad Diagram
---c) How To Deal With Spawns
()-END
1.0 - First post.
1.1 - Spelling fix, Added sub-categories for pures and berserkers.
1.2 - Added more pictures, Added colours.
1.3 - Added requirements, Added version history, reformated.
1.4 - Added Video.
1.5 - Added new banner.
Fire Cape Guide Visual Companion.Please view in 720P,if you cannot view in 720P reload this page.
The fight caves were released in late 2005, it was then that Tztok-Jad took the throne of the highest level monster in runescape. I did my first fire cape in december of 2005 using the old blood blitz/guthans method, since then I have done many capes for myself and friends from 1 defence pures to main accounts. the fight caves have changed in many different ways since then such as:
()-Complete graphical revamp of monsters and enviroment.
()-Jad can attack with magic now.
()-You may no longer receive random events.
()-You can no longer bring pouches or scrolls into the mini-game.
()-You may no longer use a Dwarf Multicannon.
()-Tztok-Jad's attacks now have farther range. he can hit you without being on your minimap.
()-Tztok-jad now spawns in the centre of room instead of in a corner.
()-You may now log out during fight caves, you will begin on the next wave.
()-You may now fight Tz-Tok-Jad as a slayer assignment and make use of boosting headgear.
This minigame is a SAFE minigame, you will not lose your items if you die. It consists of 63 waves of monsters that use all types of attack styles and drain your prayer, it usually takes more or less around two hours to complete the entire caves at reasonably high stats, i will list most methods in my guide but will emphasize only the most practical of them.
The Tzhaar fight caves are located deep in the karamja volcano. The easiest method to get to them is to teleport to karamja using an amulet of glory and running north to the entrance to the valcano. Going down the rope you will see an entrance to the cave or Tzhaar city. Once in there proceed to the bank. Directly across is the entrance to the fight caves with a helpful NPC in front.
70+
60+
40+
Here are all the waves from 1 to 63.
1) 22
2) 22, 22
3) 45
4) 45, 22
5) 45, 22, 22
6) 45, 45
7) 90 - - - - - - - Range pray
8) 90, 22
9) 90, 22, 22
10) 90, 45
11) 90, 45, 22
12) 90, 45, 22, 22
13) 90, 45, 45
14) 90, 90
15) 180
16) 180, 22
17) 180, 22, 22
18) 180, 45
19) 180, 45, 22
20) 180, 45, 22, 22
21) 180, 45, 45
22) 180, 90
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
30) 180, 180
31) 360 - - - - - - - Mage pray
32) 360, 22
33) 360, 22, 22
34) 360, 45
35) 360, 45, 22
36) 360, 45, 22, 22
37) 360, 45, 45
38) 360, 90
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
46) 360, 180
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
62) 360, 360
63) 702 TzTok-Jad, four Level 108 healers - - - - - - - Range Pray
I know, that's a lot of waves, but you should get to wave 20 fairly quickly, the bulk of the time comes from 38 onwards when the level 360 ket-zeks begin to spawn with the level 90 toz-xil's and level 180' mej-kotts. The general order you should kill the monsters in are 22---> 360 ---> 90 ---> 180 ---> 45. This is flexible however, for instance, when the 90's spawn with the 360's you should kill them second so you aren't taking damage, and you should always kill the 45's and 180's last because they only attack with melee and you can conserve prayer by safing them.
The benefits of completing all the waves of this annoyingly long mini-game is 16064 Tokkul and a sexy little fire cape, it offers both prayer and strength bonuses, as well as having an attack bonus and the best defence bonus of any cape in all areas.
Tzhaar-kih
These little noobs here are a real pain. they will drain your prayer by 1 whenever they hit you, even if it is a zero. if it hits damage, it will drain 1 and whatever it hits.
Life points:100
Max hit: 40
level: 22
Tz-kek
These guys are quite annoying as well, despite the low combat level of 45 they still manage to hit a few 7's on me when im not looking. They have an annoying effect of recoiling damage whenever you melee them, range is safe though. Despite recoiling 1 damage every time you hit them, these guys are good to heal on if using guthans. Once they are killed they turn into two smaller level 22 tz-keks. these do not recoil, have a max hit of 4 and 10 hitpoints.
Life points: 200
Max hit: 70
Level: 45
Tok-xil
These guys will most likely be what uses up most of your food/brews/sweets. They use range and on the later waves will spawn with the level 360 Ket-zek's. Because you are praying mage these will hit you. They have very accurate range attacks, but on the other hand have almost no defence and very low hitpoints. you often do not have to worry about their melee attack, but avoid it if you can as it is slightly more accurate and strong.
Life points: 400
Max hit: 130
Level: 90
Yt-mejkot
These are usually a pushover if you are behind a safe spot, as they can only Melee. They have the annoying ability to heal theirselves and monsters around them, which can be frustrating at times. It is recommended to kill these last using a safe spot rather than wasting prayer points. They only attack with melee, making them a small threat most of the time.
Life points: 800
Max hit: 250
level: 180
Ket-zek
The ket-zek's first appear on wave 31 and onward and are the first monsters of the caves that it is necessary to pray on. they hit close to 500 using mage and melee attack styles. You should pray mage when these first spawn. it is reccomended to not go near them, as their melee attack is just as potent as it's magic attack. you will fight these all the way from wave 31-62.
Life points: 1600
Max hit: 490
level: 360
Tztok-Jad
Tztok-Jad. the mac-daddy of all challenges of runescape.He held the title of strongest monster on Runescape for more than 3 years.
He has a very large pool of life points. See the in depth analysis of TzTok-Jad next.
Life points: 2500
Max hit: 970
Level: 702
Yt-hurkot
If you are lucky, Tztok-jad will get down to 50% hitpoints. At this point you will experience the most difficult part of the fight caves. Four of these healers will spawn, they look like the level 180's but smaller. They come from the North, South, East, and West parts of the caves. They heal tztok jad every few seconds. You need to get them to attack you, or kill them. See in depth analysis of tztok-jad next.
Life points: 600
Max hit: 140
level: 108
While doing the Tzhaar fight caves you will be hit by all three types of attacks. You need a decent magic, melee, and range defence as well as close to +15 prayer and a good range offence bonus. The above picture is what i myself used, which worked out alright for me, below i will list gear to use, best on the left, worst on the right. Mix and match to suit your needs.
Main Account
Head slot: Verac's full helm -> proselyte full helm -> initiate full helm -> neitiznot -> mitre
Neck slot: Amulet of fury -> amulet of glory -> amulet of power -> stole
Torso slot: Armadyl chestplate -> Karil's leathertop -> black d'hide top
Leg slot: Veracs plateskirt -> proselyte skirt/legs -> initiate skirt/legs -> armadyl plateskirt
Boots slot: Ranger boots -> bandos boots -> white boots -> snakeskin boots -> frog leather boots
Gloves slot: Barrows -> dragon -> regen bracelet -> Black vambraces
Ring slot: Archers ring -> explorers ring
Weapon slot***: Rune crossbow
Shield slot: Dragonfire shield -> Blessed spirit shield -> Spirit shield -> Falador shield 3 -> God book -> Rune kiteshield
Ammunition slot: Diamond (E) bolts -> Broad -> adamant, Diamond (e)'s are almost Necessary if low range, you will only use around 500. Bring more though
***- Rune crossbow is the most common method nowadays, times have changed. I remember doing it with guthan's 90% of the caves, or on a pure using blood blitz to heal. Long before crossbow's the most common range method was one of the following two. Karil's crossbow, or a Crystal bow. Although using a crystal bow is effective, by the time you get to TzTok-Jad it will be around 2/10 charge, meaning it would be wise to bring two. On the other hand karil's crossbow is my favourite method of doing the caves. You will only use around 3500 bolt racks, which isn't very expensive. The catch is you can't wield a falador shield or godbook, meaning your payer is slashed, Also an accumulator has no effect. The way i find best is, if you have a trimmed skill cape, wear it for the +4 pray bonus to compensate for the loss of a godbook and use karils crossbow. As long as you have around +15 pray bonus with your setup (without having to use a stole) then you will be fine.
One Defence
Head slot: Mitre -> Robin hood hat
Neck slot: Amulet of fury -> amulet of glory -> amulet of power -> stole
Torso slot: Vestment Robe top -> Monk robe top
Leg slot: Black D'hide Chaps
Boots slot: Ranger boots
Gloves slot: Adamant gloves -> Regen bracelet -> Black vambraces
Ring slot: Archers ring -> explorers ring
weapon slot: Rune Crossbow/See above
shield slot: God Book
Ammunition slot: See above
45 Defence
Head slot: Robin hood hat -> Archer helm
Neck slot: Amulet of fury -> amulet of glory -> amulet of power -> stole
Torso slot: Black Dragonhide top
Leg slot: Rune platelegs/Rock-shell platelegs
Boots slot: Ranger boots -> Rune boots -> Snakeskin boots
gloves slot: Barrows gloves -> Regen Bracelet -> Black vambraces
Ring slot: Archers ring -> explorers ring
weapon slot: Rune crossbow/See above
Shield slot: Spirit shield -> Rune kiteshield -> Godbook
Ammunition slot: See above
Other Equipment
Saradomin Godsword
The Saradomin Godsword has an attack requirement of 75, and can be a very useful tool within the fight caves because of its replenishing properties for life points and prayer points, respectively. The special attack, "Healing Blade" restores half of the damage dealt to the users current life points, and one quarter of the damage to the users current prayer points. This weapon is mostly effective on lower-tier monsters within the fight caves, but never-the-less it can be very helpful in the long run as the fight caves is demanding in both life points and prayer points.
Full Slayer Helmet
The Full Slayer Helmet is a valuable tool within the fight caves, it has a defence requirement of 10, and it occupies the headgear slot but provides a 15% bonus of all offensive combat types, particularly notable is it's boost to range. It has similar defense bonus to that of a rune full helmet, but offers some mage defensive bonuses, as well as a small range and magic offensive bonus. The slayer helmet can only be used when you are on a tzhaar task from your slayer master, which can have the option to extend the task so you can use the slayer helmet all through the fight caves up to TzTok-Jad.
Guthans
The Guthan's armour set is in many ways, discontinued in use, mainly because of the arrival of easier and less cumbersome ways to heal like Soul Split, and the Saradomin Godsword. Disregarding my opinion on these pieces of armour though, it requires 70 defence to wear, like all barrows equipment, and 70 attack to wield the spear. You must have the entire set worn to experience the set effect, which provides the ability to heal on a 1:1 ratio with damage done. This means if you hit 350, you will heal 350. Many players like to wear partial guthans in the fight caves, and switch to the remaining pieces in their inventory (Usually spear and body) and then heal on the lower level monsters in the fight caves, similar to the Saradomin Godsword.
Void Knight Equipment
The Void Knight Equipment consists of four pieces, Gloves, Bottom and Top, And three different helmets which determine the set effect. As magic is usually disregarded in the fights caves, I will not go into detail. But the range and melee helmet both offer a 10% to damage and accuracy respectively. The requirements for wearing any of the items in the void set are 42 Strength, Attack, Defence, Magic, Ranged, Constitution and 22 Prayer. Interestingly, this is one of few items to have a Constitution requirement. For the most part the ranged helm is used in the fight caves (Pictured above), But the melee helm can also be brought along in the inventory if one wishes to use melee within the fight caves with a Saradomin Godsword or something similar. This armour set is the result of playing pest control to achieve zeal which can be spent on this armour. It offers evenly distributed, but low defence bonuses. It is recommended only to use this set of armour if you are a Berserker Pure or similar build.
Enhanced Excalibur
The enhanced excalibur is an improved version of the excalibur sword from the Merlin's Crystal quest, it's purpose is only for the special attack, which heals you 200LP(20hp) over a course of 10 seconds, using 100% of the special bar. In order to get your excalibur sword enhanced to create this healing effect, you must complete seer's diary 3 (hard tasks), but if you complete seer's diary 4 (elite tasks) you will get an ever greater version of excalibur which doubles the effect, you get healed 400LP(40hp) over 10 seconds, which would make this weapon even more desirable.
Main Account
One Defence
45 Defence
Above is the inventory i myself used, there are quite a few variants in which inventory to use or what items to add. For example, if you are less than 75 range you may want to put black d'hide chaps in your inventory to make things move along quicker when you are not praying. Or you may wish to add a holy wrench in place of a super restore, which is a great idea. If you have low defence around 70-75 or it's your first time going, it may be a good idea to bring 50+ purple sweets as well, Thought if you are a pure, purple sweets is a must, and bringing death and blood runes for blood blitz is a good idea. The main idea is you want at least 8 brews, and at least 12 super restores assuming you have around +15 pray bonus and your not using welfare gear. You will also want one Range potion for fighting TzTok-Jad.
The Tzhaar fight caves are more or less a rough square shape with bits and pieces missing. Inside are some commonly used safespots, The italy rock on the east wall is where you fill fight TzTok-jad and the rocks protruding from the north and west are good options to safe the level 180's and 45's. Monsters can spawn in any of the corners or the centre of this cave, save for TzTok-Jad who always spawns directly in the centre.
This is important to know how to do correctly, if done correctly you will be logged out in the caves and you will start again in the centre of the fight caves, regardless of where you logged off. at this point no monsters will spawn until you move from the spot you have logged in at. I do not advise to do this at wave 62, because you will not have ample time to get to the Italy rock when TzTok-Jad spawns. the Corect way to log out of the caves is:
1) During combat (you must be getting hit) press the logout button and then the logout now button.
2) A disclaimer in your chatbox will come up telling you to logout now or wait until the monsters are dead.
3) At this point you must kill ALL of the monsters in the caves and then logout.
4) Once you have clicked logout and the disclaimer pops up, the next wave of monsters won't spawn until you actually logout.
TzTok-Jad is One of the Highest level monsters in runescape. He is able to hit 970 with any of his attacks and Rarely, if ever, hits a zero. The only way to fend off his might is to use protection prayers. The only problem is, he can use both Range and mage attacks. In order to switch prayers effectively, you must be able to recognize his movements before he does his range attack, as well as before he does his mage attack. This is what troubles most people, as it takes practice.
Generic step-by-step
1) When you are killing the last level 360, Drink saradomin brews to max Hp and restores to max pray and your range potion.
2) Lure the last 360 to the north side of the italy rock and kill it.
3a) TURN YOUR PROTECTION FROM RANGE PRAYER ON, I cannot stress this anymore. TzTok-Jad makes sounds when he attacks, so TURN YOUR SPEAKERS ON MAX. His magic attack makes the same sound as retribution prayer being activated. His range on the other hand makes a crashing sound AFTER it hits you. So when he spawns, pray range and if you hear a sound, pray mage. If you are lucky, Tztok-Jad will get stuck on the other side of the italy rock and will be unable to hit you.
b) If not, he will creep around the side of the rock and engage you in combat, near the tip of the boot. That is okay as well, just less time to prepare yourself mentally. At this time you should beware of his melee range which is several squares. His melee attack is abrupt and has no warning and is just as deadly as his range and his mage, you want to fight and kill him.
c) If you need to drink a saradomin brew or a super restore or a range potion, use the F# keyboard shortcuts to alternate from your inventory to your prayer book.
4) Once the healers come TzTok-Jad will be half health, but The healers will heal him for a considerable amount. what you must do is hit each of the healers once, using longrange attack style to avoid being drawn into TzTok-Jad. Once they have their attention towards attack Tztok-Jad, If you see a ray of light come above TzTok-Jad he is being healed. You must draw them away from TzTok-Jad so they do not heal him. Once TzTok-jad is less than half hp you can kill the healers. It is only worth killing them if you have low defence, as they will not be much trouble, but you can trap them behind Jad.
Despite popular belief it IS possible to kill TzTok-Jad with melee. I have done it once in 2006 with an abyssal whip and an unholy book, but now the better option would be a godsword, saradomin being the most useful. Doing this with melee is the ultimate challenge and can be very difficult. In order to attempt this you must be several squares in front of TzTok-Jad and when you see him Launch either his mage or range attack, quickly switch to that prayer and run in to hit him. At this point you must pray melee after you get hit for 0, whenever he does his mage attack or range attack you will have less time to react because you are so close, but nonetheless pray accordingly. Right after you see him hit zero pray melee once again. When the healers come, it is recommended to range them. Though they are good to heal on with a saradomin godsword.
TzTok-Jad Diagram
Green - You This is where you should be once you have killed the last 360.
Teal Green - Jad These are numbered, and represent the different possible ways jad will encounter you.
Yellow - Where you fight Jad You want jad to be here to fight him and trap the healers. This is also where you kill the last 360.
Purple - Areas represented by numbers These different areas are used to explain areas in the fight caves, the number simply represents itself as a spot.
How to deal with spawns
Below is information about how to maneuver TzTok-Jad to the "Yellow Dot" which is the preffered area to kill him and to trap the healers. This is not the only way to do this. Understanding this can be complex and difficult at first, but you need to master it to be able to kill jad efficiently on a pure, and easily on a main.
Using the information from the diagram above, there are three different scenarios at which TzTok-Jad can spawn and attack you, represented by the purple numbers on the layout. These come into play for me to explain how to get jad to the yellow dot, which ultimately lets you kill him with ease due to being able to trap the healers. Though there are many ways to kill TzTok-Jad, this is how I do it.
Warning
Using the tactics of maneuvering TzTok-Jad into place requires you to "Off-Screen" him. This refers to not being able to see him, and using the sounds of his attacks to predict which prayer to use. You must familarize yourself with these sounds and be extra wary of his range attack which makes a sound after it his, because of this you must pray range, then when you hear his magic attack, switch to magic, but after you get hit, back to range immediately.
Spawn one (Teal Green, 1)
Spawn one is probably one of the best ways to have TzTok-Jad spawn, because he will be behind the italy rock and it gives you time to prepare yourself and your strategy. To maneuver him to the yellow dot, run to Area 4 so he will creep around the Italy rock, then run to Area 1 and he will almost be where you want him, Finally run to Area 3 to lure him the last few squares, and Back to Area 1 ;he will be in position
Spawn Two (Teal Green, 2)
Spawn two requires you to run to Area 2 to get him stuck on the "heel" of the italy, Then run over to Area 1 and He will meet you near the yellow dot, finally run to Area 3 and back to Area 1 to lure him the last few squares ;he will be in position
Spawn Three (Teal Green, 3)
Spawn three is the easiest for me, all that is required is for you to run to Area 3, then back to Area 1 to lure him the last few squares ;he will be in position.
Healers (Yt-HurKot)
The healers have distinct patterns of spawning from North, West, South, and East. They are not aggressive unless provoked, and can be a pain in the ass unless take care of. The picture above is where the healers will be when TzTok-Jad is in "Yellow dot" position, this makes it easy, because they are trapped.
The method for killing the healers is simply not to kill them. You need only attack each once, and in the order labeled in the picture. Attack healer one once, and then two, three and four, finally hugging the italy rock so that the third and fourth healer do not sneak past TzTok-Jad and create problems.
That is about all there is to it on healers, I recommend not using Emerald bolts for jad, because if you hit one of the healers with one they may get poisoned and die prematurely, causing it to respawn and disrupt your owning of TzTok-Jad.
If you wish to kill them make sure you do so after TzTok-Jad has fallen below half life points, or they will respawn and make your task more difficult
I have compiled some other sources below which may be of help to your quest to complete the fight caves. Furthermore if you need further help, you may PM me or contact me on msn Nelsonbrody@hotmail.com
Official Runescape Website Information
www.runescape.com/a=1/kbase/g...e#introduction
Runescape Wiki fight caves articles
runescape.wikia.com/wiki/Fight_caves
Runescape wiki TzTok-Jad articles
runescape.wikia.com/wiki/TzTok-Jad