TzHaar Fight Cave

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TzHaar Fight Cave
Released4 October 2005 (Update)
TypeMinigame
MembersYes
LocationMor Ul Rek
League regionKaramja Karamja
Participants1
Reward currencyTokkul
TutorialNo
MusicTzHaar!
Map

The TzHaar Fight Cave, commonly referred to as the Fight Caves, is a combat minigame in the outer area of Mor Ul Rek, located within the Karamja volcano. Fully completing it is considered an early major challenge players will take on in Old School Runescape. It involves single-handedly fighting off 63 waves of TzHaar creatures, including a boss fight against one of the strongest monsters in the game: TzTok-Jad. Players will be rewarded with Tokkul for playing this minigame, and if they manage to defeat TzTok-Jad, they will be rewarded with the fire cape.

Up until this update, the Kalphite Queen had been the strongest monster in RuneScape. However, the introduction of the TzHaar Fight Cave introduced 2 new monsters, the level-360 Ket-Zek and the level-702 TzTok-Jad, both of which are higher in level, and more powerful.

Location[edit | edit source]

Deep under the ground of Karamja, a new species of creature has been discovered. To find the entrance to this underground city, players must go into the Crandor and Karamja Dungeon. Once there, players will see a cave, which leads to Mor Ul Rek.

Getting there[edit | edit source]

  • Using the "TzHaar Fight Pit" minigame teleport.
  • Using the BLP fairy ring and running north.

Slayer[edit | edit source]

Killing TzTok-Jad can be unlocked as a slayer task for 100 slayer points at Duradel, Nieve or Chaeldar. Defeating waves 1-62 of the fight caves gives 11,520 slayer experience. Jad gives another 25,250 experience. Although optional, the four Yt-HurKot spawns can be killed on wave 63 for 60 slayer experience each. This totals out to 36,770 (up to 37,010) experience for all of the fight caves.

Monsters[edit | edit source]

The TzHaar Fight Cave pits adventurers against a succession of monsters, each harder than the last. The final boss is the powerful level-702 TzTok-Jad, but to get to him, players must battle past 6 other types of monsters ranging from level-22 up to level-360.

The monsters are in order of appearance:

Lvl Image Name HP Attack(s) Max Hit Notes
22 Tz-Kih 10 15 15 Melee 4 Drains Prayer while Melee'ing; use Ranged or hit-and-run tactic to kill.
45 Tz-Kek 20 30 30 Melee 7 Recoils damage of 1 when attacked with Melee.
22 Tz-Kek 10 15 30 Melee 4 2 appear after a 45 is killed.
90 Tok-Xil 40 60 60 Ranged, Melee 13 See the wave breakdown for when to use Prayer.
180 Yt-MejKot 80 120 120 Melee 25 Can heal itself and other monsters that are below half their maximum hp
360 Ket-Zek 160 240 240 Magic, Melee 54 Range with Protect from Magic on, and stay out of its Melee range.
702 TzTok-Jad 250 480 480 Magic, Ranged, Melee 97 See below.
108 Yt-HurKot Yt-HurKot 60 60 120 Melee 14

4 will spawn when TzTok-Jad falls below half HP. They will heal Jad if they are within melee range of it, or if they are in combat with the player and are within 4 tiles of Jad. Will sometimes heal themselves or adjacent Yt-HurKot that are below half hp if they cannot reach Jad.

See the Monsters wiki page for techniques.

TzTok-Jad[edit | edit source]

Jad slams his feet to the ground for Ranged, and he rears up dangling his feet for Magic.

At the final wave (wave 63), TzTok-Jad will emerge from where the orange Ket-Zek spawned and engage the player.

Despite Jad's fairly low health, it is not to be underestimated - its attacks are immensely accurate and often deals massive damage, having a max hit of 95 for its magic attack and 97 for both melee and ranged, which can easily kill lower-leveled players in a single hit.

Upon reaching half of its health, Jad will summon four Yt-HurKot into the arena, who will make their way to it in order to heal it back to full health. If they successfully restore all of Jad's health before being killed, another set of healers will spawn when it reaches 50% or less health.

Tactical analysis[edit | edit source]

Rewards[edit | edit source]

The fire cape

If one is successful in defeating TzTok-Jad, they will receive 8,032 Tokkul and the untradeable fire cape — one of the best melee capes in Old School RuneScape. It provides much better protection than the cape of legends and the obsidian cape, as well as slight offensive bonuses. The only strictly better melee cape is the infernal cape, which is acquired from the Inferno, a much harder version of the Fight Caves that requires sacrificing a fire cape to enter.

Defeating TzTok-Jad has a 1/200 chance of awarding a pet TzRek-jad. This chance is boosted to 1/100 if TzTok-Jad is defeated while on a Slayer task. In addition, players may exchange a fire cape by speaking to TzHaar-Mej-Jal for an additional 1/200 chance of obtaining the pet.

Tokkul is rewarded based on how many waves are completed, with each wave giving two more tokkul than the last. The total can be calculated as 2+4+6+..., or more simply N(N+1), where N is the number of waves completed. An additional 4,000 Tokkul are rewarded for killing TzTok-Jad.[1][2]

Rewards for completing the Elite Karamja Diary include doubled Tokkul from the Fight Caves and one resurrection per day inside the Fight Caves.

Map & wave breakdown[edit | edit source]

A map of the TzHaar Fight Caves with some notable spots for safespotting and monster spawns.

Map breakdown[edit | edit source]

The TzHaar Fight Cave is mapped out on the right.

Monsters spawn in waves, with each wave getting progressively more difficult. You can look below, under Wave breakdown, to see what monsters spawn in each wave. If you want to know exactly where the spawns are for the monsters on each wave, you can determine them based on the first two waves using the Rotations guide.

One of the main safespots is the Italy Rock (nicknamed after its shape) which is located on the eastern side of the arena. Standing directly on the western or southern wall of the Italy Rock will make the level 45 Tz-Kek and level 180 Yt-MejKot stuck on the corners. The Italy Rock is a great location to camp during waves where you encounter those monsters.

The other two locations, Long Rock and Dragon Rock are also useful for safespots. Standing on the south side of the long rock or the west side of the dragon rock will lure all spawns to get stuck on them, except for the one that is immediately next to them.

The player here is standing on the western side of the Italy Rock, keeping the Tz-Keks stuck on the corners.

Note: As of the update on 20 August 2015, there are no longer static spawns in the fight caves. However, there is still a pattern to let you predict spawn points, although not quite as easy to remember. When entering the caves, the game chooses a random spot in the following cycle: SE, SW, C, NW, SW, SE, S, NW, C, SE, SW, S, NW, C, S. At the start of each wave, move the spot one forward, wrapping if necessary. The game then spawns the monsters in descending combat level order, starting from that spot. Using this information you can position yourself for each new wave to do it as effectively as possible. When it comes down to the TzTok-Jad spawn, it will spawn where the off-coloured Ket-Zek spawned on the previous wave; this is the same location as the first 45 spawn. To better determine where the spawn points are, see Rotations.

Wave breakdown[edit | edit source]

The following table displays each wave the monsters will spawn.

Wave Monsters Notes
1
Tz-Kih
Tz-Kih (22)
(level 22)

Kill using a hit-and-run tactic to prevent its Prayer drain.
2
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

Again, hit and run!
3
Tz-Kek
Tzkek (45)
(level 45)

This spawn will be the same as the orange 360 on wave 62 and the same spawn as Jad.
4
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

Always kill the fiery, bat-like, level-22 Tz-Kih first using a hit-and-run tactic to prevent its Prayer drain![3]
5
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
6
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

7
Tok-Xil
Tok xil (90)
(level 90)

Activate Protect from Missiles against Tok-Xil if needed as its Ranged attack will be strong against a low level or mage.[4]
8
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
9
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
10
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)

11
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
12
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

13
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

14
Tok-Xil
Tok xil (90)
(level 90)
Tok-Xil
Tok xil (90)
(level 90)

[4]
Use smaller monsters, Italy Rock or Dragon Rock to block the Yt-MejKots (180's). See this map![5]
15
Yt-MejKot
Yt-MejKot (180)
(level 180)

Again, block the Yt-MejKot, or heal off it with Guthan's using Protect from Melee if necessary.
16
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
17
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

18
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)

[5]
19
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
20
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

21
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

[5]
22
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)

[4]
23
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
24
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

25
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)

26
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
27
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

28
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

[5]
29
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tok-Xil
Tok xil (90)
(level 90)

[4]
30
Yt-MejKot
Yt-MejKot (180)
(level 180)
Yt-MejKot
Yt-MejKot (180)
(level 180)

As soon as you finish off the last 180, immediately activate Protect from Magic.
From this point onwards, use Protect from Magic against the Ket-Zeks (360's), and disable Auto Retaliate.[6]
31
Ket-Zek
Ket-Zek (360)
(level 360)

Keep your distance as its Melee attack can deal devastating damage to a player within its range. The Hit-and-Run could work, but it's not advised for the inexperienced.
32
Ket-Zek
Ket-Zek (360)
(level 360)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
33
Ket-Zek
Ket-Zek (360)
(level 360)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

34
Ket-Zek
Ket-Zek (360)
(level 360)
Tz-Kek
Tzkek (45)
(level 45)

35
Ket-Zek
Ket-Zek (360)
(level 360)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
36
Ket-Zek
Ket-Zek (360)
(level 360)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

37
Ket-Zek
Ket-Zek (360)
(level 360)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

38
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)

Now that there is a mage present, it's advised to tank the range hits unless the mage is safespotted.
39
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
40
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

41
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)

42
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
43
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

Wave 43 represents the halfway point of total damage dealt from waves 1-62.
44
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

45
Ket-Zek
Ket-Zek (360)
(level 360)
Tok-Xil
Tok xil (90)
(level 90)
Tok-Xil
Tok xil (90)
(level 90)

Take out the rangers first.
46
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)

Block the 180 with the 360, Italy or Dragon Rock, or other monsters when they spawn.[5][6]
47
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
48
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

49
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)

[6]
50
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
51
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

52
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

[6]
Remember the 'Bat (22) > Ranger (90) > Mager (360) > Meleer (180) > Blob (45)' killing order!
53
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)

The ranger can be used to block the meleer if needed[6]
54
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
55
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

56
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)

[6]
57
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)

[3]
58
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kih
Tz-Kih (22)
(level 22)
Tz-Kih
Tz-Kih (22)
(level 22)

59
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tz-Kek
Tzkek (45)
(level 45)
Tz-Kek
Tzkek (45)
(level 45)

[6]
60
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Tok-Xil
Tok xil (90)
(level 90)
Tok-Xil
Tok xil (90)
(level 90)

Kill the rangers first!
61
Ket-Zek
Ket-Zek (360)
(level 360)
Yt-MejKot
Yt-MejKot (180)
(level 180)
Yt-MejKot
Yt-MejKot (180)
(level 180)

This is the last wave to heal using Guthan's, or passively regen health in a safespot after killing the level 360. Activate Protect from Magic for the next wave. Pay attention to where the orange Ket-Zek spawns next round.
62
Ket-Zek
Ket-Zek (360)
(level 360)
Ket-Zek
Ket-Zek (360)
(level 360)

Once the wave starts, find the orange Ket-Zek as fast as you can. Tz-Tok-Jad will spawn exactly where the orange Ket-Zek spawns in the next round. Using distance or obstacles, force the last Ket-Zek behind cover or near the orange's spawn. If standing near the spawn, stay out of melee range from Tz-Tok-Jad's melee attack. Before killing the last Ket-Zek, restore your HP and Prayer. Start the next wave with Protect from Missiles active, and have the prayer interface open and be ready to switch Protection Prayers if neccesary. This is because there is no initial range sound prior to Jad hitting you whereas Jad's magic attack sounds like activating a Retribution prayer.
63
TzTok-Jad
Jad (702)
(level 702)
Yt-HurKot
Yt-HurKot (108)
(level 108)
Yt-HurKot
Yt-HurKot (108)
(level 108)
Yt-HurKot
Yt-HurKot (108)
(level 108)
Yt-HurKot
Yt-HurKot (108)
(level 108)

Tz-Tok-Jad uses Ranged by stomping his feet to the ground emitting cracks in an earthquake-like manner. He also attacks with Magic by growling, rearing up and dangling his forelegs before discharging a fireball as shown below. Once the wave starts, he will do either of the two. Prayer switches must occur in-between Tz-Tok-Jad's footwork animation. If you switch while the projectile has already been unleashed, it will be too late, even if the projectile has not hit you yet.

Four level 108 healers will appear when Tz-Tok-Jad is at half health, so attack each one from long range and drag them away from Jad while staying focused on Tz-Tok-Jad's footwork and attacks. If they've healed TzTok-Jad back to full health and are then killed, they will respawn; otherwise, not. They don't have to be killed to complete the Fight Cave. Be-careful luring the healers as being too close with Tz-Tok-Jad will give him a chance to do a melee attack which hits instantly thus will not give you room to react and switch.

Tips[edit | edit source]

The recommended safe area.
Jad spawns are indicated as well as potential Jad safespots if lucky (Jad spawns where the off-coloured 360 spawned).
  • Going into wave three, wherever the Tz-Kek spawns is where Jad will spawn later on. Pay attention to this spawn point, and exit/restart to ensure that the Tz-Kek spawn point is on the south side of the "Italy" rock. This allows you to have protection to pot up before beginning the fight with TzTok-Jad. Alternatively, you can guarantee a beneficial rotation by waiting to enter the fight caves until a time that corresponds to the desired rotation, as the rotation is determined by the exact time when the player enters the caves and cycles every hour or so. A full list of the times and rotations as well as the current time can be found here TzHaar Fight Cave/Rotations
  • Getting the 2+ Prayer boost at Edgeville Monastery or the Nature Grotto may be a help in the caves.
    • Alternatively, the ancient mace may be used before entering, preferably on a POH dummy with strength-boosting Prayers, equipment and potions for 20 or more additional Prayer at entry. It can be used on the Tz-Kek's at the end of waves as well.
  • Especially in later waves (38+), you should stand in the north-eastern corner as 3 of 5 spawns get stuck that way behind Italy Rock and the other rock to the west.
  • Whenever killing a safespotted monster behind another one, kill the un-safespotted ones first, then immediately attack the safespotted one, as the death animation of the un-safespotted one will allow you to get a free hit on the safespotted one.
    • An exception to this is when using the level 45/22 Tz-Keks as a pseudo-safespot for Yt-MejKot.
  • You can REQUEST to log out of the game at anytime by clicking "Log Out" before you end your current round. After you complete the wave, the waves will pause and the next wave will not begin until you log out and log back in. If you log out before completing the wave, the wave will restart when you log in again. This is also useful for letting your Hitpoints regenerate in-between rounds. You can request a log out, get the message, and finish the wave, and let your Hitpoints regenerate, or you can just safespot everything in the current wave and wait for your Hitpoints to regenerate.
  • Prayer flicking Eagle Eye, Hawk Eye or Rigour on the Ket-Zeks is useful for saving prayer. It is also advised to disable Auto Retaliate during the caves as the Tok-Xils and Ket-Zeks can lure you out of safespots, thus allowing the Yt-MejKots to melee you.
  • Do not drink any Saradomin brews unless you have to: if possible, wait until your Prayer is low, so you don't waste any prayer points from your super restore potions. Only a single dose of super restore is needed to restore combat stats after 3 doses of Saradomin brew.
  • If possible, the Saradomin godsword is highly useful for completing the Fight Caves, as it restores both Hitpoints and Prayer, corresponding with the damage dealt. You can even safespot monsters while waiting for special energy to regenerate. If using the Saradomin godsword special attack on the level 180 Yt-MejKots, it is advisable to get them down to half hp (39 or less to be safe) before using the special attack: this way they will use their own attack to heal, rather than to hit you. If using Void Knight equipment, it may be useful to bring a melee helmet as well as ranged if you are using a Saradomin godsword as a special attack weapon.
    • The ancient mace can be used as a much cheaper, but less effective, alternative.
  • Using the Regen Bracelet allows you to heal 2 Hitpoints per minute versus one. Useful when safespotting or have monsters stuck behind rocks.
  • Using the Toxic Blowpipe has a chance to cause venom damage which will increase to 20 hit points. Useful for safe spotting the meleer or mager during the later rounds.

Combat Achievements[edit | edit source]

There are 10 Combat Achievement tasks (totalling 50 points) available for TzTok-Jad.

NameDescriptionTypeTierComp%
A Near Miss!Complete the Fight Caves after surviving a hit from TzTok-Jad without praying.Mechanical Elite (4 pts)27.5%
Fight Caves VeteranComplete the Fight Caves once.Kill Count Elite (4 pts)60.3%
Facing Jad Head-onComplete the Fight Caves with only melee.Restriction Elite (4 pts)6.6%
Fight Caves Speed-ChaserComplete the Fight Caves in less than 30 minutes.Speed Master (5 pts)3.2%
Fight Caves MasterComplete the Fight Caves 5 times.Kill Count Master (5 pts)17.9%
You Didn't Say Anything About a BatComplete the Fight Caves without being attacked by a Tz-Kih.Mechanical Master (5 pts)6.4%
Denying the HealersComplete the Fight caves without letting any of the Yt-MejKot heal.Mechanical Master (5 pts)14.2%
No Time for a DrinkComplete the Fight Caves without losing any prayer points.Restriction Grandmaster (6 pts)0.9%
Fight Caves Speed-RunnerComplete the Fight Caves in less than 26 minutes and 30 seconds.Speed Grandmaster (6 pts)1.4%
Denying the Healers IIComplete the Fight Caves without TzTok-Jad being healed by a Yt-HurKot.Mechanical Grandmaster (6 pts)4.4%

Changes[edit | edit source]

Date Changes
18 May 2022
(update | poll)

NPCs in the Fight Caves are now visible at further distances.

28 April 2021
(update)

The Fight Cave leave timer has been reduced to three minutes.

23 May 2019
(update)

Players who reached zero hitpoints as they won no longer die when they are taken outside of the Fight Cave.

20 August 2015
(update)

The Tzhaar Fight Cave monster spawns have been updated to fix a bug where two positions were almost never used.

13 August 2015
(update)
  • There is now a warning on the exit of the Fight Cave.
  • The Tz-Tok Jad slayer task will now be cleared if you leave a Fight Cave run in any way, to prevent players from potentially having an infinite slayer task.
6 August 2015
(update)
  • You can now unlock TzHaar monsters as a potential slayer assignment.
  • The spawns of the Fight Caves creatures will remain the same if you logout and in to repeat a wave.
5 March 2015
(update | poll)
22 January 2015
(update | poll)

A timer has been added to the fight cave that times how long it takes you to get from wave 1 to killing TzTok-Jad.

1 May 2014
(update)

The fight cave now displays a notification showing the current wave in the chatbox.

2 August 2013
(update | poll)

You can now win fire capes even if you have one already. These can be exchanged with the Fight Cave attendant for Tokkul should you want that instead.

16 May 2013
(update)

The Fight Cave will no longer let you run back in immediately after leaving.

9 May 2013
(update | poll)

If you log out or disconnect in the TzHaar Fight Cave during a wave, you will now automatically restart that wave when you log back in.

Date unknown

Players can now have multiple fire capes, with a Fight Cave completion always rewarding one. Previously only 16,064 Tokkul would be rewarded.

22 February 2013
(update)

This content was included when the Old School RuneScape servers officially launched.

References[edit | edit source]

  1. ^
  2. ^
  3. ^ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 Always kill the fiery, bat-like, level-22 Tz-Kih first using a hit-and-run tactic to prevent its Prayer drain!
  4. ^ 4.0 4.1 4.2 4.3 Activate Protect from Missiles against Tok-Xil if needed as its Ranged attack will be strong against a low level or mage.
  5. ^ 5.0 5.1 5.2 5.3 5.4 Use smaller monsters, Italy Rock or Dragon Rock to block the Yt-MejKot. See this map!
  6. ^ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 When the Yt-MejKot appears, use the Ket-Zek and other monsters to block it.