The Brink of Extinction
|The Brink of Extinction (#187)|
|Release date||4 December 2012 (Update)|
|Main developer(s)||Stuart W|
|Infobox • Talk page|
- 1 Official description
- 2 Overview
- 3 The heroes of yesterday
- 4 Finding the Ga'al and TokKul artefacts
- 5 Ga'al
- 6 TokKul
- 7 The ambush at the Kiln
- 8 The chase to the Cauldron
- 9 Room 1
- 10 Room 2
- 11 Room 3
- 12 Room 4
- 13 Room 5
- 14 Room 6
- 15 Room 7
- 16 Room 8
- 17 Showdown with the deadly Tokhaar-Hok!
- 18 Strategy
- 19 The hero of the TzHaar
- 20 Rewards
- 21 Transcript
- 22 Update history
- 23 Trivia
Official description[edit | edit source]
The continued survival of the TzHaar race hangs in the balance. Lead a second expedition into the Elder Kiln, where the TzHaar hope to resurrect their greatest warriors by fusing them painfully with the Ga'al.
Overview[edit | edit source]
|Start point||TzHaar-Mej-Ak or TzHaar-Mej-Jeh in the TzHaar City's main plaza.|
|Member requirement||Members only|
|Official length||Medium to Long|
|Requirements||Skill requirements are not boostable unless marked with a [B] for boostable.
|Items required||Items from the tool belt are not listed unless they do not work or are not automatically added.
|Enemies to defeat||
Must be able to defeat multiple level 100+ foes, including:
The heroes of yesterday[edit | edit source]
Speak to TzHaar-Mej-Ak or TzHaar-Mej-Jeh in the main plaza of TzHaar City. They inform you that the TzHaar race is dying, because only Ga'al, which do not inherit the memories of their ancestors, are hatching from the eggs. Mej-Ak and Mej-Jeh wish you to take more Ga'al to the Elder Kiln to infuse them with the memories held in a dead TzHaar's TokKul, as you did before with Ga'al-Xox. Specifically, they wish for you to resurrect some of the greatest champions in TzHaar history so that they can live again. As you talk with them more they understand your reluctance to do it due to the pain it brought Ga'al-Xox in The Elder Kiln, but they ask you to do it anyway, for they believe that the Ga'al are mere abominations and the TzHaar race is on the brink of extinction due to the volcano cooling.
Mej-Ak suggests TzHaar-Mej-Gek, one of the wisest and most powerful magicians in TzHaar history, and Mej-Jeh suggests TzHaar-Ket-Teg and TzHaar-Xil-Kal, excellent guard and hunter and formidable in the Fight Pits. They give you a communication orb, which you may use to find the TokKul of the three named champions, and ask you to also round up three Ga'al wandering around the city and send them to the main plaza.
Finding the Ga'al and TokKul artefacts[edit | edit source]
Ga'al[edit | edit source]
While searching for TokKul, you will likely come across some Ga'al, standing idly by in several locations. Speak to those that you come across, and have them head to the plaza. The communication orb may also be used to find the nearest Ga'al. While there are more than three Ga'al wandering around the city, the following are three locations where they may be found:
- Directly south of the main plaza by the sulphur pit (two may be found near here).
- The southwest corner of the city (two may be found here).
- The entrance to the library, at the northwest corner of the city.
TokKul[edit | edit source]
You may use the communication orb to locate the champions' TokKul. Their locations are given below.
Mej-Gek's TokKul is found at the northeast corner of the city, at the birthing pool. As you approach, a cutscene plays, of the birth of Ga'al-Jeh by TzHaar-Mej-Het. As it hatches, Mej-Het becomes angry that it failed again and sends the Ga'al to die in the Pits. Go to the north of the pool and speak to Mej-Het, who was paid with the TokKul of TzHaar-Mej-Gek for charging a human adventurer's staff. He then gives you the TokKul, and says that he needs to take care of the eggs, despite the fact that half of them die and the other produce only Ga'al.
Fragments of Ket-Teg's TokKul must be mined from the statue of TzHaar-Ket-Teg, on the east end of the city in the tunnel that leads to the Fight Kiln. The player receives five fragments, which must be taken to the Lava Furnace in the south-east corner of the main plaza in order to reform them into one piece, the TokKul of TzHaar-Ket-Teg. Do not "Use" the fragments on the Lava Furnace, simply click on the furnace, and you will forge the fragments.
Xil-Kal's TokKul must also be obtained by mining fragments from the statue of TzHaar-Xil-Kal at the entrance of the city (to the south). Forge the fragments into the ToKkul of TzHaar-Xil-Kal, just as you did previously. Do not "Use" the fragments on the Lava Furnace, simply click on the furnace, and you will forge the fragments.
The ambush at the Kiln[edit | edit source]
Return to Mej-Jeh and Mej-Ak. The three Ga'al are also there. They say they're heading out to the entrance to the Elder Kiln. Use TokKul-Zo to teleport to Fight Kiln, pick the quest option at the cave entrance. You meet with TokHaar-Hok inside the Elder Kiln (the tunnels are bypassed). Mej-Jeh and Mej-Ak request that the Ga'al be transformed into TzHaar, but TokHaar-Hok says they are too weak, and that the TokKul is simply "lost" in the sacred lava, to be reborn as TokHaar. Afraid of losing the TokKul, Mej-Ak asks you what to do.
No matter what you choose, Ga'al-Xox suddenly enters and slays Mej-Ak before anything can be done. Enraged, Mej-Jeh berates him for murdering a TzHaar on sacred grounds, but Ga'al-Xox simply explains he cannot allow any more Ga'al to be tortured like he was. He then flees with the champions' TokKul. Mej-Jeh sends you after him and you appear outside the kiln. Activating the communication orb here and choosing option 1 tells you to go south and then to the far east. The cave entrance you need is on the eastern edge of the city map.
The chase to the Cauldron[edit | edit source]
Ga'al-Xox flees out of the Kiln and through the city, ending up in a cave to the far east end of the city. Activate the communication orb while standing in front of the cave entrance, then enter the cave.
Entering the cave begins the combat portion of the quest, and followers cannot enter. Progress is saved upon the clearing of each room, meaning you can leave to restock if you wish or need to. There is a TzHaar-Ket banker just outside the entrance of the first cave. You have to activate the communication orb to make the banker show up (and/or enter the cave and then exit it).
The following areas are safe; no items are lost upon death (apart from any food or potions you've already consumed). The player will respawn by the bank at the entrance to the cave with all items and armour. (Spoiler alert: This cave is the entrance to the Fight Cauldron, accessible upon completion of the quest).
Note: TzHaar Mej-Jeh comments at the beginning of each room. Combat may be postponed while listening to him.
Room 1[edit | edit source]
As the gate closes, the security system begins to summon monsters. This first room of this cave contains four Tz-Kih, which are weak to stab. However, it may be best to kill them with ice spells from the Ancient Magicks to prevent them from draining your Prayer points. As they are weak, anything can be used to kill them.
At the far end of the cave are two ancient scales and three weapons, an obsidian mace (found on the floor adjacent to the western scale), obsidian sword (on the western scale), and obsidian knife (on the eastern scale). Remove the sword from the western scale and replace it with the mace. Remove the knife from the eastern scale and replace it with the sword. The scales drop into place, and the gate opens.
Room 2[edit | edit source]
Once these enemies have been dealt with, activate the communication orb and Meh-Jeh will comment that there is a bookcase with reading orbs at the other end of the cave. Search it and Mej-Jeh will discover that these tunnels are ancient and important. In fact, the first TokHaar to escape the Kiln to become TzHaar created this tunnel system. As such, it is directly connected to the Elder Kiln. It also speaks of a ring of living fire, TzKot-Zo, which Mej-Jeh cannot remember from his previous lives.
Solve the puzzle by moving the statues into the combat triangle; the TzHaar-Ket facing the TzHaar-Xil, who is facing the TzHaar-Mej, who in turn faces the TzHaar-Ket. Arrows appear on the ground to help you; these turn purple as the statues are positioned properly. The puzzle is not difficult to understand conceptually, but it can be tricky to align the statues properly. It may help to position the statues in as small a triangle as possible.
Once the statues are properly aligned, the gate will open.
Room 3[edit | edit source]
The third room contains a grid floor over lava - reading the bookcase reveals it is the TzKot-Zo. It is a special mechanism, connected to the Kiln on both ends. It filters and purifies the lava before passing it on to the Kiln. He remarks that it was constructed by neither the TzHaar nor the TokHaar.
As soon as you pass through the hot vent door, some of the squares start glowing and several TokHaar appear to protect the sacred lava. The squares first glow a dull orange for a few seconds, and then turn bright yellow. At this point, any player standing on one takes rapid hits for heavy damage until they stand on a safe square, and any TokHaar standing on it rapidly heals. If not noticed quickly, it can be difficult to move off of a glowing square quick enough to avoid damage, so it is advised to stay at the corner of any given safe square. There are no safe spots, and any of the 9 metal platforms may begin glowing at any time. You must defeat the TokHaar while avoiding standing on the glowing squares.
During the fight, it is advisable not to leave a monster alone for too long, as it may fully heal. It is also advisable to disable auto retaliate, as it may cause you to run onto a glowing platform. The first wave of TokHaar use melee and are weak to water. The second use mage and ranged and are weak to bolts and crush respectively. Finally there is a single TokHaar-Ket Champion, with zero weaknesses and a high defence against all attack types. Also, as in The Elder Kiln, his melee attacks will drain prayer.
Abilities that damage multiple enemies are useful when opponents are close together, especially on waves with several melee opponents. Be cautious when using long-duration combo abilities as the square you are on might start glowing mid-ability. Try to time these abilities so that you only use them when the squares have recently changed.
|Wave||Combatants||Recommended prayers||Recommended curses||Weaknesses|
|1||2x TokHaar-Ket (melee)
2x TokHaar-Hur (melee)
|Protect from Melee or Augury||Deflect Melee, Leech Magic, or Leech Defence||Water spells|
|2||3x TokHaar-Xil (Ranged)||Protect from Missiles or Piety||Deflect Missiles or Leech Defence||Crush|
|3||TokHaar-Ket Champion (Prayer-draining melee)||Protect from Melee or Piety||Deflect Melee, Leech Magic, or Leech Defence||Nothing|
Room 4[edit | edit source]
The fourth chamber contains four level 103 Tz-Kils (lava monsters), which use Magic and are weak to bolts. They hit quickly, so it is advisable to use protect from magic if you are using melee armour. Kill them, go to the other end of the room, and pick up the obsidian weapons on the floor.
There are four scales, each with a statue behind it. On each scale, place the obsidian weapon that is wielded by the adjacent statue. The obsidian mace goes on the northeastern pedestal, the obsidian throwing ring on the southeastern pedestal, the obsidian staff on the southwestern pedestal, and the obsidian sword on the northwestern pedestal. The gate opens.
Room 5[edit | edit source]
The Tz-Kihs shouldn't be difficult, but the Tz-Kil + Yt-MejKot combination can prove a challenge. It is recommended to take out the Tz-Kils first, and then focus attention on the Yt-MejKot.
The Yt-MejKot heals itself within melee distance, which makes it quite difficult even for higher-leveled players to fight using melee, but not impossible.
If you are taking a lot of damage try luring the Yt-MejKot over to the pedestals and trapping him on the south side while you safely range attack him from the north side. Alternatively, you can use the corner of the south entrance to block the Yt-MejKot while ranging the Tz-Kils.
After killing all of the enemies within the area head north and touch one of the pedestals to start the puzzle. In this puzzle, you must click the pedestals in the order in which they light up. This must be done eight times, but the sequence is always the same each time. However, initially only one pedestal needs to be clicked, then two, then three, and so on to the full sequence of eight pedestals. If you ever mess up, you must start again from the beginning.
If you happen to forget what order you must touch the pedestals, the proper sequence is: southeast, northwest, southwest, northwest, northeast, southeast, northeast, and southwest. The gate opens.
Room 6[edit | edit source]
The sixth chamber contains another sacred lava conduit node, similar to room 3. Here, you must fight four TokHaar-Hur, then two TokHaar-Xil, then two TokHaar-Mej, and finally two TokHaar Champions, while avoiding standing on the glowing floor platforms.
As before, the glowing floor heals the TokHaar.
|Wave||Combatants||Recommended prayers||Recommended curses||Weakness|
|1||4x TokHaar-Hur (all melee)||Protect Melee or Augury||Deflect Melee, Leech Defence, or Leech Mage||Water spells|
|2||2x TokHaar-Xil (Ranged)||Protect Ranged or Rigour||Deflect Ranged, Leech Defence, or Sap Ranged||Crush|
|3||2x TokHaar-Mej (Magic)||Protect Mage or Piety||Deflect Mage, Leech Defence, or Sap Mage||Bolts|
|4||2x TokHaar-Ket Champions (Prayer-draining melee)||Protect Melee or Augury||Deflect Melee, Leech Defence, or Leech Mage||Nothing|
Room 7[edit | edit source]
From this point on, the communication orb fails to function, as it is out of range of the city. You will not be able to read the manuscripts on the bookshelves (as you do not know how to translate the TzHaar language), nor ask for advice on the puzzles.
You are attacked by a bunch of Tz-Kek upon entering. You can use the ancient scales up ahead to block them or just have them block each other while firing magic at them. Alternatively, they are fairly easy to melee, especially using multi-target sweep abilities.
When that's over with, pick up the weapons lying around, as well as the stone tablet, and head toward the scales. The tablet is conveniently written in a language readable to the player, and provides translations for the inscriptions on each of the scales near the gate. The player must place the correct weapon on each scale, matching the inscription with the weapon type. The correct sequence varies from player to player. The interpretations for each scale are as follows:
|Xil (Sharp / Hunter / Killer / Dangerous)||Obsidian sword|
|Mej (Magic / Mage / Priest / Parent)||Obsidian staff|
|Ket (Blunt / Defender / Guard / Large)||Obsidian maul|
|Ket and Hur (Blunt + Small)||Obsidian mace|
|Xil and Hur (Sharp + Small)||Obsidian knife|
Once complete, the gate opens and you may proceed to the next room.
Room 8[edit | edit source]
This room begins with three Tz-Kil. Once these have been dealt with, enter two Tz-Keks and the loud arrival of a Ket-Zek. Use range to kill the Tz-Kil while edging your way northwest to the divider wall ahead, so that when you kill the last Tz-Kil, you won't have the Ket-Zek spawn on top of you.
If using magic: Switch to magic gear and try to get the attention of the Tz-Keks from behind the wall, while keeping exposure to the Ket-Zek to a minimum until you remove the Tz-Keks. Use the Protect from Magic prayer when in view of the Ket-Zek to avoid taking more damage than you have to.
If using melee: Use the Protect from Melee prayer, and get the Ket-Zek to block the Tz-Keks. Focus on taking down the Ket-Zek; this version is more powerful than those encountered in the Fight Caves. Once he's dealt with, you can deal with the Tz-Keks as they spawn in, similar to the previous room.
Up ahead, nine (9) TzHaar emblems lie on the floor. Rotate each emblems to form a large circular sigil like the one in the image to the right. When aligned properly, the gate will open.
Showdown with the deadly Tokhaar-Hok![edit | edit source]
In the final room you finally catch up to Ga'al-Xox in another grid chamber, this one with a pair of valves and what appears to be a giant tap in the shape of a TokHaar's head looming above the area. Ga'al-Xox reveals the reason for the TzHaars' troubles: The TokHaar have shut off the flow of sacred lava from this chamber, which has cooled the TzHaar City and prevented the eggs from hatching properly.
Help Ga'al-Xox turn the valves simultaneously and reopen the flow of lava, which pours from the large TokHaar head down into the river of lava below. At this point, TokHaar-Hok appears, expresses disappointment in "his" Ga'al-Xox, and challenges you to a battle.
Strategy[edit | edit source]
TokHaar-Hok attacks with melee and drains Prayer points with each hit. Wear the best Magic equipment possible, with the highest melee defence possible. However, it is also possible to fight with melee, wearing full tier-70 equipment or better. Protect from Melee or Deflect from Melee will reduce considerable amount of damage taken. TokHaar-Hok summons different waves of enemies – TokHaar-Tok-Xil, TokHaar-Mej, TokHaar-Xil, TokHaar-Ket Champion, TokHaar-Ket, and finally TokHaar-Hur; however, these additional summoned enemies do not need to be defeated, and it is possible to just focus on TokHaar-Hok to finish this battle quickly. Ga'al-Xox also fights, attacking TokHaar-Hok with Ranged, but does not deal much damage throughout the fight.
The lavafall on the north side of the field can deal damage equal 20% of the maximum life points of the player per 1.2 seconds; do not stay inside the lavafall, and immediately move off of any platform that is bursting lava.
TokHaar-Hok will attemp retreat into the lavafall to regenerate, and Ga'al-Xox warns you to stop him. If he reaches the lavafall, he heals himself for 5000 life points every game tick. To prevent him from healing, use a stunning or binding ability on him. You need not wait for him to retreat to the waterfall; a great strategy is to stun him every 5 seconds or so if using magice, or as often as possible if using melee. If using melee, is recommended to put these abilities on action bar and let them automatically activate. Note that in Legacy Mode, special attacks must be used to stun TokHaar-Hok instead. It is recommended to use a weapon that has a special attack that requires less than 50% special attack energy; the Zamorakian Spear is an ideal choice. Magic special attacks, such as that of the Armadyl Battlestaff, do not work.
The list of stunning and binding abilities is shown below:
NOTE: Barge does NOT work
If he manages to heal inside the lavafall, he might say "Embrace the Sacred lava!" and teleport you inside the lavafall. Run away from it immediately. Spam clicking out of the lavafall is a good method, as he could teleport the player multiple times in a row.
TokHaar-Hok has no weakness, but players are advised to use Magic during this battle, as Ranged armour is weak to his melee attacks as well as those of the TokHaar monsters he summons. Always be cautious of the lava squares – immediately move onto a safe square when they start to glow. The combined damage of the lava, TokHaar-Hok and his minions can result in a quick death. Player can also lure TokHaar-Hok away from the lavafall, either by luring him to south side or stepping towards him if he is at the south side of player.
As mentioned before, the battle is safe, which in turn means no items will be lost when dying. You spawn outside of the cave entrance, next to the TzHaar-Ket banker, allowing you to restock, rethink, and re-engage. This battle is quite difficult, but you'll start to understand the strategy more with each attempt.
The hero of the TzHaar[edit | edit source]
After defeating TokHaar-Hok, talk to Ga'al-Xox once more and then head to the main plaza to meet with TzHaar-Mej-Jeh (the TokKul-Zo may be used once outside of the arena). Go to the Fight Kiln, and after a short conversation with the vanquished TokHaar-Hok, Ga'al-Xox is fused with TzHaar-Mej-Ak's memories.
TzHaar-Mej-Ak speaks through Ga'al-Xox and speaks of the intense suffering he experiences within the TokKul. After hearing confirmation of the torment from one of his own caste, TzHaar-Mej-Jeh relents and allows the remaining TokKul to be returned to the sacred lava and also vows to take care of the Ga'al. Ga'al-Xox makes one final plea for the protection of the Ga'al, and after saying goodbye, becomes one with the lava. In a ceremony afterward, you are made an honorary TzHaar.
Rewards[edit | edit source]
- 3 quest points
- 100,000 experience
- An antique lamp giving 275,000 experience in a choice of , , , , or (skill must be level 80+)
- Access to the Fight Cauldron and an added teleport to the TokKul-Zo
- Ability to smith obsidian armour and donate 15,000 TokKul to a coffer at the Fight Cauldron to temporarily buff the armour
- The TzHaar-[Name] title
- Ability to find a wandering Ga'al
- 2 Treasure Hunter keys and 2 Hearts of Ice
Transcript[edit | edit source]
Update history[edit | edit source]
- patch 18 February 2019 (Update):
- After completing the quest, you can now reclaim the combat lamp from TzHaar-Mej-Jeh/TzHaar-Mej-Ak in TzHaar City plaza if you destroy it.
Trivia[edit | edit source]
- After the quest, TokHaar-Hok explains the TokHaar's motives for shutting the lava conduit down – they only wanted to "save their brethren from extinction" by convincing them to return to the Elder Kiln, as the TzHaar get weaker with every generation through the memory loss. Also, the TokHaar are immortal but finite in numbers, hence the TzHaar would boost their ranks and learn from the TokHaar in wisdom and battle prowess.
- After the quest, TzHaar-Mej-Jeh explains that even though the TzHaar still technically use Tokkul, the shopkeepers are collecting as much as they can to release it into the lava.
- It is possible to translate the final bookcase in the cauldron room after the quest has been completed. It reveals that a Ga'al named TzHaar-Ga'al-Kot wanders Gielinor post-Brink of Extinction, and can only be seen under special conditions.
- The examine text of the valves in the room where you fight TokHaar-Hok reference the Valve Corporation, which are known for constantly delaying their games, and running on "Valve time."
- The part when Ga'al-Xox becomes one with the lava might be a reference to the movie Terminator 2: Judgement Day ending.
|Lores and Histories|