Strategies for TzHaar Fight Cave
If the player tries to log out in the cave, the game will log them out at the end of the ongoing wave. Attempting to log out a second time will log the player immediately, but the player will have to repeat the interrupted wave.
Preparation[edit | edit source]
Suggested skills[edit | edit source]
There are no enforced skill requirements for the Fight Cave. However, at least level 43 Prayer is extremely recommended for access to Protection prayers as TzTok-Jad is able to kill even the most prepared players in few hits without the use of them. Access to Soul Split (requires 92 Prayer and completion of The Temple at Senntisten) can remove the need of any other kind of healing, making it very useful for lasting through the Fight Caves as well.
Players are also recommended to have at least 70 in their preferred combat skills in order to be able to use decent weapons and armour that will help to clear the waves faster and minimise the damage taken.
Equipment[edit | edit source]
Magic is the recommended Combat style to use in the Fight Caves due to the large amount of encountered TzHaar monsters being weak to Water spells. Especially using Ice spells from the Ancient Magicks can be helpful, as their binding effect can help to prevent some of the monsters from attacking with Melee.
However, players with lower levels may wish to bring weapon switches to be able to use the Weaknesses of the wide variety of the monsters. In this case, wearing hybrid armour such as Void Knight equipment is recommended.
Another great alternative to both Hybridding and using just one style is Obsidian armour. It reduces damage from TzHaar monsters by 45%, or 55% including the kiteshield, and it increases your accuracy against them by 10% according to the style of the worn helm, similar to Void Knight equipment. Obtaining Obsidian armour requires the completion of The Brink of Extinction and 80 Smithing.
A sign of life revives the player if they receive a killing blow, and as such it is invaluable against TzTok-Jad. A sign is consumed on activation and has a cooldown of one hour.
|Slot||Item (most effective → least effective)|
|Bandos helmet||Guthan's helm||Dragon med helm||N/A||N/A|
|Dragon Rider amulet||Amulet of fury (t)||Amulet of fury||Amulet of glory||N/A|
|Dragon Rider cape||Soul Wars cape||Cape of Accomplishment||Obsidian cape||N/A|
|Bandos chestplate||Guthan's platebody||Dragon platebody||Dragon chainbody||N/A|
|Bandos tassets||Guthan's chainskirt||Dragon platelegs / Dragon plateskirt||N/A||N/A|
|Chaotic weapon||Abyssal whip||Dragon mace > other dragon main-hand||N/A||N/A|
|Chaotic spear / maul||Saradomin godsword† or other godsword||Saradomin sword / Zamorakian spear||Guthan's warspear||Dragon halberd > Dragon 2h sword|
|Off-hand chaotic weapon||Enhanced Excalibur||Off-hand dragon dagger||N/A||N/A|
|Bandos shield||Dragon kiteshield||N/A||N/A||N/A|
|Tirannwn quiver 4||N/A||N/A||N/A||N/A|
|Bandos gloves||Dragon gauntlets||N/A||N/A||N/A|
|Bandos boots||Dragon boots||N/A||N/A||N/A|
|Penance aura||Vampyrism aura||N/A||N/A||N/A|
|Sign of life / Scrimshaw of vampyrism||Sign of death||Holy wrench||N/A||N/A|
Inventory[edit | edit source]
Because Saradomin brew drains your combat skills, using them is only recommended in conjunction with Overloads or Super restore potions. When using Super restores, wait until you have lost about 3000 life points (and preferably some prayer points), before drinking three doses of Saradomin brew followed by one dose of Super restore.
Players with Soul Split and higher tier weapons will need little to no other healing methods, so they can replace most of their Saradomin brew flasks with Prayer flasks instead.
Players using magic can use a small or large rune pouch of any color to hold runes to save space, though it should be in your inventory if you have access to a Tirannwn Quiver to keep the prayer bonus.
If owned, Enhanced Excalibur should be taken as a source of unlimited, though restricted, healing.
Other things to consider[edit | edit source]
Revolution combat mode is recommended due to the automatic engagement of abilities allowing the players to shift attention more towards their health. Consider taking the time to tweak your abilities bar to maximise your damage output. Keybind all three protection prayers for quick engagement, and any food or potions for quick consumption.
It is beneficial to light a bonfire to boost your maximum life points immediately before entering the cave. By adding five or more logs to a bonfire, life points can be boosted by up to 5% (with 99 Firemaking) and for up to 66 minutes (with elder logs).
It's worth training combat skills through the Fight Cave. In addition to it being a safe and efficient way of gaining experience, repeated exposure to the monsters within the Fight Cave allows players to refine their strategy for completing the waves with each session.
Surviving the waves[edit | edit source]
Stand in the south-western part of the cave at the start of each wave, under the crook of the projecting west wall. Any monsters that do not spawn to the south will be lured onto the rock where they cannot attack you, preventing several monsters from attacking you at once.
In a combat scenario as prolonged and intense as encountered in the Fight Cave, prayer points and food/potions are valuable and limited resources. Therefore, use these strategically; stay calm and avoid going on a healing frenzy if you receive a critical hit. Turn on your protection prayers only once you notice the attacks are becoming frequent and intense (wave 25 and onwards). Players with decent skills and setups should be able to breeze through the lower waves with minimal damage and points drain.
Ice spells will bind foes in the open, greatly reducing the damage you take from Tz-Kihs, Tz-Keks, and Yt-MejKots, as well as prevent the Tz-Kihs' prayer drain and the Yt-MejKots' healing.
If you lure a Yt-MejKot so you can attack it from afar, you can target it and farm adrenaline by using defensive abilities (or perhaps basic abilities with a weak auto-cast).
TzTok-Jad[edit | edit source]
Attacks[edit | edit source]
TzTok-Jad has a maximum hit of 8000 (turns to 1 if using the correct Protection Prayer) and hits fairly accurately. Survival depends on watching TzTok-Jad's movements - an animation precedes the attack, telling the player which prayer to use.
- Ranged: TzTok-Jad slams his front legs onto the ground making large cracks appear in the ground at his feet, followed by a boulder falling on the player. Players should activate Protect from Ranged as soon as they can see TzTok-Jad preparing to perform this attack. TzTok-Jad usually opens the fight with a Ranged attack, so having Protect from Ranged on before the final wave starts is advised.
Do note, however, that sometimes TzTok-Jad will still start with a Magic attack; you should be extremely cautious of this when approaching TzTok-Jad at the start of the fight.
- Magic: TzTok-Jad will dip his head down and then rear up, standing up straight and will begin to breathe fire after about half a second. You can hear him inhale/growl loudly while rearing up and before he actually attacks, so having sounds turned on may help to identify the attack.
Similar to the Ranged attack, players should activate Protect from Magic as soon as they can see TzTok-Jad preparing to attack with Magic.
- Melee: TzTok-Jad slashes the player with his right claw. This is the fastest of TzTok-Jads attacks, and no warning is given for it. However, TzTok-Jad does not move in to melee players, so simply staying out of melee distance will prevent it from using melee.
Healers[edit | edit source]
When TzTok-Jad is down to half health, he will summon four Yt-HurKots to heal him, effectively causing him to regenerate health endlessly until they are either killed, lured away from TzTok-Jad or trapped. They will respawn only if they healed TzTok-Jad back to full health and are then killed.
An easy way to deal with the Yt-HurKots is to attack them once in order to make them attack you, drawing them away from TzTok-Jad. Their attention can also be gained by using AoE abilities, such as dragon breath, chain or ricochet, whilst keeping your attention on the main attacks from TzTok-Jad.
Their melee attacks hit up to 250, so with decent Defence level and good equipment, they should not be extremely dangerous - though you should always watch your health.
Alternatively, when all of the Yt-HurKots are attacking the player, running through TzTok-Jad will cause them to become trapped behind him. However, this makes the player vulnerable to TzTok-Jad's melee attacks, and as such it's not advised unless the player is experienced.