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Blog /OSRS Fight Caves Guide
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03.02.2024 - 19:54:29
Game Guides , Runescape
If you want to try out one of the most grueling challenges in OSRS, then it might be time you set foot inside the TzHaar Fight Caves. Any seasoned OSRS player will tell you that this is one of the toughest things you can do in the game. Without the right preparation, it's nearly impossible to take on 62 waves of enemies including a fight against a tough boss.
This guide will walk you through the Fight Caves as well as the boss at the end. Massive rewards await you at the end of the Fight Caves so let's get on to it.
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OSRS Fight Caves Guide: What Is It?
The Fight Caves, commonly known as the TzHaar Fight Cave, is a combat minigame situated in the outer region of Mor Ul Rek, found within the Karamja volcano. This challenging activity requires players to face 63 waves of TzHaar creatures, culminating in a formidable boss battle against TzTok-Jad, one of the game's most powerful monsters. Successful completion of the minigame earns players Tokkul as a reward, and vanquishing TzTok-Jad bestows upon them the coveted fire cape.
Before being added to the game, the title of the most formidable creature in RuneScape belonged to the Kalphite Queen. However, with the introduction of the TzHaar Fight Cave, two new adversaries emerged - the level-360 Ket-Zek and the level-702 TzTok-Jad. These creatures surpass the Kalphite Queen in both level and strength, marking a significant shift in the hierarchy of powerful monsters within the game.
How To Get To TzHaar Fight Caves
To access the entrance of the subterranean city or Mor Ul Rek, you're required to navigate the Crandor and Karamja Dungeon. Within this dungeon, a conspicuous cave will emerge, guiding you to the hidden realm of Mor Ul Rek.
Accessing Mor Ul Rek:
- TzHaar Fight Pit Minigame Teleport: Utilize the teleport option provided by the "TzHaar Fight Pit" minigame to swiftly reach Mor Ul Rek.
- BLP Fairy Ring and Northern Run: Venture to the blp fairy ring and activate it, then head north from there to uncover the entrance leading to Mor Ul Rek.
Fight Caves Preparation
To tackle the Fight Cave effectively, it's not mandatory to meet specific level requirements, but it's strongly advised to have the recommended levels for your chosen combat method. While it's technically possible to complete the Fight Cave with lower levels, it's not advisable unless you have prior experience. Here’s a table of what you need depending on your build and if you’re on Ironman:
Skill | Ranged | Void | Guthan's | Pure | Melee | Tank | Magic | Ironman |
Ranged | 75 | 75 | 75 | 80 | N/A | 80+ | N/A | 61+ |
Hitpoints | 75 | 75 | 75 | 80 | 85+ | 85 | 75 | 70+ |
Prayer | 60 | 43 | 60 | 43 | 75+ | 75+ | 43 | 43+ |
Defense | 70 | 42+ | 70 | < 20 | 90+ | 90+ | 40+ | 50+ |
Attack | N/A | 75 | 70 | N/A | 90+ | N/A | 30+ | 50+ |
Strength | N/A | 42 | 70 | N/A | 90+ | N/A | N/A | 50+ |
Magic | N/A | 80/92 | N/A | N/A | 94 | N/A | 90+ | 56+ |
Best Gear Setups For Fight Caves
As there are many ways to approach the Fight Caves, we're going to give you a few ideal setups depending on what you're most comfortable with or what gears are available to you.
Ranged Setup
This approach, though somewhat challenging, provides a cost-effective alternative to the Guthan's equipment strategy. It demands more consumables such as food and potions, making it imperative for players to maximize their Defence bonus, especially against slash and Ranged attacks to defend against Tok-Xil and Yt-HurKot. Here are the pros and cons, along with the recommended equipment:
Pros:
- Cost-effective and straightforward.
- No need to allocate inventory slots for armor pieces.
Cons:
- Generally more challenging than using Guthan's due to increased potion usage.
Recommended Equipment for Ranged:
- Head: Slayer helmet (i) (on task) / Black mask (i), Masori mask (f), Armadyl helmet / Crystal helm, Blessed coif / Archer helm / Ranger hat / Robin hood hat, Neitiznot faceguard / Helm of neitiznot
- Neck: Necklace of anguish, Dragonbone necklace / Bonecrusher necklace, Amulet of fury, Amulet of glory, Armadyl stole
- Back: Ava's assembler (strongly recommended) / Ava's device, Ranging cape(t), Armadyl cloak, Ranging cape, Ardougne cloak 4
- Body: Masori body (f), Crystal body, Ancient d'hide body, Karil's leathertop, Black d'hide body
- Legs: Masori chaps (f), Crystal legs, Ancient chaps, Karil's leatherskirt, Verac's plateskirt / Black d'hide chaps / Penance skirt
- Weapon: Toxic blowpipe / Twisted bow, Bow of faerdhinen, Zaryte crossbow / Armadyl crossbow, Dragon crossbow / Karil's crossbow / Rune crossbow, Magic shortbow (i) / Crystal bow
- Shield: Twisted buckler, Odium ward, Crystal shield, Blessed spirit shield, Toktz-ket-xil / Dragon kiteshield
- Ammo/Spell: Amethyst darts (for cave) / Dragon darts (for Jad) (if using Blowpipe), Amethyst arrows (for cave) / Dragon arrows (for Jad), Any blessing (Bow of faerdhinen or Bow of faerdhinen (c)), Broad bolts (for cave) / Diamond bolts (e) (for Jad), Bolt racks (Karil's crossbow) or Broad bolts (for cave) / Diamond bolts (e) (for Jad), Any blessing (Webweaver bow or Crystal bow) / Rune arrows (Magic shortbow (i))
- Hands: Zaryte vambraces / Barrows gloves, Black spiky vambraces / Ancient bracers, Dragon gloves, Red spiky vambraces / Rune gloves, Regen bracelet
- Boots: Pegasian boots, Ancient d'hide boots, Ranger boots, Shayzien boots (5), Snakeskin boots
- Ring: Venator ring, Archers ring (i), Ring of suffering (i) / Lightbearer (if using Blowpipe), Ring of the gods (i), Ring of shadows / Granite ring (i) / Explorer's ring 4
Inventory:
- Saradomin godsword
- Bastion potion(4)
- Prayer potion(4)
- Super restore(4)
- Saradomin brew(4)
- 2-3 Bastion potions (4)
- 6-8 Saradomin brews (4)
- Fill the rest of slots with super restores or prayer potions (4), ensuring at least 1 restore to counteract the brews' effects on a 1:3 ratio.
- Purple sweets (optional, stackable food healing 1-3 HP)
- Saradomin godsword (optional, reduces the need for brews and prayer potions)
- 250 diamond bolts (e) (when ranging TzTok-Jad)
Notes:
- Adjust inventory based on your healing needs and combat level.
- Higher Defence levels may reduce the necessity for protective gear like Karil's leathertop or leatherskirt.
Void Setup
When wearing the full Void Knight set, you gain a 10% bonus to damage and a 10% boost to accuracy. This set requires 42 Attack, Strength, Defence, Ranged, Magic, Hitpoints, and 22 Prayer. Additionally, players can bring the Melee helm in the inventory for Melee combat within the caves, using weapons like the Saradomin godsword. Alternatively, the Mage helm can be carried for those opting to use Blood Blitz or Blood Barrage to heal.
Pros:
- +10% damage to Ranged and Melee, and +10% accuracy for both.
- +45% Magic accuracy depending on the helm worn.
- No negative effects.
Cons:
- A decent shield may be needed to offset its low Defence bonuses.
Recommended Equipment for Void:
- Head: Void ranger helm (for Ranged), Void melee helm (for Melee specials) / Void mage helm (for blood magic healing)
- Neck: Necklace of anguish, Dragonbone necklace / Bonecrusher necklace, Amulet of fury, Amulet of glory, Armadyl stole
- Back: Ava's assembler / Ava's device, Ranging cape(t), Armadyl cloak, Ranging cape, N/A
- Body: Elite void top, Void knight top, N/A
- Legs: Elite void robe, Void knight robe, N/A
- Weapon: Zaryte crossbow / Armadyl crossbow, Toxic blowpipe, Karil's crossbow, Dragon crossbow, Rune crossbow, Webweaver bow / Magic shortbow (i)
- Shield: Twisted buckler, Odium ward, Crystal shield, Blessed spirit shield, Toktz-ket-xil / Dragonfire shield
- Ammo/Spell: Broad bolts / Diamond bolts (e) (if using crossbows), Adamant darts / Dragon darts (for Jad), Bolt racks (only if using Karil's crossbow), Holy blessing / Amethyst arrows (for Magic shortbow (i)), N/A
- Hands: Void knight gloves, N/A
- Boots: Pegasian boots, Ancient d'hide boots, Blessed boots, Bandos boots, Dragon boots, N/A
- Ring: Venator ring, Archers ring (i), Ring of suffering (i) / Lightbearer (if using Blowpipe), Ring of the gods (i), Ring of shadows / Granite ring (i) / Explorer's ring 4
Special attack: Saradomin godsword, Blood spells (optional)
Inventory:
- Spare crystal bow (if using one)
- Diamond bolts (e) / Broad bolts (optional, and only if using rune crossbow / Armadyl crossbow)
- 2 Bastion potions (4)
- 6-9 Saradomin brews (4)
- 2-3 super restores (4)
- 1000 Blood blitz / Blood barrage casts (optional, for healing)
- Fill any remaining inventory slots with prayer potions (4)
Notes:
- Adjust brews and restores if planning to use Guthan's during the Fight Cave (refer to the Guthan's method).
- Maintain the 3:1 ratio of brews to restores.
- Substitute super restores for prayer potions to reduce inventory cost.
- Consider replacing 3 potions with Blood Blitz or Blood Barrage runes for an alternate healing method.
- Bring the Void mage helm for the 45% bonus to Magic accuracy.
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Guthan's Setup
Many players opt to use Guthan's armor in the early waves (Waves 1-14) to conserve food and benefit from its reasonable Defense. Guthan's armor randomly heals you for the damage dealt during some attacks. Players typically use Guthan's until Yt-MejKots appear (on Wave 15+), at which point they switch to their Ranged setup. However, players can still heal on monsters in later waves, particularly on Tz-Kek (level 45) and Tok-Xil (level 90). In the later waves with Ket-Zek attacking, players can run through the Tok-Xil to trap the Yt-MejKots while meleeing the Tok-Xil. Yt-MejKots are also suitable for healing when using a safespot, such as Italy or Dragon Rock. This involves hiding in the safespot, hitting Yt-Mejkot, and returning to the safespot. It's important to wait until the Yt-Mejkot's HP bar disappears when running back to the safespot to avoid being attacked.
Pros:
- Guthan's equipment heals during melee attacks, reducing the need for Saradomin brews and other healing items.
- Using Guthan's in conjunction with Ranged is often easier than relying solely on Ranged.
Cons:
- Some inventory slots will be occupied by armor pieces, but the health restored by Guthan's compensates for the few potions lost.
- Changing armors can be challenging for inexperienced players.
Recommended equipment for Ranged+Guthan's:
- Head: Guthan's helm (if not using another helm), Verac's helm, Crystal helm, Armadyl helmet / Blessed coif, Helm of neitiznot / Archer helm
- Neck: Amulet of fury, Dragonbone necklace / Bonecrusher necklace, Amulet of glory, Necklace of anguish, Armadyl stole
- Back: Ava's assembler / Ava's device, Ranging cape(t), Fire cape, Armadyl cloak, N/A
- Body: Armadyl chestplate, Crystal body, Karil's leathertop, Blessed body, Black d'hide body
- Legs: Armadyl chainskirt, Crystal legs, Karil's leatherskirt, Blessed chaps, Verac's plateskirt / Black d'hide chaps / Bandos tassets
- Weapon: Armadyl crossbow / Toxic blowpipe, Karil's crossbow, Dragon crossbow, Rune crossbow, Webweaver bow / Magic shortbow (i)
- Shield: Dragonfire shield, Crystal shield / Blessed spirit shield, Toktz-ket-xil, Book of law, N/A
- Ammo/Spell: Broad bolts / Diamond bolts (e) (if using crossbows), Adamant dart / Dragon dart (for Jad), Bolt racks (only if using Karil's crossbow), Holy blessing / Amethyst arrows (for Magic shortbow (i)), N/A
- Hands: Barrows gloves / Zaryte vambraces, Black spiky vambraces / Blessed vambraces, Dragon gloves, Red spiky vambraces / Rune gloves, Regen bracelet
- Boots: Pegasian boots, Dragon boots, Ancient d'hide boots, Bandos boots, N/A
- Ring: Venator ring, Archers ring (i), Ring of suffering (i) / Lightbearer (if using Blowpipe), Ring of the gods (i), Ring of shadows / Granite ring (i) / Explorer's ring 4
- Special attack: Saradomin godsword (optional)
Inventory:
- Guthan's helm (if not using another helm)
- Guthan's platebody
- Guthan's chainskirt
- Guthan's warspear
- A spare Crystal bow (if using one)
- Odium ward / Crystal shield (imbued) / Blessed spirit shield / Toktz-ket-xil / Granite shield (only if using Rune/Armadyl crossbow)
- 1 Bastion potion (4)
- 3-6 Saradomin brews (4)
- 3-6 super restores
- Fill remaining inventory spots with prayer potions (4)
Tank Setup
By leveraging high Ranged bonus weapons such as the Armadyl crossbow or Crystal bow, players can equip chest and leg protection offering substantial Defense bonuses, such as Barrows equipment. This approach allows players to maintain a decent range bonus while being able to withstand most hits from Tok-Xil. Additionally, if a player prefers not to lure healers during the boss fight, the added Defense enables them to stand and tank them.
Pros:
- Reduced consumption of Prayer/super restore potions and Saradomin brews.
Cons:
- Reduced accuracy and damage due to negative Ranged bonus from armor.
- Appropriate gear can be costly, especially for achieving the best Ranged attack bonus along with high Defenses.
- May not be worth pursuing as the armor required could outweigh the cost of supplies used, and sacrificing damage per second might offset the gained defense, especially if exposed to attacks for longer durations.
Recommended equipment for Tank:
- Head: Verac's helm / Justiciar faceguard, Guthan's helm / Torag's helm, Dharok's helm, Serpentine helm, Dragon full helm
- Neck: Amulet of fury, Dragonbone necklace / Bonecrusher necklace, Amulet of glory, Necklace of anguish, Armadyl stole
- Back: Ava's assembler / Ava's device, Ranging cape(t), Armadyl cloak, Ranging cape, N/A
- Body: Masori body (f) / Armadyl chestplate, Karil's leathertop, Ancient d'hide body, Black d'hide body
- Legs: Verac's plateskirt / Justiciar legguards, Torag's platelegs / Dharok's platelegs, Guthan's chainskirt, Bandos tassets, Dragon platelegs / Dragon plateskirt
- Weapon: Zaryte crossbow / Armadyl crossbow / Toxic blowpipe, Karil's crossbow, Dragon crossbow, Rune crossbow, Webweaver bow / Magic shortbow (i)
- Shield: Twisted buckler / Dragonfire shield, Odium ward / Crystal shield, Blessed spirit shield, Toktz-ket-xil, Book of law / Unholy book
- Ammo/Spell: Broad bolts / Diamond bolts (e) (if using crossbows), Adamant dart / Dragon dart (for Jad), Bolt racks (only if using Karil's crossbow), Holy blessing / Amethyst arrows (for Magic shortbow (i)), N/A
- Hands: Barrows gloves, Zaryte vambraces, Black spiky vambraces / Blessed vambraces, Dragon gloves, Rune gloves
- Boots: Pegasian boots / Guardian boots, Ancient d'hide boots / Blessed boots / Bandos boots, Dragon boots, N/A, N/A
- Ring: Venator ring, Archers ring (i), Ring of suffering (i) / Lightbearer (if using Blowpipe), Ring of the gods (i), Ring of shadows / Granite ring (i) / Explorer's ring 4
Special attack: Saradomin godsword (optional)
Inventory:
- Guthan's helm
- Guthan's platebody
- Guthan's chainskirt
- Guthan's warspear
- A spare crystal bow (if using one)
- Dragonfire shield / Crystal shield / Toktz-ket-xil (optional, and only if using Rune/Armadyl crossbow)
- Diamond bolts (e) / broad bolts (optional, and only if using rune crossbow/Armadyl crossbow)
- 3-4 Bastion potions (4)
- 7-9 Saradomin brews (4)
- 13-15 super restores (4)
- Fill any open inventories with prayer potions (4)
Note: Reduce the amount of brews and restores if you plan to use Guthan's during the Fight Cave. Swap the super restores for prayer potions to reduce inventory cost, but keep the 3:1 ratio of brews to restores (e.g., 9 brews and 3 restores).
Pure Setup
If you are a pure with a Defence level of 20 or lower, the Fight Cave can present significant challenges and expenses, but it is not impossible to complete. It is highly recommended to thoroughly study the Fight Cave and consult various guides before attempting, especially if you lack experience. The level 90 monsters in the cave can deal substantial damage, making it a demanding task for low-level Defence pures.
Pros:
- No high Defence level is required for this method.
Cons:
- This method is fairly expensive and difficult.
Recommended equipment for Pure:
- Head: Armadyl mitre, Robin hood hat, Initiate sallet (Defence 20), Bearhead / Saradomin halo (Defence 1), N/A
- Neck: Amulet of fury, Amulet of glory, Necklace of anguish, Armadyl stole, N/A
- Back: Ranging cape(t), Ava's accumulator, Fire cape, Strength cape(t), Armadyl cloak
- Body: Rangers' tunic, Armadyl robe top, Monk's robe top, Initiate hauberk (Defence 20), N/A
- Legs: Ancient chaps, Black d'hide chaps, Rangers' tights, Armadyl robe legs, Monk's robe
- Weapon: Zaryte crossbow / Armadyl crossbow, Toxic blowpipe, Karil's crossbow, Dragon crossbow, Rune crossbow, Webweaver bow / Magic shortbow (i)
- Shield: Book of law, Unholy book, Book of balance, Holy book, N/A
- Ammo/Spell: Broad bolts (for cave) / Diamond bolts (e) (for Jad), Adamant dart (for cave) / Dragon dart (for Jad), Bolt rack (only if using Karil's crossbow), Holy blessing (Webweaver bow) / Amethyst arrows (Magic shortbow (i)), N/A
- Hands: Ancient bracers, Blessed vambraces, Adamant gloves (Defence 13), Regen bracelet, Mithril gloves (Defence 1), Combat bracelet
- Boots: Ranger boots, Holy sandals, Iron boots, Fancy boots / Fighting boots, N/A
- Ring: Archers ring (i), Brimstone ring, Archers ring, Ring of suffering (i), Ring of the gods (i)
Inventory:
- 10 Saradomin brews (4)
- 300+ purple sweets
- 14-15 super restores (4)
- 1-2 Bastion potions (4)
- Dragon darts or diamond bolts (e) for Jad
Notes:
- Study the Fight Cave and guides before attempting, especially if you lack experience.
- Use Steel Skin prayer when healers appear in the last wave to aid low Defence against them for a short period.
- Be prepared for hard hits from level 90 monsters, and focus on minimizing damage through accurate prayer switching.
- Consider practicing prayer flicking and managing your inventory effectively before attempting the Fight Cave.
Melee Setup
Pros:
- Faster completion of the Fight Cave, typically around 45 minutes to 1 hour.
- The first 30 waves are generally faster than using Ranged.
Cons:
- Being within melee range of Jad makes prayer flicking harder, increasing the likelihood of mistakes.
Recommended equipment for Melee:
- Head: Slayer helmet (i) / Torva full helm, Neitiznot faceguard, Serpentine helm, Verac's helm / Helm of neitiznot, Torag's helm / Dharok's helm
- Neck: Amulet of torture, Amulet of blood fury / Amulet of fury, Amulet of glory, N/A
- Back: Infernal cape, Fire cape, Strength cape(t), Obsidian cape, Armadyl cloak
- Body: Torva platebody, Bandos chestplate / Fighter torso, Verac's brassard / Guthan's platebody, Torag's platebody / Dharok's platebody, N/A
- Legs: Torva platelegs, Bandos tassets, Verac's plateskirt, Torag's platelegs / Dharok's platelegs, Guthan's chainskirt
- Weapon: Scythe of vitur, Blade of saeldor / Ghrazi rapier / Inquisitor's mace, Osmumten's fang, Zamorakian hasta, Abyssal tentacle > Abyssal whip
- Shield: Avernic defender, Dragon defender, Dragonfire shield, Crystal shield, N/A
- Ammo/Spell: Rada's blessing 4, Peaceful blessing / God blessing / Rada's blessing 3 / Rada's blessing 2, N/A, N/A, N/A
- Hands: Ferocious gloves, Barrows gloves, Dragon gloves, Rune gloves, Adamant gloves
- Boots: Primordial boots, Guardian boots, Dragon boots, Bandos boots, Rune boots
- Ring: Lightbearer (If using Voidwaker/Claws), Ultor ring, Berserker ring (i), Brimstone ring, Ring of suffering (i)
- Special attack: Voidwaker, Dragon claws, Saradomin godsword (cave healing), Crystal halberd, N/A
Note: Switch to Guthan's when you need to heal.
While fighting Jad, players must keep Protect from Melee on, switching to Protect from Missiles/Protect from Magic depending on his attack, then immediately switching back to Protect from Melee between each of Jad's attacks. Unlike his magic and ranged attacks, his melee attack does not give players time to react.
Inventory:
- Divine super combat potion (4)s: 3-4
- Stamina potion (4)s: 2
- Avernic defender
- Divine rune pouch (if using Vengeance)
- Book of the dead (if using thralls instead of Vengeance)
- Saradomin brew (4)s: 7-9
- Super restore (4)s: 13-15
- Prayer potion (4)s: Fill remaining spaces
- Note: Reduce prayer potions if using Guthan's during the Fight Cave.
Magic Setup
It is recommended to have a Magic level of at least 90 and access to powerful Ancient Magicks spells such as Blood Barrage. Equip the best Magic armor available, such as Ahrim's robes, or consider using Void equipment. Choose a high-quality staff, with a fully charged Trident of the swamp being a cost-effective and efficient option. For those with access to it, the Sanguinesti staff can be an excellent choice, boasting a higher base damage than tridents and a passive healing effect that reduces the need for frequent healing through other means.
Pros:
- No inventory slots occupied by armor pieces.
- Consistent damage output with access to powerful Ancient Magicks spells.
- Suitable for players with at least 90 Magic.
Cons:
- Can be expensive and slower compared to other setups.
- A decent shield may be required to offset the low defensive stats of magical armor.
Recommended equipment for Magic:
- Head: Ancestral hat / Ahrim's hood, Void mage helm, Farseer helm, Lunar helm, Infinity hat
- Neck: Occult necklace, Amulet of fury, Dragonbone necklace / Bonecrusher necklace, Amulet of glory, Armadyl stole
- Back: Imbued saradomin cape, Saradomin cape / God capes, Fire cape / Strength cape(t), Armadyl cloak, Obsidian cape
- Body: Ancestral robe top / Ahrim's robetop, Elite void top, Void knight top, Lunar torso, Infinity top
- Legs: Ancestral robe bottom / Ahrim's robeskirt, Elite void robe, Void knight robe, Lunar legs, Infinity bottoms
- Weapon: Sanguinesti staff / Trident of the seas / Trident of the swamp, Staff of the dead, Smoke battlestaff, God staves, N/A
- Shield: Elidinis' ward (f), Arcane spirit shield, Malediction ward, Crystal shield / Blessed spirit shield, N/A
- Ammo/Spell: Rada's blessing 4, Peaceful blessing / God blessing, N/A, N/A, N/A
- Hands: Tormented bracelet, Barrows gloves, Dragon gloves, Infinity gloves, N/A
- Boots: Eternal boots, Bandos boots, Infinity boots, Dragon boots, N/A
- Ring: Magus ring, Seers ring (i) / Brimstone ring, Ring of suffering (i), Ring of the gods (i), Granite ring (i) / Ring of shadows / Explorer's ring 4
- Special attack: Eldritch nightmare staff, Blood spells, N/A, N/A, N/A
Inventory:
- 6-9 Saradomin brews (4)
- 2-3 Super restores (4)
- Runes for the spell you're casting (2000-2500 casts)
- 1000 Blood Blitz / Blood Barrage casts (optional, for healing)
- Imbued heart for boosting Magic level (optional)
- Fill any remaining open inventories with Super restore or Prayer potions (4)
Notes:
- This setup requires at least 90 Magic and access to strong Ancient Magicks spells like Blood Barrage.
- The Sanguinesti staff is recommended for its high base damage and passive healing effect.
- Completion times may be slower compared to other setups.
- Be prepared for the cost of runes, making this method more expensive.
Ironman Setup
Pros:
- Suitable for early-game iron accounts with limited gear options.
- Utilizes safespot mechanics to conserve prayer.
- Good for players familiar with safespot-friendly rotations (Rotations 5 and 6 recommended).
Cons:
- Long kill times, typically exceeding 60 minutes (closer to 90+ minutes).
- Limited gear upgrades for early-game iron accounts.
- May lack rune pouch or easy access to blood spell runes.
Recommended equipment for Early-game iron:
- Head: Karil's coif, Void ranger helm, Shayzien helm (5), Snakeskin bandana
- Neck: Unholy symbol, Holy symbol, Amulet of glory, Amulet of power
- Back: Ava's accumulator / Ava's device, Ranging cape, Cape of Accomplishment, Ardougne cloak 1
- Body: Karil's leathertop, Void knight top, Ancient d'hide body, Black d'hide body
- Legs: Karil's leatherskirt, Void knight robe, Ancient chaps, Black d'hide chaps
- Weapon: Karil's crossbow, Crystal bow, Rune crossbow, Magic shortbow (i)
- Shield: Book of law, Unholy book / Book of balance / Holy book, Holy book, Leather shield (or the highest level shield available to you)
- Ammo/Spell: Bolt racks (Karil's crossbow), Broad bolts (for cave) / Diamond bolts (e) (for Jad), Rune arrows (Magic shortbow (i)), Any blessing (Crystal bow)
- Hands: Barrows gloves, Void knight gloves, Combat bracelet / Black spiky vambraces / Black d'hide vambraces, Red spiky vambraces / Red d'hide vambraces
- Boots: Ancient d'hide boots, Blessed boots, Shayzien boots (5), Snakeskin boots, Climbing boots
- Ring: Explorer's ring 1, Ring of recoil, N/A, N/A
- Special attack: Ancient mace, Excalibur, Dragon halberd, N/A
Inventory:
- 16 Prayer potions
- 7 Tuna potatoes
- 4 Cooked karambwan
- Holy wrench
- Ancient mace (swap out a prayer potion, and maybe a few more for food)
- Excalibur (swap out a prayer potion)
- Dragon halberd (swap out a prayer potion)
- Ring of recoil
- Diamond bolts(e) or bolt pouch with diamond bolts(e) and ruby bolts (e) for Jad (swap out a prayer potion)
- Rune pouch with blood spell runes
Notes:
- Long kill times, so conserve prayer as much as possible.
- Familiarize yourself with safespot mechanics and select a safespot-friendly rotation.
- If you have a rune pouch and easy access to blood spell runes, bring them.
- Consider bringing good upgrades (e.g., DK rings, god d'hide) or space-saving items (e.g., bolt pouch) if available.
- If using the ancient mace, use the special to flinch meleers (180s) or blobs (45s).
- If bringing blood spells, swap out some tuna potatoes for mage gear.
- Use high-healing food in a pinch.
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Fight Caves Monster Waves
![OSRS Fight Caves Guide (61) OSRS Fight Caves Guide (61)](https://i0.wp.com/rpgstash-blog.s3.amazonaws.com/Image_2024-02-09_osrs-fight-caves-guide-img2.png)
In the Fight Caves, your objective is quite simple: navigate through 62 waves of monsters, ranging from level 22 to 360. Following this, you'll encounter the formidable final boss, TzTok-Jad, known as one of the game's toughest adversaries. Each floor requires a specific strategy, as the monsters within possess high Attack and Strength, presenting formidable challenges even for high-level players like yourself. To give you a better grasp of what lies ahead, here's a detailed guide for each floor, outlining the monsters you'll face and the best strategies to overcome them. But before diving into the floor-by-floor details, let's quickly go over the upcoming adversaries and the recommended tactics you should employ.
Wave | Level | Name | Hitpoints | Attack style | Max hit (approx.) | Notes |
1 | 22 | Tz-Kih | 10 | Melee | 4 | A fairly weak monster but can be very deadly when facing off along with other monsters. They can drain Prayer points at close range too. Regardless of the case, always go for these monsters first so that they don't waste your Prayer Points. |
3 | 45 | Tz-Kek | 20 | Melee | 7 | A melee fighter that can be very annoying if you don't plan well. They are the least dangerous of all the monsters so they should be your last priority just in case they're in a group with other monsters. |
3 | 22 | Tz-Kek | 10 | Melee | 4 | These spawn after you kill a higher level Tz-Kek. |
7 | 90 | Tok-Xil | 40 | Ranged, Melee | 13 | One of the most dangerous enemies on the Fight Caves. They can deal serious damage if not taken care of quickly. Focus on them once you've killed off the bats. |
15 | 180 | Yt-MejKot | 80 | Melee | 31 | While pretty dangerous, these monsters are fairly easy to kill too since they can be easy to trap in the area. Don't get too close though as the amount of damage they deal can be very dangerous. |
31 | 360 | Ket-Zek | 160 | Magic, Melee | 54 | A monster that can deal heavy Magic damage to you. Your best bet against its attack is to mitigate them with prayers. Get to a safe spot and block its attack as you dish out your own. |
63 | 702 | TzTok-Jad | 255 | Melee, Magic, Ranged | 97 | The final boss of the cave and what stands between you and your fire cape. Requires a lot of strategy and planning. |
63 | 108 | Yt-HurKot | 60 | Melee | 14 | Very annoying enemies that can make the boss fight go on forever as long as they're alive. |
With that, here's a quick summary of all the waves you'll be facing.
Wave | Monsters | Notes |
1 | Tz-Kih (level 22) | Don't get too greedy against them. Hit and then move away so that you don't get your prayer drained. |
2 | Tz-Kih (level 22) x3 | Same as above and focus on one enemy at a time. |
3 | Tz-Kek (level 45) | |
4 | Tz-Kek (level 45) x2 Tz-Kih (level 22) | Always kill the Tz-Kih first because their prayer drain can really hamper your progress. Same with above, use a hit and run tactic. Always kill the fiery, bat-like, level-22 Tz-Kih first using a hit-and-run tactic to prevent its Prayer drain![1] |
5 | Tz-Kek (level 45) Tz-Kih (level 22) x2 | |
6 | Tz-Kek (level 45) x2 | |
7 | Tok-Xil (level 90) | Use Protect from Missiles to greatly mitigate the damage from this monster. Its range attacks are its bread and butter. |
8 | Tok-Xil (level 90) Tz-Kih (level 22) | |
9 | Tok-Xil (level 90) Tz-Kih (level 22) x2 | |
10 | Tok-Xil (level 90) Tz-Kek (level 45) | |
11 | Tok-Xil (level 90) Tz-Kek (level 45) Tz-Kih (level 22) | |
12 | Tok-Xil (level 90) Tz-Kek (level 45) Tz-Kih (level 20) x2 | |
13 | Tok-Xil (level 90) Tz-Kek (level 45) x2 | |
14 | Tok-Xil (level 90) x2 | |
From here onwards, you'll be going off against the Yt-Mejkots. If there are smaller monsters in the area, use them to block the Yt-Mejkots. Alternatively, you can also use Italy Rock or Dragon Rock. | ||
15 | Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kek (level 45) Tz-Kih (level 22) | Focus on blocking the Yt-Mejkot first and then heal any damage with Guthan's Protect from Melee when necessary. |
16 | Yt-Mejkot (level 180) Tz-Kih (level 22) | |
17 | Yt-Mejkot (level 180) Tz-Kih (level 22) x2 | |
18 | Yt-Mejkot (level 180) Tz-Kek (level 45) | |
19 | Yt-Mejkot (level 180) Tz-Kek (level 45) Tz-Kih (level 22) | |
20 | Yt-Mejkot (level 180) Tz-Kek (level 45) Tz-Kih (level 22) x2 | |
21 | Yt-Mejkot (level 180) Tz-Kek (level 45) x2 | |
22 | Yt-Mejkot (level 180) Tok-Xil (level 90) | |
23 | Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kih (level 22) | |
24 | Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kih (level 22) x2 | |
25 | Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kek (level 45) | |
26 | Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kek (level 45) Tz-Kih (level 22) | |
27 | Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kek (level 45) Tz-Kih (level 22) x2 | |
28 | Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kek (level 45) x2 | |
29 | Yt-Mejkot (level 180) Tok-Xil (level 90) x2 | |
30 | Yt-Mejkot (level 180) x2 | Use Protect from Magic once you get into this battle. It can greatly mitigate most of the damage that you can take. |
From here, you'll be going up against Ket-Zeks which are pretty powerful mages. You can use Protect from Magic to cancel out the effects of Auto-Retaliate. | ||
31 | Ket-Zek (level 360) | Now would be a good time to use your ranged weapons. The melee attacks of Ket-Zeks can be very painful. A hit-and-run tactic for melee users is advised but this is a hard tactic to stick with. |
32 | Ket-Zek (level 360) Tz-Kih (level 22) | |
33 | Ket-Zek (level 360) Tz-Kih (level 22) x2 | |
34 | Ket-Zek (level 360) Tz-Kek (level 45) | |
35 | Ket-Zek (level 360) Tz-Kek (level 45) Tz-Kih (level 22) | |
36 | Ket-Zek (level 360) Tz-Kek (level 45) Tz-Kih (level 22) x2 | |
37 | Ket-Zek (level 360) Tz-Kek (level 45) x2 | |
38 | Ket-Zek (level 360) Tok-Xil (level 90) | Unless the Tok-Xils are far-off, go after them first as they can really disrupt your plan of attack against the Ket-Zek. |
39 | Ket-Zek (level 360) Tok-Xil (level 90) Tz-Kih (level 22) | |
40 | Ket-Zek (level 360) Tok-Xil (level 90) Tz-Kih (level 22) x2 | |
41 | Ket-Zek (level 360) Tok-Xil (level 90) Tz-Kek (level 45) | |
42 | Ket-Zek (level 360) Tok-Xil (level 90) Tz-Kek (level 45) Tz-Kih (level 22) | |
43 | Ket-Zek (level 360) Tok-Xil (level 90) Tz-Kek (level 45) Tz-Kih (level 22) x2 | |
44 | Ket-Zek (level 360) Tok-Xil (level 90) Tz-Kek (level 45) x2 | |
45 | Ket-Zek (level 360) Tok-Xil (level 90) x2 | On this level, go after the Tok-Xils first even if they're far off. Focus on fighting them one at a time. |
46 | Ket-Zek (level 360) Yt-Mejkot (level 180)) | Use the Ket-Zek to block the Yt-Mejkot. Alternatively, you can also use Italy Rock or Dragon Rock. |
47 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tz-Kih (level 22) | |
48 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tz-Kih (level 22) x2 | |
49 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tz-Kek (level 45) | |
50 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tz-Kek (level 45) Tz-Kih (level 22) | |
51 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tz-Kek (level 45) Tz-Kih (level 22) x2 | |
52 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tz-Kek (level 45) x2 | |
You're now going up against all basic enemies. In case you get confused, here's how you should kill them in order - Tz-Kih, Tok-Kill, Ket-Zek, Yt-Mejkot, Tz-Kek | ||
53 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tok-Xil (level 90) | You can use the Tok-Kill to block the Yt-Mejkot if you're having a tough time against them. |
54 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kih (level 22) | |
55 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kih (level 22) x2 | |
56 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kek (level 45) | |
57 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kek (level 45) Tz-Kih (level 22) | |
58 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kek (level 45) Tz-Kih (level 22) x2 | |
59 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tok-Xil (level 90) Tz-Kek (level 45) x2 | |
60 | Ket-Zek (level 360) Yt-Mejkot (level 180) Tok-Xil (level 90) | |
61 | Ket-Zek (level 360) Yt-Mejkot (level 180) x2 | Before killing off all monsters, make sure to use Guthan's to heal your health in a safespot. You won't have time to do so on the next floor. Use Protect from Magic before the level ends as well to prepare for the next and last wave before the boss. |
62 | Ket-Zek (level 360) x2 | Once this floor begins, make sure to get to the Orange Ket-Zek as soon as you can. Also, remember where it spawned out of as that will be where Tz-Tok-Jad will be in the next round. Once you kill the last enemy, move away from the spawn area a bit because Tz-Tok-Jad will open with a melee attack that can deal massive damage. You should also restore your health and Prayer as much as you can. Activate Protect from Ranged, and then switch to Protection Prayers as soon as you possibly can as well. |
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TzTokJad Strategy Guide
Once you've successfully navigated through 62 floors, TzTok-Jad will emerge immediately without granting you any respite. If you've adhered to the guidance provided on floor 62, you'll be in a favorable position when he makes his entrance.
![OSRS Fight Caves Guide (62) OSRS Fight Caves Guide (62)](https://i0.wp.com/rpgstash-blog.s3.amazonaws.com/Image_2024-02-09_osrs-fight-caves-guide-img3.png)
Tz-Tok-Jad possesses a ranged attack executed by stomping on the ground, inflicting massive damage. Additionally, he can employ a Magic attack, signaled by a growl and a distinctive wind-up before releasing a fireball. At the start of the wave, he'll utilize one of these two attacks if you're not within melee range. It's crucial to be ready to counteract his initial assault by deploying the appropriate Prayer skill to significantly reduce the incoming damage.
In addition to dealing with Tz-Tok-Jad, you'll also need to contend with four Yt-Kurhots that materialize and start healing the boss once his health hits the 50% mark. Address the healers individually from a safe distance. If they manage to fully restore Tz-Tok-Jad, they'll vanish only to return later when he reaches half-health again.
Alternatively, you can adopt a strategy where you eliminate at least one or two of the healers and then confront Tz-Tok-Jad, as defeating the healers is not a prerequisite for overcoming the challenge.
Tips for Facing TzTok-Jad:
- Prayer Switching: TzTok-Jad alternates between Ranged and Magic attacks. To counter these, switch between "Protect from Missiles" for Ranged and "Protect from Magic" for Magic. Be swift in your prayer switching to minimize damage.
- Attack Signals:
- Melee: TzTok-Jad instantly attacks if you approach him closely. Keep a safe distance to avoid melee damage.
- Magic: Watch for the rear-up and dangling front legs, signaling a Magic attack. Switch to "Protect from Magic" to mitigate damage.
- Ranged: Look for the hind legs rearing up and front legs slamming onto the ground, indicating a Ranged attack. Switch to "Protect from Missiles" to shield against it.
- Range Attack Recommended: TzTok-Jad is resistant to Magic, making Ranged attacks more effective while maintaining a safe distance.
- Predicting TzTok-Jad's Location: Based on the off-colored Ket-Zek's spawn location in the previous wave, anticipate TzTok-Jad's initial appearance. He will emerge where the off-colored monster was, aiding in timely prayer switching.
- Yt-HurKots: When TzTok-Jad's health falls below 150, four Yt-HurKots will be summoned to heal him. Manage these healers while defending against TzTok-Jad's attacks. Avoid killing them if they fully heal him, as they will respawn upon his health drop again.
- Movement Tactic: TzHaar creatures move east or west before proceeding north or south. Use this information to trap TzTok-Jad when he spawns.
- High-Damage Attacks: Beware that TzTok-Jad's attacks can inflict up to 97 damage. Even with the Vengeance spell, a single high-damage hit, especially when Yt-HurKots are attacking, can end the encounter. Stay vigilant and responsive.
Fight Cave Rewards
![OSRS Fight Caves Guide (63) OSRS Fight Caves Guide (63)](https://i0.wp.com/rpgstash-blog.s3.amazonaws.com/Image_2024-02-09_osrs-fight-caves-guide-img4.png)
Achieving victory over TzTok-Jad earns you the coveted Tzrek-Jad pet. However, the ultimate prize sought in this battle is the fire cape, standing as the second-best melee cape in the game, with the Infernal Cape claiming the top spot. This cape grants substantial bonuses for melee combat and various other skills.
Most individuals endure the challenges of defeating TzTok-Jad solely for the prized fire cape. Fortunately, acquiring it necessitates overcoming the TzHaar Fight Cave only once. Here are some crucial considerations related to the fire cape:
- If you and TzTok-Jad meet your demise simultaneously, the Fire Cape won't be awarded. You must successfully complete the challenge again to obtain it.
- The Fire Cape serves as a prerequisite to access deeper regions of Mor Ul Rek. Display it to the TzHaar-Key guards in the city center without it being consumed.
- To participate in the Inferno, a demanding combat minigame, you must sacrifice your Fire Cape to TzHaar-Ket-Keh.
- If you perish in Wilderness areas below level 20, the Fire Cape remains in your inventory but becomes unusable until repaired.
- Perdu offers Fire Cape repair services for a fee of 150,000 coins.
- In the event of death in Wilderness areas at level 20 or higher, without protection, the Fire Cape transforms into coins.
- To unlock the Fire Cape again, use a Trouver parchment and pay 500,000 coins to Perdu.
Securing and upkeeping the Fire Cape is undoubtedly a challenging undertaking, yet the rewards and access it unlocks within the game make it well worth the effort. Prepare yourself for a formidable battle when confronting TzTok-Jad.
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Onwards To The Fight Caves
The Fight Caves are undoubtedly going to require a lot of effort and preparation. However, the rewards waiting for you at the end of it all are definitely worth it. Hopefully, you're able to find a good way to effectively finish this challenge using this guide.
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