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Fight Cave Guide

By: Alpr, Yippeekyaa, The83dWarior and Tddun

Edited By: Jacxxmaster, Mr Penguin12, Tweedy and Lord Thief

Coded By: Tweedy

Special Thanks To: Red Sox, Yippeekyaa, gaterman1222, Ranger Blue, ZinyX, and h.ercule.s

Last Updated On: 20 April 2008


Recommended Stats

90+ Ranged
90+ Hit Points (optional)
Capable of spending 40 minutes to two hours at the Fight Cave (exact time depends on stats)
Capable of enduring frustration if you fail
Decent Agility level, for running purposes
Ancient Magick (If you want to use Magic instead of Range)

Useful Tips

Should you die inside the Fight Cave you will not lose any of your belongings. This makes it safe to go in with your expensive but powerful Equipment.

It is best to drink a Super Attack Potion, Super Strength Potion, and a Saradomin Brew for maximum stats at the beginning (drink Saradomin Brew first, then use Restore Potion, then use Super Attack Potion/Super Strength Potion).

Unlike in the past, it is now possible to log out after having finished a wave. You have to go to the log-out menu during your current Wave. At the end of the wave, you'll be logged out. Watch out when you log in because the next Wave will start immediatly!

When you are on the final wave don't kill the level 360. Get behind a Wall and turn off Prayer (he can't attack if he's on the other side). Then drink a Prayer Potion, Saradomin Brew, Restore Potion (if you have one), Super Attack Potion/Super Strength Potion (if you have one), and Range Potion. Then kill the final 360 and turn on Protect from Missiles! Make sure sound effects are on and listen very carefully! If you hear two bangs, put on Protect from Magic, if you hear one bang keep Protect from Missiles on. When you get the message, if the Tztok-Jad isn't there, run to find him immediately.

The Guide:

What To Bring/Wear

For Range:



Note: An Onyx Amulet of Fury is helpful, but not required.
Note: A Fully Charged Crystal Bow will be able to do the entire course of Combat. If you have a Bow that is 6/10 or lower, bring a Magic Short Bow or a Karil's Crossbow and about 500 Arrows.

For Magic:

16 Prayer Potions (Depending on your Prayer Level)
2 Saradomin Brews
2 Super Restore Potions
4 Sharks
8,000 Blood Runes
8,000 Death Runes
2,000 Soul Runes
1 Magic Potion (Although I forgot to use mine)

What To Wear

Ahrims Hood, Ahrims Top and Bottom
Ring of Recoil
Amulet of Glory
Wizard Boots
Mystic Gloves
God Cape
Zamorak Prayer Book (Full)
Ancient Staff

Monsters in Fight Caves

This is showing what Monsters you will encounter and how to kill them using Melee and Ranged.

Tz-Kih (Level 22)



These guys drain your Prayer by one every time they hit you. They have 10 Hit Points. Kill them with Ranged.

Examine - Some Kind of Bat...

Tz-Kek (Level 45)



They have a Ring of Recoil on them, but it only hits one when you Melee them. Range them and they won't recoil you.

Examine - Looks like living lava...

Tz-Kek (Level 22)



These guys aren't harmful. Two appear after you kill the Tz-Kek (Level 45).

Examine - Looks like living lava...

Tok-Xil (Level 90)



These guys hurt you with their Ranged. They may be only Level 90, but they can hit 13’s with Ranged. They also Melee but are rather stronger with range. Use Guthan to kill him and range them when they are combined with the 360s and 180s. kill them first (after you kill Tz-Kih's).

Examine - I don't like the looks of those spines...

Yt-HurKot (105)



These guys only come out when TzTok-Jad is at 50% life. Four of them spawn to heal him. They hurt as much as Tok-Xil's spines, so you shouldn't let them attack you for very long. Kill them as soon as you see them, but make sure you watch TzTok-Jad's feet for switching Prayers. They are good to use Guthan on. Also they still heal TzTok-Jad if they are attacking you. They are like Yt-MejKot. They only heal if you Melee them or they attack you (and only heal that way too).

Examine - Mini Menace.

Yt-MejKot (180)



These guys can kill you. They can often hit 20+, so use Range. Remember the safe spot? Well, it's the perfect spot for ranging these guys.



Either side is rangeable, and is also the perfect spot to range the 360s to block the others from getting to you.

Examine - Holy Reptile...

Ket-Zek (360)



These guys use Melee and Magic attacks. As long as you range them with Protect from Magic on they won't Melee you. Both attacks hit 40+. No safe spots to range them from. There’s no need.

Examine - Good Doggy-Lizard-Thing...

Tztok-Jad (702)



He uses all three attacks, although as long as you don't get close you don't need to worry about Melee. When his feet go up and slam down, use Protect from Missiles. When his feet stay up for a while, use Protect from Magic. When healers come, shoot them first to keep them from attacking you, and keep in mind his feet.

Examine - This is going to hurt...



Prayer Switching

Switching your Prayer at the correct times is important if you want to defeat Tztok-Jad, as long as you are at a safe distance you won’t have to worry about his Melee attacks.

Ranged: When he raises his Legs and slams them down on the Ground switch to Protect From Range, this will stop the incoming attack.

Magic: When he raises his Legs and holds them there you have to switch to Protect From Magic. This is his signal that he will launch a Magic attack.

What to do

This is written for using Magic attack. Auto-Retaliate should be on at the beginning.

You will start off with getting Tz-Kihs, then move onto Tz-Keks, then you will start to get a mixture of both. At around seven you will get Tok-Xils (these use Range), they will be a threat, Protect from Missiles is advised. I did not use it at the beginning, as Blood Barrage healed me enough.

At around fifteen you will get Yt-MejKots, these use Melee and can heal themselves if they are attacking you. Using the 'Italy Rock' is helpful when fighting Yt-MejKots. The Italy Rock, is the yellow circle on the map. The light blue dot is where to stand when fighting Yt-MejKots. When you approach around twenty-nine, Protect from Missiles is almost essential, as you have to defeat two Tok-Xils.

When you get to around thirty-one be prepared to have Protect from Magic on 99% of the time until you get to the 702 (When fighting Ket-Zek's keep the Prayer screen on all the time! Do not have your Inventory, or your friends list on). Keep defeating the Monsters with Protect From Magic on at this point. You shouldn't have much trouble until you get to around forty-five. At this point stand at the white dot and drink your Potions. Drink a Saradomin Brew, followed by a Super Restore Potion and wait to see if any Monsters come to you from the west, while looking for what Monsters there are at the other side of the Rock (red dot on the map). If none come at you, attack one of the Monsters and go from there.

At around forty-six turn Auto-Retaliate off. Keep Protect from Magic on and stand at the white dot again. Normally the Ket-Zek will come at you from the west, and the Yt-MejKots will stand stuck at the red dot. Attack the Ket-Zek from where you are, you should be standing fighting Ket-Zek at point dark blue while the Yt-MejKots is still at point red. Once Ket-Zek is dead, turn Protect from Magic off and attack Yt-MejKots. Before he dies turn Protect from Magic back on and continue killing. Keep going until around sixty, and drink you Potions again; follow the instructions from around forty-five.

At around sixty-two defeat one Ket-Zek, then lure the other one so you are fighting the last Ket-Zek at the white dot. Then while standing at the white dot, turn on Protect from Missiles and wait until the Boss approaches, he will either be stuck at the red point or approach you from the west. He uses all three types of attack (Magic, Ranged, Melee), all of them are able to kill you in one hit. Fortunately, like Ket-Zeks, he will not use his Melee attack if you attack him from a distance. Just make sure you keep your distance from him. Now, for killing him, put Auto-Retaliate on. and while killing him you have to switch Prayers according to his Leg movement.

Order of Waves:
  1. 22
  2. 22 22
  3. 45
  4. 45 22
  5. 45 22 22
  6. 45 45
  7. 90
  8. 90 22
  9. 90 22 22
  10. 90 45
  11. 90 45 22
  12. 90 45 22 22
  13. 90 45 45
  14. 90 90
  15. 180
  16. 180 22
  17. 180 22 22
  18. 180 45
  19. 180 45 22
  20. 180 45 22 22
  21. 180 45 45
  22. 180 90
  23. 180 90 22
  24. 180 90 22 22
  25. 180 90 45
  26. 180 90 45 22
  27. 180 90 45 22 22
  28. 180 90 45 45
  29. 180 90 90
  30. 180 180
  31. 360
  32. 360 22
  33. 360 22 22
  34. 360 45
  35. 360 45 22
  36. 360 45 22 22
  37. 360 45 45
  38. 360 90
  39. 360 90 22
  40. 360 90 22 22
  41. 360 90 45
  42. 360 90 45 22
  43. 360 90 45 22 22
  44. 360 90 45 45
  45. 360 90 90
  46. 360 180
  47. 360 180 22
  48. 360 180 22 22
  49. 360 180 45
  50. 360 180 45 22
  51. 360 180 45 22 22
  52. 360 180 45 45
  53. 360 180 90
  54. 360 180 90 22
  55. 360 180 90 22 22
  56. 360 180 90 45
  57. 360 180 90 45 22
  58. 360 180 90 45 22 22
  59. 360 180 90 45 45
  60. 360 180 90 90
  61. 360 180 180
  62. 360 360

  63. TzTok-Jad (Boss): level 702
Note: Some waves may be off, but they are mostly correct.



FAQ

Q: Where is the Fight Cave?
A: It is located inside the Karamja Volcano. Just go down, and there's the Entrance to the right. The Fight Cave is right by the Bank.



Q: What is the Reward for completing it?
A: The Fire Cape and 8,000 TokKul.

Q: How tough is it?
A: The toughest Monster is Level 702, named TzTok-Jad. He is no pushover. He can hit 90s maximum.

Q: Is the Rock Ring useful in this Mini-Game?
A: No it is not.

Q: What happens if you lose the Cape?
A: If you lose the Cape you have to beat the Level 702 again to get another one. There is no Non-Playable Character in Game to talk to that will sell or give you another one, so don't lose it!

Q: Can you get a second Cape by beating it again?
A: Yes, each time you defeat the TzTok_Jad, you get a Fire Cape and 8,000 TokKul. You can also sell the cape to Tzhaar-Mej-Jal for 8,000 TokKul.




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