Familiars and pets are banned from the fight caves. Saving progress or taking breaks, can be done by logging out between waves, but is risky. A good Internet connection is also very helpful, as lag in the Fight Cave at the wrong moment can be deadly. Playing on a world with a low ping value and playing on a low-populated world decrease the chance of lag.
First of all, the player has to travel to Karamja. There are a few ways to do this:. If using one of the 1st 3 options the player then has to make their way to Karamja volcano , east of Brimhaven and west of Musa Point. There are two dungeon entrances at the top of the volcano, the large entrance at the centre of the lava lake leads to the TzHaar City.
Once inside, walk north and then turn west just before you reach the small summoning obelisk, look for the bank and minigame symbol on the minimap. This is the entrance to the Fight Caves. More than one unit may spawn on the same spot, sometimes creating a safespot for some of the monsters.
None of the safe spots work for small monsters, usually the tactic is to lure the monsters to a sharp corner. The entrance is located in the northeastern corner of the cave. The monsters spawn in specific locations on the map. Known locations are the centres of each corner-pocket, as well as some in the central area. The rock outcrop to the west is excellent for trapping monsters. If the player stands at the two-square wide depression on the south side of the rock, only monsters from the south could attack them.
This is also good for luring TzTok-Jad closer. In this minigame, players must battle past waves of 6 types of monsters ranging from level 22 up to level , before facing the final boss, the level TzTok-Jad. Each of these monsters require a different tactic by the player, though, due to the structure of the minigame, most of them are best fought from a distance.
The monsters generally have high Attack and Strength , along with a special ability, but low life points and Defence. This means they will hit hard and often, but can be killed quite easily. Monsters in the Fight Cave can be seen as representing powers of two minus one: each wave, monsters will spawn whose place values sum to the wave number, with the Tz-Kih 22 being worth 1, the Tz-Kek 45 3, the Tok-Xil 90 7, the Yt-MejKot 15, the Ket-Zek 31, and finally, the Tz-Tok Jad However, waves in the Fight Cave prefer to spawn high-level creatures e.
For example, consider wave 47 as having 47 points: a Ket-Zek with a point value of 31 spawns, because that is the highest creature whose point value can fit in 47; then, of the remaining 16 point, a Yt-Mejkot with a value of 15 spawns, and a Tz-Kih spawns with the remaining 1 point.
TzTok-Jad is the final monster encountered in the Fight Cave. Examining it yields the discouraging message "This is going to hurt It is one of the highest levelled monsters in all of RuneScape that players can fight with conventional methods. Defeating TzTok-Jad requires a huge amount of persistence and determination, as TzTok-Jad is rarely defeated in the first few tries by even the best RuneScape players.
In order for one to reach TzTok-Jad, one must first endure 62 waves of fighting progressively tougher monsters. The current wave that the player is on is shown at the beginning of each wave.
TzTok-Jad himself is a level , huge, four-legged behemoth and uses all three sides of the combat triangle - magic , ranged and melee. TzTok-Jad will not attack with melee unless the player is adjacent to him. There is no setup animation for TzTok-Jad's melee attack, unless you are already using protect from melee when he starts his attack, you will not have time to switch prayers for it.
If the player attacks from a distance - which is strongly recommended for inexperienced players - TzTok-Jad will alternate between Magic and Ranged attacks. Survival depends on watching TzTok-Jad's movements - an animation precedes the attack, telling the player which prayer to use. While it's strongly recommended to pray against range first, it is never known which attack he uses first until it is too late. Be careful of this, as you can be killed within seconds of starting the wave.
Have auto-retaliate on and prepare for the fight. It is strongly recommended to bring either Saradomin brews and super restores or Rocktails to heal above your maximum life points the wave right before Jad, in case things might go wrong. When TzTok-Jad is down to half health, he will summon four Yt-HurKots level melee fighters with 10, LP and tiny in comparison which will heal him, effectively causing him to regenerate endlessly until they are dealt with.
Jad slams his feet to the ground for Ranged, and he rears up dangling his feet for Magic. The goal of the Fight Cave is to reach and defeat the level TzTok-Jad, but that is extremely difficult to do, and is impossible for all but the most versed in combat tactics. Examining the monster yields the discouraging message " This is going to hurt TzTok-Jad is one of the highest level monsters in all of RuneScape , and those who are skilled enough to defeat it are able to obtain the fire cape , one of only a few animated capes, and the second-best cape for melee combat after the infernal cape.
If one is successful in defeating TzTok-Jad , they receive 8, Tokkul and the highly-coveted Fire cape. This cape has an animated "lava" pattern. The animation shows lava flowing downwards continually. The Fire Cape is considered one of the best capes in RuneScape. It provides much more protection than the cape of legends and the obsidian cape , as well as slight offensive bonuses. It is, of course, not tradeable.
The only capes better in any area are the infernal cape which provides all-around superior stats, the God capes which provide a higher magic attack bonus, Ava's attractor , accumulator or assembler for a higher ranged attack bonus, and the Ardougne cloak for prayer and offensive stab bonuses. A max cape also provides a plethora of useful perks albeit having the stats of a regular trimmed skill cape.
Previously, if a player defeated TzTok-Jad after obtaining a Fire cape, the player would receive 16, TokKul and nothing else, which was highly inadvisable due to the high cost of each trip. However, after an update, the Fire cape became a stackable item when placed in a player's bank, allowing players to receive another Fire cape if they dared to re-enter the caves.
A map of the TzHaar Fight Caves with some notable spots for safe spotting and monster spawns. Monster spawn in waves with each wave getting progressively difficult. You can look below, under Wave breakdown , to see what monsters spawn in each wave. One of the main safe spots is Italy Rock which is located on the eastern side of the arena. Standing directly on the western or southern wall of Italy Rock will make the level 45 Tz-Kek and level Yt-MejKot stuck on the corners.
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 Italy Rock, keeping the Tz-Keks stuck on the corners. Note: As of the update on 20 August , 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. 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. After TzHaar-Mej-Jal comes on the screen and says the TzTok-Jad has spawned, from experience, it usually begins by attacking with range, so put on protect from ranged. You can try having auto retaliate on and see if you can find the TzTok-Jad faster or not, sometimes it helps, and other times it doesn't if you can't locate him right away.
Once you have located the TzTok-Jad pay immediate attention to his feet. If you don't, you will die in a matter of seconds due to lack of the correct protection prayer. Here is how his attacks work:. During this battle, make sure you are keeping up your prayer points, or you may find yourself dead.
Healers: Once you have managed to get the TzTok-Jad to half health, four healers will spawn in attempt to heal him back to full hit points. You need to attack all four healers right away so they focus on you and not the TzTok-Jad. If the healers are successful in healing the TzTok-Jad all the way then you're at risk of losing, as they'll all turn on you.
Once you have killed the healers they will not appear again, unless they completely healed him. There are several movements you can recognize, and immediately tell what type of attack the Jad is going to use. For Jad's Ranged attack, he will quickly lift up his front legs, and wave it once, then quickly slam it down on the ground. When you recognize the leg wave, quickly use protect from range. For Jad's Magic attack, he will lift his front legs up, and dangle them back and forth.
Recognize this, and quickly use protect from magic. Keep in mind that there is no specific pattern for the Jad's style of attack. The order is completely random so make sure you pay close attention to his leg movement. After the healers, there are no more surprises and all that is left is for you to kill the TzTok-Jad once and for all. Once he's dead you leave the cave and TzHaar-Mej-Jal will award you with a fire cape and 8, Tokkul. If you do the fight caves again you will only get 16, Tokkul and nothing else.
If you managed make it this far, congratulations you have just finished the hardest mini-game in RuneScape! Click here to show a list of the waves, and what monsters are included in each wave.
A big problem with this game when it was first released, was that you could not log out during the fight caves unless you were willing to give up all your progress. However, you can now logout during the fight caves and pick up where you left off! Click the logout button and it will say you will be logged out after the current wave or click "logout now" to abort the mini-game entirely. Once you're sure you've finished off all the monsters in that wave, click logout.
When you next login, you will start from the next wave. Don't forget to turn your prayers back on! Q: What happens if I die during the Fight Caves? A: You will be removed from the fight caves, and will keep all of your items.
Q: What happens if I lose my Fire Cape? A: You will have to do the fight caves again to receive another. Q: What stats does the Fire Cape give? Q: How many tokkuls do you receive after beating Tztok-Jad? A: You receive 8, Tokkul, after defeating the Tz-Jad on your first attempt.
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