NOTE! Parts of guide may be outdated!
Intro
On the edge of the TzHaar city, there is a vast cavern known as the Fight Cave. Used by the hunters of the TzHaar as a rite of passage, it's been opened up to outsiders as a test of perserverance.The TzHaar Fight Cave is a fast-paced, single-player minigame, with a boss encounter at the very end. Are you strong enough to withstand waves of creatures? Do you have what it takes to last to the very end and claim the mark of a survivor?
Recommended levels
- 70+ Range or 90+ Magic for Polypore Strategy
- 70+ Constitution
- 40+ Defense/70+ for Barrows/80+ for Ganodermic
- 43+ Prayer
Suggested Armour and Inventory Methods
Range
Weapon: Chaotic c'bow -> Rune c'bow
Helm: Full Slayer Helm (if on Kuradel task) -> Verac's Helm -> Helm of Neitiznot
Necklace: Amulet of Fury -> Amulet of Ranging -> Amulet of Glory
Cape: Ava's Devices -> Fire Cape -> Soul Wars Cape -> Trimmed Skillcape
Body: Pernix Body -> Armadyl Chestplate -> Karil's Top -> Black D'hide Body
Legs: Pernix Legs -> Armadyl Chainskirt -> Karil's Skirt -> Black D'hide Legs
Shield: Divine or Elysian Spirit Shield -> Eagle-eye Kiteshield -> Dragonfire Shield -> Illimunated God Book (Unholy or War)
Gloves: Swift Gloves -> Barrows Gloves -> Regen Bracelet
Boots: Glaiven Boots -> Ranger Boots -> Snakeskin Boots -> Bandos Boots
Ring: Archer's Ring (i) -> Onyx Ring (i) -> Archer's Ring -> Explorer's Ring
Ammunition: 500 Broad-tipped Bolts
Aura: Reverence -> Sharpshooter
Mage
Weapon: Polypore Staff
Helm: Full Slayer Helm (if on Kuradel task) -> Ganodermic Visor
Necklace: Arcane Stream -> Amulet of Fury -> Amulet of Glory
Cape: Soul Wars Cape -> God Cape -> Trimmed Skillcape
Body: Ganodermic Poncho
Legs: Ganodermic Leggings
Shield: Fareseer Kiteshield -> Mage Book -> Illuminated Unholy Book
Gloves: Spellcaster Gloves -> Barrows Gloves -> Regen Bracelet
Boots: Ragefire Boots -> Infinity Boots
Ring: Seer's Ring (i) -> Seer's Ring -> Explorer's Ring
Aura: Reverence -> Dark Magic -> Runic Accuracy
Inventory
- 2 Extreme Ranging Potions (4)*
- 200 Dreadnips**
- 200 Diamond (e) Bolts***
- 12 Super Restore Potions (4)
- 12 Saradomin Brews (4)
*For the Magic inventory, substitute in 2 Extreme Magic or 2 Magic Potions.
**If Dreadnips are not obtained, add another Saradomin Brew.
*** Ranged only set-up
If one has 96+ Herblore, the 2 Extreme Potions and a Saradomin Brew should be substituted for 3 Overloads (4)
Monster Guide
Tz-Kih
Level: 22
Life Points: 100
Max Hit: 44
Attack Style: Melee
Strategy: These are very weak monsters. For every attack they make, you lose 10 Prayer points. A simple attack will kill them.
Tz-Kek
Level: 45 and 22
Life Points: 200, 100
Max Hit: 75, 43
Attack Style: Melee
Strategy: The level 45 is easily killable with range. After it is killed, it splits into two level 22 monsters. Kill these the same way with a swift attack and poof they will be gone.
Tok-Xil
Level: 90
Life Points: 400
Max Hit: 130 Melee 170 Range
Attack Style: Melee, Range
Strategy: Once these monsters show up (see below), pray range should be always on. They hit fast with range. Just attack with your range weapon and keep range protect pray up and you will be fine.
Yt-MejKot
Level: 180
Life Points: 800
Max Hit: 280
Attack Style: Melee
Strategy: When these monsters show up (see below), Italy Rock and Orb Rock should be used to their potential.


To do this, you must lure the beast to where it cannot reach you with its attack on Italy Rock or Orb Rock. Then, you can attack them with ease and not get hit. If you have 92+ Prayer, Soul Split can be utilized to heal once they are lured; however, when being lured, keep melee protect on so that you are not damaged by them.
Ket-Zek
Level: 360
Life Points: 1600
Max Hit: 490 Magic, 540 Melee
Attack Style: Magic, Melee
Strategy: When these come into the mix (see below), protect magic prayer should be constantly on no matter what other monsters are alive in the cave. Make sure to stay at least 3 spaces away from them or they will unleash their melee attack upon you. Other monsters can be lured to stick behind them also. Dreadnips are useful when killing these because they can hit them while you kill other monsters as long as you hit Zek every third hit or so.
There is an order to how you will want to kill the monsters during the waves. First, kill the Tz-Kih, level 22, because they drain your prayer. Next, the Tok-Xil,level 90, should be killed. After these, kill the Ket-Zek, level 360. After these are dead, protect mage can be turned off. Next, lure the Yt-Mejkot to Italy or Orb Rock and kill them. Lastly, kill Tz-Kek, level 45, and its split form, level 22.
Wave List
Note: Monsters are listed by their levels.
Wave 1: 22
Wave 2: 22, 22
Wave 3: 45
Wave 4: 45, 22
Wave 5: 45, 22, 22
Wave 6: 45, 45
Protect Range Prayer ON
Wave 7: 90
Wave 8: 90, 22
Wave 9: 90, 22, 22
Wave 10: 90, 45
Wave 11: 90, 45, 22
Wave 12: 90, 45, 22, 22
Wave 13: 90, 45, 45
Wave 14: 90, 90
Italy/Orb Rock Luring BEGINS, Protect Range Prayer OFF
Wave 15: 180
Wave 16: 180, 22
Wave 17: 180, 22, 22
Wave 18: 180, 45
Wave 19: 180, 45, 22
Wave 20: 180, 45, 22, 22
Wave 21: 180, 45, 45
Protect Range Prayer ON
Wave 22: 180, 90
Wave 23: 180, 90, 22
Wave 24: 180, 90, 22, 22
Wave 25: 180, 90, 45
Wave 26: 180, 90, 45, 22
Wave 27: 180, 90, 45, 22, 22
Wave 28: 180, 90, 45, 45
Wave 29: 180, 90, 90
Protect Range Prayer OFF
Wave 30: 180, 180
Protect Magic Prayer ON
Wave 31: 360
Wave 32: 360, 22
Wave 33: 360, 22, 22
Wave 34: 360, 45
Wave 35: 360, 45, 22
Wave 36: 360, 45, 22, 22
Wave 37: 360, 45, 45
Wave 38: 360, 90
Wave 39: 360, 90, 22
Wave 40: 360, 90, 22, 22
Wave 41: 360, 90, 45
Wave 42: 360, 90, 45, 22
Wave 43: 360, 90, 45, 22, 22
Wave 44: 360, 90, 45, 45
Wave 45: 360, 90, 90
Italy/Orb Rock Luring for 180s
Wave 46: 360, 180
Wave 47: 360, 180, 22
Wave 48: 360, 180, 22, 22
Wave 49: 360, 180, 45
Wave 50: 360, 180, 45, 22
Wave 51: 360, 180, 45, 22, 22
Wave 52: 360, 180, 45, 45
Wave 53: 360, 180, 90
Wave 54: 360, 180, 90, 22
Wave 55: 360, 180, 90, 22, 22
Wave 56: 360, 180, 90, 45
Wave 57: 360, 180, 90, 45, 22
Wave 58: 360, 180, 90, 45, 22, 22
Wave 59: 360, 180, 90, 45, 45
Wave 60: 360, 180, 90, 90
Wave 61: 360, 180, 180
Wave 62: 360, 360
Wave 63: Jad, 102
Jad Guide
After braving this far into the caves, the true challenge awaits. Only TzTok-Jad and Yt-HurKot, his healers which appear at half health, stand in your way of the illusive Fire Cape!!!
TzTok-Jad
Level: 702
Hitpoints: 2450
Max Hit: 980 Melee, 970 Magic/Range
Attack Style: Melee, Magic, Range
Yt-HurKot
Level: 108
Hitpoints: 600
Max Hit: 140
Attack Style: Melee
How to Kill Jad
Preparation begins on the wave before. When the last of the two 360s is almost dead, begin to repot and top off Life Points and Prayer Points. Also, switch to the Diamond Bolts (e) and turn on auto retaliate so you are drawn to Jad when he spawns.
When starting the fight, it is helpful to have sounds on. This is because each of his attacks makes a distinct sound. Along with making a sound, each attack has an animation. When he first spawns, have on Protect from Range to start. Once you hear the sound, a very loud one being for the magic attack due to a recent update, click the correct prayer.
The animation for the range attack is when he raises his front legs and pounds them onto the ground.
When a ball of lava begins to form on his back, this is the time to protect magic for this is Jad's mage attack.
When he hits half health, Jad will spawn four healers. While making sure to keep up with Jad's attacks, slowly pick off each one from him. Once you have them all attacking you, kill them off. Then, you are free to go back to Jad and finish him off; however, if you do not take off the healers before Jad is back to full health, they will spawn once again and you will have to kill them again.





