When this happens, do not panic and be as patient as you can. Aggro the healers one at a time to make them focus on you while Praying against each of Jad's attacks. Do not get too distracted by the healers, just take your time and keep most of your focus on Jad's attacks. Try not to concern yourself with their healing and assume that Jad will be at full HP once you've wrangled them all. Rushing or panicking here is an easy way to miss one of Jad's attacks and die.
If you're lucky one or more of the healers may get stuck and won't interrupt the fight, but assume all 4 of them will be there anyway. Once you have all the healers focused on you, there are a few different strategies to finish the fight:. Once Jad is defeated, you will get your Firecape as well as 37, Tokkul as a reward. In conclusion, the Fight Caves is a very difficult minigame. Dying means you'll have to start all over, so preferably you'll want to focus your efforts on patience and defence more than attacking.
Don't be discouraged if you fail multiple times, very few people have beaten it on their first try. Remember to stay determined! Share on. Create account or Sign in. Use hit-and-run tactics to keep away from it. Kill these first as you can usually one-shot them, their Prayer drain will stack up otherwise. Tz -top Kek 45 20 Melee 7 Does 1 damage in recoil for each melee hit done to it. These are the lowest priority to kill in the later waves as they can only melee attack and do nothing very special.
Tz-Kek 22 10 Melee 4 Two of these spawn upon a 45 Tz-Kek's death, they do not recoil any damage from melee. Tok-Xil 90 40 Melee, Ranged 13, 14 On the waves that these begin spawning, you'll need to start Praying against Ranged attacks often until they show up with the Magic-using level Ket-Zeks, whereupon which you'll need to tank their Ranged attacks and kill the Tok-Xils quickly.
Yt-MejKot 80 Melee 25 Can heal itself and other nearby monsters. These are a lower priority to kill in the later waves, aggro them once to stop them from healing everything and wait until the more dangerous monsters are dead first. Be vary cautious during waves that they spawn on, as you can only take a few hits at the most when caught off guard by one.
They should be defended against via Prayer at all times once they begin spawning, and then quickly taken care of after the lower-HP threats are dealt with. TzTok-Jad Melee, Ranged, Magic 98, 97, 97 Spawns in the final wave, see further below in the Jad section for more details and strategies against him. 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.
When in melee range of the player, the Yt-HurKots will heal themselves. If you plan on killing the Yt-HurKots it is wise to kite them around TzTok-Jad, otherwise they are much harder to kill. In order to stop them from healing, they need to be killed, one by one, so they don't heal each other, but don't forget about the TzTok-Jad waiting to kill you.
If you kill them after TzTok-Jad has been healed to full health, when you get him down to half health, the Yt-HurKots will respawn again. However, if you manage to kill all 4 of the Yt-HurKots before they bring Jad up to full health, they will not respawn when a player brings TzTok-Jad down to half health again.
The Yt-HurKots ' melee attacks hit up to This is absolutely outstanding! Extremely well formatted, and informative without being a boring info dump. Definitely going to start directing people to this guide when they're going for their first cape As it stands, I'd only make two changes.
In my opinion, these are almost non-negotiable. The second thing is way more optional, but something I also found very helpful was to bring along a couple anglerfish. They're very nice for healing during the Jad fight itself, especially if you have trouble managing too many things at once.
Aside from those minor quibbles, really great writeup. Would definitely love to see more guides like this in the future, if you're at all interested!
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