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> Tzhaar Fight Cave Guide
Mysticallity
post Nov 16 2005, 11:38 PM | Post #1 +Quote Post

Unregistered



Note: Guide will be rewritten. So this is just for viewing pleasure, even if it may be a bit outdated.

TzHaar Fight Cave Guide


Sections
<1.1> - Introduction
<1.2> - Requirements - Ranging
<1.3> - Requirements - Ancient Magicking

<2.1> - Attacking Effectively
<2.2> - Enemies
<2.2.1> - TzTok-Jad
<2.2.2> - TzTok-Jad: Surviving TzTok-Jad
<2.2.3> - TzTok-Jad: Yt-HurKots

<3.1> - Reward
<4.1> - Credits

<1.1> - Introduction

The TzHaar Fight Cave is a place of challenge, requiring you to fight against a seemingly endless amount of TzHaar creatures. Eventually, your provisions will be drained from past skirmishes, weakening you until the final battle, which will be the final assessment of skill upon your weary mind and shaky reflexes...

When you enter the fight cave, you will be presented with a wave of creatures of to fight. When you've killed them all, the second wave of enemies will appear and this goes on until you defeat TzTok-Jad or you die.

Each wave will get progressively harder and you are only allowed what you've taken into the cave. There is no way to restock your supplies until you leave. If you wish to leave, you can go through the cave entrance in the north-east. You will receive Tokkuls depending on the last wave you've defeated.

If you log out without being in combat (no health bar above your character's head), your request will be received and you will log out immediately once you've finished your current wave without being in combat (i.e. no enemies hitting you for a while). When you log back in, you will appear in the middle of the cave and the next wave will proceed. Note: If you try to log out again straight after the request is received (without being in combat), you will log out and appear outside the cave with your items but you will not receive any Tokkuls.

If you've sent your logout request and you are still in combat by the time you've finished your current wave (health bar above your character's head), you will not log out. However, the next wave will not start until you manually log out again. Note: If you try to leave through the cave entrance at this point, your last wave will not be registered as defeated until you start your next wave, meaning you'll get less Tokkuls if you didn't start your next wave. When you log in, you will appear in the middle of the cave and the next wave will proceed.

If you're very patient, it is possible to send a log out request, finish your current wave whilst being in combat and then wait until you're hitpoints are fully restored before logging out and in again. Be warned, you will appear in the middle of the cave and you could be heavily damaged by the monsters on your next wave. You should prepare to turn on your protection prayer for Tok-Xils or Ket-Zeks on your next wave as soon as you log in. It would be better to avoid logging off at all during the Ket-Zeks waves.

If you die within the fight cave, you will not lose anything. If you die in TzHaar city, you will die and lose items as normal.

The mini-game will take around 2 hours. Less if you are higher leveled in the skills required.

<1.2> - Requirements - Ranging

Level 70 Ranged (75 recommended)
Level 40 Prayer (50 recommended)
Level 70 Defence (recommended for defence against melee damage, but not required)
Note: If you are using full Guthans, having 85 attack, defense, strength, hitpoints and 65 prayer is recommended. - [addition by Makoto]

Ranging is the most affordable and recommended way. However, the initial investment costs a lot at first (1.8M for the Crystal bows) but as you spend more now, the less the Crystal bows will cost if you ever want to do the fight cave again in the future.

Alternatively, you may go for Magic shortbow with Rune arrows or Karil's crossbow with Bolt racks. They cost less if you've never charged Crystal seeds before, but cost more if you've recharged around three times or more.

What to wear:
Robin hood hat
Black dragonhide body
Black dragonhide chaps
Ranger boots
Black dragon vambraces
Obsidian cape
Amulet of glory
Crystal bow full
Archer's ring (optional)

What to bring:
Crystal bow full
3 Ranging potions (4)
2 Saradomin brews (4)
3 Sharks/Baskets of strawberries
2 Super restore potions (4)
17 Prayer potions (4)
  • This will give you the best Range Attack bonus avaliable to you. Hopefully, those Prayer potions will be enough to last you through. If you find yourself running out of Prayer potions, change your Robin hood hat into Initiate helmet and your Black dragonhide chaps into Initiate platelegs. It should give you the Prayer bonus you need.
  • If you are unable to afford the Robin hood hat or Ranger boots, you can simply replace them with lower equipment. Having higher bonuses just helps you out in your performance.
  • If you have an Amulet of fury, use it instead of an Amulet of glory. The little extra Defence and Prayer bonus could make a difference.
  • You could replace the Obsidian cape with the Cape of legends. But you will be needing as much defence as possible so do go for the Obsidian cape, if you can.
  • If you want a bit more defence, you can replace the Robin hood hat, Black dragonhide chaps or Ranger boots for metal armour. Verac's armour are recommended for they give more Defence and some Prayer bonus. Otherwise, barrows or dragons wouldn't be too bad but only use those as a last resort.
  • You can replace the two Crystal bows for a Magic shortbow with Rune arrows or Karil's crossbow with Bolt racks. I haven't tested them myself but I would say around 2-3K would do (depending on your Range level).
  • Saradomin brews can heal you 13 per dose (4 dose means 52) and increases 22% of your Defence temporarily. It can also go over your maximum Hitpoints, but it will slowly decrease back to your base Hitpoints eventually.

    However, it also decreases 13% of your current Attack and Strength, 12% Ranged and 12% Magic temporarily, which affects your attack.

    So after you've finished drinking, drink a dose of your Super restore potion and it should return all the decreased stats to full (if you didn't drink too much Saradomin brews), with a little bit of Prayer restored as a bonus.
  • If you have the Holy wrench, you can replace it with a Prayer potion, or a Saradomin brew, if you're comfortable on not taking damage.
  • If you are comfortable on not taking damage until you reach the TzTok-Jad, you can replace more Saradomin brews with Sharks (heal 20) or Baskets of strawberries (heal 6 for each strawberry, 30 in total). If you're bringing the baskets, make sure you have sharks for urgent, one-click healing. You actually need to manually remove the strawberries from the baskets one at a time so it's only good if you're hiding somewhere safe (explained later).
  • If you have Level 80 Ranged or higher, you can take 2 Ranging potions instead of 3. - [addition by Makoto]
  • If Super restore potions restores more Prayer than Prayer potions, use them instead. That's if you're not using Saradomin brews. - [addition by Makoto]
  • If you can afford it, use full Guthans, simply because when the Tok-Xils come out, you can heal rather nicely. The Tz-Kek (22) make excellent prey to steal health from. You may leave some Saradomin brews behind as you have the ability to heal. - [addition by Makoto]
    Note: If you're bringing full Guthans, just leave your Robin hood hat, Black dragonhide chaps and replace them with Guthan's helm and chainskirt. Leave 2 of your Saradomin brews (or food) and replace them with Guthan's platebody and warspear. You can change your outfit and inventory to your liking.
<1.3> - Requirements - Ancient Magicking

Level 92 Magic (recommended to use Blood Barrage)
Level 40 Prayer (50 recommended)
Level 70 Defence (recommended for defence against melee damage and required to wear Ahrims)

Before you move on any further, this method is theoretical. This is constructed based on tddun's experiences with Ancient Magicks. It is very expensive and only advised if you're hopeless with ranging or you want to do it with magic. Otherwise, just do it with range, unless you have too much money to spare or you're just bored.

Mages would have a slightly easier time than rangers as they have the ability to hit more than one enemy at once, do high damages and heal. So you'd kill faster and have more chances of survival, providing you don't mess up.

What to wear:
Ahrim's hood
Ahrim's robe top
Ahrim's skirt
Infinity boots
Infinity gloves
God cape
Amulet of glory
Ancient staff
Mage's book/God book
Seers ring (optional)

What to bring:
8K Blood runes
8K Death runes
2K Soul runes
1 Magic potions (4)
2 Saradomin brews (4)
4 Sharks/Baskets of strawberries
2 Super restore potions (4)
16 Prayer potions (4)
  • You can use any God cape, as all three of them will provide the same Attack bonus. If you don't have a Mage's book, you've got to choose your God book wisely. Obviously if you only have a completed/uncompleted book, just bring the only one you have. If you have more than one completed though, you need to choose one to suit your needs.

    A Holy Book will give more defence from the damaging Melee and Range attacks you'll be facing. If you have trouble keeping yourself alive, bring the Holy Book.

    An Unholy Book will provide more attack bonus, so you'll damage more often and heal more, eventually. If you find yourself comfortable from not taking too much damage, the Unholy Book will be useful.

    A Book of Balance will bestow you with both attack and defence bonus, at a reduced rate. Use it if you do not have either of the books above.
  • You can replace the Saradomin brews with Sharks or Baskets of strawberries. You can also choose to bring less healing items due to the ability of your spell. If so, just replace them with more Prayer potions. But replacing with more Sharks would be a better choice, as they will be helpful if you need some quick healing when fighting TzTok-Jad.
  • If you have the Holy wrench, you can replace it with a Prayer potion or a Saradomin brew, if you're comfortable on not taking damage.
  • If Super restore potions restores more Prayer than Prayer potions, use them instead. - [addition by Makoto]
<2.1> - Attacking Effectively

Here's a map of the whole cave. Parts of this guide will refer to the points indicated.

IPB Image

Now, the first thing you need to know is your safe spot. You'll need it to stop the next wave from attacking you and to gather all the creatures together in one spot.

Note: You must stand exactly where the map tells you to. You must stay behind the red lines. If you can see yellow dots in Point B on your mini-map, move back. Otherwise, you will allow those at Point A to have a direct sight of you. This applies particularly to Ket-Zeks and TzTok-Jad, who can attack from off-screen and damage you heavily.

When you are standing in this position while you move on to the next wave. Most enemies will be trapped together at Point B. Those who respawn at Point A would be trapped against the wall at Point D. The Tz-Kihs can fly towards you though, so watch out for them.

If Point B is packed, some of them may travel along the wall (Point C) and engage you in a battle. In that case, you will see a small yellow dot on your mini-map and the sight your enemy emerging for a few seconds before you face him. If this happens, you need to be aware of a few things:
  • If your current wave contains Tok-Xils, turn Protect from Missiles on when you see a dot on your mini-map going along the wall (Point C). If it isn't a Tok-Xil, you may turn your prayer off.
  • If your current wave contains Ket-Zeks, turn Protect from Magic on, unless you wish to suffer heavy damage. you must avoid damage from Ket-Zeks at all costs. If you're lucky and you get a Tok-Xil instead, make sure Ket-Zek isn't walking along behind it. If not, then turn Protect from Missiles on and consider yourself lucky. It also applies to the opposite; if you see a Ket-Zek, make sure a Tok-Xil isn't behind it. If so, you'll have to use Protect from Magic and kill the Tok-Xil as fast as you can.

    If it's something else other than Tok-Xils, Ket-Zeks or Yt-MejKots, I'm sure you could deal with it.

    To attack, you will need to get out of the safe spot and stick to Point C (wall). Before you run out of your safe spot, turn Protect from Missiles on if your current wave contains Tok-Xils. If it contains Ket-Zeks, turn on Protect from Magic. Then run out of your safe spot go as close to the wall as possible. If you see Tz-Keks (45) or Yt-MejKots comming from Point A, go futher south (into the wall, but out of range from those at the south), which is sufficent to trap everyone at either the North or South point.
  • If a Ket-Zek respawns at Point A (fire-projectile comes from the North-West), then get him in sight first. Run around him (to avoid melee attack) and stick to the wall at Point D. This also applies if a Tok-Xil shoots at you off-screen or if you are unable to trap any Yt-MejKots. Run around him and stick to the wall at Point D.
  • If a Tz-Kek (45) or Yt-MejKot is trapped with Ket-Zek to the east of it, unable to do any damage and with Tok-Xil(s) behind it, consider yourself lucky. You can turn Protect from Missiles on to kill Tok-Xil first, then immediately turn Protect from Magic on to face Ket-Zek.
  • If you are on waves that does not contain any Tok-Xils or Ket-Zeks, you can simply stick yourself to Point C and kill anything that comes in your way. Most of them would be stuck in the North or the South anyway.
  • To return to your safe spot safely, leave a Tz-Kek (22) alive, run to your safe spot and kill it. You should not take any damage from spines, flames, fireballs or falling rocks.
<2.2> - Enemies

Tz-Kih

IPB Image

The Tz-Kihs have low Hitpoints and will not damage you often. But they drain your current Prayer by 1 for each attack they execute (regardless of whether it damages you or not). Try to put yourself and the Tz-Kih at a distance and kill it. You will need to conserve as much Prayer as possible. If the Tok-Xils or Ket-Zeks are present in your current wave with the Tz-Kihs, just eradicate them as quickly as possible, don't bother avoiding them.

Wave 1 - 22
Wave 2 - 22, 22

Tz-Kek (45)

IPB Image

The Tz-Keks (45) hit better than Tz-Kihs but instead of draining your prayer, they will direct 1 damage back to you for every successful Melee attack you do to them. If you're maging or ranging, you won't take the recoil damage. Trap them and they won't pose a threat to you. Leave them to the last if you can. When one dies, two Tz-Keks (22) will appear.

Note: Stick to Point C until you reach the waves with Tok-Xils. The Tz-Keks (45) would be stuck at the North or South point.

Tz-Kek (22)
Note: This creature is not included in the wave orders.

IPB Image

The Tz-Keks (22) are the second part to the Tz-Keks (45). They give nearly insignificant resistance like the Tz-Kihs, but they do not drain your Prayer or do recoil damages. Leave one of the two of them and run to your safe spot. Let it come to you then kill it.

Wave 3 - 45
Wave 4 - 45, 22
Wave 5 - 45, 22, 22
Wave 6 - 45, 45

Tok-Xil

IPB Image

Tok-Xils will be one of your worst enemy for their range attack can hit up to 13s quite frequently. They can melee you if you're close enough, but they can still Range instead. They are even worse when allied with Ket-Zek. You must kill them at all cost after dealing with any Tz-Kihs.

For mages, you'll be more vulnerable due to your low Range defence. Use Protect from Missiles if you have one on your wave. If you have to deal with Ket-Zeks in addition, keep Protect from Magic on and kill the Tok-Xils as fast as you can. Try to have full hitpoints before fighting with the Tok-Xil and Ket-Zek at the same time, so that you will give yourself as much time to kill Tok-Xils and survive. Take advantage if a Ket-Zek or Tok-Xil get trapped to the side of a Tok-Xil or Ket-Zek, unable to attack you.

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

Yt-MejKot

IPB Image

The Yt-MejKots can hit you for 25s with Melee (can hit up to 31s, uncomfirmed) and they can heal others (including themselves) if they're damaged (but only if they are in direct combat with you). Otherwise, they do not pose a threat when trapped. Don't try to fight directly with it unless you're healing with full Guthans.

Note: Try not to drink any Prayer potions at this point until you reach waves with Tok-Xils. Just stick to Point C and finish off Wave 21 at your safe spot.

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
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
Wave 30 - 180, 180

Ket-Zek

IPB Image

Ket-Zek can hit more than 50 with their fire-projectile (Magic) or Melee. They will usually attack with Magic, but they will Melee you if you are close enough to them. They have a further attack range than Tok-Xils so turn Protect from Magic on when you reach their waves without standing in the safe spot. Otherwise, you might find yourself getting killed off-screen.

You could also run around to trap other foes behind it, but you will still need to seek and kill the Tok-Xils first, if you have to deal with any of them. Ket-Zeks high Hitpoints will prolong your waves from now on. This is why you have Ranging potions; use them until you return to your base Range level. Be sure to leave at least a Ranging potion for TzTok-Jad.

Before you kill the last Ket-Zek (Wave 62), lure it so you can kill him from your safe spot by going off-screen and have it walk along the walls (Point C) until it reaches a position where it can attack you at your safe spot. You can then attack without fear of getting killed off-screen on the next wave.

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
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

<2.2.1> - TzTok-Jad

IPB Image

TzTok-Jad's mere presence could put you to shaking. It uses all three types of attack (Magic, Range, Melee), all able to kill you in one hit. Fortunately, like Ket-Zeks, it will not use its Melee attack if you attack it from a distance. That's one attack you don't have to worry about, but the remaining two is the hard part.

First of all, you've got to lure it to the other side of the rock, from your safe spot. Assuming you've killed the last Ket-Zek at your safe spot, it would walk to the other side of your safe spot and stay there. You can drink your potions before engaging. However, it might come after you by going through Point C, in which case you must be alert for any signs of TzTok-Jad approaching. Alternatively, you can drink before killing the last Ket-Zek.

To see whether TzTok-Jad is in its position, run a few steps South and see if there is a yellow dot on your mini-map. If not, quickly run back to your safe spot, drink your potions, turn Protect from Magic or Missles on and wait until it comes or run west. The last time this happened to me, I got him in sight, walking towards me. It appears he will not attack until you see it. I'm not sure about this though, but it means you will have a chance to fight it in sight, instead of getting killed off-screen. It's better not to run out into the open until you've waited for a while.

If it is there (on Point B), waiting for you, then drink your potions and get ready to step out to the wall (Point C) and meet the apocalypse to end this whole ordeal.

The difference between TzTok-Jad and the others is that its attacks has a delayed animation before the attack is executed (except for melee, which is a headbutt). You will then be able to know which attack is comming up and you can active the corresponding protection prayer. The way to predict its attacks is to watch its front legs.

<2.2.2> - TzTok-Jad: Surviving TzTok-Jad

Magic attack: It will lift its front legs into the air and hold this stance for two seconds. At the third second, it will shoot a fireball at you. To avoid getting damaged, you must turn Protect from Magic on while it is holding the stance (within the first two seconds).

Range attack: It will lift his front legs very high (much higher than his Magic attack) and stomp it down quickly (with some circular red shockwave comming from its front legs). A piece of rock (about two seconds later) will fall from the ceiling and drops onto you. Turn Protect from Missiles on when it stomps its legs.

Be careful though. If you want to drink any potions, do it when TzTok-Jad is getting ready to execute an attack and you have the correct Protection Prayer on. If you drink when TzTok-Jad has already prepared an attack you aren't protected from, any requests to change your Prayer is denied for a few seconds (since it takes about a fraction of a second for the server to register the change), which might be enough to finish you off.

If you cannot protect in time, you will have to rely on your luck to survive that hit. Most of the time, it wouldn't kill you, but damages you by 20-40 (can hit much higher). Getting one-hit is quite rare but getting 0s is not totally out of the question. Just do your best to avoid any mistakes as you can.

<2.2.3> - TzTok-Jad: Yt-HurKots

When TzTok-Jad is at half of its health, four Yt-HurKots (miniature but same as Yt-MejKots) will appear and start to heal TzTok-Jad. You can kill them, but they'll just keep respawning. So instead of planning a massacre on them, just shoot each of them once whilst keeping an eye on TzTok-Jad's attack and protecting from your sudden demise. Only attack if you're sure you are safe from TzTok-Jad. Mages will have an advantage here, because you can hit more than one Yt-HurKot at the same time.

When you attack the Yt-HurKots, the ones behind TzTok-Jad will be trapped. The ones to the side or the front will abandon their healing and walk towards your way to Melee you. Hopefully they should be in a straight line so only one can attack you. Then you can keep attacking TzTok-Jad without them healing. If they don't line up at you, you can kill the ones out of the line or just hope you won't take too much damage from them. At this point, it would be helpful to use Steel Skin for additional protection.

Note: If you're really skilled and confident, it is possible to turn Protect from Melee and then switching to Protect from Magic or Missiles when you see TzTok-Jad move. It is extremely risky and requires more concentration. You will need less food in this way, but it's totally not recommended unless you're going for some kind of stunt.

Yt-HurKots aren't particularly dangerous. But they can still hit 11s. If you find yourself low on Hitpoints, stop your attack on TzTok-Jad and drink your Saradomin Potions (or eat), carefully. Don't rush unless you are in danger of being punched to death. Then drink a dose of your Super restore potion (or Restore potion, but not needed if you've brought food instead of Saradomin brews) and Ranging potions carefully. Then resume your attack. Forget about when he's going to die. Just concentrate on your hitpoints and the incomming attacks and you will soon defeat TzTok-Jad.

Mages will have an advantage, again. If you are in dire need of hitpoints, attack the Yt-HurKots nearest to you. Don't worry if you kill any of them, because you can easily lure the new ones to you anyway.

If the Yt-HurKots are giving you trouble (or you want an easier time with TzTok-Jad), run back to your safe spot while protecting from TzTok-Jad's attacks and hope it doesn't follow you. It should be stuck on the other side of your safe spot and not walk along the wall (Point C). This only works as long as TzTok-Jad isn't stuck to the wall and has free space to align with you on the other side.

Note: If you have Guthans and you are low on hitpoints, you may change into full Guthans and attack the Yt-HurKots until you have full hitpoints (if you're confident enough). Make sure you kill the ones that are beside you instead of the ones that are lined up first.

But it's just recommended for you to drink Saradomin brews (or eat) instead, so you can concentrate more on TzTok-Jad. Obviously, if you've lured the Yt-HurKots to a safe place, you can use Guthans with Protect from Melee on to heal.


If you killed TzTok-Jad, take a deep breath and start telling your friends.

If you've lost, don't worry. The more you fight against TzTok-Jad, the more experience you'll have. Eventually you'll be less nervous and have a calmer mind than you did at your first try.

Wave 63 - 702, ~108

<3.1> - Reward

For completing the Fight Cave, you will get:

IPB Image

If you lose it, you will have to defeat TzTok-Jad to get another one so try to be more careful when you're wearing it. It gives an animation of flowing lava for those who play in High Detail. It is fine for training if you're careful with it. But it is mostly used for showing off your greatness.

You will also get 8,032 Tokkuls along with your Fire Cape. If you already have one, you would only get 16,032 Tokkuls without another cape next time you finish the Fight Cave.

<4.1> - Credits (only for this post)

Makoto - Various advices and information on Guthans. Supplying the image of TzTok-Jad (with it's comical phrase).
firenimmo - For providing the RuneWeb watermarks. (for the temporary pictures anyway :) )
tddun - Facts and figures for using Ancient Magicks.

--<-Guide Ends Here->--

Please check if there's any mistakes or things I should add.

This post has been edited by Mysticallity: Aug 18 2006, 12:36 PM
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Makoto
post Nov 17 2005, 12:18 AM | Post #2 +Quote Post

Unregistered



Oh, this is a goldmine except it's biased for those without Guthan armour. Let me make a few corrections, if I may (since I AM on Staff...)

1. If you can afford it, use Guthan armour, simply because when the Tok-Xil come out you can heal rather nicely. The Tz-Ket (22) make excellent prey to steal health from.

2. If at all possible (and you're at or ABOVE level 100), do NOT pray when you reach Yt-Mejkot. They can hit up to 31 (hit one on me the first week actually), and if you can leech at proper times you can stay rather healthy.

3. The quests I'd reccomend done would be:

Rum Deal
Roving Elves

The other quests don't even seem important to me. Why are you going to save your prayer if it's going to be drained in the long run...?

4. Requirements can vary from what you have there (if you're just ranging) to 85 Attack, Defense, and Strength, at least 85 HP and 65 Prayer.

5. Prayer potions are trivial. Why? You don't really need them if they heal less than a Super Restore. But if you are going to take Super Restores you'll want more to restore if you get the full effect, no? Take 2 4 dose Sara brews.

6. At ~81 ranged 2 4-dose Ranged potions served me faithfully. I'd assume at a higher level one would need less.

I'll add more, such as the actual number of monsters you run into in a while.
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dragunslayr9
post Nov 17 2005, 01:26 AM | Post #3 +Quote Post

Unregistered



thanks to both of you! i think i will consult this soon...
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Geo1988
post Nov 17 2005, 02:19 AM | Post #4 +Quote Post

Unregistered



Although it seems easy, it is complicated.... grrr
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Mysticallity
post Nov 17 2005, 07:01 AM | Post #5 +Quote Post

Unregistered



1. Yes, this is a guide based for those who hasn't got Guthans (I don't tongue.gif ). But if you do it correctly, you couldn't need Barrows at all. The extra Prayer Potions are used for the Yt-MejKots and the Tok-Xils and the Saradomin Brews for any damages. Obviously, you don't have to follow it. But that inventory just worked for me. You can change to suit your needs. I might update it with Guthans if I ever get a set. sad.gif

2. I was going to include a picture of the safe spot I use regularly, and Yt-MejKot would get trapped to the north to the east for 99.9% of the time, unless the space is packed with other monsters and he would be forced to walk along the wall. You don't really need to leech.

3. Well, I didn't want to try it out without the Initiate equipment. But if you have a high Prayer level, you might need less as you restore more. I myself only had a dose of Prayer Potions (and 2 super stats tongue.gif ) left from TzTok-Jad. Waterfall Quest for Roving Elves of course. I don't think it will be needed then, as I hope no one's that stupid enough.

4. This guide does primarily focus on the use of Crystal Bowing, so those requirements suit well. If I can get Guthans, I'll update it with the right information.

5. I wasn't sure whether Super Restores is actually better for everyone. I might need some more people to confirm this. Super Restores heal my prayer by 1 more than Prayer Potions. Anyone else the same?

Saradomin Brews really depends on whether you have Guthans or whether you are skilled with this game. I just wanted more so that I could heal if TzTok-Jad damaged me and hopefully would be able to survive the next un-protected attack.

6. Yes. So I'll just add 2 Ranging potions for 80+ Ranged?

The wave order can be handled by me. I just want to get the pictures up first. Then I'll type it out.

Edit: Updated. Is it fine?

This post has been edited by Mysticallity: Nov 17 2005, 07:27 AM
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Makoto
post Nov 17 2005, 03:24 PM | Post #6 +Quote Post

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It looks pretty good, but the wave order is nothing more than simple math, which doesn't matter to me who posts first.
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Arguous
post Nov 17 2005, 07:15 PM | Post #7 +Quote Post

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QUOTE(Mysticallity @ Nov 16 2005, 11:01 PM) [snapback]28691[/snapback]

...
2. I was going to include a picture of the safe spot I use regularly, and Yt-MejKot would get trapped to the north to the east for 99.9% of the time, unless the space is packed with other monsters and he would be forced to walk along the wall. You don't really need to leech.
...


Mysticallity, we tip our hats to you!

Thanks for this!

Yes I'd really like to see that screenshot. smile.gif

I've been training my mage; I'm goin for 85, then maybe 92. I think soon I may try a mix of Blood Burst and Ice Burst and see how that works for me.
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Mysticallity
post Nov 17 2005, 11:06 PM | Post #8 +Quote Post

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Updated. It just keeps getting bigger. Hope the safe spot information will help you.

Do tell me if magic actually works. I'd think that you will do fine until you reach the Ket-Zeks, which you might fail a lot on. You can replace Saradomin Brews with more Prayer Potions/Super Restore, which is convenient seeing as magic is slower than ranged.

Good luck!

This post has been edited by Mysticallity: Nov 17 2005, 11:07 PM
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Twilight Ray
post Nov 17 2005, 11:11 PM | Post #9 +Quote Post

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This keeps getting better and better. Maybe eventually we could have multiple guides for this, your range guide, one involving magic, a Guthan one, and any other ownage strategies. Not sure if I have the power to make this a sticky, but if I can it's about to be done.
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Scuba
post Nov 17 2005, 11:26 PM | Post #10 +Quote Post

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>>>Language Edited <<< level 88 and you did, not top mention without guthans! Thats probally one of the most amazing thing i've seen on rs in a long while. When it first came out you had to be ATLEAST 110+. Unless they changed it to make it easier by then. But if it is that easy than i think i will give it a try, five cape looks awesome. Nice guide too.

This post has been edited by Baakalor: Nov 18 2005, 05:57 PM
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Twilight Ray
post Nov 17 2005, 11:33 PM | Post #11 +Quote Post

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QUOTE(Scuba @ Nov 17 2005, 06:26 PM) [snapback]28850[/snapback]

>>>Language Edited<<< level 88 and you did, not top mention without guthans! Thats probally one of the most amazing thing i've seen on rs in a long while. When it first came out you had to be ATLEAST 110+. Unless they changed it to make it easier by then. But if it is that easy than i think i will give it a try, five cape looks awesome. Nice guide too.

They've actually made it harder, they increased the range on all the monsters, so now Tztok-Jad can hit you before you see what prayer you need to use.

This post has been edited by Baakalor: Nov 18 2005, 05:57 PM
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Baakalor
post Nov 18 2005, 06:04 PM | Post #12 +Quote Post

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Nice guide. Thanks for the work. I added a line at the top of the first post to let people know when it was updated. Please change the date each time you update the guide. Thanks again!
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Makoto
post Nov 19 2005, 10:02 PM | Post #13 +Quote Post

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Just a sidenote, I tried to change to Guthans whilst dealing with the Yt-HurKot, got beat into the side of a wall by TzTok. I don't reccomend changing anything when reaching their waves, just attack each one once and continue your attack on TzTok-Jad.
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Mysticallity
post Nov 19 2005, 10:16 PM | Post #14 +Quote Post

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Changed it so you *may* change into Guthans. tongue.gif

Any particular colour you like? I don't want to change everytime you change your avatar and signature. dry.gif
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Twilight Ray
post Nov 19 2005, 10:48 PM | Post #15 +Quote Post

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Leet. You're just plain freaking leet.
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