Fight Caves
| Normal reward run | |
| Details | |
|---|---|
| Activity type | Solo wave encounter |
| Start point | Sarim Hub: Fight Caves |
| Players | 1 |
| Rewards | |
| Rewards | Fire cape and Tokkul |
| Completion | Defeat TzTok-Jad on wave 63 |
Fight Caves is a solo wave encounter ending with TzTok-Jad on wave 63. Defeat Jad in a normal run to receive a fire cape and Tokkul. Sarim starts ordinary runs partway through the waves and also offers individual-wave practice.
Getting there and preparing
- Open the Sarim Hub and search for Fight Caves.
- Prepare your equipment and supplies before using the cave entrance. Bring a weapon you can use at a distance, its ammunition or runes, food, and prayer-restoring supplies.
- Use the entrance's normal entry action for a cape run. Its second action lets you enter a practice wave from 1 to 63.
Have Protect from Magic and Protect from Missiles available. They unlock at 37 and 40 Prayer respectively. Being able to sustain protection prayer matters throughout the waves, especially when a Ket-Zek or Jad is attacking.
See Equipment progression for equipment goals and Perk builds for combat perks. Choose a setup you can switch and replenish comfortably while watching incoming attacks.
Starting waves
The normal starting wave depends on your highest applicable donor rank. You continue from that wave to Jad; you do not need to replay the skipped waves to earn the cape.
| Rank | Starting wave |
|---|---|
| Regular | 45 |
| Donator | 52 |
| Super | 54 |
| Elite | 56 |
| Noble | 58 |
| Gold | 60 |
| Platinum | 61 |
| Legendary | 62 |
| Supreme | 63 |
Working through the waves
Keep distance from melee enemies and avoid letting several attack styles hit you together. When a mage is alive, keep Protect from Magic active and deal with exposed threats before moving into melee range.
| Enemy | What to watch | What to do |
|---|---|---|
| Tz-Kih | Melee attacks also drain prayer | Kill nearby bats before they repeatedly drain your supplies. |
| Tz-Kek | Splits into two smaller enemies when killed | Finish the smaller enemies before expecting the wave to end. |
| Tok-Xil | Ranged attacks at a distance; can use melee when close | Keep space and use Protect from Missiles when it is the main ranged threat. |
| Yt-MejKot | Melee; can heal itself and other enemies when injured and fighting nearby | Keep it out of melee range while dealing with enemies that attack from a distance. |
| Ket-Zek | Magic at a distance; can use melee when close | Use Protect from Magic and keep out of melee range. |
Use corners and available cover to limit which enemies can reach or attack you, then clear one exposed threat at a time. Reposition carefully: running close to a ranger or mage can add its melee attack to the incoming damage.
Wave 62 contains two Ket-Zeks. Keep Protect from Magic active and finish both before the final wave. Restore prayer and hitpoints before killing the last one so you enter Jad's wave ready to react.
TzTok-Jad
Jad has 250 hitpoints and an unprotected max hit of 97. At a distance it chooses between Magic and Ranged attacks, with different attack animations. At close range it can also use melee.
Practice wave 63 until you can recognise the two attacks and switch between Protect from Magic and Protect from Missiles. Keep distance from Jad so you only need to respond to its Magic and Ranged attacks. Switch protection before the hit lands; do not spend the reaction window arranging your inventory.
At half hitpoints or lower, four Yt-HurKot healers appear. They move toward Jad and heal it when close. Attack and deal with the healers while continuing to watch Jad. Take one targeting or inventory action between prayer checks instead of trying to click every healer at once. If Jad reaches full health, killed healers can be replaced.
Once the healers are controlled, finish Jad with the same prayer-switching routine. Keeping the correct protection active is more valuable than squeezing in one extra attack.
Practice, logout and death
Practice runs finish after the chosen wave. They return you to the entrance and do not award a fire cape, including practice wave 63. Use normal entry when you want the reward.
To pause a normal run, request logout once, finish the current wave and wait for the message that the Fight Cave has been paused. Then log out. Your run resumes on login. Logging out again before the wave finishes makes you repeat that wave. Logging out during practice ends the practice session.
Death or using the exit ends the run and returns you to the entrance. Read Death for wider account death rules.
Rewards
Defeating Jad during a normal run gives a fire cape and Tokkul. The fire cape is also added to your collection log. A run entered through a donor starting-wave shortcut can still earn the cape.
An unfinished normal run can give consolation Tokkul for progress, but no fire cape. Practice does not give the normal completion rewards.