How Long Do I Have to Wait Before I Can Try to Kill Jad Again
Table of Contents
- 1.0 - Introduction
- 2.0 - Requirements
- three.0 - Item Recommendations
- 4.0 - Starting the Fight Caves
- 5.0 - Monster Moving ridge Breakdown
- half-dozen.0 - Logging Out
- vii.0 - Frequently Asked Questions
ane.0 - Introduction
On Oct 4th, 2005 Jagex updated RuneScape to include the toughest mini-game in RuneScape to appointment. This is known as the TzHaar Fight Caves. When this was first released, non fifty-fifty the best RuneScape players could beat this mini-game. It took many days of putting ideas together to effigy out how to beat the final boss of this mini-game, the TzTok-Jad (level-702). In this guide you are going to learn the strategy needed to beat the TzTok-Jad forth with another information.
2.0 - Requirements
At that place are no basic requirements set downwardly by Jagex to do this mini-game. Though if you desire to get all the mode to the end, you lot'll demand to follow the minimum suggested requirements:
- » 60+ Prayer
- » 75+ Ranged
Loftier levels aren't the merely thing this mini-game asks of y'all to exist able to beat information technology. You will too demand to have access to a lot of money or friends who are willing to aid yous out. If you are unable to spend a lot of time, money, or unable to borrow some items from trusted friends we advise that you don't attempt to complete this mini game until you lot are able to do so.
3.0 - Item Recommendations
If you have decided you have enough time and money to spend on the fight caves, and are going to go through with it, this is the suggested inventory you should take with you:
Annotation: Guthans are currently an optional detail, and many players have completed the Fight Caves without it. The new god cloaks received every bit rewards from the Treasure Trail minigames give a +three prayer bonus, assuasive your prayer to sustain more than time before beingness tuckered. This is recommended above the Obsidian cape. You tin can try various other combinations or equipment, but these suggested above are cheaper, and overall, amend for those with practiced melee stats. A band of recoil may too help slightly. Also, the bone-looking object is called the Holy Wrench. This item will add an extra 1-2 prayer betoken whenever y'all potable a Prayer Potion, or Super Restore Potion. In social club to reach this detail, you must complete the Rum Bargain Quest. Also, while the crossbow is more constructive, it can exist substituted for a crystal bow. Be sure to take more than ane if you decide to become with the crystal bow, however. Another useful detail can be an Ancient Mace, which tin can be received from the Another Piece of H.A.M.. This mace has a special which drains prayer points from your opponent to you. Your hit equals the amount of prayer points you receive. This method means you can use less potions and nutrient. If you don't take high range and have nice melee skills, you could use a dragon halberd. This will be much more difficult than ranging, nevertheless.
4.0 - Starting the Fight Caves
One time you have the recommended equipment and stats (or your preferred equipment), head over to the Fight Caves and become into the bank. Once there, information technology is recommend that yous drink one dose of a super set, and withdraw the other suggested items for your inventory. When you're prepare, speak to TzHaar-Mej-Jal and he'll let you enter the caves. He tin can exist establish nether the mini-game icon across the road from the depository financial institution.
In one case you have entered the cave, head directly to the middle and wait for the first monster to offset attacking you. The start monster you lot will see is a Tz-Kih (level-22); beware, as this monster will drain your prayer every time information technology attacks yous. Too, ensure that you kill this monster first, no thing what wave of attacks you lot are on. You will need to call back this for battles later on on confronting the Ket-Zek's (level-360).
In one case yous have killed all the monsters in 1 wave, some other wave volition start up. This time, it volition appear with the same, and stronger monsters, although more before. This cycle continues all the manner up to the TzTok-Jad (level-702).
5.0 - Monster Moving ridge Breakdown
In that location are a full of 63 waves of monsters in the Fight Caves, including the TzTok-Jad. This section is hither to break them down and so yous tin can understand your electric current progress in the Fight Caves.
Waves 1-xiv: This wave is rather easy, with the highest level being two Tok-Xils (level-ninety). They attack you with range and can do a lot of damage if yous are not careful. Yous may want to pray against them occasionally, but doing so is not suggested as yous will demand all the prayer you can get later on.
Waves fifteen-30: Now the Fight Caves outset to get harder by adding a Yt-MejKot (level-180) into the mix. This monster is pure melee. You lot can use smaller monsters to block, and range him if you wish - only afterward killing the Tok-Xil and Tz-Kih first. If you do need to heal with your set of Guthans, the Yt-MejKot sometimes hits a lot then if you are on low striking points you lot might desire to melee protect.
Waves 31-60: As before long as you lot finish off the two Yt-MejKot, immediately put on your mage prayer. At this point you volition be facing a Ket-Zek (level-360). This monster tin can exercise upward to 50 harm without your mage prayer on and tin exercise nasty melee damage if y'all become too close. Remember when you face this monster always sentinel your prayer and kill the Tz-Kih earlier they drain your prayer. It is suggested to range every monster from here on out. You can melee smaller monsters if you need to and want to save arrows but make sure to kill the Ket-Zek get-go and then you can save prayer; remember to turn information technology back on after finishing the current wave.
Wave 61: If you are not at full hit points and are approaching the TzTok-Jad, then moving ridge 61 is your last run a risk to heal. This wave will have ane Ket-Zek, and two Yt-MejKot. Chop-chop end off the Ket-Zek while using him to block the Yt-MejKot. Later, use protect from melee, equip your Guthans, and use the terminal monsters to heal off of until yous're at total hit points. Once that is finished quickly turn the protect from magic prayer dorsum on.
Moving ridge: 62: This is the final moving ridge before the TzTok-Jad (level-702). Like other last waves it volition comprise two of the strongest monsters from proceeding waves: two Ket-Zek (level-360). Brand sure your prayer is as close to maximum (without wasting a dose of prayer restore), and that the magic protection prayer is on. So proceed to range one and so the other. Subsequently you accept finished killing the concluding Ket-Zek, TzHaar-Mej-Jal volition announced in the conversation box and say "The TzTok-Jad has spawned!"
Blocking The TzTok-Jad: This strategy is not always used, but it is recommended if you lot're going in for the beginning time and are scared of dying. Within the fight caves there is a rock shaped like Italy, which you lot tin can apply to block the TzTok-Jad. Once information technology has spawned, run to where the thespian is located on the movie, blocking the TzTok-Jad. Accept your fourth dimension to get ready for the battle.
Moving ridge 63: The TzTok-Jad: Finally, after most an hour and half of contesting some of the hardest monsters in RuneScape you have come to the strongest monster to always announced in RuneScape to date: the TzTok-Jad!
After TzHaar-Mej-Jal comes on the screen and says the TzTok-Jad has spawned, from experience, it usually begins by attacking with range, then put on protect from ranged. You lot can attempt having auto retaliate on and encounter if you tin find the TzTok-Jad faster or not, sometimes it helps, and other times information technology doesn't if you can't locate him correct abroad.
In one case yous have located the TzTok-Jad pay immediate attention to his feet. If you don't, yous will dice in a matter of seconds due to lack of the correct protection prayer. Here is how his attacks work:
- » Range: He volition raise his feet up, so slam then downwardly right abroad. When the feet rises, it will wave effectually in one case, and then slam it down. Apace, plough on protect from range.
- » Mage: He volition raise his feet up; they will be in the air for a few seconds. Speedily, turn on Protect from Mage.
- » Melee: He will assault using melee if you are standing beside him.
During this battle, make certain you lot are keeping up your prayer points, or you may notice yourself dead.
Healers: One time y'all accept managed to go the TzTok-Jad to one-half wellness, four healers volition spawn in attempt to heal him back to total hit points. Y'all need to attack all iv healers right away so they focus on you lot and non the TzTok-Jad. If the healers are successful in healing the TzTok-Jad all the fashion so you're at chance 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 tin recognize, and immediately tell what blazon of assault the Jad is going to use. For Jad'southward Ranged assault, he will quickly elevator up his forepart legs, and wave information technology in one case, then rapidly slam it down on the ground. When you recognize the leg moving ridge, apace use protect from range. For Jad's Magic attack, he volition elevator his front legs up, and dangle them back and forth. Recognize this, and chop-chop use protect from magic. Keep in mind that at that place is no specific blueprint for the Jad's style of attack. The order is completely random so brand sure you pay close attention to his leg movement.
Subsequently the healers, in that location are no more surprises and all that is left is for you to impale the TzTok-Jad once and for all. One time he'south dead y'all exit the cavern and TzHaar-Mej-Jal will award y'all with a fire greatcoat and 8,000 Tokkul. If you do the fight caves again yous will only get 16,000 Tokkul and null else.
If you managed make it this far, congratulations you have just finished the hardest mini-game in RuneScape!
Listing of Waves: There are 63 waves in total, including the final one with the TzTok-Jad (level 702). Click here to prove a list of the waves, and what monsters are included in each wave.
Wave i - 1 Lvl 22
Wave 2 - ii Lvl 22's
Wave 3 - 1 Lvl 45
Moving ridge 4 - 1 Lvl 45, 1 Lvl 22
Wave 5 - 1 Lvl 45, 2 Lvl 22'southward
Wave 6 - 2 Lvl 45'southward
Moving ridge 7 - i Lvl ninety
Wave 8 - 1 Lvl 22, ane Lvl 90
Wave 9 - ii Lvl 22'south, 1 Lvl xc
Moving ridge x - 1 Lvl 45, 1 Lvl 90
Wave xi - 1 Lvl 22, 1 Lvl 45, 1 Lvl 90
Wave 12 - ii Lvl 22's, 1 Lvl 45, 1 Lvl xc
Wave xiii - two Lvl 45'due south, 1 Lvl xc
Wave fourteen - 2 Lvl xc'due south
Moving ridge 15 - 1 Lvl 180
Wave xvi - i Lvl 22, 1 Lvl 180
Wave 17 - 2 Lvl 22'south, 1 Lvl 180
Wave 18 - ane Lvl 45, 1 Lvl 180
Moving ridge 19 - i Lvl 22, 1 Lvl 45, ane Lvl 180
Wave 20 - two Lvl 22's, i Lvl 45, 1 Lvl 180
Wave 21 - two Lvl 45's, 1 Lvl 180
Wave 22 - 1 Lvl 90, 1 Lvl 180
Moving ridge 23 - ane Lvl 22, i Lvl 90, 1 Lvl 180
Wave 24 - 2 Lvl 22'southward, ane Lvl 90, 1 lvl 180
Wave 25 - 1 Lvl 45, 1 Lvl 90, i Lvl 180
Wave 26 - one Lvl 22, i Lvl 45, i Lvl 90, 1 Lvl 180
Wave 27 - 2 lvl 22's, 1 Lvl 45, i Lvl ninety, 1 Lvl 180
Wave 28 - 2 Lvl 45's, one Lvl 90, 1 Lvl 180
Wave 29 - 2 Lvl 90'due south, 1 Lvl 180
Wave 30 - 2 Lvl 180's
Wave 31 - 1 Lvl 360
Wave 32 - 1 Lvl 22, 1 Lvl 360
Wave 33 - 2 Lvl 22's, ane Lvl 360
Wave 34 - 1 Lvl 45, 1 Lvl 360
Wave 35 - 1 Lvl 22, one Lvl 45, ane Lvl 360
Wave 36 - ii Lvl 22'south, 1 Lvl 45, i Lvl 360
Wave 37 - ii Lvl 45's, 1 Lvl 360
Moving ridge 38 - 1 Lvl 90, one Lvl 360
Wave 39 - 1 Lvl 22, 1 Lvl 90, i Lvl 360
Wave twoscore - 2 Lvl 22's, 1 Lvl 90, 1 Lvl 360
Wave 41 - 1 Lvl 45, i Lvl xc, 1 Lvl 360
Moving ridge 42 - ane Lvl 22, 1 Lvl 45, 1 Lvl 90, 1 Lvl 360
Wave 43 - 2 Lvl 22'due south, 1 Lvl 45, 1 Lvl xc, 1 Lvl 360
Wave 44 - two Lvl 45's, 1 Lvl 90, 1 Lvl 360
Wave 45 - two Lvl 90's, 1 Lvl 360
Wave 46 - 1 Lvl 180, 1 Lvl 360
Wave 47 - 1 Lvl 22, i Lvl 180, 1 Lvl 360
Moving ridge 48 - ii Lvl 22's, 1 Lvl 180, ane Lvl 360
Wave 49 - 1 Lvl 45, ane Lvl 180, one Lvl 360
Wave 50 - 1 Lvl 22, 1 Lvl 45, 1 Lvl 180, 1 Lvl 360
Wave 51 - 2 Lvl 22's, i Lvl 45, 1 Lvl 180, 1 Lvl 360
Wave 52 - 2 Lvl 45's, 1 Lvl 180, 1 Lvl 360
Wave 53 - one Lvl xc, 1 Lvl 180, 1 Lvl 360
Wave 54 - 1 Lvl 22, 1 Lvl ninety, 1 Lvl 180, one lvl 360
Wave 55 - two Lvl 22'southward, 1 Lvl xc, 1 Lvl 180, 1 Lvl 360
Wave 56 - 1 Lvl 45, ane Lvl 90, 1 Lvl 180, i Lvl 360
Moving ridge 57 - 1 Lvl 22, 1 Lvl 45, 1 Lvl 90, ane Lvl 180, one Lvl 360
Moving ridge 58 - 2 Lvl 22's, i Lvl 45, 1 Lvl ninety, 1 Lvl 180, one Lvl 360
Wave 59 - 2 Lvl 45'south, i Lvl xc, 1 Lvl 180, one Lvl 360
Wave 60 - 2 Lvl 90's, 1 Lvl 180, 1 Lvl 360
Moving ridge 61 - 2 Lvl 180'south, 1 Lvl 360
Wave 62 - two Lvl 360's *i will be orangish to point that jad is next*
Wave 63- 1 lvl 702 Tztok-Jad , 4 lvl 108
half dozen.0 - Logging Out
A large trouble with this game when it was start released, was that you could not log out during the fight caves unless you were willing to requite up all your progress. However, you tin now logout during the fight caves and option up where you left off!
Click the logout button and it will say you will be logged out after the electric 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 lot volition start from the side by side moving ridge. Don't forget to turn your prayers dorsum on!
7.0 - Frequently Asked Questions
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: Can I go more and then one Fire Cape?
A: No, you cannot. They are as well untradable.
Q: What happens if I lose my Burn down Cape?
A: You will have to do the fight caves again to receive some other.
Q: What stats does the Fire Cape give?
A: Assail: Stab: +1; Slash: +1; Crush: +i; Magic: +1; Range: +1
Defense: Stab: +eleven; Slash: +11; Crush: +11; Magic: +eleven; Range: +eleven
Other: Strength: +4; Prayer: +2
Q: How many tokkuls do you lot receive after beating Tztok-Jad?
A: Y'all receive 8,032 Tokkul, after defeating the Tz-Jad on your start endeavour.
Q: How can I train for switching prayers quickly?
A: Go to the duel arena and have a friend mage and range yous with a bow and air staff. When you meet them equip the air staff, magic protect, when you see them equip the bow, range protect.
Source: https://2007rshelp.com/minigames.php?id=1
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