Gregg 52 Posted September 15, 2018 Share Posted September 15, 2018 (edited) TokHaar-Hur Combat Level 140 Attack Style Melee Listed Weakness Magic > Easy to Soul Split or use blood spells on for healing. Extra Information This is the weakest offensive monster in the Fight Kiln. using Soul Split/Blood spells to heal off of them is suggested. TokHaar-Ket-Dill Combat Level 150 Attack Style Melee Listed Weakness Magic - specifically Water Spells Extra Information This monster requires a pickaxe (Rune or Dragon) to defeat. The player must hit the Dill with the pickaxe until its armour shatters. It is best to hit the Dill once and immediately move back into a safe-spot and await the Dill's Hp Bar to disappear before hitting it again; continue this process until the armour shatters. The Dill also has a stomp attack that cannot be defended against (it can even hit through the use of an Invulnerability Crystal). Using a prayer/curse near this monster while in combat could result in more frequent stomp attacks. TokHaar-Xil Combat Level 146 Attack Style Range Listed Weakness Crush (pray range (if needed) unless there are mages attacking you as well) Extra Information pray Accordingly if need be TokHaar-Mej Combat Level 146 Attack Style Mage/Melee Listed Weakness Range - specifically bolts. Make certain to remain out of melee distance. Extra Information Though it's a mage-first monster, it's melee attack can hit quite well and though it is a magic-based creature, using magic attacks will work. TokHaar-Ket Combat Level 180 Attack Style Melee Listed Weakness Magic - specifically Water spells. Extra Information If needed, using Soul Split/Blood spells to heal off of them is suggested. Pray Melee if need be TokHaar-Tok-Xil Combat Level 152 Attack Style Range/Melee Listed Weakness Crush. Pray range and melee out. Quick kill. Extra Information This is the only monster that is easier to kill with melee as opposed to using magic alone. Pray Range if need beTokHaar-Yt-Mejkot Combat Level 154 Attack Style Melee Suggested Kill Method Magic - specifically Water Spells. Extra Information If needed, using Soul Split/Blood spells to heal off of them is suggested. Pray Melee if need be TokHaar-Ket-Zek Combat Level 156 Attack Style Mage/Melee Suggested Kill Method Range - specifically bolts. (Ascension > Onyx (e) > Dragon (e) Extra Information If a Ket-Zek is in a wave and is not able to be safe-spotted for any reason, Though it is a magic-based creature, using magic attacks works quite well. Pray Mage, Flick Between Soulsplit and Reflect Magic TokHaar-Jad Combat Level 158 Attack Style Range/Mage/Melee Listed Weakness None. Jad can be taken down with any combat form you prefer. Extra Information Just like the Fight Caves Jad, it is possible to trap Tokhaar Jads behind the high rocks providing a moment to collect yourself, heal up, etc. For those who had a difficult time with the Fight Caves Jad, have no fear - Jads in the Fight kiln do not summon healers. It is simply a one-on-one match with each Jad. Only difference now is that you have to kill him five times throughout 36 waves to make it through to the boss for a chance at the Tokhaar-Kal.Har-Aken Combat Level 160 Attack Style Range/Mage/Melee Listed Weakness Head - Magic. Range Tentacles - Slash attacks. Magic Tentacles - Thrown items. Extra Information The head cannot damage you; it is what you are meant to attack in order to kill the boss. While you do not technically have to fight the tentacles, it does help to clear a corner out for you to reduce overall damage and is also a good opportunity to heal yourself through soul split or blood spells. ____________________________________________________________________________________________________________________________Lava Crystals Throughout the Fight Kiln, various crystals will appear in the center of the area which can aid you in various ways. The following are the crystals and some information about them. Invulnerability Crystal The Invulnerability Crystal will, as one may assume, make you invulnerable to all attacks for approximately fifteen seconds. It is advised to collect all three of these. These spawn upon completion of Waves 1, 13, and 25. Restoration Crystal The Restoration Crystal will restore both Prayer and Life points back to their maxed state. It is advised to collect all three of these. These spawn upon completion of Waves 3, 15, and 27. Magic Crystal The Magic Crystal boosts Magic by 50% for 3.5 minutes, however it greatly reduces Defense. While not really a necessity for higher levels, one may hold onto a few for the boss fight. These spawn upon completion of Waves 5, 17, and 29. Ranged Crystal Like the Magic Crystal, the Ranged Crystal boosts Range by 50% for 3.5 minutes, however it greatly reduces Defense. Not really a necessity for higher levels, though one may hold onto one for Wave 33(four TokHaar-Ket-Zek). These spawn upon completion of Waves 7, 19, and 31. Strength Crystal Like the two before it, the Strength Crystal boosts Strength by 50% for 3.5 minutes, however it greatly reduces Defense. Not really a necessity for anyone with decent Fight Kiln melee stats/gear. These spawn upon completion of Waves 9, 21, and 33. Constitution Crystal The Constitution Crystal boosts one's max hit-point level to 50% above base level. Using doses of Saradomin Brew or even the Unicorn Healing Scrolls will heal one's hp up to 50% higher. It is advised to collect all three of these as they can be of great help during the Boss wave. These spawn upon completion of Waves 11, 23, and 35. ____________________________________________________________________________________________________________________________ Step-By-Step Wave Instruction Xil Attack The first ten waves are mainly focused on Range-based attacks. Range Protect/Deflect will be your main focus throughout these waves. Melee will be your main form of attack with a fair bit of Range as well. Wave One Monsters In Wave Two TokHaar-Xil, One TokHaar-Tok-Xil, Two TokHaar-Hur The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Completion of this wave provides you with your first crystal - an Invulnerability Crystal. It is advised to hold onto this for later use. Wave Two Monsters In Wave Two TokHaar-Xil, Two TokHaar-Tok-Xil, One TokHaar-Hur The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Wave Three Monsters In Wave One TokHaar-Xil, Three TokHaar-Tok-Xil, One TokHaar-Hur The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Completion of this wave provides you with your first Restoration Crystal. Advised to hold onto for later use. Wave Four Monsters In Wave Three TokHaar-Tok-Xil, Two TokHaar-Mej The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Wave Five Monsters In Wave One TokHaar-Xil, Three TokHaar-Tok-Xil, One TokHaar-Ket-Dill The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. This wave matches you up with your first Dill. One should only attack the Dill once all other monsters are down. It is advised to use the south side of the center wall to trap and attack this monster. Completion of this wave provides you with a Magic Crystal. One may hold onto these, specifically for the boss fight. Wave Six Monsters In Wave One TokHaar-Xil, Three TokHaar-Tok-Xil, Two TokHaar-Mej The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Wave Seven Monsters In Wave One TokHaar-Xil, Four TokHaar-Tok-Xil, One TokHaar-Mej The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Completion of this wave provides you with a Range Crystal One may hold onto these, specifically for waves with Ket-Zeks. Wave Eight Monsters In Wave Two TokHaar-Tok-Xil, One TokHaar-Ket-Zek (SE) The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. This wave matches you up with your first Ket-Zek. Simple to range out while wearing gano + praying mage protect/deflect, this monster can be saved for last. Wave Nine Monsters In Wave Six TokHaar-Tok-Xil The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Completion of this wave provides you with a Strength Crystal. I don't really know of a reason to keep this crystal, however, one may do so if they wish. Wave Ten Monsters In Wave One TokHaar-Tok-Xil, One TokHaar-Jad (SW) The red circle in the image above indicates where one should stand at the start of the wave. Once the Tok-Xil steps into place at the rock, simply melee him out and quickly return to your starting position. Now, it's just like Jad in the Fight Caves. Step out (make sure to be out of melee range) and switch prayers based on his attacks. If needed, one can step back into starting position to collect or heal oneself. Upon completion of this wave, there will be a cut-scene to usher in the next set of waves. Our Mej Wish To Test You The next ten waves are mainly focused on Mage-based attacks. Mage Protect/Deflect will be your main focus throughout these waves. Range will be your main form of attack with a bit of Melee as well. Wave Eleven Monsters In Wave Four TokHaar-Mej The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Completion of this wave provides you with a Constitution Crystal. It is advised to hold onto these as they can be of tremendous help during the boss fight. Wave Twelve Monsters In Wave Two TokHaar-Tok-Xil, Two TokHaar-Mej The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Wave Thirteen Monsters In Wave Two TokHaar-Mej, One TokHaar-Ket-Zek (SW) The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Completion of this wave provides you with your second Invulnerability Crystal. Again, it is advised to hold onto these for later use. Wave Fourteen Monsters In Wave Two TokHaar-Mej, Two TokHaar-Ket-Zek (SE and SW) The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Wave Fifteen Monsters In Wave One TokHaar-Tok-Xil, Two TokHaar-Ket-Zek (SE and SW) The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Completion of this wave provides you with your second Restoration Crystal. Again, it is advised to hold onto these for later use. Wave Sixteen Monsters In Wave One TokHaar-Tok-Xil, Two TokHaar-Mej, Two TokHaar-Ket-Zek (SE and SW) The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Wave Seventeen Monsters In Wave One TokHaar-Tok-Xil, One TokHaar-Mej, Two TokHaar-Ket-Zek (SE and SW), One TokHaar-Yt-MejKot The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Completion of this wave provides you with your second Magic Crystal. Again, one may hold onto these specifically for the boss fight. Wave Eighteen Monsters In Wave Two TokHaar-Tok-Xil, One TokHaar-Mej, Two TokHaar-Ket-Zek (SE and SW), One TokHaar-Yt-MejKot The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Wave Nineteen Monsters In Wave Eight TokHaar-Mej, One TokHaar-Ket-Dill The red circle in the image above indicates where one should stand at the start of the wave. The wall east of you is a high wall - nothing can range/mage over it. It is advised to take no more than one step outside this spot to ensure the monsters behind the west wall cannot hit you. Completion of this wave provides you with your second Range Crystal. Again, one may hold onto these for use during waves containing Ket-Zeks. Wave Twenty Monsters In Wave One TokHaar-Ket-Zek (SE), One TokHaar-Jad (SW) The red circle in the image above indicates where one should stand at the start of the wave. Once both monsters take their places on the opposite side of the rock, you're free to take them out in the order of your choosing. Upon completion of this wave, there will be a cut-scene to usher in the next set of waves. Out Ket Are Coming The next ten waves are mainly focused on Melee-based attacks. Mage Protect/Deflect will be your main focus throughout these waves. Mage/Range will be your main forms of attack with a fair bit of Melee as well. Wave Twenty-One Monsters In Wave Twelve TokHaar-Hur The red circle in the image above indicates where one should stand at the start of the wave. After around three seconds, one should begin to follow the path outlined in yellow, effectively trapping all monsters on the opposite side of the Eastern Wall It is now possible to safe-spot mage these off (perhaps using Soul Split or Blood spells to heal up if needed). Completion of this wave provides you with your second Strength Crystal. Again, I don't really know of a reason to keep this crystal, however, one may do so if they wish. Wave Twenty-Two Monsters In Wave Two TokHaar-Hur, Two TokHaar-Ket, One TokHaar-Yt-MejKot The red circle in the image above indicates where one should stand at the start of the wave. After around three seconds, one should begin to follow the path outlined in yellow, effectively trapping all monsters on the opposite side of the Eastern wall It is now possible to safe-spot mage these off (perhaps using Soul Split or Blood spells to heal up if needed). Wave Twenty-Three Monsters In Wave Two TokHaar-Hur, One TokHaar-Ket, Two TokHaar-Yt-MejKot The red circle in the image above indicates where one should stand at the start of the wave. After around three seconds, one should begin to follow the path outlined in yellow, effectively trapping all monsters on the opposite side of the Eastern wall It is now possible to safe-spot mage these off (perhaps using Soul Split or Blood spells to heal up if needed). Completion of this wave provides you with your second Constitution Crystal. Again, it is advised to hold onto these as they can be of tremendous help during the boss fight. Wave Twenty-Four Monsters In Wave One TokHaar-Tok-Xil, Four TokHaar-Yt-MejKot The red circle in the image above indicates where one should stand at the start of the wave. Simply melee-out the ranger, then follow the path outlined in yellow, effectively trapping all monsters on the opposite side of the Eastern wall It is now possible to safe-spot mage these off (perhaps using Soul Split or Blood spells to heal up if needed). Wave Twenty-Five Monsters In Wave Two TokHaar-Tok-Xil, One TokHaar-Ket-Zek (SE), Two TokHaar-Yt-MejKot The red circle in the image above indicates where one should stand at the start of the wave. Melee out the first ranger, then follow the path outlined in yellow back to the north side of the center wall. Completion of this wave provides you with your final Invulnerability Crystal. Again, it is advised to hold onto these for later use. Wave Twenty-Six Monsters In Wave One TokHaar-Tok-Xil, Two TokHaar-Ket-Zek (NE and SE), Two TokHaar-Yt-MejKot The red circle in the image above indicates where one should stand at the start of the wave. Melee out the first ranger, then follow the path outlined in yellow back to the north side of the center wall. From this point on, you should be able to finish off the wave with only one monster attacking you at a time. Wave Twenty-Seven Monsters In Wave One TokHaar-Tok-Xil, Two TokHaar-Ket, Two TokHaar-Yt-MejKot The red circle in the image above indicates where one should stand at the start of the wave. Melee out the first ranger, then follow the path outlined in yellow to the south side of the center wall. This should trap the Ket-Zek as well as the meleers, thus, one can simply mage out the melees, then range out the Ket-Zek. Completion of this wave provides you with your final Restoration Crystal. Again, it is advised to hold onto these for later use. Wave Twenty-Eight Monsters In Wave Six TokHaar-Ket-Dill, One TokHaar-Ket-Zek (NW) The red circle in the image above indicates where one could stand at the start of the wave. The blue lines are the invisible beginning/ending grounds for each Dill. The green lines are the route you will take to begin the wave (will be explained below). For example: If you're standing on the west side of the east blue line, the NE Dill will not attack you, however, you're now in the territory of the NW Dill. At the beginning of the wave, turn Mage Protect/Deflect on and stand at the indicated space in the image above. 1) Wait until the NE Dill attacks you, then run north (on the east side of the rock wall) - this may or may not trap the Dill on the wall's edge. 2) From there, run to the NE corner (this will bring the Ket-Zek closer to where you will end up). 3) Then run SW as indicated in the image above and wait for the NE Dill to attack you. 4) Now, return to the northernmost space on the east side of the rock - the Dill should be trapped and the Ket-Zek within ranging distance. Once you take out the Ket-Zek, your prayer can be turned off and now begins the tedious process of taking out the Dills. To try and keep minimal the damage one will take from these monsters, the trick is to hit them once with a pickaxe, then immediately step away. Once the hp bar has gone, do the same thing - continuous process until the armour shatters. *If your familiar attacks and keeps the hp bar active; simply wait ~4 seconds from your last attack and strike it again* Next comes the NW Dill. The NE blue line indicates the territorial line for the NE and NW Dills. You want to cross the blue line (stand on the west side of it) to attract the attention of the NW Dill. Once he gets close enough to you, step back behind it. Once he's close enough - strike him with a pickaxe and step back. Again, continue the process until the armour shatters and take him out. Same for the final two sets of Dills. The W blue line is the territorial line for the SW Dills. Do the same as above. Finally comes the SE Dills. The SW blue line is the same for them as the blue lines were for the others. Follow the same process until the wave is complete. *Titan & Pack-yaks attacks CAN be used to hit through the armour of Dills* Thanks Vise for letting me know of yaks, did not know. Wave Twenty-Nine Monsters In Wave Six TokHaar-Yt-MejKot The red circle in the image above indicates where one should stand at the start of the wave. From there, follow the path outlined in yellow to trap all six monsters behind the wall. Use this time to Soul Split/Blood spell heal if needed, otherwise they're easy targets to mage out. Completion of this wave provides you with your final Magic Crystal. Again, one may hold onto these specifically for the boss fight. Wave Thirty Monsters In Wave One TokHaar-Jad (SW), Three TokHaar-Yt-MejKot The red circle in the image above indicates where one should stand at the start of the wave. Use Melee-Protect/Deflect or Soul Split to mage out the NE + NW monsters. Now take out Jad, leaving the final melee to allow for a bit of Soul Split/Blood spell healing after. Upon completion of this wave, there will be a cut-scene to usher in the next set of waves. Kill My Brothers Before The Lava Consumes You The next three waves each focus on one specific attack style. 31 - Range 32 - Melee 33 - Mage Wave Thirty-One Monsters In Wave Four TokHaar-Tok-Xil The red circles in the image above indicate where one could stand at the start of the wave. Simply Protect/Deflect Range and kill them off one at a time. Completion of this wave provides you with your final Range Crystal Again, one may hold onto these for use during waves containing Ket-Zeks. Wave Thirty-Two Monsters In Wave Four TokHaar-Yt-MejKot The red circle in the image above indicates where one could stand at the start of the wave. Protect/Deflect Melee/Soul Split and mage them off one at a time. Wave Thirty-Three Monsters In Wave Four TokHaar-Ket-Zek (Good wave to make use of a Range Crystal) The red circle in the image above indicates where one could stand at the start of the wave. Once the southern Ket-Zeks are trapped behind the center wall, move one space east, then run one space west of your starting position. You should now be able to range the NW Ket-Zek while still having trapped the two southern ones. Once the NW Zek is gone, you should have only one attacking you at a time from here on out. Move north a bit and range out the NE Ket-Zek. Then take out the SE and finally the SW. Completion of this wave provides you with your final Strength Crystal. Again, I don't really know of a reason to keep this crystal, however, one may do so if they wish. Upon completion of this wave, there will be a cut-scene to usher in the next set of waves. We Remember Their Shapes The final three waves prepare you for some good fashioned tactic fighting, all three of which include at least one TokHaar-Jad. Wave Thirty-Four Monsters In Wave One TokHaar-Tok-Xil, One TokHaar-Jad (SE), One TokHaar-Yt-Mej-Kot The red circle in the image above indicates where one should stand at the start of the wave. Once the Jad is trapped behind the rock, move one space east, forcing the ranger to move north. Take out the meleer followed by the ranger. Now it's just you and Jad again. Wave Thirty-Five Monsters In Wave One TokHaar-Tok-Xil, One TokHaar-Ket-Zek (SE), One TokHaar-Jad (NE), One TokHaar-Yt-MejKot The red circle in the image above indicates where one should stand at the start of the wave. Right before the wave starts, use an Invulnerability Crystal and take out the ranger as quickly as possible.Once the ranger is down, follow the path outlined in yellow to the space west of the center rock and take out the meleer. Once the meleer is down, put on your range set-up, take ONE step straight west, and long-range the Ket-Zek. Once the Ket-Zek is down, it's you and Jad once more. There are technically three other ways of doing this wave as outlined in the video below SPOILER: Completion of this wave provides you with your final Constitution Crystal. Again, it is advised to hold onto these as they can be of tremendous help during the boss fight. Wave Thirty-Six Monsters In Wave Two TokHaar-Jad (SW and SE) The red circle in the image above indicates where one should stand at the start of the wave. Once both Jads take their respective positions on the south side of the center wall, simple take take one out, then the other. Upon completion of this wave, there will be a cut-scene to usher in the final wave. One Final Challenge This is the wave you've been waiting for - the Boss wave Clawing your way through tentacle after tentacle of which use mage and range (melee if you're within distance). Can you endure this chaotic mass of attacks and leave victorious? (Using a Magic Crystal at the start of this wave can be of tremendous help) Wave Thirty-Seven Monsters In Wave One Har-Aken, Many Range-Tentacles, Many Mage-Tentacles The best place to remain on this wave is along the wall (specifically the area outlined in red). You want to try and find a corner with as few tentacles as possible. While one need not attack the tentacles, it does pass the time and allow for one to carve out a corner where they're free of attacks. You want to range the Magic tentacles and melee the Range tentacles. Once Har-Aken (the head) pops up, switch over to your mage offense (perhaps activate a magic crystal if you wish) and begin the attack process. NOTE - Har-Aken will NEVER spawn north. Har-Aken will pop up approximately every 45-75 seconds so be on the move to make sure you don't miss him. One lost opportunity could be the difference between dying right at the finish and coming out victorious. its suggested to stand in the center on on the south wall and take 2 steps forward to be in its draw distance and run back and forth to find out Har-aken's spawning as his locations are random, there is no set pattern. ____________________________________________________________________________________________________________________________Rewards TokHaar-Kal-Ket (Melee Cape)TokHaar-Kal-Xil (Ranged Cape)TokHaar-Kal-Mej (Magic Cape) ____________________________________________________________________________________________________________________________Credits: https://www.tip.it/runescape/http://runescape.wikia.com/wiki/http://runescape.com Edited October 7, 2018 by Ardougne 6 Link to post Share on other sites
Opi 89 Posted September 15, 2018 Share Posted September 15, 2018 Yeah nice guide, long af, potentially add them spoiler bars for each wave/couple of waves. Reading through and losing your place could be a bitch. and maybe some colour on the titles ? brilliant work though Cyan, thanks man! Link to post Share on other sites
ely sia n 57 Posted September 15, 2018 Share Posted September 15, 2018 This is going to be very useful for so many players going for the kiln cape. I honestly might just test it out myself and see how well using the guide holds up to the test. Link to post Share on other sites
mime 2 Posted October 23, 2018 Share Posted October 23, 2018 Very, very good guide. I agree with Opi on the spoiler bars. But other than that great guide! Link to post Share on other sites
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