Difference between revisions of "Fight Kiln"

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! Name !! Level !! First wave !! Amount (wave 1-37) !! Health !! Style !! Max hit !! Weakness !! Notes
! Name !! Level !! First wave !! Amount (wave 1-37) !! Health !! Style !! Max hit !! Weakness !! Notes
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| TokHaar-Hur || 100 || 1 || 20 || 400 || Melee || 38 || Water spells || By far the weakest creature in this minigame, it hardly does any damage and can be killed quickly. Using magic to kill it is recommended.
| [[File:Kiln Hur.png]]TokHaar-Hur || 100 || 1 || 20 || 400 || Melee || 38 || Water spells || By far the weakest creature in this minigame, it hardly does any damage and can be killed quickly. Using magic to kill it is recommended.
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| TokHaar-Xil || 140 || 1 || 8 || 700 || Ranged || 57 || Crush || Using melee to kill it is recommended.
| [[File:Kiln Xil.png]] TokHaar-Xil || 140 || 1 || 8 || 700 || Ranged || 57 || Crush || Using melee to kill it is recommended.
|-
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| TokHaar-Tok-Xil || 200 || 1 || 46 || 750 || Melee & Ranged || 54 || Crush || Using melee to kill it is recommended, and it should also be the first priority to kill in most cases
| [[File:Kiln Xil ranger.png]] TokHaar-Tok-Xil || 200 || 1 || 46 || 750 || Melee & Ranged || 54 || Crush || Using melee to kill it is recommended, and it should also be the first priority to kill in most cases
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| TokHaar-Mej || 200 || 1 || 46 || 600 || Mele & Magic || 48 (Melee), 108 (Magic) || Bolts || Using ranged to kill it is recommended.
| [[File:Kiln Mej.png]] TokHaar-Mej || 200 || 1 || 46 || 600 || Mele & Magic || 48 (Melee), 108 (Magic) || Bolts || Using ranged to kill it is recommended.
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| TokHaar-Ket-Dill || 120 || 5 || 8 || 600 || Melee || 112 (Melee), 20% of max hp (special)|| Water spells || spells It needs to be hit with a rune pickaxe or better anywhere between 2-5 times to remove its armour. After the armour has been removed, it can be damaged. Familiars hit through armour. The TokHaar-Dill's special attack is able to hit through the invulnerability crystal.
| [[File:Kiln Dill.png]] TokHaar-Ket-Dill || 120 || 5 || 8 || 600 || Melee || 112 (Melee), 20% of max hp (special)|| Water spells || spells It needs to be hit with a rune pickaxe or better anywhere between 2-5 times to remove its armour. After the armour has been removed, it can be damaged. Familiars hit through armour. The TokHaar-Dill's special attack is able to hit through the invulnerability crystal.
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| TokHaar-Ket-Zek || 400 || 8 || 23 || 1,500 || Magic & Melee || 50 (Melee), 108 (Magic)|| Bolts || It should be dealt with as soon as possible since it hits very accurately even when praying against its attack style. Using ranged to kill it is recommended.
| [[File:Kiln Zek.png]]TokHaar-Ket-Zek || 400 || 8 || 23 || 1,500 || Magic & Melee || 50 (Melee), 108 (Magic)|| Bolts || It should be dealt with as soon as possible since it hits very accurately even when praying against its attack style. Using ranged to kill it is recommended.
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| TokHaar-Yt-MejKot || 300 || 17 || 30 || 900 || Melee || 200 || Water spells || It has high strength, so trapping it or using the appropriate protection prayer is recommended. Using magic to kill it is recommended.
| [[File:Kiln Mejkot.png]] TokHaar-Yt-MejKot || 300 || 17 || 30 || 900 || Melee || 200 || Water spells || It has high strength, so trapping it or using the appropriate protection prayer is recommended. Using magic to kill it is recommended.
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| TokHaar-Ket || 180 || 22 || 5 || 80 || Melee || 86 || Water spells || Not as dangers as it seems.
| [[File:Kiln Ket.png]] TokHaar-Ket || 180 || 22 || 5 || 80 || Melee || 86 || Water spells || Not as dangers as it seems.
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| TokHaar-Jad || 780 || 10 || 7 || 400|| Melee, Ranged & Magic || 1225|| None || Like TzTok-Jad, it is strongly advised to switch prayers to block its attacks. Small amounts of damage (~100) will be dealt through prayer, however, so healing between prayer switches is recommended to keep life points high. It is recommended to eliminate other monsters before facing TokHaar-Jad. If that is counterproductive, make sure that other monsters do not interfere with the fight.
| [[File:Kiln Jad.png]] TokHaar-Jad || 780 || 10 || 7 || 400|| Melee, Ranged & Magic || 1225|| None || Like TzTok-Jad, it is strongly advised to switch prayers to block its attacks. Small amounts of damage (~100) will be dealt through prayer, however, so healing between prayer switches is recommended to keep life points high. It is recommended to eliminate other monsters before facing TokHaar-Jad. If that is counterproductive, make sure that other monsters do not interfere with the fight.
|-
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| [[Har-Aken]] || 800 || 37 || 1 || 15,000|| Melee, Ranged & Magic || 109 (Ranged), 82 (Melee) || None || The final boss of the Fight Kiln, it attacks with numerous magic and ranged tentacles. It can only be defeated by killing its head, which emerges every 72 seconds for 27 seconds. The tentacles can be attacked, but the head will appear regardless.
| [[Har-Aken]][[File:Kiln Aken.png|100px|thumb]] || 800 || 37 || 1 || 15,000|| Melee, Ranged & Magic || 109 (Ranged), 82 (Melee) || None || The final boss of the Fight Kiln, it attacks with numerous magic and ranged tentacles. It can only be defeated by killing its head, which emerges every 72 seconds for 27 seconds. The tentacles can be attacked, but the head will appear regardless.
|}
|}



Latest revision as of 17:49, 15 November 2022

This article has a strategy guide.
All information on mechanics, setups, and tactics is on the subpage.

The Fight Kiln is a combat minigame wherein waves of TokHaar are fought for the sole sake of combat and the TokHaar's amusement. It's a tougher and improved sequel to the TzHaar Fight Cave minigame.

Entering the Fight Kiln does not require a one-time payment of a fire cape, but players have to complete the TzHaar Fight Cave to start. After this, the kiln may be played as many times as desired for the rewards - a choice of a TokHaar-Kal or an uncut onyx.

The Fight Kiln only has 37 waves, which is fewer than the 63 waves of the Fight Cave. While there is no combat level pattern to be followed for each wave, the waves are always the same between attempts, and the monsters always spawn in the same location. All monsters in the Fight Kiln which have one of the combat styles take halved damage when not attacked with that style's weakness. (E.g. A ranged monster is weak to melee; it takes half damage from ranged and magic.) To reach the end of the minigame, players must fight a total of 7 TokHaar-Jad - who function in much the same way as the standard TzTok-Jad - before being faced with their final challenge; the gigantic Har-Aken.

There are several safespots in the Fight Kiln that can be used to lure and trap the TokHaar. Be aware, however, that the cave will slowly fill with lava, submerging the safespots and forcing the player to use the low wall in the middle of the area for luring. After waves 10, 20, 30 and 34 a cutscene will occur between you and TokHaar-Hok signalling a general change in the combat style of upcoming monsters and the rising of lava around the arena, reducing the available area; By the time the final boss fight with Har-Aken commences, only a small square-shaped piece of land will be available.

Every alternate wave will also cause lava crystals to spawn in the Kiln, which can be used to gain bonuses such as temporary invincibility or full prayer and life point restoration. Use them to the fullest to survive the waves - especially the 7 TokHaar-Jads and Har-Aken.

Unlike the Fight Cave, players are allowed to bring a familiar into the arena. Players can save their progress by logging out between waves and will be able to resume progress when logging back in.

Monsters

Name Level First wave Amount (wave 1-37) Health Style Max hit Weakness Notes
Kiln Hur.pngTokHaar-Hur 100 1 20 400 Melee 38 Water spells By far the weakest creature in this minigame, it hardly does any damage and can be killed quickly. Using magic to kill it is recommended.
Kiln Xil.png TokHaar-Xil 140 1 8 700 Ranged 57 Crush Using melee to kill it is recommended.
Kiln Xil ranger.png TokHaar-Tok-Xil 200 1 46 750 Melee & Ranged 54 Crush Using melee to kill it is recommended, and it should also be the first priority to kill in most cases
Kiln Mej.png TokHaar-Mej 200 1 46 600 Mele & Magic 48 (Melee), 108 (Magic) Bolts Using ranged to kill it is recommended.
Kiln Dill.png TokHaar-Ket-Dill 120 5 8 600 Melee 112 (Melee), 20% of max hp (special) Water spells spells It needs to be hit with a rune pickaxe or better anywhere between 2-5 times to remove its armour. After the armour has been removed, it can be damaged. Familiars hit through armour. The TokHaar-Dill's special attack is able to hit through the invulnerability crystal.
Kiln Zek.pngTokHaar-Ket-Zek 400 8 23 1,500 Magic & Melee 50 (Melee), 108 (Magic) Bolts It should be dealt with as soon as possible since it hits very accurately even when praying against its attack style. Using ranged to kill it is recommended.
Kiln Mejkot.png TokHaar-Yt-MejKot 300 17 30 900 Melee 200 Water spells It has high strength, so trapping it or using the appropriate protection prayer is recommended. Using magic to kill it is recommended.
Kiln Ket.png TokHaar-Ket 180 22 5 80 Melee 86 Water spells Not as dangers as it seems.
Kiln Jad.png TokHaar-Jad 780 10 7 400 Melee, Ranged & Magic 1225 None Like TzTok-Jad, it is strongly advised to switch prayers to block its attacks. Small amounts of damage (~100) will be dealt through prayer, however, so healing between prayer switches is recommended to keep life points high. It is recommended to eliminate other monsters before facing TokHaar-Jad. If that is counterproductive, make sure that other monsters do not interfere with the fight.
Har-Aken
Kiln Aken.png
800 37 1 15,000 Melee, Ranged & Magic 109 (Ranged), 82 (Melee) None The final boss of the Fight Kiln, it attacks with numerous magic and ranged tentacles. It can only be defeated by killing its head, which emerges every 72 seconds for 27 seconds. The tentacles can be attacked, but the head will appear regardless.

Crystals

In some waves you can obtain lava crystals, which grant certain "power-ups" usable only in the Fight Kiln. Only one crystal can be activated at a time, so the effects cannot be combined. When a crystal is used, the appropriate stat is boosted to 150% (148 at 99) while the other combat stats are reduced to 50% (49 at 99).

It is recommended to pick up the following crystals: Invulnerability, Constitution and Restoration. Others will just occupy inventory space and are NOT needed throughout the fight.

Invulnerability crystal should be used on wave 36. One Constitution crystal is recommended to save for Har-Aken and restoration crystals are useful whenever your life points and prayers are low.

Crystals Effect Waves
Crystal (invulnerability).png Invulnerability Offers complete invulnerability for 30 seconds. It does not work when TokHaar- Ket-Dill uses its special attack, as the damage dealt by it is typeless. Damage will still be received if the crystal is activated after a monster has already done its attack animation. 1, 3, 25
Crystal (restoration).png Restoration Fully restores prayer points and life points. 3, 15, 27
Crystal (magic).png Magic Boosts Magic by 50% for 3.5 minutes but also significantly reduces Defence, Strength, and Ranged. 5, 17, 29
Crystal (ranged).png Ranged Boosts Ranged by 50% for 3.5 minutes but also significantly reduces Defence, Strength, and Magic. 7, 19, 31
Crystal (strength).png Strength Boosts Strength by 50% for 3.5 minutes but also significantly reduces Defence, Ranged, and Magic. 9, 21, 33
Crystal (constitution).png Constitution Boosts Constitution by 50% (rounded down to the nearest hundred) for 3.5 minutes. The Constitution boost also enhances the Unicorn stallion's healing aura scrolls. When the Constitution crystal wears off, the user is healed to full health. 11, 23, 35

Waves