Fall of Varrock

Fight Cave

From the Fall of Varrock Wiki - Eleven waves of real TzHaar monsters ending in TzTok-Jad. Prayer-switch his telegraphed attacks, earn the Fire cape. Safe death, private instance.

The Fight Cave is the fire-cape minigame: eleven escalating waves of the real TzHaar cave

monsters, fought alone in your own private copy of the cave, ending against TzTok-Jad — the

hardest single fight on the server. Bring your own food, potions and runes; the cave burns

supplies by design.

Getting in

Take the teleport portal's Mini-Games → Fight Cave to the cave entrance and speak to

TzHaar-Mej-Jal, who runs the cave. He offers the real thing or a practice bout. Commands work

too:

  • ::arena — start a full run
  • ::jadpractice mode: skip straight to TzTok-Jad. No cape, no tickets — just reps.
  • ::leave — flee (your best wave is still recorded)

Every fighter gets their own instance, so the cave is never "busy". Death is safe: you

lose nothing and keep your supplies' consumption as the only cost.

The waves

WaveEnemiesWatch out for
12 × Tz-Kih (22)Drain your Prayer with every hit — kill them first, always
2Tz-Kek (45)Splits into two smaller Tz-Kek when killed
32 × Tz-KekFour splits if you're careless
4Tok-Xil (90)Ranger — pray Missiles or eat 14s
5Tok-Xil + 2 × Tz-KihBats sap your prayer while the ranger shoots
6Yt-MejKot (180)Heavy melee
7Yt-MejKot + Tok-XilMelee + ranged crossfire
8Ket-Zek (360)Fire mage, hits up to 49 — pray Magic
9Ket-Zek + Yt-MejKotThe mage while the brute chases you
102 × Ket-ZekThe classic pre-Jad wave
11TzTok-Jad (702)See below

Short breather between waves. All monsters use their real OSRS stats; wave mobs drop no loot —

the cape is the reward.

TzTok-Jad

Jad hits up to 97 with all three styles — you must pray against every attack, and he

telegraphs each one. The protection check happens when the attack lands, a beat after the

animation starts, so switching on the telegraph saves you — exactly like OSRS:

  • Slams his front legs downProtect from Missiles
  • Rears back and breathes fireProtect from Magic
  • Standing under him → he'll bite; keep your distance and he sticks to range/magic

At half health four Yt-HurKot healers rush to him and heal him back up. Attack each one

to drag it off Jad (they'll turn on you), then finish him.

How to beat it

Fight at range. Ranged (or Magic) is strongly recommended over melee: if you keep your

distance, Jad only ever uses his two telegraphed attacks — you never have to worry about the

bite — and the earlier waves can be picked apart from safety too.

Prepare like this:

  • Your best ranged/magic gear, favouring Prayer bonus where you can get it.
  • Roughly half your inventory in prayer restores, the rest solid food. Prayer is the real

health bar in this cave — most deaths are "ran dry, then got hit through nothing".

  • One protection prayer will be on almost the whole run, plus your offensive boosts if you can

afford the drain.

Kill priority — every wave, in this order:

1. Tz-Kih (the bats) always die first. Every hit they land saps your Prayer; two of them

will bleed you dry while you tunnel-vision something bigger.

2. The ranger (Tok-Xil) next — he hits through everything except Protect from Missiles.

3. The mage (Ket-Zek) next — same logic, bigger numbers.

4. Melee monsters (Tz-Kek, Yt-MejKot) die last: you can just walk away from them while you

deal with the real threats.

Prayer plan by wave: pray Missiles whenever a Tok-Xil is alive (waves 4–7), pray

Magic whenever a Ket-Zek is alive (waves 8–10 — on wave 9, pray Magic and kite the

Yt-MejKot; on wave 10 you'll eat some damage from whichever Ket-Zek you're not praying against,

so kill one fast). Melee-only waves, save your points and just move.

Jad himself:

  • Put a protection prayer up before he acts — he can open with either style.
  • Then it's purely reactive: front legs slam down → Protect from Missiles; **rears back

breathing fire → Protect from Magic**. The damage lands a beat after the animation, so

switching the moment you see the telegraph always saves you. He attacks slowly — there's

more time than it feels like.

  • Don't panic-eat over praying. A missed switch is up to a 97; food can't outpace that.

Fix the prayer first, then eat.

  • At half health the four healers arrive. Hit each one once to peel it off Jad, walk a

few tiles so they chase you away from him, then get back on Jad. You don't need to kill them

— just keep them off him. If his health climbs back, you've left one unprovoked.

Learn the switches for free: ::jad drops you straight into a practice Jad with no

rewards on the line. Two or three practice bouts to get the telegraph reads down is worth more

than any amount of gear.

Rewards

  • Every full clear: a Fire cape (banked if your inventory is full), 150 Boss tickets,

and a 1/1,000 roll for the TzRek-Jad pet — a true chase item. At Boss-shop prices a

clear more than pays back the food and potions it burns, with the cape as pure profit.

  • Failed runs still pay: 3 Boss tickets per wave you cleared — dying to Jad on wave 11

banks 30 on the way out.

  • Fire capes are tradeable here. Learn the cave and capes become an income: sell them to

warriors who'd rather pay than prayer-switch. Every cape also feeds [the Inferno](inferno) —

entry costs a cape, sacrificed forever — and capes drop like any other item when you die in

the wilderness, so worn capes keep leaving the economy.

  • Your first clear is announced to the world and logged in your Collection Log.
  • Your best wave is tracked, so partial runs still count for something.
  • Practice mode (::jad) pays nothing — it exists so you can learn the switches without burning

a full run.

Bring more food than you think you need, a Prayer-heavy setup, and expect wave 11 to end several

runs before the cape is yours. That's the point.

WikiMinigames & Bosses

This page was last edited on 2026-07-06.