Fall of Varrock

Fight Cave (TzTok-Jad)

From the Fall of Varrock Wiki - The fire-cape gauntlet is back - the real cave's wave engine, waves 50-63 ending in TzTok-Jad, solo instanced with practice mode.

The Fight Cave has returned, rebuilt on the real cave's wave engine. Fight escalating

waves of TzHaar in a private instance of the actual cave, ending in TzTok-Jad —

the prayer-switching final exam of old-school PvM. Survive him and the Fire cape is

yours.

Getting there

Teleport portal → Minigames → Fight Cave lands you beside TzHaar-Mej-Jal at the

cave entrance. Talk to him (or ::arena) to start a run; ::leave flees; dying is a

safe death — the cave keeps no corpses.

The run

A run is waves 50 to 63 of the authentic escalation - the same monster mix the real

cave produces, spawning from the cave's classic corner points in a rotating pattern:

MonsterThreat
Tz-Kih (the bats)Drain your Prayer every attack - kill them first
Tz-Kek (the blobs)Melee; recoil damage; split in two when killed
Tok-Xil (the rangers)Accurate ranged from anywhere - Protect from Missiles
Yt-MejKot (the meleers)Big melee; heal themselves and allies - drag them away
Ket-Zek (the fire mages)49s of magic - Protect from Magic
TzTok-Jad (wave 63)See below

Waves 14, 30 and 62 in the classic table are the doubled "orange" waves — you'll meet

wave 62's two Ket-Zeks right before Jad.

TzTok-Jad

Jad hits through the ceiling (max 97) but telegraphs every attack:

  • Front-leg slam → RANGED — Protect from Missiles
  • Rearing fire-breath → MAGIC — Protect from Magic
  • Up close he can also melee — stand off him and watch the stance.

The protection check happens at impact, a beat after the animation — switching on the

telegraph works, exactly as it should. At half health four Yt-HurKot healers swarm to

him; tag each one to drag it off or he heals back to full.

Rewards

  • Fire cape on every clear (tradeable — clears supply the market).
  • TokKul for every run: the classic per-wave payout, +4,000 bonus on a clear.
  • TzRek-Jad — 1/1000 per clear, Collection Log entry.
  • Your best wave is remembered.

Practice mode

Mej-Jal will run you any single wave, 1-63, no rewards — the classic way to learn

Jad's stances (::jad jumps straight to him). Practice costs nothing but supplies.

See also

Wiki › Minigames & Bosses

This page was last edited on 2026-08-29.