Blood's Fight Kiln Guide

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Blood's Fight Kiln Guide

Post by Blood on 24/4/2014, 8:29 pm



This guide is intended for med-level to high-level mains. Low-level accounts may find some information helpful, some not.


Table of Contents

The Fight Kiln
Requirements
How To Get There
Suggested Levels
Potential Gear Set-Ups
Potential Inventory/B.o.B Set-Ups
Monsters
Lava Crystals
Step-By-Step Wave Instruction
Rewards
Ending Notes/Thanks

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The Fight Kiln

Once the home of the Tzhaar, this area now serves as the battleground of the TokHaar.
Do you have what it takes to make it through thirty-seven waves of high-level creatures
ending with a powerful boss that's second only to the Queen Black Dragon?

...only time will tell.

It IS possible to log-out during the Fight Kiln if one needs to do so.

The Fight Kiln can take anywhere from 45 MINUTES to TWO HOURS.
__________________________________________________________

Requirements

The requirements to take part in the Fight Kiln are as follows:

-Completion of the Elder Kiln quest (listed as a 'Long, Master' quest)
-One must sacrifice a Fire Cape (one time only; gives infinite access to the Fight Kiln)

Here's a video showing the process of sacrificing a Fire Cape

Spoiler:



__________________________________________________________

How To Get There

There are multiple methods of transportation to the Fight Kiln entrance.

Tokkul-Zo Teleportation

Right clicking on the Tokkul-Zo (with charges remaining) will provide these options



Selecting 'Teleport' will then provide the following destinations



Select 'Fight Kiln' and you will be teleported right outside the entrance to the kiln.
This area conveniently contains a banker npc.

If your ring needs recharged, speak with TzHaar-Mej-Ak or TzHaar-Mej-Jeh in the Main Plaza to recharge it.
This will cost up to 50K tokkul for a full charge; roughly 12.5 tokkul/charge.



Fairy Ring

Using any Fairy Ring (the one across the river from Edgeville is convenient and near the Grand Exchange),
one is teleported back to the home ring in Zanaris. Once there, use the code 'B L P' to arrive in the Tzhaar City.



As illustrated above - one must run south from the fairy ring, then east along the bottom of the Main Plaza,
and through the middle passageway winding north to arrive at the Fight Kiln entrance.

Glory Amulet

With a Glory Amulet (with charges) in one's inventory, right clicking the amulet will provide these options



Selecting the option "Rub", an interface will pop up providing these destinations



If wearing the Glory Amulet, right click and it will provide these options



Either way, you will want to select "Karamja" where you will end up in the banana plantation



Follow the route shown above and you will be taken to the southern entrance of the Tzhaar City



From there - run north through the passage, head east and through the middle-passageway winding north.

These are the most notable ways of making your way to the Fight Kiln entrance.
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Suggested Levels

It shouldn't be news to anyone that such a place would demand higher levels (the higher the levels, the better a chance one has of success).
The following are not required, but are guidelines as to what one should aim for at the least when thinking of taking on the Fight Kiln.

80+ Attack (potential to use a chaotic weapon)
80+ Strength (higher hits, quicker kills, less supplies)
70/75+ Defense (subjugation/ganodermic robes)
85+ HP (more hp = more of a safety cushion, especially for the boss)
70+ Prayer (high enough to not burn through super restores too quickly)
80+ Range (Armadyl crossbows, Chaotic crossbows, Royal crossbow)
80+ Mage (Wand of Treachery, Staff of light, Chaotic Staff)
67+ Summoning (war tortoise - holds six more items than the terrorbird)

Completion of the Fight Kiln is possible with stats that are lower/varied from the ones listed above.
Hybrid/Tribrid set-ups are not necessary post-EoC. Magic alone IS enough to complete the Fight Kiln.

__________________________________________________________

Potential Gear Set-Ups

Melee

Spoiler:

Bandos - 2H


Bandos Helmet
Bandos Chestplate
Bandos Tassets
Barrows Gloves
Steadfast Boots
Ardougne Cloak 4
Amulet of Fury
Chaotic Maul
Tokkul-Zo (charged)
Broad Bolts

Bandos - Dual Wield


Bandos Helmet
Bandos Chestplate
Bandos Tassets
Barrows Gloves
Steadfast Boots
Ardougne Cloak 4
Amulet of Fury
Chaotic Longsword
Enhanced Excalibur
Tokkul-Zo (charged)
Broad Bolts

Range

Spoiler:

Royal - 2H


Archer's Helmet
Royal D'hide Top
Royal D'hide Chaps
Barrows Gloves
Snakeskin Boots
Ardougne Cloak 4
Amulet of Fury
Royal Crossbow
Tokkul-Zo (charged)
Broad Bolts

Armadyl - Dual Wield


Armadyl Helmet
Armadyl Chestplate
Armadyl Chainskirt
Barrows Gloves
Snakeskin Boots
Ardougne Cloak 4
Amulet of Fury
Chaotic Crossbow
Off-hand Chaotic Crossbow
Tokkul-Zo (charged)
Broad Bolts


Mage

Spoiler:
Ganodermic -2H


Ganodermic Visor
Ganodermic Poncho
Ganodermic Leggings
Barrows Gloves
Ganodermic Boots
Ardougne Cloak 4
Arcane Stream Necklace
Chaotic Staff
Tokkul-Zo (charged)
Broad Bolts

Subjugation - Dual Wielding


Subjugation Hood
Subjugation Robe Top
Subjugation Robe Bottom
Barrows Gloves
Boots of Subjugation
Ardougne Cloak 4
Amulet of Fury
Wand of Treachery
Mages' Book
Tokkul-Zo (charged)
Broad Bolts


List of Interchangeable Gear Options

Spoiler:



Other armour and weapon choices that can be included are: Tetsu, Seasinger, Death Lotus, Drygore weaponry, Ascension Crossbows, Sirenic armour, Virtus Wand and Book, Seismic Wand and Singularity, Tectonic armour.
__________________________________________________________

Potential Inventory/B.o.B Set-Ups

Inventory

Spoiler:

 


Beast of Burden

Spoiler:

 



__________________________________________________________

Monsters

Once inside, you will meet with TokHaar-Hok to begin the battle.
He is also the guy you must sacrifice your Fire Cape to in order to enter the kiln.



**Every monster in the Fight Kiln can hit small percentages of damage through prayer**

TokHaar-Hur


Combat Level
140

Attack Style
Melee

Listed Weakness
Magic - specifically Water Spells. Easy to Soul Split or use blood spells on for healing.

Extra Information
This is the weakest offensive monster in the Fight Kiln.
If needed, 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 heavily advised to lure and safe-spot this creature before commencing the aforementioned process. 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.

Let it be noted that Dreadnips CAN be used on these creatures and are able to hit through the armour,
effectively being able to kill off these creatures with virtually no effort needed by the player. This also goes for titan's special 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
Not much of a threat.


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 welll and though it is a magic-based creature, using magic attacks/abilities works quite well.


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.


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 post-EoC that is easier to kill with melee as opposed to using magic alone.


TokHaar-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.


TokHaar-Ket-Zek


Combat Level
156

Attack Style
Mage/Melee

Suggested Kill Method
Range - specifically bolts.

Extra Information
If a Ket-Zek is in a wave and is not able to be safe-spotted for any reason, it holds priority for death meaning you need to kill it first. Though it is a magic-based creature, using magic attacks/abilities works quite well.


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.

NOTE - Only one crystal can be activated at any one time. Another cannot be used until the one in progress has depleted.
__________________________________________________________

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, One TokHaar-Ket-Zek (NE), 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.

*Dreadnips and Titan attacks CAN be used to hit through the armour of Dills*


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.

__________________________________________________________

Rewards

Congratulations on a job well done.
You have completed the Fight Kiln and have earned yourself one of the following prizes.

TokHaar-Kal



This cape gives +44 Armour rating, +2.4% Critical (melee), and +2 Prayer

Uncut Onyx



The rarest in the game, this gem can be made into the beloved Amulet of Fury
__________________________________________________________

Conclusion

I would like to give credit to the RS Wiki page and Tip.it for a few images + referencing.
I would like to give credit to the video makers of the videos I have posted throughout this guide.
I would like to give credit to Gummy and lil_me for providing gear screenshots.

I hope you all can respect this guide and the time one has put into creating it for you.
I hope this guide has some of you out there taking on the Fight Kiln for yourself (and coming out victorious).

If you have ANY questions, comments, or concerns, feel free to post here or send me a forum pm and I will be sure to get back to you as soon as possible.

Best of luck to all.


Last edited by Blood on 25/4/2014, 6:25 pm; edited 1 time in total
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Re: Blood's Fight Kiln Guide

Post by Gildarts on 25/4/2014, 2:27 pm

Very nice guide, defo going to use it soon
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Re: Blood's Fight Kiln Guide

Post by Blood on 25/4/2014, 3:29 pm

kid rampage5 wrote:Very nice guide, defo going to use it soon
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Thank you, kid rampage5. If you have any questions or wish to have tips or input on gear and supplies specific to your levels, you are welcome to send me a pm and I will respond as soon as I am available.
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Re: Blood's Fight Kiln Guide

Post by adoshem on 12/4/2015, 6:01 am

i shoudn't do things that are agains the forums rules

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Re: Blood's Fight Kiln Guide

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