TzHaar Challenge

Disclaimer: Most of the information in the following post is from my
imagination and should not be thought of as fact.

A lot of RuneScape players have been complaining about the lack of a team version of the TzHaar Fight Caves.  Jagex have done something similar many times, but have never gotten it just right.  Here’s my idea of what it should be:

A group of players go into a cave in the TzHaar, right next to the current Fight Caves.  The entrance to the cave is flanked by one of each of the four types of TzHaar creatures. Each one has a different requirement that the player must accomplish — unless the player has not logged out since fulfilling all of the requirements — in order for the player to be allowed in.


The TzHaar-Mej requires that if the player has not participated in the TzHaar Challenge, they are shown a cutscene of TzHaar creatures fighting in the minigame, explaining how the game works.  If the player cannot answer three randomly chosen questions about the rules of the TzHaar Challenge, they are not allowed into the minigame, and the TzHaar-Mej will show the cutscene again the next time the player attempts to enter the cave.

There is a list of items that are not allowed in the minigame, composed of noted items, summoning items, incomplete items (like dragonhides and bowstring), fun weapons, quest-only items, pets, Dwarven Multi-Cannons, currency, and other items not needed in this minigame.  If a player is holding or wearing any items from this list, the TzHaar-Ket offers to keep the items safe while the player is in the cave.  If the player declines, they are not allowed into the minigame.  In addition, players must have at least 5 empty inventory spaces.

The TzHaar-Xil dares the player to punch him, requiring that they do it with their bare hands.  If the player does not have at least 50 combat, they recoil in pain, and their hand turns red while the TzHaar-Xil calls them a weakling.  If the player is over  or exactly 50 combat, they punch the TzHaar-Xil, nothing happens, and they are allowed to enter the minigame.

The TzHaar-Hur asks the player to mend their TokTz-Hur-Em (an obsidian hammer).  If the player has at least 70 combined Smithing, Construction, and Crafting, they are able to reattach the parts of the hammer.  If the player does not have the required skill, they do not understand how to fix it and are not allowed in.

Before the game

In the waiting room, there is an orb like the one in the TzHaar Fight Pits which shows a game that is currently going, after a player gives it the name of another player that is currently in a game, similar to the method used in Clan Wars.

At least fifteen minutes after the previous game starts, if there are at least five players in the waiting cave, all of the waiting players fall through the ground into a second cave.  If there were less than 25 players, the remaining slots are filled with randomly chosen TzHaar-Mej, TzHaar-Ket, ranged TzHaar-Xil, and TzHaar-Hur, with their levels shifted: If the average level of players competing in the game is 100, their levels will be within five of their normal level outside of the minigame.  If the average level of players in the minigame is 50, their levels will be within five of half their normal level.  Other average combat levels will also follow the same equation.

If anyone is more than 15 combat levels higher or lower than the average, their combat stats will be slightly raised or lowered (10% of the distance from their stats to the average) when the minigame starts, and will restore to that level instead of their base level during the minigame.  Prayer is exempt from this rule, only Attack, Defense, Strength, Ranged, Hitpoints, and Magic are affected.

The main cave is three times as big as the Fight Caves, and contains short crumbling obsidian walls, like the wooden ones in Pest Control, entrances for enemies like the ones in Barbarian Assault, and a hanging cage where players respawn.

After fifteen seconds, the game begins.


The gameplay is very similar to the Fight Caves, except that the waves multiply faster.  For example, instead of having two Tz-Kih in the second round, there are three.  In addition, TzTok-Jad does not appear in the TzHaar Challenge.  Instead, there are three more creatures to fight, each stronger than the one before.

The first is TzAk-Kih (Directly translates to “Fire forked wing”), a level 460 that looks like a winged version of  Yt-MejKot.  It flies around the cave, attacking each player at random.  It uses Magic and Ranged attacks and can only be attacked with Magic, Range, the Flail of Ivandis, or a Halberd.  It has 210 hitpoints and a maximum damage of 53.

The second is Yt-KlKot (Directly translates to “Dead we protect”), a level 501 that looks similar to Tok-Xil, but has no ranged attack, is larger, and is dark red where Tok-Xil is bright orange.  It always appears with another of its kind.  They can heal their own species at about the rate Yt-HurKot heal TzTok-Jad in the Fight Caves.  They will roam the cave with their friend, attacking players together.  If one of them dies, the other gets a 50% accuracy bonus.  They each have 190 hitpoints and a maximum damage of 61.

The third is Haar-Ket-Kul (Directly translates to “Holy defender (of) token”).  There is only one of this, and it can call upon Yt-HurKot just like TzTok-Jad can.  In fact, Haar-Ket-Kul is almost exactly the same as TzTok-Jad, except for its 360 hitpoints and its combat level of 701.

Since there are 211 rounds of combat, players of the TzHaar Challenge will have their stats restored before rounds 1, 7, 15, 31, 63, 112, and 211.  However, their stats will only go 50% of the distance to the base levels (or adjusted base if applicable) before round 211.

Before the first round, each player is given a TokTz-Hur-Em, which can be used to build barricades and temporarily close entrances.  Before every round, each player is given 4 to 14 Tok-Ket, the most that they can hold at the time.  These are required to build barricades — one Tok-Ket per barricade.

If a player dies while in the TzHaar-Challenge, they are sent to the hanging cage until the end of the round.  They lose all of the Tok-Ket they are holding, and receive a 5 TokKul penalty (not applicable if they do not have 5 or more TokKul), but nothing else.

There is a rope hanging from the waiting cave that goes through the hanging cage and down to the fighting area.  It can only be climbed upwards, and confirms that the player wishes to leave the game before they do so.

If a player leaves the game or logs out, they will be replaced by a TzHaar creature of the same type — If they were mostly using magic, a TzHaar-Mej of their level would appear where they were, with the same Hitpoints level.  (etc.)

If at any point, more than half of the team is in the hanging cage, the game ends.


Before each of the rounds 1, 7, 15, 31, 63, 112, and 211, each player is rewarded a sum of TokKul: 0, 10, 25, 75, 200, 300, and 600, respectively.  After round 211, each player recieves 2000 TokKul and the game ends.

For every 25 damage done or barricade constructed by a player, they recieve a TokKul.  This is sent directly to the TzHaar-Ket outside the cave and is shown in the corner of the screen.  Each round completed will also send a TokKul to the TzHaar-Ket, and an additional two if the player does not die for 5 rounds consecutively (this counter is reset after the TokKul is given).

Completing sections of the Karamja Achievement Diary will improve rewards from this minigame.  Each completed section of the diary gives an additional 5% of the rewards.  (Each section is seperate, so all three is x = x + 0.05x three times, not x = x + 0.15x.)

For example, if a player who had completed all three parts of the Karamja Achievement Diary was somehow able to defeat every single enemy on their own, they would recieve 9635 TokKul (my math may be off), assuming they had not placed any barricades.  However, this would take several hours of nonstop combat, during which the other members of the team would not be able to do any damage, but would also need to be invincible.  In addition, to recieve this amount of TokKul, the enemies would need to never regain health, something that many of them do as a special effect.