Tztok-Koz-Hr

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Introduction

The TzTok-Koz-Hr is a solo and safe minigame. This means you will have to do this minigame on your own without help from others, and that your items are all safe if you die. In the TzTok-Koz-Hr minigame you have to beat 69 rounds/waves to win the minigame. However, for each round you complete you will get an amount of Tokkul if you do not manage to pass all the rounds.

The reward from completing all 69 rounds can be one of the 3 Lava capes. Players can exchange a Lava cape (melee), (range) and (magic) for a Lava cape (ice) by talking to TzHaar-Mej-Kah. This npc can also make the TzRek-Koz-Hr pet out of any of the four Lava capes, albeit only with a 1/50 change of succes!!

You can reach the Jad (hardmode) minigame by travelling to the Obsidian caves. You can directly teleport to the Obsidian caves by using a Ring of duelling, or you can talk to Tyras guard in Grand exchange or Falador park which will teleport you there.

Recommended gear

You choose your gear depending on which cape you are willing to get. For example if you are seeking the Lava cape (range) you must deal the highest amount of damage using Range.

Recommended range gear:

Recommended range equipment:

Recommended range weapons:

Recommended melee gear:

Recommended melee equipment:

Recommended melee weapons:

Recommended mage gear:

Recommended mage equipment:

Recommended mage weapons:

Recommended inventory:

Plus ones:

Plus ones are not essential to complete the minigame, but they might be handy during the fight!

The minigame

Now, when you have put all your gear together you should enter the minigame. Once you enter the minigame your character will automatically walk towards the center of the area. After that you can move freely, you should search for your safe spot where you should stay as much as possible.

Monster Level Hitpoints Attackstyle Special
Tz-Kek-Hr 63 25 Melee Tz-Kek-Hr barely does any damage.
Tz-Kih-Hr 63 20 Melee Tz-Kih-Hr drains 2 prayer points for every hit.
Tz-Kek-Hr 98 40 Melee Tz-Kek-Hr(98) barely hit anything.
Yt-HurKot-Hr 130 70 none Yt-HurKot-Hr is only spawned during the last wave when the finale boss hitpoints reaches 150, Yt-HurKot-Hr only purpose is healing TzTok-Koz-Hr, should be killed ASAP.
Tok-Xil-Hr 165 120 Melee and Range Tok-Xil-Hit does a very little amount of damage.
Yt-MejKot-Hr 300 200 Melee Yt-MejKot-Hr is capable of restoring up to 50 of its hitpoints. However the special won't function if you kill it from distance.
Ket-Zek-Hr 570 320 Melee and Magic Ket-Zek-Hr can hit up to 60 with magic without protection prayer.
TzTok-Jad-Hr 900 650 Melee, Range and magic TzTok-Jad-Hr can hit up to 103 with all 3 attacking styles. Attacking TzTok-Jad-Hr from distance will trigger an organized hitting sequence, 2 magic hits followed by 2 range
TzTok-Koz-Hr 1,024 1,500 Melee, Range and magic Scroll down for information about TzTok-Koz-Hr.

Waves

Wave Monster(s) Wave Monster(s) Wave Monster(s)
1 3 Tz-Kek-Hr, Tz-Kih-Hr 24 Tok-Xil-Hr, 2 Tz-Kek-Hr(98), 3 Tz-Kek-H 47 Ket-Zek-Hr, Yt-MejKot-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr, 2 Tz-Kih-Hr
2 3 Tz-Kek-Hr, 2 Tz-Kih-Hr 25 Tok-Xil-Hr, Yt-MejKot-Hr , 3 Tz-Kek-Hr 48 Ket-Zek-Hr, Yt-MejKot-Hr, 2 Tz-Kek-Hr(98), 3 Tz-Kek-Hr
3 5 Tz-Kek-Hr 26 Tok-Xil-Hr, Yt-MejKot-Hr , 3 Tz-Kek-Hr, Tz-Kih-Hr 49 Ket-Zek-Hr, 2 Yt-MejKot-Hr, 3 Tz-Kek-Hr
4 Tz-Kek-Hr(98), 3 Tz-Kek-Hr 27 Tok-Xil-Hr, Yt-MejKot-Hr , 3 Tz-Kek-Hr, 2 Tz-Kih-Hr 50 Ket-Zek-Hr, Tok-Xil-Hr, 3 Tz-Kek-Hr
5 Tz-Kek-Hr(98), 3 Tz-Kek-Hr, Tz-Kih-Hr 28 Tok-Xil-Hr, Yt-MejKot-Hr, Tz-Kek-Hr(98) , 3 Tz-Kek-Hr 51 Ket-Zek-Hr, Tok-Xil-Hr, 3 Tz-Kek-Hr, Tz-Kih-Hr
6 Tz-Kek-Hr(98), 3 Tz-Kek-Hr, 2 Tz-Kih-Hr 29 Tok-Xil-Hr, Yt-MejKot-Hr, Tz-Kek-Hr(98) , 3 Tz-Kek-Hr, Tz-Kih-Hr 52 Ket-Zek-Hr, Tok-Xil-Hr, 3 Tz-Kek-Hr, 2 Tz-Kih-Hr
7 2 Tz-Kek-Hr(98), 3 Tz-Kek-Hr 30 Tok-Xil-Hr, Yt-MejKot-Hr, Tz-Kek-Hr(98) , 3 Tz-Kek-Hr, 2 Tz-Kih-Hr 53 Ket-Zek-Hr, Tok-Xil-Hr, Tok-Xil-Hr(98), 3 Tz-Kek-Hr
8 5 Tz-Kek-Hr 31 Tok-Xil-Hr, Yt-MejKot-Hr, 2 Tz-Kek-Hr(98) , 3 Tz-Kek-Hr 54 Ket-Zek-Hr, Tok-Xil-Hr, Tok-Xil-Hr(98), 3 Tz-Kek-Hr, Tz-Kih-Hr
9 Yt-MejKot-Hr, 3 Tz-Kek-Hr 32 Tok-Xil-Hr, 2 Yt-MejKot-Hr, 3 Tz-Kek-Hr 55 Ket-Zek-Hr, Tok-Xil-Hr, Tok-Xil-Hr(98), 3 Tz-Kek-Hr, 2 Tz-Kih-Hr
10 Yt-MejKot-Hr, 3 Tz-Kek-Hr, Tz-Kih-Hr 33 2 Tok-Xil-Hr, 3 Tz-Kek-Hr 56 Ket-Zek-Hr, Tok-Xil-Hr, 2 Tok-Xil-Hr(98), 3 Tz-Kek-Hr
11 Yt-MejKot-Hr, 3 Tz-Kek-Hr, 2 Tz-Kih-Hr 34 5 Tz-Kek-Hr 57 Ket-Zek-Hr, Tok-Xil-Hr, Yt-MejKot-Hr, 3 Tz-Kek-Hr
12 Yt-MejKot-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr 35 Ket-Zek-Hr, 3 Tz-Kek-Hr 58 Ket-Zek-Hr, Tok-Xil-Hr, Yt-MejKot-Hr, 3 Tz-Kek-Hr, Tz-Kih-Hr
13 Yt-MejKot-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr, Tz-Kih-Hr 36 Ket-Zek-Hr, 3 Tz-Kek-Hr, Tz-Kih-Hr 59 Ket-Zek-Hr, Tok-Xil-Hr, Yt-MejKot-Hr, 3 Tz-Kek-Hr, 2 Tz-Kih-Hr
14 Yt-MejKot-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr,2 Tz-Kih-Hr 37 Ket-Zek-Hr, 3 Tz-Kek-Hr, 2 Tz-Kih-Hr 60 Ket-Zek-Hr, Tok-Xil-Hr, Yt-MejKot-Hr, Tz-Kek-Hr(98),3 Tz-Kek-Hr
15 Yt-MejKot-Hr, 2 Tz-Kek-Hr(98), 3 Tz-Kek-Hr 38 Ket-Zek-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr 61 Ket-Zek-Hr, Tok-Xil-Hr, Yt-MejKot-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr, Tz-Kih-Hr
16 2 Yt-MejKot-Hr, 3 Tz-Kek-Hr 39 Ket-Zek-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr, Tz-Kih-Hr 62 Ket-Zek-Hr, Tok-Xil-Hr, Yt-MejKot-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr, 2 Tz-Kih-Hr
17 5 Tz-Kek-Hr 40 Ket-Zek-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr, 2 Tz-Kih-Hr 63 Ket-Zek-Hr, Tok-Xil-Hr, Yt-MejKot-Hr, 2 Tz-Kek-Hr(98), 3 Tz-Kek-Hr
18 Tok-Xil-Hr, 3 Tz-Kek-Hr 41 Ket-Zek-Hr, 2 Tz-Kek-Hr(98), 3 Tz-Kek-Hr 64 Ket-Zek-Hr, Tok-Xil-Hr, 2 Yt-MejKot-Hr, 3 Tz-Kek-Hr
19 Tok-Xil-Hr, 3 Tz-Kek-Hr, Tz-Kih-Hr 42 Ket-Zek-Hr, Yt-MejKot-Hr, 3 Tz-Kek-Hr 65 Ket-Zek-Hr, 2 Tok-Xil-Hr, 3 Tz-Kek-Hr
20 Tok-Xil-Hr, 3 Tz-Kek-Hr, 2 Tz-Kih-Hr 43 Ket-Zek-Hr, Yt-MejKot-Hr, 3 Tz-Kek-Hr, Tz-Kih-Hr 66 2 Ket-Zek-Hr, 3 Tz-Kek-Hr
21 Tok-Xil-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr 44 Ket-Zek-Hr, Yt-MejKot-Hr, 3 Tz-Kek-Hr, 2 Tz-Kih-Hr 67 TzTok-Jad-Hr
22 Tok-Xil-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr, Tz-Kih-Hr 45 Ket-Zek-Hr, Yt-MejKot-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr 68 3 TzTok-Jad-Hr
23 Tok-Xil-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr, 2 Tz-Kih-Hr 46 Ket-Zek-Hr, Yt-MejKot-Hr, Tz-Kek-Hr(98), 3 Tz-Kek-Hr, Tz-Kih-Hr 69 TzTok-Koz-Hr

For each wave you are able to complete you get Tokkul, from zero to a maximum of 108k Tokkul if you complete all 69 waves.

Tokkul rewards

Wave Tokkul Wave Tokkul Wave Tokkul Wave Tokkul
1 0 19 2,057 37 15,195 55 49,912
2 2 20 2,400 38 16,461 56 52,684
3 8 21 2,778 39 17,795 57 55,557
4 19 22 3,194 40 19,200 58 58,533
5 37 23 3,650 41 20,676 59 61,613
6 65 24 4,147 42 22,226 60 64,800
7 103 25 4,687 43 23,852 61 68,094
8 154 26 5,272 44 25,555 62 71,498
9 218 27 5,904 45 27,337 63 75,014
10 300 28 6,585 46 29,200 64 78,643
11 399 29 7,316 47 31,146 65 82,387
12 518 30 8,100 48 33,177 66 86,248
13 659 31 8,9373 49 35,294 67 90,228
14 823 32 9,830 50 37,500 68 94,329
15 1,012 33 10,781 51 39,795 69 98,552
16 1,228 34 11,791 52 62,182
17 1,473 35 12,862 53 44,663
18 1,473 36 13,996 54 47,239


TzTok-Koz-Hr

Mechanics TzTok-Koz-Hr: When out of melee range, TzTok-Koz-Hr will use magic and range attacks against players in the following sequence: 3 magic attacks followed by 3 range attacks. TzTok-Koz-Hr repeats this sequence throughout the entire battle. For example: TzTok-Koz-Hr's first 9 attacks will be magic-magic-magic-range-range-range-magic-magic-magic

It is recommended to use the right protection prayers since TzTok-Koz-Hrs magic and range attaks can deal up to 116 damage Players can predict the next attack by learning the sequence by heart. Other than memorizing the sequence, one can also distinct a range from a magic attack by the look of it. The dark-purple, objects TzTok-Koz-Hr launches are magic attacks while the small, light-purple object are range attacks.

When in melee range, TzTok-Koz-Hr will often break this sequence to hit the player with a melee attack. As well as posining the player.

TzTok-Koz-Hr will spawn extra mobs at certain hp levels. At ~1400 Hp it will spawn a Tok-Xil-Hr. At ~1150 Hp it will spawn 2 Tok-Xil-Hrs. At ~750-800 Hp it will spawn a Ket-Zek-Hr. At ~400 Hp it will spawn 2 Ket-Zek-Hrs. At ~150 Hp it wil spawn 4 Yt-HurKot-Hr. While Yt-HurKot-Hrs do not deal damage to the player, they must be killed asap since they restore TzTok-Koz-Hrs Hp.

Guide to kill TzTok-Koz-Hr: The keys to beating the last wave are safespotting and trapping. Players can stay in their safespot until they bring TzTok-Koz-Hrs Hp down to around 750-800 Hp. At this point TzTok-Koz-Hr will spawn a Ket-Zek-Hr for the first time. TzTok-Koz-Hr and Ket-Zek-Hr both deal significant amounts of damage when players do not have the right protection prayer activated. To avoid scenarios where one is being hit by Ket-Zek-Hrs magic attacks and TzTok-Koz-Hrs range attacks, one must use the shape of the battlefield to his advantage. This is the so called 'trapping'. The general idea here is to trap TzTok-Koz-Hr behind corners and isolate the Ket-Zek-Hrs. Players can trap TzTok-Koz-Hr by moving closely along the edge of the fight caves.