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Fight Kiln written guide

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Nov 16th, 2012
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  1. Waves 1-10
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  3. On wave 1 prayer range, there will be 2 lvl 100 meleers and 3 rangers. The meleers will spawn southeast and southwest, you can lure them behind the east wall and mage them. Melee the rangers when the meleers have been killed.
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  5. On wave 2 pray range, an invulnerability crystal will spawn which will be helpful on wave 35. there will be 1 lvl 100 melee and 4 rangers. See previous wave
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  7. On wave 3 pray range there will be lvl 1 100 melee and 4 rangers. Exactly the same as last wave.
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  9. On wave 4 pray range there will be 3 lvl 200 rangers and 2 lvl 160 mages. A restoration crystal will have spawned. This is useful for healing. If you have low range defence, stand north of the eastern obstacle, kill the mage there, then kill the mage in the southeastern corner next. Alternatively, if you got a good melee weapon and good range defense kill the rangers first.
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  11. On wave 5 pray range there will be 1 dill and 4 rangers. Flinch the northeastern dill using the northeastern obstacle, you may flinch the rangers as well simultaneously to avoid wasting any time.
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  13. On wave 6 pray range, there will be 4 rangers and 2 mages. A magic crystal will spawn in the centre which will be useful for waves 21-23 or for pros, on wave 37. stand on the northeastern section of the map which will trap the southern mage, range the northern mage, then range the southern mage. After the mages are dead kill the rangers.
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  15. On wave 7 pray range, there will be 5 rangers and 1 lvl 160 mage. The mage will spawn in the southeast corner, kill it first then melee the rangers.
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  17. On wave 8 pray range, stand on the north face of the middle rock on the east side. The monsters on the south (lvl400 mage and a ranger) will get lured. A range crystal will spawn which may be helpful on wave 12. You can run out and melee the northwestern ranger once the southern monsters are trapped. Melee the rangers and range the mages
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  19. On wave 9, pray range, there will be 6 lvl 200 rangers, so melee them all.
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  21. On wave 10 you will encounter your first jad, stand on the north face of the middle rock on the east side. Both monsters (jad and ranger) will be lured. A strength crystal will spawn which will be helpful for flinching jads.
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  23. Waves 11-20
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  25. On wave 11 pray magic, there will be 4 lvl 160 mages, range will be the most effective method.
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  27. On wave 12 pray mage, a constitution crystal will have spawned in the centre, save this for wave 37. rangers will spawn northwest and southwest, kill the rangers first, if you saved the ranged crystal from wave 8, use it when you’ve killed the two rangers.
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  29. On wave 13 pray mage, stand on the north face of the middle rock on the east side, once the monsters to the south have lured themselves. move 1 east and 3 west, this will move the northwest mage within rapid distance of your crossbow. range for the rest of the wave.
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  31. On wave 14 pray mage, a vulnerability crystal will have spawned in the centre, this will be helpful for wave 35. stand on the north face of the middle rock on the east side, move 1 east and 3 (2?) west once they have been lured, this will bring both lvl160 mages in the north to within rapid distance.
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  33. On wave 15 pray mage, stand on the northwest portion of the map, kill the ranger there quickly. Move around the middle rock so only 1 lvl400 mage attacks you.
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  35. On wave 16 pray magic, a restoration crystal will spawn. Stand on the northwest portion of the map, kill the ranger that spawn in this area. Move around the middle rock so that the 400s are not maging. Move south then north if the north mage is too far away for rapid.
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  37. On wave 17 pray magic, stand on the northwest portion of the map, kill the ranger that spawn in this area. After the killing the ranger, run north to the entrance as far as possible, then move 2 south and range all the mages. Once the mages are dead, move east to mage the lvl 300 melee that spawns in the northeast corner.
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  39. For wave 18 pray magic, a magic crystal will have spawned which will be useful for waves 21-23. stand on the northwest portion of the map, kill the ranger that spawns here. If the lvl 300 melee walks up to you stand behind an obstacle and mage it. If the lvl300 melee is not present, run north to the entrance as far as possible, then move 2 south and range the mages. The remaining lvl200 ranger should already be trapped around the middle rock.
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  41. For wave 19, pray magic and stand west of the northeastern obstacle, there will be a lvl160 mage and a dill, range the mage twice, then pickaxe the dill, step back and repeat. Kill the rest of the mages and dill this way.
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  43. For wave 20 stand on the north face of the middle rock on the east side. A range crystal will spawn but is unlikely to be useful from now on. There will be a jad and lvl400 mage trapped on the south of the rock, kill them normally or flinch. Before the flinch move east, call your familiar then step back west. THE FLINCH METHOD ONLY WORK if your target is not in combat, in other words their lp bar is not above their heads. So your familiar must not be attacking it. If the monster gets a hit on you, wait a little longer than just its lp disappears then resume. Slow method but this avoids the need to prayer switch.
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  45. Waves 21-30
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  47. For waves 21-23 there will only be melee monsters. They are easy to lure around the northern or eastern obstacle. If you have a magic crystal you might want to use it now. On wave 22 a strength crystal will spawn which will be useful for the flinch method. Use magic throughout 21-23. beginners are advised to drop their magic crystals if invent space is an issue.
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  49. For wave 24 a constitution crystal will have spawned in the centre. This will be very useful for the final boss fight. Kill the ranger quickly and hog the meleers around an obstacle.
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  51. For wave 25 pray range stand on the north face of the middle rock on the east side. One ranger will spawn northwest and another will spawn northeast. Two lvl 200 melee will spawn on the south and so will a lvl400 mage. While the meleers and mages are trapped, run north and range the rangers. Once the rangers are dead move south and range the lvl400 mage then mage the meleers.
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  53. For wave 26 pray mage, an invulnerability crystal will have spawned, pick this up as it will be useful for wave 35. A ranger will spawn in the northwest, 2 lvl400 mages will spawn in the northeast and southeast and 2 lvl200 melees will spawn in the south. Kill the ranger asap and then trap the meleers behind obstacles so only the mages are attacking you, kill the mages with range then kill the meleers with mage.
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  55. For wave 27 a ranger will spawn in the northwest, a lvl400 mage will spawn in the northeast and meleers will spawn to the south. Kill the ranger first while hugging the north wall (go as far northwest as possible). If done correctly take out the meleers with mage then kill the mage last.
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  57. For wave 28 pray magic. there will be 6 dills (-_-) and a lvl 400 mage. Stand on the west side of the northern obstacle and this will trap the northeastern dill. The southern dill are too far away to chase you so the only monsters that will attack you are the northern dills (2 of them) and the lvl400 mage. The flinch method applies here. The idea is to hit the dill with the pickaxe, step back, wait for its lp bar to disappear then hit it with the pickaxe again. Now if the northwestern dill gets through the lvl 400 mage, stand on the southwestern square of the wall, when the dill is close run 3 steps southwest, wait for the now untrapped northeastern dill to move to the south of the northern obstacle, then run to the corner of the obstacle (northwest of the obstacle). This should successfully trap both dills, if the western dill still melees you move one step west then one step east and this should trap it. Use the flinch method to kill the western dill. once the northern monsters are dead, move to the east side of the arena and then move south to the north side of the eastern obstacle. Use the flinch method to kill those 2 dills. Now move southwest to get the attention of the 2 dills there, then run to the north face of the central rock. Kill them with the flinch method.
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  59. For wave 29 there are 6 lvl 300 meleers, lure them and kill them.
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  61. For wave 30 a magic crystal will spawn, don’t pick this up if you’re inexperienced. stand on the north face of the middle rock on the east side. A jad along with 3 lvl 300 melees will spawn, jad southwest and the rest will spawn in the remaining 3 corners. Pray melee and mage the northern meleers. Once they’re dead you can kill jad normally or use double flinch.
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  63. Waves 31-36
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  65. On wave 31 pray range, there will be 1 rangers spawning at each corner of the map. Kill them with melee
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  67. On wave 32 pray melee, there will be 4 meleers, lure them around an obstacle and use mage. A range crystal will spawn but don’t pick them up unless you plan on ranging the double jads on wave 36.
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  69. On wave 33 pray mage, stand on the north face of the middle rock on the east side, this will lure the southern mages. The arena is gradually getting smaller so the mages should already be within the rapid distance of your crossbow.
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  71. On wave 34 pray melee, stand on the north face of the middle rock on the east side, this will lure the southern monsters. A strength crystal will spawn, pick this up if you flinch jads. Kill the northern meleer first then kill the jad and the ranger trapped behind the central rock any way appropriate.
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  73. Wave 35 is complicated. There will be a jad to the northeast, a lvl 400 mage to the southeast, a lvl 200 ranger to the southwest and a lvl 300 melee to the northwest.
  74. There are 3 possible methods.
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  76. Method 1: (complicated method, less damage) pray mage, stand on the west side of the middle rock, when you see the ‘wave 35’ sign activate your invulnerability crystal. Let the approaching lvl300 melee hit you once, then run 1 north and 2 east. Once the mage stops moving, move one east and then one west (one step towards jad then one step back). Now jad will not be able to melee you and you can then mage jad, but you still need to prayer switch. Once jad is dead kill the meleer then the mage then the ranger.
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  78. Method 2: (simpler method, more damage) pray range, stand on the north face of the middle rock on the east side, wear high melee defence gear and have your staff out. Kill the lvl 300 first while still pray switching for jad. Note as soon as jad spawns it will be able to attack you so watch out. Once the meleer is dead mage jad to death. The rest of the wave is trivial
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  80. Method 3: (simplest method, most damage). Pray mage. Run all the way west, starting from the west side of the middle rock. Once the meleers spawns, kill it as soon as possible. After this is done, stick to the west side of the arena, run south and melee the ranger. If you’re even one step east, jad will be able to attack you. Once the ranger is dead, run back north to the point directly west of the middle rock. Run all the way east until you’re at the west side of the middle rock, now move northeast and kill jad while the lvl400 mage is trapped. Once jad is dead proceed to range the lvl 400 mage to death.
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  82. Wave 36 (double jad): stand on the north face of the middle rock on the east side. A constitution crystal will spawn in the middle which will be very useful for the final boss. If you have saved a strength crystal from earlier you can flinch the jads simultaneously which takes around 7 minutes with piety, godsword and bot gear. Or you can kill the two jads normally, but note this may take food which you might want to save for the final wave.
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  84. Final wave
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  86. Har’aken has tentacles that spawns around the combat arena, he will spawn range and mage tentacles that are weak to melee and range respectively. The tentacles will melee you at melee range. The aim is to kill Har’aken’s head which surfaces every 72 seconds. You are not required to kill the tentacles for Har’aken’s head to spawn. The head can spawn on any side of the arena except at the north. Standing in the middle of the south wall allows you see when the head spawns immediately. This however, will make you be in the attack range of all tentacles. The head has good melee and ranged defence but very bad magic defence, so you can be in full melee gear and still hit with mage. When the head spawns choose one of the two corners where there are less tentacles and attack the head from there. When Har’aken is submerged in the lava find the corner with the least tentacles and look at the map. Once you’ve counted 18 attacks from a tentacle, go back to the south of the map and look for Har’aken’s head. Now for the crystals. Magic crystals make soa super strong but your defence will be lowered to 50 which will be unfavourable if you have low supplies. Any invulnerability crystals should be used whenever you want, but note only one crystal can be used at a time. Constitution crystals should be used when you need to start healing, it will raise your lp to massive levels which will enhance the effect of brews and unicorns. The boss usually takes 10-20 minutes for first timers.
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