Guide · Bosses

The Void Cave

A solo 21-round gauntlet behind the sealed rift in the Null Sanctum. Clear it to earn the Void Cape.

The Void Cave is a solo gauntlet: 21 rounds in a private arena that nobody else can see or enter. It starts behind a sealed rift at the bottom of the Void Dungeon and ends with a duel against the Void Keeper. Your first clear earns the Void Cape.

Getting in

The sealed rift stands at the far end of the Null Sanctum, the Void Dungeon's third floor, past its Void Demons, so you need a Void Dungeon admission to reach it (The Void Dungeon). Use a Void Key on the seal: entry costs five Void Keys, loose, noted or a mix of both. The keys are spent the moment you enter and never come back, whatever happens inside. The seal refuses you while you are in combat, carry or wear any members-only item, or have no free inventory slot.

Members items cannot come in. Sharks, most potions and every arrow except bronze are members items, so bring free-to-play food such as swordfish and lobsters. Void gear is not members-only, and every monster in the cave is a void monster, so the Void weapons get their full bonus and the Void Shortbow needs no arrows (Void gear).

The rounds

The rounds grow from a pair of Void Spiders to mixed packs of Void Wolves, Void Wizards and Void Ogres, with a short rest between each.

  • Void Rush rounds. Three times, walls of void sweep across the arena. There is nothing to kill: stand in the gap as each wall passes.
  • Wizard rounds. The wizards stand still and cast. Only Protect from magic, at 43 Prayer, stops their spells. A wizard you are fighting in melee does not cast.
  • The final round is the Void Keeper. It fights like a player: it closes in, backs off, casts, eats and drinks strength potions.

Clearing the cave

Beat the Void Keeper and the cave falls silent: that is a clear. Every Void Cape awarded is announced to the whole world.

  • Your first clear gives you the Void Cape. If your inventory has no room for it, you get nothing and your next clear gives it instead.
  • Every clear after that gives another Void Cape 1 time in 20. Otherwise you get one of a dragonstone, a rune 2-handed sword, runite bars, Void Keys, blood runes, coins or swordfish. If your pack is full, the reward lands at your feet: pick it up before you leave.

Step into the rift at the arena's edge to return to the Void Enclave, or wait 20 seconds and the cave sends you there itself. Out of combat, you can also leave through that rift mid-run, and logging out ends the run.

Dying in the cave is safe: you keep every item. The run ends and you wake at the Null Sanctum landing, in level 20 Wilderness, with your Void Dungeon admission intact.

The Void Cape

The Void Cape gives +7 Armour and +5 Power and needs no levels. It can be traded but not noted, and when you die it is an ordinary item, kept only if it is among the items you protect.

Its Teleport option takes you to the Void Enclave, or to the Null Sanctum while you have a Void Dungeon admission or have finished The Last Toll: it skips the walk down, never the toll. Outside the Wilderness the trip is immediate; in the Wilderness, stand still while the cape folds around you. It does not work above level 20 Wilderness, inside the Void Cave, in a duel, during the 10-second Wilderness player-combat delay, or in other places that block teleports. NPC combat alone does not block the cape.

A team version of the cave, Fury, runs as a hosted event: see Events.