Boss fights

The bosses you fight idle, fought by hand. Each is a run of waves on the Fight Caves' rules: every attack is telegraphed, the right protection stops it, prayer only drains and health never comes back. Clear one and its boss's flair is yours. These are hard, and gear will not carry you: every monster lasts the same number of its own attacks however strong your weapon is, so once your gear gets you through the door, only your clicking decides it.

Flick it. An armed protection burns prayer every second it is up. Tap it on for the tell, off again after.
Choose what dies first. Attacks land on top of each other and you can only block one style at a time. Click a monster to target it.
Some hits end the run. A Jad or Zuk hit that gets through can take nearly all your health.
Break the ice. An ice giant's frost breath is magic: Protect from Magic takes its damage, but it still knocks your prayer off and freezes you. You cannot pray until you click the ice apart (or press any prayer key).
Hands and prayer at once. The Theatre's blood spawns must be clicked before they burst, while the right protection stays up. Leave the dark pools alone.
Keep moving. Vorkath floods the floor with acid. Standing on acid burns, and so does standing still: click from clean tile to clean tile, with Protect from Missiles up.
Dodge the fireball. Vorkath's giant fireball gets through any prayer. Click Dodge! before it lands.
Kill the spawn. Vorkath's Zombified spawn explodes through any prayer. Click it and kill it before it reaches you.
Pick a god. The Mage Arenas are fought for Saradomin, Guthix or Zamorak, and a clear pays that god's cape and staff, then their imbued cape. Kolodion's god spells and the avatars' light and flames are dodged, not prayed against, and his web is torn by clicking it.
Think, don't race. In the Tombs of Amascut every attack gives you about two seconds. What wins it is the puzzles: watch the glyphs light up and walk the path back in order, or pick the obelisks that add up to the seal's number. Each one solved strikes the boss.
Bend the light. In the Path of Het, click mirrors to tilt them until Het's beam reaches the seal. Trace the beam first: a few tilts are free, then every extra one burns.
Find the pairs. In the Path of Apmeken, turn tiles two at a time to find matching symbols. A wrong guess is free, unless you had already seen where its twin was.
Break the shield, squash the swarm. Nothing gets through Kephri's shield but a solved puzzle. Click her scarab swarms before they reach her, or they mend her.
Healers undo you. Four of them heal as fast as you hit. Kill them, then the boss. Zuk takes it badly: once his healers are dead, he attacks twice as fast.