Jav Posted May 16, 2021 Share Posted May 16, 2021 (edited) Welcome to Jav's guide to an EASY Fire cape! Note: This is a guide for a RANGED attempt at the Fight Caves. Right here, is where I'll be going through ALL the steps, gear, safe spots etc. Basically, everything you'll need to walk through the fight caves, and get yourself that illusive fire cape. Note: It takes time to get used to the process, it's not exactly easy so don't get disappointed if you fail the first few attempts. First of all, the TzHaar Fight Cave is a safe minigame, which means you will never lose your items when you're killed. Getting there can be done easily by using the Fight Cave teleport, under the minigames tab at the Nexus at home. Recommended Stats (although it definitely can be done lower): 75 + Ranged 70 + Hitpoints 43+ Prayer 60 + Defence 75 Ranged isn't essential, as you definitely can complete the fight caves without the use of a blowpipe, but it really will speed up your time to have that in your arsenal. Fight Caves on Boom is a little different to OSRS however, as Donator Ranks will skip waves based on their rank. Gear So, let's start with our gear setups, inventory setup, and everything you'll need for both wealthy, and the not so wealthy. In the helmet slot: It's recommended to either have a tank helmet, for example the Verac's helm, or a blessed d'hide coif. This is because the Verac's helm with give massive bonus' toward your defence stats which will massively increase your survivability. The coif, however, gives prayer bonus which in turn, will stop you needed so many super restore potions. In the Cape slot: Obviously, the Ava's assembler would be the go-to option, however if you haven't accessed Vorkath yet, the Accumulator will be just fine. In the Necklace slot: A Necklace of Anguish is the Best in Slot for the job, however if you can't quite get your hands on one, an Amulet of Fury, or even an Amulet of Glory will suffice. In the Ammo Slot: This is where it gets awkward, If using a crossbow, Diamond Bolts (e) will be the go to option - they can be purchased from the ranged store at home. However if you have access to the Blowpipe, it's a much better idea to use a God Blessing. You can get these from clues, or you can buy Rada's blessing from the Vote Store, which is just as good. In the Weapon Slot: As I mentioned earlier, the Blowpipe is by far the best option when it comes to accessibility as well as cost and effectiveness. However if you're really early into your account, you'll likely not have access to one. So a simple rune crossbow works perfectly, and if you have a dragon crossbow or an Armadyl crossbow, even better! However for the easiest time in the fight caves, I really do recommend trying to pick yourself up a Toxic Blowpipe. In the Chest, Legs and Boots Slots: I highly recommend just picking up some blessed d'hide . It'll help with damage output, as well as giving a massive prayer bonus, which will carry you through the early waves. However, black d'hide should be just fine, as well as rune boots. In the shield slot (for crossbow users only): If you can get your hands on one, I HIGHLY recommend picking up a crystal shield. It has massive defensive bonus' and isn't too pricey, however if you're strapped for cash, you can use a god book, or even a rune kiteshield. In the Gloves Slot: Barrows Gloves. Nothing else to be said. Finally, in the Ring slot: For maximum efficiency, an Archers Ring (I) will always be the best option and will definitely be the best investment on this list if you're strapped for cash. There really isn't an alternative to the archers ring, as other rings don't give any where near as good of a bonus. Inventory I have a picture, from when I was learning fight caves a long time ago, and to this day I still stick by it. Your inventory should look something like this. It should consist of: 14 Super Restores, for restoring your prayer as well as removing the debuff's the saradomin brew's will give. 10 Saradomin Brews, quick food and defence bonus', who wouldn't want them. 4 Ranged Potions, for boosting your ranged, duh. Waves, and what to expect. Now, we'll take a deep dive into what the waves are like, and what you should expect to fight. The Wave system works in a multiplicative sense, so you kill one monster, then two of that monster spawn the next wave. Then after you kill two of that monster, a new, stronger, monster spawns. All the way up to wave 63 when two of the strongest monsters, spawn TzTok - Jad. Monsters: 1. Tz-Kih (Bat): Uses melee and drains your prayer (highest priority to kill) (donâ€™t pray). 2. Tz-Kek (Blob): Uses melee and has a max hit of 7 and splits in two upon death (very low priority to kill) (donâ€™t pray). 3. Tok-Xil (Ranger): Uses ranged and melee (medium priority to kill) (praying protect from missiles is needed while safe-spotting it) 4. Yt-MejKot(Meleer): Uses melee (very low priority to kill) (can be safe-spotted). 5. Ket-Zek (Mager): Uses mage and melee (Low priority to kill) (praying protect from magic is needed while safes-spotting it) Safespotting The best way to safe-spot TzHaar Fight Cave monsters is by using the Italy-rock to trap the Rangers, Meleers, and the Magers (Yt-Mejkot is the only meleer to trap). The Italy-rock is located south of the cave entrance and the way you trap the monster is totally up to you. You can just lure them until you trap them behind the Italy-rock. What you should do for each wave: Wave 1 - 6: Just keep killing everything you see and praying is not needed. Monsters: Tz-Kih + Tz-Kek (Bat and Blob) Wave 7 - 14: Turn on Protect from Missiles prayer because Rangers will start spawning from this wave 7 until wave 14. You will also need to safe-spot them around the Italy Rock. Monsters: Tz-Kih + Tz-Kek + Tok-Xil (Bat, Blob and Ranger) Wave 15 - 21: Meleers will start spawning and you will have to safe-spot them around the Italy Rock. Rangers wonâ€™t spawn again until wave 22 so you donâ€™t have to Pray. Monsters: Tz-Kih + Tz-Kek + Yt-MejKot (Bat, Blob and Meleer) Wave 22 - 30: Turn on Protect from Missiles prayer again while safe-spotting and meleers and the rangers. Monsters: Tz-Kih + Tz-Kek + Yt-MejKot + Tok-Xil (Bat, Blob, Meleer and Ranger) Wave 31 - 37: From wave 31, the Fight caves is exactly the same as 1 - 30, just with a mager on every wave. Turn on Protect from Magic because Magers will start spawning while Meleers and Rangers wonâ€™t spawn. Using the Italy Rock as a safe-spot is still necessary because Magers can still hit you with melee. Monsters: Tz-Kih + Tz-Kek + Ket-Zek (Bat, Blob and Mager) Wave 38 - 45: Rangers will spawn again so keep praying Protect from Magic while giving the highest priority to kill Rangers. You must keep safe-spotting around the Italy Rock (try to kill Rangers fast before safe-spotting). Monsters: Tz-Kih + Tz-Kek + Ket-Zek + Tok-Xil (Bat, Blob, Mager and Ranger) Wave 46 - 52: Meleers will spawn again and Rangers will not appear during these waves. Keep praying Protect from Magic while safe-spotting Meleers and Magers. Monsters: Tz-Kih + Tz-Kek + Ket-Zek + Yt-MejKot (Bat, Blob, Mager and Meleer) Wave 53 - 60: Each wave will include the 3 attack style. Keep using Protect from Magic and give the highest priority to kill Rangers as fast as possible (especially during Wave 60) while safe-spotting the others. These are the hardest of the waves. (Apart from Jad) Monsters: Tz-Kih + Tz-Kek + Ket-Zek + Yt-MejKot + Tok-Xil (Bat, Blob, Mager, Meleer and Ranger) Wave 61 Keep using Protect from Magic while safe-spotting the meleers. Rangers wonâ€™t appear again from now on. Monsters: Ket-Zek + Yt-MejKot (Mager and Meleer) Wave 62 Two Magers will appear during this wave and the Orange Mager is where Jad will appear in the 63rd wave. Keep using Protect from Magic, kill the Red Mager then the Orange Mager and get ready to kill Jad. Monsters: Ket-Zek only How to Kill TzTok - Jad TzTok-Jad uses all attack styles that means keeping a distance will prevent him from using Melee. Jad will keep switching between Range and Magic attack styles, the problem here is to keep up with him using your protection prayers. Don't worry, I've got a Jad strategy that works! Jad's movement while using Range is not the same when he uses Magic, so pay attention to his movement to be able to counter his attack. Range hit is when Jad raises his legs quickly in the air, and slams his feet on the floor: Magic hit is when Jad raises his legs slowly, and stands on his back legs: Both of these movements are very different and can be countered easily if you are fully focused on Jad's legs. At 50% Health, 4 Healers will spawn around Jad to heal him, at this point you should prevent them from doing that by luring them using your weapon. These Healers use melee and have a max hit of 14, which means you should kill them first while keeping an eye on Jad's movement to counter his attack. You can also attack the healers, then run to the opposite side of Jad to safespot them around the back of the big bad Jad. A few tips to remember: You can always log out to save your progress. Never use the game sound Always disable Auto-retaliate Keep an eye on your Prayer counter and do not spam eat Saradomin Brews, as it will lower your stats. Itâ€™s better to use Prayer Hotkeys, these can be set up in the setting section in game. If you die by the last hit of Jad before his death, the Fire cape wonâ€™t be awarded. Thanks for reading through my Fight Caves guide, and good luck on your Fire Cape! Edited May 20, 2021 by Jav 1 Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.