Fire Cape Guide --- Getting fire cape - Pures 10m main 5m

Discussion in 'Archives' started by RS2_Gold4Sale, Aug 30, 2007.

Fire Cape Guide --- Getting fire cape - Pures 10m main 5m
  1. Unread #1 - Aug 30, 2007 at 8:56 AM
  2. RS2_Gold4Sale
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    Fire Cape Guide --- Getting fire cape - Pures 10m main 5m

    Fire Cape Guide



    Table of Contents:

    • (1A) Requirements
    • (1B) Equipment list
    • (1C) Item list
    • (1D) Equipment Stats
    • (1E) Information
    • (1F) Monster List
    • (1G) Strategies
    • (1H) Victory
    • (1I) Warning

    _________________________________________________________________________
    (1A)
    Requirements:

    Combat: 100+
    Range: 70+ (80+ range is your best choice)
    Prayer: 60+
    Armour: A set of Guthans is not always needed (optional)
    _________________________________________________________________________

    (1B)
    Equipment list:

    • Verac's Helm
    • Verac's Skirt
    • Ranger Boots (recommended)
    • Archer Ring (optional)
    • God prayer cloak (best choice) ~Guthix cloak is cheapest~
    • Glory \ Fury amulet (fury is best for prayer\defence stats)
    • Black vambs \ Barrows Gloves (one range point difference)
    • Black Dragon hide Body \ Karil Top
    • Karils X-Bow \ Crystal Bow x2 [In the long run, crystal bow is cheaper.]
    • Full Guthan (optional, but is recommended)
    _________________________________________________________________________

    (1C)
    Item list:
    • Super Restore potions (4) x 21 (recommended more than prayer potions)
    • Saradomin Brew (4) x 6 (recommended)
    • Wild Pies x 2 - 3 (optional) [raise range stat] 2 bites heal 22 hp
    • Ranger potion (4) x 1 (optional)
    • Sweets x ??? [treasure trail item, stacks and recovers hp. any number of them] (optional) mostly pures use this item.

    _________________________________________________________________________
    (1D)
    Equipment Stats:

    Black Dragon hide Body

    Attack: Stab +0, Slash +0, Crush +0, Magic -10, Range +30
    Defense: Stab +55, Slash +47, Crush +60, Magic +50, Range +55
    Other boosts: Strength +0, Prayer +0.


    Black Dragon hide Vambraces [spiked]

    Attack: Stab +0, Slash +0, Crush +0, Magic -10, Range +11
    Defense: Stab +6, Slash +5, Crush +7, Magic +8, Range +0
    Other boosts: Strength +2, Prayer +0.


    Ranger Boots

    Attack: Attack stab 0, slash 0, crush 0, magic -10, range 8;
    Defence: stab 2, slash 3, crush 4, magic 2, range 0
    Other boosts: Strength +0, Prayer +0


    Guthix Cloak/Saradomin Cloak/Zamorak Cloak

    Attack: Stab +0, Slash +0, Crush +0, Magic +1, Range +0
    Defence: Stab +3, Slash +3, Crush +3, Magic +3, Range +3
    Other boosts: Strength +0, Prayer +3


    Verac pl8 Skirt

    Attack: Stab +0, Slash +0, Crush +0, Magic -21, Range -7
    Defence: Stab +85, Slash +82, Crush +83, Magic +0, Range +84
    Other boosts: Strength +0, Prayer +4


    Verac Helm

    Attack: Stab +0, Slash +0, Crush +0, Magic -6, Range -2
    Defence: Stab +55, Slash +58, Crush +54, Magic +0, Range +56
    Other boosts: Strength +0, Prayer +3


    Glory Ammy

    Attack: Stab +10, Slash +10, Crush +10, Magic10 , Range +10
    Defence: Stab +3, Slash +3, Crush +3, Magic +3, Range +3
    Other boosts: Strength +6, Prayer +3


    Crystal Bow [Full]

    Attack: Stab +0, Slash +0, Crush +0, Magic +0, Range +100
    Defence: Stab +0, Slash +0, Crush +0, Magic +0, Range +0
    Other boosts: Strength +0, Prayer +0

    As your Crystal Bow starts to degrade the range boost that it gives decreases.

    Stat Boost Total:[​IMG]
    Attack: Stab +10, Slash +10, Crush +10, Magic -51 , Range +150
    Defence: Stab +209, Slash +201, Crush +214, Magic +66, Range +201
    Other boosts: Strength +8, Prayer +13
    _________________________________________________________________________


    (1E)
    Information:

    Inside the Fight Caves Mini-game, your goal is to last as long as you can inside the cave. In the beginning you will start out by being attacked by a small group of bats-like-things called (Tz-Kih)-level 22. As you progress in your massacre, your enemies will become harder, and harder. The monster you will fight last will be, (Tz-Tok-Jad)-level 702. There will be 63 waves of monsters in all. This Mini-game takes about two to three hours. ( 2-3 hr.) Dwarf Multi-Cannons are not useable in the Fight Caves Mini-game.

    Logging out:
    If you need to log out while inside the Fight Caves Mini-game, it will save your progress automatically for when you log back on, and you will resume fighting the next wave of monsters. When you click the "log out" button, a message will pop up saying, "if you log out before you have finished the wave of monsters, your progress will not be saved", but logging out after the wave of monsters you are currently on, it will save your progress. In order to save your progress, you must kill all the monsters currently inside the cave, and it will say "You cannot log out until 10 seconds after combat". This will let you know that you have killed every monster in the cave in that wave, and lets you know that it is safe for you to log out. DO NOT LOG OUT DURING THE POINT OF THE Ket-Zek-(level-360) and FORWARD, because you might not be able to turn your protection prayer on fast enough, and might get hit with 50+ damage.

    _________________________________________________________________________

    (1F)
    Monster List:

    This part of the guide will tell you the amount of (HP), type of attacks the monsters use, how much of a threat each individual monster is, and information about the individual monsters (including each monsters individual combat level).

    Tz-Kih-Level 22
    Hp: 10
    Attack style: Melee
    Threat: High
    Info: Each time a Tz-Kih attacks you, your prayer will be reduced by one point plus the amount of damage it deals to you (even if it does no damage at all).

    Tz-Kek-Level 45
    Hp: 20
    Attack style: Melee
    Threat: Low
    Info: When you attack a Tz-Kek-(Level 45) with a melee attack, its body acts like a ring of recoil on you and you will take 1 damage every time you hit it with a melee type attack. Mage attacks, and Range attacks are not affected by this effect.

    Tz-Kek-Level 22
    Hp: 10
    Attack style: Melee
    Threat: Low
    Info: After you kill a Tz-Kek-(Level 45), two of these monsters will spawn where it died. (These do not have the recoil effect)

    Tok-Xil-Level 90
    Hp: 40
    Attack style: Range, Melee
    Threat: Moderate
    Info: These monsters are not a big threat unless you are fighting them in the same wave as Ket-Zek-(Level 360).

    Yt-MajKot-Level 180
    Hp: 80
    Attack style: Melee
    Threat: Moderate, High
    Info: Yt-MajKot-(Level 180) are able to heal themselves and other monsters, but only if you are standing close enough to where they can attack you. These are fairly easy to kill with range in the safe spot.

    Ket-Zek-Level 360
    Hp: Around 160
    Attack style: Mage, Melee
    Threat: High
    Info: These monsters are harmless if you are standing where it cannot attack you with melee, and have "protect from magic" prayer on. They can hit 50+ damage with both mage and melee attacks.

    Tz-Tok-Jad-Level 702
    Hp: Around 380
    Attack style: Mage, Range, Melee
    Threat: Very High
    Info: When TzTok-Jad is at Half Health, 4 Yt-HurKot's-(Level 108) will spawn and start healing him.

    Yt-HurKot-Level 108
    Hp: Around 40
    Attack style: Melee
    Threat: High
    Info: These monsters will come out once TzTok-Jad is at Half Health. If you kill them, they will respawn every time TzTok-Jad reaches Half Health.
    (It is best to keep them alive)

    _________________________________________________________________________

    (1F)
    Strategies:

    Tz-Kih-Level 22: Kill them range attacks before they are able to hit you, as they drain your prayer and will hurt you in the long run.
    (Kill these first before all other monsters)


    Tz-Kek-Level 45: Hold them on the other side of the "Italy Rock" and range them. Do Not Melee Them!


    Tz-Kek-Level 22: As these can walk past the Italy Rock, simply kill them as they are no real threat and only have 10 HP.

    Tok-Xil-Level 90: Kill these monsters quickly from a distance using range attacks, as their Melee Attacks do more damage.
    (Kill these after the "Tz-Kih" in every situation. Kill the BATS FIRST!)


    Yt-MajKot-Level 180: Kill these safely from behind the Italy Rock. Avoid close contact as they Hit in the high 20's and will be able to heal themselves or other monsters.

    Ket-Zek-Level 360: Keep "Protect from Magic" on at all times while fighting these as they hit 50+ with mage. Watch your prayer points, and avoid close contact as these hit 50+ with melee. After killing these while in the same room with other monsters, turn off your protection prayer to save prayer points and kill the other monsters in the room using the Italy Rock for safety. Don't Forget To Turn It Back On "After" you kill the Last monster of that wave. (Kill these after the Bats, and Rangers)

    Tz-Tok-Jad-Level 702: Right after you kill the pair of Ket-Zek's, quickly run to the North-Eastern side of the Italy Rock. Keep your protection from mage on as that is your lowest defence bonus of your armour stats. 9\10 times he will become stuck on the South-Eastern side of the Italy Rock, leaving him harmless. For this fight you protection prayer switches are the key to victory. All 3 types of his attacks can hit up to 99 damage so avoid contact so you will know what attack is coming before hand. When Tz-Tok-Jad Hovers in the air with is front legs in the air he will attack you with MAGE; you have about 2 seconds to switch to your "Protection from Magic", and when Tz-Tok-Jad lifts up and quickly comes down with his front legs he will attack you with RANGE; you have 1.5 seconds to switch to your "Protection from Range" prayer. Once you have gotten Tz-Tok-Jad's HP down to HALF, 4 Yt-HurKot-(Level 108) will spawn and start to heal him. Your best choice is to quickly switch your range weapon to Long-range, and attack each of them once to get their attention away from healing Tz-Tok-Jad. After you have their attention off of healing Tz-Tok-Jad continue as you were before they came out, while watching your HP and Prayer Points. DON'T Forget to Switch your range weapon back to Rapid attack style in order to kill him faster.


    Yt-HurKot-Level 108


    Double: At any time when you see TWO of the same monster in the SAME wave, that indicates that the next highest level monster is about to come out. Two Ket-Zek's indicate that Tz-Tok-Jad is Next.


    Italy Rock: The only safe spot in the cave. If you can, USE IT! If you can't use the Italy Rock then run around behind one of the other monsters and kill off the most deadly monsters first.
    Attacking Order: Bats, Ranger, Mage, Melee, or simply put "BRM Me".
    (Always follow this attacking pattern)

    Healing: When the time comes where you need to eat\drink, only eat\drink once in between Tz-Tok-Jad's attacks

    _________________________________________________________________________
    (1H)
    Victory:[​IMG]

    [​IMG]

    Congratz! You have now defeated Tz-Tok-Jad, Runescape's strongest monster ever!! as a reward you will receive about 8k tokkul and a beautiful Fire Cape as a prize.

    ________________________________________________________________________​
     
  3. Unread #2 - Aug 30, 2007 at 11:51 AM
  4. irule4ever
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    irule4ever Forum Addict

    Fire Cape Guide --- Getting fire cape - Pures 10m main 5m

    nice guide 10/10 sticky tho
     
  5. Unread #3 - Aug 30, 2007 at 11:55 AM
  6. Havoc Network
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    Havoc Network Keep calm and carry on.
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    Fire Cape Guide --- Getting fire cape - Pures 10m main 5m

    Not bad, but you can find this on any runescape fan site.. Where im sure you got most of the info.
     
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