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Best firecape guide ever (not mine)

SlaveOfTheBeast

Official hater of all things emo

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I DIDN'T MAKE THIS!
ALL CREDIT GOES TO: http://www.zybez.net/community/index.php?showtopic=820585




Table of Contents:
A. Updates
B. Introduction
C. Equipment/Stats
D. Last Minute Checks
E. A Huge Flippin' Tip
F. The Waves
G. The Monsters
H. Special Waves Walkthrough
I. TzTok-Jad
J. The Healers/Finishing Jad
K. F.A.Q
L. Conclusion/Special Thanks

A. Updates
Edit 06/08/07:
I just got back from my high school graduation ceremony, and I'm so excited! Go me! Going to college in the fall too...weeeeee!!! woeh.gif

Edit 05/30/07:
Got my cape back again, 3rd time doing it now, used the exact setup I have for 70+ defense. Healers respawned for me, so now I have conclusive evidence that if they get Jad to full health, they come back. Added this new info to guide.

Edit 05/16/07:
Guide is newly updated with lots more pics and more info! Enjoy!

Edit 05/10/07:
After being pked in Edgeville and taking two steps to run to the bank to get my cape back, The Mysterious Old Man randomly decides to kidnap me and make me complete one of the longest randoms in the game. By the time I got back to Edgeville to retrieve my cape, it was long gone. Thanks a lot Jagex. Ironic, isn't it, that this would happen to me, of all people? Ah, the Mysterious Old Man has a sick sense of humor.

Edit 03/04/07:
PLEASE READ THIS! RSC members Fluff or Blenders are responsible for cleaning out the useless posts in this guide (i.e., "Great guide 10/10!" and "Here's what I did, I'll try later but thanks!" or "OMG I g0t t3h fir3 c4p3 here r pic!11!1shiftone!!") Please, if you are going to post, make their jobs easier and post something that they won't have to just go back and delete. For example, ask a question, make a suggestion, respond to someone else's post; basically, just try to include something in your post that adds to the overall quality of the guide. Thank you.

Warning: This guide covers the very difficult minigame, the Fight Caves. The caves are not to be attempted by the inexperienced. Also note, getting the Fire Cape on your first, sometimes second or even third try is not guaranteed. Read on, and attempt the caves at your own risk.

One quick comment. The Fight Caves are a SAFE MINIGAME. If you die, you don't lose any items, and are simply teleported outside of the Caves.

B. Introduction
Hi everyone! If you're reading this guide, you probably fall into one of a few categories:

1. You've never tried the fight caves.
2. You've tried them but could never find a good enough guide to get you through.
3. You can't afford runes for maging or Guthans.

Hopefully, this guide will help anyone with questions about the caves...without the use of mage, or even Guthans. Note that this guide is specifically for those with 40 DEF AND UP. 1 def pures and even 20 def pures may not find this guide appropriate, because they will obviously take more damage due to their low def levels. For the rest of us...this guide will help!

Here's what this guide will and won't do for you.

THIS GUIDE WILL:
1. Help ANYONE over 45 defense (that means mains with 70-99 def and stuff!) get through while taking as little damage as possible, without mage or Guthans.
2. List all the waves of enemies.
3. Give tips on spawns of enemies and how to defeat them while taking little or no damage.
4. Give you a fool-proof guide on TzTok-Jad.

THIS GUIDE WILL NOT:
1. Help pures or initiate pures.
2. Work for everyone right away. It takes time to get used to the caves and many of the concepts I'm going to cover.

So then, let's get started!

<~*~>Last Hanyou's Fight Caves Guide Version 2.0<~*~>


C. Equipment/Stats
The most important thing about these caves is the equipment you bring into them, both in what you wear and what you have in your inventory. Here is what I used on my attempt at the Caves as a rune pure. (Note: This is the second time I've gotten the cape. This is also the first time I tried without mage. This inventory worked perfectly for me, on my first try, and I had plenty of racks, food, and pray pots/super restores left.)

Yellow potions=Saradomin Brews
Green/Cyan Potions=Prayer Potions
Magenta Potions=Super Restores
Potato-Looking Thingies=Tuna Potatoes (Heals 22 in one bite)
Weapon=Rune Halberd

Here is an alternate gear setup for those with 70+ defense:

Fishy Thingy=Manta Ray
Weapon=Dragon Halberd

A few notes about my gear:

--If you can get one, a trimmed 99 skill cape would be much preferred to obsidian, since it gives +9 to all defense stats AND a cool +4 prayer bonus.

--A fury amulet may be replaced with a glory. I used a fury because the defensive bonuses are much higher and the pray bonus is slightly more. Remember you can always sell the fury when youre done.

--The berserker, along with the rune legs, are there for defense. 45 defense pures especially need these items, because the 90's will tear us apart with their range otherwise. THIS IS IMPORTANT: WHEN RANGING, YOU CAN ALWAYS TAKE OFF THE LEGS AND HELM SO YOU HIT MORE WITH RANGE. Just make sure nothing is meleeing/ranging you. Berserker can be exchanged with a Warrior helm, or even better, the Neitiznot helm, because this helm gives you a little bit of a prayer bonus, which is always nice. Another option for 70 defense people is a Verac's helm and a Verac's skirt, which sports better defense and a prayer bonus.

--Addy gloves are the best I can use, and I brought them instead of black d hide vambs because vambs offer only +4 range higher attack bonus, but a sharply reduced range defense. Also, the addy gloves work better for meleeing; as you see I have a rune halberd (dragon would be even better if you can use it). If you have Barrows gloves, use them. They have very nice attack, strength, and defense bonuses.

--Why the hallies? When fighting the 180s, they truly shine, because you can melee them from a distance around the Italy Rock (more on this rock later) while saving your precious racks. If you've got 60 attack and done Regicide, by all means, get a Dragon Hally. They work a lot better.

--Rune boots are there for defense, although at the time I didn't realize that THEY DON'T GIVE YOU A BETTER RANGE DEFENSE, which is really what you need -.- So in all reality, if you can afford it, go with ranger boots and sell 'em when you're done with 'em. If you can't get any, Snakeskin Boots should be a second option.

--Why not all super restores in the first pic? Well, at 52 prayer, super restores restore 21 prayer. Prayer potions restore 20. I brought 5 super restores because you should always have 1 dose of super restore for every sara brew dose you bring. If you don't know, sara brews heal 15% (?) of your hp, boost your defense, but lower all other stats. Drinking a super restore brings your stats back up to normal. Also, if you've done the Rum Deal Quest, the Holy Wrench may prove to be useful, as it restores more prayer per dose if it's in your inventory. (Thanks to Solo number9 for reminding me about this.)

--Some people might wonder 'Why bring tuna potatoes when sara brews heal more over 4 doses?' To answer, I say because if you get heavily damaged in the caves and are down to a sliver of your health, eating a tuna potato/shark and drinking a sara brew dose heals you over 30 hp right away, keeping you alive. That, and, I didn't even use all my food in the caves. That much food is more than enough.

--I used the xbow simply because I can't use a crystal bow, and if I got it, the immediate 900k recharge would cost more than racks, so I stuck with the xbow. If you can use the crystal bow, by all means feel free to use it. If you're down to 180k gp per recharge, that's even more reason to use it. Just make sure you bring an extra crystal bow just in case.

--I'm 84 range; I used 2k bolt racks. Lower lvls may need more racks, and those not using a hally will also need more. Those with higher range levels will naturally use less racks.

--If possible, grab an archer ring. It's not a huge deal, but the +4 range bonus will help a little bit.

Whew! That's a lot to take in. Go get a Mountain Dew and come back when you've got one.

Alright! So now youve got your gear. What about stats? You think you can do it? Here's what I recommend at the very least.

Defense: 40 (I wrote this guide with the assumption that the reader is 40+ defense, and my techniques may hurt or even be suicidal for lower defense people, as they will obviously take more damage.)
Range: 70 (Xbow and/or crystal bow.)
Prayer: 40 (THIS IS THE ABSOLUTE MINIMUM. Having higher prayer is always better, and I recommend at least 43 for killing the Healers. More on this later.)
Att and Str: If you're using a hally, having these is helpful, but if you're ranging, these aren't important.
HP: The higher you are, the more sara brews will heal.

You've got all those stats you say? Great! Let's get ourselves to Karamja.

Wow that was fast! Hey, we're at the entrance to the caves! Refer to this map if you need some help finding the caves...


(Thanks to Zybez for this picture of the Tzhaar City)

Better get ready! Better sure you have these last minute checks done before you go in.

D. Last Minute Checks
1. Make sure you have all your gear. (You'd be surprised...people do forget.)
2. Make sure sound effects are ON! They are extremely useful, and almost crucial when fighting Jad.
3. Make sure you're not listening to music. I know, 3 hours in the caves can get boring, but you want to make sure you can hear the monsters' attacks.
4. Make sure you can devote 3 hours to these caves! If you absolutely have to leave, YOU CAN LOG OUT INGAME (INBETWEEN WAVES ONLY) AND YOUR PROGRESS *WILL* BE SAVED. What this means is, press the log out button in the middle of a wave and you will be given a warning. Then when the all the monsters from the wave are dead, you can log out and your progress thusfar in the caves will be saved. Be careful though, logging out in the waves when the 360's are showing up can be very dangerous, because when you log in you won't have mage pray on and they can hit you big. This goes double for Jad. Check the Runescape Knowledge Base for more info.
5. GO TO THE BATHROOM! You don't wanna get stuck fighting in the later waves and feel the extreme urge to relieve yourself.
6. Relax, and remember, this is totally possible. If a lvl 51 1 def pure with 71 range and 43 pray (8 Jad 8, my hero) can do it, so can you!

Alrighty then. Are ya ready? Are you sure? Ok, time to get that cape!!

E. A Huge Flippin' Tip
This is quite possibly one of the HUGEST, MOST IMPORTANT TIPS FOR THE FIGHT CAVES. It is quite simple as well, so bare with me and I'll try to explain it.

Now, while you're sitting there waiting for those 360's to spawn, isn't it kind of annoying that your prayer just drains while you wait? What if you could stop it from draining while you sit there not attacking anything? Well, you can. All you need to do is open up your emotes page and click on an emote that you don't have (any one that is darked out) and a box should pop up in your chat window that says "You can't use this emote, click here to continue." Well, as long as you dont click on "click here to continue" and keep the box up, your prayer will not drain at all, and neither will your increased stats! Then when the 360 or whatever appears, you can attack it freely, and you just saved yourself a few valuable prayer points. Alternatively, if you brought a charged glory, or even a dueling ring into the caves, you can use their teleport abilities to bring up a box that will let you tele to various locations. If this box is up, your prayer will similarly not drain, along with your increased stats.

Note: Some people have brought up the argument that this may be bug abuse. However...

So there ya'll go.

F. The Waves
Here is a list of all the waves, in order. Roman Numerals next to a wave means I will explain its significance later on.
1. 22 (I)
2. 22 22
3. 45
4. 45 22
5. 45 22 22
6. 45 45
7. 90 (II)
8. 90 22
9. 90 22 22
10. 90 45
11. 90 45 22
12. 90 45 22 22
13. 90 45 45
14. 90 90
15. 180 (III)
16. 180 22
17. 180 22 22
18. 180 45
19. 180 45 22
20. 180 45 22 22
21. 180 45 45
22. 180 90
23. 180 90 22
24. 180 90 22 22
25. 180 90 45
26. 180 90 45 22
27. 180 90 45 22 22
28. 180 90 45 45
29. 180 90 90
30. 180 180
31. 360 (IV)
32. 360 22
33. 360 22 22
34. 360 45
35. 360 45 22
36. 360 45 22 22
37. 360 45 45
38. 360 90 (V)
39. 360 90 22
40. 360 90 22 22
41. 360 90 45
42. 360 90 45 22
43. 360 90 45 22 22
44. 360 90 45 45
45. 360 90 90
46. 360 180 (VI)
47. 360 180 22
48. 360 180 22 22
49. 360 180 45
50. 360 180 45 22
51. 360 180 45 22 22
52. 360 180 45 45
53. 360 180 90 (VII)
54. 360 180 90 22
55. 360 180 90 22 22
56. 360 180 90 45
57. 360 180 90 45 22
58. 360 180 90 45 22 22
59. 360 180 90 45 45
60. 360 180 90 90
61. 360 180 180
62. 360 360 (VIII)
63. TzTok-Jad level 702 and 4 level 108 healers (IX)

(Thanks for Sikikmfg242 for wave sequence.)

G. The Monsters

Name: Tz-Kih
Level: 22
Info: This thing is totally harmless in terms of damage, but every hit it lands on you, even if it is a zero, will drain prayer. These must be killed first if they are able to attack you.


Name: Tz-Kek
Level: 45
Info: These are also fairly harmless; just range them and they aren't a problem at all. If you melee them, they will recoil 1 damage on you, and this will add up over time. So whip out that xbow or crystal bow and finish 'em. When they die, they spawn two minature versions of themselves that are level 22.


Name: Tok-Xil
Level: 90
Info: These are actually the monsters that will deal the most damage in the caves. When you encounter them on their own, feel free to pray range against them so you don't take any damage. When they are paired with 360s, however, you MUST keep mage pray on as you kill them, and therefore risk taking damage. If need be, use the Steel Skin prayer against them; it helps you get hit less, and won't use that much more prayer. Make sure not to melee them, as they also have a melee attack in addition to their range attack.


Name: Yt-MejKot
Level: 180
Info: These monsters will only melee you, so if you have them trapped somewhere on the Italy Rock they are totally unable to hurt you. Using a Halberd on these monsters is HIGHLY recommended and will save you a few hundred racks. Also note that if you melee them up close and personal, and they are able to hit you back, they will heal themselves and others around them as they attack. So, it's best to take them at a distance.


Name: Ket-Zek
Level: 360
Info: Once these things show up, you MUST ALWAYS HAVE MAGE PRAYER ON UNLESS YOU KNOW THEY ARE TRAPPED SOMEWHERE AND CAN'T ATTACK YOU. They are able to attack you from offscreen, and if your mage prayer is off, they can hit you for 45+ damage. These monsters are big enough that, if you need to, you can trap other monsters on them, like the 180s. They also have a melee attack that can do a lot of damage, so keep your distance and range them.


Name: Yt-HurKot
Level: 108
Info: See the "The Healers/Finishing Jad" Section of the guide.


Name: TzTok-Jad
Level: 702
Info: See the "TzTok-Jad" and "The Healers/Finishing Jad" sections of the guide.
(Thanks for Runescape.com for all pictures of the Fight Caves Monsters)

H. Special Waves Walkthrough
So you're in! Yay! Get ready for some serious 3 hours. First things first, as soon as you enter the caves, go stand here....

This is your safe haven (kinda) for the entire fight. After each wave, run right back here right away. And yes, stand EXACTLY WHERE I AM IN THE PICTURE. The closer you are to the eastern wall like I am, the closer monsters spawning to the west will have to come to get you. For example: say you're standing here and a 360 spawns to the west and a 180 spawns on the south side of the rock. If you're standing even 2 squares further west from where I am in the pic, the 360 will obviously be able to attack you from farther away. And, when you go to attack the 360, you will run out past the edge of the Italy rock, and the 180 will come after you. Now you have to deal with the 180 AND the 360, at the same time. Stand where I am, and the 360 will have to move closer, and so when you go to attack it, you won't move past the safety of the Italy Rock, and that pesky 180 won't come around it and try to get you.

Now then, this spot is what is known as the northern safe haven of the "Italy Rock", which is the rocky outcrop you can see on the minimap, which kinda looks like Italy. From here you can wait for the monsters to come for you, and (usually) deal with them in the order which results in the least damage to you. There are two other places you can stand around the Italy Rock and not be hit be oncoming melee enemies. These spots are especially useful for trapping the 180s. Here they are:


These two spots show the farthest north and south you can go along the western side of the rock (did you catch all that?) without being hit by the 180s. Stand here if you're using a halberd. Remember that the 360s and 90s can mage/range you from farther back, so if you're exposed anywhere along the western side of the rock, they'll get you.

So then, onto the special waves!

I. This is the first wave. From this one until you encounter the first 90, you have nothing to worry about. Just make sure you kill the 22's first, because every hit they inflict, even if it is a zero, will drain prayer.

II. Once the 90's show up alone, without the 360s, don't be afraid to use range protect and kill them. I almost always used range protect when I could, and had 16 doses of prayer/super restores at the end. If you protect, you shouldn't take any damage here.

III. The 180's on their own aren't all that dangerous. Most of the time they will spawn on the opposite (southern) side of the Italy rock and let you come out and kill them from a distance. Occasionally, they will spawn directly west of you and come straight down to attack. If you see one coming, simply switch to melee protect and run to the west side of the rock to trap the 180 on the northern side. THIS DOES NOT WORK WHEN THE 360'S SHOW UP. Mage protect must be kept on at all times when 360's are in the area.

IV. The first appearance of the 360's means things are gonna pick up, bigtime. Immediately after the wave of two 180's turn on mage protect AND LEAVE IT ON UNTIL YOU KNOW THAT THE 360'S ARE TRAPPED SOMEWHERE. Even if you're sitting at the safe haven on the northern side of the Italy rock for a minute sometimes, a 360 may have spawned west of you and if you have mage pro off, you'll take big damage. Just sit tight and wait until you know where the 360 is, and then and only then can you occasionally switch off mage pro if it's out of range. If it comes right at you, just kill it.

V. The caves get more difficult starting here. The combination of 90's and 360's means you have to keep mage pro on at all times, but risk getting hit by the 90's. The simple rule here is to KILL THE 90'S FIRST, ALWAYS. Even if you have to move to unfamiliar areas to get to the 90, as long as you dont stand right next to the 360 and let it melee you, and have mage pro on, you'll be fine. Just finish off the 90 and then focus on the 360.

VI. These waves with only 360's and 180's are actually a bit easier. 180's will only melee you, so if they're trapped, they're not a problem. Deal with the 360's first and then hally/range the 180's.

VII. Things get REALLY interesting here. Make sure you're paying attention and act quickly. From your safe haven north of the Italy Rock, most often you'll get spawns that can be dealt with with little effort. Occasionally, though, you'll get a bad spawn; a bad one would be the 360 and 90 spawning west with the 180 spawning south of the Italy Rock, and with the 90 behind the 360, yet still able to attack you if you go for the 360. In this case, you have to go out to attack the 90 (because they always have to die first) but in doing so, the 180 will come after you. Now they're all after you! Yikes! If possible, run around one side of the 360 so that the 180 becomes blocked by it, leaving you free to deal with the 90, then the 360, and finally the 180 by trapping it somewhere on the Italy Rock. Remember, mage pro while a 360 is around, always.

VIII. This is the last wave before Jad, and your last chance to prepare. As you're killing the final 360, ready yourself, both mentally and ingame, for Jad. Eat and drink sara brews until you're past your total hp lvl, drink a super restore, and take a range pot if you brought one. (Not Required.) As soon as the 360 dies, TURN ON RANGE PRO AND RUN TO THE ITALY ROCK SAFE SPOT! Reason for range pro will be explained later.

So then, you've got a feel for the waves. But remember, all the spawns are totally random. You might get a bad one where you have to think fast so you don't get totally beat down by the onslaught of 90's, 180's, and 360's all coming at you at once. I explained one example above in (VII), but there are others which can make you think. I'll outline what I can think of, and what have happened to me, here.

1. All spawn south of the Italy Rock, but the 360 is at the rear of the group and to kill it you have to run out far enough to get meleed by a 180 and ranged by a 90, along with any other monsters in the group. I had this happen in my latest attempt. Simply put, you have to get the 360 to come closer. Running around the Italy Rock to your safe spot to lure it closer won't help though, because the 360 will be at the rear of the group no matter what. So here's what you do. With mage pro on, kill the 90. Then kill any 45's and 22's in front of the 360. Then run back to the northern safe spot of the Italy Rock. Wait a few seconds, and run back around. The 360 should have moved forward, letting you range him while not getting meleed by the 180.

2. 360 spawns in the middle, and comes around the Italy Rock at you, 90 spawns west and also attacks, and 180 spawns south of rock. In this case, you have to deal with the 90 first, obviously. In moving out, however, the 180 may come around the rock at you. If this happens, try to trap it behind the 360 to render it harmless, kill the 90, then the 360, and finally the 180.

3. 360 and 180 spawn west, with the 180 in front and coming to attack, and a 90 is south of the rock. Once you see the 180 coming at you, with the 360 also west and attacking you, run to the west side of the Italy Rock, trapping the 180 on the north side. Quickly kill the 90, then the 360, and then the trapped 180.

4. All spawn west with the 90 able to attack at the same time as the 360. This is almost a doomsday scenario, with little chance of living if you are a rune pure, unless you're perfect and/or lucky in your movements. There are some variations to this spawn:

* 360 in front followed by 90, then a 180. In this case get close enough to the 360 that you can range the 90, but not so close that the 360 can melee you. Kill the 90, then the 360, then trap the 180 on the Italy Rock and finish it.
* 360 on front followed by a 180, then 90 in back. In this case the 90 might be out of range to attack you, or it may be able to hit you. Either way, if you kill the 360 first, the 180 will come at you, and the 90 will be too far away to attack from anywhere near the Italy Rock, causing you to have to run out after it, making the 180 come at you. This can be avoided in two ways, both of which are difficult and may not work if you're unlucky. The first is to run *right through* the entire group, back behind the 90, with mage pro on. The 180 will be stuck by the 90, letting you kill the 90 first. When it's dead, the 180 will come at you, so you'll have to run back in front of the 360 to trap the 180, kill the 360, then the 180. The other option, which only works if the 90 is out of attacking range, is to kill the 360 first. Then run back to the safe spot on the Italy Rock and wait. The 90 will come closer to attack you, as will the 180. Once the 90 starts attacking, switch on range pro, run to the west side of the Italy Rock to trap the 180, kill the 90, and then finish the 180.
* 180 in front with 360 and 90 in back. If this happens, pray. In real life. This is very difficult to get around. The best thing to to here is to combine some of the previous techniques into one. Try to run so that you can best deal with one monster at a time, whether that be from the Italy Rock or farther out behind the 360 and 90. Watch your health, don't panic, and pray mage until that 360 is gone.

There are many more, but I don't feel like listing them all here. As you get more experience in the caves, you'll learn to deal with various spawns on your own.

I. TzTok-Jad
IX. TzTok-Jad. This is it. You've worked hard to get here. Jad must die! First things first though. Before you even fight Jad, you have to get him where you want him. After you kill the last 360 in the wave before, run to the safety of the northern Italy Rock spot and make sure range pray is on. Most of the time Jad will spawn south of the rock and become trapped, letting you switch off your pray and take a breather. It should look like this.

However, he does not always get stuck here. That's why you have your range pro on. If Jad spawns west of you, or heaven forbid, in the middle, (if he spawns in the middle, you have to be extremely good at pray switching and moving or you're dead...more on this later), he will attack from offscreen. Jad's attacks have distinctive sounds. The range attack sound is a single loud bang noise. If you hear this, HIS ATTACK WILL HIT AND YOU DO NOT HAVE TIME TO SWITCH PRAYS. This is why we already have range pro on. Yay! His mage attack sounds like 2 loud bangs, or thumps, or however you wanna describe em. Bottom line is, when he launches his mage attack, you hear two sounds in rapid succession, somewhat like the retribution prayer being detonated, as soon as the attack is launched. If you hear this sound, YOU HAVE TIME TO SWITCH PRAYS. That's why we always start with range pro. If Jad is offscreen and you are relying only on sound to tell when you need to switch prayers, you can switch from range to mage, but not from mage to range. If Jad is still offscreen, after his attack hits, no matter what it is, go back to range pray, and try to figure out where he is. Repeat this method by using sound until you see him. Once you can see him, you can base his attacks off sight as well.

But what if Jad does spawn west and comes at you? Don't panic, all is not lost. Simply run along the Italy Rock to the *southern* side and go all the way along the eastern wall. If you do this right, Jad should get stuck on the *north* side. It should look like this...

Easy right? But what if he spawns in the middle? If this happens, he will come around the Italy Rock himself and get right in your face. Abandon the Italy Rock. You won't use it at all in this case. I'll tell you how this changes strategy when we get to the healers.

So now Jad is trapped. (Hopefully.) Well yay! Your last battle has begun. When you've psyched yourself up, make sure you're at full hp, have full pray, and run out with range pro on. You can always switch if he launches his mage attack. Once you're out and fighting, stay focused! One messup can mean death. Just watch his legs and listen to his attacks. If he rears on his hind legs and you hear the two bangs, mage pro. If he slams his feet and you hear nothing right away, range pro. Dont get close or he'll melee you randomly and may kill you.

J. The Healers/Finishing Jad
So you've got the pray switching down eh? But what are these 108 things coming out now? These are Jad's healers, and the cause of death to many, many people killing Jad. (Myself included.) They appear when Jad is at half health and begin to heal him! Not nice! It is your priority to get them focused on you. Attack each one, one at a time, and they will abandon Jad and melee you. They dont do much damage, so even rune pures can take your time here. Attack one, wait for Jad's next attack, switch pray, attack another, and repeat. Once they are all focused on you, run behind the Italy rock to your safe spot (whether this be north or south) and Jad should get trapped on the opposite side, leaving you free to deal with the healers. Switch to pro melee and take em all out.

But what if Jad spawned in the middle and you can't trap him? It is still possible to deal with the healers, it's just more difficult. Once they come out, follow the same technique to get them on you. Then, wait for Jad to attack, and immediately after you switch prays, RUN RIGHT THROUGH HIM. You shouldn't get meleed, and the healers should all get trapped behind Jad, not healing him. I used this exact technique when Jad spawned in the middle and I was unable to use the Italy Rock to trap the healers. The healers were easily trapped behind Jad and DID NOT go back to healing him. So when they're trapped, you can focus on Jad again. Follow the same technique for switching prays and he will fall.

For those who brought the healers over to kill them, after you do so, run back around the rock and finish Jad in the same way. Once the healers are dead you can go back to Jad and finish him. Note that the healers WILL respawn if they healed Jad to full health. As long as you don't let them do that, however, they won't come back.

Some notes on Jad:
1. If he hits you big, do not panic! If possible, run behind the Italy Rock after his next attack and trap him, and eat back to full health. Then, wait a few seconds. Take a breath, and relax. You're still alive! Once you're calm again, go back out and keep going.
2. Attack the healers one at a time. If you get cocky and go for two at once, you may not notice Jad's next attack and he can easily kill you. Take your time on the healers. They don't hit much, even on rune pures with good defensive equipment, so go slow. Also, don't be afraid to use the Steel Skin prayer while getting all the healers on you, since with it on they will hit less and it doesn't drain that much more prayer. Just remember to switch if off when you bring them over behind the Italy Rock to kill them or trap them on Jad, etc.
3. He's not all that tough! What makes people get killed by him are the healers (most often the healers, actually) or their inability to switch prays. Just stay calm! He's a pushover if you just take your time.

K. F.A.Q.
Can I do this with 40 prayer instead of 43?
Yes, this is certainly possible. However, when killing the healers, it is much easier to just switch on melee pray in order to kill them, especially if you are low on food. Also, there are several times when the melee prayer can come in handy, while trying to dodge an incoming 180, for example. I recommend 43 prayer strongly.

Auto-Retaliate on or off?
I'd say off, because you don't want your character running out to attack enemies you don't want it to; this can be fatal in later waves.

Do the healers respawn?
They will not come back unless Jad gets healed back to full health. Just make sure you're quick about it and get them off Jad ASAP. But it's really easy to get all the healers off Jad before they heal him to full, so this shouldn't be a problem.

Are my stats good enough for the caves?
You have to be your own judge for this one. The caves are 25% stats, 70% skill and 5% luck (my own estimate don't go complaning if you think the numbers are wrong I don't wanna hear it!). People have done the caves with 1 def, 50 range, and 43 prayer, so if you have 70 range or higher it can be done. Just remember the few rules that go with stats:

* Lower range means you hit lower, and it takes longer to kill stuff. Taking longer to kill stuff means using more prayer, so make sure you have enough p pots/super restores to keep you going.
* The higher your defense, the less food you need. Instead of a crapload of food, bring more prayer potions and such.
* Higher prayer means potions restore more, so take this into account as well.

Should I use Guthan's armor if I can get it?
If you have 70 def and can afford Guthan's, put that money toward buying a Fury Amulet, Ranger Boots, and an Archer Ring. Get a gear setup similar to the one I show for 70+ def people, and just bring plenty of food. The amount of food I brought is more than enough for someone with 70 defense or higher.

Should I use range potions?
For anyone with 80+ range, I'd say no. Lower than that...maybe. They aren't necessary, and every time you use a Saradomin Brew you lose the bonus given from the potion, which is kind of wasteful. If you insist on bringing one, then go ahead and try it; maybe save 2 doses for Jad, one for when you start the fight and one for when you repot after killing the healers.

What do Saradomin Brews do?
They heal 15% of your HP and raise your def by 25%, but lower all other combat stats except prayer. If you drink a super restore, all your lowered stats will return to normal, but you will keep the increased HP and defense bonus. Also note that Sara Brews can take you above your maximum HP lvl, which is particularly useful in case you get hit by Jad; you have less chance of dying.

Which should I use: Karils top or Black D'Hide top?
Well, both tops have the exact same attack stats: +30 range, -15 mage. Where they differ is in defense.
Karil's top defense stats are:

* Stab: +47
* Slash: +42
* Crush: +50
* Magic: +65
* Range: +57

Black D'Hide defense stats are:

* Stab: +55
* Slash: +47
* Crush: +60
* Magic: +50
* Range: +55

So Karil's has better mage and slightly better range defense, and D'Hide has better melee defense. The 90s, which use ranged attacks, are what cause the most damage in the caves. In this sense, the Karil's top will help you more. But when the healers are on you, and/or you are getting meleed by other monsters, the Black D'hide would be better. They both have their strengths and weaknesses, and in all reality, choosing one over the other isn't going to make that big a difference. So my two cents on the matter? It's up to you which top you choose.

Aren't you using too much color in your guide or bolding things too much?
No. You're an idiot. Go play in traffic.

L. Conclusion/Special Thanks
That's all I can think of. Sorry that there's A LOT of stuff to read here. I'm always very thorough. If you have any questions about the caves, my guide, or see anything wrong here, feel free to pm me on RSC or post here. So post away, and good luck! That cape is yours!
 
Yea, i've read this on Zybez.

It is a very good guide. It should help others here.
 
Indeed a very good one :D Thanks ;) I hope I can use it some day <3
 
Nice job about pasting, But good job you actuly give credit like some idiots.
 
Can I do this with 40 prayer instead of 43?
Yes, this is certainly possible. However, when killing the healers, it is much easier to just switch on melee pray in order to kill them

Yeah when you switch to meelee Jad will kill you, correct me if im wrong. Other than that, amazing guide. 10/10.
 
MUCH MUCH better fire-caping guide compared to anything I've seen EVER. 11/10!
 
Needs pics ^^
Reguardless of of whether its yours or not..
 
0/10 dont like people who copy/paste from other sites

He did give credit to the right person, if he didn't you could rate it 0, but he did so I think you are wrong. Because basically what you are just saying now is that this guide should never have been on sythe. And I think it's fine here :P.

Good job for giving credit mate, thanks for posting it here :).
 
nice but i only try to get my rangers with high mage range and pray fire capes around 40-50 wish someone else made a i guide for that i did it once
 
What dose my inv need to be?
 
nice guild nice indeed .. gl on firecapes
 
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