Old School RuneScape (OSRS) – How to Obtain the Fire Cape

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The Fire Cape is one of the most iconic items in Old School RuneScape. Earned by completing the Fight Caves, it is considered a coveted achievement for those progressing in their OSRS journey.

Commonly seen as a “must need” item for players upgrading their Melee loadout, it is the game’s second-best Melee cape slot item, just behind the Infernal Cape.

Recommended Read: Where Can You Sell Items in OSRS?

However, getting a Fire Cape won’t be easy, as you must undergo the many monsters of the Fight Caves to earn it yourself.

To obtain the Fire Cape in OSRS, you must complete the entirety of the Fight Caves, defeating TzTok-Jad at the end. This will require moderate/advanced knowledge of combat mechanics and decent combat stats and gear.


Table of Contents


Fight Caves Guide for OSRS

The Fight Caves is a PvM endurance test where players must fight through 63 waves of monsters completely solo.

Depending on how long they last, they will earn a specified amount of Tokkul or the Fire Cape if they complete all 63 waves.

Overall, the Fight Caves is much more of a marathon than other PvM content in Old School RuneScape. With a single misclick causing you to die and have to start over, it is highly advised to stay focused one wave at a time.

Note: The Fight Caves are considered a “Safe Death” area, where you will NOT lose any items if you die. Furthermore, for Hardcore accounts, it is considered a SAFE death for solo HCIM, but it is NOT SAFE for Group HCIM accounts.

Basic Fight Caves Gear Setup & Recommended Stats

The basic setup for completing the Fight Caves that most players go for is a well-balanced Ranged set-up with some Prayer-boosting items.

Since monsters will come from all angles, quickly attacking them from a distance is critical to efficient runs.

That being said, there are a few stats that are recommended if you are completing the Fight Caves for the first time:

  • 43+ Prayer (The only “required” stat as you will need to use all three Protection Prayers to increase your chances of survival)
  • 75+ Ranged
  • 70+ Defence

With 75 Ranged, you can use a Toxic Blowpipe, a fantastic Ranged weapon with a high DPS. Not only will the Toxic Blowpipe allow you to poison enemies, but its special attack will heal you based on the damage dealt, further prolonging your trips and saving on supplies.

If a Toxic Blowpipe is not feasible, you can still use a Dragon/Rune Crossbow with the best bolts possible (enchanted Diamond/Ruby bolts are highly recommended here).

With 70 Defence and a minimum of 70 Ranged, you can wear Karil’s armour, which provides excellent offensive and defensive Ranged bonuses. However, Black D’Hide armour, although much cheaper and only requiring 40 Defence and 70 Ranged, is still effective if you want to invest more in your supplies and offensive items.

All other gear slots should include your best-in-slot Ranged DPS items, yet a few can be traded out in place for Prayer bonus.

For example, a Dragonbone Necklace gives the same offensive bonuses as an Amulet of Fury but gives a +12 Prayer bonus at the trade-off of some defensive stats.

Other notable items to use include an Ava’s Device (Attractor, Accumulator, Assembler) to save on ammunition, Barrow’s Gloves (which give all-around combat bonuses), a Helm of Neitiznot/Armadyl Helm, and Blessed D’Hide Boots or greater.

It may be worth getting TzHaar creatures or even TzTok-Jad as a Slayer Task from a Slayer Master. This way, you can equip a Slayer’s Helm and utilize the extra 15% Ranged accuracy and damage when fighting against all TzHaar creatures (which will make a major difference in DPS).

It is recommended that your inventory include a mix of Saradomin Brews and Super Restores. By following the 3:1 ratio between the two, you will be able to heal efficiently while restoring your Prayer points.

Bringing one or two Ranging potions is also recommended. Some players also opt to bring a Rune Pouch with runes for Blood Barrage or Ice Barrage, utilizing Ancient Magicks for emergency healing/ preventing Melee-based monsters from reaching them.

It is also worth noting that you cannot bring a Dwarf Multicannon into the Fight Caves.

All items mentioned can be interchanged for higher-tiered gear, such as Armadyl, Masori, Dizana’s Quiver, Pegasian Boots, and/or a Necklace of Anguish. This is merely a basic setup for encountering the Fight Caves for the first time.

Fight Caves Monsters

In the Fight Caves, you will encounter eight different types of monsters. Starting at level 22, each monster’s combat level doubles, with TzTok-Jad’s being the highest at 702.

Fight Caves MonstersCombat LevelCombat Style They Attack WithCombat Description
Tz-KihLvl 22MeleeThey will drain your Prayer points as they attack you. Keep your distance from them as much as possible.
Tz-KekLvl 45MeleeWhen you attack with Melee, it will recoil damage back.
Tz-KekLvl 22MeleeWhen you kill the Lvl 45 Tz-Kek, two will spawn from it.
Tok-XilLvl 90Ranged & MeleeAs long as you keep your distance, you will only use a Ranged attack. Say the prayer “Protect from Range” unless a Ket-Zek has spawned.
Yt-MejKotLvl 180MeleeWill occasionally heal itself and nearby monsters. Kill them first when present to get through the waves quicker.
Ket-ZekLvl 360Magic & MeleeStay outside of Melee range, pray “Protect from Magic” when present, and kill them first.
TzTok-JadLvl 702Melee, Ranged & MagicThe final boss of the Fight Caves. Keep out of melee distance and switch Protection prayers between Magic and Ranged.
YT-HurkotLvl 108MeleeFour of them will spawn when TzTok-Jad reaches half health and will start to heal him. “Hit” each of them once to shift their focus and continue killing Jad. Note that as long as Jad dies, the Fight Caves will be over, so they do not necessarily need to be killed.

Fight Caves Fight Breakdown

As you go through the Fight Caves, you will start to expect what creatures will spawn in the next wave. It can be tracked by the combat level of the monsters currently spawning.

For example, wave 1 will only have a single Tz-Kih (Lvl 22), wave 2 will have two Tz-Kihs (Two Lvl 22s), and wave 3 will have a Tz-Kek (Lvl 45; i.e., doubling the previous number of combat levels).

While memorizing what spawns at every single wave is handy, it is not necessary when completing runs. Instead, you can remember the priority of monsters that should be killed and note some of the more critical waves.

The priority for killing monsters while progressing through the Fight Caves (from first to last) goes as follows:

Tz-Kih (Lvl 22) > Tok-Xil (Lvl 90) > Ket-Zek (Lvl 360) > Yt-MejKot (Lvl 180) > Tz-Kek (Lvl 45)

There are also a few notable waves you should keep an eye on that will cause you to change how you continue the fight:

  • Wave 7: Tok-Xils will start to spawn. Continue to pray “Protect from Range,” killing them first and using hit-and-run tactics against the Melee-only monsters.
  • Wave 15: YT-MejKots will start to spawn. Use safe spots around the map or other monsters to prevent them from attacking you. Otherwise, continue attacking the Ranged monsters first while safe spotting them, and use “Protect from Melee” if needed.
  • Wave 31: Ket-Zeks will start to spawn. Keep “Protect from Magic” active at all times, as they hit the hardest of the other monsters. Kill them first, using safe spots and hit-and-run tactics to avoid the others.
  • Wave 62: Two Ket-Zeks will spawn, one of which will be orange. The spot where the orange Ket-Zek spawns will be the same one from which Jad spawns.
  • Wave 63 (The Final Wave): Tz-Tok Jad will spawn. Watch its attack animation and sound ques to use the correct Protection Prayer against it quickly. When the healers spawn, they hit them once, so they stop trying to heal Jad and continue to kill Jad. Use map-safe spots to avoid Jad while killing off the healers so you can focus more on Jad.

If you die in the Fight Caves, you will spawn back in the lobby, and your stats will be replenished. You will also earn an amount of Tokkul equal to (( Number of waves completed – 1 ) * Number of waves completed ) / 2.

Fight Caves Safe Spots

Multiple spots in the Fight Caves can be used as safe spots against certain creatures. The two important ones are “Italy Rock” on the west side of the caves and “Long Rock” on the east side.

These can be used to kite monsters around a corner so you can focus on killing monsters while avoiding the attacks of others.

The most common example is kiting the Yt-MejKot around Italy Rock so they can’t reach you while you attack the Tok-Xils and Ket-Zeks at later waves.

Jad can also be trapped around one of these rocks if you want to breathe or reassess your inventory. Run to the corner of one end, ensuring Jad follows you, then quickly run to the other side.

Note that you will need to continue using the appropriate protection prayers and Protect from Melee when you are close while setting up the safe spot.

However, once Jad is in position, it will not be able to reach you with any combat style, and you can safely turn your Prayer off to conserve points.

Defeating Jad

Once you reach Wave 63, Jad will spawn along with a dialogue message. Once you click off the dialogue box, Jad will start to attack, so it is always good to immediately turn on Protect from Magic as soon as possible.

When fighting Jad from a distance, Jad will attack with one of two animations, each indicating either a Ranged or Magic attack. Stay calm, continue attacking while switching between the correct protection prayer.

  • Lifts legs and stomps them on the ground: Ranged Attack / Use Protect from Ranged
  • Raises legs and stands on hind legs for a moment: Magic Attack / Use Protect from Magic

When Jad reaches half of his health, four healers will spawn and head towards him to heal him. Attack each of the healers to draw their attention away from Jad.

From here, there are multiple methods to deal with them, as them attacking you will also allow them to heal Jad:

  • Trap Jad behind one of the main safe spots, luring the healers away to kill them off, going back to fight Jad when they are dead (Beginner Method)
  • Pray switch between Protect from Melee, Ranged, and Magic for the rest of the fight (Advanced Method).
  • With all healers focused and standing next to you, quickly run through Jad, trapping them on the other side and making it so you can continue killing Jad without dealing with the healers (Easiest Method).

Regardless of which method you choose, keep an eye on using the correct protection prayers and drink your supplies when needed. Since this is the final wave, spare no expense to completing the fight!

Once Jad is defeated, the Fight Caves will be over. You don’t have to defeat the healers but make sure they don’t get close and accidentally kill you.

All Fight Caves Rewards

Once TzTok-Jad is defeated, you will respawn in the lobby of the Fight Caves and earn 8,032 Tokkul and the Fire Cape!

Additionally, you will have a chance to receive the TzRek-Jad Pet at a 1/200 rate at completion. You can also trade in a Fire Cape for another roll at the pet.


The Fire Cape

The Fire Cape is the second-best melee cape in Old School RuneScape, and it is a great item to work towards.

While it only provides a +1 bonus to all offensive combat styles, it gives +11 bonuses to all defensive combat styles, +4 Melee Strength, and +2 Prayer bonus.

The Fire Cape can also be used to enter Mor Ul Rek (the inner ring of TzHaar city) by showing it to a guard at least once. You must also sacrifice one Fire Cape to partake in the Inferno.


That is how to obtain the Fire Cape in Old School RuneScape!

Do you have any input or suggestions for this article? Let us know in the comment section below.

Kadence

Kadence is an Old School RuneScape veteran with over 15 years of experience. They have been writing across various genres (in and outside of gaming) for years now, becoming a master of their craft at providing in-depth guides and explanations.

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