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Video Guide to getting a Fire Cape on a pure


MEETUATLUMB

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Guide to The Fight Caves on a Pure

 

By: Meetuatlumb

 

Table of Contents


  • 1.0 - Introduction
  • 2.0 - The Monsters
  • 3.0 - List of Waves
  • 4.0 - The Strategies/Tactics
  • 5.0 - The Video
  • 6.0 - Credits

__________________________________________________________________________

 

1.0 - Introduction

 

1.0» Introduction/What is involved?

 

The Fight Caves consist of 63 relentless waves of monsters attacking you.

They range from lvl 22's, way up to the lvl 702 Jad.

The monsters are each deadly in their own way. I'm not going to say much here, as the video explains 99% of it all.

 

1.1» How to get there:

 

The Fight Caves are situated underneath Karumja, in the Volcano (near the lesser demons).

Either use a Glory teleport, or catch the boat from Port Sarim to get to Karumja.

 

Once you have arrived on Karumja, head for the top of the Volcano (pictured below)

090207134823pv8.jpg

 

Enter the Volcano, and then the cave.

090207134858cs4.jpg

 

Head South West, and you will see a Bank icon and a Minigame icon on your MiniMap.

090207134956kq2.jpg

 

This is the cave which you enter, to begin the Minigame. Don't enter until you're 100% ready!

 

__________________________________________________________________________

 

2.0 - The Monsters

 

»Level 22:

The level 22's have 10 HP. You might think they're quite useless, but they can be your biggest enemy. These can hit up to 4 on you. For each hit they do, they take off 1

 

Prayer Point. If they hit 0, they still take off 1 Prayer Point. Freeze these with Mage and then pick them off with Range (Unless they're trapped behind another monster)

 

»Level 45:

The level 45's are perhaps the easiest monster. 20 HP, but then once you kill them, they break into 2x lvl 22's.

Either trap them behind a rock, or freeze them, but either way, be ready to Ice Burst their lvl 22 "babies".

 

»Level 90:

The Ranger. The level 90 can do Rapid 13's with Range, and if you run close to it, can do 13's with Melee too. Pray Range and kill them, not a real problem.

 

»Level 180:

The Meleer/Healer. This level 180 can do up to 30 damage with Melee, but is very slow. Trap it behind a rock and Range it.

Check 4.0» The Strategies/Tactics: for a healing trick you can do with these.

 

»Level 360:

The Mage. Level 360's can hit up to 45 with both Magic & Melee. Don't go within 3 squares of it, or you will get Meleed.

Don't take off Protect from Magic unless you see this monster trapped behind something, and you know it's stuck FOR SURE.

 

»Level 108 (Jads Healers):

These come when Jad is at 1/2 HP. They will heal him to Full HP in no time, and there is no way that you can kill Jad faster than these can heal him.

Check 4.0» The Strategies/Tactics: for how to trap them properly (Also shown in the Video)

 

»Level 702 (Jad):

Some say it's the hardest part of the Caves, but to me, it's one of the easiest. Getting bad Spawns in difficult waves is much harder to deal with than Jad.

Anyway; he can hit up to 96 with Magic, Melee & Ranged. Check 4.0» The Strategies/Tactics: for how to deal with him.

The video also has how to kill Jad, with sound included.

 

__________________________________________________________________________

 

3.0 -The Gear & Inventory

090207145838rg2.jpg

 

What you wear:

-Full Saradomin/Guthix/Zamorak vestments

-Ava's Accumulator

-Prayer Book (Unholy/Zammorak is the best)

-Wizard's Boots

-Amulet of Fury

-Seer's Ring

-Regeneration Bracelet

-Rune Crossbow

-800-1000 Adamant+ Bolts (I prefer Diamond (e)

 

The reasoning behind it all:

I usually go for a high Prayer & Magic bonus, so having things such as Ranger Set, Dragonhide etc are bad choices.

They all take away from my Magic Attack bonus.

 

-The vestments provide a good Magic Attack & Prayer bonus, making them perfect.

-Ava's Accumulator is necessary... Unless you want to bring in 4x as many bolts, and waste a lot of money.

-Wizards Boots provide the best Magic Attack a pure can get.

-Seer's Ring's are the best in game for Magic Attack

-Regeneration Bracelet - they have the same stats as Adamant RFD Gloves, but also double your natural HP regeneration rate.

-Amulet of Fury - Good Magic Attack, and the best Prayer bonus you can have.

-Rune Crossbow - Very strong, and 1 handed, so you can wear a book/shield too.

-Prayer Book - All books provide +5 Prayer bonus, filled or not. An Unholy book (Zamorak) also provides +8 to all attack styles, making it perfect.

-Bolts - If you bring in 800, you should be left with around 100-200 left. I wouldn't take under Adamant bolts, or you could run out of Super Restores.

 

Your Inventory:

-1,000 of the following runes:

-Chaos, Death, Blood & Water. These are used for Ice & Blood spells, and are necessary for this method of attempting the Fight Caves.

-16 Super Restores (4) - This is based on 80 Ranged. If you have 90+ Ranged, you can take out another Restore for an extra Brew. If you have under 80 Range, add in 1 or 2

 

Super Restores, and take out Brews.

-200+ Purple Sweets - Stackable food, which heal (randomly) 1 - 3. Also, 10% Energy is restores, which can become useful when luring a lot.

 

__________________________________________________________________________

 

3.0 - List of Waves

 

If you're attempting the Fight Caves for the first time, I'd say it's necessary to have this list open in a different window.

You don't want to go so far in the caves, only to be killed by a monster which you didn't know would appear then.

 

The monsters in each wave follow a pattern:

When you see two of the same monster, it means that there will be one more of the next higher monster, in the next wave.

So say you're on wave 2 (2x 22). This means, that next there will be one of the 45's up next (the next higher monster), and so on all the way to 62, 2x 360's.

 

They come from four spawns, randomly. The four spawns are: North-West, South-West, South-East & the Center.

 

Wave 1: 22

Wave 2: 22 22

Wave 3: 45

Wave 4: 45 22

Wave 5: 45 22 22

Wave 6: 45 45

Wave 7: 90

Wave 8: 90 22

Wave 9: 90 22 22

Wave 10: 90 45

Wave 11: 90 45 22

Wave 12: 90 45 22 22

Wave 13: 90 45 45

Wave 14: 90 90

Wave 15: 180

Wave 16: 180 22

Wave 17: 180 22 22

Wave 18: 180 45

Wave 19: 180 45 22

Wave 20: 180 45 22 22

Wave 21: 180 45 45

Wave 22: 180 90

Wave 23: 180 90 22

Wave 24: 180 90 22 22

Wave 25: 180 90 45

Wave 26: 180 90 45 22

Wave 27: 180 90 45 22 22

Wave 28: 180 90 45 45

Wave 29: 180 90 90

Wave 30: 180 180

Wave 31: 360

Wave 32: 360 22

Wave 33: 360 22 22

Wave 34: 360 45

Wave 35: 360 45 22

Wave 36: 360 45 22 22

Wave 37: 360 45 45

Wave 38: 360 90

Wave 39: 360 90 22

Wave 40: 360 90 22 22

Wave 41: 360 90 45

Wave 42: 360 90 45 22

Wave 43: 360 90 45 22 22

Wave 44: 360 90 45 45

Wave 45: 360 90 90

Wave 46: 360 180

Wave 47: 360 180 22

Wave 48: 360 180 22 22

Wave 49: 360 180 45

Wave 50: 360 180 45 22

Wave 51: 360 180 45 22 22

Wave 52: 360 180 45 45

Wave 53: 360 180 90

Wave 54: 360 180 90 22

Wave 55: 360 180 90 22 22

Wave 56: 360 180 90 45

Wave 57: 360 180 90 45 22

Wave 58: 360 180 90 45 22 22

Wave 59: 360 180 90 45 45

Wave 60: 360 180 90 90

Wave 61: 360 180 180

Wave 62: 360 360

Wave 63: 702

 

__________________________________________________________________________

 

4.0 - The Strategies/Tactics

 

These strategies are all explained in the video, but I will go over them once more.

 

» Using your food wisely:

Your food should be eaten in this order:

Purple Sweets -> Blood Spells (On monsters..) -> Saradomin Brews

 

Purple Sweets

You can carry as many purple sweets as you wish in the Caves. I suggest around 200. Although they are 2k or so each, they are worth every GP.

 

Blood Spells:

I use these as a "quick heal", usually on the two 22's that a 45 produce, and sometimes on Level 180's (mentioned below)

 

Saradomin Brews:

You don't want to be up to wave 53, with no Saradomin Brews left. The Saradomin Brews should only be used if you're close to dieing from a 90 + 360 attacking you.

 

Sticking to this principle, you should end up with at least 1/2 of your Brews left by the end of Jad.

 

 

» The West Rock:

14443496xw0.jpg

 

This rock shall be your saviour from nearly all of the waves involving BOTH a 90 & a 360.

The White Arrows indicate where the monsters will be trapped by the rocks. Anywhere else, and they're free to come right up and attack you.

The White dot is where you should begin each wave, from waves 38-45 and 53-61. These are the waves containing both monsters which can attack from a distance

 

(Mage & Range)

The Yellow Dots are two of the spawn points. We don't really care for the other two spawn points right now.

 

Anyway, let's get back on to track. You want to know how to use this rock correctly, so the 90 does not kill you while you're Praying Mage from the 360.

Now, let's say a 360 spawns in the North-Western spawn point.We run to the South-Western spawn point, with Protect from Magic on.

Once we can see that the 360 is stuck behind the rock North of us, we switch to Protect from Missiles.

All monsters except the 22's will be trapped here; so just freeze them, and kill the 90's, followed by whatever's left.

Turn on Protect from Magic, and then go and kill the 360.

 

As simple as it gets.

 

But this is not always the case; as a 360 or 90 doesn't always spawn NW/SW.

So say neither of them spawn SW or NW.

They're both coming from the centre. You want to go to the White Arrows (Protecting from Magic attacks of course) and then focus on the task ahead.

Only one monster should be hitting you now, so just pray accordingly, and eat to full HP.

When you feel you are ready, turn on Protect from Magic, 15% Ranged Attack & 15% Defence. Trust me, even on a Pure, this Defence boost helps.

Run out, destroy the 90 as fast as possible. Turn off 15% Ranged/Defence, and then aim for the 360.

When you've killed the 360, eat to full HP using your Purple Sweets, sip whatever potions necessary, and then kill the remaining monsters.

 

You can see this in the Video, which will make it a lot clearer.

 

» Level 180's:

You can have infinite HP regain with these. When you run into Melee distance, they heal themselves if they're at low HP.

Blood Rush them to Low HP, turn on Protect from Melee, and they will heal. Stand back, Blood Rush them again, and repeat til you're full HP.

However, I'd only use this if you didn't bring many Purple Sweets, as it is very expensive.

 

» Level 108's (Jad's Healers):

Many people stuff up on this in the Cave. No one should, it's just a complete waste of time and money, to go all the way to Jad and then fail on something so simple.

Here's how to kill them correctly (Also shown in the Video, if you don't understand it properly):

 

Again, we have a simple rule of which order you should do things:

1. Watch Jad's attacks:

Simple! Watch his attacks! Don't go and attack the healers when you have no idea which style Jad is using!!!

 

2. Attack Healer

Attack a 108 right after Jad does his attack, so you know you have plenty of time! As soon as you've done this;

 

3. Click Ground

Click it! You don't want to kill the healer, because if they heal Jad to Full HP before you kill them all, then they will return! Just hit them once,

they will be focused on you and won't go back to healing Jad.

 

4. Watch Jad

Before you attack another Healer, watch Jads attacks again! This is THE most vital part of the healers.

Repeat steps 1-3 until all 4 are focusing on you.

 

So why should you stuff up there?

You shouldn't.

 

» Level 702 (Jad):

All you need to know is his sounds & attacks. Once you've got this down, just don't panic and you won't stuff up.

 

Range:

Raises his front two feet off the ground, and then stomps them. Sound is one delayed "boom"

 

Magic:

Bows his head, and it looks like some electricity or something runs through the ground. Sound is two booms (Plays slightly before the attack)

 

Now, how to use this information:

Before you kill the 2nd 360 in Wave 62, drink a Saradomin Brew followed by a Super Restore, to make sure ur HP is over normal, and at its complete maximum.

After you kill the 2nd 360, (you should have already ran over to the NE corner) you turn on Protect from RANGE immediately. Run as far NE as you possibly can.

This means, that if there's a NW or SE Spawn, Jad will be stuck. Leaving two possible spawns for it to attack from, SW and Middle.

My video shows a SW spawn, which requires some luring. Once you have lured it, it will look like a middle spawn. Just watch a Jad video for the SE Spawn,

and that's the exact same way of doing a NW spawn.

 

Anyway, back to the sounds/actions.

As I said before, Jads Range sound is delayed. It plays only miliseconds before it hits you. In contrast, his Magic attack plays well before he even does his attack.

Knowing this, you see that you can switch from Range - Magic prayers, but not from Magic - Range, as you will be hit before you hear it.

 

So AT ALL TIMES, when Jad is off screen, Pray Range. If he does a Magic Attack, once it hits you, turn on Protect from Range again, and move closer to him.

 

Watch the video for full details.

 

__________________________________________________________________________

 

5.0 - The Video

 

And now, the part you have all been waiting for... The Video Guide to a Pure doing the Fight Caves - WITH sound for Jad

 

I have uploaded it on to two sites; FileFront & YouTube.

 

FileFront:

Pure Fight Caves Video Guide (FileFront)

 

YouTube:

Part One | Part Two |

 

Part Three

 

I had to break it up into 3 parts for YouTube. Here is the contents for each:

Part One:

Contains the Gear, Inventory, and Waves 1 - 31

 

Part Two:

Contains Waves 31 - 60

 

Part Three:

Contains Waves 61 - 63 (Including Jad, WITH SOUND)

 

*If viewing the FileFront link, you can either stream it, or download it to your computer.

*If viewing the YouTube links, don't forget to comment & subscribe :)

 

 

__________________________________________________________________________

 

6.0 - Credits

Meetuatlumb: Creating this Guide & Video

RSC: For the great Layout of the Guide.


MEETUATLUMB
capesig.gif
[75/75 Attack][99/99Strength][99/99 Magic][99/99 Range][99/99 HP][90/90 Combat][10/10 Defence]
Fire Cape Guide for Pures
Meetuatlumb PK Video One | Meetuatlumb PK Video Two | Meetuatlumb PK Video Three
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So AT ALL TIMES, when Jad is off screen, Pray Range. If he does a Magic Attack, once it hits you, turn on Protect from Range again, and move closer to him.

 

What to do when he starts comboing you with constant magic attacks and remains off the screen?

 

EDIT: Oh, nevermind

MEANINGLESS APHORISM HERE

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Very nice guide, include more pics?

No, it is a video guide. The text is just here to reinforce what the video presents.


MEETUATLUMB
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[75/75 Attack][99/99Strength][99/99 Magic][99/99 Range][99/99 HP][90/90 Combat][10/10 Defence]
Fire Cape Guide for Pures
Meetuatlumb PK Video One | Meetuatlumb PK Video Two | Meetuatlumb PK Video Three
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You can get the supplies for probably 1m (not including the bolts)

Then you have some choices with the bolts, you'll probably use up around 600 (maybe less if your'e higher Range) so you can either choose to pay about 1m for Diamond (e), 80k for Broad Bolts or 170k for Adamant Bolts. I wouldn't use any others.


MEETUATLUMB
capesig.gif
[75/75 Attack][99/99Strength][99/99 Magic][99/99 Range][99/99 HP][90/90 Combat][10/10 Defence]
Fire Cape Guide for Pures
Meetuatlumb PK Video One | Meetuatlumb PK Video Two | Meetuatlumb PK Video Three
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You made this when people still used mage :O

I made it in February/March I think? And people still do use Magic, it's definitely the easiest method on a pure.


MEETUATLUMB
capesig.gif
[75/75 Attack][99/99Strength][99/99 Magic][99/99 Range][99/99 HP][90/90 Combat][10/10 Defence]
Fire Cape Guide for Pures
Meetuatlumb PK Video One | Meetuatlumb PK Video Two | Meetuatlumb PK Video Three
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