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Fire cape guide


surReal

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THIS GUIDE WAS MADE BY MONZTUH OF PURE-SOUL ©©©©©©

 

SUPPORT #Pure-soul in IRC!

 

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I made this guide awhile ago. I think the strategy still works and everything, but if it doesn't...oh well. I did my best to explain.

 

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[1.0] The Fire Cape

[2.0] Requirements / Gear

[3.0] Monsters / Waves

[4.0] Strategy

[5.0] Jad

[6.0] F.A.Q.

 

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The fire cape has been out for several years now, and it is one of the most desired items in the game to have. As most of us know, it isn't easy for some of us to obtain. Fire capes give great bonuses, and are used while doing most things. If you lose the cape, sadly you have to do the Fight Caves over to get another one. Here is an image of a fire cape and the bonuses it gives.

 

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Requirements

 

As for the requirements go to get a fire cape, they really aren't that high. Having a prayer level of 43 is a must because of the monster's attacks, but for the range it is advised to have atleast 70 to make it easier. Also, having defence will help a lot.

 

Gear

 

I don't have any pictures of gear, so I will make a list of the most common used gear while attempting a cape.

 

1 - 39 Defence

 

If you don't have the best option keep going through the list until you meet one of the recommended items.

 

Helm - Proselyte > Initiate > Zamorak/Saradomin/Guthix Mitre

Amulet - Fury > Glory

Body - Proselyte > Initiate > Monk's Robe > Zamorak Robe Top

Legs - Black D'hide Chaps > Any other D'hide chaps

Hands - Addy Gloves > Black D'hide Vambs > Mith Gloves

Boots - Ranger's > Snakeskin > Boots of Lightness

Weapon - Karil's Crossbow > Crystal Bow > Rune Crossbow > Magic Shortbow

Shield - Zamorak Book (Full) > Guthix Book (Full) > Saradomin Book (Full)

Quiver - Bolt Racks > Diamond Bolts (e) > Broad-tipped Bolts > Adamant Bolts > Rune Arrows

Cape - Accumulator > Skill Cape (t) > Zamorak Cloak > Skill Cape > Obsidian Cape

Ring - Archer > Ring of Recoil

 

Inventory

 

200 Purple Sweets

5 Saradomin Brew

22 Super Restore (21 super restore if you are taking a range pot.)

 

40 - 69 Defence

 

If you don't have the best option keep going through the list until you meet one of the recommended items.

 

Helm - Proselyte > Initiate > Dragon Full Helm > Rune Full Helm > Dragon Med

Amulet - Fury > Glory

Body - Black D'hide Body > Proselyte > Initiate

Legs - Bandos Tassets > Dragon platelegs > Rune Platelegs > Proselyte > Initiate > Black D'hide Chaps

Hands - Barrow Gloves > Dragon Gloves > Rune Gloves > Addy Gloves > Black D'hide Vambs > Mith Gloves

Boots - Ranger's > Snakeskin > Dragon > Rune > Bandos

Weapon - Karil's Crossbow > Crystal Bow > Rune Crossbow > Magic Shortbow

Shield - Dragon Square > Rune Kite > Granite Shield

Quiver - Bolt Racks > Diamond Bolts (e) > Broad-tipped Bolts > Adamant Bolts > Rune Arrows

Cape - Accumulator > Skill Cape (t) > Zamorak Cloak > Skill Cape > Obsidian Cape

Ring - Archer > Ring of Recoil

 

Inventory

 

200 Purple Sweets

5 Saradomin Brew

22 Super Restore (21 super restore if you are taking a range pot.)

 

70 - 99 Defence (Without Guthans)

 

If you don't have the best option keep going through the list until you meet one of the recommended items.

 

Helm - Armadyl Helm > Verac's Helm > Karil's Coif

Amulet - Fury > Glory

Body - Armadyl Chestplate > Karil's Leathertop > Black D'hide Body

Legs - Armadyl Plateskirt > Verac's Plateskirt > Bandos Tassets > Torag's Platelegs > Guthan's Chainskirt > Dragon platelegs > Rune Platelegs > Proselyte > Initiate > Black D'hide Chaps > Karil's Leatherskirt

Hands - Barrow Gloves > Dragon Gloves > Rune Gloves > Addy Gloves > Black D'hide Vambs > Mith Gloves

Boots - Ranger's > Snakeskin > Dragon > Rune > Bandos

Weapon - Karil's Crossbow > Crystal Bow > Rune Crossbow > Magic Shortbow

Shield - Elysian Spirit Shield > Blessed Spirit Shield > Spectral Spirit Shield > Arcane Spirit Shield > Dragon Square > Rune Kite > Granite Shield > Zamorak Book (Full) > Guthix Book (Full) > Saradomin Book (Full)

Quiver - Bolt Racks > Diamond Bolts (e) > Broad-tipped Bolts > Adamant Bolts > Rune Arrows

Cape - Accumulator > Skill Cape (t) > Zamorak Cloak > Skill Cape > Obsidian Cape

Ring - Archer > Ring of Recoil

 

Inventory

 

5 Saradomin Brew

23 Super Restore (22 super restore if you are taking a range pot.)

 

70 - 99 Defence (With Guthans)

 

If you don't have the best option keep going through the list until you meet one of the recommended items.

 

Helm - Guthan's Helm

Amulet - Fury > Glory

Body - Armadyl Chestplate > Karil's Leathertop > Black D'hide Body

Legs - Guthan's Chainskirt

Hands - Barrow Gloves > Dragon Gloves > Rune Gloves > Addy Gloves > Black D'hide Vambs > Mith Gloves

Boots - Ranger's > Snakeskin > Dragon > Rune > Bandos

Weapon - Karil's Crossbow > Crystal Bow > Rune Crossbow > Magic Shortbow

Shield - Elysian Spirit Shield > Blessed Spirit Shield > Spectral Spirit Shield > Arcane Spirit Shield > Dragon Square > Rune Kite > Granite Shield > Zamorak Book (Full) > Guthix Book (Full) > Saradomin Book (Full)

Quiver - Bolt Racks > Diamond Bolts (e) > Broad-tipped Bolts > Adamant Bolts > Rune Arrows

Cape - Accumulator > Skill Cape (t) > Zamorak Cloak > Skill Cape > Obsidian Cape

Ring - Archer > Ring of Recoil

 

Inventory

 

Guthan's Warspear

Guthan's Platebody

Shield (If you are taking a rune crossbow.)

4 Saradomin Brew

21 Super Restore (22 super restore if you are not taking a shield.) (21 super restore if you are taking a range pot but no shield.) (20 super restore if you are taking a range pot and shield.)

 

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There are a few different types of monsters you have to fight, and each set of monsters is called a "wave". Below is a list of the different monsters you will encounter getting to Jad and a description of what they do.

 

Monsters

 

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This annoying bird can be a threat if you don't kill it fast. It is advised to kill this before it attacks you, because each hit reduces your prayer by 1; even if it hits a 0. These have 10 hitpoints. Its combat level is 22.

 

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These aren't too much of a threat as the bird, but the damage they inflict adds up if you let them keep attacking you. Once you kill this monster 2 smaller ones appear on death. This monster has 20 hitpoints, and the 2 smaller ones have 10.

If you attack this monster with melee every damage you do acts like a recoil. Its combat level is 45.

 

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This monster is one of the biggest threats while doing the fight caves. It uses a ranged attack and a melee attack if you are within its melee range. These can become tricky when you get to the wave with the mage, archer, and meleer. Its combat level is 90. Some slang words used to describe it is "archer" or "90".

 

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These will take away your hitpoints fast if you are in their melee range. If you are fighting these in their melee range they can heal themselves. Its combat level is 180. These are often called "meleer" or "180".

 

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Once you get to these you must keep protect from mage on at all times. Their magic attack can inflict up to 50+ damage if you don't have protect from magic on. They also have a melee attack which can take a great deal of hitpoints away. It's best to range these from a distance to not worry about being meleed. Its combat level is 360. This is often called a "mager" or "360".

 

Waves

 

Listed below are the different waves of the fight cave. [#] Indicates the wave you are on, and the numbers following that are the level of the monsters in the wave.

 

[1] 22

[2] 22 22

[3] 45

[4] 45 22

[5] 45 22 22

[6] 45 45

[7] 90

[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

[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

[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

[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

[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

[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

[63] 702 (Jad)

 

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I will do my best to explain.

 

Killing only the 90's

 

Keep protect from range on while killing these. I just turn auto retaliate on and let them attack me and I run to them. These waves are easy.

 

Killing 90's and 180's

 

This can become challenging. Below is how you should go about doing these waves, and a map.

 

You should be standing on the red dot. Try to stand close to the wall as possible. If a meleer (180) spawns in the white area run along the yellow line. The 180 will get stuck and the archer will come towards you. Kill the archer then kill the meleer, and continue this until you get to the mages.

 

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Killing 360's

 

This is easy until it comes to the waves with 360's 90's and so on. Below is how you should go about doing these waves, and a map.

 

Stand on the red dot, closest to the wall. If a level 22 or 45 doesn't get blocked behind the mage just quickly kill them and then kill the mage.

 

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Killing 360's and 90's

 

These are some of the harder waves. Here is a map explaining what to do. Below is how you should go about doing these waves, and a map.

 

You should be standing on the red dot, closest to the wall. Usually only either a mage or a archer will spawn in an area able to attack you. So, you should keep protect from mage on and auto retaliate on at first. Once you are drug to the enemy you can then kill it, switch to the correct prayer if needed. DO NOT go outside of the blue lines (or don't go outside of the white area), because if you do you might drag out the other enemies. The other enemies will either spawn at the green dots, or one may spawn with the archer or mage who will be coming to you.

 

Once you have killed either the mage or archer you should check on the other side of the italy rock first for the other. I have found this is mostly where the other one will be.

 

Sometimes both the mage and archer will get stuck. If this happens keep protect from magic on and quickly kill the archer. They are usually on the other side of the italy rock.

 

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If both the archer and the mage are able to attack you run along the yellow line. You will then only be attacked by either the mage or the archer. Be ready to switch to the prayer of the next enemy so it won't be able to hurt you.

 

Also, sometimes an archer or mage will be too far away from your ranging distance. You can either put on longrange (gives Defence experience) or run along the yellow line. If it is the archer you are unable to attack and you don't want to use longrange; remember to put on protect from magic before you run along the yellow line.

 

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Killing 360's, 180's, and 90's

 

These are the hardest waves you will fight in while getting to jad. Below is how you should go about doing these waves, and a map.

 

You should do the same as you did while killing the 360's and 90's. If you are being attacked be an archer or mage and a 180 is coming at you, you should run along the yellow line. (Use the yellow line in the picture above.)

 

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If no monster is attacking you, you should then do what the picture below shows.

 

Run along the yellow line to the purple dot, and wait there until you are being attacked be either a mage or archer. If the mage is attacking you keep protect from mage on, and if the archer is attacking you keep protect from range on. If neither the archer or the mage is attacking you, run to the other side of the italy and quickly kill the archer, then the mage, and then the remaining monsters.

 

If no monster is attacking you and you see the 180 coming towards you, turn protect from melee on and kill the 180. Once the 180 is dead go to the other side of the italy to quickly kill the archer, then the mage, then remaining monsters.

 

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Killing 360's 180's and two 90's

 

As for this wave goes it is not much different than the wave with a 360, 180, and one 90. Do what is mentioned in "Killing 360's and 90's".

 

Killing 360's and two 180's

 

Go about this wave as how you did the "Killing 90's and 180's". Except for range prayer, you will obviously use magic.

 

Killing two 360's

 

You are just one wave away from Jad. Below is how you should go about doing this wave, and a map.

 

Stand on the red dot and wait until the mages attack you. If only one mage is attacking you, kill it. Now you need to get the second mage next to the italy. If the second mage is to the east of you go to the purple dot and wait until it attacks you then kill it. If the second mage is to the south of the italy run to the orange/peach dot until you are being attacked, then run to the purple dot. Get the second mage to about 20-30 hitpoints, and get ready to pot up. Drink your potions in this order; saradomin brew then super restore. If you brought a range pot drink it after the super restore.

 

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NOTE: If you are really nervous at this point and you have a few super restore left, take about a minute to calm down.

 

Once you are ready to fight Jad finish the mage then immediately turn protect from range on and quickly go to the purple dot on the map below. DO NOT go to the blue one. Try to stand as far back and closest to the wall as you can.

 

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A headset or speakers are mandatory for killing Jad. Turn the sound effect audio setting on your Runescape account to max volume.

 

Here is a picture of what Jad looks like.

 

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Yes, you have to kill this beast. His max hit is 96.5, and he has 250 hitpoints. Once you get him down to half health 4 healers level 108 will spawn to attempt to heal him. This can be the tricky part of Jad.

 

Jad's Attacks

 

I took this straight from the Runescape Database.

 

Melee attack:

TzTok-Jad will only use his melee attack if you are standing next to him. If you are using Ranged or Magic to attack him, you shouldnt need to worry about melee attacks as you should be attacking from a distance. As for melee, when he is not doing any of his other attack styles, you should have Protect from Melee on at all times.

 

Ranged attack:

TzTok-Jad will lift his front legs and slam them into the ground, causing loose rocks from the roof to fall onto you. As soon as he lifts his legs, you should prepare yourself for a devastating Ranged attack.

 

Magic attack:

When preparing to use Magic, TzTok-Jad will lower his head, storing power for this next attack. You should prepare yourself, as you will soon be submitted to a powerful Magic attack.

 

You should be on the purple dot as shown in the map below.

 

2rgey39.jpg

 

Hopefully Jad will spawn south of the italy, but sometimes he does not. In the case that he does not, get ready for battle. You should have auto retaliate on, and keep your prayer list open.

 

The reason you have protect from range on at this time is because Jad's range attack does not make a sound until it hits you. If you hear a sound you should immediately turn protect from magic on and run out to see Jad. Be fast for his next attack, because one screw up could cost you the attempt.

 

The Healers

 

Once you get Jad to half health these will spawn to heal Jad. Below is what they look like.

 

2h6hfdl.jpg

 

You should quickly attack all four of these once to stop them from healing Jad. I advise you to only attack one healer for each attack Jad does so you don't mess up on prayers. From this point you can either finish killing them or let them keep attacking you. If you are killing the healers it is still more important to keep watching Jad's attacks. It is crucial to kill these quickly if you are 1 - 60 Defence.

 

Whether you decided to finish the healers or let them attack you, I once again will say keep watching Jad's attacks!

 

 

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None as of now.

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