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The Fight Caves


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#1
muggiwhplar
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muggiwhplar

    Dragon Slayer

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Introduction

The Fight Caves is a player vs. monster mini-game created to test your survival skills. You will be alone against dozens of monsters for the next two to three hours, depending on your stats. To enter the Fight Caves, travel to Karamja and enter the volcano. Once inside the volcano, enter the nearby cave to gain access into the city of TzHaar. The Fight Caves mini-game is located to the west, as well as a bank.

Monsters

There are seven types of monsters you will encounter in the Fight Caves – each of them possesses unique characteristics.

Tz-Kih (level-22):

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These are small and weak, but every time they attack you, they drain your prayer. If they hit a 0, you still lose 1 prayer point. However, the higher they hit means the more prayer you lose. They have 10hp and a max hit of 4.

Tz-Kek (level-45):

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These monsters are also weak; however if you attack them with a melee weapon from melee distance, you will receive recoil damage every time you hurt them. Also, when they die, they split into two smaller versions of themselves. They occupy a 2x2 region so you can lure them and safely range them without repercussions. They have 20hp and a max hit of 7.

Tz-Kek (level-22):

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When a Tz-Kek (level-45) is killed, it will split into two weaker versions of itself. However, these two weaker versions cannot hurt you via recoil. These monsters have 10hp each and a max hit of 4.

Tok-Xil (level-90):

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The Tok-Xil uses both melee and range attacks. However, if you are not within melee distance of it, it will only use range. Thus, range prayer is advised while standing at a distance from it. The Tok-Xil has 40hp and a max hit of 13.

Yt-MejKot (level-180):

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This is a large monster which only attacks with melee. However, it can hit very hard. In addition to hitting hard, it also has the ability to heal itself and other monsters. However, it will not heal anything if you are not within melee distance of it. Killing these monsters from safe spots is essential. The Yt-MejKot has 80hp and a max hit of 25.

Ket-Zek (level-360):

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This monster is very similar to the Tok-Xil (level-90). It uses both magic and melee attacks. However, it will not use melee attacks unless you are within melee distance from it. Magic prayer is essential when attacking this monster. It has 160hp and has a max hit of 49.

TzTok-Jad (level-702):

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This is the final boss in the Fight Caves, as well as the most powerful monster in all of RuneScape. It uses all three forms of attack, however it will not use melee if you are not within melee distance of it. TzTok-Jad has 250hp and a max hit of 97 (Note: he has hit 99’s on me in the past, but the ‘Monster Scan’ lunar spell says his max hit is only 97. Perhaps they have lowered his max hit since then or the scan spell is just buggy).

Yt-HurKot (level-108):

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In the battle against TzTok-Jad (level-702), four of these monsters will spawn to heal TzTok-Jad when he is at about half-health. While they are generally weak monsters, they are a lethal distraction when you are fighting TzTok-Jad. They have 60hp and a max hit of 14.

Note that for the rest of the guide I will refer to the monsters by their combat level. I will refer to TzTok-Jad (level-702) as “Jad,” I will refer to the Tz-Keks (level-22) as “mini-45s,” and I will refer to the Yt-HurKots (level-108) as “healers.” Also, I will refer to the easternmost rock in the Fight Caves as the “Italy rock” (the rock is shaped like the country of Italy). I will refer to the three types of protection prayers as “range prayer,” “magic prayer,” or “melee prayer.” The stat-boosting prayers will be called by their proper names.

Equipment & Inventory

There are several different ways to complete the Fight Caves. Some methods are more efficient than others, depending on your stats. I will list a few of the most popular and efficient methods and you can choose which method is best suited for you. No matter which method you are using, 43+ prayer and 70+ range is a requirement. A high agility level (50+) is strongly recommended, as you will be running around frequently.

The Guthan Method

This method is for people who have high melee stats and an adequate range level. The Guthan method combines range and melee. Range is used to primarily fight the 180s, 360s, and Jad. Guthans is used to attack the 22s and 45s. 90s can be attacked by range or Guthans, depending on the situation. People choose to use Guthans because of its unique healing ability.

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Crystal bow may be replaced by Karil’s Crossbow with 3k bolt racks. If you do not possess the optimum equipment, here are some alternatives:

Trimmed 99 Cape > God Cloak > Ava's Accumulator* > 99 Cape > Obsidian Cape > Legends Cape
Fury > God Stole > Glory > Unholy Symbol
Crystal Bow > Karils Crossbow (3k bolt racks) > Rune C'bow (1k enchanted diamond, emerald, or broad bolts)**
Gloves (Barrows) > Gloves (Dragon) > Black [bleep]y Vambraces > Black Vambraces
Ranger Boots > Dragon Boots > Snakeskin Boots > Frog-leather Boots > White Boots > Climber Boots
Archers Ring > Berserker Ring > Warrior Ring > Explorer's Ring > Ring of Recoil

*Always use Ava's accumulator if you are using a weapon which lets you pick up ammunition after you have fired it.
**Dragonfire Shield or Obsidian/Granite Shield if 52+ Prayer; Prayer Book if 85+ Defence


Required Stats: 70+ Attack, 70+ Defense, 70+ Range

The Ranger Method

This method is for people who do not have high melee stats. You need an adequate range and prayer level for this method. This method works for rune pures too.The ranger method uses range as your only weapon. You will be using Saradomin brews to heal you. Saradomin brews increase your hp by about 15hp per dose, even if your hp is at its max. It also boosts your defense higher than a super defense potion. However, it drains your attack, strength, range, and magic. Thus, super restores are required to restore your lowered stats. This method gives you the highest chance of completing the Fight Caves.

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Equipment Alternatives:
Veracs Helm > Helm of Neitiznot > Proselyte Helm > God Mitre > Armadyl Helmet
Trimmed 99 Cape > God Cloak > Ava's Accumulator* > 99 Cape > Obsidian Cape > Legends Cape
Fury > God Stole > Glory > Unholy Symbol
Two Crystal Bows > Karils Crossbow (3.5k bolt racks) > Rune C'bow (1k enchanted diamond, emerald, or broad bolts)**
Armadyl Chestplate > Karils Leathertop > Black Dragonhide Body
Veracs Plateskirt > Proselyte Cuisse/Tasset > Initiate Cuisse/Tasset
Gloves (Barrows) > Black Vambraces
Ranger Boots > Snakeskin Boots > Frog-leather Boots > White Boots
Archers Ring > Explorer's Ring > Ring of Recoil

*Always use Ava's accumulator if you are using a weapon which lets you pick up ammunition after you have fired it.
**Dragonfire Shield or Obsidian/Granite Shield if 52+ Prayer; Prayer Book if 85+ Defence


Inventory Alternatives:

The three range potions are essential. Do not use two, do not use four. Three is the perfect number. As for super restore potions and Saradomin brews, 18 super restores and 6 brews are the all-around amount. However, if you have a high (60+) prayer level, then you will not need as many restores. If you know how to lure (explained later), you won’t need as many brews. If you use Karil’s crossbow instead of the two crystal bows, you can place an extra super restore or Saradomin brew in your inventory, depending on which potion you need more.

Required Stats: 70+ Range, 40+ Defense

Key Facts and Tips

Now that I have explained the different methods for completing the Fight Caves, you should have chosen which method you will use. I will break down the walkthrough for each different method. But first, I will cover some key facts about the Fight Caves which are important to know no matter which method you are using.

Your killing priority, in order of first to last, should be 22 90 360 180 45.

You should drink any necessary potions at the bank before you enter the Fight Caves to boost the necessary stats to the maximum. Make sure all your potions have 4 doses before entering the Fight Caves.

If you have completed the "As a First Resort..." quest, you should dip into the thermal bath, salt-water spring, and sulphur spring before entering the Fight Caves. This will boost your hitpoints and prayer significantly and give you infinite energy for a little while.

Purple sweets can be handy in the caves. They are a poor choice for healing, however they are excellent for restoring energy. Bring at least 100 if you decide to use them.

There are five possible locations for a monster to spawn in. As said earlier, monsters will move east-west before they move north-south. Here is a map of where all the monsters can possibly spawn. The five big circles are the monster spawns.

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Monsters such as the 45s and 180s are significantly easier to kill if you attack them from a safe spot. There are several safe spots within the Fight Caves. Here is a map of seven safe spots. The numbers represent the number of the safe spot and the arrows point to where your target will be standing. If a spot isn't listed, don't rely on it to be a safe spot.

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Since the implementation of the diagonal monster movement, you now have to trap most monsters on corners so they can't reach you. Here is a map with corners labelled; the light-blue squares represent spots around corners where monsters can get trapped. The pink squares represent spots where monsters will not get trapped. Also note that if there is a green line connecting the squares then that means if the monster trapped diagonally from you can attack with range or mage (such as a 90 or 360), then it will be able to attack you from the corner spot. Thus, it is impractical to trap 90s, 360s, or even Jad on corners with green lines.

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In order to trap a monster diagonally, you have to stand on the absolute edge of a safe spot and let a monster come around the corner. Rather than coming all the way to attack you, it will get trapped diagonally from you.

There are 63 waves of monsters which you will have to endure. Here is a list of the waves (if you examine it carefully, you will notice a pattern):

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

Getting to Jad

Note: If at any time you need to log out, click the log out button once. A message will appear saying that if you click log out again, you will get logged out instantly and your progress will not be saved. However, if you wait until the end of the round, you will be logged out automatically with your progress saved. If you are not logged out automatically at the end of the wave because of the 10-second combat rule, click log out again once 10 seconds have elapsed.

The Guthan Method

Waves 1-6: If you have high (60+) prayer, you can coast through these waves via auto-retaliate with Guthans. Otherwise, range the 22s. However, use Guthans on the 45s and mini-45s.

Waves 7-14: The 90 is introduced in these rounds. Range prayer isn’t necessary; just attack them with Guthans.

Waves 15-21: The 180 is introduced in these rounds. Start drinking your range potions. Kill these with range from a safe spot. Use melee prayer if one gets too close for comfort. If you need to, you can attack a 180 with melee prayer on while wearing your Guthans to heal. They will keep healing themselves, so when you’re done healing you can kill them via range.

Waves 22-30: You will have to fight the 90s and 180s simultaneously now. Keep using melee on the 90s. If a 180 reaches you before you can kill a 90, turn on melee prayer.

Waves 31-37: The 360 is introduced in these rounds. Keep magic prayer on whenever a 360 is in the arena. Kill the 360s via range.

Waves 38-45: You will have to fight the 360s and 90s simultaneously now. Keep killing the 90s via melee and 360s via range. Remember to kill the 90s before you kill the 360s.

Waves 46-52: These waves are easy; try to trap a 180 behind a 360 so it cannot reach you. Otherwise, just kill the 360s from safe spots so the 180s do not hurt you.

Waves 53-61: These waves can be tough; however, once the 90s are dead they will be just like the previous waves with the 360s and 180s. Just kill the 90s as soon as possible then continue the waves like the previous ones.

Wave 62: Kill one 360 and attack the remaining 360 until it is at about 25% hp. At this point, drink your Saradomin brew(s) so that your hp is boosted to the max. Next, drink as many super restores needed to restore your lowered stats. Finally, drink your range potion and turn on auto-retaliate. Kill the 360, turn on range prayer, and run into the northeast corner.

The Ranger Method

Waves 1-6: Kill the 22s before they reach you. If they get too close, run away and keep firing at them until they die. Use safe spots to kill the 45s.

Waves 7-14: Use range prayer against the 90s and do not get within melee distance of them.

Waves 15-21: Use safe spots against the 180s.

Waves 22-30: Kill the 90s with range prayer before the 180s get near you. If the 180s get too close, try to trap a 180 behind other monsters or run to a safe spot and kill the 90 from there.

Waves 31-37: Use magic prayer as long as there is a 360 in the arena (unless it is trapped). If you get within melee distance of them, they will hit you HARD. Keep an eye on your prayer – if it runs out while you are fighting a 360, you may get killed before you have a chance to reactivate your prayers.

Waves 38-45: Now you will have to fight the 360s and 90s simultaneously. Meaning, you will have to fight the 90s without range prayer unless you lure them. Depending on your defense level and your equipment, you can choose to lure the 90s or kill them directly (with magic prayer). I would suggest luring unless you have 85+ defense with optimal equipment. If you choose to kill them directly, be sure to boost your stats with your Saradomin brews when your range level is at its normal level so you don’t waste any range potions.

Waves 46-52: These waves similar to the waves with the 90s and 180s only. Kill the 360s from safe spots.

Waves 53-61: These waves are pretty easy; as soon as you kill the 90s they are just like the previous set of waves.

Wave 62: Kill one 360 and attack the remaining 360 until it is at about 25% hp. At this point, drink your Saradomin brew(s) so that your hp is boosted to the max. Next, drink as many super restores needed to restore your lowered stats. Finally, drink your range potion and turn on auto-retaliate. Kill the 360, turn on range prayer, and run into the northeast corner.

TzTok-Jad (level-702)

Jad will spawn in any location just like any other monster. If you are not within melee distance, he will only attack with range and magic attacks. The attacks are all random. His range attack is silent until it hits you (when it hits you it sounds like a Castle Wars explosive). His magic attack sounds like the ‘retribution’ prayer detonating. Since his range attack is silent until it hits you, keep range prayer at all times until you hear the retribution noise. After the meteor hits you, switch back to range prayer and repeat until you see Jad. If you have at least four super restores left when you find Jad, use eagle eye for the whole fight.

Once you can see Jad, it will be much easier to protect yourself from his attacks. When he is using his range attack, he will quickly slam his feet on the ground. When he is using his magic attack, a meteor will form above his head.

If you need to eat or drink during the fight, eat or drink only once per prayer switch.

When Jad is at about half-hp, four healers will come to help him. There are five possible ways to deal with the healers, depending on where Jad spawns. Jad can spawn in the northwest, southwest, south, southeast, or middle. However, if you ran to the northeast corner after you killed the final 360 like I instructed you to, Jad will move to the same location if he spawns south or southeast.

Stay in your corner for at least a minute with your range prayer on with your cursor over the magic prayer button in case you hear the magic attack noise. If nothing happens after about a minute or so, Jad is either in the northwest corner or the southeast corner. Quickly run south to the top of the Italy rock and see if Jad (a yellow dot on your minimap) is across from you. If he isn’t across from you, he is in the northwest corner. If you are attacked while waiting in the northeast corner, he has spawned either in the middle or from the southwest. If he is hugging the Italy rock, he spawned in the middle. If he is distant from the Italy rock, he spawned in the southwest. Here's how to lure Jad so you don't take any damage from the healers (note that you should only try to kill the healers if Jad spawns in the south or southeast):

Northwest Spawn

1. Run south to the top of Italy rock and do not see Jad across from you

2. Jad comes out of the northwest corner

3. Run northwest into the corner and wait for Jad

4. Jad slowly comes around the corner and attacks you

5. Get as close as possible to him while staying against the wall and staying out of his melee range; attack all healers when they appear (they will be unable to reach you)

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South or Southeast Spawn

1. Run south to the top of Italy rock and spot Jad across from you

2. Attack Jad

3. When the healers come, attack each of them then run to the corner safe spot at the north part of the Italy rock (refer to corner diagram from the Key Facts and Tips section of the guide)

4. Turn off prayers once you reach the corner; Jad will be unable to reach you and the healers will be unable to reach you or heal each other. You can range them over the sulphur vent

5. Turn prayers back on and attack Jad once the healers are dead

Southwest Spawn

1. Jad approaches you and attacks; he is not near the Italy rock

2. Hug the wall and run south of the Italy rock into the corner

3. Jad slowly comes around the corner and attacks you

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4. Run around Jad, back to the northeast corner

5. Jad slowly approaches and attacks, while hugging the Italy rock

6. Run south to the top of the Italy rock and attack Jad

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(Healers appear)

1. Run north of Jad and attack the healers south of Jad

2. Run back to where you were and attack the healers west of Jad


3. Attack Jad

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Middle Spawn

1. Run south to the top of the Italy rock and attack Jad

2. When the healers appear, run north of Jad and attack the healers south of Jad

3. Run back to where you were and attack the healers west of Jad


4. Attack Jad

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Letting the Healers Hit You

Another way to deal with the healers it is to simply attack each healer so they are attracted to you (while keeping an eye on Jad’s attacks) without trying to trap or kill them. Once all four healers are attracted to you, make sure only one of them is reaching you. If two or more healers are hitting you, run around so that only one is hitting you. Turn on the ‘steel skin’ prayer to minimize damage taken. While this option requires little effort, keep in mind you will be taking damage from the healers this way and your prayer will be draining faster from steel skin. Also note that if you brought a Guthan set with you, you can equip it and heal on the healers if you’re falling low on hitpoints.

Practicing Prayer-Switching

Here is a guide written by SirHemen on how to practice prayer-switching w/o having to get to Jad in order to practice: <!-- l --><a class="postlink-local" href="http://forum.tip.it/viewtopic.php?f=180&t=729338">viewtopic.php?f=180&t=729338</a><!-- l -->

Reward

Every time you complete the Fight Caves, you will receive a fire cape and 8,032 tokkul. If you lose your fire cape, you will have to complete the Fight Caves again to get it back. You may also sell your fire cape(s) back to TzHaar-Mej-Jal, the Fight Caves master, for 8,000 tokkul each.

Fire Cape Stats

Attack Bonuses
Stab +1
Slash +1
Crush +1
Magic +1
Range +1

Defense Bonuses
Stab +11
Slash +11
Crush +11
Magic +11
Range +11

Other Bonuses
Strength +4
Prayer +2

Video Guides

Full Caves for Mains


Jad Demonstrations


Credits
Guide written by muggiwhplar

Thanks to Zombs and Sonicboom X for proofreading my guide

Thanks to Le Fay for taking pics of the updated Guthan and Ranger setups

Special thanks to Fancy__Fancy and U A E X Pker for teaching me many things I did not know

Base map of the Fight Caves and some monster pictures taken from the RuneScape Knowledgebase; other screenshots taken by muggiwhplar

77yLQy8.png


#2
toast647
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toast647

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posted on your other ones, very nice guide i dowloaded all your vids too :P i might actually go for it one day
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#3
hellbellz
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hellbellz

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I'm with Toast :)

#4
Lets_3ekout
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Lets_3ekout

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Very nice guide.







Tried one time, all equipment at best but ammy (got unholy) and helm (got prosoleyte), been training my stats up for over 2 months time for this so I won't have a problem with it (inevitable apparently) to 80 range (I hate range unless I'm pottinf with c bow because i don't like low hits, lol. Trust me, this was huge for me, never knew i could push my broedom aside as much :<img src=:' /> ) Prayer to 60 (after buying all the pots and equipment, plus supplies for 30 dry runs in barrows, this had me near bankrupt. Though I'm quite used to being bankrupt now after trying for fire cape) and defence to 80+ (already achieved, got 81 out of a series of training events).







My first round, with butterflies in my stomach, I lagged out at 360 90 90. Angry. Very angry. I looked in my bank and saw i could try it again with a c bow on 6 charges and another 10, but with 2 prayer pots replaced. Nothing huge.







Round straight after it, I lagged out at 360 180 90 40 22. Furious puts it lightly :( I decided to make money the rest of the day and try the next.



I made to Jad, but due to inexperience and butterflies in my stomach I was shakeing all over, and i got hit 86 then 46 for the kill. At least I made it to the healers, it is a very big acheivment in my books to do anything like this (never fought a monster over level 250, 702 is a big jump) :)



EDIT: Argh! I got jad to 50hp and he kilkled me with a 60. However I feel I'm getting better at this, I just have to learn to stop being so nervous :)







Thanks for the guide, a great inspiration and help. I better get it on the 5th try or me no be happy :P







~Philip
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Dragon Boots: 39|Abyssal Whips: 16|Dark Bows: 1|

#5
Owned_Nex
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nice....just wondering, why veracs helm? Could i use torags, and black d hide legs and body? Also, how long do u have to activate the right prayer after the attak? The mage 1 is easy to do but the range 1 is faster for my laggy computer

#6
Guest_Nezikchened_
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Pfft! You are one fast little snip! (Actually a big giant compared to me in fight caves :<img src=:' /> )



I try and try to make it to watch jad's movements, switch prayer, attack healers and drink potions, but it is too much for me. And look at you go!



Bah!!







Anyways, I like it and I probably aren't the only one, so good job! =D>

#7
muggiwhplar
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nice....just wondering, why veracs helm? Could i use torags, and black d hide legs and body? Also, how long do u have to activate the right prayer after the attak? The mage 1 is easy to do but the range 1 is faster for my laggy computer








Verac gives pray bonus - defence isn't as important as prayer is, otherwise I'd include torags helm on the list

77yLQy8.png


#8
Nobody
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Very nice guide.







Tried one time, all equipment at best but ammy (got unholy) and helm (got prosoleyte), been training my stats up for over 2 months time for this so I won't have a problem with it (inevitable apparently) to 80 range (I hate range unless I'm pottinf with c bow because i don't like low hits, lol. Trust me, this was huge for me, never knew i could push my broedom aside as much :<img src=:' /> ) Prayer to 60 (after buying all the pots and equipment, plus supplies for 30 dry runs in barrows, this had me near bankrupt. Though I'm quite used to being bankrupt now after trying for fire cape) and defence to 80+ (already achieved, got 81 out of a series of training events).







My first round, with butterflies in my stomach, I lagged out at 360 90 90. Angry. Very angry. I looked in my bank and saw i could try it again with a c bow on 6 charges and another 10, but with 2 prayer pots replaced. Nothing huge.







Round straight after it, I lagged out at 360 180 90 40 22. Furious puts it lightly :( I decided to make money the rest of the day and try the next.



I made to Jad, but due to inexperience and butterflies in my stomach I was shakeing all over, and i got hit 86 then 46 for the kill. At least I made it to the healers, it is a very big acheivment in my books to do anything like this (never fought a monster over level 250, 702 is a big jump) :)







Thanks for the guide, a great inspiration and help. I better get it on the 4th try or me no be happy :P







~Philip








farther than me lol. tried twice now and used pray pots first time(really bad idea trust me) then second time i clicked mage protect too many times and got hit for 78

65495229.png

With love to one, friendship to many, and good will to all.


#9
Owned_Nex
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oh thats why, anyways, i tried it with p pots and sara brews with a couple sup restores. The Jad owned me in 3 hits. I was never fast enough for some reason...

#10
apcrump
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apcrump

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hey, I may try the caves again, the last four runs drained all my money (the bows), but at least they charge at 180k each now :thumbsup:

#11
ceko
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ceko

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Very nice guide, this is how i got my fire cape! because of your guide :ohnoes: . Thx a lot man :D
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Proud owner of a firecape! Since 18/06/06

#12
Guest_Nezikchened_
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Guest_Nezikchened_
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Well I lost my santa (Story here...)



But fire cape > santa and with this I almost won... 2 Times I got jad red barred and then thinking "Yay! I killed it!" and then "Wait! What is that?" [Insert a lot of swearwords here]



And one time I was using my camera in a bad angle, so I didn't see the healers. Then the left click box was in the way and didn't see jad.



Other tries I didn't do with this style. I can do the switching, if I don't get distracted.



(And other than that, I bought Dream Theaters Octavarium cd :) )

#13
confused
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confused

    Unicorn Horn

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I might try get the fire cape using this guide once I get 85 range. We'll see. :)
....:::Datasi:::.... ....:::99 Magic:::.... ....:::99 Thieving:::....
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#14
rudedud3
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rudedud3

    Chicken Feather

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So is robin hood hat the worst hat you should wear (out of those recommended)?

#15
Trojann2
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Trojann2

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Just giving your Super Awesome guide a Bump, Scott. :)

Knowledge Talks| | Wisdom Listens
~~Heroes Get Remembered, But Legends Never Die~~
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Xbox Live & Playstation Network Name: Trojann2


#16
Drag00n50
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Drag00n50

    Goblin Armour

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This guide helped me ALOT. It seems very easy w/o guthans, it's just the fact of how many bolt racks I should bring. (I use X-Bow.)







Anyways, nice guide.
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#17
Curs3d
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Curs3d

    Spider Egg

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Well I've been looking at your guide very carefully over the last couple weeks. Very helpfull. Even got defence becuase i couldnt even get to jad with Initiate, Oh well 70 def is gonna rock!







Thanks for your inspiration muggi :)
85 str, 31 pray, Barrows gloves, F torso
45 def, 85 Range, 85 Mage. 35's with scimmy!
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#18
jimbobjoe
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jimbobjoe

    Dark Wizard Robe

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I find ranging for a cape hard. I never gotten close to killing jad with range:(. I always just use melee the whole time beside ranging the healers. Thats the easiest way for me but i guess 85 range is easier than 110+ combat.
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#19
Bananamatic
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Bananamatic

    Banned

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With 80 ranged,and the following equipment:



Veracs Helm > Proselyte Helm >Initiate Helm > Archer Helm > Robin Hood Hat



Trimmed 99 Cape > Obsidian Cape > Legends Cape > God Cape > Regular Cape



Fury > Unholy Symbol > Glory



Crystal Bows > Karils Crossbow (5k bolt racks) > Magic Shortbow (1k Rune Arrows, picking up)



Karils Leathertop > Black Dragonhide Body > Monk Robe Top



Veracs Plateskirt > Proselyte Platelegs/Skirt > Initiate Platelegs > Monk Robe Bottom



Gloves (Barrows) > Black Vambraces



Ranger Boots > Snakeskin Boots > White Boots



Archers Ring > Ring of Recoil



How much super restore pots would i use per run,and can i bring 4 super restores for Jad and rest p pots?

#20
muggiwhplar
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muggiwhplar

    Dragon Slayer

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With 80 ranged,and the following equipment:



Veracs Helm > Proselyte Helm >Initiate Helm > Archer Helm > Robin Hood Hat



Trimmed 99 Cape > Obsidian Cape > Legends Cape > God Cape > Regular Cape



Fury > Unholy Symbol > Glory



Crystal Bows > Karils Crossbow (5k bolt racks) > Magic Shortbow (1k Rune Arrows, picking up)



Karils Leathertop > Black Dragonhide Body > Monk Robe Top



Veracs Plateskirt > Proselyte Platelegs/Skirt > Initiate Platelegs > Monk Robe Bottom



Gloves (Barrows) > Black Vambraces



Ranger Boots > Snakeskin Boots > White Boots



Archers Ring > Ring of Recoil



How much super restore pots would i use per run,and can i bring 4 super restores for Jad and rest p pots?








Read the FAQ :shame:

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