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The Fight Caves (Oct 2006) (AOW)


muggiwhplar

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Guide originally posted Tue May 23, 2006 7:26 pm

 

 

 

 

 

 

 

Discussion topic (can post replies): viewtopic.php?t=565509

 

 

 

The popular original guide topic viewtopic.php?t=462229 had to be locked at 77 pages of replies.

 

 

 

 

 

 

 

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):

 

 

 

 

 

 

 

tzkih22ro7.gif

 

 

 

 

 

 

 

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):

 

 

 

 

 

 

 

tzkih45tz6.gif

 

 

 

 

 

 

 

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):

 

 

 

 

 

 

 

54044459el4.gif

 

 

 

 

 

 

 

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):

 

 

 

 

 

 

 

tokxil90gv2.gif

 

 

 

 

 

 

 

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):

 

 

 

 

 

 

 

ytmejkot180fs4.gif

 

 

 

 

 

 

 

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):

 

 

 

 

 

 

 

ketzek360rx6.gif

 

 

 

 

 

 

 

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):

 

 

 

 

 

 

 

tztokjadro6.gif

 

 

 

 

 

 

 

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 99s 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):

 

 

 

 

 

 

 

ythurkot108ro6.gif

 

 

 

 

 

 

 

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.

 

 

 

 

 

 

 

guthanspu3.png

 

 

 

 

 

 

 

Crystal bow may be replaced by Karils 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)

 

 

 

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 > 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.

 

 

 

 

 

 

 

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.

 

 

 

 

 

 

 

veracsvl3.png

 

 

 

 

 

 

 

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 (5k bolt racks)

 

 

 

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 > 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.

 

 

 

 

 

 

 

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 wont need as many brews. If you use Karils 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

 

 

 

 

 

 

 

[hide=The Pure Method Currently Outdated]The Pure Method: This method is designed for pures with extremely low, if any, defense. This method requires you to use advanced tactics to ensure your survival, since even the weakest of monsters can cripple you. You will be healing via Ancient Magicks with a couple of Saradomin brews for emergencies. You will also be using the lure method (explained later) in every possible situation.

 

 

 

 

 

 

 

pureyj8.png

 

 

 

 

 

 

 

As a pure with low defense, 52+ prayer is STRONGLY recommended. With 43 prayer, you will need the best equipment available. The higher your prayer level allows for worse equipment. Do not worry about your magic attack bonus. I have experimented with several different setups several times and this one is the best. If you choose to prioritize your magic attack bonus, you will find that your range attack bonus is too low to kill the monsters before your prayer depletes. Only a few pieces of equipment have possible substitutes:

 

 

 

 

 

 

 

Robin Hood Hat > God Mitre > Coif

 

 

 

Trimmed 99 Cape > God Cloak > Avas Accumulator* > God Cape

 

 

 

Fury > Glory > Unholy Symbol

 

 

 

Two Crystal Bows > Karils Crossbow (5k bolt racks)

 

 

 

Archers Ring > Seers Ring > Ring of Recoil

 

 

 

 

 

 

 

Your inventory may change depending on your stats as well. If you are using Karils crossbow, swap put a range potion in where your second crystal bow would be. If you have 52+ prayer, you may swap two super restores for two more range potions. If you are capable of casting barrage spells, you should still bring the same amount and type of runes listed. With the runes listed, you can still cast ice barrage, although you cannot cast blood barrage. However, you will be able to cast blood blitz, though it is not recommended. Blood burst is half as expensive as blood blitz and blood rush (your primary spell) is half as expensive as blood burst.

 

 

 

 

 

 

 

Required Stats: 70+ Range, 70+ Magic[/hide]

 

 

 

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.

 

 

 

 

 

 

 

spawnswq3.gif

 

 

 

 

 

 

 

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.

 

 

 

 

 

 

 

safespotsvy9.gif

 

 

 

 

 

 

 

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.

 

 

 

 

 

 

 

cornerstb9.gif

 

 

 

 

 

 

 

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 isnt 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 youre 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 180s 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 dont 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.

 

 

 

 

 

 

 

[hide=The Pure Method Currently Outdated]Waves 1-6: Keep in mind you have low defense, meaning the 22s will rarely miss an attack, reducing your prayer more than normal. Shoot these with your bow. If the bats are getting too close for comfort, cast ice burst on them. Even with your ranger gear, you should be able to freeze them. Use safe spots on the 45s and cast ice burst on the mini-22s that appear when the 45s die.

 

 

 

 

 

 

 

Waves 7-14: Now comes what will become your most-hated enemy in the Fight Caves: the 90. Turn on range prayer when killing the 90s and use the same tactics as used in waves 1-6.

 

 

 

 

 

 

 

Waves 15-21: A new monster is introduced: the 180. Use the same tactics mentioned above. The 180s are great for healing on. If you need to heal, remove your Robin Hood Hat, Vambraces, Chaps, and Ranger Boots and cast blood rush on these. Do not cast blood burst because it is twice as expensive and blood rush is much more accurate. If a 180 gets dangerously close to you, simply turn on melee prayer and run to a safe spot.

 

 

 

 

 

 

 

Waves 22-30: Now you will have the 180s and 90s simultaneously. Keep range prayer on and heal on the 180s at the end of each wave if necessary.

 

 

 

 

 

 

 

Waves 31-37: Keep magic prayer on as long as there is a 360 in the arena (unless it is trapped). If you brought the range-boosting gear I suggested, your arrows/bolts should rip through the 360s.

 

 

 

 

 

 

 

Waves 38-45: Begin using lure tactics to kill each of the monsters.

 

 

 

 

 

 

 

Waves 36-52: Easy rounds, as there are no 90s to avoid. Just be careful avoiding the 180s and remember you can heal against them.

 

 

 

 

 

 

 

Waves 53-60: The worst-case scenario in these waves is a 180 spawning in the center along with a 90 and/or 360. You will have to run south of Italy with magic-prayer on. The 180 and other monsters will be trapped north of Italy. This is what your Saradomin brews are for: emergencies. If a 90 is nailing you as you are escaping and it looks as if you don't have enough hp to make it out alive, drink some doses of your Saradomin brew. Otherwise, just use blood rush on the monsters south of Italy. Wave 60 (360 180 90 90) depends partially on luck. It is going to hurt to have two 90s shooting you as you escape instead of one. However, depending on the position of the monsters, if you can lure the center-spawned monster near your safe zone, you can then run to the southwest corner of the arena. The monsters will usually be trapped in the northwest corner across from you. However, the monsters which were previously south of the Italy rock can now attack you.

 

 

 

 

 

 

 

Waves 61-62: These waves are simple. Just make sure to avoid the 180s. When you reach wave 62 (360 360), use your luring skills to lure the final 360 to the northeast corner so TzTok-Jad does not spot you in the next round. As soon as you kill the final 360, turn on range prayer and run into the safe zone.

 

 

 

 

 

 

 

TzTok-Jad (level-702): Jad will spawn in any location just like any other monster. Since 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 an explosive in Castle Wars). His magic attack sounds like the retribution prayer detonating. You do not need to worry about being attacked from off-screen unless Jad spawns in the center. In which case, turn on magic prayer as soon as you hear the retribution noise.

 

 

 

 

 

 

 

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, he will balance on his hind legs as he charges his attack.

 

 

 

 

 

 

 

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

 

 

 

 

 

 

 

Since you are a pure and cannot take many hits without your protection prayers, you must deal with Jad differently than you would if you had a high defense level. There are three possible situations: Jad spawns in the center, Jad spawns south of Italy, or Jad spawns west of you.

 

 

 

 

 

 

 

If Jad spawns in the center, he will attack you before you leave your safe zone. Use this picture as a guide on where to move:

 

 

 

 

 

 

 

[outdated diagram]

 

 

 

 

 

 

 

Jad is the large blue circle. The healers are the small yellow circles. Run along the green line to the end of the path. Be sure to be as south as possible in the northeast corner. Make sure there is an empty space between you and Jad so he doesnt use melee attacks on you. Attack him until the healers come. Once the healers come, wait for them all to settle. Run along the pink line until you are north of Jad. Attack the southern healers. If you are using Karils crossbow or a magic shortbow, you will not be able to reach the healers. You can either cast a spell on them to reach them or you can quickly attack them while Jad is in the middle of an attack. If you attack them when Jad is not attacking, he may use a melee attack on you! Once they are all attracted to you, run back to the end of the green line (without getting within melee distance of Jad!). You may now attack the western healers and finally attack Jad without worrying about the healers.

 

 

 

 

 

 

 

If after waiting in your safe zone for about 60 to 90 seconds without being attacked, you will know that Jad has spawned either west of you or south of the Italy rock. Run south to the north part of the Italy rock. If you cannot see Jad across from you, run south of the Italy rock and wait there. Jad will slowly make his way to the northeast corner. Once he has settled in the northeast corner, you can begin fighting him. When the healers come, wait for them all to settle. Some healers may be trapped behind you and unable to reach Jad. Attack all of the healers and run to the westernmost edge south of the Italy rock so that if you take one more step to the west Jad will be able to attack you. Turn on melee prayer once you reach the spot. From this spot, only one healer can reach you at a time. They will not be able to heal each other either. Use blood burst on the healer(s) until you are at full hp. Once you are at full hp, kill the healers with range and return to fighting Jad until he is killed.

 

 

 

 

 

 

 

If Jad has spawned south of the Italy rock, lure Jad just like you would lure any other monster to you. Make sure that he is hugging the northwest corner of the Italy rock so the healers will not be able to reach you. Once he is in position, use the same tactics as you would if he spawned in the center.[/hide]

 

 

 

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 isnt 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)

 

 

 

 

 

 

 

northwestjadwb0.gif

 

 

 

 

 

 

 

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

 

 

 

 

 

 

 

southwestjad1hh6.gif

 

 

 

 

 

 

 

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

 

 

 

 

 

 

 

southwestjad2zi0.gif

 

 

 

 

 

 

 

(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

 

 

 

 

 

 

 

healers1fu4.gif

 

 

 

 

 

 

 

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

 

 

 

 

 

 

 

healers1fu4.gif

 

 

 

 

 

 

 

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 Jads 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 youre falling low on hitpoints.

 

 

 

 

 

 

 

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

 

 

 

[hide=Full Caves for Mains]Waves 1-15

 

 

 

http://rapidshare.com/files/11.....5.wmv.html

 

 

 

or

 

 

 

http://www.megaupload.com/?d=I1D964Y0

 

 

 

or

 

 

 

http://media.putfile.com/Main-Caves-1-15

 

 

 

 

 

 

 

Waves 15-30

 

 

 

http://rapidshare.com/files/11.....0.wmv.html

 

 

 

or

 

 

 

http://www.megaupload.com/?d=R7J1T7R0

 

 

 

or

 

 

 

http://media.putfile.com/Main-Caves-15-30

 

 

 

 

 

 

 

Waves 30-46

 

 

 

http://rapidshare.com/files/11.....6.wmv.html

 

 

 

or

 

 

 

http://www.megaupload.com/?d=W9GL367C

 

 

 

or

 

 

 

http://media.putfile.com/Main-Caves-30-46

 

 

 

 

 

 

 

Waves 46-61

 

 

 

http://rapidshare.com/files/11.....1.wmv.html

 

 

 

or

 

 

 

http://www.megaupload.com/?d=PUKRA4EK

 

 

 

or

 

 

 

http://media.putfile.com/Main-Caves-46-61

 

 

 

 

 

 

 

Waves 61-63

 

 

 

http://rapidshare.com/files/11.....3.wmv.html

 

 

 

or

 

 

 

http://www.megaupload.com/?d=3YOQYQNP

 

 

 

or

 

 

 

http://media.putfile.com/Main-Caves-61-63

 

 

 

 

 

 

 

Waves 1-15

 

 

 

1. Overture 1928 Dream Theater

 

 

 

2. In the Presence of Enemies Pt. 1 Dream Theater

 

 

 

 

 

 

 

Waves 15-30

 

 

 

1. In the Presence of Enemies Pt. 1 (continued) Dream Theater

 

 

 

2. Forsaken Dream Theater

 

 

 

3. Constant Motion Dream Theater

 

 

 

 

 

 

 

Waves 30-46

 

 

 

1. Constant Motion (continued) Dream Theater

 

 

 

2. The Dark Eternal Night Dream Theater

 

 

 

3. Repentance Dream Theater

 

 

 

4. Prophets of War - Dream Theater

 

 

 

 

 

 

 

Waves 46-61

 

 

 

1. Prophets of War (continued) - Dream Theater

 

 

 

2. The Ministry of Lost Souls - Dream Theater

 

 

 

3. In the Presence of Enemies Pt. 2 Dream Theater

 

 

 

 

 

 

 

Waves 61-63

 

 

 

1. In the Presence of Enemies Pt. 2 (continued) - Dream Theater[/hide]

 

 

 

[hide=Jad Demonstrations]Southwest Spawn

 

 

 

http://rapidshare.com/files/11.....3.wmv.html

 

 

 

or

 

 

 

http://www.megaupload.com/?d=3YOQYQNP

 

 

 

or

 

 

 

http://media.putfile.com/Main-Caves-61-63

 

 

 

 

 

 

 

South or Southeast Spawn

 

 

 

[/hide]

 

 

 

Credits

 

 

 

 

 

 

 

Guide written by muggiwhplar

 

 

 

 

 

 

 

Thanks to Zombs and Sonicboom X for proofreading my guide

 

 

 

 

 

 

 

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

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