OSRS Fire Cape Guide: Fight Caves Waves, Gear, Inventory, and Jad
OSRS fire cape guide: recommended stats by style, gear and inventory by budget, all 63 Fight Caves waves in bands, safespots, the logout pause.

In this guide 12 sections
Quick summary
- The fire cape is the reward for the TzHaar Fight Cave: 63 solo waves ending with TzTok-Jad. It's a safe activity, so dying costs you no items (OSRS Wiki).
- There are no strict requirements. For a standard Ranged run, the OSRS Wiki recommends 75 Ranged, 75 Hitpoints, 60 Prayer, and 70 Defence. Early ironmen often go in with a rune crossbow at 61+ Ranged.
- Kill in this order: Tz-Kih (22) → Tok-Xil (90) → Ket-Zek (360) → Yt-MejKot (180) → Tz-Kek (45). Safespot behind Italy Rock, and click Log Out once mid-wave to pause before the next wave.
- On Jad: pray Magic when he rears up and dangles his front legs, and Missiles when he slams his feet. At 150 HP, four healers spawn. Tag them away from him.
- Rewards: the untradeable cape, 8,032 Tokkul, and a 1/200 pet chance (1/100 on a Slayer task).
Check the recommended stats
The OSRS Wiki's suggested minimums by style:
| Skill | Ranged | Pure | Melee (Jad) | Magic | Early iron |
|---|---|---|---|---|---|
| Ranged | 75 | 80 | n/a | n/a | 61+ |
| Hitpoints | 75 | 80 | 85+ | 75 | 70+ |
| Prayer | 60 | 43 | 75+ | 43 | 43+ |
| Defence | 70 | under 20 | 90+ | n/a | n/a |
43 Prayer is the hard floor in practice. You need Protect from Missiles (40) and Protect from Magic (37) for Jad, and Protect from Melee (43) for the Yt-MejKots. Ranged is the wiki's recommended style because it lets you safespot and attack from range. A first run often takes well over an hour for lower-level players.
Get there: Ranged trains well alongside Slayer tasks. See our Slayer guide.
Choose your gear by budget
| Tier | Weapon (Ranged level) | Armor | Notes |
|---|---|---|---|
| Budget / early iron | Rune crossbow (61) or magic shortbow (i) (50) | Black d'hide or better | The rune crossbow is the earliest viable option on many first iron capes. The shortbow falls off on Ket-Zeks and Jad (OSRS Wiki) |
| Mid | Toxic blowpipe (75) | Karil's, Armadyl, or similar | The wiki's top single weapon for the whole run. Its special heals, and venom helps when safespotting |
| High | Armadyl crossbow, Karil's crossbow, or Bow of Faerdhinen (Song of the Elves) | Crystal armor with the Bow of Faerdhinen | The Bow of Faerdhinen with crystal armor beats the blowpipe |
| Magic | Trident or staff casting Water Wave/Surge | Mage gear | Uses the June 2025 water weakness. Usually slower and costlier than Ranged |
Useful extras:
- Saradomin godsword as a special attack weapon. It restores HP and Prayer.
- Ancient mace, a cheaper Prayer restore, used before entering or on Tz-Keks.
- Regen bracelet to heal 2 HP per minute instead of 1.
- Ava's device to save ammo.
Bring plenty of ammunition, because you can't restock inside.
Pack your inventory
| Setup | Contents (OSRS Wiki) | When to use |
|---|---|---|
| Standard Ranged | 2–3 Bastion potions, 4–6 Saradomin brews, rest super restores or prayer potions | Most first capes |
| High Defence, cheaper | 4 brews, 4 super restores, 3 ranging potions, prayer potions | If you rarely need healing |
Rules:
- Keep one super restore dose per three brew doses to undo the stat drain.
- Don't drink brews until your Prayer is low, or you'll waste restore points.
- Before entering, boost Prayer above maximum at Edgeville Monastery or the Nature Grotto (+2), or with an ancient mace (20+ with boosts).
Example: you have 75 Ranged, 70 Defence, and a toxic blowpipe with dragon darts. Pack 3 Bastion potions and 5 Saradomin brews, fill the rest with super restores, and check you have darts and scales for over an hour of fighting.
Getting there: use the TzHaar Fight Pit minigame teleport, or fairy ring BLP and run north.
Know the monsters
| Level | Monster | HP | Max hit | What to do (OSRS Wiki) |
|---|---|---|---|---|
| 22 | Tz-Kih | 10 | 4 | Drains Prayer when it hits. Kill it first, using hit-and-run if needed |
| 45 | Tz-Kek | 20 | 7 | Splits into two level 22s on death. Recoils 1 damage against melee |
| 90 | Tok-Xil | 40 | 13 | Ranged and melee. Pray Missiles if its ranged hits are heavy |
| 180 | Yt-MejKot | 80 | 25 | Heals itself and monsters below half HP. Block it behind rocks or monsters |
| 360 | Ket-Zek | 160 | 54 | Magic and melee. Pray Magic and stay out of melee range |
| 702 | TzTok-Jad | 250 | 95 (Magic), 97 (Ranged/Melee) | Wave 63 |
| 108 | Yt-HurKot | 60 | 14 | Jad's four healers |
Plan the 63 waves in bands
| Waves | What spawns | Plan (OSRS Wiki) |
|---|---|---|
| 1–6 | Tz-Kih and Tz-Keks | Kill bats first. Note where wave 3's Tz-Kek spawns, because Jad spawns there. Restart if it's a bad spot |
| 7–14 | Tok-Xil appears | Protect from Missiles if needed. Kill rangers early |
| 15–30 | Yt-MejKot appears | Block 180s with Italy Rock, Dragon Rock, or smaller monsters. Wave 30 is two 180s. Pray Magic once they're down |
| 31–37 | Ket-Zek appears | Protect from Magic from here on. Turn off Auto Retaliate. Keep your distance |
| 38–45 | Ket-Zek + Tok-Xil | Tank ranged hits unless the mage is safespotted. Wave 43 is halfway through the total damage of waves 1–62. Wave 45: rangers first |
| 46–61 | Ket-Zek + Yt-MejKot + others | Use the 360 or rocks to block the 180. Stand in the northeast corner, where 3 of 5 spawns get stuck. Wave 61 is your last chance to regen safely |
| 62 | Two Ket-Zeks | Find the orange one. Jad spawns where it spawned. Restore HP and Prayer before the last kill, then start wave 63 with Protect from Missiles on |
| 63 | TzTok-Jad + 4 healers | See below |
Kill order for mixed waves: Bat (22) > Ranger (90) > Mager (360) > Meleer (180) > Blob (45).
Safespots. Stand on the west or south wall of Italy Rock (east side) to trap 45s and 180s on its corners. Use the south side of Long Rock or the west side of Dragon Rock to snag most spawns. When you kill a safespotted monster behind another one, kill the free one first, then hit the stuck one during the death animation.
Rotations. The cave has 15 rotations, picked by the time you enter. The OSRS Wiki's Rotations page lists the times if you want a good Jad spawn.
Use the logout pause
- With monsters still alive, click Log Out once.
- You stay in the game until the wave ends, then log out safely.
- When you log back in, the next wave starts. You spawn in the middle with a second or two to set your prayer and move.
Click Log Out twice and the current wave restarts. Use the pause to regenerate HP between waves instead of drinking brews (OSRS Wiki).
Beat TzTok-Jad
| Attack | Animation (OSRS Wiki) | Pray |
|---|---|---|
| Magic | Growls, rears up, dangles its front legs, then shoots a fireball | Protect from Magic |
| Ranged | Stomps its feet, cracking the ground | Protect from Missiles |
| Melee | Instant bite, only in melee range | Protect from Melee, with no warning, so stay at range |
Step by step:
- Start the wave with Protect from Missiles on and the prayer tab open. His Ranged attack has no warning sound, while his Magic attack sounds like Retribution.
- Switch during the animation. Once the projectile leaves, it's too late, even before it lands.
- Attack between switches. Don't let your DPS distract you from his feet.
- At 150 HP, four Yt-HurKot spawn. Attack each one from range to pull it off Jad and drag it away, while staying out of his melee range.
- You don't have to kill the healers. If they heal Jad to full and then die, a new set spawns at 150. So pull them, then finish Jad.
- You must survive. The cape isn't awarded if you and Jad die at the same moment.
Practice: OSRS Wiki and community Jad prayer trainers help you learn the animations. Use Combat Achievement attempts later, not on your first cape.
Fix what failed
| Failure | Likely cause | Fix |
|---|---|---|
| Out of Prayer by wave 40 | Fighting bats in melee, too few restores | Kill Tz-Kih first at range. Flick Eagle Eye/Rigour on Ket-Zeks. Bring more restores |
| Dragged out of a safespot | Auto Retaliate on | Turn it off before wave 31 |
| Died to 180 plus 360 | No block | Use rocks and monsters to block the 180. Northeast corner from wave 38 |
| Died to Jad's first hit | Wrong opening prayer | Start with Missiles on. Watch the feet |
| Jad healed to full | Healers ignored | Tag all four at 150 HP |
| Ran out of ammo | Underpacked | Bring more than you think you need |
Write down the wave and the cause after each attempt, and fix one thing at a time.
Know the rewards
- Fire cape: untradeable, and the best melee cape except the infernal cape (OSRS Wiki). You can sacrifice it to enter the Inferno.
- Tokkul: N × (N + 1) for N waves, plus 4,000 for Jad, for 8,032 on a full run. The Elite Karamja Diary doubles it and gives one resurrection per day in the cave if you already own a fire cape.
- Pet: TzRek-Jad at 1/200 per kill (1/100 on a Slayer task). Trading in a spare cape to TzHaar-Mej-Jal gives another 1/200 roll, or 8,000 Tokkul.
- Slayer: unlock Jad tasks with Hot Stuff (100 points) from Duradel, Nieve, or Chaeldar. A full cave is worth 36,770 Slayer XP (up to 37,010 if you kill the healers).
- Combat Achievements: ten tasks worth 50 points, from Fight Caves Veteran (one clear) to the Speed-Runner (under 26:30).
Pures, ironmen, and returning players
- Pures (low Defence): the wiki's pure column calls for 75 Ranged and 80 Hitpoints with 43 Prayer and 80 HP with 43 Prayer. Expect to rely more on safespots and the logout pause.
- Ironmen: a rune crossbow at 61+ Ranged with 43+ Prayer is a common first-cape setup. Make brews and restores yourself, which is a big Herblore investment, so plan supplies ahead.
- Returning players: use water spells if you're a Magic main (June 2025 change), and retry right away (no re-entry cooldown since August 2026).
- Funding supplies: our money-making guide covers ways to pay for brews and restores. New accounts can start with our OSRS beginner guide.
Want a hand with this?
If you would rather not grind this part yourself, OSRS boss services are listed on FullBoosts. Read Jagex's Rules of Old School RuneScape before you buy any service from anyone, FullBoosts included — a marketplace listing isn't publisher permission.
Frequently asked questions
What are the requirements for the fire cape in OSRS?
There are no strict requirements. For a Ranged run, the OSRS Wiki recommends 75 Ranged, 75 Hitpoints, 60 Prayer, and 70 Defence. Most players need at least 43 Prayer for all three protection prayers.
How many waves are in the Fight Caves?
- TzTok-Jad is the final wave.
Do you lose items if you die in the Fight Caves?
No. The OSRS Wiki lists the Fight Cave as a safe activity, so you keep your items. Hardcore group ironmen still risk their status.
Can I pause the Fight Caves?
Yes. Click Log Out once during a wave. You'll log out when it ends, and the next wave starts when you log back in.
When do Jad's healers spawn?
When Jad drops to 150 health, four Yt-HurKot spawn. Attack each one to pull it away. If they heal him to full and then die, they respawn.
What is the best weapon for the Fight Caves?
The OSRS Wiki calls the toxic blowpipe the best single weapon for the whole run. The Bow of Faerdhinen with crystal armor is stronger, and a rune crossbow is the earliest viable option.
Can I trade or buy a fire cape?
No. It's untradeable, and a lost cape can only be replaced by completing the Fight Cave again.
What do I get for trading in a fire cape?
TzHaar-Mej-Jal gives 8,000 Tokkul or a 1 in 200 chance at the TzRek-Jad pet.
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