Jad/Fight Caves Blowpipe Guide (Mid-High Level Slayer/Beginner) OSRS
| Date | 2020-04-27 |
| Type | guide |
| Video | youtu.be/oG65hOavtJg |
Summary
A guide to completing the Fight Caves for the fire cape using a toxic blowpipe, covering requirements, budget and max gear setups, inventory, the enemy types and priorities, a wave-by-wave walkthrough from the south-western safe spot, and TzTok-Jad's mechanics. Gnomonkey argues the caves are far less complicated than people make them out to be.
Outline
- 0:00 Preparation and requirements
- 2:58 Budget gear setup
- 3:22 Inventory and consumables
- 4:35 Getting to the caves
- 5:10 Enemy breakdown
- 6:38 General combat strategy
- 7:26 Waves 1-62 walkthrough
- 11:50 Jad boss fight
- 14:04 Rewards and pet hunting
Topics covered
TzHaar Fight Cave
- (0:00) The Fight Caves are a series of 63 waves of enemies that must be defeated in a row, including the end boss TzTok-Jad, to obtain the fire cape.
- (0:00) Gnomonkey says that for players with decent stats and a blowpipe the Fight Caves are a lot less complicated than people make them out to be.
- (0:00) The Fight Caves have no requirements, but Gnomonkey recommends completing Animal Magnetism for the ava's accumulator and Rum Deal for the Holy wrench.
- (0:00) The Holy wrench gives 1-2 extra prayer points per prayer dose drunk while it is in the inventory, which typically saves more than a full prayer potion in the caves.
- (0:31) Gnomonkey says the caves are more than doable with only 43 Prayer, though higher Prayer makes them easier supply-wise.
- (0:31) Gnomonkey recommends 60+ Defence to avoid being hurt by lower-level enemies, although lower is possible, and says Rigor greatly speeds up the caves if the player can afford it.
- (0:58) An imbued black mask or Slayer helmet tears through the caves in DPS terms on a Fight Caves task, but if the caves are failed or left early the task is instantly cancelled.
- (0:58) Gnomonkey says if he started a new account he would prefer to do Slayer after getting his fire cape.
- (1:26) The Fight Caves task gives 50k Slayer XP an hour, according to Gnomonkey.
- (1:26) The Jad pet is a 1 in 100 chance on task versus 1 in 200 off task.
- (1:26) Gnomonkey already has the Jad pet, so he has disabled Fight Caves tasks and did not have one for the video.
- (4:35) The fastest way to the Fight Caves is fairy ring code BLP and running north; otherwise use the Karamja teleport on an amulet of glory, run west to the volcano, climb down the rock and enter the cave on the right. There is a bank right next to the cave.
- (4:39) Each Fight Caves wave adds another of the weakest enemy, and after a wave with two of the same enemy the next wave replaces them with one of the harder variety: two bats combine into a 45, two 45s into a 90, and so on.
- (5:10) The Fight Caves enemies are the 22s (bats), 45s (Keks), 90s (Rangers), 180s (melee), 360s (magers) and finally Jad.
- (5:10) Fight Caves bats (22s) are relatively harmless but sap a prayer point each time they attack, making them a fairly high priority.
- (5:10) Fight Caves Keks (45s) are the lowest priority enemy; their attacks only hurt if defence is low and they are ignored.
- (5:39) Fight Caves Rangers (90s) have a fairly accurate max hit of 13, are the main source of damage in the caves, and are high priority.
- (5:39) Fight Caves melee enemies (180s) have a max hit of 25 and can heal other enemies; they can be safe-spotted and are a low priority target.
- (6:05) Fight Caves 360s have a max hit of 54 with magic or melee, so Gnomonkey prays protect from magic whenever they are around and treats them as medium to high priority.
- (6:05) For about 99% of the caves Gnomonkey stays in the south-western part under the peninsula, which he uses as a safe spot, with tile markers showing where to stand and where to move to lure enemies.
- (6:38) Gnomonkey stays potted with divine ranging potions for basically the whole caves, and saves at least one dose for Jad if running low.
- (6:38) Gnomonkey uses blowpipe specials whenever his health is below the maximum they can restore, which is 50% of the max hit with the pipe; at 75 Ranged in the beginner setup with Eagle Eye and a boost potion this is 28.
- (7:04) Gnomonkey tries to use blowpipe specs on Rangers when possible because they have the lowest defence of an enemy with over 28 health, and points to Bitter Cookie's DPS calculator for max hit.
- (7:26) For the first six waves strategy does not matter much; kill the weak spawns in the open middle. The first Ranger spawns at wave 7, after which Gnomonkey uses protect from missiles when it is safe, until wave 15.
- (7:35) The first 180 appears at wave 15; Gnomonkey stands below the rock in the safe spot so it cannot attack him, and says 180s actually take fewer supplies than Rangers as they need no protection prayer.
- (8:02) If a 180 spawns next to the player, protect from melee, tank one attack while running back through them to lure them to the safe spot, and keep safe-spotting 180s until wave 22.
- (8:02) From wave 22 a Ranger and a 180 both chase the player; staying safe from the melee matters most but the Ranger takes priority if reachable before the 180 arrives.
- (9:08) Wave 29 is an especially tough wave with two Rangers and a 180 (pray protect from missiles), and wave 30 has two melee enemies, which typically means one must be lured.
- (9:08) Wave 31 is the first 360 spawn, where real supply use begins; Gnomonkey keeps protect from magic on for the rest of the caves and does not risk flicking magic because a single misflick can devastate supplies.
- (9:40) Protect from magic only comes off while a 360 is alive if it is trapped at the northern part of the caves. From wave 38 each wave has a 360 and a Ranger, and the Ranger should be killed first unless it is stuck north.
- (10:12) Wave 45 has two Rangers and a 360, handled the same way but more dangerous, and wave 46 starts adding 180s, which Gnomonkey says makes the next waves easier; safe-spot the 180s as before.
- (10:39) If a 360 spawns next to the player they can take one step toward it and attack it, which gives an extra tile of range and still traps the 180, allowing the 360 to be killed first.
- (10:39) From wave 53 the Fight Caves have Rangers, 180s and three 360s on the board, the most dangerous regular waves, until wave 61.
- (11:05) Gnomonkey says wave 60, with two Rangers, a 180 and a 360, is the most dangerous wave in the caves besides Jad, and wave 61 has two 180s and a 360.
- (11:36) Wave 62 has two 360s, and the giant bright orange 360 marks where Jad will spawn next wave; the player should reapply boosts and restore health and prayer to full before finishing the wave.
- (14:04) Completing the Fight Caves rewards a fire cape and 8,032 tokkul, which Gnomonkey says is about 85k gp if saved for buying onyx.
- (14:04) Gnomonkey recommends destroying the first duplicate fire cape at TzHaar to access the Inferno, saying it is required to enter the Inferno and get the music cape at least, and afterwards sacrificing extra capes for pet rolls.
- (14:21) Each Fight Caves task has a 1 in 100 base pet chance, plus an additional 1 in 200 from sacrificing a cape, for a roughly 1 in 67 chance of the pet per task.
TzTok-Jad
- (11:36) Gnomonkey says Jad is only considered a tough boss because of how long it takes to get to him and his potential to one-shot you, and that he is considerably easier than most bosses in the game.
- (11:36) TzTok-Jad has 250 health and two attack styles, ranged and magic, which it switches between randomly with a max hit of 97, and it can melee a player who walks within melee distance.
- (12:10) Gnomonkey's first Jad attempt ended anticlimactically when Jad spawned on top of him and instantly meleed him to a KO.
- (12:10) Gnomonkey reads Jad's animations rather than sound cues: if he rears up lifting a leg he fires a magic attack, and if he slams both feet down a rock falls dealing ranged damage.
- (12:43) Jad's attacks have a delay of 4.8 seconds between them, so Gnomonkey advises keeping to one action per attack, such as flicking the next attack, drinking a prayer dose, then returning to protecting.
- (12:43) Below half health (125 HP) Jad spawns four healers that run to Jad and heal him; they must be tagged and lured more than four tiles away to stop, and if killed before Jad is healed to full they will not respawn.
- (13:17) If Jad's health is restored to full, the healers respawn at half health. Many players bring a crossbow switch to long-range Jad, but Gnomonkey does not, since the blowpipe's range of five lets players stack the healers behind or next to them.
- (13:47) Healers' semi-inaccurate melee has a max of 14, so with sub-60 Defence Gnomonkey recommends luring and killing them immediately, and otherwise luring them behind you and killing them if they cause trouble.
Toxic blowpipe
- (1:26) Gnomonkey says a blowpipe, requiring 75 Ranged, is the best main weapon for the Fight Caves.
- (1:26) All Fight Caves enemies can be envenomed except Jad, who can only be poisoned, and Gnomonkey says the pipe's DPS plus venom make it a clear choice.
- (1:56) Gnomonkey says a twisted bow is the best option for Jad and the 360s if the player can afford it, but a player with one probably would not be watching a guide like this.
- (2:30) Gnomonkey says the blowpipe on its own annihilates all the enemies in the cave and is best in slot on a Fight Caves task.
Fire cape
- (0:00) Gnomonkey describes the fire cape as the best in slot melee cape until the infernal cape.
Slayer
- (0:58) Gnomonkey says that unlocking and getting a Fight Caves Slayer task can make completing the caves much easier, but failing or leaving early cancels the task.
- (1:26) A Fight Caves Slayer task gives 50k Slayer XP an hour.
TzHaar Fight Cave
- (1:56) The gear in Gnomonkey's footage was max gear and Void; if going for the fire cape and already owning Void it is a solid option, and boots can be downgraded to Blessed dragonhide or snakeskin, the necklace of anguish to fury or glory, and the assembler to an accumulator.
- (2:30) Gnomonkey says the Armadyl armour deal is very expensive for a small DPS boost, though the defensive bonuses help; Blessed dragonhide comes very close, and without Barrows gloves he suggests black dragonhide vambraces or a regen bracelet.
- (3:04) On a new account with no Void and no task Gnomonkey would bring a fury, Blessed dragonhide boots (or glory and snakeskin boots), and black dragonhide vambraces.
- (3:04) Gnomonkey's Fight Caves inventory has no Saradomin brews, since they stop you using the three divine ranging potions he brings; he takes a wrench, 15 prayer potions and eight sharks.
- (3:38) With budget gear Gnomonkey recommends manta rays or dark crabs instead of sharks for the added health, and with a decent Prayer level but Defence below 60 maybe 10 manta rays and two fewer prayer potions.
- (4:06) Each dose of divine ranging potion damages the player by 10 but keeps the level boosted for a full five minutes, and the lost health can be restored by the blowpipe special attack.
- (4:06) Gnomonkey says flicking Eagle Eye or Rigor increases DPS and helps conserve prayer through the caves.