OSRS Fire Cape Guide: Fight Caves Waves and Jad
Everything you need for your first OSRS fire cape: stats, gear, the 63 Fight Caves waves, safespots, logging out between waves and the TzTok-Jad prayer switch.
The OSRS fire cape is the reward for surviving all 63 waves of the TzHaar Fight Cave and killing TzTok-Jad on the last one. It is the second best melee cape in the game, it is your ticket into the Inferno, and the run is safe: if you die, you keep your items. This guide covers the stats and gear we would bring, every monster, the waves that kill people and the Jad fight itself.
What the fire cape is and why you want it
The fire cape drops from one place only: a full clear of the TzHaar Fight Cave in Mor Ul Rek, inside the Karamja volcano. It is untradeable, it is guaranteed when you kill TzTok-Jad, and you can earn more than one. To get there, use the TzHaar Fight Pit minigame teleport, or fairy ring BLP and a short run north.
Its stats are why almost every melee setup uses it until the infernal cape. It gives +1 to every attack bonus, +11 to every Defence bonus, +4 melee Strength and +2 Prayer.
Fire cape compared with other melee capes
| Cape | Attack bonuses | Defence bonuses | Strength | Prayer |
|---|---|---|---|---|
| Infernal cape | +4 stab, slash, crush; +1 magic, ranged | +12 each | +8 | +2 |
| Fire cape | +1 each | +11 each | +4 | +2 |
| Mythical cape | +6 crush | +8 each | +1 | +1 |
| Obsidian cape | None | +9 each | None | None |
It also unlocks things. You show it to the TzHaar-Ket guards to get deeper into Mor Ul Rek, you sacrifice one to TzHaar-Ket-Keh to open the Inferno (once, for good), and you can combine it with a max cape and hood to make the fire max cape. A spare cape can be traded to TzHaar-Mej-Jal for either 8,000 Tokkul or one more 1/200 roll at the pet.
Suggested stats for your first fire cape
There is no hard requirement to enter. People finish with lower stats, but every level below these numbers makes the run longer and costs more supplies. These are the suggested floors for each style:
Suggested levels by combat style
| Skill | Ranged | Melee | Magic | Ironman |
|---|---|---|---|---|
| Ranged | 75 | N/A | N/A | 61+ |
| Hitpoints | 75 | 85+ | 75 | 70+ |
| Prayer | 60 | 75+ | 43 | 43+ |
| Defence | 70 | 90+ | 40+ | 50+ |
| Attack | N/A | 90+ | 30+ | 50+ |
| Strength | N/A | 90+ | N/A | 50+ |
| Magic | N/A | 94 | 75+ | 56+ |
We recommend Ranged for a first cape. You can attack from behind rocks, the toxic blowpipe needs 75 Ranged and is the best single weapon for the whole run, and the Jad fight is easier when you are never in melee range. Melee can be faster at very high levels, but you will eat more hits. Water spells work too, since TzHaar take 40% more damage from them, but magic is slower and more expensive.
Gear and inventory setup
Aim for ranged damage and Prayer bonus first, then ranged Defence. Your strongest items will change the run more than anything else, so do not skimp on the weapon.
- Weapon: toxic blowpipe with the best darts you can afford. A twisted bow next to it is excellent for the Ket-Zeks and Jad. Rune crossbow (61 Ranged) is the classic budget and early Ironman option.
- Body: Masori or crystal armour at the top end, blessed or black d'hide as a budget choice.
- Neck and cape: Necklace of anguish or amulet of fury, plus Ava's assembler or Dizana's quiver.
- Shield: Twisted buckler for damage, or a crystal shield or dragonfire ward if you want more defence against the rangers.
- Inventory: mostly prayer potions or super restores, a few Saradomin brews, ranging potions and a stack of ammunition far bigger than you think you need.
A holy wrench squeezes an extra Prayer point out of each dose. If you have Desert Treasure I and 56 Magic, Blood Rush or better on safespotted monsters heals you almost for free. A Saradomin godsword special restores both Hitpoints and Prayer from the damage it deals, and the ancient mace is the cheap way to top up Prayer before you go in.
Fight Caves monsters and how to handle them
Only seven monster types appear, and each wave is a mix of them. Learn what each one does and the run becomes a routine.
TzHaar Fight Cave monsters
| Monster | Level | Style and max hit | How to deal with it |
|---|---|---|---|
| Tz-Kih | 22 | Melee, 4 | Drains Prayer when it hits you. Kill it first, from range. |
| Tz-Kek | 45 | Melee, 7 | Recoils 1 damage if you melee it. Splits into two level 22 Tz-Keks when it dies. |
| Tok-Xil | 90 | Ranged and Melee, 13 | Use Protect from Missiles early on, especially at low levels. |
| Yt-MejKot | 180 | Melee, 25 | Heals itself and nearby monsters below half HP. Trap it behind a rock. |
| Ket-Zek | 360 | Magic and Melee, 54 | Protect from Magic and never let it reach melee range. |
| TzTok-Jad | 702 | Magic 95, Ranged and Melee 97 | Switch prayers on its attack animation. |
| Yt-HurKot | 108 | Melee, 14 | Jad's healers. Four spawn at half HP. |
The usual kill order once the waves get busy is bat, ranger, mager, meleer, blob: Tz-Kih first, then Tok-Xil, Ket-Zek, Yt-MejKot and the Tz-Keks last. Turn off Auto Retaliate so the rangers and magers cannot pull you out of a safespot.
Wave breakdown and safespots
Each new monster type takes over at a fixed wave, and the smaller ones fill in around it. These are the waves where the run changes:
Fight Caves milestones
| Waves | What changes | What to do |
|---|---|---|
| 1 to 6 | Tz-Kih and Tz-Kek only | Kill the bats from range to save Prayer. |
| 7 to 14 | Tok-Xil (level 90) joins | Protect from Missiles if its hits hurt. |
| 15 to 30 | Yt-MejKot (level 180) joins | Trap it on a rock corner, kill it before it heals others. |
| 31 to 61 | Ket-Zek (level 360) joins | Protect from Magic from here on, keep your distance. |
| 62 | Two Ket-Zeks | Note where the off-coloured Ket-Zek spawns: Jad appears there next. |
| 63 | TzTok-Jad and 4 healers | Start with Protect from Missiles, then react. |
Wave 43 is roughly the halfway point of all the damage you deal across waves 1 to 62, so do not panic if you feel slow at wave 30. The cave has three key rocks. Standing on the west or south wall of Italy Rock on the east side gets Tz-Keks and Yt-MejKots stuck on its corners. The south side of Long Rock and the west side of Dragon Rock work the same way for most spawns. From wave 38 onward, the north-east corner keeps three of the five spawn points stuck behind rocks.
Spawns follow one of 15 rotations, set by the time you enter. The first level 45 Tz-Kek on wave 3 spawns where Jad will spawn on wave 63. If that spot is bad, leave and start again. Since the 12 August 2026 update there is no cooldown on re-entering, so resetting for a good rotation costs you a minute. South of Italy Rock is the spawn you want.
Pausing the run: logging out between waves
A first cape can take well over an hour, so use the pause. Click Log Out once while monsters are still alive. The current wave finishes, the next one does not spawn, and you are logged out safely. When you log back in, the next wave starts after a second or two, so set your prayer before you click in.
Do not click Log Out twice in the same wave. That logs you out at once and the wave you were on restarts. A good trick is to safespot the last monster of a wave, request the log out, and let your Hitpoints regenerate before you finish it.
Do not take your Jad break after wave 62. If you log out there, you come back in the middle of the cave with time for one action before Jad attacks. Take your break at the end of wave 61 instead, set quick prayers to Protect from Magic, and start wave 62 rested.
How to beat TzTok-Jad
Jad has only 250 Hitpoints, but its attacks are very accurate and hit up to 95 with Magic and 97 with Ranged or Melee. Players below 98 Hitpoints can be one-shot by an attack they do not pray against. Everything comes down to one switch per attack.
- Restore your Hitpoints and Prayer before you kill the last Ket-Zek on wave 62.
- Start wave 63 with Protect from Missiles on and the prayer book open.
- Ranged attack: Jad slams its front legs down and cracks appear in the ground. Switch to Protect from Missiles right away. The sound comes only after the hit.
- Magic attack: Jad rears up on its hind legs with a loud growl. Switch to Protect from Magic while it is rearing, before the fireball leaves.
- Stay out of melee range. The melee attack has no warning and hits instantly.
- At half HP, four Yt-HurKot healers spawn. Tag each one from range to pull it off Jad, and keep watching Jad's animation the whole time.
You do not have to kill the healers to finish. If they heal Jad back to full, a new set spawns the next time it drops to half. One more detail: if you and Jad die at the same moment, the kill counts in your log but you get no cape. You have to leave the cave alive.
Rewards, Tokkul, pets and death rules
A full clear pays the fire cape and 8,032 Tokkul. Each wave pays two more Tokkul than the one before, so a failed run still pays N x (N + 1), where N is the waves you completed. Killing Jad adds 4,000. The Karamja Elite Diary doubles Fight Caves Tokkul and gives you one resurrection per day inside the cave once you own a fire cape.
The TzRek-Jad pet is 1/200 per kill, or 1/100 on a Slayer task. You can unlock TzTok-Jad as a task for 100 Slayer points from Duradel, Nieve or Chaeldar. A full run on task gives 36,770 Slayer XP, or up to 37,010 if you kill all four healers. The task is cleared if you leave the run in any way.
On normal worlds the Fight Caves are a safe death: you respawn outside with all your gear and inventory. Hardcore Ironmen keep their status. Hardcore Group Ironmen lose a life unless the Elite Diary resurrection saves them, and Jagex lists the Fight Caves as an unsafe activity on the new Hardcore worlds that opened on November 4.
OSRS services for the fire cape and beyond
OSRS Capes & Quiver
- Fire & Infernal Capes
- Dizana’s Quiver
- Piloted Completion
OSRS Skill Leveling
- 23 Skills
- Up to Level 99
- Piloted Leveling
OSRS Bossing & Gauntlet
- Named Bosses
- Normal & Corrupted
- Piloted Completion
OSRS Combat Achievements
- Named Combat Tasks
- Regular & Ironman
- Piloted Completion
OSRS fire cape FAQ
What level should I be to get a fire cape in OSRS?
There is no entry requirement, but the suggested floor for a ranged run is 75 Ranged, 75 Hitpoints, 60 Prayer and 70 Defence. The suggested floor for Ironmen is lower, around 61 Ranged with a rune crossbow, 70 Hitpoints and 43 Prayer, but the run takes much longer.
How many waves are in the Fight Caves?
There are 63 waves. Waves 1 to 62 are mixes of six TzHaar monster types, and wave 63 is TzTok-Jad with four Yt-HurKot healers that spawn when Jad drops to half health.
Do you lose items if you die in the Fight Caves?
No. On normal worlds you respawn outside the cave with all your equipment and inventory, your stats restored, and Tokkul for each wave you completed. Hardcore Ironmen also keep their status, but Hardcore Group Ironmen lose a life.
How do you pause the Fight Caves?
Click Log Out once while a wave is still in progress. When the wave ends, the next one will not spawn and you are logged out safely. The next wave starts shortly after you log back in. Clicking Log Out twice logs you out at once and restarts the current wave.
What are the fire cape stats?
The fire cape gives +1 to every attack bonus, +11 to every Defence bonus, +4 melee Strength and +2 Prayer. Only the infernal cape is a better melee cape.
Can you get more than one fire cape?
Yes. Every completion awards a fire cape, even if you already have one. Spare capes can be traded to TzHaar-Mej-Jal for 8,000 Tokkul or an extra 1/200 chance at the TzRek-Jad pet.
Related guides
Once the cape is in your bank, our OSRS Infernal Cape guide covers the next step. For the levels and quests that make the run easier, see the OSRS progression guide, and if you are weighing help, read piloted vs self-play boosting. Services: OSRS Capes and Quiver and OSRS Skill Leveling.