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| Firecape Guide :) | |
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| Tweet Topic Started: Apr 11 2012, 12:18 PM (87 Views) | |
| Alvin | Apr 11 2012, 12:18 PM Post #1 |
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1.0: Overview: The fight caves are a series of 63 waves. The monsters have levels ranging from 22-720. The waves slowly progress in difficulty, beginning like this:Wave 1: 1 (One) level 22 Tiz-Kih Wave 2: 2 (Two) level 22 Tiz-Kih Wave 3: 1(One) Level 45 Tz-Kek Wave 4: 1(One) Level 45 Tz-Kek AND 1(One) Level 22 Tiz-Kih, with the monsters stacking up on one another like this and replacing themselves with a higher-leveled monster every time two of them are killed in one wave, as shown as the small 4 wave breakdown that I put up there. At the end, there a level 720 monster called TzTok-Jad. 2.0: Prerequisites 2.1: Equipment: You won't need any equipment at all, besides a ranged weapon and ranged ammo, and an Ava's device, if you don't want to lose like 3000 arrows or something. I advise that you wear black d'hide (body, chaps, vambraces), a runite/Torag's/Guthan's helm, and an Ava's device(If it's not an accumalator, which apparently picks up more ammo in Battlescape than the attractor, then bring more ammo than I have advised). Nobody cares about the boots, but you can bring some ranger's if you do. You can bring a magic shortbow, Karil's Crossbow (You'll need loads of racks for this; I don't recommend it), or rune crossbow (which I used, so I recommend it.) It'd be preferable for you to use rune bolts, or rune arrows. The most powerful ammo that you can use that doesn't destroy Varrock's East Bank. 500-700 bolts should suffice. I recommend you bring about 800, though. Always good to be safe. 2.1.1 Pure Equipment: If you're a pure, as I've said before, all you need is a ranged weapon, ammo, and an Ava's device, but I recommend that you wear any gear that gives you nifty range bonuses, shortening your time in the fight caves with the extra accuracy. ~~2.2:Stats: (Forgot to divide it neatly into 2.2.1 and 2.2.2, sorry.) 2.2.1 Prayer: It is ABSOLUTELY necessary that you have AT LEAST 40 PRAYER, or you'll be dead when the mages arrive, for sure(they can max around 500). 2.2.2 Ranged: Otherwise, around 40 ranged should do(mainly for Ava's), but if you have only 40 ranged, be prepared to bring like 10000 rune arrows. It's good to have a high ranged level for this. A good defense level would be nice, and a good magic level would be too, because 85% of magical defense is based on your magic level, so if you get hit by TzTok-Jad's magic attack, you increase that small chance it'll splash on you. 2.3: The Inventory 2.3.1 Potions: You'll only be needing potions. These will consists of horrendously large amounts of Super Restores and Saradomin brews, which I recommend that you fill to 4 doses. And maybe a few ranged potions if you want, but those don't really matter. The amount of Super Restores:Saradomin Brews isn't a fixed thing, but I brought 10 Brews and 16 Super Restores, and 2 ranged potions. I ran out of brews on Jad, and I didn't run out of Super Restores though, so maybe you should bring more Brews than restores, just to be safe. Refer to the second picture. 3.0 THE CAVES (Hell, you're scared, aren't you? ;D) 3.1: Positioning: There is a key position you need to be located at, which will be used as a nice area to barricade big monsters behind, like the dinosaur-things(Somebody had better remind me to change this later) (Level 180) and the Tz-Kiks (Level 45). There is a picture of it at the bottom; click on it to enlarge it. Hide where shown in the picture(the Italy rock, apparently), as close to the southern wall as you can, so the big things can't get past. Sit there forever, unless monsters require you to leave there. After killing all the small monsters, you can camp there if you want. Or you can log-out, and log back in on the same wave, or if you're in the middle of a wave, log back in on the start of that wave. 3.2: Prayers: Pray against the most powerful monster after you. As a general guide, the 90s range, the 180s melee, and the 360s mage. If you're positioned correctly, you should be able to take them one at a time, and the strategy will come to you while you're in the caves. However, if anybody would like to request that I go into more detail about this, request away. 3.3 Monsters: The level 22s: Tiz-Kihs, which drain your prayer by however much they hit, plus one prayer point, so they always drain your prayer. Despite the prayer drain rate on this server being quite low, I recommend that you make the priority of killing these things the top, because the rest of the monsters you can block behind the rock, besides the small Tz-Keks. The level 45: Tz-Keks, which have 20 HP, and then split into two monsters level 22 with 10 HP. Give them as much priority as you want, but basically last. If you accidentally own the level 45 thing, and it splits into 22s, and you're a pure, fine, lend it more priority. The level 90: The big ranger boogie dude (tell me to replace this like the dinosaur-thing) Who boogies and then does a ranged attack as long as you're not close to it. Second priority. The 180: The dinosaur-thingymajig, which hits way too much if you get near it, like 80 or something. Heck, you'll be screwed if you're not praying and you confront it at close quarters. So don't confront it at close quarters. It's large enough to be blocked at your place behind the Italy rock. The 360: The Ket-Zek, I think, which mages 500s. They spawn on the other side of the Italy rock from your fort, so you should be fine. Confront them last of all, with magic prayer. On wave 62, there'll be two of them, just keep your magic prayer on. 4.0 Tz-Tok-Jad: Yes, this deserves it's own section. 4.1 IT'S NOT THAT BAD: If you panic, and tremble, I'll kill you. So dammit, don't. Actually, Jad will kill you, but he's my hired assassin. So. 4.1.0: TWO SIMPLE THINGS 4.1.1: When he stomps and creates cracks in the floor, Protect from Ranged. 4.1.2: When he sticks his head down or something like that, Protect from Magic. 4.2: If you panic, like I told you not to, and I'm your mentor, so listen to your danged mentor: Run behind the Italy Rock, because Jad spawns on that side, and brew the hell, and restore the hell, because he's blocked by the rock. 5.0 Conclusion: This concludes my guide to the Fight Caves, which is thoroughly incomplete as of the moment. Expect more pictures until this unassertive conclusion about the status of this guide is removed. Happy Jad attempting. |
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| Kieran | Apr 12 2012, 03:20 PM Post #2 |
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Used this guide, thanks alvy |
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