OSRS Fire Cape Service – Fight Caves & Jad

The Fight Caves.The Cape.All Yours.

Our OSRS fire cape service is played by hand on your account. One of our players clears all 63 Fight Caves waves, Jad included, and the cape stays on the account. Pick the build in the panel and the price updates.

Starting from$4.00

  • Hand-played, no bots
  • Live order tracking
  • Parsec available

The Fight Caves await

Fire Cape
The reward for a completed Fight Caves, on your account.

Make it yours.

Hand-played
1Account build
2Your account
3Go Express+40%

Regular: about 8 working hours/day · work schedule, not a deadline

Total price USD

$4.00

Add to Cart does not take payment. The team confirms the order on the ticket.

What the Order Covers

The TzHaar Fight Cave is a solo wave fight inside the Karamja volcano. Waves 1 to 62 send harder and harder mixes of five TzHaar monsters. Wave 63 is TzTok-Jad, a level 702 boss who brings four Yt-HurKot healers into the fight. Kill Jad and the fire cape is guaranteed. If TzRek-Jad drops too (1/200, or 1/100 on a TzHaar Slayer task), the pet is yours.

You can't buy an OSRS fire cape as an item. It's untradeable and no shop stocks it. The only way onto an account is a Jad kill on that account.

Jad and the 62 Waves Before Him

The busiest wave is 58, which puts six monsters in the cave at once.

  • Tz-Kih (level 22) is a bat that drains Prayer with every hit. Bats die first, every wave.
  • Tz-Kek (level 45) splits into two level 22s when it dies, and hitting it in melee recoils damage back.
  • Tok-Xil (level 90) uses Ranged from across the cave and melee up close.
  • Yt-MejKot (level 180) heals itself and nearby monsters under half health, so it gets trapped behind a rock or a Ket-Zek.
  • Ket-Zek (level 360) hits with Magic and melee and is the biggest threat before Jad. From the end of wave 30, when Ket-Zeks start spawning, Protect from Magic stays up against them.

Jad hits up to 97 with Ranged and 95 with Magic. He only uses melee, also up to 97, when you stand next to him. His ranged and magic attacks each have their own animation. He rears up and dangles his forelegs before the magic fireball, and slams his front legs down before the ranged boulder. Our player switches between Protect from Magic and Protect from Missiles off that animation, before the attack fires. On a low-Hitpoints account, one wrong switch can end the run.

Once Jad is worn down, the four Yt-HurKot spawn. Each one heals him 5 hitpoints every 2.4 seconds. We hit each healer once so it turns on our player instead of healing, then go back to Jad. If they heal him back to full, a fresh set spawns the next time he drops low.

On a lower-level account a run is often well over an hour. If you'd rather try it yourself first, our Fire Cape guide covers gear, supplies and each monster.

Which Account Option to Pick

The Fight Caves has no quest or level gate. Jad still needs protection prayers. Protect from Magic needs 37 Prayer, Protect from Missiles 40 and Protect from Melee 43. A 1 Prayer account is a separate order with its own section below. If Prayer is between 2 and 39, message us before you order.

  • Max everything. Maxed or high-stat accounts. This is the cheapest row.
  • ~75 Defence. Accounts with Defence around 75 that aren't maxed.
  • 45 Defence (Zerker). Lower Defence means more damage taken over 62 waves. We've done zerker capes.
  • 1 Defence (Pure). At 20 Defence or lower the cave gets very hard, though not impossible, and Jad's healers are dangerous even for void and berserker pures. We've cleared it on low-stat pures.
  • ~70, ~65 and ~61 Ranged. These rows go by Ranged level because Ranged decides the weapon. The rune crossbow needs 61 Ranged, the Armadyl crossbow 70 and the toxic blowpipe 75. Less Ranged means a slower run with less room for error at Jad, so these rows cost more.

There is no row under 61 Ranged. Train the account first with Ranged training, or ask us.

We've also done fire capes on Leagues and Grid Master worlds while those modes were live.

Available Options

These are the options currently sold. Choose one in the setup form above, which uses these same prices.

  • Max everythingFight Caves on a maxed or high-stat accountRegular$4.00Express$5.60
  • ~75 DefenceFight Caves · around 75 DefenceRegular$6.00Express$8.40
  • 45 Defence (Zerker)Fight Caves · Zerker account (45 Defence)Regular$8.00Express$11.20
  • 1 Defence (Pure)Fight Caves · Pure account (1 Defence)Regular$11.00Express$15.40
  • ~70 RangedFight Caves · around 70 RangedRegular$18.00Express$25.20
  • ~65 RangedFight Caves · around 65 RangedRegular$23.00Express$32.20
  • ~61 RangedFight Caves · around 61 RangedRegular$58.00Express$81.20

Ironman Fire Cape Service

Ironmen can't trade, so nobody can hand the account a blowpipe or a stack of prayer potions. The run uses what's already in the bank: the best ranged weapon, ammo, prayer potions or super restores, and food.

That usually makes it a slower run. On an early-game iron with a rune crossbow, expect 90 minutes or more. Group ironmen can stock up from group storage first.

We take Hardcore ironmen and Hardcore Group Ironmen. A Fight Caves death is safe on a Hardcore ironman, so a failed run keeps HC status. On a Hardcore Group Ironman it is not a safe death. We do everything we can to avoid a death. A sudden internet or power cut can still cause one, though that's rare, and ordering on a Hardcore account means accepting that a death like that isn't on purpose. Our Terms also say we're not responsible for a lost Hardcore status.

We've done capes on regular irons and a pure ironman. One Hardcore zerker order also picked up the Grandmaster task Denying the Healers II, so Jad never took a single heal from a Yt-HurKot.

Fire Cape or 1 Prayer Fire Cape

A no prayer fire cape is a separate order. With 1 Prayer there are no protection prayers, so nothing blocks Jad's attacks or the Ket-Zek magic. Food and damage output carry the whole run.

The 1 Prayer Fire Cape order is priced by Ranged tier. Each Ranged tier is listed with a sweets amount, from 2k to 4k. On that service we bring our own gear and don't need a bank PIN.

Use this page when the account can pray.

From Order to Cape

  1. 1

    Choose your build

    Pick the row for the account's Defence or Ranged. On the ticket, tell us if it's an ironman, HCIM, GIM, HCGIM or Leagues account and what supplies the bank has.

  2. 2

    Add it to your order

    Choose Regular or Express before you continue. Regular runs about 8 working hours a day. Express runs about 20 hours a day and costs 40% more. Neither is a finish date.

  3. 3

    Start the order ticket

    Start Order opens a support ticket and takes no payment. Pay in full before the run starts. With Parsec, our player plays on your own PC and you never share the password. Otherwise, send the login details on the ticket after you pay, never in the order form or a public chat.

  4. 4

    The caves get cleared

    One of our players runs the Fight Caves by hand and posts updates on the ticket. On a login order, don't log in while the run is going unless we say it's fine. Change your password before the run and again once the cape is on the account.

If a Run Dies

The Fight Caves is a safe activity, so a death costs no items. It counts as a failed attempt, and we go again at no extra cost until the cape is on the account. On a Hardcore Group Ironman a caves death is not safe, so read the ironman section first.

After the Fire Cape, the Inferno

The fire cape is also the Inferno entry fee. You hand one to TzHaar-Ket-Keh once, and that cape is gone. After that the Inferno stays open on the account. It is 69 waves ending at TzKal-Zuk, with the infernal cape as the reward.

To keep wearing a fire cape after unlocking the Inferno, the account needs a second one. Set the quantity to 2 in the order panel.

When the account is ready for Zuk, the Infernal Cape service covers mains, zerkers and pures. Every build has Twisted Bow and ACB setups, and mains can also order with a Bowfa.

Fire Cape FAQ

What is an OSRS fire cape service?

One of our players clears all 63 Fight Caves waves on your account by hand, Jad included, either with your login details or through Parsec on your own PC. The cape stays on that account.

Can I buy an OSRS fire cape?

The cape is untradeable and no shop stocks it. The only way to get one is a Jad kill on that account, which is the run we do for you.

Can I use Parsec for a fire cape?

Yes. With Parsec, our player plays the account through Parsec on your own PC, so you don't share the password. Tell our team before you order if you want it.

Can you get a fire cape on my ironman?

Yes. Pick the row for the account's stats and tell us what supplies are in the bank. Ironmen can't trade, so the run uses the account's own weapon, potions and food.

Do you take Hardcore ironmen and Hardcore Group Ironmen?

Yes, both. A Fight Caves death is safe on a Hardcore ironman, so HC status is kept. On a Hardcore Group Ironman it is not a safe death. We do everything we can to avoid one, but a rare sudden internet or power cut can still cause a death, and ordering on a Hardcore account means accepting that a death like that isn't on purpose.

Do you offer a no prayer fire cape service?

Yes, as a separate order on the 1 Prayer Fire Cape page. It is priced by Ranged tier, with a sweets amount listed for each tier. We bring our own gear for it, so no bank PIN is needed.

What stats does the account need?

There is no hard level gate. Jad needs protection prayers, and 43 Prayer covers all three. The rows run from 1 Defence pures to maxed accounts, and the Ranged rows go down to about 61 Ranged.

Why do low Ranged accounts cost more?

Ranged sets the weapon. Rune crossbow runs take longer and leave less room at Jad than ACB or blowpipe runs.

How long does a fire cape take?

There is no fixed finish time. Regular is about 8 working hours a day, and Express is about 20 hours a day for 40% more. A single run on a lower-level account is often well over an hour.

What happens if the run dies?

The Fight Caves is a safe activity, so the account keeps its items. A death counts as a failed attempt, and we go again at no extra cost until the cape is on the account.

Do I need a fire cape for the Inferno?

Yes. TzHaar-Ket-Keh takes one fire cape, once, to open the Inferno. Order two if you want to keep wearing one afterwards.