


Old School Runescape: How to Get a Fire Cape?

Fire Cape is one of the first major combat goals in Old School RuneScape, and it can't be bought or traded. Every cape comes from the TzHaar Fight Caves, a long survival challenge that ends against one of the most famous bosses in the game, TzTok-Jad.
Long runs drain potions and ammo, the later waves mix several monster types at once, and Jad can end an attempt with one missed prayer, so preparation matters as much as combat stats.
OSRS Fire Cape Summary
OSRS players get the Fire Cape by clearing all 63 waves of the TzHaar Fight Caves and defeating TzTok-Jad.
Fire Cape stats make it the second-best melee cape in OSRS, behind only the Infernal Cape.
Ranged is the most recommended combat style for the Fight Caves, with around 75 Ranged, 75 Hitpoints, 70 Defence and 60 Prayer suggested.
TzTok-Jad hits up to 97 damage, so the right protection prayer has to be up for every attack.
Dying in the Fight Caves is a safe death, so players keep all their items and only lose progress.
Fire Cape owners can trade it in for a chance at the Jad pet or sacrifice it to enter the Inferno.
What Is the Fire Cape in OSRS

Fire Cape is an untradeable melee cape that players only get from beating TzTok-Jad at the end of the Fight Caves. It's the second-best melee cape in OSRS, beaten only by the Infernal Cape from the Inferno.
These are the Fire Cape's combat stats:
Stat | Bonus |
|---|---|
Attack bonuses (all styles) | +1 |
Defence bonuses (all styles) | +11 |
Melee strength | +4 |
Prayer | +2 |
Since it can't be traded, every Fire Cape has to be earned in the Fight Caves, which is why it's still treated as a badge of skill.
Fight Caves Requirements and Recommended Stats
Fight Caves have no strict level requirements, but they're members-only and get very hard without decent stats. Most players use Ranged for the whole run, since it lets them attack from a distance and use safe spots.
These are the levels the OSRS Wiki recommends for each method:
Skill | Ranged | Pure | Melee |
|---|---|---|---|
Ranged | 75 | 80 | N/A |
Hitpoints | 75 | 80 | 85+ |
Prayer | 60 | 43 | 75+ |
Defence | 70 | Under 20 | 90+ |
Attack | N/A | 75 | 90+ |
Strength | N/A | 42 | 90+ |
Protection prayers are a must. Protect from Magic unlocks at 37 Prayer and Protect from Missiles at 40, and both are needed for Jad. Players short on the recommended level can train Ranged in OSRS before their first attempt.
Best Gear and Inventory for the Fight Caves
Toxic blowpipe is the top single weapon for the Fight Caves. It needs 75 Ranged, attacks very fast, adds venom damage and heals with its special attack, Toxic siphon. Cheaper options work too:
Rune crossbow: Needs 61 Ranged and is the most accessible choice.
Dragon and Armadyl crossbows: Need 64 and 70 Ranged and hit harder.
Twisted bow: Very strong against Ket-Zeks and Jad, but best paired with a blowpipe rather than used alone.
Most Ranged players pack an inventory like this:
2-3 Bastion potions to boost Ranged.
4-6 Saradomin brews for healing.
Super restores or prayer potions in every other slot, with at least 1 restore dose for every 3 brew doses.
Bring plenty of ammunition. Full runs often take well over an hour for lower-level players, and running out of ammo or potions ends most first attempts.
How to Get to the Fight Caves

Fight Caves are in Mor Ul Rek, the TzHaar city underneath the Karamja Volcano. Both the city and the Fight Caves are members-only, and there are several ways to get there:
Minigame Teleport: Choose the TzHaar Fight Pit in the grouping tab or cast the Minigame Teleport spell to land right in Mor Ul Rek. Both options share a 20-minute cooldown.
Fairy ring: Use code BLP and run north into the city.
Karamja Volcano on foot: Teleport to Musa Point with an amulet of glory, or take the 30-coin boat from Port Sarim, then run west to the volcano. Its entrance at the top leads into the Crandor and Karamja Dungeon, which connects to Mor Ul Rek.
Achievement Diary cape: Its teleport goes straight to TzHaar-Mej inside Mor Ul Rek.
Ghommal's hilt: Teleports to Mor Ul Rek for players who have completed at least the Elite Combat Achievements.
Most players use the Minigame Teleport for their first trip, since it needs no unlocks, and fall back on the fairy ring or the walk through the volcano while it's on cooldown.
Fight Caves Monsters and Waves
Fight Caves have 63 waves, and each one adds tougher TzHaar monsters before TzTok-Jad appears on the last wave. These are the monsters players face along the way:
Level | Monster | Attacks | What to Watch For |
|---|---|---|---|
22 | Tz-Kih | Melee | Drains Prayer when it hits |
45 | Tz-Kek | Melee | Deals 1 recoil damage when hit with melee and splits into two level 22 Tz-Keks |
90 | Tok-Xil | Ranged, Melee | Use Protect from Missiles against its ranged attacks |
180 | Yt-MejKot | Melee | Heals itself and other monsters below half health |
360 | Ket-Zek | Magic, Melee | Use Protect from Magic and stay out of melee range |
Killing monsters in the right order saves a lot of supplies. OSRS Wiki suggests taking out Tz-Kihs first, then Tok-Xils, Ket-Zeks, Yt-MejKots and finally Tz-Keks.
Two more tricks make the run easier. TzTok-Jad always spawns where the first Tz-Kek appeared on wave 3, so players can restart until that spot suits them. Clicking log out once during a wave also stops the next wave from spawning, which allows a break without losing progress.
How to Beat TzTok-Jad

TzTok-Jad is a level 702 boss that can hit up to 97 damage. He uses Magic, Ranged and Melee, but only attacks with Melee when the player stands next to him, so fighting from range is strongly recommended.
From a distance, Jad switches between two attacks, and each has its own animation:
Ranged attack: Jad rears up and slams his front legs into the ground. Switch to Protect from Missiles.
Magic attack: Jad rears up and dangles his front legs before breathing fire. Switch to Protect from Magic.
When Jad drops to half health, four Yt-HurKot healers spawn and start healing him. Hitting each healer once pulls it onto the player and stops the healing, but prayer switching always comes first, even while the healers are attacking.
Many players practice on Jad simulators before their first attempt, since a single missed prayer can end the run.
Fire Cape Rewards and Uses

Beating TzTok-Jad gives the Fire Cape and 8,032 Tokkul. Every Jad kill also has a 1 in 200 chance of dropping the TzRek-Jad pet, which improves to 1 in 100 on a Slayer task.
Besides its combat stats, the Fire Cape has several other uses:
Inferno entry: Sacrificing a Fire Cape to TzHaar-Ket-Keh unlocks the Inferno, where players can earn the Infernal Cape.
Mor Ul Rek access: Showing a Fire Cape to the TzHaar-Ket guards opens the inner city without using up the cape.
Jad pet chance: Spare capes can be given to TzHaar-Mej-Jal for another 1 in 200 pet roll or 8,000 Tokkul.
Fire Max Cape: Combining it with a max cape and max hood creates the Fire Max Cape.
Wintertodt: It counts as warm clothing at the Wintertodt.
House display: It can be stored in a costume room cape rack or mounted in a player-owned house.
Fire Capes lost in PvP aren't gone for good. An unprotected cape breaks on a PvP death and stays in the player's inventory, and Perdu repairs it for 150,000 coins.
FAQs About the OSRS Fire Cape
Final Words
Fire Cape is often the first real test of an OSRS account. Solid Ranged stats, a full supply inventory and steady prayer switching on Jad carry most players through the Fight Caves, and the safe death means every failed attempt still teaches something. Once it's done, the cape stays useful for years, from melee bossing to unlocking the Inferno.
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