The fire cape is the reward for clearing the TzHaar Fight Cave: 62 waves of TzHaar, then TzTok-Jad on wave 63, solo and with only the supplies you carried in. The OSRS Wiki's Ironman Guide lists it among the early-game milestones, next to the rune crossbow, Barrows gloves, the fighter torso and the dragon defender. On an iron the hard part is usually supplies: the wiki's early-iron inventory is 17 prayer potions, because Protect from Missiles and Protect from Magic are what get you to Jad.
Everything below comes from the wiki's Fight Cave, strategy, TzTok-Jad, fire cape, Tokkul and safe-death pages, checked on 22 October 2026.
Fire cape at a glance
- Requirements: none. The wiki's early-game iron setup suggests 61+ Ranged, 70+ Hitpoints and 43+ Prayer.
- Length: 63 waves. With mid-level iron gear the wiki expects well over 60 minutes, usually closer to 90+.
- Death: safe for normal and hardcore ironmen; you keep everything except the supplies you used. Not safe for Hardcore Group Ironmen.
- Reward: the fire cape, 8,032 Tokkul (16,064 with the elite Karamja Diary) and a 1/200 TzRek-Jad pet roll.
- Getting there: the "TzHaar Fight Pit" Minigame Teleport, or fairy ring BLP and run north.
What the Fire Cape Gives You
The fire cape is a melee cape. The wiki calls it the second best in the game after the infernal cape, and you need a fire cape to enter the Inferno, so the two come in that order.
| Cape | Attack | Defence (all styles) | Strength | Prayer | Where it comes from |
|---|
| Infernal cape | +4 stab, slash and crush, +1 magic and ranged | +12 | +8 | +2 | The Inferno |
| Fire cape | +1 all styles | +11 | +4 | +2 | TzHaar Fight Cave |
| Mythical cape | +6 crush | +8 | +1 | +1 | Dragon Slayer II |
| Obsidian cape | None | +9 | None | None | 90,000 Tokkul in Mor Ul Rek |
| Cape of Legends | None | +7 | None | None | Legends' Guild shop |
The +4 Strength is why it matters. Nothing reachable early comes close to it for melee, and you keep it for the rest of the account unless you go for the infernal cape. It is untradeable, so if you lose one the only replacement is another clear. An unprotected PvP death breaks it rather than deleting it, and Perdu repairs it for 150,000 coins.
What showing the cape unlocks matters just as much on an iron. You show it to a TzHaar-Ket guard once and the inner city of Mor Ul Rek is open for good:
- TzHaar-Hur-Rin's Ore and Gem Store, the same stock as the outer gem shop but much larger: 16 uncut sapphires, 12 emeralds, 8 rubies and 6 diamonds against one sapphire and one emerald outside.
- Infernal eels at 80 Fishing with an oily fishing rod, bait and ice gloves. Cracking them with a hammer gives Tokkul, onyx bolt tips or lava scale shards, which go into extended antifires at 84 Herblore.
- TzHaar-Hur pickpocketing at 90 Thieving, with ice gloves suggested.
- Obsidian armour from TzHaar-Hur-Zal's Equipment Store, plus a bank next to a sulphur vent you can cook on.
- The Inferno (you give up one fire cape to enter) and the first two of TzHaar-Ket-Rak's Challenges.
The Karamja Diary uses the cave twice. The hard tier has you kill a Ket-Zek, which first appears on wave 31. The elite tier needs you to equip a fire cape or infernal cape in Mor Ul Rek, and its reward is double Tokkul and one free resurrection a day inside the cave.
Recommended Stats
The Fight Cave has no hard requirements. These are the wiki's suggested levels for its early-game iron setup:
Wiki suggestion: early-game iron
- 61 RangedRecommended
- 70 HitpointsRecommended
- 43 PrayerRecommended
- 50 DefenceRecommended
- 50 AttackRecommended
- 50 StrengthRecommended
- 56 MagicRecommended
Connect your account in the header to auto-check these requirements.
The wiki's general Ranged column asks for more: 75 Ranged, 75 Hitpoints, 60 Prayer and 70 Defence. Treat the iron numbers as the floor and the Ranged numbers as the point where the run stops being a long grind. The wiki adds that the higher your Defence, the less you need defensive armour like Karil's.
Jad's attacks hit up to 97, so the strategy page warns players below 98 Hitpoints to watch their health, since a missed prayer can kill in one hit. Saradomin brews and anglerfish can boost you above that.
Gear: Three Iron Setups
The wiki recommends Ranged for most of the run, because it lets you safespot monsters and hit them from a distance. Melee is faster at the top end, but the strategy page calls it a poor option for a first fire cape. Magic has been a real option since 25 June 2025, when every TzHaar got a 40% weakness to water spells, but it needs 2,000 to 2,500 casts of runes, which is a lot of shopping on an iron. See the Magic guide for rune sources if you want to try it.
The wiki's early-game iron setup assumes "tier-50 and tier-60 gear and maybe a barrows piece or two". The three setups below go from that up to a blowpipe. Every item is on one of the wiki's recommended lists, so swap in whatever you own from the same list.
Setup 1: Rune crossbow (first cape)
The wiki calls the rune crossbow "the earliest viable weapon Ironmen can use for getting their first fire cape". The Ironman Guide's source is the crazy archaeologist, a boss in level 23 Wilderness, or you can fletch one at 69 Fletching from runite limbs. Broad bolts need 55 Slayer and 61 Ranged; fletch them at 55 Fletching after buying Broader Fletching for 300 Slayer points. The magic shortbow (i) (50 Ranged) is faster against the weak waves but falls off against Ket-Zeks and Jad, so the wiki suggests carrying both if you have no hunters' crossbow.
First cape: rune crossbow

Helm of Neitiznot

Ava's accumulator

Unholy symbol

Broad bolts

Rune crossbow

Black d'hide body

Book of Law

Black d'hide chaps

Black d'hide vambraces

Snakeskin boots

Ring of recoil

Spec: Ancient mace
Spec weaponBarrows gloves replace the vambraces if you have Recipe for Disaster done. Carry diamond bolts (e) for Jad.
- Ava's accumulator is the Animal Magnetism reward at 50 Ranged and picks up your bolts.
- The unholy symbol (17 Crafting, +8 Prayer) and the holy symbol are the wiki's top early necks for prayer bonus.
- The book of law starts as a damaged book from Jossik (5,000 coins after Horror from the Deep), which you complete with the four Armadyl pages from Treasure Trails. It adds Prayer and accuracy.
- Holy sandals (31 Prayer, +3 Prayer, from medium clues) are the wiki's first pick for boots if you have them.
- The ancient mace from Another Slice of H.A.M. restores Prayer equal to the damage its special deals. Use it on the level 180 meleers or the level 45 blobs. The wiki calls it an effective option for a first fire cape.
Setup 2: Void and a hunters' sunlight crossbow
The wiki says irons within boosting range of 74 Fletching and 72 Hunter should use the hunters' sunlight crossbow with sunlight antler bolts. Its speed and range more than make up for the lower accuracy against everything except Jad. It needs 66 Ranged and 50 Hunter to wield. You make it at 74 Fletching from a sunlight antelope antler, which comes from 72 Hunter pitfall trapping in the Avium Savannah (fairy ring AJP). Swap to a rune crossbow and diamond bolts (e) for Jad himself. Antler bolts cannot go in a bolt pouch.
Void with a hunters' sunlight crossbow

Void ranger helm

Ava's accumulator

Amulet of glory

Sunlight antler bolts

Hunters' sunlight crossbow

Void knight top

Book of Law

Void knight robe

Void knight gloves

Holy sandals

Ring of recoil

Spec: Ancient mace
Spec weaponRune crossbow and diamond bolts (e) in the inventory for Jad. Karil's top and skirt are a fine swap for the Void body and legs.
Void comes from Pest Control (250 commendation points for the top) and needs 42 Attack, Strength, Defence, Hitpoints, Ranged and Magic plus 22 Prayer. Ava's devices work with the Void top. In the wiki's early-iron ranking, Karil's leathertop beats a blessed d'hide body, which beats the Void top, which beats black d'hide. The Void entries only count when you wear the full set. If you would rather use Karil's crossbow (70 Ranged, two-handed), its bolt racks come from Barrows, Ak-Haranu's shop in Port Phasmatys or the Last Man Standing shop. See the Barrows guide.
Setup 3: Toxic blowpipe
The strategy page calls the toxic blowpipe "the top choice for a single weapon to take for the entire run": rapid fires every 2 ticks, venom adds damage on the high-level monsters, and the special heals you. It needs 75 Ranged, and you make it by chiselling a tanzanite fang from Zulrah at 78 Fletching. See the Zulrah guide. It is two-handed, so there is no shield slot.
Toxic blowpipe

Archer helm

Ava's assembler

Necklace of anguish

Holy blessing

Toxic blowpipe

Karil's leathertop
Shield

Karil's leatherskirt

Barrows gloves

Mixed hide boots
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Granite ring (i)
Load amethyst or dragon darts. Anguish needs 75 Hitpoints; the assembler needs 70 Ranged and a Vorkath head.
The archer helm costs 78,000 coins from Skulgrimen after The Fremennik Trials (45 Defence). God blessings come from every clue tier above beginner. Rada's blessing 4, from the elite Kourend & Kebos Diary, is the wiki's first choice. If you have Song of the Elves done, the wiki rates the Bow of Faerdhinen with full crystal armour above the blowpipe for overall clear speed. For the device upgrade, see the Ava's guide. For the gloves, see the Barrows gloves guide.
An Inventory You Can Make Yourself
These are the wiki's two inventories that suit an iron. The first is its early-game iron inventory, built for accounts without 81 Herblore:
Wiki early-game iron inventory
17Prayer potion(4) × 17 (Or super restores)
7Tuna potato × 7
4Cooked karambwan × 4
1Holy wrench × 1 (Swap for a potion)
1Ancient mace × 1 (Swap for a potion)
1Diamond bolts (e) × 1 (For Jad)
1Rune pouch × 1 (Blood spell runes, optional)
The base layout is 17 potions, 7 tuna potatoes and 4 karambwans. The wrench, mace, bolts and pouch each take the place of a potion or some food.
The holy wrench (a partial Rum Deal reward) adds Prayer to every potion dose, but only beats one more potion at higher Prayer levels. The wiki's worked example: with 16 prayer potions, the wrench adds 64 points at 52 Prayer, while a 17th potion restores 80. At 63 Prayer the wrench adds 128 points, against 88 for the extra potion.
Once you have 81 Herblore, the wiki's lighter Ranged inventory works for an iron who rarely needs to heal:
Wiki lighter Ranged inventory
3Ranging potion(4) × 3
4Saradomin brew(4) × 4
4Super restore(4) × 4
FillPrayer potion(4) × rest
The full wiki Ranged inventory is 2-3 bastion potions, 4-6 brews and the rest restores, with at least one restore dose per three brew doses.
The wiki's advice on brews: don't drink them until your Prayer is low, so the super restore that fixes your stats doesn't waste Prayer points. Its strategy page says one super restore dose covers three brew doses. The brew page adds that one dose covers two or three brews depending on your levels, and only two at 90 or above.
Where each supply comes from
| Supply | Level | Ingredients | Where an iron gets them |
|---|
| Prayer potion | 38 Herblore | Ranarr weed and snape grass | Ranarr from herb runs. Seeds from Master Farmers, farming contracts and Slayer drops. Snape grass grows in allotments at 61 Farming and spawns on Waterbirth Island and the hobgoblin peninsula east of Hosidius. |
| Super restore | 63 Herblore | Snapdragon and red spiders' eggs | Eggs spawn in Edgeville Dungeon and drop from spidines in the Tower of Life and temple spiders in the Forthos Dungeon. Sarachnis has a tertiary 100-egg sac. |
| Saradomin brew | 81 Herblore | Toadflax and a crushed bird's nest | Nests from Woodcutting, bird house runs, Managing Miscellania or Wyson's mole-part exchange. |
| Ranging potion | 72 Herblore | Dwarf weed and wine of Zamorak | Telegrab wines in the Asgarnia Chaos Temple, or make them from Tithe Farm grapes, which the wiki calls the riskless option. |
| Bastion potion | 80 Herblore | Cadantine, a vial of blood and wine of Zamorak | As above for the wine. |
| Tuna potato | 68 Cooking | Baked potato with butter, tuna and sweetcorn | Your allotments, a dairy churn and tuna. Heals 22. |
| Cooked karambwan | 30 Cooking | Raw karambwan | 65 Fishing after the fishing part of Tai Bwo Wannai Trio. Heals 18. |
After the hard Desert Diary, Zahur in Nardah makes unfinished potions for 200 coins each from noted herbs. That makes a 20-potion trip far less tedious. Our Herblore guide covers the herb-run setup, and the Prayer guide covers getting to 43 and beyond.
Small prayer boosts before you enter
The Fight Cave page suggests taking the +2 Prayer boost from the altar at Edgeville Monastery or the Nature Grotto before entering. If you have the ancient mace, you can spec a POH combat dummy with strength boosts active to enter with 20 or more extra Prayer points.
The Waves and Monsters
The cave runs 63 waves. Each new monster type first appears on wave 1, 3, 7, 15, 31 and finally 63. The rule is simple: when a wave has two of the same monster, the next wave replaces them with one monster of the next level up, so two 22s become a 45, two 90s become a 180, and so on. If every monster in a wave is different, another Tz-Kih joins. Wave 62 is two Ket-Zeks, and wave 63 is Jad.
| Level | Monster | HP | First wave | Attacks and max hit | What to know |
|---|
| 22 | Tz-Kih | 10 | 1 | Melee, 4 | Drains Prayer in melee range by the damage dealt plus 1. Kill it first. |
| 45 | Tz-Kek | 20 | 3 | Melee, 7 | Deals 1 recoil damage to melee attackers. Splits into two level 22 Tz-Keks when it dies. Lowest priority. |
| 90 | Tok-Xil | 40 | 7 | Ranged 14, melee 13 | Accurate long-range attacker. Pray Ranged against it early on. Its melee is weaker if you have to walk up to it. |
| 180 | Yt-MejKot | 80 | 15 | Melee, 25 | Heals itself and nearby monsters below half health. Easily trapped behind rocks. |
| 360 | Ket-Zek | 160 | 31 | Magic 52, melee 55 | Pray Magic whenever one is alive and stay out of its melee range. |
| 702 | TzTok-Jad | 250 | 63 | Ranged 97, melee 97, magic 95 | See the Jad section. |
| 108 | Yt-HurKot | 60 | 63 | Melee, 14 | Four spawn when Jad drops below 150 Hitpoints and heal him. |
Across a full run you kill 48 Tz-Kih, 40 level 45 Tz-Keks (and the 80 level 22s they split into), 36 Tok-Xil, 34 Yt-MejKot, 33 Ket-Zeks, Jad and his four healers.
Kill order, per the strategy page: Tz-Kih, then Tok-Xil, then Ket-Zek, then Yt-MejKot, then Tz-Kek. The exception is a monster trapped behind a rock: stay where you are and kill what you can reach first. When two of the same monster spawn, one is off-colour, and that one marks where the next tier spawns.
Safespots and rotations
The Fight Cave map has three rocks worth knowing:
- Italy Rock, on the eastern side. Stand directly against its western or southern wall and level 45 Tz-Keks and level 180 Yt-MejKots get stuck on the corners.
- Long Rock (stand on its south side) and Dragon Rock (west side). Both trap every spawn except the one that appears right next to them.
- The north-eastern corner from about wave 38. The wiki says three of the five spawn points get stuck behind Italy Rock and the rock to its west.
There are 15 rotations of spawn points, chosen by the exact time you enter. The rotation changes every minute, except rotation 4, which lasts two. You can identify yours from where the first two waves spawn (four waves for two of them). For early-game irons the strategy page singles out rotations 5 and 6 as especially safespot-friendly.
Jad always spawns where the wave 3 level 45 Tz-Kek spawned, and the off-colour Ket-Zek on wave 62 spawns there too. The best spawn is south of Italy Rock. If you don't get it, leave and restart. Since the 12 August 2026 Summer Sweep Up there is no re-entry cooldown, so the reset only costs you the first three waves.
Prayer through the waves
- Tok-Xil waves (7-30): use Protect from Missiles. Wave 30 is the last one with no Ket-Zek.
- Ket-Zek waves (31-62): pray Magic whenever a Ket-Zek is alive, so the Tok-Xils have to die fast or be fought in melee range.
- Flick your offensive prayer (Eagle Eye, Hawk Eye or Rigour) on the Ket-Zeks to save Prayer.
- Turn off Auto Retaliate. Tok-Xils and Ket-Zeks can drag you out of a safespot into Yt-MejKot range.
- Get a free hit: when a safespotted monster is behind another one, kill the free one, then hit the trapped one straight away. The dying monster's animation gives you a free attack.
TzTok-Jad
Jad has 250 Hitpoints, attacks every 8 ticks from up to 15 tiles away, and hits up to 97. Stay out of melee range and he only uses two attacks:
- Magic: he rears up and stands up straight, then breathes a fireball. You will hear a loud inhale. Protect from Magic has to go on while he is rearing up; once the fire comes out it is too late.
- Ranged: he slams his front legs into the ground, cracks appear, and a boulder lands on you. The sound plays after the hit, so the wiki suggests having Protect from Missiles on when the wave starts.
If you stand next to him he also bites (Protect from Melee, no warning, and he can attack every 4 ticks in melee). Fight from range. The wiki's advice when you take damage is to eat once per Jad attack and pray first. Don't panic-eat.
Healers
When Jad drops below 150 Hitpoints, four Yt-HurKots spawn and walk to him to heal him.
- Tag all four without killing them. Leaving even one on Jad can heal him back up while you kill the others. They still heal Jad while hitting you if they are close enough to him.
- If they heal him to full, don't kill them. Dead healers respawn the next time he drops below 150. If you distract them before he reaches full health, they won't come back once killed.
- Switch to long range before tagging healers so you don't step into Jad's melee range.
- Black chinchompas make the healers easier, but you have to target each healer, because Jad is too big for the splash to hit them all. They need 65 Ranged, and catching them takes 73 Hunter in the Wilderness, which is not on the safe-death list.
Taking a break before Jad
The TzTok-Jad section of the strategy page is explicit. Do not log out after wave 62. You spawn in the middle and get one action before Jad appears. Instead, log out after clearing wave 61, set your quick prayer to Protect from Magic, and log back in. You will face the two Ket-Zeks with time to set up. Don't click through the chat dialogue; turn on your quick prayer, and that starts the wave.
Logging Out Mid-Run
| What you do | What happens |
|---|
| Click Log Out once | Two red messages appear. Finish the current wave and you log out. The next wave starts when you log back in. |
| Click Log Out twice, or log out after 10 seconds out of combat with monsters still alive | Progress is saved, but you repeat the wave you were on. |
| Log back in | You start in the middle of the cave, and the wave doesn't begin until you act, so set your prayer and run to your safespot first. |
The Fight Cave page notes that logging out between waves is a free way to regenerate Hitpoints: find a safespot, request a log out, finish the wave and let your HP come back. A regen bracelet doubles natural regeneration to 2 Hitpoints a minute.
Hardcore, Ultimate and Group Ironmen
HCIM: the Fight Cave is a safe death
The TzHaar Fight Cave is on the wiki's list of safe deaths for Hardcore Ironmen, and the Fight Cave page says it "does not apply to standard Hardcore Ironman players, who can always safely die in the Fight Caves". When you die you respawn outside with your stats restored, all of your equipment and inventory, and the Tokkul for the waves you completed. That makes it a place where a hardcore can practise prayer switching against a boss that hits 97 without risking status. See our HCIM guide.
Two details from the fire cape page apply to every account. The cape is not awarded if you and Jad die at the same time, even though your boss log counts the kill, because dying removes you from the cave as a failure. Since 2019, though, reaching 0 Hitpoints as you win no longer kills you once you are taken outside.
- Ultimate ironmen: the Fight Cave page says a death in the cave does not lose the contents of your Item Retrieval Service. See the UIM guide.
- Hardcore Group Ironmen: the cave is on the wiki's list of activities that are unsafe for HCGIM. A death costs the group one of its shared lives. The elite Karamja Diary's daily resurrection is the exception and does not cost a life. See the GIM guide.
- Hardcore Worlds (a new mode for main accounts, launching 4 November 2026) use the HCGIM death rules, so the Fight Cave is unsafe there too. As of October 2026 this has no effect on normal Hardcore Ironmen.
Rewards
Tokkul is paid for every wave you complete, even if you die. The formula is N × (N + 1), where N is waves completed, plus 4,000 more for killing Jad. A full clear is 8,032 Tokkul, doubled to 16,064 with the elite Karamja Diary.
The fire cape is guaranteed on every completion, so you can earn more than one. TzHaar-Mej-Jal takes spare capes in exchange for either 8,000 Tokkul or a 1/200 roll at the pet. The game asks for a second confirmation before trading one in for Tokkul.
TzRek-Jad, the pet:
| How | Chance |
|---|
| Kill Jad off task | 1/200 |
| Kill Jad on a TzHaar Slayer task | 1/100 |
| Trade in the fire cape | 1/200 |
| Kill plus cape trade, off task | About 1/101 overall |
| Kill plus cape trade, on task | About 1/67 overall |
If your inventory is full and you already have a follower out, the pet goes to Probita in East Ardougne instead. Our drop calculator shows how dry a given number of kills is.
Spending Tokkul as an Ironman
Tokkul is untradeable and only spends in Mor Ul Rek. Wear Karamja gloves 1 or better for a discount on buying and a better price when you sell. Prices below are from the wiki's shop pages as of October 2026: normal price, then the Karamja gloves price.
| Item | Shop | Price (gloves) | Why an iron buys it |
|---|
| Death rune | TzHaar-Mej-Roh's Rune Store | 270 (234), 2,500 stock | Burst and barrage supply. See the Magic guide. |
| Chaos rune | TzHaar-Mej-Roh's Rune Store | 135 (117), 2,500 stock | Same |
| Uncut onyx | Both ore and gem stores | 300,000 (260,000), 1 in stock | Onyx jewellery. The Ironman Guide's amulet of fury needs 90 Crafting (85 boosted) and 87 Magic. |
| Onyx bolt tips | Both ore and gem stores | 1,500 (1,300), 50 in stock | Onyx bolts (e) |
| Uncut diamond | Inner TzHaar-Hur-Rin store | 300 (260), 6 in stock | Crafting. The wiki suggests cutting the shop gems, making bracelets and alching them. |
| Obsidian cape | TzHaar-Hur-Tel or TzHaar-Hur-Zal | 90,000 (78,000) | +9 all defences, no requirement |
| Toktz-ket-xil (obsidian shield) | TzHaar-Hur-Tel or TzHaar-Hur-Zal | 67,500 (58,500) | 60 Defence shield with +5 Strength |
| Toktz-xil-ul (obsidian throwing rings) | TzHaar-Hur-Tel or TzHaar-Hur-Zal | 375 (325) each, 500 stock | 60 Ranged thrown weapon that works with a shield |
| Obsidian helmet, platebody, platelegs | Inner TzHaar-Hur-Zal store only | 84,480, 126,000, 100,500 (73,216, 109,200, 87,100) | 60 Defence. With the full set, obsidian weapons get +10% accuracy and damage. |
The wiki's ironman trick for onyx is to sell chaos runes to TzHaar-Mej-Roh. The Tokkul page notes that irons can get chaos runes in bulk from rune shops, Runecraft, monster drops, and Barrows with the hard Morytania Diary. With Karamja gloves and a fully overstocked shop, one uncut onyx costs 28,889 chaos runes or 14,445 death runes. Shop gems are also a Crafting option the Crafting guide covers.
Jad as a Slayer Task
Buy Hot Stuff for 100 Slayer points, and Duradel, Nieve and Chaeldar can assign TzHaar. When you get a TzHaar task you can take 1 TzTok-Jad instead, or 2 with the Master Combat Achievements and 3 with Grandmaster. Take the Jad option if you want the cape: a normal TzHaar task tops out at 199 kills, which only lasts until wave 48.
On task:
- Your Slayer helmet (i) or imbued black mask bonus applies to every monster in the cave, not just Jad.
- Slayer XP: waves 1-62 give 11,520, Jad gives 25,250, and the four healers 60 each, for 36,770 to 37,010 per run.
- The pet chance doubles to 1/100.
- Leaving the cave in any way, including dying, clears the task. The TzTok-Jad page notes that this does not reset your task streak, so it doubles as a free skip.
Our Slayer guide covers when Hot Stuff is worth the points in your unlock order.
Where the Fire Cape Fits
The wiki's Ironman Guide puts the fire cape in the early game, alongside the rune crossbow, broad bolts, Barrows gloves and the fighter torso. In practice you need 43 Prayer, a rune crossbow or better, and enough herb runs behind you for 17 prayer potions. Our ironman walkthrough points to it while you finish Recipe for Disaster and again in its goals after Barrows gloves, and the bosses page shows what it opens next.
- Gear progression for every slot the setups above draw from.
- Herblore guide for the prayer potions and brews.
- Barrows guide for Karil's and bolt racks.
- Zulrah guide for the toxic blowpipe.
- Fletching guide for broad bolts and the hunters' sunlight crossbow.
- HCIM guide for the full safe-death list.