Inferno
| Normal reward run | |
| Details | |
|---|---|
| Activity type | Solo wave encounter |
| Start point | Sarim Hub: The Inferno |
| Players | 1 |
| Rewards | |
| Rewards | Infernal cape and 16,440 Tokkul |
| Completion | Defeat TzKal-Zuk on wave 69 |
The Inferno is a solo wave encounter ending with TzKal-Zuk on wave 69. Manage mixed combat styles during the earlier waves, defeat the Jad waves and follow the moving shield during Zuk to earn an infernal cape.
Getting there and preparing
- Open the Sarim Hub and search for The Inferno.
- Prepare equipment, ammunition or runes, food and prayer-restoring supplies before using the entrance.
- Choose Enter the Inferno for a reward run, or Practice a specific wave to practise a wave from 1 to 69.
Bring attacks that let you deal with enemies at a distance. Keep Protect from Magic and Protect from Missiles available, with enough Prayer restoration for sustained use. Familiarity with Jad's prayer switches from Fight Caves helps, but Zuk adds a different movement requirement.
Use practice to learn wave 67, wave 68 and wave 69 separately. A practice clear does not award an infernal cape.
Starting waves
Normal entry uses your highest applicable donor rank's starting wave. You then continue through the remaining waves to Zuk.
| Rank | Starting wave |
|---|---|
| Regular | 50 |
| Donator | 57 |
| Super | 61 |
| Elite | 63 |
| Noble | 64 |
| Gold | 65 |
| Platinum | 66 |
| Legendary | 67 |
| Supreme | 68 |
A normal donor shortcut still leads to an infernal cape if you defeat Zuk.
Earlier waves
Three pillars provide cover before the Jad waves. Nibblers attack the pillars, so kill them early to preserve that cover. Use a pillar to separate enemies, then deal with those that can attack you while keeping the appropriate protection prayer active.
| Enemy | Main danger | Response |
|---|---|---|
| Jal-Nib, the nibbler | Attacks pillars | Kill it before it damages your cover further. |
| Jal-Ak, the blob | Reads your protection prayer, then chooses the opposite projectile style | If it reads Protect from Magic, its next projectile is Ranged; if it reads Protect from Missiles, the next is Magic. Switch for that projectile while watching other attackers. |
| Jal-ImKot, the melee enemy | Can burrow to you after being unable to reach you for a time | Watch for it appearing nearby and move or protect against melee. |
| Jal-Xil, the ranger | Ranged at a distance and melee when close | Keep distance and use Protect from Missiles when its attack is exposed. |
| Jal-Zek, the mage | Magic at a distance and melee when close | Keep Protect from Magic active while it can attack; avoid moving into melee range. |
The blob can also use melee when close and splits into three smaller enemies when killed. Clear the smaller enemies to finish the wave. Do not assume that a melee enemy held behind cover will remain there indefinitely: the burrow can bring it back into the fight.
Resolve one threat at a time. Before finishing the last enemy, restore hitpoints and prayer so the next wave does not arrive while you are searching your inventory.
Jad waves
Wave 67 contains one JalTok-Jad and collapses the remaining pillars. Wave 68 contains three JalTok-Jads with staggered attacks. Wave 69 starts Zuk.
JalTok-Jad uses distinct Magic and Ranged attack animations and can melee at close range. Keep your distance and switch between Protect from Magic and Protect from Missiles for each incoming attack.
Each Jad spawns healers below half health. Wave 67 spawns five healers; the other Jad encounters spawn three. Attack and deal with the healers while maintaining protection. On the triple-Jad wave, watch all three attacks before making another targeting or inventory click. Their attacks are staggered, so each switch needs its own response.
Practise wave 68 until you can track the attack sequence without rushing. Restore supplies between actions only when the next protection switch is secure.
TzKal-Zuk
Zuk has 1,200 hitpoints. Its attacks ignore protection prayer and defence, with an unprotected max hit of 251. The moving shield is your protection.
Follow the shield
Move with the shield from side to side and keep horizontally behind its span. Stay close to its centre, especially when it stops and turns. Being outside the covered span lets Zuk hit you even if a protection prayer is active. If the shield dies, it no longer protects you.
Take short attack opportunities while keeping pace. A food, potion or targeting click should not leave you standing behind the shield's old position. Watch its movement before pursuing another enemy.
Protect the shield from adds
A mage and ranger spawn during the fight and initially attack the shield. Kill them to preserve its hitpoints. They can spawn again during a longer fight, so check for new enemies even after handling the first pair.
Zuk's add timer pauses while its health is between 479 and 599. Use that interval to deal with existing enemies and restore supplies while continuing to follow the shield.
Jad and healers
When Zuk reaches 480 hitpoints or lower, a Jad appears and initially targets the shield. Deal with it while staying aligned with the moving shield. Use the protection prayer matching Jad's attack when it attacks you; your position behind the shield is still what protects you from Zuk.
At 240 hitpoints or lower, four healers appear to restore Zuk's health. Kill them while following the shield, then finish Zuk. If a large hit crosses both thresholds, the Jad appears first and the healer trigger follows on a later hit.
The priority remains shield position, the prayer needed for any enemy attacking you, and then damage. Do not chase a healer across the arena while losing the shield's cover.
Logout, death and rewards
For a normal run, request logout once and finish the wave. Wait for the paused message before logging out. Logging out before that makes you repeat the wave when you resume. Practice sessions end on logout and finish after the chosen wave.
Death or using the exit ends the run and returns you to the entrance. See Death for wider account death rules.
Defeating Zuk in a normal run gives an infernal cape and 16,440 Tokkul, and adds the cape to your collection log. Practice wave 69 does not award the cape. An unfinished normal run can give consolation Tokkul for progress.