
Role
Solo cape · one pillar, then a shield
Range camp. Mage on blobs and Jad. Zuk is a prayer exam, not a DPS check.
The room
Inferno is a wave exam that ends on a Jad and a Zuk. The cape is a note sheet, not a luck roll. A 60-wave attempt with notes beats ten 20-wave panics. Write the wipe. Change one thing.
Blobs stacked on a ranger you left alive is the classic dump. Healers on Jad are a job. Zuk is a shield, a set, and a Jad in the middle of a fight you already paid for.
Learner kit is enough to learn waves. Max kit does not skip a blob. Wiki and a sober sheet own the hour.
Sheet
- Combat
- 90+ Ranged and Magic. Infernal is a second exam after a Fire cape.
- Slayer
- None.
- Unlock
- Fire cape. Fight Caves until Jad is boring.
- Style
- None. Waves set the style. Zuk is a prayer exam.
- Instance
- Solo instance.
- Death
- Unsafe. Confirm kept items on the wiki. Do not invent a gp number here.
Opener
- You already know the lobby. Fight Caves until Jad is boring. Inferno is the second exam.
- North pillar. Ice Barrage the nibbler pack off the west face so the south spawn never sees you.
- Kill order in front of you: mager, ranger, meleer, blob, bat. Solve that stack. Wave 12 is not Zuk.
- Triple Jad: sound first on mage, delayed slam is range. One healer at a time.
- Zuk: the shield is the prayer. Setters and Jad heals are the exam. Corners when the shield parks.
Gear tiers
- Budget
- Blessed d'hide, blowpipe, trident, crystal shield. Fire cape required.
- Mid
- Bow of Faerdhinen, ancestral switch, eldritch staff, anguish / occult.
- Max
- Twisted bow, ancestral, masori (f), eldritch, divine rune pouch. Wiki Strategies wins if a clip disagrees.
Inventory
First-cape bag. Twisted bow or Bow of Faerdhinen is worn, not bagged. Wiki Strategies wins if a clip disagrees.
Food / brew / restore
8–10 brews, 4–6 restores, 2 bastions, 2 prayer regen, stamina. Counts move — wiki Strategies this hour.
Prayer
- Waves 1–33Protect Missiles. Rigour on. Priority mager > ranger > meleer > blob > bat.
- Waves 35–66Protect Magic unless the spawn in your face is a ranger. Augury when you swap to mage.
- Triple JadThe animation that is about to land. Sound first on mage. Delayed slam is range.
- ZukThe shield is the prayer. Setters and Jad heals are the exam. No overhead stops Zuk.
Tiles
North pillar to start. Trap behind a pillar; diagonal safespot on the south corner. Zuk: stay behind the shield, middle or a half-tile forward. Corners east and west are safespots when the shield parks. Mark with a vial if you must.
- North pillar, west face — first nibbler freeze.
- South-east of that pillar — hide the south spawn.
- Zuk shield centre — default stand.
- Zuk east corner — when the shield walks east.
- Zuk west corner — when the shield walks west.
Spec / thrall / death charge
Eldritch staff spec when prayer is thin. Blowpipe spec is extra damage, not a plan. Thralls if you brought the book — tag after the stack is solved. Death charge is not the cape. No sanity drain here.
Sanity
No sanity drain. Prayer and the shield are the exam.
Bank / trip
Cape attempt is one pull. Bank after a wipe. Write the wave.
Skip
Leave the melee camp home. Leave the infernal-on-wave-1 experiment home. Third potion type you have not practiced stays in the bank.
Wipe
A blob stacked on a ranger you left alive, or Zuk Jad healers into the next set.