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Tuesday 15 Sept · 09:06:10 UTC

The Inferno

Old School RuneScape · Solo cape · one pillar, then a shield

1. The Inferno · OSRS wiki2. OSRSBestInSlot Inferno sheet · Unofficial

The Inferno arena, Old School RuneScape

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.

Toxic blowpipe
Eldritch nightmare staff
Ancestral robe top
Ancestral robe bottom
Ancestral hat
Occult necklace
Imbued god cape
Rune pouch
Divine rune pouch
Bastion potion
Bastion potion
Stamina potion
Prayer regeneration potion
Prayer regeneration potion
Super restore
Super restore
Super restore
Super restore
Super restore
Saradomin brew
Saradomin brew
Saradomin brew
Saradomin brew
Saradomin brew
Saradomin brew
Saradomin brew
Saradomin brew
Saradomin brew

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.

  1. North pillar, west face — first nibbler freeze.
  2. South-east of that pillar — hide the south spawn.
  3. Zuk shield centre — default stand.
  4. Zuk east corner — when the shield walks east.
  5. 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.

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