OSRS TzKal-Zuk, also known as Zuk, is the last monster encountered in the Inferno. Zuk is currently considered to be the second strongest Monster within Old School RuneScape, and the strongest monster that must be defeated on its own.
Players are able to pay 100 slayer reward points in order to allow Duradel to Nieve give TzHaar to be slayer task. If players are assigned TzHaar for a slayer challenge, they will be prompted to choose whether they want to be assigned 1 TzTokJad and 1 TzKalZuk. This latter option requires having killed TzKal-Zuk at least once before being able assign him. If they succeed in beating TzKal-Zuk on the task will earn 101,890 Slayer experience, which is an overall total of 125,000 Slayer experience , based on the knowledge gained from the waves.
Inferno Inferno is the sequel in the series of Fight Caves – designed to be the most difficult solo game in the game. Much like in the Fight Caves, the player must battle through 68 waves which get increasingly more difficult until you must beat the final boss of Inferno TzKal-Zuk.
It is possible to get The Inferno as a slayer task that can to significantly ease the burden of the game – however, this slayer task will only be granted to players who have finished The Inferno at least once.
When the Inferno the players are awarded the Best Inferno in Slot melee cape of the game – the Infernal Cape.
The most commonly used method for completion of The Inferno is to use Ranged. Ideally it is an Ranged score of 90+ in combination with a Twisted Bow will enable most players – with plenty of practice and a little of luck – complete The Inferno.
It is recommended that you make sure you only attempt The Inferno at a very high level, and with some of the best gear in the game. While it is possible finish The Inferno at lower levels and with low-level gear, it’s not for the faint-hearted!
As with The Fight Caves, a variation in prayers and tactics must to be employed during The Inferno in order to bring it to an end efficiently and effectively.
The final wave – Wave 69 will test you against the toughest solo boss monster Old School Runescape has ever encountered – TzKal-Zuk. To make it to the conclusion of the battle, you have to ensure that you are protected from his vicious ranged attacks , by going back and forth and hiding behind a floating chunk of pillar. As you guard yourself, at times you’ll be able to shoot just one arrow and then have go back to the safety of the pillar. If you make one mistake in this process, it is likely that you will die. Zuk’s ranged attacks can and typically will strike up to the 115th percentile. If you manage to survive and are able to survive, you should consider yourself lucky.
If that wasn’t enough, throughout the whole fight , you’ll have to deal with other creatures from The Inferno spawning every two minutes – including TzTok-Jad. As soon as these monsters are spawned, you must switch your attention to dealing with the monsters quickly because their attacks are likely to destroy your precious pillarand open the possibility of taking an unfathomable hit from Zuk.
It is strongly recommended to research the waves and the final boss battle thoroughly before making your own attempts. You can do that now by watching the video of PotUpSonRS on the right, or look up several other well-known guides below.
The introduction to Inferno
The Inferno is the place over which the largest skill gap on the planet was established. There is no way that any PvM you’ve ever done could even even begin to match the challenges you’ll face here. No matter how long it is of weeks, days, and even months. The route to the infernal cape is going to be filled with your sweat, blood and tears. There is no way that any of the tips and tricks can get you the cape that you desire – it’s your own decision to make, and only your determination can push through until the end.
It’s true that anyone can be able to get an infernal cape. While it’s a challenge, it’s also not impossible, particularly with the help of OSRS Guides. Whatever stigma you have or what others have told that you are, everyone can get their own hat as you take the correct steps to improve. It is best to start by being well-informed – knowing as much as you can is very beneficial for your efforts.
Time is precious. This guide was created to aid you in getting the cape as quickly as you can. It will provide you with the most effective capes for slot machines PVM like CoX As well as ToB. This will include the best ways of learning, and will attempt to provide you with every benefit you can receive. This isn’t a perfect guide – not everybody will be able to take away the exact same way, but every learner should be as informed as they can be.
This guide is centered entirely on a first cape. Speedruns, limited accounts builds and other inferno-related challenges (no Pillar, No ancients or ancients, etc.) are not listed here. Last note, if any of the GIFs don’t play well on discord then open the link. (edited)
Waves Start Position
The Inferno includes 69 total waves including 67, 68 and 69 being the most powerful fights against Jad Triple Jads along with Zuk. In the first wave, 66 will put you in the middle of several mobs , which you can only securespot three distinct pillars.
The most important pillar is the one in the north because it will be the starting point for every wave. There are less possible spawns on the northern side of the inferno, which makes it possible that all waves can be solved with this one pillar.
Solving spawns may be the hardest part that you’ll encounter in your inferno. Learn to master this and you’ll be in the right place. At the start of every wave, make sure you have the mage gear you have and get ready to throw an ice barrage at the spawn of nibblers. Place yourself on this tile near that pillar to the North. This tile will let you drag yourself out after the ice blast if you want to, and it is possible to spam click the tile to stop the drag.
OSRS Inferno Wave Stack Solutions
Below we’ll cover a variety of solutions for monsters that may be hidden behind your northern pillar after the start of waves. These solutions apply to mob stacks located south of the pillar, but similar principles apply when they are placed to the west of the pillar as well.