Fall of Varrock

The Inferno

From the Fall of Varrock Wiki - Thirteen waves beneath the lava ending in TzKal-Zuk. Sacrifice a Fire cape to enter. The Infernal cape cannot be bought — only earned.

The Inferno is the hardest challenge on the server — thirteen waves of the Jal- horde in a

private instance of the real Inferno arena, ending against TzKal-Zuk. The Infernal cape

is untradeable and always will be: everyone wearing one killed Zuk themselves.

Getting in

TzHaar-Ket-Keh stands beside TzHaar-Mej-Jal at the cave entrance (teleport portal →

Mini-Games → The Inferno). Entry has a price: sacrifice a Fire cape — cast into the lava,

gone forever. Pay it once and the Inferno is open to you permanently. Capes are tradeable, so

you can earn yours in the [Fight Cave](fight-cave) or buy one from another player; the lava

doesn't care whose sweat is on it.

  • ::inferno — start a run (after unlocking)
  • ::zukpractice mode: skip straight to TzKal-Zuk. No rewards, pure reps.
  • ::leaveinferno — flee (best wave still recorded)

Private instance per fighter, deaths are safe — you lose the attempt and your supplies,

nothing else.

The waves

WaveEnemiesWatch out for
13 × Jal-NibNibblers — swat them before they swarm
2Jal-MejRahRanged bat
3Jal-MejRah + 2 × Jal-Nib
4Jal-AkThe blob: attacks with random styles, splits into 3 mini-casters on death
5Jal-Ak + Jal-MejRah
6Jal-ImKotHeavy melee — burrows to you if you kite it too long
7Jal-ImKot + Jal-Ak
8Jal-XilRanger, hits up to 46 — pray Missiles
9Jal-Xil + Jal-ImKot
10Jal-ZekMage, hits up to 70 — and it resurrects monsters that died this wave
11Jal-Zek + Jal-XilThe brutal duo — kill the mage first
12JalTok-JadA full Jad fight: telegraphed switches, max 113, healers at half HP
13TzKal-ZukSee below

TzKal-Zuk

Zuk never moves — and neither prayer nor armour blocks him. Every blast hits for up to **110

unblockable unless you are standing in the shadow of the Ancestral Glyph**, the shield that

slides back and forth along the lava edge. The whole fight is footwork: stay behind the glyph

as it moves, and do your damage in between.

While you're dancing:

  • At 75% health he calls a Jal-Xil and Jal-Zek — kill them from safety or they'll shred

you mid-step.

  • At 50% a full JalTok-Jad joins. Yes, you prayer-switch Jad while walking with the

glyph. This is the wall.

  • At 25% four healers rush him. Tag each one to drag it off or he climbs right back.

How to beat it

Everything from the [Fight Cave guide](fight-cave) applies, turned up. Read that first — the

Inferno assumes you can already switch on Jad's telegraphs without thinking.

Prepare like this:

  • Best ranged gear you own, prayer bonus where possible. You will never want to melee here.
  • More prayer restores than the Fight Cave — closer to two-thirds of your inventory. The

waves are longer, the hits are bigger, and Zuk is a supply war.

  • Full health and prayer before wave 1. There is no free wave.

Kill priority, every wave:

1. Jal-Zek (mage) always dies first. Not just for the 70s — every corpse on the floor is a

monster he can drag back up. The longer he lives, the more of the wave you fight twice.

2. Jal-Xil (ranger) second.

3. Jal-Ak (blob) third — and expect the three splits; they're weak, but don't let them stack

hits while you're focused elsewhere.

4. Jal-ImKot last, but never ignored — you can kite him, but he burrows to you every few

seconds of kiting, so keep moving and never let him surface on top of you mid-switch.

5. Nibblers and bats: swat on sight, they're seconds of work.

Prayer plan: Missiles while a Jal-Xil breathes, Magic while a Jal-Zek breathes. When both

are up (wave 11 — the wall before Jad), pray Magic, kill the Zek flat out, then switch to

Missiles for the Xil. Jal-Ak hits with random styles — hold whatever protects against the

biggest current threat and eat the small ones.

Wave 12 — JalTok-Jad: identical reads to the Fight Cave Jad (slam = Missiles, fire-breath =

Magic) but hitting up to 113, so a missed switch usually ends the run. Healers at half health:

tag each once, drag them off, back on Jad. If you can't do Fight Cave Jad with your eyes

closed, you have no business on wave 12 — that's what ::jad practice is for.

Wave 13 — TzKal-Zuk, the whole fight in four rules:

1. The glyph is your health bar. It slides along the lava edge; stand directly behind it

and step with it, every step, forever. Everything else in the fight happens between those

steps. Nothing — no prayer, no armour — blocks Zuk if you're caught outside the shadow.

2. 75% — the guard set. A Jal-Xil and Jal-Zek spawn. Pray against the mage, kill him first,

then the ranger — all while walking with the glyph. This is where most first attempts end:

practice killing adds without leaving the shadow.

3. 50% — JalTok-Jad joins. Yes, really: Jad switches while glyph-walking. The trick is

that Zuk's rhythm is slow and steady — settle into the glyph's pace so your feet are

automatic, and spend your attention on Jad's telegraphs. Kill Jad before touching Zuk again.

4. 25% — four healers rush Zuk. Tag each one once to peel it off, then race his remaining

health down. Don't chase healers around the arena — one hit each is enough.

Practice is free: ::zuk puts you straight at the finale with nothing at stake. Learn the

glyph rhythm until it's muscle memory, then learn to clear the guard set inside it, then learn

Jad inside it. Each layer separately, then together. Expect the Inferno to end many, many runs

— that's what the cape means.

Rewards

  • Every clear: the Infernal cape — untradeable, the best melee cape in the game and the

server's ultimate proof of skill — plus 400 Boss tickets (the best ticket rate in the

game, as it should be) and a 1/1,000 TzRek-Zuk roll.

  • Failed runs still pay: 10 Boss tickets per wave cleared — falling to Zuk himself banks

120 for the attempt.

  • First-ever clear is announced to the whole server and logged in your Collection Log.
  • Your deepest wave is tracked.
WikiMinigames & Bosses

This page was last edited on 2026-07-06.