The Inferno
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)::zuk— practice 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
| Wave | Enemies | Watch out for |
|---|---|---|
| 1 | 3 × Jal-Nib | Nibblers — swat them before they swarm |
| 2 | Jal-MejRah | Ranged bat |
| 3 | Jal-MejRah + 2 × Jal-Nib | — |
| 4 | Jal-Ak | The blob: attacks with random styles, splits into 3 mini-casters on death |
| 5 | Jal-Ak + Jal-MejRah | — |
| 6 | Jal-ImKot | Heavy melee — burrows to you if you kite it too long |
| 7 | Jal-ImKot + Jal-Ak | — |
| 8 | Jal-Xil | Ranger, hits up to 46 — pray Missiles |
| 9 | Jal-Xil + Jal-ImKot | — |
| 10 | Jal-Zek | Mage, hits up to 70 — and it resurrects monsters that died this wave |
| 11 | Jal-Zek + Jal-Xil | The brutal duo — kill the mage first |
| 12 | JalTok-Jad | A full Jad fight: telegraphed switches, max 113, healers at half HP |
| 13 | TzKal-Zuk | See 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.
This page was last edited on 2026-07-06.
