Inferno

From Old School RuneScape Wiki
(Redirected from The Inferno)
Jump to navigation Jump to search
Inferno
Released1 June 2017 (Update)
TypeMinigame
MembersYes
LocationMor Ul Rek
League regionKaramja Karamja
Participants1
SkillsCombat
Reward currencyTokkul
TutorialNo
MusicInferno
Map

The Inferno is a solo minigame that was added to Old School RuneScape on the 1 June 2017, along with an update to the city of Mor Ul Rek. The player must survive 69 increasingly challenging waves, ultimately killing the level 1400 TzKal-Zuk, to obtain the infernal cape. If defeated, the player must restart from the first wave. A successor to the TzHaar Fight Caves, the Inferno was dubbed the greatest solo PVM challenge to date upon release.[1]

In order to access the Inferno, players must give TzHaar-Ket-Keh a fire cape. This is a one-time fee, so after giving a fire cape to him, TzHaar-Ket-Keh will allow players to enter as much as they want. Restocking between waves is not possible and other players cannot enter, although the minigame can be paused by attempting to log out between waves. Purple sweets also cannot be used in the Inferno.

If the player has previously defeated TzKal-Zuk, it may be chosen as a Slayer task when assigned TzHaar, which will affect all monsters inside the Inferno. The task will also be cancelled in the event the player is defeated, much like the Fight Caves.

In 2018, the Inferno was made inaccessible on unrestricted worlds to prevent players from practising an unlimited amount of times without supply costs.[2] However, this decision appears to have been reversed since 2021, with nearly all unrestricted worlds since the Equipment Rebalancing Beta allowing players access to it.

Background

[edit | edit source]

According to TzHaar-Ket-Keh, the Inferno was originally a large incubation pool for newly hatched TzHaar to regain memories of their ancestors. The TzHaar found out that the deeper they placed the eggs, the TzHaar emerging from them would gain more memories and knowledge of their old ancestors. Unfortunately, they went too far and completely drained the lava, finding an ancient incubation chamber. They decided to place eggs of Fight Caves monsters in there, but it completely backfired and caused the creation of new, volatile volcanic creatures that were extremely aggressive and fought for dominance. The TzHaar struggle against these new monsters and are hesitant to allow humans to tackle them. Similarly to humans, these monsters are foreign to TzHaar, as their names are prefixed with Jal, meaning "foreign" in the TzHaar language.

Monsters

[edit | edit source]

There are unique monsters encountered within the Inferno. Several of these monsters are similar to their Fight Caves counterpart, while others are completely new.

Lvl Image Name

(Colloq.)

HP Defence Magic Attack(s) Max Hit Counterpart Notes
32
Jal-Nib

("Nibbler")

10 15 15 Melee (Crush) 4 They spawn in the middle and randomly pick any remaining pillar to attack. If they manage to destroy one, it cannot be used for safespotting and will damage players and monsters who are standing on adjacent tiles upon collapse. If no pillars remain, they will chase the player instead.
85
Jal-MejRah

("Bat")

25 55 120 Ranged 19 Tz-Kih Drains run energy on every hit and has a chance to drain all combat stats by 1 on every successful hit when not praying protect from missiles.
165
Jal-Ak

("Blob")

40 95 160 Magic, Ranged, Melee (Crush) 29 Tz-Kek Attacks primarily with magic and ranged. Its attacks are delayed; it detects if the player is protecting against magic or ranged as soon as it is in range or 3 ticks after its last attack, and attacks with the opposite style after another three ticks. Spawns three smaller versions of itself on death using each side of the combat triangle (Jal-AkRek-Xil, Jal-AkRek-Mej, Jal-AkRek-Ket).
240
Jal-ImKot

("Meleer")

75 120 120 Melee (Slash) 49 Yt-MejKot It can only attack with melee. If unable to attack the player, it will burrow down and pop up near the player to attack them after 30 seconds. This timer can be reset by letting it attack at least once before seeking cover again.
370
Jal-Xil

("Ranger")

125 60 90 Ranged, Melee 46 Tok-Xil It primarily uses ranged attacks but has the ability to melee any adjacent tile, including diagonally if it has line of sight.
490
Jal-Zek

("Mager")

220 260 300 Magic, Melee 70 Ket-Zek It primarily uses magical attacks but has the ability to melee any adjacent tile, including diagonally if it has line of sight. It can revive slain monsters in the current round they appear in. The revived monsters have half health and each can only be revived once.
900
JalTok-Jad 350 480 510 Magic, Melee, Ranged 113 TzTok-Jad Uses each combat style with devastating damage, but each hit can be blocked with appropriate prayers. It summons 5 Yt-HurKot healers (3 during Waves 68 and 69) when it reaches half health.
141
Yt-HurKot ("Jad Healer") 90 100 150 Melee 18 They are summoned when JalTok-Jad is at half health, and heals it until they are attacked. Identical to Yt-HurKot from the Fight Caves, but stronger.
1400
TzKal-Zuk 1200 260 150 Magic, Ranged 148 The final boss in the Inferno. He attacks using a devastating fireball that can be avoided by seeking cover behind the floating shield.
250
Jal-MejJak ("Zuk Healer") 75 100 1 Ground-targeted AoE 10 Four are summoned when TzKal-Zuk falls to 240 health, and they will heal it until they are attacked. Upon being attacked, they throw lava into the arena which deals area of effect damage.

Wave breakdown

[edit | edit source]
The Inferno.

Each wave displays which monster will spawn. There are 69 waves in total. Starting on wave 1, there are three pillars which the Jal-Nibs attempt to destroy. Each pillar has 255 hit points. Any remaining pillars by the end of wave 66 are automatically destroyed by the start of wave 67. This can damage the player if they are on an adjacent tile.

Key to shortened names:

Waves 1–17

  • Wave 1: 3x Nibbler, 1x Bat
  • Wave 2: 3x Nibbler, 2x Bat
  • Wave 3: 6x Nibbler
    • Jal-Ak (Blob) will start to appear in the next round.
  • Wave 4: 3x Nibbler, 1x Blob
  • Wave 5: 3x Nibbler, 1x Blob, 1x Bat
  • Wave 6: 3x Nibbler, 1x Blob, 2x Bat
  • Wave 7: 3x Nibbler, 2x Blob
  • Wave 8: 6x Nibbler
    • Jal-ImKot (Melee) will start to appear in the next round
  • Wave 9: 3x Nibbler, 1x Melee
  • Wave 10: 3x Nibbler, 1x Melee, 1x Bat
  • Wave 11: 3x Nibbler, 1x Melee, 2x Bat
  • Wave 12: 3x Nibbler, 1x Melee, 1x Blob
  • Wave 13: 3x Nibbler, 1x Melee, 1x Blob, 1x Bat
  • Wave 14: 3x Nibbler, 1x Melee, 1x Blob, 2x Bat
  • Wave 15: 3x Nibbler, 1x Melee, 2x Blob
  • Wave 16: 3x Nibbler, 2x Melee
  • Wave 17: 6x Nibbler
    • Jal-Xil (Ranger) will start to appear in the next round.

Waves 18–34: Ranger

  • Wave 18: 3x Nibbler, 1x Ranger
  • Wave 19: 3x Nibbler, 1x Ranger, 1x Bat
  • Wave 20: 3x Nibbler, 1x Ranger, 2x Bat
  • Wave 21: 3x Nibbler, 1x Ranger, 1x Blob
  • Wave 22: 3x Nibbler, 1x Ranger, 1x Blob, 1x Bat
  • Wave 23: 3x Nibbler, 1x Ranger, 1x Blob, 2x Bat
  • Wave 24: 3x Nibbler, 1x Ranger, 2x Blob
  • Wave 25: 3x Nibbler, 1x Ranger, 1x Melee
  • Wave 26: 3x Nibbler, 1x Ranger, 1x Melee, 1x Bat
  • Wave 27: 3x Nibbler, 1x Ranger, 1x Melee, 2x Bat
  • Wave 28: 3x Nibbler, 1x Ranger, 1x Melee, 1x Blob
  • Wave 29: 3x Nibbler, 1x Ranger, 1x Melee, 1x Blob, 1x Bat
  • Wave 30: 3x Nibbler, 1x Ranger, 1x Melee, 1x Blob, 2x Bat
  • Wave 31: 3x Nibbler, 1x Ranger, 1x Melee, 2x Blob
  • Wave 32: 3x Nibbler, 1x Ranger, 2x Melee
  • Wave 33: 3x Nibbler, 2x Ranger
  • Wave 34: 6x Nibbler
    • Jal-Zek (Mage) will start to appear in the next round.

Waves 35–49: Mage

  • Wave 35: 3x Nibbler, 1x Mage
  • Wave 36: 3x Nibbler, 1x Mage, 1x Bat
  • Wave 37: 3x Nibbler, 1x Mage, 2x Bat
  • Wave 38: 3x Nibbler, 1x Mage, 1x Blob
  • Wave 39: 3x Nibbler, 1x Mage, 1x Blob, 1x Bat
  • Wave 40: 3x Nibbler, 1x Mage, 1x Blob, 2x Bat
  • Wave 41: 3x Nibbler, 1x Mage, 2x Blob
  • Wave 42: 3x Nibbler, 1x Mage, 1x Melee,
  • Wave 43: 3x Nibbler, 1x Mage, 1x Melee, 1x Bat
  • Wave 44: 3x Nibbler, 1x Mage, 1x Melee, 2x Bat
  • Wave 45: 3x Nibbler, 1x Mage, 1x Melee, 1x Blob
  • Wave 46: 3x Nibbler, 1x Mage, 1x Melee, 1x Blob, 1x Bat
  • Wave 47: 3x Nibbler, 1x Mage, 1x Melee, 1x Blob, 2x Bat
  • Wave 48: 3x Nibbler, 1x Mage, 1x Melee, 2x Blob
  • Wave 49: 3x Nibbler, 1x Mage, 2x Melee

Waves 50–66: Mage & Ranger

  • Wave 50: 3x Nibbler, 1x Mage, 1x Ranger
  • Wave 51: 3x Nibbler, 1x Mage, 1x Ranger, 1x Bat
  • Wave 52: 3x Nibbler, 1x Mage, 1x Ranger, 2x Bat
  • Wave 53: 3x Nibbler, 1x Mage, 1x Ranger, 1x Blob
  • Wave 54: 3x Nibbler, 1x Mage, 1x Ranger, 1x Blob, 1x Bat
  • Wave 55: 3x Nibbler, 1x Mage, 1x Ranger, 1x Blob, 2x Bat
  • Wave 56: 3x Nibbler, 1x Mage, 1x Ranger, 2x Blob
  • Wave 57: 3x Nibbler, 1x Mage, 1x Ranger, 1x Melee
  • Wave 58: 3x Nibbler, 1x Mage, 1x Ranger, 1x Melee, 1x Bat
  • Wave 59: 3x Nibbler, 1x Mage, 1x Ranger, 1x Melee, 2x Bat
  • Wave 60: 3x Nibbler, 1x Mage, 1x Ranger, 1x Melee, 1x Blob
  • Wave 61: 3x Nibbler, 1x Mage, 1x Ranger, 1x Melee, 1x Blob, 1x Bat
  • Wave 62: 3x Nibbler, 1x Mage, 1x Ranger, 1x Melee, 1x Blob, 2x Bat
  • Wave 63: 3x Nibbler, 1x Mage, 1x Ranger, 1x Melee, 2x Blob
  • Wave 64: 3x Nibbler, 1x Mage, 1x Ranger, 2x Melee
  • Wave 65: 3x Nibbler, 1x Mage, 2x Ranger
  • Wave 66: 3x Nibbler, 2x Mage
    • Any remaining pillars collapse when the final enemy is slain, and deal half the player's current hp if the player is within one tile.

Waves 67-68: Jad & Triple Jads

  • Wave 67: 1x Jad
    • The JalTok-Jad summons five Yt-HurKot at half health.
  • Wave 68: 3x Jad
    • The penultimate wave. The Jads attack three ticks apart. Each will summon three Yt-HurKot at half health.

Final boss

[edit | edit source]

On the 69th and final wave, TzKal-Zuk will break free from the northern wall. TzKal-Zuk cannot be reached with melee and has 1200 Hitpoints. Floating in the lava and moving back and forth between it and the player is an Ancestral Glyph, which protects the player from Zuk's attacks. Standing behind this glyph is mandatory, as Zuk's attacks have a max hit of 148, which has the potential to instantly kill the player even when fully overhealed; likewise, the attack cannot be tick eaten either.

Due to two rock outcrops on either side of the boss, there are a total of six (three per side) grouped tiles from which a player has no line of sight to TzKal-Zuk for a ranged or magic attack. Attempting to attack from these tiles will draw the player towards the middle of the room until they have a line of sight which can be extremely dangerous, especially if the shield is moving in the opposite direction. Although the player may not attack from these tiles, they may be hit on them by TzKal-Zuk.

Since TzKal-Zuk's normal attack cycle and the rotational cycle of the shield align, there are four consistent safespots that can be used to simplify the task of seeking cover behind the shield before TzKal-Zuk is putting up his last fight (occurs if Hitpoints are lowered below 240), which is when his attacks speed up considerably.

Throughout this fight, other monsters spawn periodically and on cues. A set of Jal-Xil and Jal-Zek will regularly spawn behind the player on a repeating 3:30 minute timer, attacking the shield until they are attacked, whereupon they retaliate. When TzKal-Zuk is below 480 Hitpoints, a JalTok-Jad will spawn behind the player, similarly attacking the shield, and a one-time addition of 1:45 minutes is made to the set timer (which is paused between 600 and 480 Hitpoints and is resumed as soon as Jad spawns) to allow the player to face Jad without a set of Jal-Xil and Jal-Zek.

If the player neglects the monsters attacking the shield for too long, the shield will be destroyed, exposing the player to the attacks of TzKal-Zuk without any protection.

When TzKal-Zuk is below 240 Hitpoints, four Jal-MejJaks are spawned, rapidly healing it, and TzKal-Zuk's attacks speed up considerably. When they are attacked, they stop healing and attack the player with area-of-effect blasts.

Rewards

[edit | edit source]
The infernal cape
The infernal cape

Once players manage to defeat TzKal-Zuk, they will be rewarded with the infernal cape.

Tokkul is also given, with increasing amounts based on the wave they were defeated on (16,440 maximum; this is doubled if the player has completed the elite tier of the Karamja Diary).

There is also a 1/100 chance of receiving a Jal-nib-rek pet upon defeating it. This chance is increased to 1/75 if the player was on a Slayer task to defeat TzKal-Zuk. Outside, players may give TzHaar-Ket-Keh any unwanted infernal capes for a second chance at a Jal-nib-rek, having also a 1/100 chance.

Combat Achievements

[edit | edit source]

There are 12 Combat Achievement tasks (totalling 69 points) available for TzKal-Zuk.

NameDescriptionTypeTierComp%
Half-Way ThereKill a Jal-Zek within the Inferno.Kill Count Elite (4 pts)14.9%
Nibblers, Begone!Kill Tzkal-Zuk without letting a pillar fall before wave 67.Perfection Master (5 pts)4.8%
Wasn't Even CloseKill Tzkal-Zuk without letting your hitpoints fall below 50 during any wave in the Inferno.Restriction Grandmaster (6 pts)1.7%
Budget SetupKill Tzkal-Zuk without equipping a Twisted Bow within the Inferno.Restriction Grandmaster (6 pts)6.3%
No Luck RequiredKill Tzkal-Zuk without being attacked by TzKal-Zuk and without taking damage from a JalTok-Jad.Perfection Grandmaster (6 pts)8.1%
Inferno Speed-RunnerComplete the Inferno in less than 65 minutes.Speed Grandmaster (6 pts)1.4%
Playing with JadsComplete wave 68 of the Inferno within 30 seconds of the first JalTok-Jad dying.Mechanical Grandmaster (6 pts)1.3%
Inferno GrandmasterComplete the Inferno 5 times.Kill Count Grandmaster (6 pts)1.6%
Facing Jad Head-on IIKill Tzkal-Zuk without equipping any range or mage weapons before wave 69.Restriction Grandmaster (6 pts)1%
Jad? What Are You Doing Here?Kill Tzkal-Zuk without killing the JalTok-Jad which spawns during wave 69.Restriction Grandmaster (6 pts)2.3%
Nibbler ChaserKill Tzkal-Zuk without using any magic spells during any wave in the Inferno.Restriction Grandmaster (6 pts)1.1%
The Floor Is LavaKill Tzkal-Zuk without letting Jal-ImKot dig during any wave in the Inferno.Mechanical Grandmaster (6 pts)1.1%

Competitions

[edit | edit source]
Real life version of Infernal cape seen in The Inferno's behind-the-scenes video

Upon release, Jagex started a competition where the first three players to obtain an Infernal cape would be rewarded in real life. The first player to obtain it would get a real-life version of the Infernal cape, a RuneFest 2017 ticket & travel, and lifetime membership. The second player would get a RuneFest 2017 ticket & travel but no real-life Infernal cape. The third player would get a RuneFest 2017 ticket and lifetime membership, but no travel expenses or cape.

  • Woox was the first player to complete the Inferno.
  • Kelvino was the second player to complete the Inferno.
  • Cpl Erik was the third player to complete the Inferno.[3]

The first Ironman players to complete the Inferno were congratulated by the Old School team:

  • BadIdeas was the first regular Ironman to complete the Inferno, on 8 June, seven days after its release.[3]
  • UIPanda was the first Ultimate Ironman to complete the Inferno, on 7 August, two months after its release.[4]
  • H ard was the first Hardcore Ironman to complete the Inferno, on 22 November, five and a half months after its release.[5]

Development history

[edit | edit source]

Initial pitch

[edit | edit source]

The concept of a Fight Cave expansion and "Jad 2" was first teased at RuneFest 2015, which was slated for a summer 2016 release. Here, upon defeating TzTok-Jad, players could choose to claim their fire cape or sacrifice it, the latter in which would cause the floor to collapse and fight subsequent waves of more powerful monsters, all culminating into fighting "Jad 2".

A Developer's Blog was released on 11 January 2016, where it was revealed that the rewards would be one of three capes, each of them boasting best-in-slot stats for each combat style.

The proposed stats for the capes obtained upon defeating "Jad 2" was as follows:

Item Attack bonuses Defence bonuses Other
Fire cape 1 1 1 1 1 11 11 11 11 11 4 0 0% 2
Jad 2 melee cape 4 4 4 1 1 12 12 12 12 12 8 0 0% 2
Ava's accumulator 0 0 0 0 4 0 1 0 4 0 0 0 0% 0
Jad 2 range cape 1 1 1 1 6 12 12 12 12 12 0 6 0% 2
God cape 0 0 0 10 0 1 1 2 10 0 0 0 0% 0
Jad 2 mage cape 1 1 1 12 0 12 12 12 12 12 0 0 5% 2

The Fight Cave expansion was polled in Old School Content Poll #38: Jad II, Deadman & Zeah, failing by 2.5%. Shortly after the poll ended, another Developer's Blog was released, now referring to the expansion as The Inferno and its boss as TzKal-Zuk.

The blog now revised the design as entirely separate from the Fight Cave, now revealing that the player will face 40+ waves of six new TzHaar creatures leading to the fight against TzKal-Zuk. In addition, the rewards were reduced to only the melee cape from the previous blog.

The blog also stated that the Inferno was planned to be released around mid-February due to a gap in the Old School Team's release schedule, but due to it now being pitched as a separate piece of content, releasing it then would result in the graphics suffering as a result, likely having to re-use a lot of assets from the TzHaar area.

Because of the tight release schedule past February (Monkey Madness II, seasonal Deadman Mode, Zeah batch 2 (the Wintertodt and the Paradigm of Exodus, now known as the Chambers of Xeric)), the team then gave players the option of delaying the Inferno until Zeah batch 3 next year, the city of Keruulm (which is now in-game as Mount Karuulm). Player feedback resulted in Jagex delaying the update until next year.

With February now freed up, another Developer's Blog was released, asking for quality-of-life (QoL) suggestions for their next polls. February would then become known as "QoL month" in the years to come, where the team dedicates the month to requested QoL updates.

Brimstone & The Inferno

[edit | edit source]

Brimstone & The Inferno would later be revealed at RuneFest 2016:

A mock-up of what Brimstone and The Inferno would have looked like on the world map.

Over a year later on 15 March 2017, Jagex released a Developer's Blog, where the Kahlith, a race once created from the TzHaar and born from the core of the Inferno, resided in a village west of Lovakengj within a dormant volcano.

Besides the Inferno, which rewards the now-named infernal cape, it was proposed that players would be able to pickpocket the Kahlith for gems and Tokkul, fishing infernal eels and attackable Kahlith citizens that would drop Kahlith armour.

Mor Ul Rek & The Inferno

[edit | edit source]

After a day of feedback, the blog was quickly revised, changing the location from west of Lovakengj to within the inaccessible section of TzHaar City, now named Mor Ul Rek, with all the content within it renamed (such as the Kahlith armour now being obsidian armour.)

Mor Ul Rek and The Inferno were then polled in Mor Ul Rek and The Inferno on 24 March 2017, with all the questions passing.

Login screen for the release of Inferno
Title for the release of Inferno

Changes

[edit | edit source]
Date Changes
30 June 2021
(Update)
  • The Jal-MejJak and Jal-Xil's hitpoints has been reduced by 5.
  • Jal-MejRah no longer drain combat stats when praying Protect from Missiles.
15 March 2018
(Update)

You can no longer log out at the start of a wave during the Inferno.

8 June 2017
(Update)
  • Players can no longer teleport out of the Inferno.
  • Items dropped in the Inferno now stay on the ground for 30 minutes before despawning.

References

[edit | edit source]
  1. ^ "The Inferno". Old School RuneScape News. Jagex. 1 June 2017. Archived from the original. "The Inferno is the greatest solo PvM challenge ever to be introduced into Old School RuneScape. Beyond sacrificing a Fire Cape, there are no requirements to attempt The Inferno."
  2. ^
  3. ^ 3.0 3.1
  4. ^
  5. ^