Inferno (Twisted Bow) Teaching Stream OSRS
| Date | 2022-07-22 |
| Type | guide |
| Video | youtu.be/6lRmbYCYtME |
Summary
A recorded live teaching stream in which Gnomonkey completes an Inferno with a Twisted bow while explaining gear, pillar management, monster mechanics, safe spots, corner traps, phantom barrage healing, lazy and one-tick prayer flicking, and the hardest waves, ending with Jad, triple Jad and Zuk. He says it is not a comprehensive guide or every possible solve, but an example of a basic Inferno completion, inspired by Deviate's original Twisted bow teaching stream.
Outline
- 0:00 Gear and setup for an Inferno completion with a Twisted bow
- 2:12 Early wave tactics: killing nibblers and protecting pillars
- 3:40 Nibbler and blob basics
- 4:48 Safe spotting and healing with blood barrage
- 7:04 Melee mechanics: dig timing, southwest tile, corner traps
- 9:33 Healing to full health every wave and kill order
- 12:22 Reading blobs and attack cycles
- 15:18 Lazy flicking technique
- 17:38 Phantom barrage healing positions
- 20:55 Alternating prayers against a ranger and blob
- 26:36 One-tick flicking explained
- 29:46 Complex spawn solutions and kill order
- 35:00 Managing nibblers and tanking blob hits
- 37:06 Phantom healing deep dive and mage priority
- 41:46 Corner traps, rotation and off-ticking
- 51:08 Final pillar management and tile markers
- 56:52 Pillar rotation and why West pillar does not matter
- 1:06:31 Proactive movement, decoy pillar and PB talk
- 1:13:50 Waves 62 and 63
- 1:21:46 Waves 65 and 66
- 1:24:14 Jad fight and healers
- 1:26:44 Triple Jad
- 1:29:00 Zuk preparation
- 1:33:20 Zuk fight and cape acquired
Topics covered
Inferno
- (0:00) Gnomonkey says the two most important stats for the Inferno are prayer bonus and ranged defense, so the goal with any setup is to maximize those two.
- (0:28) Gnomonkey says Devout boots, Guardian boots and Pegasian boots are all fine for the Inferno, and Armadyl versus crystal armour is also fine, as these are preference.
- (0:28) Gnomonkey says a Crystal shield is totally fine, only barely worse than Ellie's ward (an upgrade), a Kodai wand saves an inventory spot because you do not need to bring waters, and an Occult necklace gives a higher chance of one-shotting nibblers.
- (0:57) Gnomonkey recommends one divine and one regular ranging potion if you have vambraces, because at the max boost the Twisted bow hits up to 75 instead of 73; if you only bring Barrows gloves that matters less and one or two ranging potions is up to you.
- (0:57) Gnomonkey says to wear the max cape if you have Barrows gloves, otherwise wear the Ava's assembler because it is needed to get the max hits.
- (1:26) Gnomonkey finds the Ring of the Gods far better than the Ring of Suffering for the Inferno, since it gives a holy wrench effect (about three doses of restore) and has 8 prayer bonus instead of 4, and says it should be your default.
- (2:57) Gnomonkey says you would normally bring eight brews for the Inferno, but he brings fewer in this stream and uses Rigor on everything.
- (3:56) Gnomonkey says the name of the game in the Inferno is keeping your supplies up, and that pillar health counts as a supply.
- (9:18) Gnomonkey says health is extremely important to get back every wave and you should usually aim for 99 HP before each wave starts, since it gives the highest chance of survival.
- (14:19) Gnomonkey says you can practice two Jads before the Inferno, which is almost exactly the same and gives a feel for it, and that triple Jad is not the hard part of the Inferno at all.
- (16:19) Gnomonkey says the waves are by far the hardest part of the Inferno, harder than Jad or Zuk.
- (17:16) Gnomonkey says wave 63, unless you get lucky, is probably the hardest part of the entire caves, though he notes the healers fight is also very hard.
- (31:26) Gnomonkey says running to South pillar can get you a cape and he won't BM you for it, but you will get through consistently if you learn not to run to South pillar and not to panic.
- (31:53) Gnomonkey says the early waves are free, so you should maintain your resources by keeping pillar health up, not wasting prayer and not wasting anything so the last waves are as easy as they can be.
- (32:27) Gnomonkey says the landmark dangerous waves before mage and ranger are waves 31 and 48, which are ranger-melee double blob and mager-melee double blob respectively.
- (1:02:56) Gnomonkey says he has already done a pillarless Inferno on stream, found it not very eventful and easy, and might speedrun it when really bored.
- (1:09:24) Asked for his Inferno PB, Gnomonkey gives it as 49:18 (transcribed '4918') and says he died on a 47:30 pace run.
- (1:35:49) Gnomonkey completes the Inferno at the end of the stream, in about an hour and a half with almost no flicking, taking only one Jad hit during the run.
Twisted bow
- (0:00) Gnomonkey does the stream as an example of a basic Inferno completion using a Twisted bow, saying he got so much use out of Deviate's original Twisted bow teaching stream that he made his own.
- (0:57) With vambraces and a divine ranging potion at the max boost, Gnomonkey says the Twisted bow hits up to 75 instead of 73 in the Inferno.
- (8:43) Asked whether Ahrim's/Master wand and Bofa is good enough gear for the Inferno, Gnomonkey says that is plenty as long as you have Bofa; it will be harder than with the Twisted bow but definitely doable.
- (47:22) Gnomonkey says Bow of Faerdhinen is almost the same as the Twisted bow on everything except Zuk, where it is 15% worse, and about 8% worse (not exact) on mages, so he calls Bofa totally viable for the Inferno.
Inferno pillars
- (2:57) Gnomonkey says the big early priority is to kill nibblers as fast as possible since nothing can kill you early, so you keep more pillar health.
- (53:24) Gnomonkey explains his tile markers: yellow tiles are for Zuk and triples, one is the Addy tile not used on a first cape, a green tile lets you hit nibblers on a pillar through it, and another tile lets you cast at nibblers on your pillar; he says the markers can be imported from the pastebin on his Inferno guide.
- (54:58) Gnomonkey says nibblers after wave 50 get one cast only and you never chase a nibbler after wave 50.
- (56:25) Gnomonkey says you can instantly turn the corner of a pillar no matter what cycle monsters are in because you always get a tick to switch to the next prayer, and that knowing you can rotate pillars at any moment is very helpful.
- (57:27) Gnomonkey says West pillar is the least important pillar and he does not risk his health to save it from nibblers.
- (59:19) Gnomonkey says that for speedruns you want West and South pillars dead, ideally with South pillar going down on wave 50, so monsters come to North pillar instead.
- (1:07:45) Gnomonkey calls West pillar the decoy pillar and says if you stand a tile off a monster, when a melee digs the other monster can act as a pillar and get stuck on you, which works with mages, rangers and any NPC.
- (1:10:57) Gnomonkey says North pillar is the one he cares about, because he can cast on things at it from about 50 angles, while things on West and South pillars are hard to get at.
- (1:12:58) Gnomonkey says he has seen many people die trying to save South and West pillars while leaving things on North pillar, and that North is the one to care about.
Jal-Nib
- (2:57) Gnomonkey says to kill Jal-Nib nibblers early as fast as possible so they do not eat pillar health, and avoid letting them munch on your pillar.
- (14:53) Gnomonkey says if only one nibbler is left, do not waste time barraging it over and over; just use the Toxic blowpipe, which is much faster and touches your pillar less.
- (30:29) Gnomonkey says a 40 XP drop on a barrage tells him the nibblers are gone.
- (30:29) Gnomonkey says a 30 XP drop tells him the nibblers are not all dead and he needs another cast.
- (35:01) Gnomonkey says when nibblers are on South pillar there is a specific tile that lets you shoot them from there, which he calls a godsend.
- (35:59) Gnomonkey says to just tank one blob hit when going to get nibblers rather than two-ticking and losing ticks and risking a mage hit, which equals about ten blob hits, because blobs' ranged hits almost never hit through high range defense.
Jal-Ak
- (3:56) Gnomonkey says Jal-Ak blobs have a six-tick cycle: they read your prayer on the third tick, and three ticks later attack with the opposite style.
- (13:24) Gnomonkey says if a blob reads you on the first tick it attacks three ticks later and then every six ticks, so it goes read, attack, read, attack.
- (17:46) Gnomonkey says to leave blobs for last when in a good phantom position because they are a giant medkit worth about 40 health.
- (20:47) Gnomonkey likes to kill blobs in the position where you cannot phantom them, since it is ideal to take them out of the picture.
- (35:59) Gnomonkey says a blob's ranged hit does about half as much as its mage hit, and is almost always a zero when you are praying mage.
Jal-ImKot
- (7:28) Gnomonkey says Jal-ImKot melee monsters dig roughly every 50 ticks, and tanking a melee hit stops it from digging for the next 15 ticks (he says 'I think'), so it waits until the next dig cycle.
- (7:34) Gnomonkey says the southwest tile of a monster is the brain of the monster, the tile that tries to path straight at you, which is why a melee cannot attack you when it cannot reach you; it can be shown with the NPC Indicators plugin.
- (30:56) Gnomonkey says there is a really long delay on the melee's attack after it digs, which he believes is eight ticks after it comes up before it can attack you.
- (44:27) Gnomonkey says a melee cannot dig while you are shooting a mage off-ticked, so there is nothing to worry about.
- (1:20:32) Gnomonkey says melees almost never hit you because they have really low accuracy, and can hit 49, but that is rare; he says not to tank them on purpose.
- (1:20:32) Gnomonkey says when a melee is on you it cannot dig.
Jal-MejRah
- (10:24) Gnomonkey says the best targets for phantom heals are bats, blobs, bloblets and later rangers.
- (39:19) Gnomonkey says a great time to use special attacks is on bats, and that bats hit you really hard so they should be taken out of the equation.
- (49:49) Gnomonkey says anytime you have to kill two bats you usually put on Rigor, since it gives defense.
- (1:15:58) Gnomonkey says two bats are no good, that they hurt a lot, they push things around and stack things up, and he took about forty damage from two bats while praying Rigor.
Jal-Xil
- (10:24) Gnomonkey says rangers are great targets for phantom healing because they have a really low mage level, so you will not splash on them often.
- (16:19) Gnomonkey says the ranger can see you from a corner of the pillar as it walks up, so do not assume monsters cannot see you just because you are in a certain spot.
- (1:14:31) Gnomonkey says not to kill rangers when you do not have to, because if one respawns you get a pillar stack.
Jal-Zek
- (30:29) Gnomonkey says a 40 XP drop after barraging a mage and melee usually means he killed the ranger and mage has the highest mage defense so it is probably the one left, so he switches to mage.
- (33:56) To lazy flick a mage, Gnomonkey says to watch for the mage flickering under it, the same visual cue as the ranger hunkering down, and turn the prayer on just before it flickers.
- (37:55) Gnomonkey says to always kill the mage first if you can, because the mage can respawn things, and calls it the queen of the chessboard and the most dangerous piece.
- (38:50) Gnomonkey says the mage is by far the most accurate and can put you to minus 20 health before the next wave starts, so always pray mage after pulling out and do not tank him.
- (1:23:28) Gnomonkey says on a first cape with four and a half restores he would not flick two mages and would just kill them, as it is too much risk, though he does it all the time.
Corner trapping
- (7:55) Gnomonkey explains that a monster's brain really likes going east or west first towards you, so when a melee is desperately trying to go east through a pillar to hit you, it just sits there; that is a corner trap.
- (7:55) Gnomonkey says corner trap spots exist on several sides of a pillar and should be memorized so they can save you in later waves.
- (9:50) Gnomonkey says if you stand on the bat safe spot when a melee digs, you can corner safe spot, which becomes important later.
- (13:53) Gnomonkey says there is no single corner trap tile because a whole row of tiles can be used, so do not be afraid to use any of them.
- (22:19) Gnomonkey says anytime a melee digs against the side of a pillar you can pull it down to the corner trap by default.
- (42:21) Gnomonkey says you can also pull a corner-trapped melee around the pillar and it will stay stuck, and sometimes you want to rotate to the other side while corner trapping to speed things up.
- (43:23) Gnomonkey says to be proactive with melees by always having a plan for where to stand when it digs, since there is no guarantee you kill something in time.
Phantom barrage
- (2:24) Gnomonkey keeps his autocast on blood barrage because most of the time when barraging for health you are AFKing on it, and he manually casts ice barrage for the most part.
- (5:59) Gnomonkey says the most common phantom is to bring a blob down to a certain pillar position, give it a blood barrage, then manually cast again so it queues up and you cast at the corpse of the monster, healing off it.
- (36:58) Gnomonkey explains phantom: if you are far enough away, your barrage has an invisible travel time, and while it is in the air you can cast at a corpse and get the full heal off it, so with bloblets you heal off three corpses.
- (40:00) Gnomonkey demonstrates a phantom taking him from 84 to 98 health, and says phantom is powerful and should be used.
- (40:47) Gnomonkey says you have to manually cast to phantom, but it does not matter when you click the spell on the monsters after you cast.
- (41:47) Gnomonkey says phantom requires you to be at least eight tiles away, and that barrage has a 10-tile range, the same as a Twisted bow, so at max range it always works.
- (45:08) Gnomonkey says you can phantom on any mob, such as bats, rangers or melees, but it is less effective than with bloblets.
- (50:23) Gnomonkey says if you are below 60 health, you should heal on the blobs.
Prayer flicking
- (15:21) Gnomonkey explains lazy flicking: for all attacks in the Inferno the attack is calculated as soon as the animation starts, so you switch the prayer on as soon as the monster hunkers down, and flicking even for two ticks still saves prayer.
- (15:50) Gnomonkey says you have to flick to get through the Inferno and that learning it is really important, with some flicking better than none.
- (20:47) Gnomonkey says to alternate prayers against a ranger and a blob by praying ranged, clicking the ranger, and alternating as soon as you see him hunker down, keeping both prayers lit and clicking the next as soon as one unlights.
- (21:48) Gnomonkey says flinching is a very bad habit and that he never recommends it; he says to learn how to one-tick, which solves just about every wave.
- (23:25) Gnomonkey says he does not recommend two-ticking on a first cape, since people often get their blob off-tick and still take every blob hit, and that one-tick is easier because you just alternate when the prayer turns off.
- (23:52) Gnomonkey says if you need to move or attack you should not be flicking; get into a position where you do not need to move, then start alternating.
- (25:55) Gnomonkey says if you learn to flinch and never learn to one-tick, solves with a ranger and blob that come up a lot are not possible.
- (28:00) Gnomonkey describes one-tick flicking like a Gears of War reload: you click twice per tick, double click repeatedly, and he uses the prayer helper and prayer plugin.
- (29:31) Gnomonkey says to turn your prayers on before double clicking or you are just rapidly turning your prayers off.
- (35:01) Gnomonkey says you can easily get a cape with just lazy flicking and that he did not know how to one-tick flick when he got his first cape; one-tick flicking only speeds things up.
- (47:39) Asked about timing, Gnomonkey says he goes off sound if not looking at the screen and goes off the prayer unlighting if looking at the prayers, and that he does not like relying on sound cues in the game.
Off-ticking
- (1:15:27) Gnomonkey explains off-ticking a ranger and mager around a corner: wait for the attack of the thing next to you, then run out to the other monster so it sees you right after, which two-tick off-ticks them by default.
- (1:19:00) Gnomonkey says a melee is not automatically off-ticked by a mage when it digs; it depends on the mage's attack cycle, and if the mage attacks the same tick the melee digs they are the same tick.
- (1:19:38) Gnomonkey says when flicking with a melee in the mix he stares at the melee's movement to see when it off-ticks, and says not to be afraid of doing this.
- (1:22:38) Gnomonkey says he does not care which tick things are off-ticked on, as long as it is off-tick and you can recognize it quickly or force it.
Inferno waves
- (1:13:31) Gnomonkey says wave 62 is one of the hardest waves of the Inferno.
- (1:14:31) On a bad wave 62 spawn with a ranger, mager and bats, Gnomonkey puts on Rigor, does an off-tick on ranger and mage, and does not kill the ranger to avoid a pillar stack.
- (1:16:30) Gnomonkey says wave 63 is arguably harder than 62 because of the double bats.
- (1:16:57) On wave 63, Gnomonkey prays Augury to take less damage, uses a corner trap on the melee and kills the melee, calling this maneuver his default solve for the wave.
Inferno waves
- (1:19:00) Gnomonkey says wave 65 is a good wave to be using Armadyl armour versus crystal as it is complete preference, with Armadyl having less prayer bonus and ranged defense but more DPS which is good for Zuk and triples.
- (1:21:06) Gnomonkey says wave 65 is double ranger and it is really important to pre-Augury on it because you can get wombo'd, making it the most important wave to have 99 health, potentially taking about 95 damage at the start.
- (1:22:58) On wave 66 Gnomonkey says the main idea is to kill the mages right next to each other so they do not respawn each other, and pull them together so you can use the blowpipe.
TzTok-Jad
- (1:24:28) Gnomonkey says to stand on a specific tile for the Inferno Jad, which gives the highest chance of healers ending up behind you.
- (1:24:28) Gnomonkey says Jad's projectile attack is calculated as soon as it is on the screen.
- (1:25:00) To handle Jad healers, Gnomonkey clumps them by running back and forth with melee prayer on and then clicks Jad; stacking and running through should be west to east or east to west, not north to south, because of pathing.
- (1:25:59) Gnomonkey says clicking log out pauses the wave so nothing spawns, which he uses before starting triples.
- (1:29:40) Gnomonkey says the average Jad hit is high 40s, about 49, so you can almost always tank one hit.
- (1:30:13) Gnomonkey says his biggest tip is not to explain to people how to do Jads while doing Jads, because it causes you to get hit.
Triple Jad
- (1:26:32) Gnomonkey says to start triples at a specific tile, always start triples there, and to prepot a brew and restore and click a divine before logging out so they respawn when you log back in.
- (1:26:32) Gnomonkey says triple Jads have three ticks per attack, which is a ton of time, so you do one action per attack: one click to attack and one click to pray against the next attack.
- (1:27:01) Gnomonkey says you can camp Rigor for triples if you have over four restores.
- (1:27:30) Gnomonkey says the only way you die to triples is bad nerves or trying to explain something to a bunch of people, and says talking out loud helps some people.
- (1:27:30) Gnomonkey says as soon as a projectile is on screen, switch to the next prayer.
- (1:29:08) Gnomonkey says healers is easy and you can kill the Jads in any order, which is all preference.
TzKal-Zuk
- (1:32:12) Gnomonkey says at 600 HP Zuk pauses and there is a set timer running in the background for the next set to spawn, so he shoots Zuk until he is below 600 and then kills the mage.
- (1:32:44) Gnomonkey says Jad spawns at 480 Zuk HP.
- (1:33:13) Gnomonkey says to keep Rigor on with Zuk because it is extremely important to be DPSing as hard as you can, which is what your resources are for, and to hover his name before starting.
- (1:33:20) Gnomonkey uses special attacks on the Zuk healers if they have come back, and says you get a lot of damage from killing them without losing ticks.
- (1:33:46) Gnomonkey says before healers on Zuk you should brew up to full health, even wasting a dose, because going into healers on max HP is really helpful.
- (1:34:47) Gnomonkey says to stay with the shield after killing Zuk healers, because a lot of people die after killing healers by running up to the next safe spot willy-nilly, and the safe spots are not safe.
Gnomonkey
- (38:26) Gnomonkey says he has been a chess player for 40 years, as a joke, and says it as a chat reply about chess references.
- (41:47) Gnomonkey mentions he tried to stream this teaching stream before and died to triples on the last attempt.
- (1:09:24) Gnomonkey says his Inferno PB is 49:18 (as transcribed) and that he should have a much lower one but is bad at the game.
- (1:13:00) Gnomonkey says he does not recommend predicting triple deaths on a first cape, as 'no chance' is not possible and he is just speeding through that part.