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EASY INFERNO: SUB 65 MINUTE GUIDE (OSRS)

Date 2025-07-13
Type guide
Video youtu.be/UmAjGV8bBAQ

Summary

Gnomonkey's updated Inferno speedrun guide aimed at getting a sub 65 minute clear for the combat achievement, using budget-friendly gear and a mostly blood barrage plus blowpipe approach. He breaks down common beginner mistakes from his wife Hedron's footage, kill order, off ticks, brew use and plugins, then does a full run finishing at about sub 53 minutes. His core rule is to always be potted, keep Rigour on and always be shooting something.

Outline

  • 0:00 Introduction and why this guide exists
  • 1:09 Gear and inventory setup
  • 3:49 Common beginner mistakes shown from Hedron's run
  • 7:41 Kill order and how fast each NPC dies
  • 9:22 Movement, arrow travel time and always shooting
  • 12:07 Nibbler management and off ticks
  • 14:07 Advanced movement and downtime planning
  • 17:07 Handling multiple blobs and corner trapping melees
  • 20:02 Brew and potion management
  • 23:16 Butterfly effect of killing before the mage
  • 26:00 Pre-potting, stamina and essential plugins
  • 29:42 Wave execution: start tile, blowpipe specs, melee kill order
  • 36:10 Why blood barrage over ice barrage on nibblers
  • 47:10 Hunt the mage and bat handling
  • 58:59 Waves 50+: off ticks and brew under pressure
  • 1:11:00 Splash off tick and wave 62
  • 1:16:15 Triple Jads technique
  • 1:20:20 Jad skip and Zuk fight
  • 1:24:14 Zuk healers and fireball dodging
  • 1:27:04 FAQs: T-bow, ring, chins, scythe, thralls

Topics covered

Inferno

  • (0:24) Gnomonkey says the older Inferno speedrun guide is still up to date, but a new version was made because having a Zuk helm now gives a permanent Slayer task inside the Inferno.
  • (0:24) The guide targets sub 65 minutes for the combat achievement, as a foundation for people who want to keep going faster toward faster Inferno speed times.
  • (0:59) Gnomonkey calls Inferno the best speedrun in the game and says nothing is as fun to run.
  • (4:12) Gnomonkey's rule of thumb for Inferno speeds: always be potted, always have Rigour on, and always be shooting something, and a player doing those three things will get sub 65 even if they mess up everything else.
  • (4:12) Gnomonkey describes the goal of the extra tips as making the run faster and more consistent so there is less stress about whether the player will make the time.
  • (1:10:04) Gnomonkey says a player has about 12 minutes of cushion for mistakes when aiming for sub 65 minutes, and that the only thing needed is being potted, having Rigour on and always shooting something.
  • (1:11:40) Gnomonkey calls Inferno easily the best speedrun to send in the game and says it is so much fun.
  • (1:11:40) Gnomonkey recommends Hemmiez's speedrunning guide as a far more in-depth Inferno speedrun guide that is years old and still holds up.
  • (1:11:40) In the full run shown in the video, Gnomonkey killed Zuk at about sub 53 minutes with supplies left over, despite what he calls very bad wave spawns in the 50s.
  • (1:14:00) Gnomonkey suggests using the Inferno simulator at inferno.colosim.com to practise Jad healers, Zuk and triples.

Inferno speedrunning

  • (0:59) For the sub 65 setup, Gnomonkey uses a Crystal shield and says an Elysian spirit shield (Ely) is better and keeps you a little healthier if owned, but is expensive and its only use is learning Inferno or maybe solo Theatre of Blood.
  • (1:25) Gnomonkey wears Virtus top since the run is barrage only, to boost damage slightly, with max range gear for the rest; Pegasian boots or Echo boots are good, and Zaryte vambraces or Barrows gloves are fine downgrades.
  • (1:53) A quiver is not required for Inferno speeds (an assembler alone is fine), but Gnomonkey says it is ideal because it lets him wear another cape and put arrows in the quiver slot, which saves prayer equal to about two doses of restore over the run.
  • (1:53) Gnomonkey runs a Kodai wand and says a Nightmare staff is the exact same for the run, since any 15% damage staff works with basically no difference.
  • (2:21) Gnomonkey considers Lightbearer the best ring choice by far for Inferno speeds because pipe specs save time and give health, so he needs to heal less and goes faster.
  • (2:21) Gnomonkey's setup is a basic three-way of blowpipe, anguish and Masori with a Twisted bow, and the big difference from a first cape setup is bringing the arsenal: many, many blowpipe bullets.
  • (2:50) Gnomonkey brings three Divine bastion potions (about 60 minutes of divine) and pre-pots before entering, for a total of about 65 minutes of divine uptime.
  • (2:50) Gnomonkey brings two regular ranging potions so he can use brews and re-pot back up; a regular ranging potion keeps the boost if the divine boost is lost, and one is used on Zuk while spamming brew at Zuk healers.
  • (3:17) Gnomonkey says Bastion potions are important because extra defence levels reduce damage taken, which means less healing and a faster run.
  • (26:00) Gnomonkey pre-pots range potion, prayer regen and stamina; he says he would normally pre-pot divine super combat but that only matters when scything, which he is not doing.
  • (26:30) Gnomonkey says a stamina potion is not needed for the Inferno since the run energy changes: bats do not drain you if you pray properly against them, and you do not need stamina for Zuk.
  • (30:23) Before starting, Gnomonkey sets autocast to blood barrage and sets quick prayers to ranged and Rigour, swapping to mage and Rigour once on the mage waves; one tick flicking helps but is not necessary because prayer regeneration potions are very strong and he brings two.
  • (30:51) At the start of every Inferno run Gnomonkey first drops a pot around the starting area and then casts at a nibbler before killing things; he later picks the restore back up off the ground at the end of a wave.

Inferno plugins

  • (27:20) Gnomonkey says two RuneLite plugins are extremely important for Inferno speeds: Entity Hider and Tzhaar HP tracker (heard as Tizar HP tracker).
  • (27:20) With RuneLite Entity Hider, Gnomonkey turns on hide dead NPCs so a dead NPC disappears instantly and cannot be clicked; he says this saves about a minute of lost time over a run because the character otherwise wastes time on corpses each wave.
  • (28:20) Gnomonkey uses the Tzhaar HP tracker plugin (works in Fight Caves and Inferno) to change NPC tile colours: NPCs turn green when dead and red when a killing shot is travelling at them, so he can start shooting the next target immediately.
  • (28:20) Gnomonkey says not using the HP tracker could cost up to about three minutes across the run, and that Entity Hider saves about a minute.
  • (29:22) Gnomonkey recommends the attack timer metronome plugin for players new to the Twisted bow, as it shows a small timer over the head while on cooldown so the player knows when they can move.
  • (29:22) Gnomonkey says people used cheat clients in the past to get Entity Hider before it was allowed, because it was so important for Inferno.

Inferno kill order

  • (7:41) In Inferno speeds all mobs die at different speeds, so kill order matters: melees die super slow, so kill the melee before other things rather than leaving it last.
  • (8:21) According to Gnomonkey, melee and ranger NPCs die slowly (the melee is the most dramatic, the ranger slightly less) and the melee bloblet also dies a bit slower, while mages, bats, the other two bloblets and nibblers die almost instantly, so those are good to kill last.
  • (38:10) Gnomonkey says to kill the ranger before the bat when stuck with only those two, because the bat dies faster and starts the next wave sooner.
  • (39:00) Gnomonkey says if the range bloblet is left over and the player is already praying range, leave it and kill the range bloblet after the ranger to save time.
  • (39:30) Gnomonkey says most people aiming for sub 65 do not manage kill order at all, so tracking it gives a big advantage.
  • (50:52) Gnomonkey says it is always fine to kill bats and melees before the mage, because a melee respawns with only 30 health and can be killed in about two pipe shots, so it is not a big time loss, especially while learning.
  • (50:52) Gnomonkey says never kill a blob before the mage, because the mage respawns the blob at half health with all bloblets at full health, which means an additional 90 damage to deal.
  • (1:08:10) Gnomonkey says to kill the mage first whenever possible and not to kill a ranger or a blob before the mage, running across the room if needed, because a respawn causes pillar stacks and wastes time.

Inferno

  • (5:05) After killing a blob, Gnomonkey says to barrage the bloblets and blowpipe the stragglers, and to look at the damage dealt: since bloblets have 15 health each, 16 damage probably killed one, so swap to the blowpipe immediately.
  • (5:05) A blowpipe shot takes four game ticks while a spell cast takes five, so Gnomonkey says to pipe once a bloblet is dead and only cast when three bloblets remain.
  • (6:36) Gnomonkey calls NPC drag the most common beginner mistake: if an NPC dies while moving toward you it finishes the step, stands there and then dies, costing two ticks each time, which over 66 waves adds up to over a minute.
  • (6:36) Gnomonkey says to stand still after killing the last NPC of a wave rather than walking away, to avoid NPC drag.
  • (9:12) Gnomonkey says to get within one tile of the last mage to kill it, which makes the bow shot land quickly with a one tick bow shot, whereas the blowpipe always has one tick of travel time at any distance.
  • (10:04) Gnomonkey shows an example where two Twisted bow shots on a bat and shooting the mage led to about 30 seconds lost from not killing things and not always shooting.
  • (11:01) Gnomonkey says always be shooting something and have a plan for the next move, because the main time loss in Inferno speeds comes from waiting for things to pull up to the pillar.
  • (20:02) Gnomonkey says healing up off NPCs is not attacking, it is recovering, and he advises against slow healing off everything in speed runs.
  • (23:16) In Hedron's run, lazily killing a ranger before the mage led to a respawn, a bad pillar stack, extra healing and eventually a death, losing about a minute and a half even if she had not died.
  • (24:20) Gnomonkey says the fix for that bad wave was to do the off tick and kill the mage first rather than killing the ranger first, since being brave is the best way to save time.
  • (25:16) Even with the mistakes in Hedron's run (54 minutes at wave 65), her pace was about 60 to 61 minutes, which Gnomonkey uses to show sub 65 does not need a perfect run.

Jal-Nib

  • (11:01) Gnomonkey says not to chase nibblers in Inferno speeds: the two non-north pillars do nothing and can be dropped, and running to save them loses time and causes damage that must be healed.
  • (12:20) Gnomonkey says to kill nibblers on the north pillar as fast as possible, but nibblers on the west or south pillars should only be dealt with when convenient, since with no pillar the nibblers come to you.
  • (17:00) Gnomonkey says to only grab a nibbler if it is free to do so; if reaching it means tanking a melee and blob hit, give it one cast, go to the other side of the pillar and get it later.
  • (36:10) Gnomonkey does not freeze nibblers and uses blood barrage on them, because ice barrage splits the group so the other two keep going to the pillar, while blood barrage keeps them clumped to be killed together.
  • (36:50) Gnomonkey says six nibbler waves are guaranteed free health: a player low on health with a six nibbler wave coming can blood barrage them (phantom) for about a full heal and avoid brewing.
  • (54:54) Gnomonkey says that when both side pillars are gone the player should be aggressive with nibblers and deal with them whenever possible, killing any group of more than one immediately.
  • (1:14:34) In the full run Gnomonkey barely touched the nibblers on bad waves and the pillars still lasted, though he says he should have been more attentive to nibblers on north.

Off-ticking

  • (12:58) Gnomonkey says speedrunners must be willing to do off ticks, since killing the mage first matters more than staying perfectly safe as in a first cape.
  • (13:28) Gnomonkey describes an off tick around a round pillar: look for the ranger animation round the corner, pray accordingly, let the mage attack, and push out.
  • (15:29) Gnomonkey says that if the player messes up a risky off tick they could take 70 to 90 damage, so it is worth waiting a bit when it is super dangerous, but when not dangerous the off tick should be pushed.
  • (1:02:01) Gnomonkey says the corner of the pillar is the position to stand on before rounding it, and that rounding the corner then praying is a bread-and-butter safe trick in speedruns.
  • (1:02:01) Gnomonkey says always stand on the corner of pillars before rounding them, because rounding them any other way would get the player hit by everything.
  • (1:05:38) Gnomonkey says on waves 50 and above players must get comfortable with forced off ticks and it is okay to tank a single melee hit to get them set up, because melees do not hit often.
  • (1:11:00) Gnomonkey demonstrates a splash off tick: splashing on the mage delays its next attack by two ticks, which helps in a messy start-of-wave clump.
  • (1:11:29) Gnomonkey says the splash off tick does not work if the mage has respawned something, and calls it easy and underused.

Jal-Ak

  • (17:07) With two blobs, Gnomonkey says to kill the one further back first, give its bloblets a single cast, then kill the next blob and let the leftover melee bloblet stack up with the next set.
  • (18:02) For a melee corner trap, Gnomonkey says to click around the corner first and then down rather than clicking straight to the corner trap tile, because pathing through the melee can give it about a 50% chance of leaving the corner trap.
  • (31:54) Gnomonkey says a blob takes four ticks to die and spill its bloblets, and the time can be used to kill other mobs meanwhile.
  • (31:54) Gnomonkey recommends standing on the corner of a blob to line the bloblets up in a triangle so one cast hits all three, and says the Twisted bow usually one-shots a blob.
  • (35:30) Gnomonkey says you can barrage the southwest tile of a melee to hit the bloblets and get health back, and that this kills things faster.
  • (44:50) Gnomonkey says to keep a spec from ending a wave, because pipe specs land a tick slower than a regular shot.

Inferno

  • (32:26) Gnomonkey starts every wave on a middle tile that lets him two-tick alternate every spawn, which he says allows being very aggressive, though he suggests not learning two-tick alternating in a first cape.
  • (32:26) Gnomonkey says to stand in the middle of the room on the blob's corner for the first blob so bloblets line up, and that the start tile works every wave except six nibbler waves, where you want to be near the nibblers.

Brew and potion management

  • (20:02) Gnomonkey says to use brews to heal between waves to save time, especially when the divine or range boost is about to run out, since brewing then costs no extra boost.
  • (20:29) Gnomonkey says any time a player drinks a brew they should drink at least three doses, then a restore, then re-pot range or divine, because sipping one dose and then repotting wastes the range potion.
  • (21:24) Gnomonkey says only about one brew is needed for Zuk and often zero, so players should not be stingy with brews during the waves.
  • (22:10) Gnomonkey says in an emergency, such as being at nine health, drink three more doses of brew to get back to 80 to 90 health and then repot, because brew is meant to get you back on your feet.

Blood Barrage

  • (3:17) Gnomonkey barely touches ice barrage in the Inferno run and blood barrages almost entirely, using ice barrage only for a slight damage boost at full health in very rare situations.
  • (36:10) Gnomonkey notes ice barrage is more accurate and has one higher max hit, but that blood barrage is faster overall because it keeps nibblers clumped together.
  • (38:10) Gnomonkey freezes with ice barrage only when targets are already clumped, for the slightly higher kill chance and to stop one reaching the pillar.
  • (40:05) Gnomonkey says not to use Augury at the beginning of waves, since it adds only one max hit to barrage and wastes prayer; he starts waves with Augury from wave 50 onward for the defence.

Toxic blowpipe

  • (31:00) Gnomonkey says Toxic blowpipe specs do double damage and double accuracy, so they are very good at killing things and not just for healing.
  • (35:30) Gnomonkey says the blowpipe spec is best used on the melee, which is the tankiest enemy, whenever the player has spec and full health.
  • (41:20) Gnomonkey says to keep the spec charging by using it for damage rather than sitting at full spec.
  • (50:50) Gnomonkey says to spec bats that are on you instead of tanking them, because bats drain stats and run energy, slow you down and do a lot of damage.
  • (51:00) Gnomonkey says a mage below about 30 HP can be finished with the blowpipe, saving about three ticks over a Twisted bow shot that would only do about five damage.

JalTok-Jad

  • (1:16:16) For Jad healers in speeds, Gnomonkey stands one tile away from Jad so his bow shot lands in two ticks instead of one, which gives more time to react when healers proc, and steps into melee range on the shot expected to proc healers so the healer corner traps.
  • (1:16:16) Gnomonkey says healers proc below 180 Jad health.
  • (1:18:50) Gnomonkey says after a Jad heal, step back one tile so healers corner trap on each other and the player is not tanking two healers, which can hit for about 30 damage.
  • (1:20:20) Gnomonkey says to brew before Zuk if the player is at 30 to 40 health after the triple Jads.
  • (1:20:20) Gnomonkey says doing a Jad skip (also a combat achievement) saves about a minute, and he suggests doing the Jad skip and Zuk fight at the same time.
  • (1:22:01) On Jad, Gnomonkey says to react to the sound of the mage attack, since only mage has a sound: default pray ranged, pray mage when you hear a sound, and keep game sounds on.

TzKal-Zuk

  • (1:20:50) For Zuk, Gnomonkey says to be hyper aggressive, push up quickly and be shooting all the time, and to get Zuk below 600 to stop the timer.
  • (1:20:50) Gnomonkey says to be ready to instantly shoot the ranger that spawns during the Zuk fight to kill it in time.
  • (1:22:30) Gnomonkey says Zuk's healers are the hardest part of Zuk and that the player should tag the front healer, then go back to the first so the pipe keeps shooting fluidly.
  • (1:24:58) Gnomonkey says Zuk's healers launch a single fireball directly at where the player is standing, with two more ricocheting around, and stepping an extra tile guarantees dodging one of them on average.
  • (1:25:58) Gnomonkey says to move, shoot, move, shoot, then do an extra shot and move up when fighting healers, and to flinch out to grab a shot when Zuk shoots.

Twisted bow

  • (1:27:04) Gnomonkey says a Twisted bow is not needed for a sub 65 Inferno; with a Bofa a player would wear a Slayer helmet and add about five minutes (his sub 53 would be about 58).
  • (1:27:30) Gnomonkey says mage gear can all be downgraded, Masori is not required, and Crystal gear is the next best after Masori, even if you own a Twisted bow, because of its strong range defence.

Opinion: Inferno speedrun gear choices

  • (1:27:30) Gnomonkey says Ring of light-bearer (Lightbearer) saves the most time and lets players come back from bad situations the most, because it lets them destroy melees quickly and keep fuelling specs; he prefers it over other rings.
  • (1:28:29) Gnomonkey says to use the best ammunition owned, noting dragon darts and dragon arrows are hard to get on an iron, but that amethyst ammo will still get sub 65.
  • (1:28:29) Gnomonkey says players should not bring chinchompas for a first speedrun, because they are always low on health and choosing between chins and barrage gets them killed; he says chins become useful as players get better.
  • (1:28:57) Gnomonkey says players should not bring a scythe either for sub 65, calling it a minor, roughly one minute time save that puts the player in bad situations and is harder to use than chins.
  • (1:28:57) Gnomonkey says players should not use thralls or healing spells for sub 65 and calls them about three times harder than the other options, only worth cracking out for very good times like sub 50.
  • (1:28:57) The video description says a sub 65 run does not need chins, melee gear, Ely or ward, and that very sweaty players can even do it without a Slayer helm, though Gnomonkey would not recommend that for normal humans.

Hedron

  • (3:49) Gnomonkey's wife Hedron was going for her sub 65 Inferno and provided footage of beginner mistakes that Gnomonkey uses in the guide.
  • (25:16) In the mistake-filled run, Hedron was at 54 minutes on wave 65, pacing about 60 to 61 minutes.