YOU CAN GET YOUR FIRST INFERNO COMPLETED WITH THESE (OSRS)
| Date | 2026-07-13 |
| Type | guide |
| Video | youtu.be/7F5_YBzxtE8 |
Summary
A 90-minute Inferno teaching stream by Gnomonkey in giga max gear with the new necklace of rupture and Seeker arrows from the Maggot King. He explains gear, potions, plugins, and then solves waves 1-69 live: nibbler priority, one-tick alternating blobs, safe-spotting and corner-trapping melees, Phantom barrage for healing, mage kill order, then triple Jads and a full TzKal-Zuk walkthrough. His thesis is that the cape comes down to handling melees and one-tick alternating blobs, and that the new gear makes Zuk a short fight.
Outline
- 0:00 Gear and setup: new gear DPS gains, rings, staff, shield, ammo, mage gear, potions
- 7:25 Plugins used for Inferno
- 8:33 Start of the run: nibblers, bats, standing tile, shield
- 10:31 How blobs work: one-tick alternate, Phantom barrage
- 16:30 Melees: safe spots, corner trapping, dig timer
- 24:14 Rangers and ranger plus blob solves
- 33:12 Mager introduced: respawns, kill order
- 39:30 Waves 47-53: double mager waves, pillar stacking
- 55:53 Waves 61-66: the hardest waves
- 1:04:37 Single Jad and healers
- 1:06:13 Triple Jads
- 1:10:14 TzKal-Zuk explanation: shield, safe spots, sets, healers
- 1:19:04 Using the Inferno simulator
- 1:21:49 Zuk pep talk and live Zuk kill
Topics covered
Inferno
- (0:00) With the new necklace of rupture and Seeker arrows, Gnomonkey says you deal about 3% more DPS on the Jads and about 5% more DPS on TzKal-Zuk, which matters because Zuk is a DPS race.
- (0:00) Gnomonkey's setup advice applies even to downgraded gear: gear upgrades just mean you are in the fight for a shorter time, and the guide's wave solves still apply with a Bow of Faerdhinen.
- (21:15) Gnomonkey says all the Inferno comes down to two skills: knowing how to get the melee on its own away from everything else, and knowing how to one-tick alternate blobs; with those two he promises you can get an Inferno cape.
- (42:56) Gnomonkey says to have a plan for what you will do when the melee digs to you in every wave, and if there is no answer, kill the melee.
- (56:52) Gnomonkey tells players that if they solved wave 63 and then died, they have shown they can get through the waves, and wave 63 is the checkpoint end of the waves.
- (1:04:53) Gnomonkey says triple Jads are very scary on a first cape but wave 63 is much, much harder than triples.
- (1:10:00) Gnomonkey recommends doing at least one practice run of Zuk in the Inferno simulator before attempting it.
- (1:27:53) Gnomonkey says the gear gets crazier with every update and that with the new gear nobody needs to play Zuk in a way that risks a second set.
Inferno gear
- (0:29) In the new setup a Venator ring gives two max hits because you are off task, so Gnomonkey says the Lightbearer is no longer the automatic choice, though he still thinks Lightbearer is much better for getting through the waves and a Venator ring may be worth it once you are comfortable with the waves and have died to Zuk a few times.
- (0:59) Gnomonkey says not to bring a Ring of suffering to the Inferno because the recoil and defense are negligible and the prayer bonus is unnecessary with prayer regeneration potions.
- (0:59) Gnomonkey likes the Lightbearer because it is the melee killer ring: it lets you blowpipe spec more, and blowpipe specs heal you and deal double accuracy and double damage, so you can spec a melee before it kills you.
- (1:28) Gnomonkey says any staff giving 15% mage damage is fine (Kodai is a bit better than a base Nightmare staff), and the Blood scepter is excellent because it gives 5% mage damage and allows overheal plus 10; he believes on the 22nd it becomes 10% damage, making it a really good option.
- (2:01) Gnomonkey uses a Crystal shield in the Inferno because of its insane ranged defense and says it is the best shield you can bring, better than a ward or spectral or arcane spirit shield, with only an Elidinis' ward better.
- (2:01) In his max setup Gnomonkey also wears the quiver, Pegasian-like boots (treads), confliction gauntlets, vambraces and a Rada's blessing, which he says is one of the few places the extra prayer bonus matters.
- (2:34) Gnomonkey says you do not need a Bow of Faerdhinen downgrade questions: the answer is no, and the best weapon is the Twisted bow with the Bow of Faerdhinen second best; he says to not bring a Scorching bow, a crossbow, a Zaryte crossbow or an Armadyl crossbow, and if you have neither a Bofa nor a Twisted bow you are not ready.
- (4:07) Gnomonkey says to bring good darts for the blowpipe, as you use about 200 to 300 per Inferno and dying wastes more supplies.
- (4:30) Gnomonkey is not a fan of the mage tank setup: it makes the waves easy but gives a much longer and harder Zuk, makes healers slow and dangerous on Zuk, and leaves you with little defense unless in the full tank setup; he recommends a normal cape.
- (5:10) Gnomonkey takes only two pieces of mage gear into the Inferno (a Nightmare staff and gauntlets) rather than a mage top, because the gauntlet setup has one higher max hit and slightly better accuracy than vambraces with a Virtus top, and the gauntlets have almost the same defense as Zaryte vambraces (range defense just three lower).
- (5:42) Gnomonkey says that when wearing a mage top after wave 50 the monsters have a 9% higher chance of hitting you off spawn (41.5% accuracy shown), which is why he stops wearing a mage top then.
- (6:09) Without gauntlets you need a mage top because your accuracy is down roughly 15% and you need it to heal off monsters.
- (6:09) Gnomonkey's potion setup for the run is seven regular brews plus three armor brews (about ten brews), ten restores plus three prayer regeneration potions (each equal to two restores, so 16 restores), and one Divine bastion potion; he calls this overkill.
- (7:07) Gnomonkey says you do not need a stamina potion in the Inferno since the run energy rework, as you will not run out of energy by Zuk.
- (7:16) Gnomonkey says 200 ranged defense is totally fine in the Inferno and you already have plenty.
Inferno plugins
- (7:34) Gnomonkey uses the TzHaar HP Tracker plugin to show health on the pillars and mobs, with the setting to hide them after death turned off because it bugs out with barrage.
- (7:34) Gnomonkey uses the Entity Hider plugin to hide dead NPCs after they are fully dead and the TzHaar Colosseum plugin option to hide the pillars if you prefer that.
- (7:34) The Fight Caves Waves plugin can show what is coming in the next wave.
- (8:02) Gnomonkey considers the NPC Indicators plugin very important, with the highlight true tile and highlight southwest true tile settings both on, which makes the melee safe spots understandable.
Inferno waves
- (8:30) Gnomonkey drops a few brews at the start of the Inferno and kills the first nibblers, which run to the nearest pillar and attack it.
- (8:30) Gnomonkey says the top Inferno priority is not dying; if you can safely kill nibblers do it first in a wave, but after wave 50 you cannot safely chase nibblers, so never chase them.
- (9:01) Gnomonkey says it is okay for pillars to take some damage on dangerous waves like wave 31 rather than chasing nibblers.
- (9:28) Gnomonkey says to start every wave on the same tile because it has the most line of sight on nibblers and the least line of sight on mobs, minimising off-spawn hits.
- (10:01) Gnomonkey advises not to unequip your Crystal shield between waves: its negative mage bonus only changes accuracy from 96.35% to 96.69%, and people end up forgetting to put it on at wave 50.
- (10:03) Nibblers have 10 health, so a 10 damage hit shows they are dead; after two melees there are six nibblers, and you should always get the one heading to the pillar.
- (46:30) Gnomonkey says to start waves in the 50s and 60s at full health, as health gives you options, and that you do not chase nibblers at that point, with nibblers 99% of the time getting just one cast.
- (55:49) Gnomonkey says it is okay to lose pillars late in the waves, as when the monsters come to the last pillar it is easy to defend it and he would not be one percent more nervous.
Jal-MejRah
- (9:01) Bats in the Inferno have exactly four tile range, so a blowpipe at exactly five tiles can shoot one without it hitting you.
- (9:01) If a bat hits you off prayer it drains your run energy and your stats, so Gnomonkey prays ranged at the start of waves where bats spawn.
- (35:58) Gnomonkey says to always kill a bat when it is hitting you, and that bats are also decent monsters to heal off.
Jal-Ak
- (10:31) Blobs in the Inferno read your prayer, and three ticks later they attack with the opposite of what you were praying, with another three ticks before the attack lands.
- (11:02) Gnomonkey suggests practicing the default blob prayer timing on the first blob wave for about 10 minutes until you stop taking damage.
- (11:28) One-tick alternate: swapping your protection prayers every game tick means a blob never hits you regardless of where you are in its cycle, at worst you tank one blob hit before it corrects.
- (11:57) Gnomonkey does not recommend a two-tick alternate for a first cape because it needs you to know which tick of the blob cycle you are on, and its only benefit is time for switches between prayers that a first cape will not do.
- (12:36) Gnomonkey says blobs are really good as med kits, since killing them gives you health back via Phantom barrage.
- (27:58) When there are two blobs they attack on the same game tick as one blob, so one-tick alternating handles both and you can phantom both.
- (37:23) Gnomonkey always tries to kill the blob last in a wave because it gives health back if you mess up a flick elsewhere.
- (37:23) Gnomonkey says never kill a blob away from a pillar, as you cannot then do the Phantom barrage; always kill it against a pillar after letting it drag in.
- (55:53) Gnomonkey says one-tick alternating solves a wave by default as long as you flick on the right tick, so you do not need to watch the other blob.
- (57:37) Gnomonkey says bloblets are surprisingly accurate, especially the mage bloblet, so pray mage whenever you tank a set of bloblets.
Phantom barrage
- (12:57) Phantom barrage is a game engine quirk: if you cast Blood barrage from eight or more tiles away at a monster as it dies, the barrage still lands on its corpse and heals you, even if your hit is a splash or 1 damage.
- (12:57) Gnomonkey takes his shield off for the Phantom barrage so his mage accuracy is higher and recommends getting in phantom position against blobs even when he does not need health.
- (13:24) In the demo Gnomonkey healed 8 health from phantoming bloblet corpses and 30 health from a phantom later in the run.
- (14:22) Gnomonkey says there are two positions you can phantom a blob from, and a third secret spot where you stand on the tile with the blob as far down as it can be, kill it, step back up, and click when the bloblets appear.
- (22:22) Phantom barrage does not work with autocast; you must manually cast Blood barrage at the corpse.
- (29:39) Gnomonkey says you can also phantom nibblers off spawn when you are safe, and that nobody does this.
Jal-ImKot
- (16:34) Inferno melee monsters can hit up to 49 but have very low accuracy, about 25% when you wear a shield in this setup, so they often hit zero.
- (17:10) After 50 game ticks the melee digs to your current position and then takes a delay of about five seconds before it can hit you again.
- (18:07) Safe spotting a melee works because the monster only uses its southwest tile for pathing, as if it were one tile, so if the straight line to you is blocked it gets stuck even at a distance from the pillar.
- (18:59) Letting the melee hit you resets its dig timer to 50 ticks, which Gnomonkey notes as a pinch option.
- (20:12) Gnomonkey says just shooting a melee works a surprising amount of the time because of its very low accuracy, and he wears the Lightbearer so more specs help kill it before it kills you.
- (20:42) Gnomonkey says not to ice barrage melees, as you have very low mage accuracy against them and it is not consistent.
- (28:38) Gnomonkey says the melee is often the first target in a wave because it provides time pressure by digging; removing the melee puzzle piece simplifies the wave.
- (37:23) Gnomonkey notes you can safe spot melees on the side of the pillar many people never use, and that sometimes you need to go there.
- (38:50) When a melee digs and you stand on the dig tile, click around the pillar first and then down to the corner trap, since the melee can wiggle free if you run straight through it.
Corner trapping
- (18:29) A corner trap is an engine quirk: an NPC always moves west or east before moving south or north, so if you stand against a pillar corner the monster keeps trying to go west or east into the pillar and cannot reach you.
- (19:11) Corner trapping works on all Inferno mobs, so melees can come out a few tiles and you can still attack; Gnomonkey says it solves the majority of waves.
- (19:44) Gnomonkey says to stand on the lines along the pillar in the right orientation to corner trap, and that monsters can also be used as pillars: stand on the bat tile of a mager to corner trap a melee.
- (54:37) Gnomonkey says you can corner trap anything and many learners let a corner trap slip away and then tank a melee and mage at once.
Jal-Xil
- (24:14) The Inferno ranger has a max hit of 46 on a four-tick attack speed and nothing special; Gnomonkey says you can pretty easily mage him, so rangers are a decent target to heal from.
- (24:41) Gnomonkey recommends learning to one-tick prayer flick rangers by turning the prayer on the instant his animation starts, mainly to know exactly when he attacks so you can alternate with a blob.
- (25:11) Gnomonkey says rangers have about double the accuracy of a melee and are a bigger threat even though they max lower, so do not tank ranged hits.
- (26:12) To solve a ranger and blob together, wait until the ranger has attacked, then start one-tick alternating; every fourth tick the ranger attack is covered because he attacks on an even cycle.
- (27:10) Gnomonkey alternates by watching the prayer lights: keep both lit and click the next prayer as soon as the previous one turns off.
- (27:10) Gnomonkey says to turn on Rigor before a blowpipe special attack for health because it gives a lot more healing on average.
- (31:34) In the demo Gnomonkey notes a ranger punch maxing 19 in a particular pinch, saying ranger hits are not dangerous at that point.
Jal-Zek
- (33:12) The Inferno mager can respawn an enemy that has been killed once per wave with half health (not nibblers), including bats, blobs, rangers and melees.
- (33:28) The mager can hit a 70 and is extremely accurate, roughly double the danger of a ranger and double his average damage.
- (34:40) Gnomonkey says the flicker of the mager is the key to knowing when it has attacked, and it lines up with the audio cue, and you want your prayer on as it flickers.
- (36:00) Gnomonkey says not to pray ranged at the start of waves from wave 40 onward and to start every wave with Protect from Magic ideally in tank gear.
- (36:09) Kill the mager first when there is no melee providing time pressure, because killing the other monster first lets the mager respawn it.
- (37:30) A mager meleeing you maxes around 50 and hits very hard because of its accuracy, so do not get meleed by one.
- (38:00) Gnomonkey says to stand in the middle of the pillar when monsters drag up so they get stuck behind it, otherwise the mager comes down the side and removes your options.
- (47:00) If you are ever unsure whether a mager can see you, pray mage, since it is better to tank something else than a mage hit.
- (47:44) If a ranger is killed before the mager and gets respawned, Gnomonkey says to solve it by starting from the middle of the pillar, praying the thing in the back, stepping out when you see the attack animation, and alternating so the attacks land one tick apart like a blob.
- (47:44) Stepping out the wrong side of the pillar lets two monsters see you immediately and hit on the same tick, but stepping out the right side works because the mager must first get around the pillar.
- (53:00) Gnomonkey says killing the ranger first is only fine if the mager is at the side of the pillar and it avoids having to off-tick something.
- (1:00:37) On the final double mager wave, Gnomonkey says to kill both at the same time because they can respawn each other, and not to stand next to the pillar that falls at the end of the wave, since it takes half your health.
Inferno waves
- (40:12) On a wave with a melee, mager and bat, Gnomonkey shoots the mager from a tile where he can insta corner trap the melee when it digs, and prays mage, clicks the mager, specs, and resumes alternating.
- (46:30) Gnomonkey says you can start wave 53 with Rigor or Augury and he prefers Rigor so you are set up to shoot something immediately.
- (50:06) Gnomonkey says you rarely have to off-tick waves unless you get a very bad spawn, and a one-tick alternate that tanks a blob punch is inefficient but fine; he says many people discount an area because a monster is there when that area is still usable.
- (55:53) Gnomonkey calls wave 61 a very hard wave, says the wave after it is the hardest of the whole Inferno, and says wave 63 is the hardest wave on average of the entire Inferno.
- (59:00) On wave 63, Gnomonkey says to stay behind the pillar because running out would be deadly, corner trap the melee, heal off the ranger, then one-tick alternate the mager and a blob.
- (1:02:19) On wave 65 two rangers together max 92, so as long as you have over 92 health they cannot kill you; Gnomonkey says not to pray ranged on that wave because you take more damage praying ranged than praying mage.
- (1:02:19) Gnomonkey says the wave after (double mager) cannot be lost and not to flick it, and that no one has ever lost it.
TzTok-Jad
- (1:04:17) For the single Jad, Gnomonkey stands one tile away from Jad on the tile right of his spawn, because healers spawn at half of Jad's health and can spawn behind you, where you do not have to deal with them.
- (1:04:44) If healers spawn both behind you and in front of you, tag the one healing Jad with your staff, tag the one in front, and step backwards so they get trapped on each other and cannot hit you; healers do a surprising amount of damage.
- (1:06:13) On triple Jads each Jad attacks every three game ticks; when the projectile appears on screen you swap to the next Jad's prayer, and the direction the order goes is random.
- (1:07:07) On triple Jads there are only three healers instead of five; put on your staff, click Jad to tag the healers next to a southwest tile, and back up a couple tiles if multiple healers hit you, as they get stuck on each other and you only tank one.
- (1:07:07) Gnomonkey recommends queueing a log out before the last Jad so you can log out before Zuk, and does one prayer per Jad attack.
- (1:07:07) Gnomonkey drinks the Divine bastion before triples for extra damage and to have extra doses to work with.
- (1:08:44) Gnomonkey stands on a particular side of Jad in the triples because you are more likely to trap a healer there, and it lets you barrage Jad directly to hit every healer around him.
TzKal-Zuk
- (1:10:40) On Zuk the yellow tiles are safe spots where Zuk's attack is blocked by the shield; the shield moves randomly left or right, and you shoot once, run to the first safe spot, shoot, then move to the next.
- (1:11:09) Gnomonkey says Zuk's animation of jutting his leg forward is your cue that he has attacked, not when the ball comes out, and that is when you can move up.
- (1:11:36) Red tiles drag you towards Zuk, so do not click Zuk from them when the shield is moving away, but they are good to use when the shield is moving back towards you so you shoot while moving.
- (1:12:06) The shield bounces three times to a wall, then a set (a ranger and a mager) spawns; if the shield is on the ranger side you use Rigor, Protect from Missiles, a double blowpipe spec to kill the ranger as fast as possible, with a Twisted bow shot as a last resort.
- (1:13:08) If the shield goes the other way, the mager spawns behind you and the ranger over by the wall; click back on Zuk and do not shoot anything, then when the shield moves back run at the ranger and shoot him, then Twisted bow the mager.
- (1:14:14) Throughout Zuk's fight a set timer runs, and every three and a half minutes another ranger and mager set spawns and attacks your shield; if the shield dies, you die.
- (1:15:06) Gnomonkey says not to kill the mager yet: once Zuk is at 600 health the set timer pauses, so you can then kill the mager for free without losing DPS.
- (1:15:33) At 480 health on Zuk a Jad spawns behind you with three healers in front of him; turn your camera, tag the healers with your staff and kill the Jad while tracking the shield.
- (1:16:03) Jad adds 1 minute 45 to the set timer, giving over five minutes to kill Zuk, which Gnomonkey says is easy with this gear.
- (1:16:32) Around 240 health, stop shooting Zuk, wait at the shield side for his animation, and fire a shot to get him below 240; if you miss with a zero, do not shoot again on the spot, move up and try again, or the healers spawn out of reach and Zuk heals to over 1,000 health.
- (1:17:48) To clear Zuk's healers shoot the first healer, then run, shoot the second, and repeat; healers stall as they turn around and cannot be clicked then; every two tiles you move you shoot a healer.
- (1:18:30) After Zuk is below 240 and healers have spawned, the mid-lane safe spots no longer exist except at the edges; Gnomonkey says he died on his first Zuk by running to the second safe spot early.
- (1:21:52) Gnomonkey says to turn on Rigor first thing after logging in, because there is a cutscene during which you cannot, and then right-click Zuk during the cutscene and shoot the moment the camera jerks.
- (1:22:02) Gnomonkey says that on Zuk you must do a full attitude shift: play aggressively, lose zero game ticks and do not wait shots, since there is then zero chance of a second set.
- (1:23:44) Gnomonkey says the red tiles do not matter for shooting the Jad and that people avoid them needlessly.
- (1:25:27) At 600 health the paused set timer allows you to stall to regain run energy, but Gnomonkey says you should not need to in a real run because you will be at 100 run energy.
- (1:27:03) Gnomonkey says his live Zuk with the new gear was the easiest of his life and that waiting for a second set is trolling with the new gear.
Inferno simulator
- (1:19:13) The Inferno simulator (inferno.colosim.com) lets you load into wave 69 to practice Zuk, but its default setup lacks treads, the Lightbearer, necklace of rupture and Seeker arrows, so its DPS is much lower than a real run.
- (1:19:37) The simulator has settings for F keys, UI scale, simulated ping, audio and a metronome, and you can right-click Zuk to toggle parts of the fight such as practicing only Jad or healers.
- (1:20:31) In the simulator you should press the spawn healer button much later than you would shoot in the real game, since it takes about three ticks for your arrow to land.
- (1:20:58) Gnomonkey says the simulator is a bit janky and not exactly like the game but close enough to practice Zuk without throwing a run.