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  1. Hai Yo [Mod/Mentor]18/05/2019
  2.  
  3.  
  4.  
  5.  
  6.  
  7. Introduction:
  8. https://discordapp.com/channels/408082929940430858/579005354629922836/579006335300141067
  9. Levels, Gear & Preparation:
  10. https://discordapp.com/channels/408082929940430858/579005354629922836/579006523431190547
  11. Monster Breakdown:
  12. https://discordapp.com/channels/408082929940430858/579005354629922836/579007802345783317
  13. Essential Skills:
  14. https://discordapp.com/channels/408082929940430858/579005354629922836/579008741131681815
  15. ━━━━━━━━━━━━━
  16. Waves, Part 1: Solving Spawns:
  17. https://discordapp.com/channels/408082929940430858/579005354629922836/579011354623475734
  18. Waves, Part 2: The Meleer:
  19. https://discordapp.com/channels/408082929940430858/579005354629922836/579015020050907143
  20. Waves, Part 3: Pathing and Safespotting:
  21. https://discordapp.com/channels/408082929940430858/579005354629922836/579016576867631151
  22. ━━━━━━━━━━━━━
  23. JalTok-Jad:
  24. https://discordapp.com/channels/408082929940430858/579005354629922836/579021579871322122
  25. Triple Jads:
  26. https://discordapp.com/channels/408082929940430858/579005354629922836/579022669849165871
  27. TzKal-Zuk:
  28. https://discordapp.com/channels/408082929940430858/579005354629922836/579023330326347777
  29. ━━━━━━━━━━━━━
  30. ACB Tips:
  31. https://discordapp.com/channels/408082929940430858/579005354629922836/579028235455823883
  32. Other Resources:
  33. https://discordapp.com/channels/408082929940430858/579005354629922836/579029849402769411
  34.  
  35.  
  36. The Inferno is the abyss over which the largest skill gap in the game was created.
  37. No PvM you've done before will even come close to the challenges that await you here. Whether it be a couple of days, weeks, or even months, the road to your infernal cape is going to be paved with your blood, sweat, and tears. No amount of tips and tricks will get the cape for you - it's your own decision to make and only your own determination will push you through to the end.
  38.  
  39. That being said, literally anyone can get an infernal cape. It's hard, it's not impossible. No matter what kind of stigma you have or what others have told you, everybody is capable of getting their own cape as long as they take the right steps towards improvement.
  40. And a good start is by being informed - knowing as much as you can is extremely valuable for your attempts.
  41.  
  42. Time is precious. This guide is designed to help you obtain a cape as quickly as possible.
  43. This will include the best methods for learning and attempt to provide you with every single advantage you can get. This isn't a perfect guide - not everybody will take away from it the same, but every learner should be as informed as they can possibly be.
  44.  
  45. This guide is focused entirely on a first cape. Speedruns, limited account builds and other inferno challenges (no pillar, no ancients, etc.) are not included here.
  46.  
  47. On one last note, if any of the GIFs aren't playing properly on discord, open the link.
  48. With that out of the way, I hope you like reading. Let's begin.
  49.  
  50. Written by Hai Yo
  51.  
  52.  
  53. Before starting the Inferno grind, I'd recommend you have at least:
  54.  
  55. :Ranged_icon: 99 Ranged
  56. :Magic_icon: 97 Magic
  57. :Defence_icon: 85 Defence
  58. :Prayer_icon: 77 Prayer (with Rigour and Augury)
  59.  
  60.  
  61.  
  62.  
  63.  
  64.  
  65.  
  66. Note: The ACB setup assumes by default that you are on a low budget.
  67. If you have more money to invest in upgrades, this is the optimal order:
  68.  
  69. 1. :Pegonesian_boots: Pegasian boots
  70. 2. :Armadyl_chestplate: :Armadyl_chainskirt: Armadyl
  71. 3. :Elysian: Elysian spirit shield
  72. 4. :Ancestral_robe_top: :Ancestral_robe_bottom: Ancestral
  73. 5. :Justiciar_faceguard: Justiciar faceguard
  74.  
  75. :Saradomin_brew4: :Super_restore4: Your brew to restore ratio will fix itself. The more attempts you do, the easier it will become to find what best suits you - there's no need to try and find a perfect ratio when you're getting started.
  76. ━━━━━━━━━━━━━
  77. :Bastion_potion4: You can take a 2nd bastion potion if you consistently make it to Zuk with supplies (optional on bow capes, highly recommended for ACB capes).
  78. ━━━━━━━━━━━━━
  79. :Toxic_blowpipe: Use rune darts. You can use dragon darts if you consistently make it to Zuk.
  80. ━━━━━━━━━━━━━
  81. :Bandos_chestplate: :Justiciar_chestguard: Bandos chestplate or Justiciar can be used instead of Ancestral/Ahrims. This will help in making mistakes less punishing as you will take considerably less damage when you mess up. Do not use Justiciar as a method of bruteforcing. You will only cripple yourself by refusing to learn the Inferno - I speak from firsthand experience as an 85-attempt Justiciar first caper.
  82. ━━━━━━━━━━━━━
  83. :Saradomin_godsword: Saradomin Godsword may be taken in place of a restore. I would only recommend taking it after you have made it to Zuk twice, when conserving supplies actually matters. While learning, it's better to use as many supplies as you can.
  84. ━━━━━━━━━━━━━
  85. :Falador_shield_4: Bring a Falador Shield 4 in place of a restore if you have it.
  86. ━━━━━━━━━━━━━
  87. :Master_wand: If using a master wand, remember to bring water runes in your inventory.
  88. However, I wouldn't recommend attempting the Inferno for the first time with gear below the ACB setup.
  89.  
  90.  
  91. Assuming you are using RuneLite (or some variant of it), you can mark the following tiles.
  92.  
  93. This image only provides the tiles to mark.
  94. Actual uses of the tiles will be explained in their respective sections.
  95. :inferno_ball: The four green numbered tiles are the Zuk safespots. Count tiles to make sure they're correct.
  96. :inferno_ball: The lone northern tile works as a reference point for several useful tiles:
  97. - It is a meleer safespot.
  98. - One tile south of it is the starting tile.
  99. - One tile west of it is a bat safespot.
  100. :inferno_ball: The lone center tile is a triple Jads standing tile.
  101. You are free to mark as many tiles as you like, or none at all.
  102.  
  103. :inferno_ball: Before you start your run, go to the bank in Mor Ul Rek.
  104. Check charges on all of your items, as well as runes/ammo and set your autocast to Blood Barrage.
  105. :Imbued_heart: :Anglerfish: :Bastion_potion4: :stams:
  106. Prepot on heart (if you have), angler, bastion pot and stam pot.
  107. :inferno_ball: Items dropped in the Inferno will not despawn for approximately 3 hours.
  108. :inferno_ball: Drop a potion at the pillar to equip BP, but don't forget to pick it back up before logging out.
  109.  
  110.  
  111. As you're probably aware, in the Inferno you'll have to make your way through waves of monsters similar to the fight caves. Most of these mobs have unique properties that you'll have to know in order to defeat them. Let's go over them.
  112.  
  113. :inferno_ball: Three of these will spawn on almost every single wave.
  114. :inferno_ball: They're going to target one of the three pillars at random, slowly chipping away at its health.
  115.  
  116. :inferno_ball: Bats will attack with ranged over a very short distance.
  117. :inferno_ball: They drain your run energy with each hit.
  118. :inferno_ball: They drain your stats with each successful hit.
  119. :inferno_ball: They attack every 3 ticks, the fastest of any monster in the Inferno.
  120. :inferno_ball: Max hit is 19, however may increase after draining stats.
  121.  
  122. Blobs are the most versatile of the Inferno mobs, and the Inferno will feel much more doable after you've mastered them. Knowing its mechanics like the back of your hand is fundamental to success.
  123.  
  124. :inferno_ball: They will attack with either mage or range, unless you're in close proximity in which case they may also melee.
  125. :inferno_ball: They have a unique attack pattern: after coming into line of sight with a blob, your prayer is checked on the first tick to see if it's mage or range.
  126. :inferno_ball: The attack itself then happens on the fourth tick (3 ticks later), with the opposite style of what you prayed against.
  127. :inferno_ball: They will then read your prayer again three ticks afterwards, and repeat the pattern.
  128. :inferno_ball: Max hit is 29.
  129. :inferno_ball: After a blob dies, three bloblets will spawn in its place.
  130. :inferno_ball: Each one attacks with a different style and deals up to 18 damage.
  131.  
  132. :Protect_from_Melee: Attacks with melee, hence its name.
  133. :inferno_ball: Meleers have the ability to dig to a spot within melee range of you after they've been out of combat for a while.
  134. :inferno_ball: Max hit is 49.
  135.  
  136. :Protect_from_Missiles: Attacks with range, hence its name.
  137. :inferno_ball: Max hit is 46.
  138. :inferno_ball: If you are in melee distance, it can also melee you.
  139.  
  140. :Protect_from_Magic: Attacks with mage, hence its name.
  141. :inferno_ball: Max hit is 70.
  142. :inferno_ball: If you are in melee distance, it can also melee you.
  143. :inferno_ball: They have the ability to respawn mobs you've killed before in the wave.
  144. :inferno_ball: Each mob can only be respawned once, and it will be at half health.
  145. :inferno_ball: The respawn will always happen within a small area south of the north pillar.
  146. :inferno_ball: This is the only non-boss monster you should use Tbow on. BP everything else (on ACB capes, BP this too).
  147. ━━━━━━━━━━━━━
  148. :Protect_from_Melee: :Protect_from_Missiles: :Protect_from_Magic: The meleer, ranger and mager all attack on a 4 tick cycle.
  149. As you'll see in the next section, that's one of the most important things that you can use to your advantage.
  150.  
  151.  
  152. There are three essential skills you should master on the road to your infernal cape.
  153. Not learning them is going to cost you an unearthly amount of wasted time.
  154. While these can be practiced outside of the Inferno, you will get a lot of experience simply from trying to do these things while you're inside the Inferno.
  155.  
  156. You are expected to know what a game tick is and have some form of previous experience with tick manipulation. If you do not understand how game ticks in OSRS work, you should do some research on it and apply practice to other areas before attempting the Inferno.
  157.  
  158. NOTE: Listening to game sounds is incredibly helpful for learning and using flicking techniques. Highly recommend you turn them on.
  159.  
  160. One tick flicking is a prayer manipulation method that allows you to maintain your prayers up without using prayer points, either a single one or both overheads + offensives with your quick prayers.
  161. You must first click to turn on your prayer, and then double-click every tick after that to keep it active without losing prayer points.
  162. https://gfycat.com/ShadowyCanineHairstreakbutterfly
  163. Tick perfect lazy flicking accomplishes the same, but you will only turn on your prayer on the exact tick the monster attacks. It is also much more difficult to use offensive prayers alongside overheads with this method.
  164. https://gfycat.com/UltimateEvilAfricanporcupine
  165. The mager attacks on the tick that the light below him flashes. The attack sound also plays on this tick.
  166. https://gfycat.com/EvilAccurateElkhound
  167. The ranger attacks on the tick that he crouches down. The attack sound plays 1 tick after this.
  168.  
  169. One tick alternating is your bread and butter solution for any wave with a blob in it - which is a lot of them.
  170.  
  171. This method is foolproof against a single blob, double blob, blob + ranger and blob + mager.
  172. You will never take any damage in these situations if you execute it correctly.
  173.  
  174. :inferno_ball: Switch your prayer from mage-range or range-mage every tick.
  175. :inferno_ball: If you're dealing with a ranger or a mager, make sure you pray against it on the first tick, then begin alternating.
  176. https://gfycat.com/ForsakenFortunateEkaltadeta
  177. ━━━━━━━━━━━━━
  178. Two tick alternating is also possible, but there are two seperate patterns.
  179. :inferno_ball: Pattern 1: Pray on the ranger/mager attack tick, and the tick after that.
  180. :inferno_ball: Pattern 2: Pray on the tick before the ranger/mager attack, and the attack tick.
  181.  
  182. One of these patterns will correctly pray against all blobs, while the other will incorrectly pray against all blobs - this depends on which tick the blob gained line of sight on you.
  183.  
  184. :inferno_ball: If the monsters are stuck behind the pillar, this will automatically be set up for pattern 1 since they will gain line of sight on the same tick.
  185. :inferno_ball: Two-tick alternating will give you more time to click things that aren't your prayers, so it's much more comfortable to move and attack while doing it.
  186. https://gfycat.com/LikableLimitedAmericantoad
  187.  
  188. The mager, the ranger and the meleer are all capable of dealing devastating amounts of damage, and, unfortunately, there will be situations where you will have to deal with at least two of them at once.
  189. You must be able to identify their specific attack ticks. This will allow you to comfortably flick between them most of the time.
  190. Although you can practice this with any two different monsters that attack equally as frequently, this is a skill you will learn almost entirely from doing the Inferno.
  191. https://gfycat.com/FixedMasculineAmericanriverotter
  192. :inferno_ball: One way to practice this is by waiting for the meleer to dig to you while you're flicking a ranger or mager, and flicking between the two.
  193. :inferno_ball: If the meleer digs on the same tick as the ranger/mager attacks, they will attack on the same tick. Refer to "The Meleer" section of the guide to handle this situation.
  194. ━━━━━━━━━━━━━
  195. Don't be afraid to try new things.
  196.  
  197. Some of these skills may sound daunting at first, and you might take a long time to get used to them, but I promise you that they are invaluable in the Inferno, and I cannot stress how important it is to learn them.
  198. The Inferno is relentless and brutally punishing, but it's also a wonderful playground for tick manipulation and really pushes the limits of the game in ways never seen before. Don't shy away from it. Don't be afraid to experiment and to fail.
  199.  
  200.  
  201. The Inferno consists of 69 total waves, with 67, 68 and 69 being the boss fights against Jad, triple Jads and Zuk.
  202. The first 66 waves will pit you up against several mobs from which you can only safespot at three different pillars.
  203.  
  204. List of all waves 1-66, from the OSRS wiki: https://i.imgur.com/N5HZLFW.png
  205.  
  206. The only important pillar is the north one, as it's going to be your starting point in every wave, and there are fewer possible spawns on the north side of the inferno, making it so that all waves can be solved using this pillar alone.
  207. ━━━━━━━━━━━━━
  208. Solving spawns is possibly the hardest part of the inferno. Master this, and you're golden.
  209.  
  210. :inferno_ball: At the start of every wave, start with your mage gear equipped and get ready to throw an ice barrage on the spawn of nibblers.
  211. :inferno_ball: Stand on this tile by the north pillar. It will allow you to drag yourself out after casting your ice barrage if you need it, and you can spam click the tile in order to prevent the drag.
  212.  
  213. Alternatively, you can stand one tile north of it if you are not comfortable with the auto-drag. It's personal preference.
  214.  
  215. :inferno_ball: Begin by manually casting an ice barrage on the clump of nibblers - just one, if you don't get all of them, it's fine.
  216. https://gfycat.com/ConsiderateMadBaleenwhale
  217. :inferno_ball: For now, your nibblers are dealt with, now you've got to look after yourself.
  218. :inferno_ball: To effectively solve a spawn, you'll need to identify what the threat is and figure out how to deal with it within a short span of time.
  219. ━━━━━━━━━━━━━
  220. :inferno_ball: Blobs first appear on wave 4.
  221. :inferno_ball: There will be a lot of situations in which you'll have to deal with a singular blob: here are two good methods.
  222. https://gfycat.com/DishonestRashIrishwolfhound
  223. Lazy flicking method.
  224. https://gfycat.com/SpecificPastDugong
  225. One tick flicking method.
  226. ━━━━━━━━━━━━━
  227. :Protect_from_Melee: The meleer appears on wave 9. Use the pillar to safespot it.
  228. https://gfycat.com/RingedPleasantGalapagostortoise
  229. :Protect_from_Missiles: Starting from wave 18, the biggest threat is the ranger. It has a high max hit and can attack from a large distance. However, you're going to be praying ranged against it, so it's no longer a problem. The issue now is that you must work out how the other monsters will be dealt with, revolving around having your ranged prayer up for the tick the ranger attacks on.
  230.  
  231. :inferno_ball: As I've mentioned previously, blobs can always be countered with one tick alternating, so they are the lowest priority threat - you can always deal with them alongside a ranger.
  232. :inferno_ball: Bats cannot be properly flicked due to their 3 tick attack speed. They have a very low health pool, so if it's not favorable to safespot them, you should immediately gun them down with a blowpipe when you're able to. Even though you're praying range, they still drain stats and run energy, which can become a problem very quickly.
  233. :Skulled: The meleer is going to be the true greatest threat to you.
  234. Because he doesn't attack with mage or range, he cannot be properly flicked with blobs, which, in turn, makes them a threat as well.
  235. :inferno_ball: Since he only attacks with melee, proper use of the pillar safespots will solve most situations.
  236. :inferno_ball: If not, he still attacks on a 4-tick cycle, so he can be effectively flicked against a single ranger, just not with blobs.
  237.  
  238. There will be a section of the guide dedicated specifically to the meleer and to pillar safespots, so keep in mind these two strategies when we go further into it.
  239. :Protect_from_Magic: Mager waves begin on 35.
  240. All the techniques above apply to these waves, simply replace with range pray with mage pray.
  241. ━━━━━━━━━━━━━
  242. Waves 50 and above can be a little more complicated.
  243.  
  244. :inferno_ball: There is now a mager and a ranger.
  245. :inferno_ball: You are almost guaranteed to have to deal with at least two mobs at once the further you go.
  246. :inferno_ball: This is something you're going to have to be able to deal with by flicking, so the strategy has now changed to revolve around getting rid of things you won't be able to flick against.
  247.  
  248. The ranger has now become the true greatest threat, and you can get K.O.'ed very quickly if you're not paying attention.
  249. ━━━━━━━━━━━━━
  250. A mager and a ranger can be manually off-ticked if they don't both have line of sight on you at the same tick, since they're both 4 tick monsters. This can be used to your advantage if you need to travel around to another side of the pillar by praying against the monster around the corner after the one you're praying against now has just attacked.
  251. https://gfycat.com/AcrobaticPotableEwe
  252. If a mager and a ranger attack one tick apart from eachother, they can be flicked with blobs as well, just make sure you're praying against the mager and ranger's attacks on the correct ticks and begin the alternation pattern.
  253. https://gfycat.com/PlaintiveLittleAlbino
  254. If they attack two ticks apart, they can be flicked with two tick alternating against blobs as well. Make sure you're using the correct pattern as described earlier.
  255. https://gfycat.com/BlushingUniqueGalapagospenguin
  256. ━━━━━━━━━━━━━
  257. As usual, bats should be killed immediately.
  258.  
  259. In most cases, you will find that your greatest defence is your offence. As it turns out, when things die, they stop attacking you. You can and should kill things as soon as possible - you're going to have to do this a lot with bats, and sometimes even meleers, since they are awkward to flick in most situations.
  260. To add on to this, don't be afraid to use rigour if you need to. Being down a restore dose is miles better than being dead.
  261.  
  262. Running to the south pillar can be done as a last resort if you don't know how to handle the spawn at all.
  263. Make sure to flick to range pray when you're not praying mage on the mager's attack tick - it will help to soak a lot of damage and increases your odds of surviving.
  264. ━━━━━━━━━━━━━
  265. Once you're in a comfortable position, it's time to turn your attention back to the nibblers. You should aim to kill the nibblers that have made it to the pillar with blood barrage when all remaining mobs are flickable:
  266. :inferno_ball: Get rid of bats and meleers.
  267. :inferno_ball: In higher waves, kill, safespot or off-tick one of the two greater threats: either the ranger or the mager.
  268. :inferno_ball: As long as you flick correctly, it will be completely safe to leave the pillar and kill nibblers, while not taking so much time that they're able to chunk down the pillar in one go.
  269. https://gfycat.com/ConstantSeparateAmericancicada
  270. Nibbler safespot for the north pillar:
  271. From this tile, you'll be able to barrage the nibblers without coming into line of sight with anything stuck directly south of the north pillar. The north pillar is the easiest to clear nibblers away from, and it's also the most important to protect.
  272.  
  273. https://gfycat.com/LegalUntriedIraniangroundjay
  274. While you should clear the nibblers on the west and south pillars as soon as you can, don't risk your life for them. Treat them merely as nibbler food to distract them from the north pillar.
  275.  
  276. What most people find so difficult about the waves is personal inconsistency. It's difficult to feel like you're making progress when you don't get a new PB every attempt or when you find that you aren't reaching the higher waves as often.
  277. Because the spawns are random, you won't know how to solve everything the game throws at you until you have a lot of experience.
  278. This is perfectly normal - and this is where the practice of doing several attempts really helps you out. Your goal is not to rely on lucky spawns, but it's not to be perfect at it either. It's to play the spawns like a puzzle. Minimize the amount of times you get the solution wrong, even if you can't get it right every time.
  279. Mistakes are, after all, the reason why everyone doesn't get an infernal cape right away. What you need to worry about is identifying and fixing those mistakes. If you can record your runs, watch them. If you can remember your spawn, discuss it with others. The rest will come naturally.
  280.  
  281. To make your attempts at the higher waves more forgiving:
  282. :inferno_ball: Use Augury for the nibbler freeze.
  283. :inferno_ball: Start the wave with your armadyl/tank armor equipped.
  284. :inferno_ball: You can pre-brew waves 60-63.
  285. :inferno_ball: You can tick-eat as a last resort.
  286.  
  287.  
  288. It's time to tackle the unflickable monstrosity that is the meleer.
  289.  
  290. I mentioned how he's not possible to flick with blobs, but that's not exactly true.
  291. This method will only protect against the meleer and half of the blob hits on average, so being able to safespot one or the other is always a better solution, but, in a pinch, there is an alternation pattern that could prove useful.
  292.  
  293. :inferno_ball: Begin by praying melee on the meleer's attack tick.
  294. :inferno_ball: Switch to range pray on the next tick.
  295. :inferno_ball: Switch to mage pray on the following tick.
  296. :inferno_ball: Return to range pray.
  297. :inferno_ball: Finally, return to melee prayer for the meleer's next attack. Repeat.
  298. https://gfycat.com/CompassionateTanAfghanhound
  299. I'd highly recommend you put on rigour and kill one or the other as fast as possible when you do this.
  300. ━━━━━━━━━━━━━
  301. When flicking a meleer against a ranger or a mager, you might find yourself in the unfortunate situation where they both attack on the same tick.
  302. However, you can manually off-tick the meleer by stepping under him. The meleer should then path himself back into a position to attack you and will likely have offticked itself. If not, you must try again.
  303. https://gfycat.com/DistinctGoodHydra
  304. Note: The meleer will begin attacking 12 ticks after he begins his digging animation (assuming he can hit you when he appears next to you). This means it will be off-ticked if it did not begin the dig on the same tick that the ranger/mager attacked.
  305.  
  306. :Protect_from_Melee: Pray melee on every single tick other than the ranger/mager's attack tick - this will help you to notice if they are actually off-ticked.
  307. ━━━━━━━━━━━━━
  308. The last tip on the meleer I'd recommend is casting an ice barrage on it if it spawned northwest or midwest. You can do it immediately after the initial nibbler freeze, preferably with augury. If the situation is too dangerous to go for the freeze, don't do it.
  309. https://gfycat.com/demandinglawfulbronco
  310. I wouldn't recommend relying on freezes in any other situation, because not only is his magic level and defence significant, but in every other spawn he can either be safespotted or you won't have enough time to cast the freeze before he gets to you.
  311.  
  312.  
  313. After having dealt with your spawn, you have to get things into a favorable position - set up the wave, as it would.
  314.  
  315. Two important rules of pathing in Runescape are as follows:
  316. :inferno_ball: In relation to you, an NPC will always move north and south before moving east or west.
  317. :inferno_ball: They will move diagonally whenever they can.
  318.  
  319. Because of that, you can manipulate line of sight by standing next to the pillar, blocking out the "key tiles" that would have allowed the NPC to see and attack you.
  320. https://gfycat.com/GeneralWatchfulDorado
  321. For example, this far southwest spawn mager isn't able to attack me only because I'm right next to the pillar. If I were one tile further north, the mager could attack me.
  322. https://gfycat.com/CreepyFriendlyAmericangoldfinch
  323. Another practical situation is being able to pull a midwest spawn closer to you and into tbow range, by moving to the easternmost tile north of the pillar and forcing it into a position where it can see you.
  324. ━━━━━━━━━━━━━
  325.  
  326. A very useful application for this mechanic is the use of corner safespots.
  327. Corner safespots on the north pillar:
  328.  
  329. :inferno_ball: Green tiles: your position.
  330. :inferno_ball: Red tiles: safespotted monster - from these tiles, an NPC is unable to attack you, and you are unable to attack it.
  331. :inferno_ball: Orange tiles: you can attack a safespotted meleer from any of these.
  332.  
  333. :inferno_ball: You can manually de-safespot a corner by moving one tile in the north or south direction, depending on the side of the pillar.
  334. :inferno_ball: You can then move back to the original tile to re-safespot it.
  335. :inferno_ball: Moving east or west for any corner safespot will result in the NPC moving and making it so that they cannot be safespotted there again.
  336. https://gfycat.com/PiercingNeedyCirriped
  337. ━━━━━━━━━━━━━
  338.  
  339. This will cover specific NPC safespots: the bat, the meleer and the bloblets.
  340. The bats and the meleers should be prioritized for killing, but if you can find yourself in one of these positions, you won't take any damage from them.
  341.  
  342. Monsters will get stuck when you're on the west side and south side of the pillar, in either direction.
  343. https://gfycat.com/WindyRecentAbalone
  344. :inferno_ball: For the meleer, make sure you are at the center tile of the pillar or further away.
  345. You can also use the corner safespots above to move around the pillar while keeping the meleer safespotted.
  346. https://gfycat.com/SerpentineBlackIndigobunting
  347. :inferno_ball: For the bat, you'll have to be five tiles away to avoid its attacks.
  348. This is a very useful tile for dealing with bats south of the pillar.
  349. https://gfycat.com/FrighteningObeseLhasaapso
  350. :inferno_ball: If you kill a blob in one of these positions, the bloblets will spawn clumped up together.
  351. Most commonly, if a blob dies south of the pillar, pray range and barrage it to hit the clump of bloblets.
  352. ━━━━━━━━━━━━━
  353.  
  354. The wave has now been solved - you're no longer in immediate danger, the nibblers are dealt with, and now some mobs have stacked up behind the pillar.
  355.  
  356. Most of the solutions to mob stacks at the pillar are fairly intuitive, others are a little more complex.
  357. These solutions are for mob stacks south of the pillar, although the same principle applies if they are stacked west of the pillar as well.
  358.  
  359. :inferno_ball: Simple one tick or two tick alternation.
  360. https://gfycat.com/WildBelatedFirefly
  361. https://gfycat.com/FavoriteAdorableIvorybilledwoodpecker
  362.  
  363. :inferno_ball: Works for mager + ranger as well.
  364. :inferno_ball: Step on the middle tile north of the pillar.
  365. :inferno_ball: Either click to attack the back monster or manually move out westwards.
  366. :inferno_ball: They will be off-ticked, pray against the back monster first, then switch prayer for the next tick.
  367. :inferno_ball: If you want to make sure you're on cycle, pay attention to the back monster's attack animation and switch prayers as soon as it happens.
  368. https://gfycat.com/JointFeminineAmericanshorthair
  369.  
  370. :inferno_ball: Blob can either be in the middle, the back, or somewhere not within the stack. It cannot be in front of the stack.
  371. :inferno_ball: Do the exact same thing as ranger + mager, but begin a one tick alternation pattern instead of praying only when the mager and the ranger attack.
  372. :inferno_ball: Make sure you alternate correctly, starting with the prayer against the back monster.
  373. https://gfycat.com/RewardingSmartGroundbeetle
  374.  
  375. :inferno_ball: Move two tiles north.
  376. :inferno_ball: Stand in the middle.
  377. :inferno_ball: Move out west manually and begin the alternation pattern, praying against the back monster.
  378. :inferno_ball: You'll have to manually click to attack after moving.
  379. https://gfycat.com/JitteryDearestHectorsdolphin
  380.  
  381. :inferno_ball: Move one tile north.
  382. :inferno_ball: Stand in the middle.
  383. :inferno_ball: Move out west manually, praying against the back monster.
  384. :inferno_ball: You'll have to manually click to attack after moving.
  385. https://gfycat.com/UnhappyBreakableBadger
  386.  
  387. :inferno_ball: This can only happen on wave 65.
  388. :inferno_ball: Move four tiles north.
  389. :inferno_ball: Stand in the middle.
  390. :inferno_ball: Pray range and run out westwards.
  391. :inferno_ball: You will then immediately return to the pillar by running in a diagonal, and wait a single tick. The timing for this is as soon as your character stops moving completely.
  392. :inferno_ball: As soon as that happens, move out once more, running diagonally, and pray mage.
  393. :inferno_ball: The front ranger will attack one tick after the mager, and its attacks will be lined up with the back ranger, making them easy to flick from this point onward.
  394. https://gfycat.com/CharmingCloseHedgehog
  395. :inferno_ball: If the mager is at the front, you can do the same as "Ranger + Mager"
  396. :inferno_ball: If the mager is at the back, you can do the same as "Blob Front + Ranger + Mager"
  397.  
  398. :inferno_ball: This can only happen on wave 65.
  399. :inferno_ball: Move one tile north.
  400. :inferno_ball: Stand in the middle.
  401. :inferno_ball: Move out west manually, praying against the ranger. Pray mage on the next tick.
  402. :inferno_ball: You'll have to manually click to attack after moving.
  403. https://gfycat.com/JovialFaroffEasternglasslizard
  404. ━━━━━━━━━━━━━
  405. West side of the pillar: If there is a stack on the west side, move out south (as opposed to moving west when there is a stack south of the pillar).
  406. https://gfycat.com/PrestigiousEsteemedAzurevasesponge
  407. NOTE: If you are at the south pillar and there is a stack, move out west, like you would on the north pillar.
  408.  
  409. :inferno_ball: You can logout of the wave and relog to try and move around to set them up differently (only recommended for wave 65), but keep in mind that the spawns will always remain the same even through logout.
  410. :inferno_ball: When a mager respawns fallen mobs, their positions may get a bit janky since they can be respawned inside other monsters's hitboxes. Be wary of this when coming out from behind the pillar.
  411. :inferno_ball: Whenever you find yourself dealing with a stack, try and kill the mager first if you can. It will prevent a lot of mobs from respawning, which will keep the stack clean and you won't find your waves to be taking forever.
  412. :inferno_ball: This is also when you'll want to take the time to heal up with blood barrage - you shouldn't be using it at any point in which you can take damage, since killing the threat faster with pipe or bow will save you more HP.
  413. :inferno_ball: Don't stand next to pillars on wave 66. They will immediately fall when the wave ends and it will deal damage. Don't stand next to them if they're about to fall to nibblers either.
  414.  
  415. If at point during the Inferno you have to ask yourself, "Should I brew?", the answer is "Yes."
  416. There is absolutely no point in forcing yourself to conserve supplies. Conserving supplies is a skill you will naturally develop with more experience.
  417.  
  418. This is part of a greater problem that I must address for the sake of your own success: a lot of people have this twisted notion that time doesn't matter, that you can spend as long as you want in an attempt because it's better to get a, quote unquote, perfect run. There is no perfect run. You will screw up, several times in fact. And that's completely fine, but you have to recognize that in order to progress.
  419. Sitting behind the pillar waiting for SGS specs for hours on end is doing nothing but rusting yourself for no reason whatsoever. You'll be out of your game, you'll be more nervous for the next wave and you'll be incredibly discouraged from continuing if you fail the attempt.
  420. Time does matter, because in the Inferno, time investment and difficulty are one and the same.
  421.  
  422. Your cape is waiting for you, but she's impatient. Don't leave her hanging.
  423.  
  424.  
  425. Wave 67
  426. The Inferno Jad doesn't bring much new to the table besides being stronger and having five healers, which are also stronger. His max hit is 113.
  427.  
  428. :Protect_from_Missiles: Pray range when he smashes his front legs on the ground.
  429. https://gfycat.com/ShamelessCloudyHoki
  430. :Protect_from_Magic: Pray mage when he lifts his legs up in the air dangling.
  431. https://gfycat.com/InferiorCostlyIcelandgull
  432. The animations also play the same distinct sounds as the fight caves Jad.
  433.  
  434. Tbow is the best weapon to use against it, but unlike in fight caves, your bow isn't so strong it can just melt through Jad. You will have to tag the healers.
  435.  
  436. NOTE: If using RuneLite, you can mark the healers by typing in Yt-HurKot in "NPC Indicator" (search for it in configs).
  437.  
  438. After having tagged all of them, you can do one of two things:
  439. :inferno_ball: Move around a bit so that only one healer attacks you and the rest are trapped by either Jad or the healer attacking you.
  440. :inferno_ball: If all the healers are clumped on you or lined up behind you, you can run through Jad to trap them all on him.
  441.  
  442. :inferno_ball: Prioritize your prayers against Jad.
  443. :inferno_ball: For safety, wait until his attack lands on you if you don't know the exact tick.
  444. :inferno_ball: Run through him praying melee afterwards.
  445. :inferno_ball: You will have enough time to react to the next attack by the time you've reached the other side.
  446. https://gfycat.com/EnchantingTangibleKinglet
  447. From here, you can safely blood barrage healers back up to full health if you need to.
  448.  
  449. I would also recommend hitting the logout button in between Jad attacks so that the Inferno is paused after you kill Jad, and you can take a breather.
  450. This will work for any wave in the Inferno, but you should never pause for extended periods of time as you will come back without that essential warmup and are likely to be slower on your reflexes.
  451.  
  452.  
  453. Wave 68
  454. Triple Jads is just Jad but fast.
  455.  
  456. Before you start the wave, take a moment to stretch your legs. Take a deep breath. I'm not kidding when I say pretty much all Triples deaths happen due to nerves. Relax, stay composed and you'll be able to pay attention to everything.
  457. ━━━━━━━━━━━━━
  458. :Saradomin_brew4: While you're still paused inside the Inferno, you can brew to 115 and restore. Since Jad's max hit is 113, you cannot die to a single missed prayer until you've been hit by healers. Realistically, it doesn't make a difference, but the insurance can really help you out psychologically.
  459. :Bastion_potion4: Whether you brew or not, you should now sip your first dose of bastion potion.
  460. :inferno_ball: Make sure you're standing in the center when you logout for good.
  461. You may use the tile marked in the "Preparation" section - it will make it so that only 1 healer from the first Jad attacks you after tagging them.
  462. :Rigour: When you eventually log back in, you will want to use rigour for the whole wave.
  463. Note: ACB cape runs may want to only use Rigour during healers, depending on supplies.
  464. ━━━━━━━━━━━━━
  465. :inferno_ball: Start by attacking the southern Jad.
  466. :inferno_ball: The most important step of the fight is to identify which Jad attacked last and whether they are attacking in a clockwise or counter clockwise rotation.
  467. :inferno_ball: This is random for each run, but remains the same for the whole wave, so as long as you don't lose track, you can always expect which Jad will attack next.
  468. https://gfycat.com/WavyOrderlyIguanodon
  469. ━━━━━━━━━━━━━
  470. :inferno_ball: These Jads only have 3 healers each.
  471. :inferno_ball: When healers eventually do spawn, remember your priority is always prayers.
  472. :inferno_ball: Only tag a healer when you are absolutely sure you've prayed against the Jad attacking you and you will be ready to pray against the next Jad.
  473. :inferno_ball: There is a 3-tick time window in between each attack, so don't stress over it, you will have time, just stay in the rhythm.
  474. https://gfycat.com/ScholarlyWarmheartedBellfrog
  475. ━━━━━━━━━━━━━
  476. After the first Jad is dead, the wave, ironically, becomes three times easier. You can kill these last two Jads in whichever order you prefer, and you will have plenty of time to brew and restore if you need to.
  477.  
  478. For the last Jad, I would recommend the run-through strategy described for single Jad, so you can barrage up to full HP for the final wave. Once again, you should hit the logout button and take the time to sort out your inventory during the pause.
  479.  
  480. You can get all your mage gear out of the way since you won't be using it.
  481. Make sure you drag all your potions into a manageable position and find a comfortable spot for your blowpipe for when you need to switch.
  482.  
  483.  
  484. Wave 69
  485. TzKal-Zuk is the final boss of the Inferno.
  486.  
  487. At the beginning of this fight, you will start at the north center of the room. A shield emerges from the wall. This shield protects you from Zuk's attacks which have a max hit of 251 and cannot be prayed against or tick eaten.
  488.  
  489. :Bastion_potion4: If you brewed during triple Jads, you may want to sip another dose of bastion potion. If not, you can carry the range boost over. In general, you want to be always potted, so sip after having brewed during the fight. Make sure you leave 2 doses remaining, they will be very important in the later parts of the fight.
  490.  
  491. :Saradomin_brew4: :Super_restore4: 4 Brews + 4 Restores is a comfortable amount to go into the fight with.
  492. You can beat Zuk with very minimal supplies, so do not be discouraged if you feel like you are running low, even down to only 1 of each potion.
  493.  
  494. A great power is starting to shake the cavern...
  495. https://gfycat.com/PeskyWebbedAlaskajingle
  496.  
  497. OVERVIEW:
  498.  
  499. :inferno_ball: Zuk has 1200 HP.
  500. :inferno_ball: The shield has 600 HP. It has no defence and cannot be healed - its death means your death.
  501. :inferno_ball: A set of mager and ranger will spawn 45 seconds after the start of the fight.
  502. :inferno_ball: A following set will spawn 3 minutes and 30 seconds after the previous set spawns. This timer repeats itself.
  503. :inferno_ball: The timer is paused when Zuk falls below 600 HP (non-inclusive).
  504. :inferno_ball: The timer is unpaused when Zuk falls below 480 HP (non-inclusive).
  505. :inferno_ball: When the timer is unpaused, an additional 1 minute and 45 seconds are added to the timer.
  506. :inferno_ball: When the timer is unpaused, a single Jad will spawn as well.
  507. :inferno_ball: Healers will spawn when Zuk falls below 240 HP (non-inclusive). Zuk also becomes enraged.
  508. SETS:
  509. :inferno_ball: A set is a spawn of a mager and a ranger, which will always spawn west and east respectively.
  510. :inferno_ball: They have the same properties as the ones found in the waves.
  511. :inferno_ball: The mager cannot revive monsters.
  512. :inferno_ball: They will naturally target the shield, but their aggro will be shifted towards you when you attack them.
  513. https://gfycat.com/WarmSelfishArrowana
  514. JAD:
  515. :inferno_ball: A single Jad spawns in the north-center when Zuk falls below 480 HP.
  516. :inferno_ball: It will naturally target the shield, but its aggro will be shifted towards you when you attack it.
  517. :inferno_ball: It will spawn 3 healers - these always appear north of it.
  518. https://gfycat.com/TenseAgreeableFrigatebird
  519. HEALERS:
  520. :inferno_ball: Four healers spawn when Zuk falls below 240 HP.
  521. :inferno_ball: They will begin to heal Zuk, but their aggro will be shifted towards you when you attack them.
  522. :inferno_ball: Their attacks are 3x3 tile fireballs that land near them randomly.
  523. :inferno_ball: These attacks cannot be prayed against and each one deals 5-10 damage.
  524. :inferno_ball: After healers spawn, Zuk becomes enraged, meaning he attacks more frequently.
  525. https://gfycat.com/OblongBasicJoey
  526.  
  527. This strategy guide is geared specifically towards Tbow Zuk.
  528. Although ACB Zuk is mostly the same, there are important changes that are noted down in the "ACB Tips" section.
  529. ━━━━━━━━━━━━━
  530. The tiles marked in the "Preparation" section are safespots.
  531. If you are standing on these tiles at the same time the shield is there, you will be safe from every single one of Zuk's attacks (pre-healers).
  532. :Rigour: You will want to use Rigour for the near entirety of the fight. Exceptions will be noted. If you are very low on restores, you can flick it at the corner safespots.
  533.  
  534. :stams: Use your stamina doses when you are between 60-80 run ideally. Try not to fall too low on run energy.
  535.  
  536. How to Efficiently Attack Zuk: (3-1-1-1-3)
  537.  
  538. :inferno_ball: The fight begins - hit him once in the center.
  539. :inferno_ball: Identify which direction the shield is headed towards and move to that corner safespot.
  540. :inferno_ball: Do three hits at the corner.
  541. :inferno_ball: Run to the nearest safespot and do a single hit.
  542. :inferno_ball: Keep running and do another hit somewhere in the middle, in between the two central safespots.
  543. :inferno_ball: Move towards the next safespot for another single shot.
  544. :inferno_ball: Finally, run to the opposite corner and do another three hits there.
  545. https://gfycat.com/PlushFilthyDogwoodtwigborer
  546. As long as you don't miss ticks, this method is foolproof.
  547.  
  548. If for some reason you end up falling behind on the shield, always prioritize catching up with it. It's never worth greeding for an extra hit. Stop attacking and get back into rhythm as soon as you can.
  549. Note: The direction in which the shield travels is random every time, and it cannot be changed by logging out. Logging out will change the locations of the safespots, so it's not recommended after the fight has already started.
  550.  
  551. :inferno_ball: This will spawn after 2 and a half rotations of the shield (45 seconds).
  552. :inferno_ball: Since the shield may start off by going either west or east, there are different strategies involving each one.
  553. :inferno_ball: These strategies assume you will NOT flick sets. It is both unrealistic and unnecessary to pull it off on a first cape.
  554. West Rotation
  555.  
  556. :Protect_from_Magic: Pray mage. Tag the mager with Tbow ASAP.
  557. :inferno_ball: When the shield reaches the middle, switch to BP and tag the ranger.
  558. :inferno_ball: Move in between each BP hit on the ranger. Stop at the corner.
  559. :inferno_ball: Use BP specs for healing. Brew if you ever fall below 60 HP.
  560. :inferno_ball: Once the shield moves west, follow it and continue attacking until the middle again.
  561. https://gfycat.com/GrotesqueUncomfortableIberianmidwifetoad
  562. :inferno_ball: If the ranger is still alive, you will have to wait until the shield travels east again.
  563. :inferno_ball: Make sure to use your brews to tank it. You can also equip your tank armor and shield until you can reach it.
  564. East Rotation
  565.  
  566. :Protect_from_Missiles: Pray range. Tag the ranger with BP ASAP.
  567. :inferno_ball: Move in between each BP hit on the ranger. Stop attacking once you reach the middle.
  568. :inferno_ball: Keep moving towards the west corner safespot.
  569. :Protect_from_Magic: When you reach it, pray mage and tag the mager. This will prevent a lot of damage taken from the ranger by sacrificing some shield HP.
  570. :inferno_ball: When the shield travels west and reaches the middle again, immediately start attacking the ranger again.
  571. https://gfycat.com/SnoopyImportantHornedtoad
  572. :inferno_ball: If you are oversupplied with brews (6+), you should tag the mager as early as you can.
  573. For either rotation, the goal is to kill the ranger ASAP and keep the mager alive.
  574. :inferno_ball: Continue attacking Zuk using the method from before - pray mage and ignore the mager.
  575. :inferno_ball: Get Zuk below 600 HP.
  576. :inferno_ball: Afterwards, you can turn off rigour.
  577. :inferno_ball: Kill the mager - the maximum distance you can hit with a Tbow is at the middle-east safespot.
  578. :inferno_ball: You can still attack Zuk at the east corner, but do NOT get Zuk below 480 HP.
  579.  
  580. Maximum distance you can bow the mager at.
  581.  
  582. :Rigour: After killing the mager, turn on rigour again.
  583. :inferno_ball: Get Zuk below 480 HP. Jad will spawn.
  584.  
  585. :inferno_ball: Tag Jad instantly so your shield doesn't take unnecessary damage.
  586. :inferno_ball: Attack Jad as you would attack Zuk (3-1-1-1-3).
  587. :inferno_ball: Healers will always clump up north of Jad - tag them using blood barrage.
  588. :inferno_ball: Blood barrage counts as a hit, so make sure you move to the next safespot after using it.
  589. :inferno_ball: Do not use blood barrage from the east corner, you will get dragged out. West corner is safe.
  590. :inferno_ball: Prioritize moving to the next safespot and overhead prayers before anything else.
  591. https://gfycat.com/UnsightlyBleakIntermediateegret
  592. :inferno_ball: After killing Jad, return to attacking Zuk.
  593. :inferno_ball: Do NOT get Zuk below 240 HP.
  594. :inferno_ball: Once you can no longer attack Zuk, patiently follow the shield until the second set spawns.
  595.  
  596. :Protect_from_Magic: :Protect_from_Missiles: Tag and pray against the monster that spawns closest to you.
  597. :Protect_from_Magic: Make sure to pray mage by the time you tag the mager.
  598. :inferno_ball: Kill the ranger as you did before.
  599. :inferno_ball: Leave the mager alive.
  600. :Saradomin_brew4: Brew up to 115 HP afterwards.
  601. :Bastion_potion4: You will now use the first of the two remaining bastion doses.
  602. :inferno_ball: Return to attacking Zuk, but only do your 3 hits at the corners.
  603. :inferno_ball: Get Zuk under 240 HP - prepare to equip BP for healers.
  604. https://gfycat.com/valuableringedhornshark
  605.  
  606. :inferno_ball: Prioritize being on pace with the shield at all times.
  607. :inferno_ball: Tag healers with BP when they spawn.
  608. :inferno_ball: Move in between each BP hit on the healers to ensure you're caught up with the shield.
  609. :inferno_ball: Try to tag the next healer ASAP - the goal is to get them all off of Zuk.
  610. :inferno_ball: You can move further into the corner than the corner safespot to dodge fireballs.
  611. :inferno_ball: Use BP specs to heal.
  612. :Saradomin_brew4: Start brewing as soon as you fall below 40 HP.
  613. :inferno_ball: Kill all the healers.
  614. https://gfycat.com/PointlessReadyDutchsmoushond
  615. NOTE: If using RuneLite, you can mark the healers by typing in Jal-MejJak in "NPC Indicator" (search for it in configs).
  616. ENRAGE:
  617. :inferno_ball: Enrage starts when healers spawn.
  618. :inferno_ball: The 3-1-1-1-3 method is no longer viable, neither are the middle safespots. Corners are still safe.
  619. :inferno_ball: Stay slightly in front, or in the middle of the shield at all times. Never stay near the back.
  620. :inferno_ball: Do not attack Zuk in between corner safespots and the middle safespots (which are no longer safe) - you will get dragged out in either direction.
  621. https://gfycat.com/VigorousOrneryHochstettersfrog
  622. :inferno_ball: After all healers are dead, follow the instructions above to continue attacking Zuk.
  623. :Saradomin_brew4: This is the final stretch. Brew up - don't be afraid to use all of them.
  624. :Bastion_potion4: Use your final dose of bastion potion here.
  625. :inferno_ball: If you can't deal enough DPS to finish off Zuk, you may encounter a third set.
  626.  
  627. :Protect_from_Magic: Tag the mager as soon as you can. You are already praying mage.
  628. :inferno_ball: NOTE: You can simply left click the "pile" of magers - the one that has just spawned will always be on top.
  629. :inferno_ball: If you have at least 1 brew, kill the ranger as you did before.
  630. :inferno_ball: Otherwise, focus on attacking Zuk. Hopefully he is already at very low health.
  631. :inferno_ball: Finish off Zuk.
  632. https://gfycat.com/NippyKeyAnkolewatusi
  633.  
  634.  
  635. This section will briefly cover the fundamental changes you should make to your strategy when going for an Armadyl Crossbow cape.
  636. Dealing with the waves is almost exactly the same, but there are some important things to remember to do during the bosses.
  637.  
  638. :Toxic_blowpipe: Kill magers with blowpipe - you will often have to try and drag them closer to you.
  639. https://gfycat.com/ShamefulElasticEeve
  640. Although seemingly unimportant, this is usually what will make ACB runs considerably longer than Tbow runs. The waves are going to feel slower than they should be - be prepared to spend a lot of time here.
  641. ━━━━━━━━━━━━━
  642. :Armadyl_crossbow: :bb: You will occasionally have to use ACB on longrange or Blood Barrage due to lack of range.
  643. https://gfycat.com/AgitatedBlindAuklet
  644. In the GIF briefly mentioned in the "Pathing & Safespotting" section, it was shown you can pull a midwest spawn closer to you. You can attack the monster with a Tbow, but not with the ACB on rapid.
  645.  
  646. :Toxic_blowpipe: Use blowpipe to kill all Jads (except Zuk Jad).
  647. :bb: To tag healers during Triple Jads, using blood barrage is the most comfortable way.
  648. :black_small_square: You can also use ACB or carefully move around the Jad to tag them with BP.
  649. https://gfycat.com/FilthyIncomparableHarborseal
  650.  
  651. :Armadyl_crossbow: You must use ACB to attack the mager on the west corner. Using blowpipe will result in being dragged out of the shield's safety.
  652. :inferno_ball: That being said, you should still BP the mager when making your way to the corner.
  653. https://gfycat.com/UltimateTerrificIndianabat
  654. ━━━━━━━━━━━━━
  655. :Armadyl_crossbow: You must be on longrange to attack Jad from the west corner. Rapid is fine for east corner.
  656. :black_small_square: Make sure you switch to this manually, you should be on Rapid for all other portions of the fight.
  657. https://gfycat.com/TalkativeGoodKouprey
  658. ━━━━━━━━━━━━━
  659. :Ruby_dragon_bolts_e_5: You will be using ruby bolts for the majority of the fight.
  660. :Diamond_dragon_bolts_e_5: You must switch to diamond bolts at specific points throughout the fight, otherwise ruby specs may cause certain events to occur before you want them to:
  661. :inferno_ball: Switch to diamonds at 700 HP (prevents triggering timer pause).
  662. :inferno_ball: Switch to diamonds at 580 HP (prevents triggering Jad spawn).
  663. :inferno_ball: Switch to diamonds at 340 HP (prevents triggering healers spawn).
  664. :inferno_ball: Switch to diamonds at 250 HP (becomes better DPS than rubies).
  665.  
  666. Return to ruby bolts whenever you want to intentionally trigger any of these events.
  667. ━━━━━━━━━━━━━
  668. :warning: You may encounter 4 sets.
  669.  
  670. :Ruby_dragon_bolts_e_5: If you hit 3+ ruby specs before getting Zuk to 600 HP, proceed as if it were a Tbow cape.
  671. :inferno_ball: If not, wait for your second set before pausing the timer (going below 600 HP). You can kill the mager while you're waiting for the next set to spawn.
  672. :inferno_ball: Deal with second set normally and get Zuk below 600 HP. Kill any magers left alive afterwards.
  673. :inferno_ball: Wait for your third set before healers (this would be the second set on a Tbow cape).
  674. :inferno_ball: If you can't deal enough DPS to finish off Zuk, you may encounter a fourth set after healers - kill ranger, leave magers alone and finish off Zuk.
  675. ━━━━━━━━━━━━━
  676. :Bastion_potion4: 2 bastion potions are highly recommended for an ACB cape as you will need all the DPS increases you can get, and having 4 sets is going to make you brew more often.
  677.  
  678. :inferno_ball: If you bring in 2, use a dose at triples, and then 1 dose every time you have to brew during the Zuk fight. You will still want 2 leftover doses for healers and post-healers.
  679. :inferno_ball: If you bring in 1, use a dose at triples, a dose for Zuk Jad and the 2 leftover doses for healers and post-healers.
  680.  
  681.  
  682. Tbow Full Run: https://www.youtube.com/watch?v=9CRjoQfsdeY
  683. ACB Full Run: https://www.youtube.com/watch?v=PWEMa_SGBi0
  684.  
  685. If you prefer video guides, I would highly recommend you check out Xzact's guide:
  686. https://www.youtube.com/watch?v=HnUr5zcF4fU
  687. https://www.youtube.com/watch?v=uaoSaUT4SZc
  688.  
  689. This is your grind now.
  690.  
  691. Learn, adapt, and improve.
  692. Every failure has something to take away from, even the stupidest death shouldn't be overlooked.
  693. No matter how hard it may seem at times, don't quit. Yes, it's demotivating, yes, it's stressful - and it will all have been worth it when you break through. We've all been there - we're with you.
  694.  
  695. No matter how many times anybody says they're "done with Inferno", they'll always come back after their first cape. This is endgame PvM content. It keeps you on your toes, it's engaging and it's something everyone deserves to give it their best at. You're playing a videogame: I hope it's as fun and memorable for you as it is for me.
  696. :Inferno~1:
  697. Good luck!
  698. https://gfycat.com/WarpedWaterloggedAsiaticmouflon
  699. Special thanks to
  700. @CCC Phone - Reviewed every stage of the process, guide rework help, lengthy (and often fruitless) discussions and a lot of help with experimenting mechanics as well as calcs and exploring different metas
  701. @Deleted User - Early and late draft reviews, responsible for many of the things I learned about the inferno myself
  702. @aaty | Xarpus [Mod] - Early draft review and big brain discussion about how NPCs move and why they don't like you
  703. @I WannaMax - Zuk review and rework when I was clueless as to how I'd write it
  704. @Joaquin @Azami | Ayasa - Final draft reviews and feedback
  705. @Rech @xzact - Quality assurance and feedback
  706. @Sido | Magnet Eyes [Mod] - Created that really cool WDR banner at the top
  707.  
  708. And thank you to everybody who had been anticipating this and motivated me to see it through to the end, genuinely could not have done this without you guys because I had almost forgotten why I wanted to write this in the first place. Thank you for reminding me.
  709.  
  710. If you have any questions, drop them in #inferno (proceed at your own risk) or in my PMs. :catofdespair:
  711. @Hai Yo [Mod/Mentor]
  712.  
  713.  
  714. Or click the link to go the top directly:
  715. https://discordapp.com/channels/408082929940430858/579005354629922836/579006057423044609
  716.  
  717. You can also use the pinned messages to quickly go to a specific section.
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