Zini 41 Posted March 8, 2020 (edited) The Big Bad Inferno Challenge on Zenyte Table of Contents 1. Getting into the inferno and the npcs 1.1 Getting there Spoiler Equip a dramen staff and use the fairy ring at home with the code BLP If this is the first time use a fire cape on the npc TzHaar-Ket that is a non attackable npc then go through the "Hot Vent Door" and follow the map to the bank which is the yellow $ sign and to go into the minigame go to the red star on the map. To be able to enter the minigame a player must talk to the npc outside and say "Can i go down there" to do this they must sacrifice a fire cape. 1.2 NPCs in the Inferno Spoiler Monsters inside the Inferno Nibbler: Jal-Nib Several of these creatures spawn per wave and can cause damage to three pillars found within the arena. Once a pillar is damaged enough, it will fall. Bat: Jal-MejRah Jal-MejRahs function similar to a Tz-Kih, except rather than draining prayer points with their attack, they drain their run energy instead. They drain 3 run energy per hit. They are also able to drain your combat stats and improving their own at the same time. Blob: Jal-Ak When a Jal-Ak dies, it splits into 3 smaller versions of itself, each using a different style of the combat triangle: Jal-AkRek-Xil (Ranged) Jal-AkRek-Mej (Magic) Jal-AkRek-Ket (Melee) Melee: Jal-ImKot Jal-ImKots only use melee, but make up for it with extremely accurate and damaging attacks. If a Jal-ImKot cannot reach the player, it will burrow into the ground and resurface next to the player. Ranger: Jal-Xil Jal-Xil is very similar to the Tok-Xil from the Fight Caves, the only difference is that Jal-Xils boast higher combat stats. Mage: Jal-Zek Jal-Xil is very similar to the Ket-Zek from the Fight Caves. Jal-Zeks have a unique ability where they can revive a defeated monster in the same round they appear in. Each monster can only be revived once and with half health. Jal-Zek will only use its respawn mechanic while in combat. Nibblers and mini Jal-Ak's will not be revived. Jad: JalTok-JadStronger version of TzTok-Jad, and similarly attacks in all three forms of combat where the player must use the appropriate protection prayers before the attack hits. Final Boss: TzKal-Zuk On the 69th and final wave, TzKal-Zuk will break free from the prison. Floating in the lava and moving back and forth between it and the player is a small piece of the wall, which must be utilized as a shield to protect from TzKal-Zuk's attacks. If it attacks the player, it cannot be protected against and it has an extremely high max hit of 251, which has a high chance of killing even a fully healed player. Throughout this fight, other monsters spawn periodically and on cues. Jal-Xil and Jal-Zek will regularly spawn behind the player, attacking the shield until they are attacked, whereupon they retaliate. When TzKal-Zuk is below 480 Hitpoints, a JalTok-Jad will spawn behind the player, similarly attacking the shield. When TzKal-Zuk is below 240 Hitpoints, four Jal-MejJaks are spawned, rapidly healing it. When they are attacked, they stop healing and attack the player with area-of-effect blasts. 1.3 Gear setups Spoiler Beginner / First Cape's Max set up TBOW for beginners and first-time capers Max set up ACB for beginners and first-time capers Beginner Advanced Setups Disclaimer all ammo types must be correct to the respected weapon and Blowpipe should be dragon or rune darts always. This is a guide for beginners only meaning no low level setups/wierd strategies Item Changes Kodai vand <- Master wand "if bringing master wand remember to bring water runes" Elysian Spirit Shield <- Crystal Shield "yes crystal shield gives -range and mage but the bonuses for accurracy is not a big deal compared to def bonus it gives ove Arcane Spirit Shield etc." Ancestral <- Ahrims "Ahrims is fine if you cannot get you're hands on Ancestral it is slightly worse though" 1.4 setting up tile markers Spoiler Make sure to have the runlite plugin tile indicators enabled, you want the following tiles marked by holding shift down and right click mark tile. tile for starting the waves and tiles where nibblers spawn: Bat safespot tile: Corner safespot tile: Attacking mage/range stack behind north pillar tile: Zuk Shield Tiles: 2. The waves 2.1 Waves 1-9 Spoiler Waves 1-9 Inferno works like the fight caves with the way the amount of npcs increase Starting Every wave you want to kill the nibblers that spawn in the tiles shown in 1.4 by ice barraging them, try to kill them asap since they deal damage to pillars. After killing nibblers you want to make sure that you kill the bats and try to avoid them attacking you if possible since they will drain stats and run energy. 3 nibblers pr wave except for waves 3, 8, 17, & 34 Wave 1: 3x Nibbler, 1x Bat Wave 2: 3x Nibbler, 2x Bat Wave 3: 6x Nibbler Jal-Ak (Blob) will start to appear in the next round. Wave 4: 3x Nibbler, 1x Blob Wave 5: 3x Nibbler, 1x Bat, 1x Blob Wave 6: 3x Nibbler, 2x Bat, 1x Blob Wave 7: 3x Nibbler, 2x Blob Wave 8: 6x Nibbler Jal-ImKot (Melee) will start to appear in the next round. Wave 9: 3x Nibbler, 1x Melee 2.2 Wave 10 - 17 Spoiler Wave 10: 3x Nibbler, 1x Bat, 1x Melee Wave 11: 3x Nibbler, 2x Bat, 1x Melee Wave 12: 3x Nibbler, 1x Blob, 1x Melee Wave 13: 3x Nibbler, 1x Bat, 1x Blob, 1x Melee Wave 14: 3x Nibbler, 2x Bat, 1x Blob, 1x Melee Wave 15: 3x Nibbler, 2x Blob, 1x Melee Wave 16: 3x Nibbler, 2x Melee Wave 17: 6x Nibbler Jal-Xil (Ranger) will start to appear in the next round. 2.3 Wave 18 - 34 Spoiler Wave 18: 3x Nibbler, 1x Ranger Wave 19: 3x Nibbler, 1x Bat, 1x Ranger Wave 20: 3x Nibbler, 2x Bat, 1x Ranger Wave 21: 3x Nibbler, 1x Blob, 1x Ranger Wave 22: 3x Nibbler, 1x Bat, 1x Blob, 1x Ranger Wave 23: 3x Nibbler, 2x Bat, 1x Blob, 1x Ranger Wave 24: 3x Nibbler, 2x Blob, 1x Ranger Wave 25: 3x Nibbler, 1x Melee, 1x Ranger Wave 26: 3x Nibbler, 1x Bat, 1x Melee, 1x Ranger Wave 27: 3x Nibbler, 2x Bat, 1x Melee, 1x Ranger Wave 28: 3x Nibbler, 1x Blob, 1x Melee, 1x Ranger Wave 29: 3x Nibbler, 1x Bat, 1x Blob, 1x Melee, 1x Ranger Wave 30: 3x Nibbler, 2x Bat, 1x Blob, 1x Melee, 1x Ranger Wave 31: 3x Nibbler, 2x Blob, 1x Melee, 1x Ranger Wave 32: 3x Nibbler, 2x Melee, 1x Ranger Wave 33: 3x Nibbler, 2x Ranger Wave 34: 6x Nibbler Jal-Zek (Mage) will start to appear in the next round. 2.4 Wave 35 - 51 Spoiler Wave 35: 3x Nibbler, 1x Mage Wave 36: 3x Nibbler, 1x Bat, 1x Mage Wave 37: 3x Nibbler, 2x Bat, 1x Mage Wave 38: 3x Nibbler, 1x Blob, 1x Mage Wave 39: 3x Nibbler, 1x Bat, 1x Blob, 1x Mage Wave 40: 3x Nibbler, 2x Bat, 1x Blob, 1x Mage Wave 41: 3x Nibbler, 2x Blob, 1x Mage Wave 42: 3x Nibbler, 1x Melee, 1x Mage Wave 43: 3x Nibbler, 1x Bat, 1x Melee, 1x Mage Wave 44: 3x Nibbler, 2x Bat, 1x Melee, 1x Mage Wave 45: 3x Nibbler, 1x Blob, 1x Melee, 1x Mage Wave 46: 3x Nibbler, 1x Bat, 1x Blob, 1x Melee, 1x Mage Wave 47: 3x Nibbler, 2x Bat, 1x Blob, 1x Melee, 1x Mage Wave 48: 3x Nibbler, 2x Blob, 1x Melee, 1x Mage Wave 49: 3x Nibbler, 2x Melee, 1x Mage Wave 50: 3x Nibbler, 1x Ranger, 1x Mage Wave 51: 3x Nibbler, 1x Bat, 1x Ranger, 1x Mage 2.5 Wave 52 - 68 Spoiler Wave 52: 3x Nibbler, 2x Bat, 1x Ranger, 1x Mage Wave 53: 3x Nibbler, 1x Blob, 1x Ranger, 1x Mage Wave 54: 3x Nibbler, 1x Bat, 1x Blob, 1x Ranger, 1x Mage Wave 55: 3x Nibbler, 2x Bat, 1x Blob, 1x Ranger, 1x Mage Wave 56: 3x Nibbler, 2x Blob, 1x Ranger, 1x Mage Wave 57: 3x Nibbler, 1x Melee, 1x Ranger, 1x Mage Wave 58: 3x Nibbler, 1x Bat, 1x Melee, 1x Ranger, 1x Mage Wave 59: 3x Nibbler, 2x Bat, 1x Melee, 1x Ranger, 1x Mage Wave 60: 3x Nibbler, 1x Blob, 1x Melee, 1x Ranger, 1x Mage Wave 61: 3x Nibbler, 1x Bat, 1x Blob, 1x Melee, 1x Ranger, 1x Mage Wave 62: 3x Nibbler, 2x Bat, 1x Blob, 1x Melee, 1x Ranger, 1x Mage Wave 63: 3x Nibbler, 2x Blob, 1x Melee, 1x Ranger, 1x Mage Wave 64: 3x Nibbler, 2x Melee, 1x Ranger, 1x Mage Wave 65: 3x Nibbler, 2x Ranger, 1x Mage Wave 66: 3x Nibbler, 2x Mage Any remaining pillars collapse at the end of the wave and do 49 damage if the player is within one tile. Wave 67: 1x Jad The JalTok-Jad summons five Yt-HurKot at half health. Wave 68: 3x Jad The penultimate wave. The Jads attack three ticks apart. Each will summon three Yt-Hurkot at half health. 2.6 Wave 69 ZUK Spoiler Final Boss: TzKal-Zuk On the 69th and final wave, TzKal-Zuk will break free from the prison. Floating in the lava and moving back and forth between it and the player is a small piece of the wall, which must be utilized as a shield to protect from TzKal-Zuk's attacks. If it attacks the player, it cannot be protected against and it has an extremely high max hit of 251, which has a high chance of killing even a fully healed player. Throughout this fight, other monsters spawn periodically and on cues. Jal-Xil and Jal-Zek will regularly spawn behind the player, attacking the shield until they are attacked, whereupon they retaliate. When TzKal-Zuk is below 480 Hitpoints, a JalTok-Jad will spawn behind the player, similarly attacking the shield. When TzKal-Zuk is below 240 Hitpoints, four Jal-MejJaks are spawned, rapidly healing it. When they are attacked, they stop healing and attack the player with area-of-effect blasts. 3 Scenarios in the inferno and how to deal with them 3.1 Scenarios Spoiler Corner safespotting Blob range behind North pillar Blob melee flick Range mage behind pillar Furthest away attacks first 3.2 Tips and tricks before entering Spoiler Make sure to prepot with the following before starting an inferno run Range pot -> Imbued Heart -> Angler fish -> Stamina Potion If you have brought a falador shield make sure to drop it when it is out of uses and make sure to use it when below 5 prayer points If the bats get you're mage level below 94 or 92 be aware that trying to autocast mage spells can drag you out of eventual safespots Make sure to autocast blood barrage before entering 3.3 Questions & Answears Spoiler Q: Why did you not put occult in all setups? A: It is not worth it untill you get the hang of Inferno all it does is speed it up not make it more easy. Q: Reccomended stats? A: 90+ def 96+ prayer 94+ range 94+ mage 96+ hp "75+ attack 90+ str if using sgs" Q: What is the average attempts for a new person at the inferno? A: Hard to say but for a beginner at Inferno with max gear estimate between 10 and 80 attempts. Q: How many runes will i need pr run? A: I would say 2000+ barrage casts to be safe Q: How many darts/arrows/bolts should i bring pr run? A: 1200 and you should be safe Q: Is there similar content to the inferno? A: Yes there is, fight caves is similar but not as hard as the inferno. Q: What can i do to prepare before attempting the inferno? A: Try to learn the tick system, practice prayerflicking on slayer tasks in raids and at other bosses. The guide is not finished yet but rather close Edited March 8, 2020 by Zini 3 Share this post Link to post Share on other sites