Inferno
MembersOld School RuneScape minigame · OSRS TCG card mapping
A solo endurance challenge in Mor Ul Rek: survive 69 escalating waves of TzHaar monsters, then defeat the level-1400 TzKal-Zuk, to earn the infernal cape. Fall at any point and the run restarts from wave one — widely regarded as the hardest solo PvM challenge in the game.
Inferno is a members Old School RuneScape minigame needing Combat, found at Mor Ul Rek. The short version: a fire cape. This page maps Inferno to the OSRS TCG — the card game played through the RuneLite plugin — listing what you take in, grouped by what each item is for, with every item linked to its card. The OSRS Wiki remains the guide to playing it.
Full guide on the OSRS Wiki →Before you can take part
- RequiresCombatNo numeric gate, but this is the successor to the Fight Caves and considerably harder — almost nobody attempts it without extensive high-level PvM experience first.
The one thing you must own
There is no item you carry through a run beyond your own combat gear, but you cannot even start without having earned one specific item first.
- RequiresA fire cape
Handed to TzHaar-Ket-Keh as a one-time entry fee — give up a fire cape once and you can attempt the Inferno as many times as you like afterwards. It has to be earned first at the TzHaar Fight Cave.
The waves you'll fight
69 waves send an escalating mix of TzHaar creatures at you, introducing ranged and magic attackers as the waves climb and often several kinds at once. None of these is a checklist to bring — you fight whatever a wave spawns — but every one that exists as a card is below.
- OptionalJal-Nib
The small 'Nibbler' type — low threat individually, but they target the pillars in the early waves.
- OptionalJal-MejRah
One of the ranged-attacking types introduced partway through the wave count.
- OptionalTz-Kih
The small flying 'Bat' type, quick but low health.
- OptionalJal-Ak
A 'Blob' type that splits or explodes when killed carelessly.
- OptionalTz-Kek
The hopping 'Blob' type shared with the Fight Caves.
- OptionalJal-AkRek-Xil
A ranged variant of the blob-and-meleer combination monsters unique to the Inferno.
- OptionalJal-AkRek-Mej
A magic variant of the same combination type.
- OptionalJal-AkRek-Ket
A melee variant of the same combination type.
- OptionalJal-ImKot
A 'Meleer' type that closes distance quickly and hits hard in melee.
- OptionalYt-MejKot
A tanky melee type shared with the Fight Caves.
- OptionalJal-Xil
A 'Ranger' type that fires from range and can be one of the more dangerous mid-wave threats.
- OptionalTok-Xil
A ranged 'Ranger' type shared with the Fight Caves.
- OptionalJal-Zek
A 'Mager' type that casts from range.
- OptionalKet-Zek
A magic-attacking type shared with the Fight Caves, hard-hitting at range.
- OptionalJalTok-Jad
The Inferno's own harder version of TzTok-Jad, appearing in multiples in the later waves rather than as a single boss fight.
- OptionalYt-HurKot
A healer type that restores other monsters if left alive too long.
The final wave
Wave 69 is a single, mandatory fight: TzKal-Zuk breaks through the northern wall, and the healer it summons has to be dealt with to survive the encounter.
- RequiresTzKal-Zuk
The final boss, 1200 Hitpoints and unreachable with melee. Standing behind the moving Ancestral Glyph is mandatory — its attacks can one-shot even a fully healed player and cannot be tick-eaten.
- RequiresJal-MejJak
Spawned during the Zuk fight itself and has to be handled as part of surviving the final wave.
What clearing it earns
Defeating TzKal-Zuk is the entire point of the run, and pays out in one guaranteed item plus two chances at rarer ones.
- OptionalInfernal cape
The reward — the best melee cape in the game, and the reason to attempt the Inferno at all.
- OptionalTokkul
Paid based on the wave reached even on a failed run, up to 16,440 (doubled with the elite Karamja Diary) on a full clear.
- OptionalJal-nib-rek
A 1/100 pet chance on defeating TzKal-Zuk (1/75 on a Slayer task), with a second 1/100 roll available by trading in a spare infernal cape afterwards.
Every card on this page (22)
Resource • Armour • Karamja
A cape of fire.
Monster
Small and aggravating, but cute.
Monster
A dangerous flying creature.
Monster • Karamja
Some kind of bat...
Monster
Slow and powerful. It seems to use its attacks wisely.
Monster
Looks like living lava...
Monster
It might be smaller, but I still don't want to be near that thing.
Monster
It might be smaller, but I still don't want to be near that thing.
Monster
It might be smaller, but I still don't want to be near that thing.
Monster
Those are some powerful claws.
Monster
Holy reptile...
Monster
Holy projectile.
Monster
I don't like the look of those spines...
Monster
Goodness, gracious, great balls of fire!
Monster
Good doggy-lizard-thing...
Monster
Large, destructive, enthralling.
Monster
Mini menace.
Monster • Karamja
An ancient adversary to the TzHaar.
Monster
A lava born creature with healing powers.
Resource • Armour • Karamja
Whose idea was it to have a cape made of lava anyway?
Resource
It's a token of some kind made from obsidian.
Resource • Karamja
It loves to nibble.
Inferno — frequently asked
- What is the minimum you need for Inferno?
- A fire cape, plus Combat. There is no item you carry through a run beyond your own combat gear, but you cannot even start without having earned one specific item first.
- Which OSRS TCG cards are tied to Inferno?
- Every item on this page that exists in the catalogue is linked to its card, grouped by what it is for. Cards are pulled from packs in the OSRS TCG RuneLite plugin, and you can trade for the ones you are missing on OSRS Card Exchange.
- Is there an OSRS TCG card for Inferno itself?
- No. The OSRS TCG has cards for Old School RuneScape's items and monsters, not for its minigames — so there is no "Inferno" card. What this page maps is the other way round: the items Inferno asks you to bring, each one linked to the card that depicts it.