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Inferno

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Old 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)

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.