The Infernal cape is the best melee cape in Old School RuneScape and one of the hardest rewards in the game. You earn it by clearing all 69 waves of the Inferno and then beating its final boss, TzKal-Zuk. This guide covers what the cape gives you, what you need before you start, how the fight works and what your options are if you would rather not spend weeks learning it.
What the Infernal cape gives you
The Infernal cape replaces the Fire cape. It doubles the melee strength bonus and adds accuracy on every melee style.
| Bonus | Fire cape | Infernal cape |
|---|---|---|
| Melee strength | +4 | +8 |
| Stab, slash and crush attack | +1 | +4 |
| Defence (all styles) | +11 | +12 |
| Prayer | +2 | +2 |
The cape is untradeable, so the only way to own one is to earn it. You can combine it with a max cape and a max hood to make the Infernal max cape.
Requirements
There are no quest or skill requirements to enter the Inferno. The only entry cost is a one-time sacrifice: you give a Fire cape to TzHaar-Ket-Keh in Mor Ul Rek, and after that you can enter as many times as you want.
In practice the Inferno is built for strong accounts. Most players who finish it use:
- High Ranged, Defence and Prayer, with Rigour unlocked.
- A strong ranged weapon such as the Twisted bow, the Bow of Faerdhinen or the Armadyl crossbow.
- A Toxic blowpipe with good darts for the faster waves.
- Good ranged armour and an Anguish or similar necklace.
Budget setups can work, but every missing piece makes the run longer and less forgiving.
How the Inferno works
The waves
The Inferno has 69 waves of TzHaar creatures that mix melee, ranged and magic attacks. A few of them set the pace of every run:
- Jal-MejRah (bats) drain your stats with each hit unless you pray Protect from Missiles.
- Jal-Xil (rangers) attack from range but can also hit you in melee if you stand next to them.
- Jal-Zek (mages) can bring a slain monster back to life once, at half health.
- JalTok-Jad returns in the late waves, and its attacks can be blocked with the right protection prayer.
TzKal-Zuk, the final boss
Wave 69 is TzKal-Zuk, a level 1400 boss with 1200 hitpoints. His attacks can hit up to 148, so you must stay behind a floating shield called the Ancestral Glyph. If you ignore the monsters that attack the shield for too long, it is destroyed.
Every 3 minutes and 30 seconds a ranger and a mage spawn behind you, and when Zuk drops below 240 hitpoints, four Jal-MejJak healers appear. They heal him until you attack them, then start throwing lava.
Dying and pausing
Dying in the Inferno is safe: you keep your items, but you start again from wave 1. You cannot teleport out. You can pause the run by logging out between waves.
How long it takes
The game has no fixed time for a run, but it is long. The Inferno Speed-Runner combat achievement asks you to finish in under 65 minutes, and most players need well over an hour, especially on their first completion. Many players spend weeks practising the final waves before they get the cape.
Rewards
- The Infernal cape, guaranteed when you defeat TzKal-Zuk.
- Tokkul, up to 16,440 depending on how far you get, doubled with the elite Karamja Diary.
- The Jal-Nib-Rek pet, a 1 in 100 chance on a completion (1 in 75 if you are on a Slayer task to kill TzKal-Zuk). TzHaar-Ket-Keh also lets you trade in extra Infernal capes for another 1 in 100 roll.
Doing it yourself or using a service
Learning the Inferno is rewarding, but it takes a lot of time and many failed attempts. A hand-played service is the other option: an experienced player completes the Inferno on your account while you wait.
If you choose a service, look for three things:
- A long, public track record. Check the seller's Sythe vouch thread and reviews.
- Clear prices before you pay, including what changes the price, such as a missing Rigour or a weaker weapon.
- Safety measures, such as a VPN matched to your region, or the option to have the worker play through Parsec on your own PC.
Keep in mind that sharing your account is against Jagex's rules. A careful service keeps the risk low, but no seller can promise zero risk.
At Samurai, Infernal capes are played by hand by our own workers, with prices for mains, zerkers and pures on the website and a refund for any part of the order that is not done.
FAQ
Do I need a Fire cape to enter the Inferno?
Yes. You sacrifice one Fire cape to TzHaar-Ket-Keh the first time. After that, you can enter as often as you want.
Is the Infernal cape tradeable?
No. It is untradeable, so you can only get one by completing the Inferno yourself or having it completed on your account.
What happens if I die in the Inferno?
The Inferno is a safe activity, so you keep your items. You lose your progress and start again from wave 1.
Can a pure or a zerker get the Infernal cape?
Yes. It is harder with low Defence and Prayer, which is why services charge more for pures and zerkers.
Can I pause a run?
Yes. Log out between waves and the run is saved until you return.

