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About lilshin

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  1. Hi, I just spent a lot of time trying to beat Inferno, and I thought maybe I can save someone else some time with what I learnt along the way. There are already a lot of inferno guides for OSRS, so this guide is mainly going to focus on the aspects that are unique for Vitality. I would read through the guide, watch an OSRS video guide, and then practise each of the sections. You should make sure you can complete waves 67, 68 and 69 individually before trying the whole inferno, or you are in for a rough time. They are hard enough without having just been concentrating for 15 waves prior and using up supplies. If you don't have experience with prayer flicking and gear switches, or have not completed the fight caves, this challenge is not for you yet. Contents: Equipment Setup General Considerations Prayer Flicking Waves 51-66 Wave 67 Wave 68 Wave 69 Equipment The image is what I used to complete the inferno. Armadyl, Pegasians and Ancestral can all be downgraded without losing much. Kodai wand is also not essential, but the 15% damage boos and unlimited water runes help hugely. If you have a twisted bow, your life will be much easier. If not, you'll need Dragon, Dragon Hunter or Armadyl Crossbow, and both Ruby and Diamond Dragon Bolts (e). Justiciar helmis as good as or better than Verac's helm, and Ring of Suffering is better than Archer's ring. Dragonfire Shield is a good alternative for Crystal shield, or Elysian if you have one. To save space, you could leave the Ancestral Legs and Occult necklace, but this will slow you down quite a lot. Justiciar chest is also optional, but helps a lot in later waves I think. Saradomin Godsword is definitely worth the inventory space, it saves more than 1 slot worth of supplies through the caves. You need runes for Blood barrage and Ice barrage - if you don't have a Kodai Wand, you'll need to bring water runes. If you are very confident, this guide probably isn't for you - but you could bring an imbued heart, and cloak switch. General Considerations Remember that the Rangers have a powerful melee attack, that can easily hit you if you mistime using a godsword special attack on them. Ideally, use the special on bats, blobs or nibblers. Casting from the spellbook hits 1 tick faster than autocasting, so where speed is important (nibblers at start of wave, melee snake approaching you, etc.) you can cast from the spellbook to hit faster. Both Pegasians and Crystal shield have a negative magic attack bonus. To improve accuracy, you can unequip this when using magic. Crystal shield also has a negative ranged attack bonus, so when defence is not needed (i.e. most of Zuk), you can simply unequip it. Before entering the Inferno, you should eat an Anglerfish to 121HP, drink a ranging potion, and use imbued heart. Prayer Flicking Prayer flicking is different in Vitality to OSRS, and you'll need to get really used to it. In OSRS, you need to pray Ranged or Magic when an enemy launches an attack, but here, the prayer needs to be active in the moment the hitsplat appears on your character. This makes some things harder, but also allows us to do some flicks which would be very difficult in OSRS. It means that it is almost impossible to flick the Mage and Ranger at the same time - the timing of when to flick is not consistent with their animations. However, this fact will help us a lot in waves 67-69. Waves 51-66 For these waves, you will want to start two tiles north of the west most side of the North East Pillar (as in image). As soon as monsters spawn, Ice barrage the nibblers. If they survive and it is safe to do so, finish killing them, and then move onto the rest of the monsters one by one. While learning, you should start the wave with protect from magic and your tank armour on. However, because we only need to put the correct prayer on when the hit registers, with some practice you can start waves in Magic gear and pray based on what attacks you. You'll encounter six types of enemies in these waves: Nibblers should be ice barraged immediately - and then finished off if it is relatively safe to do so. Bats have a short range, so you can Ice Barrage them and not take any damage or have to pray. Blowpipe also has a longer range than them, so you can switch to it once they're frozen if needed. Blobs can hit into the high twenties, so you should be careful and prayer flick their attacks. When they die, they will spawn a Mage, Melee and Ranged blob. I would ice barrage the melee blob, and then quickly kill the other two with blood barrage while prayer flicking. Melee snake can hit well over 40, so be very careful. Again, ice barrage is very effective and can save you prayer. Be careful when they dig - they will be frozen and invulnerable for a few seconds after surfacing. Ranger is the most annoying monster, and most deaths come from tanking the mage and ranger at the same time. It's essential to position yourself so that only one can hit you at most. There is also a huge delay on the hitsplat from its attacks, so flicking it can be confusing. Happily, the ranger actually has very low magic defence, so you can Blood Barrage it to heal. Mage is the biggest threat - it can hit up to 70, and revive monsters that have died in the current wave. You'll want to kill it as soon as you are able to do so without anything else attacking you. Blowpipe finishes it off quickly. Mages attack every four ticks, while a blowpipe fires every two ticks. This means when you blowpipe a mager, you have a 50% chance of your attacks lining up. If your attacks are in sync, you can set your quick prayers to protect mage and rigour, and get the bonus from rigour on half of your hits. If not, change your blowpipe to accurate for 1 attack, and back to rapid. This will synchronise your attacks with the mage. This will save you time, supplies and sanity along the way. In these waves the general strategy will be: Ice Barrage Nibblers and finish killing them if they survive and it is safe to do so. Find a spot around your pillar where only one enemy is attacking you. If a bat or melee snake is coming towards you, you can ice barrage them for the same effect. Kill every monster you can from your pillar, without being attack by multiple enemies at once. In good waves, you'll be able to kill all but one monster from your pillar. Blood barrage is effective on everything except the Mages, if you need healing. Blowpipe is ideal for Bats, Big Blobs, Rangers and Mages if you don't. If you find yourself in a situation where you can't attack anything without multiple foes targeting you, you will either need to prayer flick two monsters or run to another pillar. If the mage is still alive, to run to a pillar you should put your tank gear on, pray magic, and run to south pillar on the side closest to the mage. I would suggest having at least 60-70 HP to do this. From this pillar, you should be able to continue defeating the enemies one by one. When some of the monsters on the wave are dead, you can try and use your Godsword specials if it's safe to do so. Always try and start a new wave on 70-80 HP+, to avoid situations where you will have to use brews. We are aiming to not use a single dose of brew for these waves, and less than two super restores. Our healing will come from SGS special and blood barrage, and we will conserve prayer by prayer flicking every monster when we are in single combat. I highly suggest watching a guide on general strategy for these waves. Wave 67 You should have prepared for this wave by making sure you are full health with blood barrage and SGS. Before it starts, take a sip of Brew, Restore and Ranging potion in that order. Equip your Ruby Bolts. Start the wave standing in the middle, in ranged gear with blowpipe, with protect from magic on and your prayer book open. As soon as Jad spawns, start DPSing him down. As of writing this guide, there are several issues which make this Jad fight much more difficult than it needs to be - not only do the healers not block each other, so all five will attack you at once, but if you kill them they will simply respawn. Five healers can hit you very hard, and while it is possible to just tank them while finishing Jad, even if you survive the supply cost will be large. Freezing them with ice barrage is possible, but not recommended due to their high magic defence. I would suggest: Once Jad is about 60% HP, turn on Rigour. As soon as the healers spawn, blood barrage them to aggro all of them, and switch back to blowpipe (or Twisted Bow if you have one) for DPSing Jad. Remember I was saying that prayer flicking needing to be done at strange times helps in some cases? After a Jad attack, turn on protect from Melee. Only turn on Protect from Magic or Ranged when Jad's attack is about to reach you, and this will save you a huge amount of damage. Continue damaging Jad until it dies, and the healers will naturally despawn. If you start dying, you can use your Blowpipe's special attack to regain some health. An alternative strategy would be to run in circles around jad while attacking him, once the healres spawn. This will allow you to completely avoid damage, but is difficult, click intensive, and you may run out of energy. It is also possible to out DPS the healers, but I think the restore cost from doing this hurts more than the brew cost of tanking them. Wave 68 This wave is 67, but with 3 Jads. They attack slower so that you can flick all of them, and only spawn three healers instead of 5. Again, you should start this wave in the centre of the room on 115HP, and use a ranged potion. I like to angle my camera so that I am looking east, and kill the south Jad first. Once it is dead, I turn my camera to look north and kill the other two. I would suggest: Turn on rigour from the start - maximising speed reduces chances of mistakes. Once Jad is about 60% HP, put on your Justiciar chest if you brought one. As soon as the Healers spawn, blood barrage them to aggro them. As you are flicking prayers between three Jads this time, I think it's too risky to change to Melee prayer inbetween hits. As there are only three this time, you should be able to finish Jad without sustaining too much damage. Once the first Jad is dead, your life is infinitely easier as you only have to flick two. You can put your DPS armour back on also. If needed, you can take this pause to restore your health with brews, before killing the next Jad the same way as the first. The final jad you can treat like wave 67, and simply camp Protect Melee and change for Jad's attacks. This will help conserve supplies for Zuk. Once the final Jad is dead, again quickly brew up, restore, and drink a ranging potion. Wave 69 This wave is long. If you have a twisted bow, use that. Otherwise, use Ruby Bolts with your crossbow on Long Ranged until Zuk is under 240 HP and the healers are dead, and then switch to Diamond Bolts. You will no longer need any of your magic gear. At the start of the wave, run north right behind the shield. You will have to multitask, and will have a list of priorities: Stay behind the shield, or Zuk will likely one hit you. The spaces one east and one west of the edge of the shield are also safe. At 80 run energy, drink a stamina potion and continue to do so every time one runs out. Prayer flick Jad, if it is alive. Tag the enemies that spawn, or they will destroy your shield and Zuk will kill you. The fight can be broken down into 5 phases: The beginning - the shield will start in the middle, and move either left or right. If it moves left, then the second phase will begin when it reaches the left edge for the second time, and vice versa. During this time, you want to be following behind the shield while attacking Zuk as often as possible. If you have the extra headspace, you can changed your weapon to accurate or rapid when near the centre of line. At this point, a Mage (west) and Range (east) will spawn - you need to do two things right before this. Equip your tank armour (if you brought it), and start a timer. If you are in the left corner when they spawn, pray magic and rigour, and use your crossbow to tag the Mage. Then attack the ranger until it is in blowpipe range, and finish it with that. From the right corner safespot, blowpipe on long ranged can reach. Use your special attack as soon as you see yourself take any damage. If you are in the right corner when they spawn, try to kill the ranger as fast as possible with your blowpipe. If you don't manage to kill it before it is out of ranged, switch back to your crossbow and attack Zuk until you are able to finish it. Continue damaging Zuk until it is around 700HP (or switch to Diamond bolts and push it down to 650). When the timer we started earlier reaches 3:30, another mage and ranger will spawn. If we are fast, it is possible to skip this until later, but for a first attempt, I think it it best to wait for them to spawn before pushing Zuk under 600HP. If Zuk is under 700 HP and you still have time before the next enemies spawn, you can start killing the Mage that is left over from the first set. When the second set spawn, repeat step two. As soon as the Ranger is dead, DPS Zuk to under 600 HP as quickly as possible, and pause the timer. At this point, the timer for enemies to spawn is paused and 1:45 is added. You should now kill the remaining Mage(s). This is a good time to brew back to 115HP and reapply ranged potion. The next phase begins when Zuk is under 480HP - a Jad will spawn, and the timer will resume (unpause your timer). You now have to stay behind the shield, whileprayer flicking against Jad's attacks. Use your Crossbow or Twisted bow to kill Jad. When Jad is about to spawn healers, equip your tank armour and continue attacking. If using a crossbow, switch to Diamond bolts when it is under 250 HP. Once Jad is dead, continue DPSing Zuk, bringing it not lower than 240HP. If your timer has less than 6 minutes on it, you can proceed directly to phase 6. Otherwise, I would brew up to full, ranged potion, and wait for another Ranger and Mage, and repeat step 2. When Zuk is below 240HP, it will spawn 4 healers which rapidly restore its health. Drop Zuk under 240 when you are in one of the corners, and switch to your blowpipe. As you follow the shield, tag all the healers one by one, and then kill them as quickly as possible, using your blowpipe special to heal if needed. They will damage you quite a lot, so be careful. Once they are dead, continue DPSing Zuk until he is dead. Switch to Diamond Bolts at around 250HP. Here's an example of dealing with a spawn of Mage and Ranger:
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