
You get the infernal cape by killing TzKal-Zuk, the boss on wave 69 of the Inferno in Mor Ul Rek. The only hard requirement is a fire cape. You show it to get into the inner TzHaar city, and you hand one to TzHaar-Ket-Keh the first time you enter. Nothing else is checked at the door. The levels you actually want are in the table below.

This page covers the requirements, the route from no fire cape to a Zuk kill, and why most attempts end before wave 69. For what to do on each wave, pillar by pillar, read our Inferno strategy guide.
Infernal Cape Requirements
Only the fire cape is enforced. The levels below come from the wiki's Inferno strategy page. They're suggestions, and pures and zerkers do get the cape on far lower Defence, but every missing level makes a late prayer switch more likely to end the run.
| Requirement | Level or item | Why |
|---|---|---|
| Fire cape | Required | Shown to the TzHaar-Ket guarding inner Mor Ul Rek, then one is given to TzHaar-Ket-Keh on your first entry. One-time fee. |
| Quests | None to enter | Desert Treasure I unlocks Ancient Magicks, which you need for Ice Barrage. |
| Ranged | 90+ suggested | Your main damage for all 69 waves. |
| Defence | 90+ suggested | Softens the hits you take when a prayer switch is late. |
| Hitpoints | 90+ suggested | TzKal-Zuk hits up to 148. |
| Prayer | 80+ suggested | Unlock Rigour and Augury before your first attempt. |
| Magic | 94+ suggested | Ice Barrage, used to freeze nibblers at the start of a wave. |
The Path to the Cape, Step by Step
- Get a fire cape. Beat the Fight Caves: 63 waves with TzTok-Jad on the last one. There are no entry requirements, and it's a safe minigame.
- Unlock Rigour, Augury and Ancient Magicks. Ice Barrage needs 94 Magic and Desert Treasure I.
- Sort your gear. Every standard first-cape setup pairs a toxic blowpipe with a long-range weapon: twisted bow, Bow of Faerdhinen, Armadyl crossbow or dragon crossbow. The twisted bow is the biggest single upgrade.
- Get into inner Mor Ul Rek. Take fairy ring BLP to the TzHaar city and show your fire cape to the TzHaar-Ket at the inner entrance. Once you've passed, you don't need to bring the cape again.
- Pay the entry fee. Give a fire cape to TzHaar-Ket-Keh. It's gone for good, so you'll have no fire cape to wear until you earn another one or finish the Inferno.
- Clear all 69 waves in one go. You can't bank or restock. You can pause by logging out between waves, but a death sends you back to wave 1.
What Happens Inside the Inferno

Waves 1 to 66 mix six monster types. Nibblers (Jal-Nib) chew on the three pillars you hide behind. Bats (Jal-MejRah) drain run energy, blobs (Jal-Ak) split into three smaller blobs when they die, and meleers (Jal-ImKot) burrow and pop up next to you if they can't reach you. Rangers (Jal-Xil) and magers (Jal-Zek) attack from range and also melee anyone standing next to them, and a mager brings dead monsters from the current wave back at half health.
Wave 67 is one JalTok-Jad and wave 68 is three at once, each calling healers at half health. Any pillars still standing collapse before wave 67. Wave 69 is Zuk: 1,200 Hitpoints and a 148 max hit. You stay behind a moving shield with 600 Hitpoints, a Jad spawns when Zuk drops to 480, and healers arrive at 240, where Zuk also starts attacking faster.


Why Most Attempts End Before Wave 69
The run is long. Even Inferno Speed-Runner, a Grandmaster combat achievement, allows 65 minutes for all 69 waves, and you can't restock along the way, so the supplies you bring have to last every wave. Losing pillars early is the classic mid-game death. Once they go, more monsters can see you at the same time and one late prayer switch decides the run.
Then the last three waves stack the pressure. Triple Jads on wave 68 punish any slip in prayer switching, and at Zuk you're managing the shield, a Jad and healers in the same fight. A death on wave 69 costs the same as a death on wave 2: you start again from wave 1.

Learn It, Get Coached, or Have It Done
Most players learn it themselves over many practice runs, since a failed run costs supplies and nothing else. A coach shortens that, but you still play every wave. The third route is a booster doing the run on your account. BILS infernal cape orders can run over Parsec, so the booster plays on your own PC and you never share your password, and a failed run is redone at no extra cost. No service can promise an account will never be banned.
Infernal Cape FAQ
- Do you need a fire cape to do the Inferno?
- Yes. You show one to get into inner Mor Ul Rek and give one to TzHaar-Ket-Keh the first time you enter. After that you can go in as often as you like without handing over another.
- Can you get the infernal cape without a twisted bow?
- Yes. A blowpipe with a Bow of Faerdhinen, Armadyl crossbow or dragon crossbow is a standard first-cape setup. The twisted bow is the biggest gear upgrade for the Inferno, and there's even a Grandmaster combat achievement, Budget Setup, for killing Zuk without equipping one.
- What do you lose if you die in the Inferno?
- No items. It's a safe minigame, so a death costs the supplies you used and sends you back to wave 1. It still counts as dangerous for Hardcore Group Ironman accounts.
- What else does killing Zuk give you?
- Up to 16,440 tokkul (doubled with the elite Karamja Diary) and a 1/100 chance at the Jal-Nib-Rek pet, or 1/75 if you're on a TzKal-Zuk Slayer task.
Requirements, waves and Zuk numbers checked against the Old School RuneScape Wiki in October 2026.
Ready for the cape? Bils Services
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