Built for the community.
With credit to the community.
Inferno Tips is an independent fan-made learning tool. It is not affiliated with, endorsed by, or operated by Jagex or the creators linked here.
Game artwork
RuneScape, Old School RuneScape, and game artwork are © Jagex Ltd. Their inclusion identifies the game’s creatures and protection prayers. No ownership of these assets is claimed.
- Potion dose sprites, empty vials and the drinking sound: Jagex assets viaOldSchoolSDK. Eating sound: Jagex effect 2393 via theOSRS sound-effect cache dump, converted to Ogg Vorbis.
- Projectile artwork and red/blue hitsplats: Jagex game assets viaOldSchoolSDK. Blob and bat projectiles are simplified coloured orbs.
- Prayer activation circles and transparent protection icons: Jagex sprites from theResource Packs vanilla sample.
- Prayer and inventory panels, and protection-prayer on/off sounds: original Jagex game assets distributed byOldSchoolSDK. Unused prayers are dimmed; prayer drain is not simulated.
- Homepage banner: official TzKal-Zuk artwork by Jagex, via the OSRS Wiki.
- Monster attack sprites: Jagex game models and animations distributed by OldSchoolSDK, rendered locally at their original animation speed.
- Inventory tab icon: Jagex game artwork via the OSRS Wiki.
- Prayer skill icon: Jagex game artwork distributed with RuneLite.
- Protection prayer icons: Protect from Magic, Protect from Missiles, and Protect from Melee, via the OSRS Wiki and our companion Inferno LoS project.
- Blob, mager, ranger, bat, melee, healer and nibbler images: Jagex game artwork distributed in OldSchoolSDK’s Inferno Trainer. See its asset attribution.
- Supply icons: Shark, Saradomin brew, and Super restore, via the OSRS Wiki.
- Player image: game artwork via Supalosa’s Colosseum tool.
Jad image: OSRS Wiki JalTok-Jad artwork.
Mechanics and further learning
- OSRS Wiki: Inferno strategies — reference for game tick duration, blob scanning, and enemy attack intervals. The exercises, teaching sequence, and feedback here are original.
- Hug my cat: 2 Tick flick guide — Step by step — visually reviewed timing diagrams, setup and phase recovery.
- Gnomonkey: NEW Golden Trio for First Inferno Cape — supplies, wave decisions and Zuk damage comparison.
- dearlola1: MY NEW OSRS INFERNO GUIDE (ANY GEAR) — 2026 — isolation, corner traps, prayer techniques and encounter examples. Full automatic transcripts of the two narrated guides were reviewed; lessons are original, and videos and transcripts are not reproduced here.
- Inferno combat simulator — full Jad, triple Jad and Zuk encounter practice.
- Inferno LoS — our companion tool for wave layouts and positioning.
What the drills model
Both guided practice and challenges use the real 600 ms game tick. Guided mode adds explanations without changing the rhythm. Prayers, movement, and items use mouse clicks. Configurable function keys switch inventory and prayer tabs only. Blob read phases vary by exercise, with a six-tick cycle and an attack three ticks after the read. Two-tick drills deliberately distinguish aligned and misaligned scan phases. With no protection prayer, the exercise chooses a reproducible style; that is a practice choice, not a prediction of the game. Magers and rangers use four-tick attacks. Stack exercises begin with an explicitly labelled one- or two-tick offset.
Rhythm and alternation lessons score their requested pattern. Conservation also checks one off–on pair between ticks; simply holding prayer does not pass. Reverse-flick and melee–blob exercises score the requested mitigation priorities, while separately reporting attacks left unprotected. Blob lessons score both controlled reads and protected attacks. Other lessons score attack checks and, where applicable, movement targets. A score is correct checks divided by total checks; it does not measure damage, prayer drain, or real-world latency.
Supply exercises model finite stock and a three-tick cooldown for standard food or potions, based on food timing and potion timing. The brew exercise uses a fixed three-brew/one-restore sequence as a dose-tracking task. It does not simulate HP, stat levels, boosts, or the attack delay caused by eating. Supplies do not switch prayers or stop enemy attacks.
The marked tile exercise is an invented coordination drill, not an Inferno floor hazard. Click movement places the player directly on the chosen tile, without pathfinding. These exercises do not model combat damage rolls, gear, melee range or full wave solving. Blue zero hitsplats indicate protected attacks; red numbers are illustrative practice damage, without HP loss. Protection is decided at the attack check, not when the visual projectile lands. Flight paths and delays are simplified for the compact scene. Jad exercises use game-model attack animations, labelled cues and delayed prayer checks. Blowpipe walking uses a straight lane, up to two tiles of running per tick, automatic attacks and a two-tick cooldown. The target remains in range; it does not attack or die. This does not model Zuk’s shield or full combat pathfinding. The course covers encounter decisions and links full Jad and Zuk practice externally. Use the linked guides and simulator to continue learning.
Your progress
Knowledge-check answers, completed runs and scores are saved in this browser’s local storage. Guided or interrupted runs count as practice. Meeting a drill’s pass target in two uninterrupted challenges earns lesson mastery. Mastery is a learning milestone, not a guarantee of an Inferno completion. Hidden tabs and delayed browser timers pause the drill. You can delete local scores on the Your progress page.
Fonts are loaded from Google Fonts; otherwise the drills and game images run locally after the site has loaded. External resources open only when you follow their links.