ASHMARCH

The Inferno

TzKal-Zuk's wave only, through the Fight Caves entrance once three fire capes are sacrificed. Stay behind the glyph, handle the ranger, mager, Jad and healers, and win the Infernal cape.

On Ashmarch the Inferno is TzKal-Zuk's wave only, with no waves before it. The reward is the Infernal cape.

Getting there

DetailValue
EntranceThe Fight Caves entrance in TzHaar City: pick The Inferno
TeleportTeleport menu > Minigames > Fight Caves (7,500 coins)
UnlockSacrifice 3 fire capes at the entrance, once. It stays open for good
Who fightsSolo. Each challenger gets their own copy of the arena (up to 8 at once)
DyingSafe. You lose nothing and come back out by the Fight Caves
LeavingThe cave exit (Exit asks first, Quick-exit does not). Zuk then restarts from full

Mechanics

Zuk is combat 1,400 with 1,200 hitpoints, never moves, and throws a fireball for up to 148. The only cover is the Ancestral Glyph, a shield (600 hitpoints) that slides along the north of the arena. Stay behind it.

WhenWhat happens
StartFirst fireball about 12 seconds in, then one every 10 ticks
About 45 seconds inA Jal-Xil (ranger) and a Jal-Zek (mager) arrive, then another pair every 3 minutes 30
Zuk below 600The timer for the next pair pauses and gains 1 minute 45
Zuk at 480JalTok-Jad (350 hitpoints, max hit 113) joins, and at half health calls its own healers
Zuk at 240Zuk enrages (a fireball every 7 ticks) and four Jal-MejJak appear to heal him
The pairs and Jad attack you, not the glyph. Deal with them from behind cover, and save your strongest damage for when Zuk is low.

Rewards

RewardDetail
Infernal capeEvery kill. Also unlocks the Cinder companion (see Companions)
Tokkul16,440
Jal-nib-rek (pet)1 in 100 per kill

A win is announced to the whole server.