OSRSPlan

OSRS Inferno Solver

Enter an Inferno wave's spawn and get the safe tiles and a step-by-step solve: line of sight around pillars, monster movement, nibblers, the blob, Jad and Zuk.

Tool added 6 Nov 2026

Your wave

Pillars still standing

Safe tiles—
Prayers at once—
Steps to clear—
Pillar falls in—
Tap a name, then the map, to place it

The solve

    Monster stats

    Every monster the solver uses, with size, range and style
    MonsterSizeRangeStyleSpeedHitpointsMax hit

    Every wave

    What every wave spawns
    WaveMonsters

    How to use it

    Pick the wave, then set where each monster spawned: choose a spawn from the list or tap a name and then the map. Put yourself where you stand. The page reads the line of sight and range of every monster from every tile it can reach, moves each monster the way the game does until it stops, and gives the tiles where nothing can hit you and the order to clear the wave so you only ever pray against one style at a time. Tap a monster on the map to see the tiles it can hit you from and where it can walk.

    The Inferno's rules the solve follows

    Line of sight. A monster can attack when you are within its range of its nearest tile and the line from your tile to that tile crosses no pillar or wall. Other monsters never block that line. Range counts diagonals as one tile. The bat reaches 4 tiles and every other ranged or magic monster farther than any weapon, so a pillar is the only cover from them.

    Movement. A monster that cannot attack you walks one tile a tick, lining its south-west tile up with yours: diagonally first, then sideways, then up or down. It stops when it can attack or when it touches you, corners included. That is why a monster gets stuck on a pillar corner, why a corner only hides you when you are north or south of it and the monster east or west, and why a meleer stays harmless for three tiles as you walk away from the corner: it can only hit you from straight beside it.

    Nibblers and pillars. Nibblers spawn in the middle and each picks a standing pillar. A pillar has 255 Hitpoints, and a nibbler always hits 2 to 4 every 4 ticks, so three nibblers fell a pillar in about 68 seconds and six in about 34. A falling pillar hits anything beside it for up to 49. Once no pillar stands the nibblers come for you. Every pillar still up when wave 66 ends falls before wave 67.

    The blob checks your protection prayer 3 ticks before each attack and attacks with the other style, so pray magic and missiles in turn or keep it out of sight. When it dies it splits into a melee, a ranged and a magic small blob.

    The meleer digs when it has not reached you: 50 ticks after the wave starts and then every 40 to 60 ticks. It comes up next to you and attacks 6 ticks later. Fighting it resets the timer, except in the first 30 ticks of a wave.

    The mager can bring a dead monster back with half its Hitpoints, about one attack in ten, but never a nibbler or a small blob. Kill it first when you can.

    The Jad waves. Wave 67 is one Jad with five healers at half its health. Wave 68 is three Jads, each attacking every 9 ticks, 3 ticks apart, so each attack can be prayed against on its own; each calls three healers. A Jad switches between magic and ranged and hits in melee when you stand beside it.

    TzKal-Zuk. Wave 69 puts you at the north wall. The shield walks a tile a tick from side to side, stopping about 5 ticks at each end, and the 5 by 3 tiles behind it are safe. A ranger and mager spawn behind you after the shield's first full sweep and every 3 minutes 30 seconds after that; the timer pauses at 600 Hitpoints with 1 minute 45 seconds added and restarts when the Jad spawns at 480. At 240 Zuk attacks every 7 ticks instead of 10 and four healers come out, healing him until you hit them, after which they throw lava for 5 to 10 in a 3 by 3 square. The map marks the four tiles that line up with the shield before he speeds up and the tiles with no line to Zuk, which drag you forward if you attack from them.

    Questions

    Why does the solve start on a pillar? Nothing in either arena reaches through a pillar, so the tiles behind one are where you choose who can see you. Each step names the tile, who can hit you there, and why the rest cannot.

    What if a monster spawned somewhere the list does not have? Tap the map to put it exactly where it stands. The solve works from wherever every monster is, so you can also use it in the middle of a wave.

    Does my weapon matter? Yes. A tile only counts for a step if your weapon reaches a monster from it. With a short range the solve walks you closer and says so.

    Is dying in the Inferno safe? On a normal account and for a Hardcore Ironman, yes: you keep your items and status. On a Hardcore Group Ironman or a Hardcore World it counts as a real death. The Inferno calculator works out the time, supplies and attempts to the infernal cape, and the Colosseum solver does the same job for the Fortis Colosseum.

    Update history

    Every change to this calculator

    • Calculator added