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{{Otheruses|the guide for Infernal Stronghold|the dungeon itself|Infernal Stronghold}}


===Why Clear Infernal Stronghold?===
===Why Clear Infernal Stronghold?===
There are three main uses for {{ZoneIcon|Infernal Stronghold}}:
There three main reasons for completing the {{ZoneIcon|Infernal Stronghold}}:
* Clear it once after 100 {{ZoneIcon|Volcanic Cave|Volcanic Caves}} to get the {{ItemIcon|Infernal Cape}} that has 4% DR.  
* Clear it once after 100 {{ZoneIcon|Volcanic Cave|Volcanic Caves}} to get the {{ItemIcon|Infernal Cape}} that has 4% DR.  
* Clear it 10 times to get 10 {{ItemIcon|Infernal Core|Infernal Cores}} to merge {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} into {{ItemIcon|Infernal Claw}}.
* Clear it 10 times to get {{ItemIcon|Infernal Core|Infernal Cores|qty=10}} to complete a township task, and to merge {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} into {{ItemIcon|Infernal Claw}}.
* Clear it infinitely to farm money. This option is feasible closer to the end of the game.
* Clear it 100+ times to complete more township tasks, or earn a lot of {{GP}}.


===Manual-Eating Build===
===Manual-Eating Build===
The following build is for the players who just finished the {{ZoneIcon|Volcanic Cave}} and the subsequent {{Icon|Ancient Claw/Guide|type=item|Ancient Claw}} grind.
The guide assumes that you have completed {{ZoneIcon|Volcanic Cave}} at least once, and have obtained the {{ItemIcon|Ancient Claw}}. If not, then check out this {{Icon|Ancient Claw/Guide|type=item|Ancient Claw Guide}} for how to obtain this key item.


Without manual eating, the main cause of death for the build below is {{Icon|Malcs, the Leader of Dragons|type=monster|Malcs's}} combo of Sealing (Stun) + Penetrating Claws.
Before attempting {{ZoneIcon|Infernal Stronghold}}, it is strongly recommended that your {{Icon|Auto Eat|type=upgrade}} threshold is higher than all of {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}} moves when you are not stunned. This build can achieve that with 900 HP, although it is advised to check it with the [[Combat Simulator]] to be sure.
 
The boss in this dungeon is {{MonsterIcon|Malcs, the Leader of Dragons}} (Malcs), and the strongest attack is the combination of Sealing (Stun) + Penetrating Claws.


{{Equipment/Recommended
{{Equipment/Recommended
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}}
}}


It is heavily advised to use either the {{Icon|Ancient Claw/Guide|type=item|Ancient Claw}} or at the very least {{ItemIcon|Sunset Rapier}} because you want to get out of stun quickly, and the faster your attack speed is, the faster you will do it.  
The {{ItemIcon|Ancient Claw}} can be substituted for the {{ItemIcon|Sunset Rapier}} at a push, but due to the boss stun attack being very powerful, the faster you can attack after stun, the better your overall chances.


You might want to use prayers to increase your accuracy. Without the prayers, your hit chance against Malcs will likely be around 25%. With them, it's around 40%.<br>
Use prayers to increase your accuracy, as without your hit chance against {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}} will be very low e.g. ~25% without prayers, compared to ~40% with. Using {{ItemIcon|Diamond Luck Potion}} (any level) will give you a significant advantage.
If you have {{ItemIcon|Diamond Luck Potion|Diamond Luck Potions}}, it might be the right occasion to use them.


Getting the {{ItemIcon|Infernal Cape}} after the first clear should make it a bit easier to clear it for the next 9 times if you aim for the {{ItemIcon|Infernal Claw}}.
Equipping the {{ItemIcon|Infernal Cape}} after the first clear as this will increase DR, and will make it easier to get the {{ItemIcon|Infernal Claw|qty=10}} needed for upgrading.


Optionally, it is advised to get the {{ItemIcon|Dragonfire Shield|DFS}}, preferably with {{Icon|Icicle Volley|type=spell}} and {{ItemIcon|Witch}} because it oneshots {{Icon|Green Dragon|type=monster|Green Dragons}} or with 20k-accuracy {{Icon|Slicing Winds|type=spell}} otherwise. DFS will increase the margin of error that you can make when fighting {{Icon|Malcs, the Leader of Dragons|type=monster|Malcs's}}.
The {{ItemIcon|Dragonfire Shield}} (DFS) which can be obtained from the {{ZoneIcon|Volcanic Cave}} is another good option, and can be paired with {{SpellIcon|Icicle Volley}} and {{ItemIcon|Witch}}. This combination is very effective against the {{MonsterIcon|Green Dragon}}. Similarly, with at least 20,000 Accuracy {{SpellIcon|Slicing Winds|type=spell}} is another good option.


You also can swap the {{ItemIcon|Sandstorm Ring}} for the {{ItemIcon|Silver Diamond Ring}} if you don't have enough DR to be comfortable, but it will drastically reduce your clear speed.
The {{ItemIcon|Dragonfire Shield|DFS}} is one of the best defences against {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}}. However, for an extra increase in DR, consider equipping {{ItemIcon|Silver Diamond Ring}}. Doing so will reduce your Dungeon clear time, but may increase your chances of survival. With {{ItemIcon|Dragonfire Shield|DFS}} equipped as well as 990 HP it should be sufficient to clear this dungeon with ease.


====Malcs's Combos====
====Malcs Special Moves====
To attempt {{ZoneIcon|Infernal Stronghold}}, it is heavily advised to have the AutoEat threshold above all Malcs's moves when you're not stunned. The build above can do that with 900 HP, although it is advised to check it with the [[Combat Simulator]] if you're not sure. As additional info, with {{ItemIcon|Dragonfire Shield|DFS}} and 990 total HP, you definitely can do it like that.


Otherwise, you would need to keep track of many moves, which will likely lead to death and lost gear that needs hundreds of hours to get again.
Pay attention to the following special moves from {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}}:


Check your thresholds in the first fight just in case.
* '''Sealing + Penetrating Claws''': do not underestimate this combo. The [[Spam Eating]] kicks in with a delay after you push a keyboard button, so it is important that you start before the Penetrating Claws hit you. This special move has two instances of damage separated by a short gap, so a good idea to use [[Spam Eating]]. The damage from Penetrating Claws is calculated as <math>640 \times (1-\text{DR}) \times 1.3 \times 2</math>.


You will need to manually eat when Malcs uses Sealing:
* '''Sealing + Tail Whip''': Heal to full HP before this hits, and if you have time, look what the max damage of the Tail Whip is when you are stunned. You may find that you can delay manual eating depending on whether your HP allows. The damage from this move can be calculated as <math>690 \times (1-\text{DR}) \times 1.3</math>.


* ''Sealing + Penetrating Claws'': It will be '''your cause of death''' if you underestimate it. Be aware that the [[Spam Eating]] kicks in with a delay after you push a keyboard button, so press it before the Penetrating Claws hit you. Also, the two instances of damage are separated by less than half a second, so use [[Spam Eating]] to be on the safe side. Calculate the damage from Penetrating Claws by <math>640 \times (1-\text{DR}) \times 1.3 \times 2</math>.
* '''Sealing + Usual Attack''': Occurs when {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}} uses two Sealing attacks in row. The approach given in Tail Whip works well here.


* ''Sealing + Tail Whip'': Heal to full HP. If you have time, look what the max damage of the Tail Whip is when you are stunned, so you can refrain from manual eating when your HP allows it. Or you can calculate it before the fight by <math>690 \times (1-\text{DR}) \times 1.3</math>.
* '''Sealing + Inferno''': Not as strong as the other attacks, and one that you can normally rely on {{Icon|Auto Eat|type=upgrade}} to survive.


* ''Sealing + Usual Attack'': Happens when Malcs uses another Sealing after the first one. Use the same logic as with Tail Whip.
==Idling Build==
This build relies on high DR and a high HP and the top tier of {{Icon|Auto Eat|type=upgrade}} and uses melee as this gives a high amount of damage reduction (DR). If your consumables run out, then you will not survive, so be sure that you have enough in the bank before you begin idling.


* ''Sealing + Inferno'': A "Get Out of Jail Free" card. You don't need to manually eat at all.
* {{SkillReq|Hitpoints|90}}
 
===AFK Options===
For those with {{SkillReq|Hitpoints|90}} who have completed their {{ItemIcon|Dragonfire Shield}}, consumable resources can provide enough additional DR to push the build above into something that can survive purely by Auto-Eating, as long as none of them run out.
====Requirements====
* {{SkillReq|Prayer|80}}
* {{SkillReq|Prayer|80}}
* {{SkillReq|Herblore|90}} with {{MasteryReq|Damage Reduction Potion III|50}} [[Damage Reduction Potion]]
* {{SkillReq|Herblore|90}} with {{MasteryReq|Damage Reduction Potion III|50}} [[Damage Reduction Potion]]
* {{SkillReq|Summoning|65}} with {{Icon|Witch|type=mark}} level 4 and {{Icon|Yak|type=mark}} level 3.
* {{SkillReq|Summoning|65}} with {{Icon|Witch|type=mark}} level 4 and {{Icon|Yak|type=mark}} level 3.
* {{Icon|Auto Eat - Tier III|type=upgrade}}


{{Equipment/Recommended
{{Equipment/Recommended
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! DR%
! DR%
|-
|-
| Equipment (Above)
| Armour/weapons (as above)
| [[Equipment]]
| {{Skill|Melee}}
| 46%
| 46%
|-
|-
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| 6%
| 6%
|-
|-
| {{ItemIcon|Yak}}
| {{ItemIcon|Yak}} + {{ItemIcon|Witch}}
| {{Skill|Summoning|Familiar}}
| 1%
|-
| {{ItemIcon|Yak}} & {{ItemIcon|Witch}}
| {{Skill|Summoning|Familiar|nolink=true}} [[Synergy]]
| {{Skill|Summoning|Familiar|nolink=true}} [[Synergy]]
| 2% vs {{Icon|Melee}}
| 2% against {{Skill|Melee}}
|-
|-
! scope="row" colspan="2" | Total
! scope="row" colspan="2" | Total
| 59%
| 59% (58%)
|}
|}
{{ItemIcon|Prayer Scroll|Prayer Scrolls}} or {{ItemIcon|Alchemist's Bag|Alchemist's Bags}} can be used to reduce total prayer point costs or number of potions needed to survive 10 Infernal Stronghold runs, respectively.
 
If one has cleared {{ZoneIcon|Air God Dungeon}} a handful of times, {{ItemIcon|Aeris God Gloves}} and {{ItemIcon|Aeris God Boots}} can be used instead for an additional 2% DR each. Similarly, after your first clear of Infernal Stronghold, swapping to your newly acquired {{ItemIcon|Infernal Cape}} will net another 2% DR. Combined with +1% DR from {{Skill|Agility|Lake Swim}} that's enough to swap your helmet for a {{ItemIcon|Chapeau Noir}} for a reoccuring 10% chance to need one less run.
The {{ItemIcon|Prayer Scroll}} or {{ItemIcon|Alchemist's Bag}} can be used to reduce prayer costs and the number of potions needed to idle the Infernal Stronghold.
===Agility===
 
Bonuses from Agility Obstacles can reduce the amount of DR required considerably by increasing your Maximum Hitpoints.
Alternative options are available if the {{ZoneIcon|Air God Dungeon}} has been completed. The {{ItemIcon|Aeris God Gloves}} and {{ItemIcon|Aeris God Boots}} each give an additional 2% DR. Similarly, once the {{ZoneIcon|Infernal Stronghold}} has been completed the {{ItemIcon|Infernal Cape}} can give another 2% DR. In {{Skill|Agility}} the {{AgilityIcon|Lake Swim}} can be used to give an extra +1% DR.
====Requirements====
 
Once you have sufficient DR to idle comfortable, you can also consider wearing the {{ItemIcon|Chapeau Noir}} for a 10% chance of doubling the items received, which can reduce the number of dungeons needed.
 
===Bonuses that improve HP===
Bonuses from Agility Obstacles and certain items can reduce the amount of DR required considerably by increasing your maximum HP.
 
* {{SkillReq|Attack|20}}
* {{SkillReq|Attack|20}}
* {{SkillReq|Strength|70}}
* {{SkillReq|Strength|70}}
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|-
|-
! Item
! Item
! Slot
! Position
! +HP
! +HP
|-
|-
| {{Skill|Agility|Cliff Balance}}
| {{AgilityIcon|Cliff Balance}}<sup>1</sup>
| Slot 5 Obstacle
| Slot 5 Obstacle
| +20
| +20
|-
|-
| {{Skill|Agility|Rocky Waters}}
| {{AgilityIcon|Rocky Waters}}
| Slot 6 Obstacle
| Slot 6 Obstacle
| +50
| +50
|-
|-
| {{Skill|Agility|Raft Building}}
| {{AgilityIcon|Raft Building}}
| Slot 8 Obstacle
| Slot 8 Obstacle
| +20
| +20
|-
|-
| {{Skill|Agility|Ice Jump}}
| {{AgilityIcon|Ice Jump}}
| Slot 9 Obstacle
| Slot 9 Obstacle
| +20
| +20
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| Off-hand
| Off-hand
| +30
| +30
|-
| {{PetIcon|Finn, the Cat}}<sup>2</sup>
| N/A
| +10
|-
|-
! scope="row" colspan="2" | Total
! scope="row" colspan="2" | Total
| +140
| +140
|}
|}
For instance, assuming the same {{SkillReq|Hitpoints|90}} as before, after these HP bonuses, the DR required to AFK has dropped to only 54%. If you're lucky enough to have {{PetIcon|Finn, the Cat}}, hitting only {{SkillReq|Hitpoints|91}} for a total of 1060 HP would let you drop as far as 53%, eliminating the need for either DR potions, or Prayers and Witch Summoning Tablets, or when combined with the equipment improvements mentioned above, both. Or used with everything above to lower minimum HP to {{SkillReq|Hitpoints|76}}, though using {{Skill|Agility|Cliff Balance}} and prayers together is costly.


===After Water God Dungeon===
Notes:
With access to magic armor with late-game DRs, you can now take on this dungeon with proper [[Combat Triangle]] advantage, meaning no need for expendable resources besides food and runes, no need for agility boosts, and even still enough DR to spare some for item doubling.
# The {{AgilityIcon|Cliff Balance}} will use +2 extra prayers each hit
# Without {{PetIcon|Finn, the Cat|Finn}} you will lose out on roughly 1% DR
 
For example, a {{SkillReq|Hitpoints|90}} with all of the extra HP listed above, would drop the overall DR requirement from 59% down to 53%. Lower DR means that you reduce the use of potions, Prayers and the {{ItemIcon|Witch}} summon. When combined with all of the equipment improvements mentioned earlier results in a lower minimum HP of around {{SkillReq|Hitpoints|76}}.
 
==Late-game idling==
After completing the {{ZoneIcon|Water God Dungeon}} you will have access to [[Ancient Magicks]] and late-game armour and boosts. The dungeon can be idled with magic much more quickly due to the [[Combat Triangle]] advantage. For example, with this build, there is no need for any consumable except food and runes, and no need for boosts from agility. The spare slots in this build are filled with item doubling boosts, but you can change these depending on your goal.


{{Equipment/Recommended
{{Equipment/Recommended
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}}
}}


Instead of the {{ItemIcon|Ring of Wealth}}, a {{ItemIcon|Aorpheat's Signet Ring}} can be used; it will give you an additional 100k-150K GP per clear, but only a 5% chance to double Infernal Core drops, making it worse for those farming only {{ItemIcon|Infernal Core|Infernal Cores}} but better for those also farming GP.
There is flexibility on this build. For example, {{ItemIcon|Aorpheat's Signet Ring}} can be used instead of {{ItemIcon|Ring of Wealth}} to get an additional {{GP|100000}}+ per clear, but this reduces chance of doubling {{ItemIcon|Infernal Core|Infernal Cores}} e.g. from 10% down to 5% chance.
For those who have already acquired their {{ItemIcon|Infernal Claw}}, thus exclusively interested in GP, please see [[Money_Making#Combat|the Combat section of the Money-Making Guide]].


{{CombatNav|Guide}}
{{CombatNav|Guide}}
{{Menu}}
{{Menu}}
[[Category:Guides]]
[[Category:Guides]]

Revision as of 17:28, 7 April 2024

This page was last updated for (v1.0.4).
This article is about the guide for Infernal Stronghold. For the dungeon itself, see Infernal Stronghold.

Why Clear Infernal Stronghold?

There three main reasons for completing the Infernal Stronghold:

Manual-Eating Build

The guide assumes that you have completed Volcanic Cave at least once, and have obtained the Ancient Claw. If not, then check out this Ancient Claw Guide for how to obtain this key item.

Before attempting Infernal Stronghold, it is strongly recommended that your Auto Eat threshold is higher than all of Malcs moves when you are not stunned. This build can achieve that with 900 HP, although it is advised to check it with the Combat Simulator to be sure.

The boss in this dungeon is Malcs, the Leader of Dragons (Malcs), and the strongest attack is the combination of Sealing (Stun) + Penetrating Claws.

The Ancient Claw can be substituted for the Sunset Rapier at a push, but due to the boss stun attack being very powerful, the faster you can attack after stun, the better your overall chances.

Use prayers to increase your accuracy, as without your hit chance against Malcs will be very low e.g. ~25% without prayers, compared to ~40% with. Using Diamond Luck Potion (any level) will give you a significant advantage.

Equipping the Infernal Cape after the first clear as this will increase DR, and will make it easier to get the 10 Infernal Claw needed for upgrading.

The Dragonfire Shield (DFS) which can be obtained from the Volcanic Cave is another good option, and can be paired with Icicle Volley and Witch. This combination is very effective against the Green Dragon. Similarly, with at least 20,000 Accuracy Slicing Winds is another good option.

The DFS is one of the best defences against Malcs. However, for an extra increase in DR, consider equipping Silver Diamond Ring. Doing so will reduce your Dungeon clear time, but may increase your chances of survival. With DFS equipped as well as 990 HP it should be sufficient to clear this dungeon with ease.

Malcs Special Moves

Pay attention to the following special moves from Malcs:

  • Sealing + Penetrating Claws: do not underestimate this combo. The Spam Eating kicks in with a delay after you push a keyboard button, so it is important that you start before the Penetrating Claws hit you. This special move has two instances of damage separated by a short gap, so a good idea to use Spam Eating. The damage from Penetrating Claws is calculated as [math]\displaystyle{ 640 \times (1-\text{DR}) \times 1.3 \times 2 }[/math].
  • Sealing + Tail Whip: Heal to full HP before this hits, and if you have time, look what the max damage of the Tail Whip is when you are stunned. You may find that you can delay manual eating depending on whether your HP allows. The damage from this move can be calculated as [math]\displaystyle{ 690 \times (1-\text{DR}) \times 1.3 }[/math].
  • Sealing + Usual Attack: Occurs when Malcs uses two Sealing attacks in row. The approach given in Tail Whip works well here.
  • Sealing + Inferno: Not as strong as the other attacks, and one that you can normally rely on Auto Eat to survive.

Idling Build

This build relies on high DR and a high HP and the top tier of Auto Eat and uses melee as this gives a high amount of damage reduction (DR). If your consumables run out, then you will not survive, so be sure that you have enough in the bank before you begin idling.

The Prayer Scroll or Alchemist's Bag can be used to reduce prayer costs and the number of potions needed to idle the Infernal Stronghold.

Alternative options are available if the Air God Dungeon has been completed. The Aeris God Gloves and Aeris God Boots each give an additional 2% DR. Similarly, once the Infernal Stronghold has been completed the Infernal Cape can give another 2% DR. In Agility the Lake Swim can be used to give an extra +1% DR.

Once you have sufficient DR to idle comfortable, you can also consider wearing the Chapeau Noir for a 10% chance of doubling the items received, which can reduce the number of dungeons needed.

Bonuses that improve HP

Bonuses from Agility Obstacles and certain items can reduce the amount of DR required considerably by increasing your maximum HP.

  • Attack Level 20
  • Strength Level 70
  • Ranged Level 20
  • Magic Level 20
  • Cooking Level 60
  • Mining Level 60
  • Thieving Level 80
  • Agility Level 80
Item Position +HP
Cliff Balance1 Slot 5 Obstacle +20
Rocky Waters Slot 6 Obstacle +50
Raft Building Slot 8 Obstacle +20
Ice Jump Slot 9 Obstacle +20
Dragonfire Shield Off-hand +30
Finn, the Cat2 N/A +10
Total +140

Notes:

  1. The Cliff Balance will use +2 extra prayers each hit
  2. Without Finn you will lose out on roughly 1% DR

For example, a Hitpoints Level 90 with all of the extra HP listed above, would drop the overall DR requirement from 59% down to 53%. Lower DR means that you reduce the use of potions, Prayers and the Witch summon. When combined with all of the equipment improvements mentioned earlier results in a lower minimum HP of around Hitpoints Level 76.

Late-game idling

After completing the Water God Dungeon you will have access to Ancient Magicks and late-game armour and boosts. The dungeon can be idled with magic much more quickly due to the Combat Triangle advantage. For example, with this build, there is no need for any consumable except food and runes, and no need for boosts from agility. The spare slots in this build are filled with item doubling boosts, but you can change these depending on your goal.

There is flexibility on this build. For example, Aorpheat's Signet Ring can be used instead of Ring of Wealth to get an additional 100,000GP+ per clear, but this reduces chance of doubling Infernal Cores e.g. from 10% down to 5% chance.