|Release date||24 July 2007 (Update)|
|Quest series||Camelot (#3)|
|Start point||Talk to Gossip, outside Sinclair Mansion.|
|Items required||Items from the toolbelt are not listed unless they do not work or are not automatically added. |
|Enemies to defeat||None|
- To begin the quest, speak to Gossip outside the Sinclair Mansion.
He will explain to you that the Sinclairs have packed up and left after incriminating Anna as Lord Sinclair's murderer.
This is, however, not the same person you proved to be guilty in Murder Mystery (unless Anna was the murderer in Murder Mystery).
Gossip will explain that one of the family members provided new evidence to prove Anna's guilt.
He will then go on to explain that King Arthur and his knights disappeared at the same time as the family's departure.
- Agree to investigate, and you will start the quest.
- Now speak to the guard in the Sinclair Mansion garden, who suspects that the Sinclairs have something to do with the mysterious disappearance of the king of Camelot and his knights.
He suspects that since Lord Sinclair gave King Arthur the castle, the disappearances may be part of a bigger plot to reclaim Camelot.
The guard will explain that the Seers' Council has forbidden anyone to enter Sinclair Mansion or Camelot to investigate and so will pass on the investigation to you.
- Break the window on the east side of the mansion, and you should be inside.
- Take the scrap paper from the dining room on the ground floor near the fireplace. Note: If you don't see the scrap paper, and also cannot see the criminal's dagger and the pungent pot, log out and log back in to reset the items. You should now be able to see the scrap paper just south of the fireplace.
The paper contains incomplete scribblings about Camelot.
- Take the stairs up to the first-floor library, and take an address form that was never filled out, proving that the Sinclairs left for good and never intended to tell anyone where they were moving.
- While in the library search the bookcases to find a black knight helm, which cannot be worn.
- Return to the guard and present to him all three pieces of evidence.
The guard will agree that there is enough evidence to prove bad intent towards King Arthur.
He says that since he has to follow proper proceedings that he will have to wait a month before presenting the evidence. You will offer to avoid the bureaucracy.
He will then recommend that you learn more about the Sinclair family history, suggesting that town gossips know much about history.
- Note: To leave the mansion, you must go back to the window and select the "Break Smashed Window" option again.
- Talk to Gossip. There are three options to ask.
Ask all three to learn the Sinclair history.
- The first conversation is about the family history. Gossip will explain Lord Sinclair was a good friend of King Ulthas and did many good things for Kandarin. His children, however, were spoiled-rotten brats, but Gossip admits he didn't think they would commit murder.
- The second is about the mansion. He will explain that originally the Sinclairs lived in Camelot (then under a different name). Lord Sinclair agreed to hand the castle over to King Arthur and his men. They packed up and built the Sinclair Mansion. His children were furious.
- The third option is about Anna. Gossip will tell you that she is in the courthouse in Seers' Village, giving a really hard time to the authorities. Gossip is positive Anna will receive a guilty verdict.
- Run back to Seer's Village. Head to the courthouse in Seers' village (south of the bank), and speak to the clerk. Ask him if you can talk to Anna. Talk to the guard. Ask him if you can speak to the prisoner. Then you can begin the dialogue with Anna.
She will say that the original murderer you suspected set her up.
She will go on to explain that no one will believe her.
She says the new evidence against her was forged.
You will then ask her where her family has gone; she will say she does not know since she has been locked up.
As you go to leave, she will make a deal to help you get into Camelot in exchange for help in receiving a not-guilty verdict.
She will then hand you the criminal's thread that you found on the window in Murder Mystery.
Anna will suggest that the servants may be able to provide testimony in her defence.
(All steps from here until The Trial are purely optional, for storyline. You may head straight downstairs to trial.)
- Return to the mansion and once again enter via the broken window.
The purpose of this trip is to learn what the various servants will state during the trial.
- Talk to the six servants: Pierre, Hobbes, Louisa, Mary, Donovan the Family Handyman, and Stanford.
Ask each of them every possible question.
- The first question will explain what happened the night of the murder.
- The second question will ask if they saw the person suspected in the crime.
- The third question will ask if they saw someone handling the knife.
- The fourth question will ask about the thread.
- The fifth question will explain how poison was used around the house
- After talking to every servant, head back to the Seers' Village courthouse and go down the stairs to begin the trial.
Note: You may leave the trial at anytime and restart. If you leave the courtroom or logout, all your progress will be lost.
- During the trial, you will call witnesses by talking to the Judge and question the witness by talking to the witness. The questions you may ask correspond to those asked while in the mansion. To get a not-guilty verdict, you must rebut the evidence given by the Prosecutor:
- Anna's fingerprints on the dagger
- Anna having bought poison and not used it
- A thread from Anna's clothing being found at the crime scene
- Anna being at the scene of the crime
- To successfully clear Anna of the charges, you must rebut this evidence without accidentally providing more incriminating against Anna (for example, bringing out testimony which puts Anna near Lord Sinclair's meal before he died). To do this, call the following witnesses with the following questions. Ask each the following question then ask the judge to call another witness, do not continue asking questions from the same person:
- The judge will end the trial and ask for a verdict.
The jury will provide a not-guilty verdict against Anna.
At this point party balloons are released.
- Exit the courtroom by clicking on the gate.
Back to businessEdit
- Talk to Anna in her cell. She will go back to being rude again but will tell you how to enter Camelot. (Note: You must complete the entire dialogue with Anna or you will not be able to get into Camelot)
- Head to the north-east side of Camelot castle and search the statue near the temple.
- You will now see a cut scene of Anna talking to David. The siblings were both responsible for Lord Sinclair's death and set you up to trap you.
They will explain they have no intention to help you and suddenly Morgan Le Faye will appear. She will then knock you out with her staff.
- After being knocked out by Morgan Le Faye, you will wake up in a jail with Arthur's Knights and Merlin.
- Speak to Merlin. He will explain that:
- King Arthur has been turned to a granite statue and taken away by the Black Knights.
- Both the Sinclairs and Morgan Le Faye have teamed up to destroy Arthur and reclaim Camelot castle.
- The Black Knights have also agreed to help Morgan Le Faye and the Sinclairs.
- Morgan Le Faye has stolen the Holy Grail.
Note:If you leave the jail it is possible to get back by going back to the statue outside of Camelot, or by attempting to enter the grounds of Camelot through the main gate.
- Ask Merlin what to do. Follow all of the available conversations.
- Reach the vent at the top of the wall opposite the jail gate.
A funny animation will show Merlin escaping with the help of all the knights making a pyramid, allowing him to reach the vent.
Note: Do not try to escape through vent, otherwise you will appear at Keep Le Faye, and will have to get your way back to prison.
- Talk to all the knights, and ask them if they have anything useful to help them escape.
You will get a lot of items, such as an air rune, a law rune, an empty vial, a cooked fish, a normal log, and a bottle of vodka.
- If you received a lockpick, use it on the jail lock; otherwise, use Telekinetic Grab on the guard fixing his hair outside the cell to obtain a hair clip.
Use the hair clip on the lock.
- You will need to solve a puzzle to unlock the jail lock.
The puzzle very closely resembles the popular game Mastermind.
PuzzleEditTo complete this puzzle, you must set each of four tumblers to the correct height. The most foolproof way to do this (although not necessarily the quickest) is to set all tumblers to the lowest height and try the lock. If a tumbler shows a green circle, do not change that tumbler anymore. Ignore blue and red circles. For all the other tumblers, increase the height by one and try again. Continue until the lock unlocks. This method will take at most six attempts.
- You will emerge on the ground floor of the Keep Le Faye.
Arthur's knights will be engaged in battle with the Renegade Knights.
Note: Do not try to leave through the front door, as Morgan Le Faye will put you back in jail.
Finding the Holy GrailEdit
- Head to the top floor and search on the table to the north.
You will now have to solve a riddle (click on show riddle) and choose the correct container holding the Holy Grail.
Note: The correct box is the purple and pink cylinder 2nd in from the right/east. You can also kill Sir Mordred whilst you are there.
Remark: If you choose the wrong box you will take 50 damage and be teleported outside south-west Ardougne. To continue the quest, you will have to walk back to Keep Le Faye. When you try to open the door, Morgan Le Faye will appear and will teleport you back to jail. There you do not need to solve the door puzzle again, you just have to open the door and walk back to the top floor. An easier choice is to teleport back to Camelot and attempt to enter the main gates, where Morgan Le Faye will appear to teleport you back to jail. You may also use the Catherby Lodestone then run to the Candle Shop and try to get into the crate, used during the quest Merlin's Crystal. Morgan Le Faye will appear to teleport you back to jail.
Freeing King ArthurEdit
- You must now free King Arthur from his stone prison.
- Head to Wizard Cromperty in the north-eastern part of East Ardougne. After acquiring the Grail, you can intentionally search the table again and select an incorrect item to be teleported just north-west of the Kandarin Monastery. The ardougne lodestone is equally close after factoring home teleport animation time.
- Cromperty will explain you need to free King Arthur like you did the girl during One Small Favour, although this time you also need to unravel Morgan's spell.
He will give you an animate rock scroll you will need to use on King Arthur once you have both the Holy Grail and some granite in your inventory.
Note:If you have the scroll in your bank, you will not get another. You will still need to talk to the wizard, though.
- Equip the Black armour, Elite black armour, Black Knight captain's armour, Dagon'hai robes or the bronze helm + iron chainbody and enter the Black Knights' Fortress through the Portcullis. A Combat bracelet helps here for teleports to the monastery. You can also use the Edgeville Lodestone teleport as another option. The Skull of Remembrance teleports you directly into the fortress, you'll have to descend through all the floors to King Arthur.
- Climb down the ladder to the west of the entrance and you will see King Arthur's statue. Use the free option.
- Talk to King Arthur, and give him the guard uniform (bronze helm and iron chain).
- 1 Quest point
- 33,000 experience
- 5,000 experience
- An antique lamp granting 5,000 experience in any skill that is level 50 or above
- A more durable lockpick called hair clip
- Ability to choose Camelot as your respawn location
- Access to the Knight Waves Training Grounds miniquest
- Ability to use the Chivalry, Piety, Augury, and Rigour prayers (also required to finish the Knight Waves Training Grounds miniquest)
- Access to the Court Cases Distraction and Diversion
- 2 Treasure Hunter keys for use in Treasure Hunter
- 2 Hearts of Ice for use in Treasure Hunter
Required for completingEdit
Completion of King's Ransom is required for the following:
- Knight Waves Training Grounds (miniquest)
- Nomad's Requiem
- One of a Kind
- While Guthix Sleeps
- Seers' Village Tasks:
- Hard: "Prayer of Attorney"
- On the first day of release when you clicked to see the rewards you got the message: I object! No spoilers will be released until one day's term has been served.
- When in jail, Sir Tristram repeatedly throws a ball against the wall; this is a reference to the Steve McQueen movie The Great Escape.
- When disguised as a guard, King Arthur's name loses the title "King", becoming just "Arthur".
- After the quest was released, the Party Room was moved from Seers' Village to Falador to make room for the courthouse. This is referred to in the quest when after the trial is over, balloons fall down from the ceiling and the Judge mentions the Dancing Knights.
- Upon the completion of this quest, one's Adventurer's Log will read: "After freeing the Knights of the Round Table, I got a spell from Wizard Cromperty that freed King Arthur from his stone prison in the Black Knights' Fortress."
- After the release of The Death of Chivalry quest and Black Knights' Fortress update, the fortress' guards' comments about king Arthur are voiced over. However the basement where the statue was located hasn't received graphical update like the rest of the building.