By: Omegaman1111
Edited By: Svstonded and Goten8926
Coded By: TheAmericanIdiot
Special Thanks To: Killa Kiaba, Scoupe123, beud4500, Geneau503, Boa1891, Hellcrane, Jimmybe
Written On: July 24th 2007
Last Updated: July 31st 2007
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Starting Point: The Gossip outside of Sinclair Mansion
- Head up to the Sinclair Mansion and talk to the Gossip to start the quest.

- Accept the quest and go talk to the Guard right near the Gossip. He'll tell you that he can't let you in the house but that there might be a way to get in.
- Go to the East side of the house and you will see a window. Break it to gain access. (Note: To exit the house, click the "break" Window option)
- Go North into the main room and pick the piece of scrap paper to the East and read it.
- Go upstairs and pick up the address form off the table and read it.

- In the same room, search the second bookcase down from the South-western side to receive a Black Full Helmet. (Which is too small for your head so you won't be able to equip it)
- Bring the evidence to the Guard, who will then tell you to talk to the Gossip to learn more about the family history.
- Talk to the Gossip about the family, the mansion, and Anna's history. He will tell you that Anna is being held in the Court House in Seer's Village
- Go Back to Seer's Village and enter the Court House where Anna is being held. Talk to Anna and she will tell you about a secret entrance into Camelot
Castle, she will also give you some thread.
- Go down the stairs to enter the Court Room. You will be given a brief introduction on how everything works.
- You must convince the Jury that Anna is not guilty, you will get as many tries as you want. To do this you must talk to a couple of servants, each time
you say something convincing you will get a response from the Jury (Note: Talk to the servants in any order you would like, then speak with the Judge).
- Ask the Maid about the fateful night.
- Ask the Dog keeper about the poison.
- Ask the Butler about the dagger.
- Ask any witness about the thread.
- When a not guilty verdict is achieved, you must leave the room by clicking on the small Doors inside the Court Room. Back in the Court House, talk to
Anna, and she will now reveal the secret she was talking about earlier about a statue on the East side of Camelot Castle.
- Go along the East side of the castle until you find a statue outside with a 'search' option. After searching it you will enter a cutscene.

- After the cutscene, you will appear in a prison cell with Merlin and the Knights of the Round Table. Merlin will tell you they took Arthur to the Black
Knights Fortress and turned him into a Granite statue. Then talk to him about retrieving the items and getting out. You'll also find out that a Wizard named
Cromperty living in East Ardougne might have a way to free Arthur.
- Click 'reach vent' right by Sir Lancelot, resting against the wall. Merlin will escape, and now you need to free the Knights.

- Talk to all of the Knights and ask them if they have any useful items left in their pockets. You will get some Runes, a Bottle of Vodka, a Shark and some
other items.
- Use the Runes to telegrab the Guard outside of the cell to get a Hairpin. Now try to pick the lock on the celldoor.
An easy puzzle must be solved, it may take a couple of tries but it's not frustrating. Each time you fail the lock, the combination will change, so it's
totally random.
- To pick the lock you must first select the numbers and get a right combination for each number, do this by picking a number and a tumbler height, you only get to make ten combinations per try.
Red means none of the numbers use the current tumbler height.
Blue means one or more numbers use the current tumbler height but it's not the one you selected.
Green means the selected number uses the current tumbler height.

- Once out of the cell you will be in Keep Le Faye, the Knights of the Round Table will be fighting Renegade Knights (37).
Take the stairs up to the top Floor, if you are low Combat Level you might need to kill Sir Mordred (39), if you talk to him he will attack you no matter what your combat level is. The Holy Grail is hidden inside a certain box sitting in between other boxes on the table, click the purple box (second from the right)
- Once you obtain the Holy Grail, teleport or walk to Ardougne and pay Wizard Cromperty in East Ardougne a visit. Talk to him about freeing Arthur. He will say you need any sized piece of Granite, the Holy Grail, and the Scroll he'll give you. you'll also need a Bronze Medium Helmet and an Iron Chain to disguise yourself as a Guard of the Black Knights Fortress and a full set of Black Armour to disguise yourself as a Black Knight. If you haven't bought a Black Platebody because it wasn't in stock now it's the time, check Zanesha's Plate Mail Store which is just South-west of Wizard Cromperty.
- Head to the Black Knights Fortress, equip your Guard disguise and enter the Fortress. Now put on your Black Knight disguise and push the wall right next to the door you entered (if you don't have your disguise equipped a Black Knight will attack you) and go down the down ladder. Walk to the end of the cellar and free King Arthur by clicking on the Scroll Wizard Cromperty gave you or simply clicking on King Arthur's statue. Once Arthur is back in his normal form give him your Guard outfit and meet him at Camelot Castle.
- Teleport back to Camelot, and go inside the castle. Talk to King Arthur who is walking near the Round Table to finish your quest.
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You have completed the King's Ransom quest!
1 Quest Point
5000 Magic XP
33,000 Defence XP
5000 XP Reward Lamp
Knight Waves training ground
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Note: The Lamp can only be used on skills over Level 50
The Knights Training Ground
Here are the vital facts you *Need* to know before entering the knights training grounds:
- Prayer, Magic and Range have all been disabled for the fights!
- The knights will take your levels down with each hit (i.e. they hit you attack goes from 70/70 to 68/70).
- You can retry as many times as you like.
- You can use potions in the knights training grounds.
- You don't lose anything when you die.
- The knights use different tactics (i.e some have tons of defence and not much attack and strength).
- The knights increase in difficulty as you defeat each knight before that.
The knights training ground is located at the top of Camelot castle. To start the knights training ground you need to talk to the Squire to start.
The Knights range from Level 110 - 127. Advised equipment and inventory (better Armour would be advised) is:
 
If you are Level 100+ this should be within your reach.
After completing the fight you gain access to the new prayers (if you have required Prayer Level) and you will also gain 20,000 Experience in each melee
skill (Attack, Strength, and Defence). You can also set your new respawn points to Camelot if you speak to Merlin.
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