Kings Ransom
Official Description:
Life has been quiet at the Sinclair Mansion since you discovered the murderer... too quiet. So quiet, in fact, that the family has gone!

Suspicions are running high that the Sinclairs' recent departure is tied to the disappearance of King Arthur and his knights. But time is running short and clues are scarce, will you crack the case in time?

Items Needed:
1 Air, 1 Law, or lockpick, granite (any size), iron chain, bronze med, black platebody, black platelegs, black full helmet

Skills/Quests Needed:
Black Knights' Fortress, Merlin's Crystal, Holy Grail, Murder Mystery, One Small Favour

Start Point:
Speak to a Gossip near the sinclair mansion.

Extras: Hide/Show

Black Armour can be obtained from the following locations:

  • Black platebody: Varrock armoury or Ardougne platebody shop
  • Black platelegs: leg shop in Al Kharid or the Champion's Guild
  • Black full helm: Champion's Guild

Granite can be mined in the desert.


Starting the quest
Speak to the gossip near the Sinclair Mansion and you will discover the latest juicy news out of Seers Village - the Sinclair family has vanished! Even more, King Arthur and his Knights of the Round Table are also gone! Evidence has stacked itself against a local named Anna, and she is now locked in the Seers Village jail. After agreeing to investigate (since your such a nice adventurer), head up to the guard near the Sinclair Mansion who will reveal more.

The Guard will reveal that the Seers Village council has close both the Sinclair Mansion and the Camelot Castle. Go around to the East side of the mansion and break the window near the dog pen. Take the scrap paper near the fireplace in the dining room, and then head upstairs and take the address form on the table in the center room.

After that, search the bookcase southwest of it for a black knights helm. Go back to the smashed window you entered through, and break it (again) to leave. Speak to the guard again. While he cant help you for a month, he does suggest you should learn a bit about the Sinclair family history.

Find a gossip and ask him about the family history. Clicking through, he will tell you about the family, the mansion, and Anna. He will also tell you where she is (the jail) and that no lawyer will represent her. Head to the courthouse (near the bank) and speak to her. She will swear her innocence, and promise to show you a way into Camelot if you will agree to be her defense attorney. Naturally, do so. She will give you a thread and tell you the servants will recognise it as being worn by one of the family.

In Court
You can choose to head back to the mansion and question the servants if you want, or head directly to court. Once your ready to enter court, head down the stairs. After the cutscene, the judge will ask you to question your witnesses. You must call the following witnesses (by clicking the judge) and ask the following questions:

Butler - Ask about the dagger
Dog Handler - Ask about the poison
Maid - Ask about the night of the murder
Also, ask any of the above witnesses about the thread.

After this, the judge will halt the trial and the jury will reach the verdice - Not Guilty. Exit through the gate behind you, then ask Anna for details on the secret passage into Camelot.

Follow the wall around to the East of the castle where you will find a statue just south of the garden. Search the statue to end up in a cutscene. As it turns out, Anna, David, and Morgan Le Faye had planned this all from the start! You will be knocked unconsious and thrown in jail.

In Jail
Speak to Merlin (ask every question), and then talk to the knights and see if they know about escaping. Find the vent on the northern wall and click 'reach'. Merlin will escape using the famous art of the human pyramid. (You can escape this way also if you forgot your telekinetic grab runes or lockpick, but you must return to the statue / jail and pick the lock in order to release the knights and continue the quest.)

To get out you'll have to pick the lock. If you dont have a lockpick with you, use your telekenetic grab on the guard combing his hair to obtain his hair clip. Use either the lockpick or the hair clip on the lock to open the puzzle.

The Tublers
Set each tumbler to a different height. This will allow you to figure out which heights you have to use. The blue heights must be used on a different tumbler and the green heights are correct (good guessing). If you have reds, you shouldn't use those heights again at all. Test the extra two heights the next round (unless you got all four heights correct the first time). Once you have determined which four numbers are visable test each one on all four tumblers until they all turn green.

The Keep
After you solve the puzzle, you will be near the Keep Le Faye. Head up the stairs twice. Search the table with boxes on it, and select the Purple box (second from right). The grail will appear in your inventory. Walk or teleport to Ardougne and visit the Wizard Cromperty, who's house is on the northern side of the marketplace. He will provide you with a scroll that will free Arthur when used with the grail and a peice of granite.

Put on your iron chainbody and bronze med, and head to the black knights fortress (North of Ice Mountain, West of the monestary). Enter through the central door on the Southern side. Put on your black armour and push the wall in front of you. Go down the ladder to find King Arthur has been turned into a statue. Click him and you will see him being released from statue form. Speak to him and give him the iron chain and bronze helm, and then he will tell you to meet him in camelot. Do so to receive your reward.


Reward:
5,000 Magic Experiance, 33,000 Defence Experience,5000 Experience Lamp, Knight Waves Training Ground, 1 QP

Random Tip:
For Rangers who enjoy crossbows, you might want to look into getting a bolt pouch from the crossbow salesdwarf in Keldagrem. A pouch holds 4 types of bolts, and up to 255 of each type.
Scam Alert!
Do not rush trades. Taking that extra 10 seconds to look could save you from taking that extra 10 days to make up a loss.