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Runescape King’s Ransom Members Quest Guide Help Walkthrough Wiki

May 4th, 2009

King’s Ransom

Official quest 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?
Release date: 24 July 2007
Start: Talk to the Gossip, outside Sinclair Mansion.
Difficulty: *****
Length: Medium
Members only: Yes
Requirements: Level 45 Magic, Level 65 Defence, completed Black Knights’ Fortress, Holy Grail, Murder Mystery, One Small Favour
Items needed:

  • Granite (any size) or a Ring of stone if you have one
  • Full Black Armour: (Helm, Plate, and Platelegs/Plateskirt)
  • Bronze medium helmet
  • Iron chainbody
  • Ardougne, Falador, and Camelot teleports would be useful.
  • Telekinetic Grab runes, Lockpick if on Ancient Magicks or Lunar spellbook, or Spellbook Swap runes.
Monsters to kill: None

Walk-through

Starting out

  • 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 Frank as Lord Sinclair’s murderer. This is, however, not the same person you proved to be guilty 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, 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.

Investigating

Scrap paper.

  • Break the window on the east side of the mansion, and you shall be inside.
  • Take the scrap paper from the dining room on the ground floor near 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.

Address form.

Item Name Examine
Image:Scrap_paper.png Scrap paper It has something written on it.
Image:Address_form.png Address form A change of address form.
Image:Black_full_helmet.png Black knight helm A black helm, too small for your head.
Destroy option: You’ll need to visit the Sinclair Mansion to get another one.
  • 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.
  • Talk to Gossip. There are three options to ask. Ask all three to learn the Sinclair history.
    • The first two conversations are 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 eventually sold the castle 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.
  • Head to the courthouse in Seers’ village, and speak to 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 doesn’t know since she’s 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.

Anna’s deal.
  • 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. It is possible to skip this section and go to the trial immediately by simply walking down the stairs of the courthouse, without interrogating any witnesses.
  • Talk to the servants and ask 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 (six in total), head to the Seers’ Village courthouse to begin the trial.

The trial

The trial.

  • 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:
    • 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:
    • Call the Dog Handler as a witness and ask him about the poison.
    • Call the Butler and ask him about the dagger.
    • Call the Maid and ask her about what she saw the night of the murder.
    • Call anyone and ask about the thread to complete the case for the defence.
  • 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. If you ask the judge about the balloons, he will explain that the court house was built over the original location of the Party Room. “Balloons we can handle,” the judge will tell you, “it’s when those dancing knights show up that it gets troublesome.”

Secret passage.

Back to business

  • Speak to Anna before leaving the courtroom. You can exit the courtroom by selecting the “exit” option on the gates directly behind you. She will tell you to talk to her at her cell where she will be finishing her paperwork.
  • Talk to Anna in her cell. She will go back to being rude again but will tell you how to enter Camelot.
  • Head to the east side of Camelot castle and search the statue near the temple.

Confronting Anna and Morgan.

  • 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.

In jail

After being knocked out by Morgan Le Faye, you will wake up in a jail with Arthur’s Knights and Merlin.

Freeing 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 La Faye and the Sinclairs.
    • Morgan Le Faye has stolen the Holy Grail.
  • If you leave the jail it is possible to get back by going back to the statue outside of Camelot.

Freeing Merlin

  • 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.

Guard combing.

Unlocking jail

  • 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 shark, 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 may want to just bring a lockpick if you are on Lunar Spells or Ancient Magicks. You may not receive a lockpick, and not being on the Standard spellbook, you can’t use telekinetic grab on the guard.
  • You will need to solve a puzzle to unlock the jail lock. The puzzle very closely resembles the popular game Mastermind.

Puzzle.

To 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.

Finding the Holy Grail

  • 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. The correct box is the purple one on the right.

Riddle to the Holy Grail.

Remark : If you choose the wrong box you will 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 don’t need to solve the door puzzle again, you just have to open the door and walk back to the top floor.

Freeing King Arthur

  • You must now free King Arthur from his stone prison. Head to Wizard Cromperty in East Ardougne.
  • 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)
  • To actually get to King Arthur you will need have a Bronze med helm, Iron chainbody, Black platebody, Black platelegs or Black plateskirt, and Black full helmet.
  • Equip the bronze med helm and iron chainbody and enter the Black Knights’ Fortress through the Guards’ door.
  • Once you are inside the fortress, put on your black equipment and push the wall in front of the entrance. You cannot push the wall if you are not wearing Full Black armour.

King Arthur turned into stone statue.
  • Climb down the ladder and you will see King Arthur’s statue. Use the free option. (Note: Dialogue with Wizard Cromperty suggests that you may be able to use a Ring of Stone to free Arthur. This has been proven and, yes, you can use a Ring of stone)
  • Talk to King Arthur, and give him the guard uniform. (Bronze helm and iron chain).
  • Return to Camelot, and speak to King Arthur to finish the quest and receive your reward.

Reward

King's Ransom Reward

  • 1 Quest Point
  • 33,000 Defence experience
  • 5,000 Magic experience
  • Antique Lamp granting 5,000 experience to any skill level 50 or above
  • Access to the Knight Waves Training Grounds miniquest
  • Ability to choose Camelot as your respawn location, and other rewards, after defeating Lancelot in Knight Waves Training Grounds miniquest.
  • A Everlasting Lockpick called Hair clip does not work on ’some’ chests, can break on jigjig chests.

Music

Music tracks unlocked:

  • Knightmare
  • Lore and Order

Trivia

  • On 6 November 2007, according to Mod Nexus, the game servers were rebooted to fix a bug with this quest.
  • 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.
  • The demand on black armour was so high that free and member worlds were sold out. Many members were paying up to 100k for full sets.
  • During the update the Party Room was moved from Seers’ Village to Falador to make room for the courthouse.
  • If you talked to Merlin after the quest, he will give you a hair clip as a memory of the adventure.
  • When in jail, Sir Tristram is playing with a baseball: This is a reference to the movie The Great Escape with Steve McQueen.
  • If a player logged out the night prior to this quest’s release (and the movement of Party Pete’s partyroom) one space below the table in the centre of the room, the player would find him/herself trapped in one of the cells of the courthouse jail. This was promptly fixed by Jagex by teleporting anyone in those areas to Lumbridge within three hours.
  • The spoilers for the quest originally claimed that it gave 7,000 Herblore experience rather than 33,000 Defence experience. This is false. Jagex has changed this to say that the quest gives 7,000 Defence experience, which is also false. After a long time Jagex changed it to read 33,000 defence experience.
  • When the Knights of the Round Table die in battle at Keep Le Faye, they simply respawn where they were killed.
  • The song “Lore and Order” is a spoof of the T.V. show “Law and Order”.
  • After the trial is over, balloons fall down from the ceiling like in the Party Room.
  • The riddle the player has to solve—to find the Holy Grail—is similar to the one Hermione Granger solves in Harry Potter and the Philosopher’s Stone (book) only she is choosing potions.
  • The table with the boxes in which one contains the real Holy Grail is a reference to Indiana Jones and the Last Crusade.
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Runescape Kennith’s Concerns Members Quest Guide Help Wiki Walkthrough

May 4th, 2009
Official quest description: As ever, there are strange occurrences afoot in the sea slug-riddled town of Witchaven. Kennith, the child rescued at the end of the Sea Slug quest, is convinced that the usually peaceful (albeit gastropod-possessed) locals are up to no good in the caverns under the village and asks players to investigate. Beware: not everything is quite what it seems.
Release date: 11 March 2008
Start: Kennith’s house in Witchaven
Difficulty: *****
Length: Medium - Long
Members only: Yes
Requirements: Completed Slug Menace, Level 46 mining
Items needed: Pickaxe (Adamant or better recommended)
Monsters to kill: None

Walkthrough

The quest begins in the small town of Witchaven just east of Ardougne. It is a good idea to carry a pickaxe at all times throughout the quest, as well as a few Ardougne teleports for convenience.

Kennith

  • Talk to Kennith, located in the house immediately west of the church. He will inform you that the slug-possessed villagers are again digging in the shrine and will ask you to investigate.
  • Enter the old ruins immediately west of Kennith.
  • Go through the wall opening to the immediate east to enter a twisting tunnel.
  • Travel to the end of the tunnel, optionally using the agility shortcut.
  • Climb over the rocks and talk to one of the villagers guarding a dark entrance. The villagers will eerily explain that they are again working, and want the fruit of their labour to be a surprise.
  • Return to Kennith and talk to him. On your way back, you will almost be squashed by falling rocks. (do not teleport out until the cut scene has finished)
  • Kennith will be acting strangely, and will seem to have lost all interest in the shrine. He is more interested in finding his parents.

Kent

  • Talk to Kennith’s parents (Kent and Caroline) who are located outside the east part of the church. They will be acting strange. Kent will suddenly slip you a note and run off.
  • Read the note. It will tell you to meet Kent at the entrance of the Legend’s Guild, as it is difficult to talk in Witchaven.
  • Walk north to the Legend’s Guild and talk to Kent. Kent will explain that Kennith is a very demanding boy, and he is worried that Kennith may be seeking revenge on Kimberly (a new girl in town) for losing his toy train. He will ask you to check on Kimberly to make sure Kennith has not done anything to her.

Kimberly

Kimberly being harassed by villagers

A player locking hostile villagers in church

  • Talk to Kimberly in her house, the northernmost house in Witchaven, near Jeb. She will explain that she has been hearing odd noises below her house, and that villagers have been surrounding her house and calling her name.
  • Agree to accompany her around town to look for her parents, who have gone missing. A cutscene will occur in which the villagers surround her house, demanding that she come out. Kimberly will ask you to act as bait to lock the villagers in the church.
  • Run around the house to get all of the villagers following you, then head to the church. They won’t attack you, but this can be annoying because they can get stuck on things. Get them all in the church (it is easiest if you approach the church door from further away, so that they are all in a line behind you when you approach the door), then run out and close the door.
  • Talk to Kimberly now and follow her to Kennith’s house. Talk to them and Kennith will be a brat, after which a similar cutscene to Kimberly’s house will occur. As before relock the villagers in the church, then talk to Kimberly.

Ezekial

  • Follow Kimberly to Ezekial, at the fishing store. Ezekial will reveal that the new tunnels in the shrine end up under Kimberly’s house. Ezekial offers to go ahead and allow you into the guarded area in the shrine, as he is recognized as one of the villagers.
  • Go into the shrine once more, and back to the guarded entrance. Ezekial will be waiting for you there.
  • Talk to Ezekial and then a villager, and you will be let in. This intermediate room has two doors, the metal one is locked.
  • Talk to Ezekial once more. He will ask you to travel through the cavern behind the wooden door to unlock the metal door.

First Room

The first room

Enter the wooden door. You will be in a huge room, which looks like a minigame. Your goal is to prospect the far wall and break through it, but without being seen. If you get caught, the villagers will “drag you to the entrance and throw you out of the room”, so be careful.

The first move you make once inside can either be to hide behind one of the minecarts or run to hide behind the wall in the south. If you are planning on going the whole way, you will need to set off just as the last miner has turned to face in the other direction otherwise you will be caught. If you only get to one of the minecarts in the first stage, make sure that none of the miners are looking at you, then hide behind the southern wall, making sure you don’t position yourself directly on the eastern end since you can be seen when in that position.

Once you are hidden behind the southern wall, you will need to make your way into one of the gaps in the wall to the east.

Before moving, make sure that all the miners on the tracks are facing away and that the ones that patrol to the east are facing west in a similar way to the above image. On the eastern wall opposite the central gap is the damaged part of rock that you should Prospect when the two miners who could potentially see you are facing away, quickly making your way back to the hiding space. Wait until they have come and are heading away again, then Mine the rock that has been Prospected before quickly passing through the gap.

You will find yourself in a narrow tunnel, so head south, west then north until you get to a Lever on one side and the Metal Door on the other.

Pull the lever and Ezekial will come through and start following. Head back round the tunnel until, just south of the entrance door, you find a door on the eastern wall that you should pass through.

You will find Kent and Caroline in here and upon talking to them, you will get repeated blabber about how Kennith is so wonderful and a belief that the Slugs are doing great work, making them useless at helping you with your task.

Second Room

The second room

(Bring an Adamant pickaxe or better)

  • Enter the wooden door. This time you are in a room with four minecarts, with the villagers travelling between the carts and the centre pillar. Your tasks is to mine four Rubium and put it in the steam vents. Make sure to have run mode on, and remember that the steam vents are one-click, in other words, there is no need to click the Rubium in your inventory. There are likely many successful methods, but here is one (each instruction must be done when the villagers are all close to the centre pillar): This may not work due to the fact that the Rubium explodes
  1. Mine the western vein on the north wall, and hide behind the north cart.
  2. Mine the eastern vein on the north wall, and hide behind the northeast wall.
  3. Mine the east vein.
  4. Use the northeast steam vent, and hide behind the east cart.
  5. Use the southeast steam vent, and hide behind the south cart.
  6. Run behind the southwest wall.
  7. Use the southwest steam vent.
  8. Mine the southwest vein.
  9. Hide behind the west minecart.
  10. Use the northwest steam vent, after which the villagers will collapse.
  • Proceed to the southeast door. *NOTE* It will be very difficult to see if you are on HD using the expandable window.
  • Talk to Ezekial in the next room to get advice about the third room.

Third room

The third room

Enter the wooden door to end up in another Rubium-filled room. Again, there may be many successful methods, but here is one (again, making sure that the villagers aren’t facing you when you move into view). With run turned on:

  1. Break the rocks and immediately pass through to the east section.
  2. Wait until the northeast villager starts walking east, and the door guard is turned away. Run to the northeast pillar and mine four Rubium, staying slightly behind the villager that walks around the pillar. After mining the fourth, make sure the door guard is turned away, and hide behind the wall where you originally broke the rocks.
  3. Hide behind the east mining cart.
  4. Use the north steam vent, and hide in the north niche.
  5. Use the west steam vent, and hide behind the west cart.
  6. Crouch behind the east cart.
  7. Run to the southeast corner of the west section, fully into the corner so that the villagers won’t see you.
  8. Use the south steam vent, and again hide in the southeast corner.
  9. Hide at the entrance to the east section. Wait until the north and south villagers are blocked by their pillars, and the door guard is facing away.
  10. Use the east steam vent. As it’s the last one, you have no need for cover afterwards.
  • Proceed through the east door to a room with Kimberly’s parents (Clive and Katherine) and Ezekial, talk to them. They tell you to find Kennith.

Calming Kennith

  • Talk to Kennith, who is in the room with the wooden and metal door, just across from the lever you pulled down before the second room. A short cutscene will occur, in which Kennith reveals that he enslaved the villagers, kidnapped Kimberly’s parents and tried to crush you with rocks all as a scheme to get revenge on Kimberly for losing his toy train.
  • Talk to Kimberly, who will give you the location of the toy train. This location varies from player to player.
    • Near Ezekial’s house (northeast corner)Outside his house on the north side beside the fishing net.
    • Behind Mayor Hobb’s House (west side)
    • By the water (south of the town)
  • Return to Witchaven (log out and back in to avoid running through the winding tunnel).
  • Find the train in the area that Kimberly specified, and pick it up. It will be laying on the ground, but no red dot will appear on the mini-map, so look carefully.
  • Return to Kennith and use the train on him, calming his demonic rage and freeing Kimberly. There will be one final cutscene. The seemingly normal Kent thanks you for your “heroic” act, as does Ezekial.

Quest Complete!

Reward

  • 1 Quest point
  • 12,000 Mining experience
  • 5,000 Agility experience
  • Access to the mines under Witchaven
  • Ability to mine and sell a volatile new ore Rubium
  • Access to a repeatable mini-task
  • Ability to sell Rubium to Ezekial Lovecraft for 10 coins each
  • Ability to make Super Fishing Explosives.

The repeatable mini-task

If you talk to the parents of Kimberly, they are at the end of the cave (where you found them mining in the quest), they will ask you to fetch an item from the surface. The items that may be requested are listed below, roughly from most common to least common.

  • Knife
  • Iron hatchet
  • Rope
  • Chisel
  • Pot
  • Candle
  • Empty Bucket
  • Leather boots
  • Tinderbox
  • Hammer
  • Spade

The player will receive 2 noted Coal in exchange for the item. Note that the item cannot be noted. By equipping leather boots and an iron hatchet, the player may bring 2 spades, hammers, tinderboxes and leather boots, and 3 of each other item, and an extra of the item last requested. This will generally yield 30-36 coal per trip. However, as it takes several minutes to reach Kimberley from the south-east bank in Ardougne, players may find it more worthwhile to simply mine coal.

Music

Music tracks unlocked:

  • A New Menace - after talking with Kimberly
  • Creepy

Trivia

  • On the first day of release if players clicked to see the spoilers they received the message: There are no spoilers for you here. Come back later, when ‘the work’ is finished.
  • Rubium may be based on the real-life metallic element rubidium, which is also highly reactive with water and chemically unstable. Although Rubidium is a silvery-white Group I alkali metal, it burns with a reddish-violet colour in a flame. In contrast, Rubium is directly coloured as red.
  • In the end, Ezekial says “I could tell you, but then I’d have to kill you”. A famous line from many sources such as James Bond (Dr, No), M*A*S*H, and Top Gun.
  • Kennith is very similar to Anthony from It’s a Good Life, an episode of the American television anthology series The Twilight Zone. Anthony was a 6 year old boy who controlled his town. The way his parents act during the quest is quite similar to the way the villagers act during the episode.
  • After the quest, Kennith can be found back on the Fishing Platform where he is helping to rid the area of the sea slugs.
  • The song A New Menace could be a reference to the Star Wars films A New Hope and The Phantom Menace, both the first films of their respective trilogies. It could also be a reference to the first Witchhaven song called “The Mollusc Menace”.
  • The character Ezekial Lovecraft could possibly relate to Howard Phillips Lovecraft and since the quest relates to sea creatures it could be a reference to one of Howard Lovecraft books (many of which do in fact feature mind-warping horrors from under the sea).
  • People were able to do the “Ninja Walk” outside of the quest if they died while in the “Ninja” mode, possibly by dropping Nitroglycerin.

    The “Ninja Walk” Glitch, demonstrated by a player.
  • The sneaking part of the quest could also be a reference to the series of Metal Gear Solid video games, where an exclamation point (”!”) appears over a villager’s head if they spot the player. The “Ninja Walk” also resembles Snake’s walking animation in Super Smash Bros. Brawl.
  • The dialogue of the villagers resemble the dialogue of 16th century England.
  • When the player moves from room to room in the Rubium mine, any items left on the floor will disappear
  • A player who logs out in the Rubium mine will find themselves outside the mine’s entrance upon logging back in.
  • When entering the narrow tunnel in the Rubium mine, the player is momentarily placed in an inaccessible position in the wall, before being moved to the correct location.
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