QUEST 127 · MEMBERS
King's Ransom
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?

- Difficulty
- Experienced
- Length
- Medium
- Quest points
- 1
- Released
- 24 July 2007
Jump to a chapter
Before you start
Talk to the Gossip outside Sinclair Mansion.
Items required
- Granite (any size)
- Telekinetic Grab runes (1 air rune and 1 law rune) (obtainable during the quest)
- Full black armour (black full helm, platebody, and platelegs/plateskirt)—Note: Elite and trimmed versions of black armour will work. (h) versions will not work
- A bronze med helm (can be purchased from Peksa's Helmet Shop in the Barbarian Village, or picked up inside Draynor Manor near the exit)
- An iron chainbody (Both the iron chainbody and the bronze med helm can be bought upstairs in the Warrior Guild Armoury. If you can't access the Warriors' Guild you can get an Iron Chainbody from Wayne's Chains in Southern Falador, Horvik's Armour Shop in central Varrock, or the Grand Exchange)
- Animate rock scroll (obtainable during the quest). Note: if you have it in your bank, either destroy it or take it with you. You won't be able to receive another from Wizard Cromperty otherwise.
Recommended
- A teleport to Ardougne to talk to Wizard Cromperty
- A teleport to Camelot for a quick access to Seers' Village and Camelot
- A combat bracelet, amulet of glory, or Lassar Teleport for fast access to the Black Knights' Fortress.
- A Dramen staff or Lunar staff with code CJR for quick travel to Sinclair Mansion
- Salve graveyard teleports for quick access to fairy ring
Enemies to defeat
Ironman concerns
- 45 Mining to mine granite
- Obtaining black equipment:
- Black full helm may be purchased from Valaine's Shop of Champions at the Champions Guild for 1,372
- Black platebody may be purchased from Horvik's Armour Shop in Varrock for 3,840
- Black platelegs may be purchased from Valaine's Shop of Champions at the Champions Guild for 2,496
STEP BY STEP
Walkthrough
Follow the chapters below. Click any screenshot or diagram to view it at full size.
Starting out
To begin the quest, speak to Gossip outside the Sinclair Mansion, just north-west of Camelot Castle. He will explain to you that the Sinclairs have packed up and left after incriminating Anna as Lord Sinclair's murderer. This, however, may not be 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 will so pass on the investigation to you.
Investigating

Break the window on the east side of the mansion, and you shall be inside. Now obtain the following pieces of evidence from their respective locations:

| Evidence | Location |
|---|---|
| Scrap paper | Dining room on the ground floor (UK). The paper contains incomplete scribblings about Camelot. |
| Address form | 1st floor (UK) 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. |
| Black knight helm | 1st floor (UK) library, western bookcase. |
Return to the guard by right clicking the window and click on 'break' to get through, and present to him all three pieces of evidence. The guard will agree that there is enough evidence to prove malintent 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 suggest 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 and horrid, 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 (the building directly south of the mansion and south-east of the bank), 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.
Note: It is possible to skip the following section and obtain a not guilty verdict. Just walk down the stairs in the courthouse, and the trial will begin. Asking the servants questions does not advance the quest and is only purposeful for those who wish to do so or want to (re-)solve the case themselves.
Return to the mansion to learn what the various servants will state during the trial. There are six in total, two of them being located outside of the mansion and the other four being located within it (once again, enter via the broken window to get inside). Ask them every possible question.
The first question will gather information on what happened the night of the murder.
The second question will gather information on where they last saw Anna on that fateful night.
The third question will gather information on whom they ever saw handling the dagger.
The fourth question will gather information on whom the thread may belong to.
The fifth question will gather information on the poison.
After talking to every servant (six in total), head to the lower level of Seers' Village courthouse to begin 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 provided:
- 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 evidence 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 butler as a witness, and ask him about the dagger.
- Call the dog handler, and ask him about the poison.
- 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.
| Case Closed (King's Ransom) | |
| The jingle that plays upon Anna being declared not-guilty. | |
Back to business

Leave the courtroom by clicking the gate; then, talk to Anna in her cell. She will go back to being rude, but will tell you how to enter Camelot.
Head to the east side of Camelot Castle, and search the statue near the temple.

You will now see a cutscene 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. Suddenly, Morgan Le Faye will appear and 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.
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.
Freeing Merlin

Ask Merlin what to do. Follow all of the available conversation options.
Click on the vent at the top of the wall opposite the jail gate inside the cell. A funny animation will show Merlin escaping with the help of all the knights making a pyramid, allowing him to reach the vent.
Note: If you need to leave during this portion of the quest, click on the vent again and the knights will lift you out of the cell. To continue the quest later on, make your way back to Camelot or the Sinclair Mansion and click on the gates or search the statue again to be teleported back into the cell by Morgan Le Faye.
Freeing the Knights

If you brought the runes for it, use Telekinetic Grab on the guard fixing his hair outside the cell to obtain a hair clip and use it on the metal door. Otherwise, talk to all of 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, a bottle of vodka, etc. If you received a lockpick, use it on the metal door; if you received runes, obtain the hair clip from the guard. You may also bring a regular lockpick with you and skip this portion of the quest.
You will need to solve a puzzle to unlock the jail lock. The puzzle very closely resembles the popular game Mastermind.
To complete this puzzle, you must set each of four tumblers to the correct height. The most foolproof way to do this (not necessarily the quickest) is to set all tumblers to the lowest height of 0/5, and try the lock. If a tumbler shows a green circle, do not change that tumbler anymore. For all the other tumblers, increase the height by one and try again. If you see a red circle, do not try that height on any other tumblers. Continue until the lock unlocks. This method will take at most six attempts.

You will emerge on the ground floor (UK) 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 round purple one on the right, second last box if counting from left to right.
- Note: Some of the boxes contain a trap which will deal 5 damage, drain a random skill by several levels, and teleport you to near the cave entrance just north of Ardougne Monastery. To continue the quest, you will have to either try opening the door to Keep Le Faye, click on the gates of Camelot, or search the statue again. Morgan Le Faye will then 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
Items recommended: Ardougne tab, Mind altar tab, Camelot tab
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 to Petra Fiyed during One Small Favour, though 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: Even if you already have the Animate scroll, you will still need to go talk to Wizard Cromperty, or your player will not be willing to cast the spell on King Arthur. Be sure to completely finish the dialogue after receiving the scroll, or you will need to return and speak with him again. If you have the animate scroll in your bank he will not give you another one.
To actually get to King Arthur, you will need to have a bronze med helm, iron chainbody, black platebody, black platelegs/skirt and black full helmet.
- Tip: Get the bronze med helm and iron chainbody in Draynor Manor and at Wayne's Chains in Falador respectively if you still need them. Alternatively, you can purchase both at the Warriors' Guild if you have access.
Head to the Black Knights' Fortress west of Edgeville/north of Ice Mountain. (A Mind altar teleport is the closest teleport. Alternatively, teleport to Burthorpe with a Games necklace, use the Tight-gap (requires completion of the easy tier of Falador diary) and continue east along the Wilderness ditch.)
Equip the black equipment, and enter the Black Knights' Fortress through the guards' door. Then, push the wall right behind the guards' door. You cannot push the wall if you are not wearing full black armour.

Climb down the ladder, and you will see King Arthur's statue. Use the Free option.
Talk to King Arthur, and give him the guard uniform (bronze med helm and iron chainbody).
Return to Camelot and speak to King Arthur in his castle to receive your reward.
| King has Come | |
| The jingle that plays once King Arthur is freed from stone. | |
Congratulations, quest complete!
Quick checklist 39 instructions
Use this when you already know the route. The full walkthrough above includes explanations and diagrams.
Sinclair's Mansion
Speak with Gossip outside of Sinclair Mansion.
Say:
Speak with the guard in the courtyard to the north.
Break into the Smashed Window on the East side of the mansion.
Grab the Scrap paper in the dining room next to the fire place (ground floor).
Go up the stairs to the first floor and then to the library in the centre.
Take the Address Form off the table and read it.
Search the bookcase on the Western wall for a Black knight helm.
Return to the guard via the smashed window.
Speak to him, using all three options so that he takes each of your three items
Speak with the Gossip using all three options.
Anna's Trial
Travel south to the Seer's Village courthouse. (South-East of the bank).
Speak to Anna.
Say:
Walk down the stairs to begin the trial.
Call the Dog Handler as a witness. Ask him about the poison.
Call the Butler as a witness by speaking to the judge. Ask him about the dagger.
Call the Maid as a witness. Ask her about the night of the murder.
Ask the Maid (or anyone else) about the thread.
Exit the courtroom by clicking on the gate.
Speak again with Anna in her cell.
Camelot Castle's Prison
Head east around Camelot Castle, past the gate and to the north-east. Search the statue to start a cutscene.
Speak with Merlin inside the cell.
Say: What do we do now?
Reach for the vent at the north of the cell.
Use Telekinetic Grab on the guard fixing his hair outside the cell
You can speak to the knights in the cell to receive a lockpick or runes for telekinetic grab.
Use the Hair clip or lockpick on the door to start a puzzle.
To complete this puzzle, you must set each of four tumblers to the correct height. The most foolproof way to do this (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 (red and blue circles can be ignored). Increase the height by one on each other tumbler and try again. Continue until the lock unlocks. This method will take at most six attempts.
Climb up the staircases until you reach the top floor.
Search the table.
Choose the round purple box second from the right.
Black Knights' Fortress
Talk to Wizard Cromperty in Ardougne to receive an Animate rock scroll.
You might already have the item in your bank from the quest One Small Favour. However, you must still talk to Cromperty. Be sure to go through all dialogue or else you will need to speak to him again.
Travel to the Black Knights' Fortress west of Edgeville/north of Ice Mountain. (Amulet of glory or combat bracelet (Monastery) provide convenient teleports)
Equip the black armour and enter the Black Knights' Fortress through the Sturdy door on the south wall.
Push the wall to the north.
Climb down the ladder.
Free King Arthur from his statue (requires the granite).
Talk to King Arthur to give him the bronze med helm and iron chainbody.
Return to Camelot and speak to King Arthur in the castle by the round table.
Congratulations, quest complete!
QUEST COMPLETE
Rewards
- 33,000 Defence experience
- 5,000 Magic experience
- An antique lamp granting 5,000 experience to any skill level 50 or above
- Access to the Knight Waves Training Grounds
- The ability to use the Chivalry and Piety prayers, with level 60 and 70 Prayer, respectively, after completion of Knight Waves Training Grounds
OSRS WIKI CONTRIBUTORS
Sources & credits
Walkthrough text and preparation lists are adapted from Old School RuneScape Wiki contributors under CC BY-NC-SA 3.0. Game imagery © Jagex Ltd; individual image sources are linked in their captions. This page is fan-made and not affiliated with Jagex.
- King's Ransom ↗full guide · revision 15292350
- King's Ransom/Quick guide ↗quick guide · revision 15173607



