Court Cases

Court Cases is a Distraction and Diversion released on 9 June 2010, As of 1 September 2010 you may only do 1 court case, every 14 days (2 weeks). The quest King's Ransom is a requirement.

Players are able to work on cases in the Seers' Village courthouse, where they can choose either to defend their client (requires 65 defence) or prosecute the accused (requires 65 attack). Players read a few documents on the background of the case and perform a bit of detective work. When they feel ready, players may start the trial and present all their findings to the jury and argue their case, as the player did in King's Ransom.

To successfully complete a court case, you will need to do a number of things in preparation. All cases come with up to three case reports, for example, which can be obtained from the filing cabinet on the ground floor of the courthouse. It is essential that you read these if you want to make a coherent case. Keep a note of all their details to win in the courtroom.

On the 1st of September there was a update which only let people do 1 Court summon every 2 weeks.



Requirements

 * Completion of King's Ransom
 * Level 65 Attack (for prosecuting) or Defence (for defending)

Getting Started
Players may take on their first court case by talking to the clerk in the Courthouse. Afterwards, players will need a Court summons that can be obtained by monster drops, pickpocketing or other ways.

Monster drops

 * Aviansies
 * Giants
 * Paladins
 * Trolls
 * Iron and Steel dragons
 * All Chromatic dragons (Green, blue, red, black, including the King Black Dragon)
 * Lesser demons
 * Ice strykewyrms
 * Desert Strykewyrms
 * Dark Beasts
 * Abyssal Demons
 * Aberrant Spectres
 * Dagannoths
 * Dagannoth Rex
 * Dagannoth Prime
 * Dagannoth Supreme
 * Ork statues
 * Greater demons


 * Dust Devils
 * Basilisks
 * Fire giants
 * Cave Horrors
 * Nechryaels
 * Armoured Zombies
 * Goraks
 * Black demons

(Other monsters are currently unknown and/or not listed)

Pickpocketing

 * Warriors
 * Knights
 * Paladins
 * Gnomes
 * Heroes
 * Dwarf traders

Other

 * Fishing caskets (including those from other sources, such as drops or Miscellania)
 * Treasure Trails

With a court summons in hand, you can travel to the Seers' Village Courthouse and talk to the clerk to start the case, and decide whether to defend or prosecute.

Before descending into the courtroom via the stairs, you should:
 * Check the case file cabinet to get your case reports
 * Analyse any fingerprints
 * Talk to the relevant witnesses in the temporary jails that have been set up on ground level

Gathering Evidence
The case reports obtained from the filing cabinet give details pertinent to the case:



The Defendant can be spoken to in the detention cells on the ground level of the courthouse. The case reports will state if any questioning is necessary for information before court is in session.
 * Case Report 1 (if present) will be fingerprints. The player must correctly match a print taken from the scene to one of three possible suspects, which if correctly matched can then aid in prosecuting or defending cases.
 * Case Report 2 will be information about the circumstances and evidence of the case.
 * Case Report 3 will be information about the suspect's background (and any other person pertinent to the case).

Once a player is ready, he/she may descend into the basement to the court to commence a trial. The case will normally start with the Prosecution, and then follow with the Defence. Players are advised to carefully select evidence and witnesses, depending on whether they intend to defend or prosecute, which will corroborate with their arguments. The Jury will indicate whenever choices made were good, inconsequential or severely damaged their case.

The Judge presiding over the case can be talked to query witnesses or present physical evidence. If happy with the presentation, players can also talk to the Judge to summarise their cases to the Jury. Jury members can then be focused upon in order to influence their verdicts.

Wearing the Ring of Charos (a) while hovering the mouse over jury members will show their personal background and interests, rather than simply saying "A member of the Jury".
 * Ranger - "A ranger, he prefers the bow and arrow to all other combat."
 * Wizard - "A wizard, he researches the mysteries of life and performs magic."
 * Miner - "A miner, works hard all day mining rocks. Likes to party in the evenings."
 * Cook - "A cook, he spends all day making bread and stopping people stealing his cakes."
 * Shady Gentleman - "A shady-looking gentleman. He's likely involved in the criminal underworld."
 * Young Man - "A young man. He's concerned with starting his own business and making money. Also enjoys a rowdy party."
 * Barbarian - "A barbarian. He is sensitive to any disrespect of his culture."
 * Elderly Gentleman - "An elderly gentleman. He's worried about his safety and a rise in crime."
 * Young Woman - "A young woman. She's concerned with the safety of her children."
 * Shady Individual - "A shady-looking fellow. He covers up his face to hide his identity."
 * Desert Dweller - "A desert citizen. She doesn't have much love for mainlanders."
 * Elderly Citizen - "An elderly gentleman. He doesn't like parties or noise."

=The Cases= The guides for a successful defence or prosecution follow below.

Mugger (level: 6) vs. Roger Murray
The Mugger is accused of beating Roger Murray unconscious and stealing his recent gambling winnings.

Prosecution
To successfully prosecute the mugger, first read through the three case notes. On the one with fingerprints, select and confirm a match with the mugger's print. Then go into the courtroom below.


 * 1) Talk about the fingerprint - This will automatically be successful if you have identified it.
 * 2) Talk about the nightstick - Say "The nightstick was found on the accused."
 * 3) Talk about the facemask - Say "The suspect was wearing this mask when he was arrested."
 * 4) Call the arresting officer - Talk to him about the nightstick only.
 * 5) Call the victim - Talk to him about the nightstick only (This will be successful only if the arresting officer was asked first).
 * 6) Direct your closing statement at the Elderly Gentleman or Young Woman.

Defence
To successfully defend the mugger, first read through the three case reports. On the note with the fingerprints, select and confirm a match with the mugger's print. Then go into the courtroom below.


 * 1) Talk about the fingerprint - This will automatically be successful.
 * 2) Talk about the nightstick - Say "The nightstick was found on the accused".
 * 3) Talk about the facemask - Say "It isn't a crime to wear a facemask".
 * 4) Call the victim - Ask him about the attack.
 * 5) Call the arresting officer - Ask him about the victim.
 * 6) Direct your closing summary at the Shady Individual.

River troll vs. The People
The River troll is accused of littering.

Prosecution

 * 1) You will not need to match any fingerprints. However read through your case files.
 * 2) Proceed down into court.
 * 3) Present the fish. Select "This was one of several fish found at the scene of the crime."
 * 4) Present the spinach roll. Select "These were found next to the suspect."
 * 5) Present the Half-Key. Select "This is yet more junk dropped on the beach."
 * 6) Call the River Troll to the stand. Question him about "Littering"
 * 7) Call the Arresting Officer to the stand. Question him about "Catherby"
 * 8) Direct your closing argument towards the Young Woman.

Defence

 * 1) There is no Case Report 1 so no fingerprints to match. Read through the other two case reports.
 * 2) Proceed down into court.
 * 3) Present the evidence and talk about the raw fish. Say "The accused was found eating this fish".
 * 4) Talk about the Spinach rolls. Say "This is not a common food for trolls".
 * 5) Talk about the Half-key. Say "This was found next to the river troll".
 * 6) Call the Arresting officer and talk about The arrest.
 * 7) Call the River troll and talk about Catherby.
 * 8) Direct your closing statement at the Barbarian.



Drunken dwarf vs. Botros (or The People)
The Drunken dwarf is accused of accosting Botros and throwing rocks at him.

Prosecution



 * 1) Match the fingerprint to the Drunken Dwarf
 * 2) Present the fingerprint as evidence; automatically successful.
 * 3) Call forth the victim (Botros) to the stand. Question him about the attack.
 * 4) Direct your closing statement at the young woman.

Defence

 * 1) Read reports, match dwarf's fingerprint to culprit
 * 2) Present Beer Glass as evidence; "Glasses like this are commonly found in pubs."
 * 3) Present Fingerprint as evidence; automatically successful.
 * 4) Present kebab as evidence; "The Dwarf likes to hand out kebabs."
 * 5) Call victim to stand; "Tell us about your skilling habits."
 * 6) Call kebab seller to stand; "Have you seen the Drunken Dwarf attack anyone?"
 * 7) Direct at Miner or Young Man.



Evil Twin Moira vs. Good Twin Molly
Moira is accused of the theft of Molly's identity.

Prosecution

 * 1) Match the fingerprint to Moira. Read all case files.
 * 2) Interview Molly, go through all chat options.
 * 3) Interview Moira, go through all chat options.
 * 4) Proceed into the courtroom.
 * 5) Present the Fingerprint.
 * 6) Call Molly to the stand, question her about "Evilness"
 * 7) Call Moira to the stand, question her about "Twin Mix-up"
 * 8) Call the Arresting Officer to the stand, question him about "Arrest" (the jury will disapprove of this, but don't fret) and then "Twin Mix-up"
 * 9) Request for a new fingerprint to be taken.
 * 10) Match the fingerprint to "Woman accusing defendant"
 * 11) The new match reveals that Moira is indeed Molly. The judge directs a not guilty verdict for the accused, now known to be Molly, and has the accuser, now known to be Moira, arrested.

Defence

 * 1) Match the fingerprint to Moira. Read all case files.
 * 2) Interview Molly, go through all chat options.
 * 3) Interview Moira, go through all chat options.
 * 4) Interview the Arresting officer, go through all chat options.
 * 5) Proceed into the Courtroom.
 * 6) Present the Fingerprint (this will automatically succeed).
 * 7) Call the Arresting officer to the stand, ask him about "The Arrest", then about "Twin Mix-up"
 * Please note that for these responses, the Jury won't respond positively. Don't fret though.


 * 1) Call Molly to the stand, ask her about "The Arrest"
 * 2) Call Moira to the stand, ask her about "The Arrest", then about "Twin Mix-up"
 * 3) At this point, the judge will ask if you have doubts that Moira isn't really Moira. He will then ask if you want to take another fingerprint, say yes.
 * 4) Match the culprit's fingerprint with "Woman accusing defendant"
 * 5) *This will reveal that Moira is really Molly. The judge will find Molly (who you now know is Moira) GUILTY, while finding Moira (who you now know is Molly), NOT GUILTY. He will also advise her to dress differently from her sister in the future.



Rick Turpentine vs. Richard Maney
Rick Turpentine is accused of shooting at Richard Maney and robbing him.



Prosecution

 * 1) Match the fingerprint to Rick Turpentine. Read all case files.
 * 2) Question Richard Maney, go through all options.
 * 3) Question Rick Turpentine, go through all options.
 * 4) Proceed down into court.
 * 5) Present the fingerprint.
 * 6) Present the crossbow, select the second option "Mr. Turpentine was wielding it when arrested".
 * 7) Present the facemask, select the second option "Face masks conceal identities".
 * 8) Call Rick Turpentine to the stand. Question him about "Wealth Distribution".
 * 9) Call Richard Maney to the stand. Question him about "Attack".
 * 10) Direct your closing statements towards the "Young Woman"

Defence

 * 1) Match the fingerprint to Rick Turpentine, read all the case files.
 * 2) Question Rick Turpentine, go through all options.
 * 3) Question Richard Maney, go through all options.
 * 4) Question Oliver B'Gard, go through all options.
 * 5) Proceed down into the courtroom.
 * 6) Present the fingerprints (this will automatically succeed).
 * 7) Present the gold watch; "Mr. Turpentine claims the watch is his."
 * 8) Present the crossbow; "Crossbows are quite common."
 * 9) Present the Face mask; "Face masks are in fashion right now."
 * 10) Call Rick Turpentine to the stand. Ask about "The attack".
 * 11) Call Richard Maney to the stand. Ask about "Your business".
 * 12) Call Oliver B'Gard to the stand. Ask about "Rick Turpentine".
 * 13) Direct your closing statement to the Shady Gentleman or the Shady Individual.



Defence

 * 1) Question ___. Go through all options.
 * 2) Question Party Pete. Go through all options.
 * 3) Question Megan. Go through all options.
 * 4) Get a viewing orb in the filing cabinet, then use the viewing orb.
 * 5) Go into the Party Room, Use the Bat-in-a-box.
 * 6) Next, use the Magnifying class on the Grammophone. Match the fingerprint.
 * 7) Exit view mode
 * 8) Proceed down to the courtroom.
 * 9) Present the fingerprints (this will automatically succeed).
 * 10) Summon Megan to the stand. Ask about ' Your neighbour '.
 * 11) Summon Party Pete to the stand. Ask about ' Your neighbour '.
 * 12) Direct your closing statement to the young man or miner.

Your reward is 9000 Defence experience and a Rainbow afro.

Defence

 * 1) Present fingerprints.
 * 2) Present feather, talk about Ernest.
 * 3) Present machine, talk about chicken.
 * 4) Call Veronica, talk about chicken incident, talk about Ernest as chicken.
 * 5) Call Ernest, talk about chicken incident, talk about him being a chicken.
 * 6) Call the Professer, talk about chicken incident, talk about him explaining it.
 * 7) Call Ava, talk about science, talk about professer's previous experiments.
 * 8) Direct at Elderly Gentlemen.

Prosecution

 * 1) Present Fingerprints.
 * 2) Present Strange Machine; "This is a top secret machine..."
 * 3) Present Feather; "this was found on the defendant"
 * 4) Call Ernest; "Labratory"
 * 5) Direct closing statement to Ranger

Defence

 * 1) Present Fingerprints.
 * 2) Present Leaflet.
 * 3) Call Miss Schism; Ask about sitting around outside.
 * 4) Direct closing statement to Elderly Gentlemen.

Defence

 * 1) Call a witness. Oziach.
 * 2) Ask him the opinion of evil dave.
 * 3) Call a witness. Gypsy Aris.
 * 4) Ask about Culinoromancer
 * 5) Call a witness. Dave's Mum.
 * 6) Ask about fluffy pants.
 * 7) Present your closing statement to the shady gentleman.

Prosecution

 * 1) Direct closing statement to ______
 * 1) Direct closing statement to ______
 * 1) Direct closing statement to ______
 * 1) Direct closing statement to ______
 * 1) Direct closing statement to ______

Defence

 * 1) Present the gloves
 * 2) Present the jade
 * 3) Ask about the items stolen
 * 4) Present your case to the Cook, if you are defending.

Prosecute

 * 1) Present fingerprints.
 * 2) Present the baguette and select identified as weapon.
 * 3) Present the coin purse and select it's full of money.
 * 4) Call the Sandwich Lady to the stand and ask her about the coin purse.
 * 5) Call Simon Sez to the stand and ask him about the incident or the cake.
 * 6) Present your closing statement to the elderly gentleman.

Defence

 * 1) question Flora and the Arresting officer everything.
 * 2) present the princess dress.
 * 3) ask Flora about the dress she got.
 * 4) ask the arresting officer about the arrest.
 * 5) summarise the case to the dessert dweller.

Prosecute

 * 1) Read through all the case notes
 * 2) question all the suspects in the courthouse, go through all the options
 * 3) go downstairs
 * 4) Present File 1, Talk about Bill's Obsessive control
 * 5) Present File 2, chose the "This Proves" option
 * 6) Call Will, talk about starting his new buisness
 * 7) Summurise your case to the young man.

Rewards
If a court case goes in your favour, you are entitled to a reward. You can collect your reward from the clerk on the ground level of the courthouse. The reward you receive is dependent on the case you took, and whether you defended or prosecuted. You can receive ranging from 2000xp to 15000xp in attack (if prosecuting) or defence (if defending), and items may also be given to you in return for your hard work.

A player is not required to take the rewards at the end of a case. However, while an award is not taken, the player cannot get another court case.



If you complete 5 cases, you will be given a barrister wig.

If you complete 10 cases, you receive a barrister top.

If you complete all 16 of the cases, you get a gavel.

Music
Music unlocked
 * Judge and Jury

Courthouse

 * Judge
 * Prosecutor
 * Defender
 * Guard
 * Clerk
 * Alan
 * The Jury

Defendants

 * Mugger (level: 6)
 * River troll
 * Drunken Dwarf
 * Rick Turpentine
 * Molly (victim or defendant)
 * Moira (victim or defendant)
 * Professor Oddenstein
 * Will
 * Party Pete

Plantiffs

 * Roger Murray
 * Botros
 * "The People"
 * Molly (victim or defendant)
 * Moira (victim or defendant)
 * Ernest
 * Sawmill operator

Witnesses and Arresters

 * Estate agent
 * Megan
 * Oliver B'Gard
 * Arresting officer

Trivia

 * The "People" in the Drunken Dwarf case is a man named Botros (can be rearranged Robots), who has an appearance that makes him look exactly like a bot. He claims that he was attacked by the Drunken Dwarf while he was skilling, and often talks in leetspeak. When the player is defending in that case, it is revealed (in possibly the biggest example of Jagex breaking the Fourth Wall) that he was AFK at the time of the attack. This is obviously a reference by Jagex to botting, and also references Mod Nancy's previous unsuccessful attempt at a set of Robot Quests.


 * Ironically, you can gain Court Summons from criminal activities (stealing and murdering)..
 * There is a typo in the knowledge base within Court Cases stating: You can receive anything rom 2000xp to 8000xp. Mis-spelling "from" and instead putting "rom".
 * During the trial, if you speak to the Defender, they will say "The Jdge wants to speak with you." A typo of Judge.
 * There is currently an error on the Adventurer's Log where it will say "A court summons was dropped; The case is Mugger (level: 6) VS Roger Murray." even though you didn't obtain this case through a drop/pickpocket.
 * The (Rich) People in the Rick Turpentine case is man name Richard Maney (Mr. Maney.) This name, Maney, appears to be a pun on the word Money, which makes sense since Richard Maney does happen to be rich, and making his name Rich Money


 * Upon release, a glitch took place where the Judge's wig extended in front of his face. This was fixed on 24th June 2010.
 * It seems that you may only have one court summons at a time. (Same as Treasure Trail Clues)
 * When you win a case, balloons drop from the ceiling. Though you are unable to move, if one lands on the square you occupy you can click on it to pop it.
 * When the good and evil twins have their fingerprints repeated, both their fingerprints and the one taken from the crime scene are different.
 * When talking to Richard Maney about his business, there is a grammatical error. He says "theyre", rather than "they're" when asked about his business.
 * When interviewing Rick Turpentine and selecting to question him about "The gold watch" he says about his father, "For five long years he carried this watch in his back pocket. Then, before he died of dysentery, he gave me the watch." This is very likely a reference to the film Pulp Fiction and the segment "The Gold Watch," where Christopher Walken as Captain Koons relates a similar story about the provenance of the gold watch he is giving to the young Butch.
 * There is a glitch where some party balloons may fall outside the courtroom.
 * Simon Sez may be a pun on the game "Simon says" which is played by children.