Court Cases

Court Cases is a Distraction and Diversion released on 9 June 2010. 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.



Requirements

 * Completion of King's Ransom
 * Level 65 Attack (For prosecuting) (Ring of charos (a) can lower this)
 * Level 65 Defence (For defending; also required for King's Ransom)

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

Monster drops
(Other monsters are currently unknown)
 * Giants
 * Paladins
 * Trolls
 * Iron and Steel dragons
 * All Chromatic Dragons (Green, blue, red, black, including the King Black Dragon)
 * Lesser demons
 * Ice strykewyrms
 * Dark Beasts
 * Abyssal Demons

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

Other 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.
 * Fishing caskets
 * Treasure Trails

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."

Cases

 * These may or may not be the fastest way to solve the cases, if you have anything better, faster, or easier to understand please post them.

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.

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.



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.



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) You will reveal that Moira is indeed Molly, and the judge will give you a guilty verdict.

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"
 * 8) Call Molly to the stand, ask her about "The Arrest"
 * 9) Call Moira to the stand, ask her 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) 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.
 * 2) Match the culprit's fingerprint with "Woman accusing defendant"
 * 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.



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.
 * 7) Present the Facemask, select the second option.
 * 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 fingerprint as evidence (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.



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 anything from 2000xp to 8000xp, and items may also be given to you in return for your hard work.

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



If successful, players can get Attack experience for prosecuting or Defence experience for defending.

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)

Victims

 * Roger Murray
 * Botros
 * "The People"
 * Richard Maney
 * Molly (victim or defendant)
 * Moira (victim or defendant)

Witnesses and Arresters

 * Arresting officer
 * Oliver B'Gard

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 (needs link to youtube RuneScape vid Q & A)


 * Ironically, you can gain Court Summons from criminal activities (thieving)..
 * 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".
 * Only 5 cases have been released so far, but there are plans on adding an additional 11 cases afterwards, meaning a total of 16, as mentioned in the Behind the scenes (June).
 * 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.


 * A Glitch is taking place with the Judge's wig extending in front of his face.
 * 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.