Knight Waves training ground

The Camelot training room, also known as the "Knight Waves Training Grounds", is a miniquest located on the top floor of Camelot castle. Players must have completed the King's Ransom quest to enter. A squire standing outside the door will explain how the training grounds work.

Players must defeat successively the eight Knights of the Round Table. Players are allowed to use only the melee style of combat—summoning and prayer are not allowed. As well as doing damage, each knight drains one combat stat (Attack, Defence, Strength) by 5 upon accurately hitting the player. Each knight is harder than the preceding one and will hit more accurately, thereby draining combat stats faster. The final knight, Sir Lancelot, reduces 2 stats: Defence and Strength. There are 2 safespots in this room, they are in between the two dummies on the wall near the door, to get into it line up the guy so he is above the space in between and you are on the dummy near the door, then run to the other side of the dummy so he slides into that pocket you lined him up in. as seen in the picture.

'''The Camelot training room is a safe area, so players will not lose items when they die, except the food and potions they have already used. '''

Players will retain their life points and stats if they exit the miniquest with lowered stats. For example, if the player starts with 780 life points and leaves with 130 life points, they'd be left with 130 life points when they go outside. It is therefore recommended that when battles turn sour, players should allow themselves to be killed, as opposed to leaving via the exit. If players leave or die, they will have to start all over again.

Combat Strategy
A high combat level is important for success in this miniquest. Attempting the knight waves with less than combat level 90 is difficult. It is highly recommended that players have at least level 70 of each combat stat (attack, strength, and defence) before trying this miniquest. Players should also wear their best armour for maximum protection against melee, preferably barrows equipment armour, which has high defence bonuses. Verac's is especially helpful with its higher prayer bonus.

Players are advised to bring an Abyssal Whip or a good Dragon weapon such as a Dragon dagger for its special.

A player can also combine tactics, drinking super attack/strength potions and then attacking with a poisoned Dragon dagger.

Note: If the player is going to use the poison-and-hide method, keep in mind that if a single knight is not defeated within a certain time limit (around 5 minutes), he will simply disappear and the player will have to start all over again. This becomes a problem at or near Sir Gawain, who has enough life points to outlast one hit of super strong weapon poison (p++).

You can get the knights stuck behind the dummies on the walls to let your health regain or let them die from poison.

If you have enough money to afford it, a very effective strategy is to use full Guthan's armour to heal life points throughout the fight. Guthan's warspear also easily lets you change combat styles, as it is capable of slash, stab, and crush attacks.

If you cannot afford full Guthan's, then a Zamorakian Spear is a good option since it has stab, slash and crush attacks and you can use the special attack to push a knight around the other side of a dummy, giving you the opportunity to heal.

Note: If the player is about to die and wishes to leave, clicking on the door is not a good idea. If the player dies as he or she is exiting, it is treated as a normal death and he or she will lose their items. It is better to die within the training grounds, so the player will respawn with full hitpoints and stats.

Regardless of combat strategy, food is essential. Because the knights drain combat stats (Attack, Strength and Defence) with their hits, players should bring at least: Note: A ring of recoil may be of use.
 * 2 Attack potions, or 1 Super attack potion.
 * 2 Strength potions, or 1 Super strength potion.
 * 2 Defence potions, or 1 Super defence potion.
 * 2 Stat restore potions, or 2 Super restore potions.
 * As many monkfish (heals 160 lifepoints each) or better food as you can fit in your inventory. Sharks (healing 200 life points) or Tuna potatoes (at 220 life points) would be better, but some players consider using Rocktail because it heals 230 lifepoints and can heal a player up to 100 life points higher than their maximum life points.
 * Saradomin brews are also an option. Note that it is highly recommended to bring more restore potions if you use this option.

Rewards
This miniquest can be done only once. Players cannot reenter the training room if they've already completed the challenge.




 * 20,000 Attack xp
 * 20,000 Strength xp
 * 20,000 Defence xp
 * 20,000 Constitution xp
 * Two new prayers: Chivalry (level 60), and Piety (level 70)
 * The ability to change one's spawn point to Camelot, as an alternative to Falador, Lumbridge and Soul Wars. Players can access this feature by speaking to Merlin.

Trivia

 * If you die in the training room, the short sound effect that plays when you die will play twice.
 * Sir Gawain wields a halberd, but if players safespotted him with a halberd, he wasn't able to attack them, even though all halberds have a two-square reach.
 * Sir Lancelot wields a sword that resembles Silverlight. He also attacks at around the speed of a dagger or scimitar, which is slightly faster than the other knights (who attack at the speed of a mace or longsword).
 * Although magic is not allowed in the training grounds, the Lumbridge Home Teleport can be used.
 * If you talk to Merlin straight after he sets your respawn point to Camelot, "Nothing interesting happens" appears in the chat box. The same thing is achieved when talking to Arianwyn straight after completing Regicide.
 * The Camelot training room is required to be completed for Nomad's Requiem.