Knight Waves
This copy was last processed on . The copied wiki revision is dated .
| Knight Waves | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Released | 24 July 2007 (Update) | ||||||||||||||||||
| Type | Quest | ||||||||||||||||||
| Members | Yes | ||||||||||||||||||
| Location | Camelot Castle | ||||||||||||||||||
| League region | |||||||||||||||||||
| Music | Camelot | ||||||||||||||||||
| Map | |||||||||||||||||||
The Knight Waves activity is located on the top floor of Camelot Castle within the Camelot training grounds (climb up on the south-western tower ladder). Players must have completed the King's Ransom quest to enter. A squire standing outside the door of the training room will explain some of the restrictions present in the activity including that you can only use Melee, cannot use prayers, and respawn outside the training room if you die.
After completing the training room, players unlock the Chivalry (level 60 Prayer and 65 Defence) and Piety (level 70 Prayer and 70 Defence) prayers.
You have to fight a total of eight tough knights (all over level 100) who each will drain certain combat stats. You can not use Prayer, Ranged, or Magic within the Training Ground.
High level players with 100+ combat can easily complete this minigame with full Guthan's set.
Stat restore potions are vital, especially to restore your Defence as some knights can lower your Defence extremely fast. Also note that as your Defence is lowered, knights will have an even higher chance of lowering your stats.
Note: If you feel like you cannot win, it's better to let yourself die within the training ground because all stats and run energy are restored upon death, and because that way you don't have to start over at the first knight. (The squire says you must restart from the beginning if you fail, but he is incorrect.)
The Camelot training room/Knight Waves Training Ground is a safe death for Hardcore Ironmen[1], but it is not a safe death for Hardcore Group Ironmen.
Important: Do not leave the training room via door. It will reset your wave back to the first one. If you die, you go back to the knight you left off on. You can also freely teleport out of the training room and it will save your progress.
The Knight Waves
| Wave | Knight | Level | Hitpoints | Weak against | Stat(s) lowered | |
|---|---|---|---|---|---|---|
| 1 | Sir Bedivere | 110 | 90 | Slash, Stab attacks | Strength | |
| 2 | Sir Pelleas | 112 | 99 | Slash, Crush attacks | Defence | |
| 3 | Sir Tristram | 115 | 105 | Slash, Stab attacks | Strength | |
| 4 | Sir Palomedes | 118 | 100 | Crush attacks | Attack | |
| 5 | Sir Lucan | 120 | 105 | Crush, Slash attacks | Defence, Attack | |
| 6 | Sir Gawain | 122 | 110 | Stab, Slash attacks | Attack | |
| 7 | Sir Kay | 124 | 110 | Stab, Crush attacks | Defence | |
| 8 | Sir Lancelot | 127 | 115 | Slash attacks | Defence, Strength | |
Strategy
Note: You have a limited amount of time to fight each knight. The Knights will despawn if you take too long to kill them, logging out and back in or teleporting away will resume the fight starting on that knight allowing you to use a bank. Also note that Magic, Ranged, and Prayer will not work in these fights.
A safe method to kill the knights is to hide behind the dummy while positioning the knight to be diagonally across from you and behind the dummy. This way, you can run up to the knight and hit him without fear of retaliation as long as you run back behind the dummy (i.e. flinching). A reliable way of setting this up is to draw the knight toward the north-east corner of the room, then southward to a tile directly west of a dummy, then duck in between the dummies. A general rule of thumb on when it's safe to hit the knight is when the knight's health bar disappears. Using the Dragon dagger (p++) special with this method is a good way to take down the knight's health. Do keep in mind that the knights may despawn if the fight takes too long, however.
If you are going to fight the knights head on, monkfish or better is suggested. Karambwan would be ideal, for their reduced attack delay. The knights can hit very high, up to 23 for the final knight. Keep in mind that there are 4 Defence-lowering knights, 3 Strength-lowering knights, and 3 Attack-lowering knights.
With at least 65 Attack, Strength and Defence, the activity can be completed relatively easily with a setup including a zombie axe or Zamorakian hasta (as all knights are weak to either slash or crush), a dragon defender, and rune armour. If the zombie axe and Zamorakian hasta are unavailable, other weapon options include the abyssal whip or dragon scimitar for the slash-weak knights, and dragon mace or sarachnis cudgel for the crush-weak knights. An inventory consisting of 2 restore potions, 1 each of attack, strength, and defence potions, a spec weapon such as the dragon dagger or dragon mace, and the remainder filled with karambwans should suffice to defeat all of the knights in one go.
With Attack and Defence 70 a secondary strategy can be used.
For this the following is required: Guthan's armour set, 2 or 3 Restore potions and fill the rest of the inventory with food. Using the passive healing effect of the armour set allows you to reduce the amount of food required or stretch the supplies you have.
Tips
- Restore potions are recommended over Super restore potions because you can't use prayer. A single Menaphite remedy can also be used as a continuous stat restore.
- Take multiple Restores, Saradomin brews, and Combat potions if you plan on fighting the knights head on; however, this is not needed if you plan to use the aforementioned method involving the dummies.
- Lobsters or swordfish are good enough for the minigame if you plan on using the dummy method (assuming around at least 65+ Combat stats). If you are not confident in your combat stats or plan on fighting them head on, use sharks or summer pies.
- Dharok's set works very well in this minigame if you hit-and-run behind the dummies, although risky if you have bad timing or lag.
- A poisoned dragon dagger works especially well due to the damage the special attack can provide and the poison's ability to whittle down the knights. A spear poisoned with karambwan paste is also a good option, as its poison does the same amount of damage as weapon poison(++).
- Exploiting each knight's weakness is very effective. Taking a weapon (or multiple) capable of performing each attack style and switching to match your current opponent's weakness will show a noticeable improvement over simply using one attack style.
- If you die to a knight, you can go to your bank and restock on supplies and return to the training room. When you re-enter the room, you will be fighting the last knight that killed you instead of starting over.
Rewards
20,000 Attack experience
20,000 Strength experience
20,000 Defence experience
20,000 Hitpoints experience
- Access to two new prayers:
- Ability to change one's spawn point to Camelot
Required for completing
Completion of the Camelot training room is required for the following:
Transcript
Changes
| Date | Changes |
|---|---|
| 15 December 2015 (Update) |
The Knights in the Camelot training room are now immune to venom. |
References
| NPCs |
| ||||||
|---|---|---|---|---|---|---|---|
| Items | |||||||
| Rewards | |||||||
| Locations | |||||||
| Music | |||||||
| Related | |||||||
| Inhabitants |
| ||||
|---|---|---|---|---|---|
| Related | |||||