| This quest has a quick guide. It briefly summarises the steps needed to complete the quest.
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| The Tourist Trap (#44) | ||||
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| Released | 14 April 2003 (Update) | |||
| Members | Yes | |||
| Quest series | None | |||
| Lead developer(s) | Tytn H | |||
The Tourist Trap is an intermediate quest set in the Kharidian Desert. The quest involves an undercover rescue operation into a slave camp to save an Al Kharidian woman's daughter.
Details
| Start point | |
|---|---|
| Official difficulty | Intermediate |
| Official length | Medium |
| Description | South of Al Kharid a new desert pass has opened up, leading to the dangers of the Kharid desert. Equip your desert garb and make sure your waterskin is full before heading off into the trackless dunes in search of desert adventure. |
| Requirements | |
| Items required |
Note that all of the required items can be bought from Shantay at the Shantay Pass.
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| Recommended |
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| Enemies to defeat |
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| Ironman concerns |
Walkthrough
Before starting, note that while in the desert, you will take around 10 damage from desert heat if not holding a waterskin. Every 30-90 seconds, you will use a charge from your waterskin, or take damage if you have no charges left. The interval depends on the armour worn. As such, it is highly recommended to equip any desert clothing before entering the desert, and to also ensure at least 1-2 full waterskins are kept in your inventory. Waterskins can be refilled by cutting cacti found around the desert with a knife or slash weapon.
Missing daughter


Head through the Shantay Pass south of Al Kharid and speak to Irena. A shantay pass is required to pass through, which can be bought from Shantay nearby. Alternatively, fairy ring BIQ is just north-east of the Bedabin Camp. Ask Irena what's bothering her, and she'll share that her daughter Ana has gone missing in the desert. She'll mention some footprints which appear to lead to the Desert Mining Camp; follow these footprints south until you reach the mercenaries guarding the Desert Mining Camp gate (west side of the camp), and talk to the mercenary captain.
- Note: After concluding the dialogue, you will immediately enter combat with the captain. See the section below for fight mechanics.
Say wow, a real captain!, then say you'd love to work for him, ask if you can do something for him, and he will ask you to bring him the head of Al Zaba Bhasim, head of the desert bandits. Refuse, then accuse him of being unable to fight his own battles. ( 1•2•2•2•1)…
| 1 | Wow! A real captain! |
| 2 | I'd love to work for a tough guy like you! |
| 2 | Can't I do something for a strong Captain like you? |
| 2 | Sorry Sir, I don't think I can do that. |
| 1 | It's a funny captain who can't fight his own battles! |
He will agree to a duel, and the guards will gather round. Complete the dialogue when you are ready to fight. Note that if you attack him too early, you will be teleported away, taking damage and losing your water.
Fighting the captain
The captain can easily be defeated without taking any damage by using Protect from Melee. Low-leveled players who cannot use this prayer should bring decent food, swordfish or better.
It is possible to safespot the captain by waiting to complete the dialogue until a mercenary is nearby, then talking to the mercenary to block the captain's way. A dwarf multicannon may also be set up west of the gate, just in the edge of the captain's roaming area.
The captain may also be killed entirely with rings of recoil, and the key will still drop. Non-ironmen players may also simply stay on the final dialogue (The guards gather around to watch the fight) and wait while a friend kills the captain, then press continue right as the captain dies.
Once the captain attacks you, kill him and take his metal key.
Getting into the mine

Before entering the camp, unequip everything except your desert clothing. Ammunition is allowed. If you have weapons/armour equipped during the camp, you will be put in a cell; to escape, you must bend the bars in the window and climb out, climb the rocks, then the cliff, then the rocks again. During this process you may be sent away from the camp and have your waterskins taken away. Once escaped, you may return to the gate to enter again.
- Alternatively, it is possible to change worlds immediately upon opening the gates to avoid getting caught. This may be easier to perform when using quick-hop keys on the RuneLite client.

Once inside, enter the northern building and search the table with a bowl of water on it to receive a cell door key. This key can be used if you are caught in upcoming sections to escape via the prison door, which will save you some time. Note that the guards may occasionally confiscate the keys from you. While here, you may also use the bowl of water to refill your waterskins, although the desert heat will no longer affect you whilst inside.
Head to the east wall by the rocks and talk to the male slave, who says you look like a new recruit. When you tell him you've just arrived, he mentions he is planning on a escape. Tell him that it sounds interesting, and he will mention there is one missing detail from the plan. Ask what's that then and he says he can't get his bracelets off. Tell him you can try to undo them for him, and he will mention making a trade. Say it's funny you should say that and the player will request his slave robes in return for your desert clothing. Keep trying until you break the bracelets off the slave and then agree to the trade. ( 1•2•1•1•1•1•1)…
| 1 | I've just arrived. |
| 2 | Oh yes, that sounds interesting. |
| 1 | What's that then? |
| 1 | I can try to undo them for you. |
| 1 | It's funny you should say that... |
| 1 | Yeah, okay, let's give it a go. |
| 1 |
- Note: If a guard is close to you while you attempt to break off the bracelets, they will detain you in the cell and you will need to escape using the key (or through the window, per the earlier note).
What lies below
While in the mine in the following sections, you must have your slave robes equipped at all times. If the guards spot you without the robes, you will be jailed and forced to mine 15 rocks to be freed (alternatively, you may teleport out). If you are caught, you can logout during the dialogue to avoid being jailed (re-equip the slaves robes on relogging).
Wearing the slave robes, enter the mine and follow the winding path to the winch area. Don't talk to the rowdy slaves, or they attack you. At the doors to the winch area, talk to a guard and ask to mine in a new area, and he will request a tenti pineapple. You will now need to visit the Bedabin Camp to the west of the Desert Mining Camp. Either exit the mine the way you came—unequipping your slaves robes after leaving the mine—or teleport out.
If your gate key was confiscated and you do not have access to a teleport, you can get it back by searching the west table upstairs in the building.
Pineapples and plans
Talk to Al Shabim in the southern circular tent of the Bedabin Camp. He will agree to give you the pineapple if you get some weapon plans for him, and gives you a key.
Return to the Desert Mining Camp (without armour or weapons equipped), go into the northern building, and climb up the ladder to find Captain Siad. Search the south-west bookcase to learn he has an interest in sailing, then talk to him again and ask to have a chat. He will insist that you leave; ignore him and tell him he seems to have a lot of books, to which he will agree. Mention that he has an interest in sailing and he will say it's been a passion of his for some years. Tell him you could tell by the cut of his jib and he will be flattered and begin rambling, creating a distraction. ( 1•5•3•1)…
| 1 | I wanted to have a chat? |
| 5 | You seem to have a lot of books! |
| 3 | So, you're interested in sailing? |
| 1 | I could tell by the cut of your jib. |
While he is distracted, search the chest in his office and steal the blueprints.
Return to Al Shabim in the Bedabin Camp, who will give you permission to use the anvil nearby. Bring any skill boosts needed, as well as additional materials, as it is possible to fail both steps. Enter the tent directly north of Al Shabim, near the magic carpets. Use your bronze bar on the anvil to create a prototype dart tip (
20 ), then add the feathers to make a prototype dart (
10 ). Take the dart and the technical plans back to Al Shabim and he will give you the pineapple you need.
Finding Ana


With your slave outfit equipped, enter the mine and give the tenti pineapple to the guard who wanted it. He will now allow you to enter the winch area. Inside this section, head east until you reach a mine cart, then search a nearby barrel to take one. Once you have one, search the mine cart to get in, and you will ride it to the other side. It is possible to fail and take 1-4 damage by banging your knee or falling off the edge of the minecart.
Ana can be found down the north-west path, at the very end. After optionally talking to her, use the barrel on her to put her inside, then return to the mine cart. Do not drop the barrel while she is inside, and do not mention sneaking past the guards or the key if you choose to talk to her, or else you will be thrown in jail.
Free at last


Use Ana in a barrel on the mine cart to send her down the track. When the cart returns, get in. Once you reach the other side, search an empty barrel, and you will retrieve Ana in a barrel again. Do not exit the mine yet.
Use Ana in a barrel on the winch bucket to the north-west, and a guard will offer to help. Accept his help, then when he suspects that Ana said something, say you were just calling him very gregarious to throw him off. If this section glitches and the guards are alerted, simply re-log and try again.

Return to the surface while still wearing your slave robes. Operate the winch in the south-west corner of the camp, then search the nearby barrel to retrieve Ana. Put her in the wooden cart nearby.
Warning: If you click the wrong dialogue options in the next section you will have to redo the majority of this quest!
Now, you need to talk to the mine cart driver and say the following dialogue before he will allow you to hide in the cart. ( 2•2•1•3•3•3•1•2)…
| 2 | Nice cart. |
| 2 | One wagon wheel says to the other, 'I'll see you around'. |
| 1 | 'One good turn deserves another.' |
| 3 | Fired... no, shot perhaps! |
| 3 | In for a penny in for a pound. |
| 3 | Well, you see, it's like this... |
| 1 | Prison riot in ten minutes, get your cart out of here! |
| 2 | You can't leave me here, I'll get killed! |
- "Nice cart."
- "One wagon wheel says to the other, 'I'll see you around'."
- "One good turn deserves another."
- "Fired... no, shot perhaps!"
- "In for a penny in for a pound."
- "Well, you see, it's like this..."
- "Prison riot in ten minutes, get your cart out of here!" (You could also choose to bribe the driver instead for 100 coins)
- "You can't leave me here, I'll get killed!"
Once he has agreed to help you, search the cart and choose the option to get on it.
Head back to Irena, and she'll reward you for all your hard work.
Congratulations, quest complete!
Rewards

- 2
Quest points - 4,650 Experience in your choice of two skills (you may pick same skill twice):
Agility,
Fletching,
Smithing, or
Thieving. - The ability to smith dart tips.
- The wrought iron key - allows access to a special door inside the Desert Mining Camp, which has several higher tier ores inside, including mithril ore and adamantite ore.
- Full slave robes
- 6 bronze darts
- The ability to hire Ex-Captain Siad as a crewmate with
50 Sailing.
Required for completing
Completion of The Tourist Trap is required for the following:
Transcript
| This article on a quest has an associated dialogue page. Click here for a transcript of possible conversations encountered throughout the quest. |
Changes
| Date | Changes |
|---|---|
| 30 April 2015 (Update) |
Fixed a typo in some Tourist Trap dialogue. |
