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Quest Guide - Hunt for Red Raktuber


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Difficulty Level: Medium

 

Start Location: Speak to Larry just south of the Ardougne Zoo.

 

Required:

 

Quests: Sea Slug, Cold War

 

Skills: 38 Thieving

 

45 Construction

 

45 Hunter

 

Items: Penguin Suit, 8 Silk, 4 Planks, Needle, Thread

 

Suggested: Enchanted Lyre (teleport to Relleka), Dueling Ring (teleport near Yanille), or Dramen/Lunar Staff for fairy rings (CIQ for Yanille and DKS for coast northeast of Relleka)

 

Walkthrough:

 

1. Start by speaking to Larry at the Ardougne Zoo. He tells you of a giant penguin he saw while on vacation. The other zookeepers have put him in a straightjacket, and he needs your help to prove he isnt crazy. He sends you to Witchhaven to investigate.

 

2. Head over to Witchhaven. In the Southwest corner of the village, there is a GIANT footprint. Inspect it and then head back to Larry to tell him you found proof.

 

3. Head back and speak to Larry. As you talk to you him, the Chief Zookeeper threatens to lock Larry up again. CUT TO WITCHHAVEN. You show the chief zookeeper that Larry was telling the truth, although he still thinks the villagers might be involved. He sets Larry free, and Larry tells you to meet him at the boat in Relleka. This is the same boat from Cold War, located on the shore northeast of Relleka by the rock crabs.

 

4. On the iceberg, speak to Larry to find out your objective and change into the penguin suit. Once a penguin, go northwest to the avalanche to enter the secret lair. Head into the room on the left and speak to the KGP Interrogator. You will begin an interrogation of one of the former sub penguins. For each bold statement from the penguin, select the next selections in order to rattle him.

 

My captain trusted me to deliver the message.

 

"Your captain must trust you a great deal."

 

My captain found a greater leader. "What leader could possibly be greater than the pescaling?" "The sea may control your Captain, but he controls your life."

 

He will bring unity by destroying the humans. "Why not unite all penguins to The Sea, first?" "Hes only demonstrating his impatience"

 

Nothing can stop him. "If he comes to rescue you, hell be captured."

 

Our sacrifice will be remembered. " Our sacrifice? Only you appear to be making the sacrifice."

 

5. After this, the penguin breaks and asks you to save the captain on the sub. He tells you the signal to get on the sub, it is different for each person (confirmed by Lood333) Make sure to search the crate to take the evidence before you leave (the interrogator is too busy to notice), youll need it later. Also, you need to remember the hat that the captured penguin was wearing (it is different for each person).

 

6. Head to the second room on the east side of the main hallway, and speak to Ping and Pong. They tell you about some uncool short people that came in behind the door, and you can investigate if you help them complete their song to make the guard fall asleep. Go talk to the guard, and then back to Ping and Pong. Choose Squirrels, Chicklings, Blue, Squirrels, kiss, Squirrels. Go sing the song to the guard and he will fall asleep.

 

7. Push the controls to open the door and then head to the east. When you talk to the dwarves, you will have to get out of the suit to prove you are a spy. They will ask for penguin suits before they tell you how to disarm the submarine, so they can escape.

 

8. Speak to Larry, he will tell you to get 8 silk, 4 planks, a needle and 1 thread. Once you have those supplies, turn back into a penguin and go back to the war room. Get out of the suit again and give the supplies to the dwarves. You get a toolbox, and then they show you how to disable the submarine. Use the wrench to open the box cover, then cut the red and green wires. Use the spare wire to rewire the red and green to each other. Wrap the tape around the ends. Lastly, pump air until the gauge is almost to red. Turn the wheel to bring the gauge back to green, and then pull the lever to finish. Now that you know how to disable it, go outside the war room and talk to Larry again.

 

9. He says you still need to find out where the sub is. He suggests you speak to Noodle to find a way to get more info. Speak to Noodle outside the entrance to the base, and he will give you an ID card if you will be in debt to the Mafia. To get to the office you need, go up to the north wall, and then all the way east. As you come south, go into the first path west, and then follow that path south to the door. (follow the purple path in the image below)

 

pengq.jpg

 

Grab the telegram off the table, and then head back out. Be careful, if you get caught, they will take the telegram from you, and you will have to do it again. Take the telegram back to Larry. He will tell you to meet him on the east coast of Yanille.

 

10. Head to Yanille and talk to Larry. You will need to become a penguin, put on the hat the captured penguin was wearing, and then blow the conch shell. A cutscene will show the submarine, and then you will need to give the signal. Once on board, climb the ladder, and go through two doors to talk to the captain. You find out that he is controlled by a sea slug. He throws you in the brig.

 

11. Search the hatstand to the west to get some tools, and then pick the lock to the door. They took your toolbox, so you will need to use the stuff from the hatstand as your toolbox. Use the crab claw to open the wirebox, then the shark tooth to cut the wires. Use the electric eel on the wires, and then the seaweed on the eel. Use the pufferfish as bellows and pump up the gauge. Use the octopus to grip the wheel and turn it. Once the gauge is in the green, put the swordfish in the lever spot and pull it

 

12. There is a cutscene with some startling revelations about the penguins and the dwarves, after which you are left on a deserted island. Speak to the polar bear to your east, and you will get off the island. Speak to Chuck in the zoo, and the quest is complete.

 

 

 

Reward:

 

3,000 Constructions XP

 

2,000 Thieving XP

 

1,500 Hunter XP

 

Access to Penguin Hunting Area

 

Penguin Hide and Seek Bonus

 

Quest Points Gained on Completion: 1

 

Tips, Tricks and Notes:

 

When interrogating the captured penguin, make sure you dont interrupt it by clicking anywhere except the dialogue box. If you do, it will reset the interrogation and you will have to start all over again.

 

The order that you challenge the statements in the interrogation does not matter. You will still have to challenge each of the five statements.

 

The Penguin Hunter Area is exactly what it sounds like, a place to hunt penguins. They can be caught by either tracking (level 45 Hunter), deadfall (level 51 Hunter), box trap (level 56 Hunter), or net trap (level 50 Hunter). Once captured, return the KGP agents to the polar bear outside of the hunting area for a reward. (not sure what it is, if someone can update this for me.)

 

After the quest, you can look for a polar bear as part of the Penguin Hide and Seek minigame. Once found, he gives you an extra Penguin Point. The Polar Bear does not wander like the penguins do.

 

After this quest, Larry is no longer available for Penguin Hide and Seek or to turn you into a penguin. Instead, you can speak to Chuck in the zoo or Jim on the iceberg to turn back into a penguin. Chuck handles Penguin Hide and Seek.

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I've been trying to post images into this guide, but I can't figure out how to get them from my desktop, any help would be nice :)

 

 

 

EDIT: Nevermind, I found the post about uploading images. added the main one already :) Please let me know if you have any additional info for the guide.

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Thanks, that confirms that both the helmet and the signal are different for each character :)

 

 

 

I already have that the polar bear is one point, but thanks for confirming.

 

 

 

Also, I didn't add the lyre because I used the fairy rings to get there, but I'll go ahead and put it up. I'll add the dueling ring too to get you close to Yanille.

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Great guide, you've managed to include one picture which is good, I'm not an expert at uploading images onto this website so I didn't bother. I also like the idea you've added the suggested teleportation items. Other all good job :)

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Pixie_V_Lott.png

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Hunting Penguins

 

 

 

I did some research into the rewards from the quest:

 

 

 

Talk to the Polar Bear named Jim to the north-east of Larry's longboat on the ice burg, he will mention that he wishes to still infiltrate the penguins. He also says there's a new ice burg north which is connected to the Penguin Outpost and the penguins have bought reinforcements. He then says that he has got equipment for you to practice hunting and tracking penguins. In exchange for experience he wants to you to hand over the KGP agents.

 

 

 

To start this simply just across the stepping stones to the east of Jim the Polar Bear. Once you've jumped the stepping stones you will unlock a new music track 'Ice Day For Penguins'.

 

 

 

If you have 50 hunter you can use small fishing nets and rope to make traps like you do when catching salamanders. If you catch nothing simply pick up the small fishing net and rope again and make a new trap. Catching one using this method earns you 250 hunter experience per penguin.

 

 

 

At level 45 hunter you can use the tracking method which involves using a noose wand to inspect burrows and snowdrifts for footprints. This also earns you 250 hunter experience for managing to track down a penguin.

 

 

 

If you have 51 Hunter you can use the dead fall traps to trap penguins. There preferred bait is raw cod. If you need wood you can simply search the ruined boat as described below. Doing this earns 210 hunter experience.

 

 

 

After you have some KGP Agent penguins take them back to Jim the Polar Bear to exchange them for experience.

 

 

 

If you go straight east while at the Penguin hunting place you can find a ruined boat which will hold some tools you can use these are: Driftwood,rope,fishing net,knife

Pixie_V_Lott.png

Pixie_V_Lott.png

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I love it how I wrote this guide, before anything else was up, and I don't even get a mention on the quest guide that is posted. What's the point in putting the information up and doing all that work if I don't even get mentioned for it?

 

 

 

 

 

The way our crediting system works is you get credited if we use the info. Most of the website's guide was written during the day, and you weren't credited in it because I didn't make use of your information in writing the guide.

 

Unfortunately, most guides contain much of the same information.

 

 

 

 

 

In the future, most quest guides are typically posted in the guides section of the forums; it's easier for us to find them, and you'll still be credited if we use your info there.

 

 

 

Thanks.

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I love it how I wrote this guide, before anything else was up, and I don't even get a mention on the quest guide that is posted. What's the point in putting the information up and doing all that work if I don't even get mentioned for it?

 

 

 

 

 

The way our crediting system works is you get credited if we use the info. Most of the website's guide was written during the day, and you weren't credited in it because I didn't make use of your information in writing the guide.

 

Unfortunately, most guides contain much of the same information.

 

 

 

 

 

In the future, most quest guides are typically posted in the guides section of the forums; it's easier for us to find them, and you'll still be credited if we use your info there.

 

 

 

Thanks.

 

 

 

What happend to helping people beacuse its right not beacuse you get something out of it <3:

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