Jump to content

Hunt for Red Raktuber Quest Guide by ShsSlayer


shsslayer

Recommended Posts

Items Required:

 

 

 

Clockwork Penguin

 

8 Silk

 

4 Wooden Planks

 

A needle

 

Some Thread

 

 

 

 

 

 

 

1.) Speak to Larry, (He'll be in a straight-jacket.) Larry will

 

explain that he saw a 'giant penguin', and that he needs evidence

 

to prove to other zoo-keepers that hes not actually crazy.

 

 

 

Head East from the Zoo to Witchaven and find the giant footprint

 

(it should be close to the entrance of the slug menace cave)

 

 

 

After you investigate the foot-print head back to larry and speak

 

with him and tell him that hes not crazy that there was a giant

 

footprint there. Another zoo-keeper will appear, tell him that

 

larry isn't crazy and that you have proof.

 

 

 

After you present the evidence to the other zoo-keeper Larry

 

will get back out of the straight jacket and tell you that

 

you and him need to do something.

 

 

 

2.) Once you're ready head north east of relekka and take the boat

 

to the ice-berg. Once there get in your penguin suit (tuxedo time)

 

 

 

 

 

3.) Enter the ice-berg lair and go through the first door on

 

the left (as if you were going to the agility course). Speak to

 

the penguin-interrogator. He'll have you interrogate a caught

 

penguin. Try different things until he finally cracks and asks

 

you to stop his captain. He'll also tell you about summoning the

 

penguin-submarine using a conch shell. (so search the evidence box

 

and take out the stuff, some of it will include fun little fish-hats)

 

also pay attention to what fish-hat the penguin wore.

 

 

 

4.) Go to ping and pong (the penguin bards) and talk to them about

 

distracting the penguin guard. They'll tell you that they're

 

almost done with a song and that they could help you if you finish

 

the song for them. Now, go talk to the guard and see what all he likes

 

(example: squirrels, blue ocean, chicks)

 

 

 

5.) Go back to the bards and fill in all the words with things

 

the guard liked. Once you finish tell them you're ready to sing

 

the song to the guard and then go see the guard and sing the song.

 

If you did it correctly he should fall asleep.

 

 

 

6.) Next go to the war-room (the room where you got caught before)

 

and talk to one of the dwarves. They'll want proof that you're not

 

a penguin before they'll talk so go ahead and prove to them that

 

you're human. They'll then say that they were enslaved by the

 

penguins and they want to get out before they'd tell you how to

 

disable the penguin-submarine. They each want penguins suits, like yours.

 

 

 

7.) Leave the war-room (you'll get caught by a penguin and thrown out.)

 

You'll awaken by Larry. Talk to him, and ask about his spell and if it

 

would work on the dwarves. He'll say no, but because of their small size

 

you can make them penguin costumes without needing clockworks or the spell.

 

He'll also say you'll need 8 silk, 4 planks, a needle, and thread to make

 

the dwarves' suits.

 

 

 

8.) Go back and talk to the dwarves (if you have your supplies, if you don't

 

go get them and then talk to the dwarves). They'll ask you not to talk

 

to them as a penguin so, once again, prove that you're a human spy.

 

Then tell them that larry can't cast the spell on them but you can teach

 

them how to make penguin suits and they'll be bigger than normal penguins.

 

He'll then show you how to disable the submarine.

 

 

 

 

 

(heres his instructions...)

 

 

 

I.) Use the wrench to open the wire box cover.

 

II.) Cut the green and red wires with the wirecutters

 

III.)Use the spare wire to rewire the green wire to the red wire

 

IV.)Wrap the tape around the wire ends

 

V.) Pump air into the pipes until it's getting near red.

 

VI.) Turn the whee, but watch the gauge. Stop once its green - the arrow

 

will point straight up. If you don't stop, you'll have to pump with the bellows

 

again. (based on the dwarves presentation 3 full turns should work)

 

VII.) Pull the lever.

 

 

 

 

 

9.) Go practice it once on the engine panel in the same room as the dwarves.

 

 

 

10.) Go talk to larry to update him yet again. He'll explain that theres only

 

1 more problem left, you don't yet know where the submarine is. Turn into

 

a penguin (yet again) and this time look for the penguin 'noodle' who helped

 

you to get a fake ID in the first quest. He'll be close to where he was last time

 

(near the penguin hideout). talk to him and agree to be in debt for his help.

 

He'll give you a KGP ID card. Use this to get in the first room on the right

 

of the penguin hideout.

 

 

 

11.)Now you need to sneak past all the penguin guards in the room, while you try to get

 

southeastern-most room. ALSO, DO NOT GET CAUGHT EVEN AFTER YOU GET THE TELEGRAM

 

STATING WHERE THE SUBMARINE IS, as the penguins will take it from you. After

 

you leave the room where you have to sneak around read the telegram and you'll

 

discover that the ship was last sighted near yanille. Talk to larry and tell

 

him of your findings.

 

(use the below picture to help with getting the telegram)

 

 

 

routetothetelegram.png

 

 

 

 

 

12.) Meet larry east of ardougne and get ready to disable the submarine. After

 

turning into a penguin, wear the correct fish hat, then blow your conch shell. Then prepare to do a penguin

 

emote greeting (for me it was wave - bow - flap).

 

 

 

13.) Now that you're on the submarine penguin go up a floor and to the

 

last room on the east and speak with the captain. Eventually you will come

 

to a point where you either tell him the truth of your mission or lie to him

 

(I lied, although telling the truth may work too). After a fairly lengthy

 

conversation you'll discover that the captain is being controlled by sea slugs

 

 

 

14.) After discovering about the captain you'll be thrown into a cell. From here

 

go west and search the hat stand, you'll get several items. To you're east theres

 

a door, use the swordfish from the hat stand on this door to pick its lock.

 

 

 

15.) Instead of using your tools from before, you'll be using your new fishy

 

tools to disable the submarine (how fun! :3)

 

 

 

 

 

I.)Use the crab claw to open the wire box cover.

 

II.)Use the shark tooth to cut the green and red wires.

 

III.)Use the electric eel to rewire the green wire to the red wire

 

IV.)Wrap the seaweed to connect the wire ends

 

V.) Pump air into the pipes, using the puffer fish, until it's getting near red.

 

VI.) Use the octopus on the wheel and turn it 3 times.

 

VII.) Use the swordfish on the slot where the lever will go (its now the lever)

 

and pull your new swordfish lever.

 

 

 

 

 

16.) Now that you've disabled the submarine you'll find out that Pescaling Pax has

 

used you to disable the submarine for him.As it turns out the dwarves from the Red Axe

 

were in on Pescaling's plans too!

 

 

 

17.) Now talk to the chuck (the polar bear acting like a tree). He'll help

 

get you off the island.

 

 

 

 

 

QUEST END!

 

 

 

 

 

 

 

Rewards:

 

1 quest point

 

3k construction xp

 

2k theiving xp

 

1.5k hunter xp

 

Penguin hunter expansion

 

Penguin hide and seek bonus

 

Polar Bear

 

 

 

 

 

 

 

(THIS GUIDE WAS WRITTEN ENTIRELY BY SHSSLAYER, STEALING THIS GUIDE AND CLAIMING IT AS YOUR OWN WOULD SIMPLY BE RUDE AND WOULD MAKE YOU LOOK LIKE A FOOL)

 

(also, this is the 2nd time i'm posting this... originally had it posted in the wrong forum or something stupid like that.)

shsslayer.png
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.