The Hunt for Red Raktuber Quest Guide

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Difficulty level: Easy
Start location: Speak to Larry at the Ardougne Zoo. Sea Slug, Cold War
Required:
Quests: Sea Slug, Cold War
Skills: Level 45 Construction, Level 45 Hunter, Level 38 Thieving
Items: Clockwork Suit, 8 Silk, 4 Planks, Needle, Thread
Suggested:
Items: Teleports to Rellekka, Yanille, and Ardougne
Monsters:
None
NPC: Larry, Penguin, Trainee KGP Agent, Noodle
Start
Items Required: None

1. Go speak to Larry, who is standing next to the penguin cage in Ardougne Zoo. He will be wearing a straitjacket and will ask for your help in dealing with the penguin menace yet again. After you agree, he'll tell you that, while vacationing in Witchhaven, he encountered an enormous penguin, and he asks you to check it out and prove to his colleagues that he's not insane after all.
Reconnaissance
Items Required: None

2. Go to Witchhaven. Near the south of the village next to the dungeon, you'll find some large footprints. Inspect them. Go back and talk to Larry. He will ask you to convince his manager. The manager will appear and you will convince him. You, Larry and the manager will appear back at the foot print. A cutscene will take place and then you are back at the zoo. Now Larry is released.
Preparations
Items Required: Clockwork Suit

3. After talking with Larry, he'll tell you to meet him at the Iceberg to infiltrate the KGP Headquarters again. Go to the dock east of Rellekka, and take the boat to the Iceberg. Talk with Larry.
Infiltration
Items Required: Clockwork Suit

4. Wearing your penguin suit, enter the KGP headquarters through the avalanche entrance.

Enter the room on the west side of the corridor, and speak to the KGP Interrogator. Mistaking you for another student, he'll inform you that this is a practical test of your interrogation skills, luckily, upon a penguin sent from the submarine.
Interrogation
Items Required: Clockwork Suit

5. You must attempt to wear away the penguin's will through questioning. The correct responses to each topic are as follows:
• "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?"
• "He's only demonstrating his impatience."
• "Nothing can stop him."
• "If he comes to rescue you, he'll be captured."
• "Our sacrifice will be remembered."
• "'Our sacrifice'? Only you appear to be making the sacrifice."
6. The penguin will then tell you how to contact the submarine. You'll need to wear a fish hat (the same as the one he is wearing), blow a conch, and do a dance of the sea. He'll tell you the moves of the dance; be sure to write these down, as they're different for each player. Possible emotes are shiver, spin, clap, bow, cheer, wave, preen, and flap.

Before leaving, be sure to search through the box of evidence while the KGP guard isn't looking and collect the fishy items there.
Increased Access
Items Required: Clockwork Suit

7. You cannot enter the rest of the KGP headquarters, as it is guarded by a KGP agent. Speak to Ping and Pong, the musical penguins, in the room on the east side of the hall. They'll tell you to make a lullaby to lull the guard to sleep so you can get past the door. Speak to the KGP agent, and he'll tell you how he relaxes. Remember these, which will be different for each player, and go speak to Ping and Pong again. They'll ask you to fill in the lyrics for their lullaby; fill them in with things that make the guard sleepy. Go back to the agent and sing the lullaby to him. He will fall asleep, and you can then operate the console to open the door.
The War Room
Items Required: Clockwork Suit

8. Head east to the War Room. Talk to one of the dwarfs working there, and you'll admit to being a spy. To prove it, remove your suit, and talk to them again. They'll ask for you to rescue them from the penguins. Leave the room, and you'll be kicked out of the headquarters. Talk to Larry again, and he'll tell you to get some supplies.
Informers
Items Required: Clockwork Suit, 8 pieces of silk, 4 planks, needle and thread.

9. The dwarfs built the submarine for the penguins, so they know how to disable it. Larry will ask you to retrieve the required supplies to craft penguin suits for all of them. Bring the required materials to the dwarfs. They will now tell you how to disable the submarine and give you a toolcase to do so. After watching the tutorial right click on the brown table, select "Inspect Engine panel," and do the following:
1. Use the wrench on the panel to open it.
2. Cut the green and red wires.
3. Rewire them with the spare wire
4. Tape the ends together.
5. Pump the pipe with the bellows until the needle is in the red.
6. Turn the wheel until the arrow is in the green.
7. Pull the lever.
Shady Dealings
Items Required: Clockwork Suit

10. Leave the room, and you'll get kicked out again. Talk to Larry. Now you have to find out where the submarine is. Talk to Noodle, who is wandering outside the headquarters. Agree to be in debt to the Mafia, and he'll hand you a KGP identification card. Enter the headquarters, and talk to the trainee KGP agent on the east side of the hallway.
11. You'll need to sneak past the worker penguins to get to the cubicle in the south east corner. Run along the north wall to the east wall. Then, go down a cubicle and west so that you're in between two cubicles. Then, run south to the door entrance. Search the table in the cubicle to obtain a telegram. Leave the same way you came in, and don't be spotted, or the telegram will be taken away from you. You cannot teleport out either; if you do so, the telegram will be taken away. Go back and talk to Larry.

Hailing
Items Required: Clockwork Suit, toolbox, fish hat

12. Head to the east coast by Yanille. Talk to Larry. Become a penguin, put on your fish hat that the penguin was wearing, and blow your conch. Now, do the dance that he told you to do, which should consist of three dance moves. After successfully completing these, you'll find yourself aboard the submarine. Head to the east end of the ship and talk to the captain. Lie to him (or tell the truth, the result is the same) about your motives and actions, and he'll throw you in the brig and confiscate your toolbox. Search the hat stand, and collect all the oceanic life. Pick the jail cell door with the swordfish, and head to the engine.

1. Open the wire lid with the crab claw.
2. Cut the wires with the shark tooth.
3. Use the electric eel to connect them.
4. Tape the wires with the seaweed.
5. Attach the puffer to the pipe, they work as bellows. Pump them until the needle is in the red.
6. Grab the wheel with the octopus, and turn it until the needle is in the green.
7. Use the swordfish as a lever, and pull it.
13. After you discover that the penguins have been using you this entire time, that the dwarfs you rescued were contracting with them and the Red Axe, and they kidnap Larry, you'll be dumped on a tropical island. Talk to the polar bear disguised as a tree, and you'll swim on his stomach back to shore after a quick chat. Quest Complete.
Reward:
• 3000 Construction Experience
• 2000 Thieving Experience
• 1500 Hunter Experience
• Penguin Hunter Expansion
• Penguin Hide and Seek Bonus with Polar Bear (Chuck)
Quest points gained on completion: 1

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