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mr n3wb

The Hunt For Red Raktuber

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Completion of the quest opens up a new hunting area, accessed via icy stepping stones from the iceberg. Here the prey are exclusively penguins, but may be hunted in a variety of ways. These are:

 

  • Deadfall Traps, requiring a knife and logs;
  • Snowdrifts and burrows, requiring a noose wand;
  • Old Fishing Rods, requiring a rope and a small fishing net.

 

The penguins are caught alive and released again with the exception of KGP agents. Have a conversation with Jim, the polar bear, before entering the hunting area, and he will take the KGP agents. All penguins give 220xp when trapped with a further 2xp per captured KGP agent, when they are passed onto Jim.

 

 

And I would write that up but I don't know what either of those rewards add so someone else needs to ;)

 

Scroll up. I've done both. :P

Thanks, added :lol:

 

Did you spot the hunting bit, quoted above? It was separate and might have got buried on the second page. ;)

Thanks for that, added it :P

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[i've not done the Quest, so am just picking up on things when reading through the guide, any of which may be complete garbage, so pick out the useful stuff :P]

 

Penguin suit(if you don't have that then 1 Silk, 1 Steel bar, and 1 Plank)

Space after 'suit'.

Don't you make the suit in your POH, so effectively need the suit anyway?

 

http://img26.imageshack.us/img26/6979/1fixed.png

 

Crop images to remove 'chat options' bar at the bottom and on something like this remove the whole chatbox. Some images also have uneven borders on the left and top sides.

 

Go east of Ardougne to reach Witchaven. You'll notice a giant footprint.

I will, where abouts in the town is it?

 

When you get to it inspect it.

When you get to it, inspect it.

 

That section seems to be jerky with too many full stops and short sentences.

 

To get there take a boat from Rellekka.

Which dock do you head to? The map shows three lines and I can never remember which dock is which. If it's the one above the 'Keldagrim Entrance' sign, that's east of Rellekka, not in it...

[pic]

[map]

Once you get to Rellekka head east around Rellekka where the rock crabs are and get on the boat.

When was I supposed to board the boat?

 

http://img26.imageshack.us/img26/5090/2fixed.png

http://img197.imageshack.us/img197/2421/4fixed.png

 

Blue (non-mouse-hover-over) 'Click here to continue' text... or at least keep it consistent / crop it so you can't see the inconsistency.

 

* For the 1st option choose the second choice.

* For the 2nd option choose the third choice.

* For the 3rd option choose the third choice then the second choice

* For the 4th option choose the second choice

* For the 5th option choose the 1st choice

Are there full stops at the end of a line or not?

Any chance of giving an hint as to what it says encase Jagex decides to muddle up the order?

1st > first (words, not numbers to keep it consistent)

 

The penguin prisoner will tell you the sequence of emotes for the dance; since this is random for each player, it's recommended to write them down. You should also take note of what sort of fish the prisoner is wearing on his head, as you'll need to disguise yourself to match him.

Merge the two sentences so people are less likely to stop reading at the full stop, missing vital info.

Add a line break after the paragraph to split it.

 

To get the conch shell and the fish headgear,

Capitalise item names.

 

(All of the fish can be kept to wear after the quest, if you like wearing costumes.)

If it needs putting in brackets, it probably isn't worth including (remove the brackets).

 

Any chance of a 'complete' screen that hasn't been shrunk? (slightly clearer)

 

Now leave the room, to get knocked out by a penguin and end up by Larry.

The comma makes the meaning of the sentence unclear.

 

http://www.joharrington.co.uk/runescape/mafia.png

 

Crop to remove some of the white space (which is actually white for once ;)).

 

http://img520.imageshack.us/img520/2986/13pathtowin.png

 

Use a line tool, not a Brush to create straight lines.

 

ollow the above path

Follow the above path

 

ollow the above path, not letting the penguins see you.

How do you make sure they don't see you?

 

Now leave the area without getting caught. If you get caught you lose the telegram!

So, go back the way you came?

 

After showing it to him, go to Yanille. Be sure you have the fish hats, the toolbox, the conch shell, and the penguin suit.

[pic]

You'll find Larry just outside of Yanille to the southeast.

That bit seems doesn't seem very continuous...

 

With the fish hats, the toolbox, the conch shell, and the penguin suit head to Larry who can be found slightly southeast of Yanille.

(with capitalised item names)

 

and do the dance the penguin told you to do.

Lots of short words make that confusing. :lol:

 

If you do it right... You'll call up the submarine.

Why the ellipse?

Climb up or climb up into?

 

After a long talk... You find out that there's a sea slug on the captain's head!

Another strange ellipse.

 

Chuck is now the new Larry, taking over his post at the zoo.

I presume Chuck is the Polar Bear, but it isn't said.

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Say reccomended quests are the watchtower quest for watchtower teleport.

 

Also you can also say if youve done the big chompy bird hunting quest your character will comment on his expieriences with bellows

 

edit how epic was the quest? so glad its not the last ;)

Edited by Gonza Man

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Go east of Ardougne to reach Witchaven. You'll notice a giant footprint.

I will, where abouts in the town is it?

 

SE of the dungeon in witchaven. Near a quest starting point. This should be added.

Edited by Full Mith777

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Don't you think the pictures would be better if you took out public clan private and stuff out at the bottom?

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Thanks for the proofread Neo, good job :lol:

 

Say reccomended quests are the watchtower quest for watchtower teleport.

 

Also you can also say if youve done the big chompy bird hunting quest your character will comment on his expieriences with bellows

 

edit how epic was the quest? so glad its not the last ;)

Thanks, added

 

Don't you think the pictures would be better if you took out public clan private and stuff out at the bottom?

I'm going to work on that.

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If you wanted to add to the gives you a book that tells you how to make it you could put in ( ) use silk, a plank, and a steel bar on a level ( I think 3) clockwork bench. Just for those lazy to read

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All the pictures are cropped, can someone link the fast quest walkthrough to the guide?

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FQW Guide:

 

 

The Hunt For Red Raktuber

Written by: N3wb

Special thanks to: Easl, Aarmy Of One, Wildman, Merch Gwyar, Magical, Full Mith777, sionnach dhu, Uther, Neo Avatars, Gonza Man, Eman1051, Rivel

Fast Quest Walkthrough by: Wildman and Rivel

Start: Speak to Larry at the Ardougne Zoo

Skill: 38 Thieving, 45 Construction, 45 Hunter

Quests: Sea Slug, Cold War

Items: Penguin suit (if you don't have that then 1 Silk, 1 Steel bar, and 1 Plank), 8 Silk, 4 Planks, 1 Needle, 1 Thread

Recommended Items: Ardougne Teleport Runes (2 Law runes, 2 Water runes), Watchtower Teleport Runes (2 Law runes, 2 Earth runes), Enchanted Lyre

Recommended Quests: Watch Tower for the Watch Tower Teleport

 

Scroll down to the end for a 'Fast Quest Walkthrough'

 

 

 

 

Start off by speaking to Larry in the southwestern part of Ardougne Zoo. He talks about how the penguins are beginning their invasion, and promises he'll explain everything if you help him. Say yes, and he'll tell you he's seen a giant penguin at the coast of Witchaven! You tell Larry you'll go investigate over at Witchaven, but before you go, you give him a little scratch on the nose.

1fixed.png

 

Go east of Ardougne to reach Witchaven. In the southwestern part you'll notice a giant footprint. When you get to it, inspect it. Turns out Larry isn't crazy after all. Now go back to Larry and tell him about the giant footprint.

2fixed.png

 

Once you go to inform Larry of your find, a zookeeper will attempt to put him into a cage. After trying to persuade the zookeeper, you and Larry show him the giant footprint to prove Larry's sanity. After that, the Zookeeper frees Larry from his straitjacket. Larry then tells you to meet him at the iceberg. To get there take a boat from the docks east of Rellekka. He also says to bring your penguin suit, and if you don't have it anymore he will give you a book that tells you how to make it.

3fixed.png

 

relekkamap.png

 

Once you get to Rellekka head east around Rellekka where the rock crabs are and get on the boat. Another way you can get to the Iceberg is to use the fairy ring code DKS and walk to the boat. Once you're at the iceberg Larry tells you he needs as much information he can on the penguins, and most importantly, he needs to know how to stop it.

 

4fixed.png

Go northwest and enter the avalanche. Head through the second door on the left and talk to the KGP Interrogator.

 

5fixed.png

If you're a lawyer, or you've played Phoenix Wright, then you might be good at this part. You have to interrogate the suspect. You will have 5 things to interrogate the penguin about. In each of them you have things you can say.

  • For the 1st option choose the second choice.
  • For the 2nd option choose the third choice.
  • For the 3rd option choose the third choice then the second choice
  • For the 4th option choose the second choice
  • For the 5th option choose the 1st choice

 

After all that he'll crack and tell you how to enter the submarine. You'll need a Conch Shell to call the submarine to the surface, and then do a dance that signals you are a friend. The penguin prisoner will tell you the sequence of emotes for the dance; since this is random for each player, it's recommended to write them down, you should also take note of what sort of fish the prisoner is wearing on his head, as you'll need to disguise yourself to match him.

To get the Conch Shell and the fish headgear, search the crate that has the interrogated penguin's belongings. You'll find the shell and several fish; make sure to keep the one that matches the prisoner. All of the fish can be kept to wear after the quest, if you like wearing costumes.

6fixeed.png

Go all the way north and try opening the door the guard won't let you. Head over to Ping and Pong, who are behind the 4th door on the right. They tell you they'll help you make a song to make the guard go to sleep, but you need to find out some things about the guard first. Go back to him and talk to him. The guard's routine to help him sleep is to drink some warm cocoa, kiss his chicklings good night, and wrap his feathers in a green blanket. Go back to Ping and Pong and tell them. They'll make a song and you'll have to do some editing. For the song, this is what you need to change:

  • Replace the word something with chicklings
  • Replace the word things with squirrels
  • Replace the word something with green
  • Replace the word things with bears
  • Replace the word something with kiss
  • Replace the word they with bears

 

7fixed.png

If you did it correctly, the guard will fall fast asleep. Once he's asleep, go and operate the control panel, and the doors to the war room will open. Head to the eastern room. Apparently the penguins have the dwarves making a giant penguin for them! Talk to one of the dwarves and he'll tell you he has nothing to say to you penguins. You tell him you're a spy, but he doesn't believe you; so you'll have to prove it. Take off the suit.

 

8fixed.png

The dwarf says they've been kidnapped, and are being forced to work for the penguins. After talking to the dwarf, leave the room; you'll be knocked out by a penguin and end up near Larry.

 

Talk to him and he'll tell you his penguin magic won't work on them from so far away, but you can give them the supplies to make penguin suits that they can wear. So now you'll need 8 silk, 4 planks, and 1 needle and thread. Once you get all that go back to the dwarves and give it to them. The dwarf will hand you a toolbox which contains the tools to disable the submarine.

9fixed.png

The dwarf will now start explaining the engine panel to you:

  • Use the wrench to open the box wire cover.
  • Cut the green and red wires with the wire cutters. This will cut off the command room from the engine.
  • Use the spare wire to rewire the green wire to the red wire. Now you've re-routed control to the engine room.
  • Wrap the tape around the raw ends.
  • Pump the air into the pipes until it's getting near red. The submarine will need some air pressure to maneuver to your new destination.
  • Turn the wheel, but watch the gauge. Stop once it's green - the arrow will point straight up. If you don't stop, you'll have to pump with the bellows again.
  • Pull the lever, and the submarine will start on its new course. Just sit back and the sub will do the rest.

leverscreen.png

If you do it all correctly it should look like the picture above.

 

10fixed.png

Now leave the room to get knocked out by a penguin and end up by Larry. Give him an update on what you've done. Larry suggests you speak to Noodle, who can be found right by the avalanche. Looks like if you do this, you're going to be in debt with the mafia!

 

mafia.png

 

260ppuv.gifNoodle tells you there's a room full of cubes with penguins wandering around. They keep the info in the back-right room. He can get you an ID to get in, but you can't cross the paths of the penguins. Noodle hands you an ID card.

 

asdfght.png

Get ready for some tactical espionage action....

 

13pathtowin.png

Follow the above path, not letting the penguins see you by staying out of their line of sight. Once you reach the cubicle, search the sorting table, and you'll find a telegram from the KGP Bureau of intelligence and communication. Now leave the area without getting caught in the same way you got the telegram. If you get caught you lose the telegram! But no worries, if you start over you'll find that the penguins made plenty of copies. When you have your telegram, go back to Larry and show it to him.

14bureauofintelligence.png

 

h1.gifh2.gifh3.gifh4.gifh5.gifWith the Fish Hats, the Toolbox, the Conch Shell, and the Penguin Suit head to Larry who can be found slightly southeast of Yanille.

 

13fixed.png

You'll find Larry just outside of Yanille to the southeast. Once he turns you into a penguin put on the hat that the penguin you interrogated had on, then blow the conch shell. Now back when you interrogated the penguin he told you a dance you had to do which consisted of 3 emotes. Do those 3 emotes and you'll gain entrance to the submarine.

 

14fixed.png

Once you are in the submarine, talk to one of the penguins and they'll tell you to report to the captain. Climb up the ladder and walk to the last room. Here you'll meet the captain.

 

15fixed.png

After a long talk you find out that there's a sea slug on the captain's head! The captain will call the guards on you and take your toolbox. Go west and take the items from the hatstand. Now go back east and open the door with your swordfish. Take a look at the engine panel... Looks like we'll have to improvise.

  • Use the crab claw to open the box wire cover.
  • Cut the green and red wire with the shark tooth.
  • Use the eel to rewire the green and red wire, then wrap the seaweed around the raw ends.
  • Use the puffer fish on the pipe. pump until it gets near red.
  • Use the octopus on the wheel to turn it until the arrow is pointing straight up.
  • Use the swordfish on the lever spot, then pull the lever.

Once this is done the submarine will take you...somewhere. You come out and Pescaline Pax tells you Larry is gagged!

 

16fixed.png

Turns out the dwarves weren't on your side after all, and Pescaling Pax was using you, but wait - it gets better! The dwarves have sided with the penguins!

 

21alkg.png

Well now you're trapped on the island, and there's a polar bear-like tree. Try talking to it. The bear works for PBJ, which is connected with Larry. He never told you about it for your safety and theirs. Larry is now being held at the "Motherland", but you aren't ready to go there. The bear then swims you off the island.

99295255.png

 

Chuck the Polar Bear is now the new Larry, taking over his post at the zoo.

 

Quest complete!

Untitled-2-2.png

Rewards

  • 1 quest point
  • 3,000 Construction EXP
  • 2,000 Thieving EXp
  • 1,500 Hunter EXP
  • Penguin hunter expansion
  • Penguin Hide and Seek bonus polar bear
  • Music unlocked - Penguin Possible, Desert Island Bear

 

This quest's plot reveals the existence of polar bear agents spying on penguins throughout Gielinor. One of these may be spotted each week alongside the usual ten penguins, as part of the Penguin Hide and Seek minigame.

 

Completion of the quest opens up a new hunting area, accessed via icy stepping stones from the iceberg. Here the prey are exclusively penguins, but may be hunted in a variety of ways. These are:

  • Deadfall Traps, requiring a knife and logs;
  • Snowdrifts and burrows, requiring a noose wand;
  • Old Fishing Rods, requiring a rope and a small fishing net.

 

The penguins are caught alive and released again with the exception of KGP agents. Have a conversation with Jim, the polar bear, before entering the hunting area, and he will take the KGP agents. All penguins give 220xp when trapped with a further 2xp per captured KGP agent, when they are passed onto Jim.

 

 

Fast Quest Walkthrough

  1. [^]Talk to Larry.
  2. [^]Go to Witchhaven and search the footprint.
  3. [^]Speak to Larry.
  4. [^]Travel on the boat north-east of Rellekka.
  5. [^]Talk to Larry.
  6. [^]Investigate the avalanche.
  7. [^]Speak to the KGP Interrogator.
  8. [^]Interrogate the suspect.
  9. [^]Search the crate.
  10. [^]Talk to Ping and Pong.
  11. [^]Talk to Guard and return to Ping and Pong.
  12. [^]Edit the Lullaby.
  13. [^]Sing Lullaby and talk to Dwarf.
  14. [^]Exit base and return to Dwarves.
  15. [^]Incapacitate the Submarine.
  16. [^]Talk to Larry and Noodle.
  17. [^]Navigate maze room and search table.
  18. [^]Talk to Larry and go to Yanille.
  19. [^]Blow shell and perform dance.
  20. [^]Speak to the leader.
  21. [^]Reroute Submarine.
  22. [^]Talk to the Tree.
  23. [^]Quest Complete!

 

 

 

 

Code:

 

 

[/code]

The Hunt For Red Raktuber

Written by: N3wb

Special thanks to: Easl, Aarmy Of One, Wildman, Merch Gwyar, Magical, Full Mith777, sionnach dhu, Uther, Neo Avatars, Gonza Man, Eman1051, Rivel

Fast Quest Walkthrough by: Wildman and Rivel

Start: Speak to Larry at the Ardougne Zoo

Skill: 38 Thieving, 45 Construction, 45 Hunter

Quests: Sea Slug, Cold War

Items: Penguin suit (if you don't have that then 1 Silk, 1 Steel bar, and 1 Plank), 8 Silk, 4 Planks, 1 Needle, 1 Thread

Recommended Items: Ardougne Teleport Runes (2 Law runes, 2 Water runes), Watchtower Teleport Runes (2 Law runes, 2 Earth runes), Enchanted Lyre

Recommended Quests: Watch Tower for the Watch Tower Teleport

 

Scroll down to the end for a 'Fast Quest Walkthrough'

 

 

 

 

Start off by speaking to Larry in the southwestern part of Ardougne Zoo. He talks about how the penguins are beginning their invasion, and promises he'll explain everything if you help him. Say yes, and he'll tell you he's seen a giant penguin at the coast of Witchaven! You tell Larry you'll go investigate over at Witchaven, but before you go, you give him a little scratch on the nose.

1fixed.png

 

Go east of Ardougne to reach Witchaven. In the southwestern part you'll notice a giant footprint. When you get to it, inspect it. Turns out Larry isn't crazy after all. Now go back to Larry and tell him about the giant footprint.

2fixed.png

 

Once you go to inform Larry of your find, a zookeeper will attempt to put him into a cage. After trying to persuade the zookeeper, you and Larry show him the giant footprint to prove Larry's sanity. After that, the Zookeeper frees Larry from his straitjacket. Larry then tells you to meet him at the iceberg. To get there take a boat from the docks east of Rellekka. He also says to bring your penguin suit, and if you don't have it anymore he will give you a book that tells you how to make it.

3fixed.png

 

relekkamap.png

 

Once you get to Rellekka head east around Rellekka where the rock crabs are and get on the boat. Another way you can get to the Iceberg is to use the fairy ring code DKS and walk to the boat. Once you're at the iceberg Larry tells you he needs as much information he can on the penguins, and most importantly, he needs to know how to stop it.

 

4fixed.png

Go northwest and enter the avalanche. Head through the second door on the left and talk to the KGP Interrogator.

 

5fixed.png

If you're a lawyer, or you've played Phoenix Wright, then you might be good at this part. You have to interrogate the suspect. You will have 5 things to interrogate the penguin about. In each of them you have things you can say.

  • For the 1st option choose the second choice.
  • For the 2nd option choose the third choice.
  • For the 3rd option choose the third choice then the second choice
  • For the 4th option choose the second choice
  • For the 5th option choose the 1st choice

 

After all that he'll crack and tell you how to enter the submarine. You'll need a Conch Shell to call the submarine to the surface, and then do a dance that signals you are a friend. The penguin prisoner will tell you the sequence of emotes for the dance; since this is random for each player, it's recommended to write them down, you should also take note of what sort of fish the prisoner is wearing on his head, as you'll need to disguise yourself to match him.

To get the Conch Shell and the fish headgear, search the crate that has the interrogated penguin's belongings. You'll find the shell and several fish; make sure to keep the one that matches the prisoner. All of the fish can be kept to wear after the quest, if you like wearing costumes.

6fixeed.png

Go all the way north and try opening the door the guard won't let you. Head over to Ping and Pong, who are behind the 4th door on the right. They tell you they'll help you make a song to make the guard go to sleep, but you need to find out some things about the guard first. Go back to him and talk to him. The guard's routine to help him sleep is to drink some warm cocoa, kiss his chicklings good night, and wrap his feathers in a green blanket. Go back to Ping and Pong and tell them. They'll make a song and you'll have to do some editing. For the song, this is what you need to change:

  • Replace the word something with chicklings
  • Replace the word things with squirrels
  • Replace the word something with green
  • Replace the word things with bears
  • Replace the word something with kiss
  • Replace the word they with bears

 

7fixed.png

If you did it correctly, the guard will fall fast asleep. Once he's asleep, go and operate the control panel, and the doors to the war room will open. Head to the eastern room. Apparently the penguins have the dwarves making a giant penguin for them! Talk to one of the dwarves and he'll tell you he has nothing to say to you penguins. You tell him you're a spy, but he doesn't believe you; so you'll have to prove it. Take off the suit.

 

8fixed.png

The dwarf says they've been kidnapped, and are being forced to work for the penguins. After talking to the dwarf, leave the room; you'll be knocked out by a penguin and end up near Larry.

 

Talk to him and he'll tell you his penguin magic won't work on them from so far away, but you can give them the supplies to make penguin suits that they can wear. So now you'll need 8 silk, 4 planks, and 1 needle and thread. Once you get all that go back to the dwarves and give it to them. The dwarf will hand you a toolbox which contains the tools to disable the submarine.

9fixed.png

The dwarf will now start explaining the engine panel to you:

  • Use the wrench to open the box wire cover.
  • Cut the green and red wires with the wire cutters. This will cut off the command room from the engine.
  • Use the spare wire to rewire the green wire to the red wire. Now you've re-routed control to the engine room.
  • Wrap the tape around the raw ends.
  • Pump the air into the pipes until it's getting near red. The submarine will need some air pressure to maneuver to your new destination.
  • Turn the wheel, but watch the gauge. Stop once it's green - the arrow will point straight up. If you don't stop, you'll have to pump with the bellows again.
  • Pull the lever, and the submarine will start on its new course. Just sit back and the sub will do the rest.

leverscreen.png

If you do it all correctly it should look like the picture above.

 

10fixed.png

Now leave the room to get knocked out by a penguin and end up by Larry. Give him an update on what you've done. Larry suggests you speak to Noodle, who can be found right by the avalanche. Looks like if you do this, you're going to be in debt with the mafia!

 

mafia.png

 

260ppuv.gifNoodle tells you there's a room full of cubes with penguins wandering around. They keep the info in the back-right room. He can get you an ID to get in, but you can't cross the paths of the penguins. Noodle hands you an ID card.

 

asdfght.png

Get ready for some tactical espionage action....

 

13pathtowin.png

Follow the above path, not letting the penguins see you by staying out of their line of sight. Once you reach the cubicle, search the sorting table, and you'll find a telegram from the KGP Bureau of intelligence and communication. Now leave the area without getting caught in the same way you got the telegram. If you get caught you lose the telegram! But no worries, if you start over you'll find that the penguins made plenty of copies. When you have your telegram, go back to Larry and show it to him.

14bureauofintelligence.png

 

h1.gifh2.gifh3.gifh4.gifh5.gifWith the Fish Hats, the Toolbox, the Conch Shell, and the Penguin Suit head to Larry who can be found slightly southeast of Yanille.

 

13fixed.png

You'll find Larry just outside of Yanille to the southeast. Once he turns you into a penguin put on the hat that the penguin you interrogated had on, then blow the conch shell. Now back when you interrogated the penguin he told you a dance you had to do which consisted of 3 emotes. Do those 3 emotes and you'll gain entrance to the submarine.

 

14fixed.png

Once you are in the submarine, talk to one of the penguins and they'll tell you to report to the captain. Climb up the ladder and walk to the last room. Here you'll meet the captain.

 

15fixed.png

After a long talk you find out that there's a sea slug on the captain's head! The captain will call the guards on you and take your toolbox. Go west and take the items from the hatstand. Now go back east and open the door with your swordfish. Take a look at the engine panel... Looks like we'll have to improvise.

  • Use the crab claw to open the box wire cover.
  • Cut the green and red wire with the shark tooth.
  • Use the eel to rewire the green and red wire, then wrap the seaweed around the raw ends.
  • Use the puffer fish on the pipe. pump until it gets near red.
  • Use the octopus on the wheel to turn it until the arrow is pointing straight up.
  • Use the swordfish on the lever spot, then pull the lever.

Once this is done the submarine will take you...somewhere. You come out and Pescaline Pax tells you Larry is gagged!

 

16fixed.png

Turns out the dwarves weren't on your side after all, and Pescaling Pax was using you, but wait - it gets better! The dwarves have sided with the penguins!

 

21alkg.png

Well now you're trapped on the island, and there's a polar bear-like tree. Try talking to it. The bear works for PBJ, which is connected with Larry. He never told you about it for your safety and theirs. Larry is now being held at the "Motherland", but you aren't ready to go there. The bear then swims you off the island.

99295255.png

 

Chuck the Polar Bear is now the new Larry, taking over his post at the zoo.

 

Quest complete!

Untitled-2-2.png

Rewards

  • 1 quest point
  • 3,000 Construction EXP
  • 2,000 Thieving EXp
  • 1,500 Hunter EXP
  • Penguin hunter expansion
  • Penguin Hide and Seek bonus polar bear
  • Music unlocked - Penguin Possible, Desert Island Bear

 

This quest's plot reveals the existence of polar bear agents spying on penguins throughout Gielinor. One of these may be spotted each week alongside the usual ten penguins, as part of the Penguin Hide and Seek minigame.

 

Completion of the quest opens up a new hunting area, accessed via icy stepping stones from the iceberg. Here the prey are exclusively penguins, but may be hunted in a variety of ways. These are:

  • Deadfall Traps, requiring a knife and logs;
  • Snowdrifts and burrows, requiring a noose wand;
  • Old Fishing Rods, requiring a rope and a small fishing net.

 

The penguins are caught alive and released again with the exception of KGP agents. Have a conversation with Jim, the polar bear, before entering the hunting area, and he will take the KGP agents. All penguins give 220xp when trapped with a further 2xp per captured KGP agent, when they are passed onto Jim.

 

 

Fast Quest Walkthrough

  1. [^]Talk to Larry.
  2. [^]Go to Witchhaven and search the footprint.
  3. [^]Speak to Larry.
  4. [^]Travel on the boat north-east of Rellekka.
  5. [^]Talk to Larry.
  6. [^]Investigate the avalanche.
  7. [^]Speak to the KGP Interrogator.
  8. [^]Interrogate the suspect.
  9. [^]Search the crate.
  10. [^]Talk to Ping and Pong.
  11. [^]Talk to Guard and return to Ping and Pong.
  12. [^]Edit the Lullaby.
  13. [^]Sing Lullaby and talk to Dwarf.
  14. [^]Exit base and return to Dwarves.
  15. [^]Incapacitate the Submarine.
  16. [^]Talk to Larry and Noodle.
  17. [^]Navigate maze room and search table.
  18. [^]Talk to Larry and go to Yanille.
  19. [^]Blow shell and perform dance.
  20. [^]Speak to the leader.
  21. [^]Reroute Submarine.
  22. [^]Talk to the Tree.
  23. [^]Quest Complete!

[/code]

 

 

 

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I didn't know if you wanted pics of the hunting area.

 

huntingpenguins.png

 

I'm not brilliant at cropping, so if you'd prefer to have a go yourself, here is the full version of that:

 

Full picture

Thanks, recropped the picture to fit the guide :box:

 

FQW Guide:

 

 

The Hunt For Red Raktuber

Written by: N3wb

Special thanks to: Easl, Aarmy Of One, Wildman, Merch Gwyar, Magical, Full Mith777, sionnach dhu, Uther, Neo Avatars, Gonza Man, Eman1051, Rivel

Fast Quest Walkthrough by: Wildman and Rivel

Start: Speak to Larry at the Ardougne Zoo

Skill: 38 Thieving, 45 Construction, 45 Hunter

Quests: Sea Slug, Cold War

Items: Penguin suit (if you don't have that then 1 Silk, 1 Steel bar, and 1 Plank), 8 Silk, 4 Planks, 1 Needle, 1 Thread

Recommended Items: Ardougne Teleport Runes (2 Law runes, 2 Water runes), Watchtower Teleport Runes (2 Law runes, 2 Earth runes), Enchanted Lyre

Recommended Quests: Watch Tower for the Watch Tower Teleport

 

Scroll down to the end for a 'Fast Quest Walkthrough'

 

 

 

 

Start off by speaking to Larry in the southwestern part of Ardougne Zoo. He talks about how the penguins are beginning their invasion, and promises he'll explain everything if you help him. Say yes, and he'll tell you he's seen a giant penguin at the coast of Witchaven! You tell Larry you'll go investigate over at Witchaven, but before you go, you give him a little scratch on the nose.

1fixed.png

 

Go east of Ardougne to reach Witchaven. In the southwestern part you'll notice a giant footprint. When you get to it, inspect it. Turns out Larry isn't crazy after all. Now go back to Larry and tell him about the giant footprint.

2fixed.png

 

Once you go to inform Larry of your find, a zookeeper will attempt to put him into a cage. After trying to persuade the zookeeper, you and Larry show him the giant footprint to prove Larry's sanity. After that, the Zookeeper frees Larry from his straitjacket. Larry then tells you to meet him at the iceberg. To get there take a boat from the docks east of Rellekka. He also says to bring your penguin suit, and if you don't have it anymore he will give you a book that tells you how to make it.

3fixed.png

 

relekkamap.png

 

Once you get to Rellekka head east around Rellekka where the rock crabs are and get on the boat. Another way you can get to the Iceberg is to use the fairy ring code DKS and walk to the boat. Once you're at the iceberg Larry tells you he needs as much information he can on the penguins, and most importantly, he needs to know how to stop it.

 

4fixed.png

Go northwest and enter the avalanche. Head through the second door on the left and talk to the KGP Interrogator.

 

5fixed.png

If you're a lawyer, or you've played Phoenix Wright, then you might be good at this part. You have to interrogate the suspect. You will have 5 things to interrogate the penguin about. In each of them you have things you can say.

  • For the 1st option choose the second choice.
  • For the 2nd option choose the third choice.
  • For the 3rd option choose the third choice then the second choice
  • For the 4th option choose the second choice
  • For the 5th option choose the 1st choice

 

After all that he'll crack and tell you how to enter the submarine. You'll need a Conch Shell to call the submarine to the surface, and then do a dance that signals you are a friend. The penguin prisoner will tell you the sequence of emotes for the dance; since this is random for each player, it's recommended to write them down, you should also take note of what sort of fish the prisoner is wearing on his head, as you'll need to disguise yourself to match him.

To get the Conch Shell and the fish headgear, search the crate that has the interrogated penguin's belongings. You'll find the shell and several fish; make sure to keep the one that matches the prisoner. All of the fish can be kept to wear after the quest, if you like wearing costumes.

6fixeed.png

Go all the way north and try opening the door the guard won't let you. Head over to Ping and Pong, who are behind the 4th door on the right. They tell you they'll help you make a song to make the guard go to sleep, but you need to find out some things about the guard first. Go back to him and talk to him. The guard's routine to help him sleep is to drink some warm cocoa, kiss his chicklings good night, and wrap his feathers in a green blanket. Go back to Ping and Pong and tell them. They'll make a song and you'll have to do some editing. For the song, this is what you need to change:

  • Replace the word something with chicklings
  • Replace the word things with squirrels
  • Replace the word something with green
  • Replace the word things with bears
  • Replace the word something with kiss
  • Replace the word they with bears

 

7fixed.png

If you did it correctly, the guard will fall fast asleep. Once he's asleep, go and operate the control panel, and the doors to the war room will open. Head to the eastern room. Apparently the penguins have the dwarves making a giant penguin for them! Talk to one of the dwarves and he'll tell you he has nothing to say to you penguins. You tell him you're a spy, but he doesn't believe you; so you'll have to prove it. Take off the suit.

 

8fixed.png

The dwarf says they've been kidnapped, and are being forced to work for the penguins. After talking to the dwarf, leave the room; you'll be knocked out by a penguin and end up near Larry.

 

Talk to him and he'll tell you his penguin magic won't work on them from so far away, but you can give them the supplies to make penguin suits that they can wear. So now you'll need 8 silk, 4 planks, and 1 needle and thread. Once you get all that go back to the dwarves and give it to them. The dwarf will hand you a toolbox which contains the tools to disable the submarine.

9fixed.png

The dwarf will now start explaining the engine panel to you:

  • Use the wrench to open the box wire cover.
  • Cut the green and red wires with the wire cutters. This will cut off the command room from the engine.
  • Use the spare wire to rewire the green wire to the red wire. Now you've re-routed control to the engine room.
  • Wrap the tape around the raw ends.
  • Pump the air into the pipes until it's getting near red. The submarine will need some air pressure to maneuver to your new destination.
  • Turn the wheel, but watch the gauge. Stop once it's green - the arrow will point straight up. If you don't stop, you'll have to pump with the bellows again.
  • Pull the lever, and the submarine will start on its new course. Just sit back and the sub will do the rest.

leverscreen.png

If you do it all correctly it should look like the picture above.

 

10fixed.png

Now leave the room to get knocked out by a penguin and end up by Larry. Give him an update on what you've done. Larry suggests you speak to Noodle, who can be found right by the avalanche. Looks like if you do this, you're going to be in debt with the mafia!

 

mafia.png

 

260ppuv.gifNoodle tells you there's a room full of cubes with penguins wandering around. They keep the info in the back-right room. He can get you an ID to get in, but you can't cross the paths of the penguins. Noodle hands you an ID card.

 

asdfght.png

Get ready for some tactical espionage action....

 

13pathtowin.png

Follow the above path, not letting the penguins see you by staying out of their line of sight. Once you reach the cubicle, search the sorting table, and you'll find a telegram from the KGP Bureau of intelligence and communication. Now leave the area without getting caught in the same way you got the telegram. If you get caught you lose the telegram! But no worries, if you start over you'll find that the penguins made plenty of copies. When you have your telegram, go back to Larry and show it to him.

14bureauofintelligence.png

 

h1.gifh2.gifh3.gifh4.gifh5.gifWith the Fish Hats, the Toolbox, the Conch Shell, and the Penguin Suit head to Larry who can be found slightly southeast of Yanille.

 

13fixed.png

You'll find Larry just outside of Yanille to the southeast. Once he turns you into a penguin put on the hat that the penguin you interrogated had on, then blow the conch shell. Now back when you interrogated the penguin he told you a dance you had to do which consisted of 3 emotes. Do those 3 emotes and you'll gain entrance to the submarine.

 

14fixed.png

Once you are in the submarine, talk to one of the penguins and they'll tell you to report to the captain. Climb up the ladder and walk to the last room. Here you'll meet the captain.

 

15fixed.png

After a long talk you find out that there's a sea slug on the captain's head! The captain will call the guards on you and take your toolbox. Go west and take the items from the hatstand. Now go back east and open the door with your swordfish. Take a look at the engine panel... Looks like we'll have to improvise.

  • Use the crab claw to open the box wire cover.
  • Cut the green and red wire with the shark tooth.
  • Use the eel to rewire the green and red wire, then wrap the seaweed around the raw ends.
  • Use the puffer fish on the pipe. pump until it gets near red.
  • Use the octopus on the wheel to turn it until the arrow is pointing straight up.
  • Use the swordfish on the lever spot, then pull the lever.

Once this is done the submarine will take you...somewhere. You come out and Pescaline Pax tells you Larry is gagged!

 

16fixed.png

Turns out the dwarves weren't on your side after all, and Pescaling Pax was using you, but wait - it gets better! The dwarves have sided with the penguins!

 

21alkg.png

Well now you're trapped on the island, and there's a polar bear-like tree. Try talking to it. The bear works for PBJ, which is connected with Larry. He never told you about it for your safety and theirs. Larry is now being held at the "Motherland", but you aren't ready to go there. The bear then swims you off the island.

99295255.png

 

Chuck the Polar Bear is now the new Larry, taking over his post at the zoo.

 

Quest complete!

Untitled-2-2.png

Rewards

  • 1 quest point
  • 3,000 Construction EXP
  • 2,000 Thieving EXp
  • 1,500 Hunter EXP
  • Penguin hunter expansion
  • Penguin Hide and Seek bonus polar bear
  • Music unlocked - Penguin Possible, Desert Island Bear

 

This quest's plot reveals the existence of polar bear agents spying on penguins throughout Gielinor. One of these may be spotted each week alongside the usual ten penguins, as part of the Penguin Hide and Seek minigame.

 

Completion of the quest opens up a new hunting area, accessed via icy stepping stones from the iceberg. Here the prey are exclusively penguins, but may be hunted in a variety of ways. These are:

  • Deadfall Traps, requiring a knife and logs;
  • Snowdrifts and burrows, requiring a noose wand;
  • Old Fishing Rods, requiring a rope and a small fishing net.

 

The penguins are caught alive and released again with the exception of KGP agents. Have a conversation with Jim, the polar bear, before entering the hunting area, and he will take the KGP agents. All penguins give 220xp when trapped with a further 2xp per captured KGP agent, when they are passed onto Jim.

 

 

Fast Quest Walkthrough

  1. [^]Talk to Larry.
  2. [^]Go to Witchhaven and search the footprint.
  3. [^]Speak to Larry.
  4. [^]Travel on the boat north-east of Rellekka.
  5. [^]Talk to Larry.
  6. [^]Investigate the avalanche.
  7. [^]Speak to the KGP Interrogator.
  8. [^]Interrogate the suspect.
  9. [^]Search the crate.
  10. [^]Talk to Ping and Pong.
  11. [^]Talk to Guard and return to Ping and Pong.
  12. [^]Edit the Lullaby.
  13. [^]Sing Lullaby and talk to Dwarf.
  14. [^]Exit base and return to Dwarves.
  15. [^]Incapacitate the Submarine.
  16. [^]Talk to Larry and Noodle.
  17. [^]Navigate maze room and search table.
  18. [^]Talk to Larry and go to Yanille.
  19. [^]Blow shell and perform dance.
  20. [^]Speak to the leader.
  21. [^]Reroute Submarine.
  22. [^]Talk to the Tree.
  23. [^]Quest Complete!

 

 

 

 

Code:

 

 

[/code]

The Hunt For Red Raktuber

Written by: N3wb

Special thanks to: Easl, Aarmy Of One, Wildman, Merch Gwyar, Magical, Full Mith777, sionnach dhu, Uther, Neo Avatars, Gonza Man, Eman1051, Rivel

Fast Quest Walkthrough by: Wildman and Rivel

Start: Speak to Larry at the Ardougne Zoo

Skill: 38 Thieving, 45 Construction, 45 Hunter

Quests: Sea Slug, Cold War

Items: Penguin suit (if you don't have that then 1 Silk, 1 Steel bar, and 1 Plank), 8 Silk, 4 Planks, 1 Needle, 1 Thread

Recommended Items: Ardougne Teleport Runes (2 Law runes, 2 Water runes), Watchtower Teleport Runes (2 Law runes, 2 Earth runes), Enchanted Lyre

Recommended Quests: Watch Tower for the Watch Tower Teleport

 

Scroll down to the end for a 'Fast Quest Walkthrough'

 

 

 

 

Start off by speaking to Larry in the southwestern part of Ardougne Zoo. He talks about how the penguins are beginning their invasion, and promises he'll explain everything if you help him. Say yes, and he'll tell you he's seen a giant penguin at the coast of Witchaven! You tell Larry you'll go investigate over at Witchaven, but before you go, you give him a little scratch on the nose.

1fixed.png

 

Go east of Ardougne to reach Witchaven. In the southwestern part you'll notice a giant footprint. When you get to it, inspect it. Turns out Larry isn't crazy after all. Now go back to Larry and tell him about the giant footprint.

2fixed.png

 

Once you go to inform Larry of your find, a zookeeper will attempt to put him into a cage. After trying to persuade the zookeeper, you and Larry show him the giant footprint to prove Larry's sanity. After that, the Zookeeper frees Larry from his straitjacket. Larry then tells you to meet him at the iceberg. To get there take a boat from the docks east of Rellekka. He also says to bring your penguin suit, and if you don't have it anymore he will give you a book that tells you how to make it.

3fixed.png

 

relekkamap.png

 

Once you get to Rellekka head east around Rellekka where the rock crabs are and get on the boat. Another way you can get to the Iceberg is to use the fairy ring code DKS and walk to the boat. Once you're at the iceberg Larry tells you he needs as much information he can on the penguins, and most importantly, he needs to know how to stop it.

 

4fixed.png

Go northwest and enter the avalanche. Head through the second door on the left and talk to the KGP Interrogator.

 

5fixed.png

If you're a lawyer, or you've played Phoenix Wright, then you might be good at this part. You have to interrogate the suspect. You will have 5 things to interrogate the penguin about. In each of them you have things you can say.

  • For the 1st option choose the second choice.
  • For the 2nd option choose the third choice.
  • For the 3rd option choose the third choice then the second choice
  • For the 4th option choose the second choice
  • For the 5th option choose the 1st choice

 

After all that he'll crack and tell you how to enter the submarine. You'll need a Conch Shell to call the submarine to the surface, and then do a dance that signals you are a friend. The penguin prisoner will tell you the sequence of emotes for the dance; since this is random for each player, it's recommended to write them down, you should also take note of what sort of fish the prisoner is wearing on his head, as you'll need to disguise yourself to match him.

To get the Conch Shell and the fish headgear, search the crate that has the interrogated penguin's belongings. You'll find the shell and several fish; make sure to keep the one that matches the prisoner. All of the fish can be kept to wear after the quest, if you like wearing costumes.

6fixeed.png

Go all the way north and try opening the door the guard won't let you. Head over to Ping and Pong, who are behind the 4th door on the right. They tell you they'll help you make a song to make the guard go to sleep, but you need to find out some things about the guard first. Go back to him and talk to him. The guard's routine to help him sleep is to drink some warm cocoa, kiss his chicklings good night, and wrap his feathers in a green blanket. Go back to Ping and Pong and tell them. They'll make a song and you'll have to do some editing. For the song, this is what you need to change:

  • Replace the word something with chicklings
  • Replace the word things with squirrels
  • Replace the word something with green
  • Replace the word things with bears
  • Replace the word something with kiss
  • Replace the word they with bears

 

7fixed.png

If you did it correctly, the guard will fall fast asleep. Once he's asleep, go and operate the control panel, and the doors to the war room will open. Head to the eastern room. Apparently the penguins have the dwarves making a giant penguin for them! Talk to one of the dwarves and he'll tell you he has nothing to say to you penguins. You tell him you're a spy, but he doesn't believe you; so you'll have to prove it. Take off the suit.

 

8fixed.png

The dwarf says they've been kidnapped, and are being forced to work for the penguins. After talking to the dwarf, leave the room; you'll be knocked out by a penguin and end up near Larry.

 

Talk to him and he'll tell you his penguin magic won't work on them from so far away, but you can give them the supplies to make penguin suits that they can wear. So now you'll need 8 silk, 4 planks, and 1 needle and thread. Once you get all that go back to the dwarves and give it to them. The dwarf will hand you a toolbox which contains the tools to disable the submarine.

9fixed.png

The dwarf will now start explaining the engine panel to you:

  • Use the wrench to open the box wire cover.
  • Cut the green and red wires with the wire cutters. This will cut off the command room from the engine.
  • Use the spare wire to rewire the green wire to the red wire. Now you've re-routed control to the engine room.
  • Wrap the tape around the raw ends.
  • Pump the air into the pipes until it's getting near red. The submarine will need some air pressure to maneuver to your new destination.
  • Turn the wheel, but watch the gauge. Stop once it's green - the arrow will point straight up. If you don't stop, you'll have to pump with the bellows again.
  • Pull the lever, and the submarine will start on its new course. Just sit back and the sub will do the rest.

leverscreen.png

If you do it all correctly it should look like the picture above.

 

10fixed.png

Now leave the room to get knocked out by a penguin and end up by Larry. Give him an update on what you've done. Larry suggests you speak to Noodle, who can be found right by the avalanche. Looks like if you do this, you're going to be in debt with the mafia!

 

mafia.png

 

260ppuv.gifNoodle tells you there's a room full of cubes with penguins wandering around. They keep the info in the back-right room. He can get you an ID to get in, but you can't cross the paths of the penguins. Noodle hands you an ID card.

 

asdfght.png

Get ready for some tactical espionage action....

 

13pathtowin.png

Follow the above path, not letting the penguins see you by staying out of their line of sight. Once you reach the cubicle, search the sorting table, and you'll find a telegram from the KGP Bureau of intelligence and communication. Now leave the area without getting caught in the same way you got the telegram. If you get caught you lose the telegram! But no worries, if you start over you'll find that the penguins made plenty of copies. When you have your telegram, go back to Larry and show it to him.

14bureauofintelligence.png

 

h1.gifh2.gifh3.gifh4.gifh5.gifWith the Fish Hats, the Toolbox, the Conch Shell, and the Penguin Suit head to Larry who can be found slightly southeast of Yanille.

 

13fixed.png

You'll find Larry just outside of Yanille to the southeast. Once he turns you into a penguin put on the hat that the penguin you interrogated had on, then blow the conch shell. Now back when you interrogated the penguin he told you a dance you had to do which consisted of 3 emotes. Do those 3 emotes and you'll gain entrance to the submarine.

 

14fixed.png

Once you are in the submarine, talk to one of the penguins and they'll tell you to report to the captain. Climb up the ladder and walk to the last room. Here you'll meet the captain.

 

15fixed.png

After a long talk you find out that there's a sea slug on the captain's head! The captain will call the guards on you and take your toolbox. Go west and take the items from the hatstand. Now go back east and open the door with your swordfish. Take a look at the engine panel... Looks like we'll have to improvise.

  • Use the crab claw to open the box wire cover.
  • Cut the green and red wire with the shark tooth.
  • Use the eel to rewire the green and red wire, then wrap the seaweed around the raw ends.
  • Use the puffer fish on the pipe. pump until it gets near red.
  • Use the octopus on the wheel to turn it until the arrow is pointing straight up.
  • Use the swordfish on the lever spot, then pull the lever.

Once this is done the submarine will take you...somewhere. You come out and Pescaline Pax tells you Larry is gagged!

 

16fixed.png

Turns out the dwarves weren't on your side after all, and Pescaling Pax was using you, but wait - it gets better! The dwarves have sided with the penguins!

 

21alkg.png

Well now you're trapped on the island, and there's a polar bear-like tree. Try talking to it. The bear works for PBJ, which is connected with Larry. He never told you about it for your safety and theirs. Larry is now being held at the "Motherland", but you aren't ready to go there. The bear then swims you off the island.

99295255.png

 

Chuck the Polar Bear is now the new Larry, taking over his post at the zoo.

 

Quest complete!

Untitled-2-2.png

Rewards

  • 1 quest point
  • 3,000 Construction EXP
  • 2,000 Thieving EXp
  • 1,500 Hunter EXP
  • Penguin hunter expansion
  • Penguin Hide and Seek bonus polar bear
  • Music unlocked - Penguin Possible, Desert Island Bear

 

This quest's plot reveals the existence of polar bear agents spying on penguins throughout Gielinor. One of these may be spotted each week alongside the usual ten penguins, as part of the Penguin Hide and Seek minigame.

 

Completion of the quest opens up a new hunting area, accessed via icy stepping stones from the iceberg. Here the prey are exclusively penguins, but may be hunted in a variety of ways. These are:

  • Deadfall Traps, requiring a knife and logs;
  • Snowdrifts and burrows, requiring a noose wand;
  • Old Fishing Rods, requiring a rope and a small fishing net.

 

The penguins are caught alive and released again with the exception of KGP agents. Have a conversation with Jim, the polar bear, before entering the hunting area, and he will take the KGP agents. All penguins give 220xp when trapped with a further 2xp per captured KGP agent, when they are passed onto Jim.

 

 

Fast Quest Walkthrough

  1. [^]Talk to Larry.
  2. [^]Go to Witchhaven and search the footprint.
  3. [^]Speak to Larry.
  4. [^]Travel on the boat north-east of Rellekka.
  5. [^]Talk to Larry.
  6. [^]Investigate the avalanche.
  7. [^]Speak to the KGP Interrogator.
  8. [^]Interrogate the suspect.
  9. [^]Search the crate.
  10. [^]Talk to Ping and Pong.
  11. [^]Talk to Guard and return to Ping and Pong.
  12. [^]Edit the Lullaby.
  13. [^]Sing Lullaby and talk to Dwarf.
  14. [^]Exit base and return to Dwarves.
  15. [^]Incapacitate the Submarine.
  16. [^]Talk to Larry and Noodle.
  17. [^]Navigate maze room and search table.
  18. [^]Talk to Larry and go to Yanille.
  19. [^]Blow shell and perform dance.
  20. [^]Speak to the leader.
  21. [^]Reroute Submarine.
  22. [^]Talk to the Tree.
  23. [^]Quest Complete!

[/code]

 

 

I have changed the guide up quite a bit since you made that, if I just add in the quickguide part will it still work?

Edited by N3wb

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You're welcome.

 

By the way, my maths was dodgy earlier. You get 250xp for catching penguins. I just tested it and that's definite. I told you 220xp earlier.

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You're welcome.

 

By the way, my maths was dodgy earlier. You get 250xp for catching penguins. I just tested it and that's definite. I told you 220xp earlier.

Alright, fixed that in the guide.

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I didn't know if you wanted pics of the hunting area.

 

huntingpenguins.png

 

I'm not brilliant at cropping, so if you'd prefer to have a go yourself, here is the full version of that:

 

Full picture

Thanks, recropped the picture to fit the guide :box:

 

FQW Guide:

 

 

The Hunt For Red Raktuber

Written by: N3wb

Special thanks to: Easl, Aarmy Of One, Wildman, Merch Gwyar, Magical, Full Mith777, sionnach dhu, Uther, Neo Avatars, Gonza Man, Eman1051, Rivel

Fast Quest Walkthrough by: Wildman and Rivel

Start: Speak to Larry at the Ardougne Zoo

Skill: 38 Thieving, 45 Construction, 45 Hunter

Quests: Sea Slug, Cold War

Items: Penguin suit (if you don't have that then 1 Silk, 1 Steel bar, and 1 Plank), 8 Silk, 4 Planks, 1 Needle, 1 Thread

Recommended Items: Ardougne Teleport Runes (2 Law runes, 2 Water runes), Watchtower Teleport Runes (2 Law runes, 2 Earth runes), Enchanted Lyre

Recommended Quests: Watch Tower for the Watch Tower Teleport

 

Scroll down to the end for a 'Fast Quest Walkthrough'

 

 

 

 

Start off by speaking to Larry in the southwestern part of Ardougne Zoo. He talks about how the penguins are beginning their invasion, and promises he'll explain everything if you help him. Say yes, and he'll tell you he's seen a giant penguin at the coast of Witchaven! You tell Larry you'll go investigate over at Witchaven, but before you go, you give him a little scratch on the nose.

1fixed.png

 

Go east of Ardougne to reach Witchaven. In the southwestern part you'll notice a giant footprint. When you get to it, inspect it. Turns out Larry isn't crazy after all. Now go back to Larry and tell him about the giant footprint.

2fixed.png

 

Once you go to inform Larry of your find, a zookeeper will attempt to put him into a cage. After trying to persuade the zookeeper, you and Larry show him the giant footprint to prove Larry's sanity. After that, the Zookeeper frees Larry from his straitjacket. Larry then tells you to meet him at the iceberg. To get there take a boat from the docks east of Rellekka. He also says to bring your penguin suit, and if you don't have it anymore he will give you a book that tells you how to make it.

3fixed.png

 

relekkamap.png

 

Once you get to Rellekka head east around Rellekka where the rock crabs are and get on the boat. Another way you can get to the Iceberg is to use the fairy ring code DKS and walk to the boat. Once you're at the iceberg Larry tells you he needs as much information he can on the penguins, and most importantly, he needs to know how to stop it.

 

4fixed.png

Go northwest and enter the avalanche. Head through the second door on the left and talk to the KGP Interrogator.

 

5fixed.png

If you're a lawyer, or you've played Phoenix Wright, then you might be good at this part. You have to interrogate the suspect. You will have 5 things to interrogate the penguin about. In each of them you have things you can say.

  • For the 1st option choose the second choice.
  • For the 2nd option choose the third choice.
  • For the 3rd option choose the third choice then the second choice
  • For the 4th option choose the second choice
  • For the 5th option choose the 1st choice

 

After all that he'll crack and tell you how to enter the submarine. You'll need a Conch Shell to call the submarine to the surface, and then do a dance that signals you are a friend. The penguin prisoner will tell you the sequence of emotes for the dance; since this is random for each player, it's recommended to write them down, you should also take note of what sort of fish the prisoner is wearing on his head, as you'll need to disguise yourself to match him.

To get the Conch Shell and the fish headgear, search the crate that has the interrogated penguin's belongings. You'll find the shell and several fish; make sure to keep the one that matches the prisoner. All of the fish can be kept to wear after the quest, if you like wearing costumes.

6fixeed.png

Go all the way north and try opening the door the guard won't let you. Head over to Ping and Pong, who are behind the 4th door on the right. They tell you they'll help you make a song to make the guard go to sleep, but you need to find out some things about the guard first. Go back to him and talk to him. The guard's routine to help him sleep is to drink some warm cocoa, kiss his chicklings good night, and wrap his feathers in a green blanket. Go back to Ping and Pong and tell them. They'll make a song and you'll have to do some editing. For the song, this is what you need to change:

  • Replace the word something with chicklings
  • Replace the word things with squirrels
  • Replace the word something with green
  • Replace the word things with bears
  • Replace the word something with kiss
  • Replace the word they with bears

 

7fixed.png

If you did it correctly, the guard will fall fast asleep. Once he's asleep, go and operate the control panel, and the doors to the war room will open. Head to the eastern room. Apparently the penguins have the dwarves making a giant penguin for them! Talk to one of the dwarves and he'll tell you he has nothing to say to you penguins. You tell him you're a spy, but he doesn't believe you; so you'll have to prove it. Take off the suit.

 

8fixed.png

The dwarf says they've been kidnapped, and are being forced to work for the penguins. After talking to the dwarf, leave the room; you'll be knocked out by a penguin and end up near Larry.

 

Talk to him and he'll tell you his penguin magic won't work on them from so far away, but you can give them the supplies to make penguin suits that they can wear. So now you'll need 8 silk, 4 planks, and 1 needle and thread. Once you get all that go back to the dwarves and give it to them. The dwarf will hand you a toolbox which contains the tools to disable the submarine.

9fixed.png

The dwarf will now start explaining the engine panel to you:

  • Use the wrench to open the box wire cover.
  • Cut the green and red wires with the wire cutters. This will cut off the command room from the engine.
  • Use the spare wire to rewire the green wire to the red wire. Now you've re-routed control to the engine room.
  • Wrap the tape around the raw ends.
  • Pump the air into the pipes until it's getting near red. The submarine will need some air pressure to maneuver to your new destination.
  • Turn the wheel, but watch the gauge. Stop once it's green - the arrow will point straight up. If you don't stop, you'll have to pump with the bellows again.
  • Pull the lever, and the submarine will start on its new course. Just sit back and the sub will do the rest.

leverscreen.png

If you do it all correctly it should look like the picture above.

 

10fixed.png

Now leave the room to get knocked out by a penguin and end up by Larry. Give him an update on what you've done. Larry suggests you speak to Noodle, who can be found right by the avalanche. Looks like if you do this, you're going to be in debt with the mafia!

 

mafia.png

 

260ppuv.gifNoodle tells you there's a room full of cubes with penguins wandering around. They keep the info in the back-right room. He can get you an ID to get in, but you can't cross the paths of the penguins. Noodle hands you an ID card.

 

asdfght.png

Get ready for some tactical espionage action....

 

13pathtowin.png

Follow the above path, not letting the penguins see you by staying out of their line of sight. Once you reach the cubicle, search the sorting table, and you'll find a telegram from the KGP Bureau of intelligence and communication. Now leave the area without getting caught in the same way you got the telegram. If you get caught you lose the telegram! But no worries, if you start over you'll find that the penguins made plenty of copies. When you have your telegram, go back to Larry and show it to him.

14bureauofintelligence.png

 

h1.gifh2.gifh3.gifh4.gifh5.gifWith the Fish Hats, the Toolbox, the Conch Shell, and the Penguin Suit head to Larry who can be found slightly southeast of Yanille.

 

13fixed.png

You'll find Larry just outside of Yanille to the southeast. Once he turns you into a penguin put on the hat that the penguin you interrogated had on, then blow the conch shell. Now back when you interrogated the penguin he told you a dance you had to do which consisted of 3 emotes. Do those 3 emotes and you'll gain entrance to the submarine.

 

14fixed.png

Once you are in the submarine, talk to one of the penguins and they'll tell you to report to the captain. Climb up the ladder and walk to the last room. Here you'll meet the captain.

 

15fixed.png

After a long talk you find out that there's a sea slug on the captain's head! The captain will call the guards on you and take your toolbox. Go west and take the items from the hatstand. Now go back east and open the door with your swordfish. Take a look at the engine panel... Looks like we'll have to improvise.

  • Use the crab claw to open the box wire cover.
  • Cut the green and red wire with the shark tooth.
  • Use the eel to rewire the green and red wire, then wrap the seaweed around the raw ends.
  • Use the puffer fish on the pipe. pump until it gets near red.
  • Use the octopus on the wheel to turn it until the arrow is pointing straight up.
  • Use the swordfish on the lever spot, then pull the lever.

Once this is done the submarine will take you...somewhere. You come out and Pescaline Pax tells you Larry is gagged!

 

16fixed.png

Turns out the dwarves weren't on your side after all, and Pescaling Pax was using you, but wait - it gets better! The dwarves have sided with the penguins!

 

21alkg.png

Well now you're trapped on the island, and there's a polar bear-like tree. Try talking to it. The bear works for PBJ, which is connected with Larry. He never told you about it for your safety and theirs. Larry is now being held at the "Motherland", but you aren't ready to go there. The bear then swims you off the island.

99295255.png

 

Chuck the Polar Bear is now the new Larry, taking over his post at the zoo.

 

Quest complete!

Untitled-2-2.png

Rewards

  • 1 quest point
  • 3,000 Construction EXP
  • 2,000 Thieving EXp
  • 1,500 Hunter EXP
  • Penguin hunter expansion
  • Penguin Hide and Seek bonus polar bear
  • Music unlocked - Penguin Possible, Desert Island Bear

 

This quest's plot reveals the existence of polar bear agents spying on penguins throughout Gielinor. One of these may be spotted each week alongside the usual ten penguins, as part of the Penguin Hide and Seek minigame.

 

Completion of the quest opens up a new hunting area, accessed via icy stepping stones from the iceberg. Here the prey are exclusively penguins, but may be hunted in a variety of ways. These are:

  • Deadfall Traps, requiring a knife and logs;
  • Snowdrifts and burrows, requiring a noose wand;
  • Old Fishing Rods, requiring a rope and a small fishing net.

 

The penguins are caught alive and released again with the exception of KGP agents. Have a conversation with Jim, the polar bear, before entering the hunting area, and he will take the KGP agents. All penguins give 220xp when trapped with a further 2xp per captured KGP agent, when they are passed onto Jim.

 

 

Fast Quest Walkthrough

  1. [^]Talk to Larry.
  2. [^]Go to Witchhaven and search the footprint.
  3. [^]Speak to Larry.
  4. [^]Travel on the boat north-east of Rellekka.
  5. [^]Talk to Larry.
  6. [^]Investigate the avalanche.
  7. [^]Speak to the KGP Interrogator.
  8. [^]Interrogate the suspect.
  9. [^]Search the crate.
  10. [^]Talk to Ping and Pong.
  11. [^]Talk to Guard and return to Ping and Pong.
  12. [^]Edit the Lullaby.
  13. [^]Sing Lullaby and talk to Dwarf.
  14. [^]Exit base and return to Dwarves.
  15. [^]Incapacitate the Submarine.
  16. [^]Talk to Larry and Noodle.
  17. [^]Navigate maze room and search table.
  18. [^]Talk to Larry and go to Yanille.
  19. [^]Blow shell and perform dance.
  20. [^]Speak to the leader.
  21. [^]Reroute Submarine.
  22. [^]Talk to the Tree.
  23. [^]Quest Complete!

 

 

 

 

Code:

 

 

[/code]

The Hunt For Red Raktuber

Written by: N3wb

Special thanks to: Easl, Aarmy Of One, Wildman, Merch Gwyar, Magical, Full Mith777, sionnach dhu, Uther, Neo Avatars, Gonza Man, Eman1051, Rivel

Fast Quest Walkthrough by: Wildman and Rivel

Start: Speak to Larry at the Ardougne Zoo

Skill: 38 Thieving, 45 Construction, 45 Hunter

Quests: Sea Slug, Cold War

Items: Penguin suit (if you don't have that then 1 Silk, 1 Steel bar, and 1 Plank), 8 Silk, 4 Planks, 1 Needle, 1 Thread

Recommended Items: Ardougne Teleport Runes (2 Law runes, 2 Water runes), Watchtower Teleport Runes (2 Law runes, 2 Earth runes), Enchanted Lyre

Recommended Quests: Watch Tower for the Watch Tower Teleport

 

Scroll down to the end for a 'Fast Quest Walkthrough'

 

 

 

 

Start off by speaking to Larry in the southwestern part of Ardougne Zoo. He talks about how the penguins are beginning their invasion, and promises he'll explain everything if you help him. Say yes, and he'll tell you he's seen a giant penguin at the coast of Witchaven! You tell Larry you'll go investigate over at Witchaven, but before you go, you give him a little scratch on the nose.

1fixed.png

 

Go east of Ardougne to reach Witchaven. In the southwestern part you'll notice a giant footprint. When you get to it, inspect it. Turns out Larry isn't crazy after all. Now go back to Larry and tell him about the giant footprint.

2fixed.png

 

Once you go to inform Larry of your find, a zookeeper will attempt to put him into a cage. After trying to persuade the zookeeper, you and Larry show him the giant footprint to prove Larry's sanity. After that, the Zookeeper frees Larry from his straitjacket. Larry then tells you to meet him at the iceberg. To get there take a boat from the docks east of Rellekka. He also says to bring your penguin suit, and if you don't have it anymore he will give you a book that tells you how to make it.

3fixed.png

 

relekkamap.png

 

Once you get to Rellekka head east around Rellekka where the rock crabs are and get on the boat. Another way you can get to the Iceberg is to use the fairy ring code DKS and walk to the boat. Once you're at the iceberg Larry tells you he needs as much information he can on the penguins, and most importantly, he needs to know how to stop it.

 

4fixed.png

Go northwest and enter the avalanche. Head through the second door on the left and talk to the KGP Interrogator.

 

5fixed.png

If you're a lawyer, or you've played Phoenix Wright, then you might be good at this part. You have to interrogate the suspect. You will have 5 things to interrogate the penguin about. In each of them you have things you can say.

  • For the 1st option choose the second choice.
  • For the 2nd option choose the third choice.
  • For the 3rd option choose the third choice then the second choice
  • For the 4th option choose the second choice
  • For the 5th option choose the 1st choice

 

After all that he'll crack and tell you how to enter the submarine. You'll need a Conch Shell to call the submarine to the surface, and then do a dance that signals you are a friend. The penguin prisoner will tell you the sequence of emotes for the dance; since this is random for each player, it's recommended to write them down, you should also take note of what sort of fish the prisoner is wearing on his head, as you'll need to disguise yourself to match him.

To get the Conch Shell and the fish headgear, search the crate that has the interrogated penguin's belongings. You'll find the shell and several fish; make sure to keep the one that matches the prisoner. All of the fish can be kept to wear after the quest, if you like wearing costumes.

6fixeed.png

Go all the way north and try opening the door the guard won't let you. Head over to Ping and Pong, who are behind the 4th door on the right. They tell you they'll help you make a song to make the guard go to sleep, but you need to find out some things about the guard first. Go back to him and talk to him. The guard's routine to help him sleep is to drink some warm cocoa, kiss his chicklings good night, and wrap his feathers in a green blanket. Go back to Ping and Pong and tell them. They'll make a song and you'll have to do some editing. For the song, this is what you need to change:

  • Replace the word something with chicklings
  • Replace the word things with squirrels
  • Replace the word something with green
  • Replace the word things with bears
  • Replace the word something with kiss
  • Replace the word they with bears

 

7fixed.png

If you did it correctly, the guard will fall fast asleep. Once he's asleep, go and operate the control panel, and the doors to the war room will open. Head to the eastern room. Apparently the penguins have the dwarves making a giant penguin for them! Talk to one of the dwarves and he'll tell you he has nothing to say to you penguins. You tell him you're a spy, but he doesn't believe you; so you'll have to prove it. Take off the suit.

 

8fixed.png

The dwarf says they've been kidnapped, and are being forced to work for the penguins. After talking to the dwarf, leave the room; you'll be knocked out by a penguin and end up near Larry.

 

Talk to him and he'll tell you his penguin magic won't work on them from so far away, but you can give them the supplies to make penguin suits that they can wear. So now you'll need 8 silk, 4 planks, and 1 needle and thread. Once you get all that go back to the dwarves and give it to them. The dwarf will hand you a toolbox which contains the tools to disable the submarine.

9fixed.png

The dwarf will now start explaining the engine panel to you:

  • Use the wrench to open the box wire cover.
  • Cut the green and red wires with the wire cutters. This will cut off the command room from the engine.
  • Use the spare wire to rewire the green wire to the red wire. Now you've re-routed control to the engine room.
  • Wrap the tape around the raw ends.
  • Pump the air into the pipes until it's getting near red. The submarine will need some air pressure to maneuver to your new destination.
  • Turn the wheel, but watch the gauge. Stop once it's green - the arrow will point straight up. If you don't stop, you'll have to pump with the bellows again.
  • Pull the lever, and the submarine will start on its new course. Just sit back and the sub will do the rest.

leverscreen.png

If you do it all correctly it should look like the picture above.

 

10fixed.png

Now leave the room to get knocked out by a penguin and end up by Larry. Give him an update on what you've done. Larry suggests you speak to Noodle, who can be found right by the avalanche. Looks like if you do this, you're going to be in debt with the mafia!

 

mafia.png

 

260ppuv.gifNoodle tells you there's a room full of cubes with penguins wandering around. They keep the info in the back-right room. He can get you an ID to get in, but you can't cross the paths of the penguins. Noodle hands you an ID card.

 

asdfght.png

Get ready for some tactical espionage action....

 

13pathtowin.png

Follow the above path, not letting the penguins see you by staying out of their line of sight. Once you reach the cubicle, search the sorting table, and you'll find a telegram from the KGP Bureau of intelligence and communication. Now leave the area without getting caught in the same way you got the telegram. If you get caught you lose the telegram! But no worries, if you start over you'll find that the penguins made plenty of copies. When you have your telegram, go back to Larry and show it to him.

14bureauofintelligence.png

 

h1.gifh2.gifh3.gifh4.gifh5.gifWith the Fish Hats, the Toolbox, the Conch Shell, and the Penguin Suit head to Larry who can be found slightly southeast of Yanille.

 

13fixed.png

You'll find Larry just outside of Yanille to the southeast. Once he turns you into a penguin put on the hat that the penguin you interrogated had on, then blow the conch shell. Now back when you interrogated the penguin he told you a dance you had to do which consisted of 3 emotes. Do those 3 emotes and you'll gain entrance to the submarine.

 

14fixed.png

Once you are in the submarine, talk to one of the penguins and they'll tell you to report to the captain. Climb up the ladder and walk to the last room. Here you'll meet the captain.

 

15fixed.png

After a long talk you find out that there's a sea slug on the captain's head! The captain will call the guards on you and take your toolbox. Go west and take the items from the hatstand. Now go back east and open the door with your swordfish. Take a look at the engine panel... Looks like we'll have to improvise.

  • Use the crab claw to open the box wire cover.
  • Cut the green and red wire with the shark tooth.
  • Use the eel to rewire the green and red wire, then wrap the seaweed around the raw ends.
  • Use the puffer fish on the pipe. pump until it gets near red.
  • Use the octopus on the wheel to turn it until the arrow is pointing straight up.
  • Use the swordfish on the lever spot, then pull the lever.

Once this is done the submarine will take you...somewhere. You come out and Pescaline Pax tells you Larry is gagged!

 

16fixed.png

Turns out the dwarves weren't on your side after all, and Pescaling Pax was using you, but wait - it gets better! The dwarves have sided with the penguins!

 

21alkg.png

Well now you're trapped on the island, and there's a polar bear-like tree. Try talking to it. The bear works for PBJ, which is connected with Larry. He never told you about it for your safety and theirs. Larry is now being held at the "Motherland", but you aren't ready to go there. The bear then swims you off the island.

99295255.png

 

Chuck the Polar Bear is now the new Larry, taking over his post at the zoo.

 

Quest complete!

Untitled-2-2.png

Rewards

  • 1 quest point
  • 3,000 Construction EXP
  • 2,000 Thieving EXp
  • 1,500 Hunter EXP
  • Penguin hunter expansion
  • Penguin Hide and Seek bonus polar bear
  • Music unlocked - Penguin Possible, Desert Island Bear

 

This quest's plot reveals the existence of polar bear agents spying on penguins throughout Gielinor. One of these may be spotted each week alongside the usual ten penguins, as part of the Penguin Hide and Seek minigame.

 

Completion of the quest opens up a new hunting area, accessed via icy stepping stones from the iceberg. Here the prey are exclusively penguins, but may be hunted in a variety of ways. These are:

  • Deadfall Traps, requiring a knife and logs;
  • Snowdrifts and burrows, requiring a noose wand;
  • Old Fishing Rods, requiring a rope and a small fishing net.

 

The penguins are caught alive and released again with the exception of KGP agents. Have a conversation with Jim, the polar bear, before entering the hunting area, and he will take the KGP agents. All penguins give 220xp when trapped with a further 2xp per captured KGP agent, when they are passed onto Jim.

 

 

Fast Quest Walkthrough

  1. [^]Talk to Larry.
  2. [^]Go to Witchhaven and search the footprint.
  3. [^]Speak to Larry.
  4. [^]Travel on the boat north-east of Rellekka.
  5. [^]Talk to Larry.
  6. [^]Investigate the avalanche.
  7. [^]Speak to the KGP Interrogator.
  8. [^]Interrogate the suspect.
  9. [^]Search the crate.
  10. [^]Talk to Ping and Pong.
  11. [^]Talk to Guard and return to Ping and Pong.
  12. [^]Edit the Lullaby.
  13. [^]Sing Lullaby and talk to Dwarf.
  14. [^]Exit base and return to Dwarves.
  15. [^]Incapacitate the Submarine.
  16. [^]Talk to Larry and Noodle.
  17. [^]Navigate maze room and search table.
  18. [^]Talk to Larry and go to Yanille.
  19. [^]Blow shell and perform dance.
  20. [^]Speak to the leader.
  21. [^]Reroute Submarine.
  22. [^]Talk to the Tree.
  23. [^]Quest Complete!

[/code]

 

 

I have changed the guide up quite a bit since you made that, if I just add in the quickguide part will it still work?

 

Sure if you want, I mean; it's your guide.

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Under rewards thieving EXP the p is lowercase

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I didn't know if you wanted pics of the hunting area.

 

p><p>I

 

Full picture

Thanks, recropped the picture to fit the guide :box:

 

FQW Guide:

 

 

The Hunt For Red Raktuber

Written by: N3wb

Special thanks to: Easl, Aarmy Of One, Wildman, Merch Gwyar, Magical, Full Mith777, sionnach dhu, Uther, Neo Avatars, Gonza Man, Eman1051, Rivel

Fast Quest Walkthrough by: Wildman and Rivel

Start: Speak to Larry at the Ardougne Zoo

Skill: 38 Thieving, 45 Construction, 45 Hunter

Quests: Sea Slug, Cold War

Items: Penguin suit (if you don't have that then 1 Silk, 1 Steel bar, and 1 Plank), 8 Silk, 4 Planks, 1 Needle, 1 Thread

Recommended Items: Ardougne Teleport Runes (2 Law runes, 2 Water runes), Watchtower Teleport Runes (2 Law runes, 2 Earth runes), Enchanted Lyre

Recommended Quests: Watch Tower for the Watch Tower Teleport

 

Scroll down to the end for a 'Fast Quest Walkthrough'

 

 

 

 

Start off by speaking to Larry in the southwestern part of Ardougne Zoo. He talks about how the penguins are beginning their invasion, and promises he'll explain everything if you help him. Say yes, and he'll tell you he's seen a giant penguin at the coast of Witchaven! You tell Larry you'll go investigate over at Witchaven, but before you go, you give him a little scratch on the nose.

http://img26.imageshack.us/img26/6979/1fixed.png' alt='1fixed.png'>

 

Go east of Ardougne to reach Witchaven. In the southwestern part you'll notice a giant footprint. When you get to it, inspect it. Turns out Larry isn't crazy after all. Now go back to Larry and tell him about the giant footprint.

2fixed.png

 

Once you go to inform Larry of your find, a zookeeper will attempt to put him into a cage. After trying to persuade the zookeeper, you and Larry show him the giant footprint to prove Larry's sanity. After that, the Zookeeper frees Larry from his straitjacket. Larry then tells you to meet him at the iceberg. To get there take a boat from the docks east of Rellekka. He also says to bring your penguin suit, and if you don't have it anymore he will give you a book that tells you how to make it.

3fixed.png

 

relekkamap.png

 

Once you get to Rellekka head east around Rellekka where the rock crabs are and get on the boat. Another way you can get to the Iceberg is to use the fairy ring code DKS and walk to the boat. Once you're at the iceberg Larry tells you he needs as much information he can on the penguins, and most importantly, he needs to know how to stop it.

 

4fixed.png

Go northwest and enter the avalanche. Head through the second door on the left and talk to the KGP Interrogator.

 

5fixed.png

If you're a lawyer, or you've played Phoenix Wright, then you might be good at this part. You have to interrogate the suspect. You will have 5 things to interrogate the penguin about. In each of them you have things you can say.

  • For the 1st option choose the second choice.
  • For the 2nd option choose the third choice.
  • For the 3rd option choose the third choice then the second choice
  • For the 4th option choose the second choice
  • For the 5th option choose the 1st choice

 

After all that he'll crack and tell you how to enter the submarine. You'll need a Conch Shell to call the submarine to the surface, and then do a dance that signals you are a friend. The penguin prisoner will tell you the sequence of emotes for the dance; since this is random for each player, it's recommended to write them down, you should also take note of what sort of fish the prisoner is wearing on his head, as you'll need to disguise yourself to match him.

To get the Conch Shell and the fish headgear, search the crate that has the interrogated penguin's belongings. You'll find the shell and several fish; make sure to keep the one that matches the prisoner. All of the fish can be kept to wear after the quest, if you like wearing costumes.

6fixeed.png

Go all the way north and try opening the door the guard won't let you. Head over to Ping and Pong, who are behind the 4th door on the right. They tell you they'll help you make a song to make the guard go to sleep, but you need to find out some things about the guard first. Go back to him and talk to him. The guard's routine to help him sleep is to drink some warm cocoa, kiss his chicklings good night, and wrap his feathers in a green blanket. Go back to Ping and Pong and tell them. They'll make a song and you'll have to do some editing. For the song, this is what you need to change:

  • Replace the word something with chicklings
  • Replace the word things with squirrels
  • Replace the word something with green
  • Replace the word things with bears
  • Replace the word something with kiss
  • Replace the word they with bears

 

7fixed.png

If you did it correctly, the guard will fall fast asleep. Once he's asleep, go and operate the control panel, and the doors to the war room will open. Head to the eastern room. Apparently the penguins have the dwarves making a giant penguin for them! Talk to one of the dwarves and he'll tell you he has nothing to say to you penguins. You tell him you're a spy, but he doesn't believe you; so you'll have to prove it. Take off the suit.

 

8fixed.png

The dwarf says they've been kidnapped, and are being forced to work for the penguins. After talking to the dwarf, leave the room; you'll be knocked out by a penguin and end up near Larry.

 

Talk to him and he'll tell you his penguin magic won't work on them from so far away, but you can give them the supplies to make penguin suits that they can wear. So now you'll need 8 silk, 4 planks, and 1 needle and thread. Once you get all that go back to the dwarves and give it to them. The dwarf will hand you a toolbox which contains the tools to disable the submarine.

9fixed.png

The dwarf will now start explaining the engine panel to you:

  • Use the wrench to open the box wire cover.
  • Cut the green and red wires with the wire cutters. This will cut off the command room from the engine.
  • Use the spare wire to rewire the green wire to the red wire. Now you've re-routed control to the engine room.
  • Wrap the tape around the raw ends.
  • Pump the air into the pipes until it's getting near red. The submarine will need some air pressure to maneuver to your new destination.
  • Turn the wheel, but watch the gauge. Stop once it's green - the arrow will point straight up. If you don't stop, you'll have to pump with the bellows again.
  • Pull the lever, and the submarine will start on its new course. Just sit back and the sub will do the rest.

leverscreen.png

If you do it all correctly it should look like the picture above.

 

10fixed.png

Now leave the room to get knocked out by a penguin and end up by Larry. Give him an update on what you've done. Larry suggests you speak to Noodle, who can be found right by the avalanche. Looks like if you do this, you're going to be in debt with the mafia!

 

mafia.png

 

260ppuv.gifNoodle tells you there's a room full of cubes with penguins wandering around. They keep the info in the back-right room. He can get you an ID to get in, but you can't cross the paths of the penguins. Noodle hands you an ID card.

 

asdfght.png

Get ready for some tactical espionage action....

 

13pathtowin.png

Follow the above path, not letting the penguins see you by staying out of their line of sight. Once you reach the cubicle, search the sorting table, and you'll find a telegram from the KGP Bureau of intelligence and communication. Now leave the area without getting caught in the same way you got the telegram. If you get caught you lose the telegram! But no worries, if you start over you'll find that the penguins made plenty of copies. When you have your telegram, go back to Larry and show it to him.

14bureauofintelligence.png

 

h1.gifh2.gifh3.gifh4.gifh5.gifWith the Fish Hats, the Toolbox, the Conch Shell, and the Penguin Suit head to Larry who can be found slightly southeast of Yanille.

 

13fixed.png

You'll find Larry just outside of Yanille to the southeast. Once he turns you into a penguin put on the hat that the penguin you interrogated had on, then blow the conch shell. Now back when you interrogated the penguin he told you a dance you had to do which consisted of 3 emotes. Do those 3 emotes and you'll gain entrance to the submarine.

 

14fixed.png

Once you are in the submarine, talk to one of the penguins and they'll tell you to report to the captain. Climb up the ladder and walk to the last room. Here you'll meet the captain.

 

15fixed.png

After a long talk you find out that there's a sea slug on the captain's head! The captain will call the guards on you and take your toolbox. Go west and take the items from the hatstand. Now go back east and open the door with your swordfish. Take a look at the engine panel... Looks like we'll have to improvise.

  • Use the crab claw to open the box wire cover.
  • Cut the green and red wire with the shark tooth.
  • Use the eel to rewire the green and red wire, then wrap the seaweed around the raw ends.
  • Use the puffer fish on the pipe. pump until it gets near red.
  • Use the octopus on the wheel to turn it until the arrow is pointing straight up.
  • Use the swordfish on the lever spot, then pull the lever.

Once this is done the submarine will take you...somewhere. You come out and Pescaline Pax tells you Larry is gagged!

 

16fixed.png

Turns out the dwarves weren't on your side after all, and Pescaling Pax was using you, but wait - it gets better! The dwarves have sided with the penguins!

 

21alkg.png

Well now you're trapped on the island, and there's a polar bear-like tree. Try talking to it. The bear works for PBJ, which is connected with Larry. He never told you about it for your safety and theirs. Larry is now being held at the "Motherland", but you aren't ready to go there. The bear then swims you off the island.

99295255.png

 

Chuck the Polar Bear is now the new Larry, taking over his post at the zoo.

 

Quest complete!

Untitled-2-2.png

Rewards

  • 1 quest point
  • 3,000 Construction EXP
  • 2,000 Thieving EXp
  • 1,500 Hunter EXP
  • Penguin hunter expansion
  • Penguin Hide and Seek bonus polar bear
  • Music unlocked - Penguin Possible, Desert Island Bear

 

This quest's plot reveals the existence of polar bear agents spying on penguins throughout Gielinor. One of these may be spotted each week alongside the usual ten penguins, as part of the Penguin Hide and Seek minigame.

 

Completion of the quest opens up a new hunting area, accessed via icy stepping stones from the iceberg. Here the prey are exclusively penguins, but may be hunted in a variety of ways. These are:

  • Deadfall Traps, requiring a knife and logs;
  • Snowdrifts and burrows, requiring a noose wand;
  • Old Fishing Rods, requiring a rope and a small fishing net.

 

The penguins are caught alive and released again with the exception of KGP agents. Have a conversation with Jim, the polar bear, before entering the hunting area, and he will take the KGP agents. All penguins give 220xp when trapped with a further 2xp per captured KGP agent, when they are passed onto Jim.

 

 

Fast Quest Walkthrough

  1. [^]Talk to Larry.
  2. [^]Go to Witchhaven and search the footprint.
  3. [^]Speak to Larry.
  4. [^]Travel on the boat north-east of Rellekka.
  5. [^]Talk to Larry.
  6. [^]Investigate the avalanche.
  7. [^]Speak to the KGP Interrogator.
  8. [^]Interrogate the suspect.
  9. [^]Search the crate.
  10. [^]Talk to Ping and Pong.
  11. [^]Talk to Guard and return to Ping and Pong.
  12. [^]Edit the Lullaby.
  13. [^]Sing Lullaby and talk to Dwarf.
  14. [^]Exit base and return to Dwarves.
  15. [^]Incapacitate the Submarine.
  16. [^]Talk to Larry and Noodle.
  17. [^]Navigate maze room and search table.
  18. [^]Talk to Larry and go to Yanille.
  19. [^]Blow shell and perform dance.
  20. [^]Speak to the leader.
  21. [^]Reroute Submarine.
  22. [^]Talk to the Tree.
  23. [^]Quest Complete!

 

 

 

 

Code:

 

 

[/code]

The Hunt For Red Raktuber

Written by: N3wb

Special thanks to: Easl, Aarmy Of One, Wildman, Merch Gwyar, Magical, Full Mith777, sionnach dhu, Uther, Neo Avatars, Gonza Man, Eman1051, Rivel

Fast Quest Walkthrough by: Wildman and Rivel

Start: Speak to Larry at the Ardougne Zoo

Skill: 38 Thieving, 45 Construction, 45 Hunter

Quests: Sea Slug, Cold War

Items: Penguin suit (if you don't have that then 1 Silk, 1 Steel bar, and 1 Plank), 8 Silk, 4 Planks, 1 Needle, 1 Thread

Recommended Items: Ardougne Teleport Runes (2 Law runes, 2 Water runes), Watchtower Teleport Runes (2 Law runes, 2 Earth runes), Enchanted Lyre

Recommended Quests: Watch Tower for the Watch Tower Teleport

 

Scroll down to the end for a 'Fast Quest Walkthrough'

 

 

 

 

Start off by speaking to Larry in the southwestern part of Ardougne Zoo. He talks about how the penguins are beginning their invasion, and promises he'll explain everything if you help him. Say yes, and he'll tell you he's seen a giant penguin at the coast of Witchaven! You tell Larry you'll go investigate over at Witchaven, but before you go, you give him a little scratch on the nose.

1fixed.png

 

Go east of Ardougne to reach Witchaven. In the southwestern part you'll notice a giant footprint. When you get to it, inspect it. Turns out Larry isn't crazy after all. Now go back to Larry and tell him about the giant footprint.

2fixed.png

 

Once you go to inform Larry of your find, a zookeeper will attempt to put him into a cage. After trying to persuade the zookeeper, you and Larry show him the giant footprint to prove Larry's sanity. After that, the Zookeeper frees Larry from his straitjacket. Larry then tells you to meet him at the iceberg. To get there take a boat from the docks east of Rellekka. He also says to bring your penguin suit, and if you don't have it anymore he will give you a book that tells you how to make it.

3fixed.png

 

relekkamap.png

 

Once you get to Rellekka head east around Rellekka where the rock crabs are and get on the boat. Another way you can get to the Iceberg is to use the fairy ring code DKS and walk to the boat. Once you're at the iceberg Larry tells you he needs as much information he can on the penguins, and most importantly, he needs to know how to stop it.

 

4fixed.png

Go northwest and enter the avalanche. Head through the second door on the left and talk to the KGP Interrogator.

 

5fixed.png

If you're a lawyer, or you've played Phoenix Wright, then you might be good at this part. You have to interrogate the suspect. You will have 5 things to interrogate the penguin about. In each of them you have things you can say.

  • For the 1st option choose the second choice.
  • For the 2nd option choose the third choice.
  • For the 3rd option choose the third choice then the second choice
  • For the 4th option choose the second choice
  • For the 5th option choose the 1st choice

 

After all that he'll crack and tell you how to enter the submarine. You'll need a Conch Shell to call the submarine to the surface, and then do a dance that signals you are a friend. The penguin prisoner will tell you the sequence of emotes for the dance; since this is random for each player, it's recommended to write them down, you should also take note of what sort of fish the prisoner is wearing on his head, as you'll need to disguise yourself to match him.

To get the Conch Shell and the fish headgear, search the crate that has the interrogated penguin's belongings. You'll find the shell and several fish; make sure to keep the one that matches the prisoner. All of the fish can be kept to wear after the quest, if you like wearing costumes.

6fixeed.png

Go all the way north and try opening the door the guard won't let you. Head over to Ping and Pong, who are behind the 4th door on the right. They tell you they'll help you make a song to make the guard go to sleep, but you need to find out some things about the guard first. Go back to him and talk to him. The guard's routine to help him sleep is to drink some warm cocoa, kiss his chicklings good night, and wrap his feathers in a green blanket. Go back to Ping and Pong and tell them. They'll make a song and you'll have to do some editing. For the song, this is what you need to change:

  • Replace the word something with chicklings
  • Replace the word things with squirrels
  • Replace the word something with green
  • Replace the word things with bears
  • Replace the word something with kiss
  • Replace the word they with bears

 

7fixed.png

If you did it correctly, the guard will fall fast asleep. Once he's asleep, go and operate the control panel, and the doors to the war room will open. Head to the eastern room. Apparently the penguins have the dwarves making a giant penguin for them! Talk to one of the dwarves and he'll tell you he has nothing to say to you penguins. You tell him you're a spy, but he doesn't believe you; so you'll have to prove it. Take off the suit.

 

8fixed.png

The dwarf says they've been kidnapped, and are being forced to work for the penguins. After talking to the dwarf, leave the room; you'll be knocked out by a penguin and end up near Larry.

 

Talk to him and he'll tell you his penguin magic won't work on them from so far away, but you can give them the supplies to make penguin suits that they can wear. So now you'll need 8 silk, 4 planks, and 1 needle and thread. Once you get all that go back to the dwarves and give it to them. The dwarf will hand you a toolbox which contains the tools to disable the submarine.

9fixed.png

The dwarf will now start explaining the engine panel to you:

  • Use the wrench to open the box wire cover.
  • Cut the green and red wires with the wire cutters. This will cut off the command room from the engine.
  • Use the spare wire to rewire the green wire to the red wire. Now you've re-routed control to the engine room.
  • Wrap the tape around the raw ends.
  • Pump the air into the pipes until it's getting near red. The submarine will need some air pressure to maneuver to your new destination.
  • Turn the wheel, but watch the gauge. Stop once it's green - the arrow will point straight up. If you don't stop, you'll have to pump with the bellows again.
  • Pull the lever, and the submarine will start on its new course. Just sit back and the sub will do the rest.

leverscreen.png

If you do it all correctly it should look like the picture above.

 

10fixed.png

Now leave the room to get knocked out by a penguin and end up by Larry. Give him an update on what you've done. Larry suggests you speak to Noodle, who can be found right by the avalanche. Looks like if you do this, you're going to be in debt with the mafia!

 

mafia.png

 

260ppuv.gifNoodle tells you there's a room full of cubes with penguins wandering around. They keep the info in the back-right room. He can get you an ID to get in, but you can't cross the paths of the penguins. Noodle hands you an ID card.

 

asdfght.png

Get ready for some tactical espionage action....

 

13pathtowin.png

Follow the above path, not letting the penguins see you by staying out of their line of sight. Once you reach the cubicle, search the sorting table, and you'll find a telegram from the KGP Bureau of intelligence and communication. Now leave the area without getting caught in the same way you got the telegram. If you get caught you lose the telegram! But no worries, if you start over you'll find that the penguins made plenty of copies. When you have your telegram, go back to Larry and show it to him.

14bureauofintelligence.png

 

h1.gifh2.gifh3.gifh4.gifh5.gifWith the Fish Hats, the Toolbox, the Conch Shell, and the Penguin Suit head to Larry who can be found slightly southeast of Yanille.

 

13fixed.png

You'll find Larry just outside of Yanille to the southeast. Once he turns you into a penguin put on the hat that the penguin you interrogated had on, then blow the conch shell. Now back when you interrogated the penguin he told you a dance you had to do which consisted of 3 emotes. Do those 3 emotes and you'll gain entrance to the submarine.

 

14fixed.png

Once you are in the submarine, talk to one of the penguins and they'll tell you to report to the captain. Climb up the ladder and walk to the last room. Here you'll meet the captain.

 

15fixed.png

After a long talk you find out that there's a sea slug on the captain's head! The captain will call the guards on you and take your toolbox. Go west and take the items from the hatstand. Now go back east and open the door with your swordfish. Take a look at the engine panel... Looks like we'll have to improvise.

  • Use the crab claw to open the box wire cover.
  • Cut the green and red wire with the shark tooth.
  • Use the eel to rewire the green and red wire, then wrap the seaweed around the raw ends.
  • Use the puffer fish on the pipe. pump until it gets near red.
  • Use the octopus on the wheel to turn it until the arrow is pointing straight up.
  • Use the swordfish on the lever spot, then pull the lever.

Once this is done the submarine will take you...somewhere. You come out and Pescaline Pax tells you Larry is gagged!

 

16fixed.png

Turns out the dwarves weren't on your side after all, and Pescaling Pax was using you, but wait - it gets better! The dwarves have sided with the penguins!

 

21alkg.png

Well now you're trapped on the island, and there's a polar bear-like tree. Try talking to it. The bear works for PBJ, which is connected with Larry. He never told you about it for your safety and theirs. Larry is now being held at the "Motherland", but you aren't ready to go there. The bear then swims you off the island.

99295255.png

 

Chuck the Polar Bear is now the new Larry, taking over his post at the zoo.

 

Quest complete!

Untitled-2-2.png

Rewards

  • 1 quest point
  • 3,000 Construction EXP
  • 2,000 Thieving EXp
  • 1,500 Hunter EXP
  • Penguin hunter expansion
  • Penguin Hide and Seek bonus polar bear
  • Music unlocked - Penguin Possible, Desert Island Bear

 

This quest's plot reveals the existence of polar bear agents spying on penguins throughout Gielinor. One of these may be spotted each week alongside the usual ten penguins, as part of the Penguin Hide and Seek minigame.

 

Completion of the quest opens up a new hunting area, accessed via icy stepping stones from the iceberg. Here the prey are exclusively penguins, but may be hunted in a variety of ways. These are:

  • Deadfall Traps, requiring a knife and logs;
  • Snowdrifts and burrows, requiring a noose wand;
  • Old Fishing Rods, requiring a rope and a small fishing net.

 

The penguins are caught alive and released again with the exception of KGP agents. Have a conversation with Jim, the polar bear, before entering the hunting area, and he will take the KGP agents. All penguins give 220xp when trapped with a further 2xp per captured KGP agent, when they are passed onto Jim.

 

 

Fast Quest Walkthrough

  1. [^]Talk to Larry.
  2. [^]Go to Witchhaven and search the footprint.
  3. [^]Speak to Larry.
  4. [^]Travel on the boat north-east of Rellekka.
  5. [^]Talk to Larry.
  6. [^]Investigate the avalanche.
  7. [^]Speak to the KGP Interrogator.
  8. [^]Interrogate the suspect.
  9. [^]Search the crate.
  10. [^]Talk to Ping and Pong.
  11. [^]Talk to Guard and return to Ping and Pong.
  12. [^]Edit the Lullaby.
  13. [^]Sing Lullaby and talk to Dwarf.
  14. [^]Exit base and return to Dwarves.
  15. [^]Incapacitate the Submarine.
  16. [^]Talk to Larry and Noodle.
  17. [^]Navigate maze room and search table.
  18. [^]Talk to Larry and go to Yanille.
  19. [^]Blow shell and perform dance.
  20. [^]Speak to the leader.
  21. [^]Reroute Submarine.
  22. [^]Talk to the Tree.
  23. [^]Quest Complete!

[/code]

 

 

I have changed the guide up quite a bit since you made that, if I just add in the quickguide part will it still work?

 

Sure if you want, I mean; it's your guide.

The quicklink thing isn't working since I changed things in my guide :\

 

Under rewards thieving EXP the p is lowercase

Thanks, fixed.

Edited by N3wb

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Looking almost perfect! :lol:

 

I gave it a quick re-scan and spotted just a couple of things:

 

 

 

The penguin prisoner will tell you the sequence of emotes for the dance; since this is random for each player, it's recommended to write them down, you should also take note of what sort of fish the prisoner is wearing on his head, as you'll need to disguise yourself to match him.

 

I know you changed this because Neo suggested it. However, the change has made it grammatically incorrect; it's now a run-on sentence! :P You can make it correct by changing the comma between "down" and "you" to a semi-colon - but it's still a REALLY long sentence.

Honestly, no offense to Neo, but I think for the lesser-skilled readers, it's easier to understand split in two; and I don't think anybody's going to miss knowing what to do simply because there's a period between the two sentences....

Nonetheless, here's the mega-sentence made grammatically correct:

 

"The penguin prisoner will tell you the sequence of emotes for the dance; since this is random for each player, it's recommended to write them down; you should also take note of what sort of fish the prisoner is wearing on his head, as you'll need to disguise yourself to match him.

 

Go all the way north and try opening the door the guard won't let you.

 

Now needs a semi-colon between "door" and "the". (Why? Because you have two complete subjects & predicates, and you need to split them.)

 

"Go all the way to the north and try opening the door; the guard won't let you."

 

However it occurs to me it might be a bit clearer to say "the large double doors".

 

"Go all the way to the north and try opening the large double doors; the guard won't let you."

 

So now you'll need 8 silk, 4 planks, and 1 needle and thread. Once you get all that go back to the dwarves and give it to them.

 

Needle and thread are two seperate items, so for consistency I'd say "1 needle and 1 thread. And you need a comma in the second sentence.

 

"So now you'll need 8 silk, 4 planks, 1 needle, and 1 thread. Once you get all that, go back to the dwarves and give it to them."

 

 

Follow the above path, not letting the penguins see you by staying out of their line of sight.

 

This is a bit redundant now, since "not letting them see you" and "staying out of their line of sight" essentially mean the same thing.

I think it would be a bit clearer to say something like:

 

"Follow the above path, staying out of the penguins' line of sight by hiding behind walls and columns, and waiting for them to move away from you before crossing open areas. If you are caught, you'll be transported back to the hall and have to start over."

 

 

And I think the next bit could be made clearer.... I think I'd tweak it to something like:

 

"Once you have the telegram in your inventory, leave the area by reversing your path; you still need to avoid being seen. If you get caught you lose the telegram! But no worries, if you start over you'll find that the penguins made plenty of copies. When you reach the hall safely with your telegram, go back to Larry and show it to him."

 

 

  • Use the crab claw to open the box wire cover.
  • Cut the green and red wire with the shark tooth.
  • Use the eel to rewire the green and red wire, then wrap the seaweed around the raw ends.
  • Use the puffer fish on the pipe. pump until it gets near red.
  • Use the octopus on the wheel to turn it until the arrow is pointing straight up.
  • Use the swordfish on the lever spot, then pull the lever.

 

You missed one correction - if you're going to put a period in the middle of the puffer fish line, you still need to capitalize the word "pump". Alternatively, you could change the period to a semi-colon, or you could change it to a comma and insert the word "and" after the comma.

Also, on re-read, it's not clear what's supposed to be near red... so I think I'd change "it" to "the gauge" or "the arrow on the gauge". If you say "the arrow on the gauge", it will make the next line clearer as well. (Yeah, this is another place where I'd apply the principle of "never overestimate your readers". ;))

 

So anyway, bottom line is I'd tweak the line about the puffer fish to:

 

"Use the puffer fish on the pipe, and pump until the arrow on the gauge gets near red."

 

 

Also, in the last section, the placement of the picture is slightly confusing; since it's before the text about the Hunter update, it seems to be attached to the comment about Penguin Hide and Seek. I'd move it below the list of ways to trap the penguins, and I'd also add a phrase to the sentence about the polar bear spy, like this:

 

 

"This quest's plot reveals the existence of polar bear agents spying on penguins throughout Gielinor. One of these may be spotted each week alongside the usual ten penguins, as part of the Penguin Hide and Seek minigame, for an extra Penguin Point.

 

<if possible, insert an image relating to the Polar Bear spies here>

 

Completion of the quest opens up a new hunting area, accessed via icy stepping stones from the iceberg. Here the prey are exclusively penguins, but may be hunted in a variety of ways. These are:

  • Deadfall Traps, requiring a knife and logs;
  • Snowdrifts and burrows, requiring a noose wand;
  • Old Fishing Rods, requiring a rope and a small fishing net.

 

20844241.png

 

The penguins are caught alive and released again with the exception of KGP agents. Have a conversation with Jim, the polar bear, before entering the hunting area, and he will take the KGP agents. All penguins give 250xp when trapped with a further 2xp per captured KGP agent, when they are passed onto Jim."

 

 

I have an image of Chuck telling about the polar bear spy, which could be inserted after the text (where the hunting image was originally placed), but unfortunately I don't know how to take out the transparency - maybe somebody can fix it, or supply a replacement?

 

polarpointscr.png

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Thanks sionnach, added all that.

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Replace the word something with chicklings

Replace the word things with squirrels

Replace the word something with blue

Replace the word things with sharks

Replace the word something with kiss

Replace the word they with bears

 

 

just those 2

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Just realized I forgot one in my last post:

 

 

Once this is done the submarine will take you...somewhere. You come out and Pescaline Pax tells you Larry is gagged!

 

<snipped out image to save space>

 

Turns out the dwarves weren't on your side after all, and Pescaling Pax was using you, but wait - it gets better! The dwarves have sided with the penguins!

 

Is it "Pescaline" or "Pescaling"? (I can't remember... ;) )

 

editing to add:

Reading Zhangliao's post, I recall that I did use "blue", not "green"... but I'm still positive I used "bears" twice. :lol:

If I'm guessing correctly that you used "green" and had it work, maybe you should add a line saying that some variation in the song is possible?

Edited by sionnach dhu

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after my post i did some checking

 

there are indeed several combinations that work

 

but its silly to have the same word twice

 

and green sea is just stupid

 

anyway yeah put a line that says there are many combinations that work

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Just realized I forgot one in my last post:

 

 

Once this is done the submarine will take you...somewhere. You come out and Pescaline Pax tells you Larry is gagged!

 

<snipped out image to save space>

 

Turns out the dwarves weren't on your side after all, and Pescaling Pax was using you, but wait - it gets better! The dwarves have sided with the penguins!

 

Is it "Pescaline" or "Pescaling"? (I can't remember... ;) )

 

editing to add:

Reading Zhangliao's post, I recall that I did use "blue", not "green"... but I'm still positive I used "bears" twice. :lol:

If I'm guessing correctly that you used "green" and had it work, maybe you should add a line saying that some variation in the song is possible?

It's Pescaline, and there are multiple combinations for the song. I added a note saying that :P Thanks you two.

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N3wb, if you want fast walkthrough to be linked, here is how: By adding an anchor around the up arrow, you make it into a link. it searches a match in the above text for "persona". Now you have to create that match as well, so add a

[name=persona]  [/name]

to the place where you want the reader to go after clicking. I also wrapped it in the below 'guide'

 

This is just a random example.

 

Guide:

 

Go speak to person A, then speak to person B, then do this and do that.

 

Fast walkthrough:

 

1. [^] Speak to person A.

 

Notice how the part in the guide appears on the upper edge of the page.

 

In code, the guide looks like this:

 

Go speak to [name=persona] person A[/name], then speak to person B, then do this and do that.

[b]Fast walkthrough:[/b]

1. [anchor=persona][^][/anchor] Speak to person A.

Edited by Spybot

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Thanks Spybot, I got the fast quest walkthrough done.

 

Thanks to everyone, I do believe that the guide is done now ;)

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relekkamap-2.png

[img=http://i728.photobucket.com/albums/ww287/danwildman123/relekkamap-2.png]

An updated version of the map, I spelled Jatizso wrong and missed out a fairy ring.

Edited by wildman

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