Home > Quests > Hunt for Red Raktuber

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Difficulty: 2 of 10
Duration: 2 of 10
Released: 2 June 2009

Take me to the Quik-Solve!

Quest
Sea Slug
Cold War
Levels
Construction 45
Hunting 45
Thieving 38
Items
Penguin suit (Steel bar, Wood plank, Silk, built at your player owned house workshop's Clockmaker's bench), 8 silk, 4 Wood plank, Needle, Thread
Scope Map
Quest
Fairy Tale 2 - for Fairy Ring Transport
Plague City - For Ardougne Teleport
Levels
Magic 58 - for Ardougne Teleport
Items
Dramen/Lunar staff, Ardougne and Yanille teleports
Experience
Construction 3000
Hunting 1500
Thieving 2000
Items
5000 Coins
Points
Special Unlock Penguin Hunting
2nd Penguin hide and seek bonus

Where
Larry wrapped up (full) Larry (head)

Speak to Larry about his wrapped up condition and agree to help him. He raves about a giant penguin appearing while he was on a fishing trip in Witchhaven. Regardless of your reservation given the weirdness that happens there normally, you head off to try to prove Larry's case, after helping him with an itch on his nose.

Where

You can question the townsfolk, but there's no help that way ... just more weirdness. Just head to the south of the village and Inspect the giant footprint you find. Now, that ... is a big penguin-ish footprint.

Big penguin print!
Where
Ardougne zoo
The Chief Zookeeper (head)

Larry is only too happy to accept your vindication when you return. But as you chat, the chief zookeeper arrives and berates the both of you. Given your provocation and a lack of apparent insanity on your part, you manage to get the chief to release Larry if he can confirm your proof.

Fade in: the scene of the print! The chief is skeptical but in agreement. He will free Larry and you fade back to the zoo before Larry can make his situation more lunatic.

Larry requests you meet on the iceberg to start your espionage. He mentions that you will need a penguin suit. And, if you don't have the marked up book of clockwork toys, he gives you one.

Where
Using
Penguin suit, Bring all silk, planks, a needle and thread too

Make your way to the Rellekkan plains and to the north shore where Larry's iceberg canoe is. Take the canoe to the iceberg and rendezvous with Larry there.

Conferring with him, you find Larry's requirements are three-fold:  1. where  is the sub, 2. how can it be boarded, and 3. how can it be stopped. Let him penguinize you and head north and west.

As in Cold War, you find the avalanche against the ice wall and Investigate it to enter.

Where

Once inside the base head to the room to your left (west). This way also goes toward the agility course if you are familiar with it.

In the room is the grim KGB interrogator with a Captured penguin. The interrogator seems to think that you are in training with him and wants you to question this insurgent as part of your training. Agree to the task.

Interrogations

The captive has five lines of reasoning that you must break him on. You can proceed through them in any order. If you push him too far toward his beliefs too many times, he will snap and you have to restart the questioning.

Here are the beginnings of the critical questions to ask that will break him:

  1. "My captain trusted me..."
    1. "Your captain must trust you..."
  2. "My captain found a greater leader."
    1. "What leader could possibly..."
    2. "The sea may control your captain, ..."
  3. "He will bring unity..."
    1. "Why not unite all penguins..."
    2. "He's only demonstrating..."
  4. "Nothing can stop him."
    1. "If he comes to rescue you, ..."
  5. "Our sacrifice will be remembered."
    1. "'Our sacrifice'? Only you appear..."

Once broken he will reveal the instructions for 2. getting on the sub: Calling the ship with the Horn of the Sea and then do the Dance of the Sea. The dance is a set of three penguin emotes. Record them as he says them. If you forget or click too fast, you can ask the captive again. Also, make a note of the fish he's using for a hat.

With the interrogation successful, and the attention of the penguins seemingly diverted, you then search the chest opposite the captive penguin. You find there 4 fish hats and a conch shell. You may note the shell can be blown on so it seems to be the horn of the sea. Also you can use the appropriate hat to impersonate the captive penguin.

Conch shell
Conch shell
Octopus
Octopus
Monkfish
Monkfish
Ray
Ray
Puffer
Puffer
Where
Penguin base, Ping and Pong's pad

If you head in to talk to Ping and Pong, you find them only too helpful to help you get into the war room. Making trouble for the guard who is always arresting them seems to be quite entertaining! They figure you could sing the guard to sleep if you knew what made him drowsy using a lullaby they're working on.

Talking to the penguin guarding the door controls, you can ask how he manages to stay well rested. He relates both of what sends him to sleep and what keeps him awake at nights.

Return to the musicians. They will rehearse the song and ask you for the best insert word each of six times. These are some possible answers:

  1. "Chicklings will come circling..."
  2. "...down will come penguin, squirrels and all."
  3. "...in the blue sea,"
  4. "Bears are approaching, ..."
  5. "... a kiss on the nose."
  6. "... than sharks could ever be."
Notes: Chicklings and squirrels in 1 and 2 are interchangeable. 3 can also be green but not red. 4 and 6 may also be interchangeable.

When finished they rehearse it in full for you and you can then tell them yea or nay.

Head back to the guard and tell him you want to sing him a song. Ping and Pong show up, lullaby the wee guard *flop!*, then you can go to the guard's console and operate the controls to get you into the next hall.

Where
Penguin base, war room
Using
8 Silk, 4 Wooden plank, Needle, 1 Thread

Heading to the northeast you find the war room empty. Behind the wall there, however, four dwarves: Baden, Glosur, Medwin, and Obert, are hard at work. If you talk to any one of them, they take you for a penguin that's there to harass them. You tell them you are a disguised spy but they refuse to believe unless you can speak to them unmasked.

Agree to exit your suit and you parlay with the dwarves. Beseeching them to help, they state that they want suits like yours, which would help them to escape, as a form of compensation for their aid. Leaving the room you are revealed, knocked out and bustled from the base to wake up by Larry ... right where you needed to be!

Asking Larry about the dwarves' demands, he suggests you can show them how to make suits themselves of a dwarf size for the shrinking magic cannot be worked for them. Entering the penguin suit again, you return to the base. The guard is still zonked out so you may operate the big door controls once more.

The dwarves will not talk to you in the suit even knowing that its you, so agree to remove yourself from the suit. With the materials in hand you show them how to make their own suits. In return they hand you a toolkit and then take you though each step of the procedure to disable the sub.

Toolbox
Toolbox

With the example complete, they instruct you then to go through the reroute procedure using the engine panel on the north wall. Repeat the procedure as you were shown:

  1. Use wrench on wire box.
  2. Use cutter on wires.
  3. Use spare wire on wires.
  4. Use tape on wires.
  5. Use bellows on tube, use (2 more times) until dial reads in red of gauge on gauge's right.
  6. Use wheel (3 times) to dial gauge back to green (pointer straight up).
  7. Pull lever.

Now that you have shown you can do it yourself, you have two of the three priorities, this being 3. how to stop the sub. Leave the room, get bounced out, and talk to Larry once more!

Where
Iceberg near base entrance

Update Larry with your latest success. He states the most crucial information is still needed, where is the sub? Since you both know the KGP are tracking it, they must have a record of the track somewhere. He suggests it might be time to employ a shady character you are already familiar with. Penguin-size.

Noodle (full) Noodle (head)

Noodle, the Macaroni penguin, is back and wandering about in front of the avalanche when you go looking. You ask him about the family's information on the sub's location and he asks the hard question: would you be willing to owe a favor to the mob for the information?

You must agree to continue. Noodle provides you with a new ID and tells you the secured office in the base that's full of cubes has a room with that information. The cube furthest back on the right is your next stop.

Where
Penguin base record room
Using
KGP id card

Entering the base you now head to the east room (right from entrance). The guard at the door allows you with your ID.

Unlocks "Penguin Possible"

The point is to avoid being seen while getting to and from the southeast room and getting a telegram off of the table there. Penguins can see in front of themselves and also to the side just a bit. Still, there are plenty of objects to hide behind and the penguins do not see on a 45 angle (on a diagonal, as in around the edge of a hiding spot).

The following video is an example of getting to and from the room. It's not the only route and it could be made quicker.

When you get the telegram, leave the base and go talk to Larry. The telegram speaks of the Yanille area, that's 1. where the sub is! so you now have all the answers to go forward with Larry's plan. It's time to act.

Where
Using
Conch shell, appropriate fish hat (Ray, Octopus, Pufferfish, Monkfish, whichever captive penguin was wearing), Toolbox, Penguin suit

You make your way to the sea shore east of Yanille and find Larry there waiting for you. Talking to him, you go over the final solution and get in the suit again.

Don the hat the captive penguin was wearing so that you look the part. Blowing on the shell, you see a periscope breach the water and find you.

Perform the three emotes the captive penguin told you and watch as the Red Raktuber beaches and you proceed aboard.

Unlocks "The Pengmersible"

Inside there is no camera control and you cannot run. Each of the crew inform you to see the captain ... so lets get it over with. Climb the ladder and pass through the doors to the captains cabin.

Inside, from behind a drawn curtain the captain questions you in an all-to- knowing manner. You are given the choice to maintain your deception or to come clean, honestly stating your intentions and the captain's disturbingly correct assessment of you. Either answer produces the same results.

The captain appears, a sea slug firmly on his head, speaking the lines of the slug manifesto, their undersea utopia, and your inability to stop him. He has you removed to the brig.

Where
Pengmersible

Cast into the brig, your tools taken from you, the situation seems grim. There are your hats though and a hat stand in the cell has quite a few items with which you may be able to "MacGuyver" a solution. Search the stand to take the items.

Electric eel
Electric eel
Shark tooth
Shark tooth
Crab claw
Crab claw
Seaweed
Seaweed
Swordfish
Swordfish

First thing to do is to get out of the cell. Take the swordfish and use it on the door. That's some fine marine lock picking.

Now move to the engine panel. You must now perform the sabotage using the items to replace the materials you lost. Here is how you do it:

  1. Use claw on wire box.
  2. Use shark tooth on wires.
  3. Use eel on wires.
  4. Use seaweed on wires.
  5. Use puffer fish on tube, set gauge in right hand red.
  6. Use octopus on wheel, dial back to get gauge pointer in green, straight up.
  7. Use swordfish on the lever slot. Pull the fish-lever.

That done the engines kick in and you know you've done it! It's time to escape the sub and get to Larry! On leaving the sub, you start to notice things amiss. Not all is as you thought.

Where
Pescaling Pax (head)

You've been used by the penguins it seems. Pescaling Pax, who loves to gloat, explains how the penguins used Larry and you to recapture the submarine. The dwarves, a rogue element of the Red Axe company, were only to happy to help them by showing you how to redirect, not disable, the sub. They take Larry for questioning and leave you stranded.

Where
Lost Isle

Unlocks "Desert Island Bear"

Chuck the polar palm tree (head)

Chuck the polar bear stands disguised as a palm tree on this isle, and he's not pulling it off very well. Talk to him and you find he is a friend and confidant of Larry. They are working together as part of the PBJ against the penguin threat.

After you speak, the polar bear swims you back to civilization ... the Ardougne zoo.

Polar Bear Travel
Where

As part of his disguise, Chuck assumes the post of "zoo animal" for his disguise in the Ardougne zoo. You talk and he says in lieu of Larry's recovery, Chuck will be your contact in the effort against the penguins.

After completing the quest, he mentions he has a contact on the Iceberg. Speak to the polar bear there about hunting penguins directly.


  1. Speak to wrapped-up Larry and tell him yes.
  2. Go to Witchhaven.
  3. Find and inspect giant print on south shore.
  4. Return to Larry.
  5. Talk to him about the proof. (Chief Zookeeper arrives, you all segway to Witchhaven and back, and Larry is released.)
  6. Get the Penguin suit, 8 Silk, 4 Wood planks, a Needle, 1 Thread from bank. If you don't have the suit, make it with a plank, 1 silk, and a steel bar made into a clockwork.
  7. Use canoe on Rellekkan north shore to get to Iceberg.
  8. Talk to Larry on iceberg and get in Penguin suit. 
  9. Enter base by "Inspecting avalanche."
  10. Head to interrogation room on left (west), talk to interrogator and agree to continue questioning. 
    1. "My captain trusted me..."
      1. "Your captain must trust you..."
    2. "My captain found a greater leader."
      1. "What leader could possibly..."
      2. "The sea may control your captain, ..."
    3. "He will bring unity..."
      1. "Why not unite all penguins..."
      2. "He's only demonstrating..."
    4. "Nothing can stop him."
      1. "If he comes to rescue you, ..."
    5. "Our sacrifice will be remembered."
      1. "'Our sacrifice'? Only you appear..."
  11. With penguin broken, record the signal emotes to use later to get on the sub. Also make note of fish he is wearing for a hat.
  12. Search the crate opposite the interrogated penguin to take the shell and hats. 
  13. Talk to Ping or Pong about getting into the war room.
  14. Talk to the KGP Agent at the door controls about how he gets to sleep.
  15. Return to the musicians and fill in the words to their song:
    1. "Chicklings will come circling..."
    2. "...down will come penguin, squirrels and all."
    3. "...in the blue sea,"
    4. "Bears are approaching, ..."
    5. "... a kiss on the nose."
    6. "... than sharks could ever be."
  16. After putting the Agent to sleep, operate the controls and head to the northeast, to the war room.
  17. Talk to any dwarf and agree to remove your suit.
  18. Talk to any dwarf again and find that they want copies of your suit.
  19. Exit the room and you will be ejected and wake up by Larry.
  20. Telling Larry about the Dwarf demand, he tells you to take the 8 Silk, 4 Planks, needle and thread to them and show them how to make suits.
  21. Getting back in the suit, return to the base, and head straight to the war room. 
  22. Talk to a dwarf again and get out of suit.
  23. Talk again and you will demonstrate the suits. The dwarf will hand you a toolbox and demonstrate the procedure to disable the sub.
  24. Go to the engine panel on the west wall and perform the steps you were shown:
    1. Use wrench on wire box.
    2. Use cutter on wires.
    3. Use spare wire on wires.
    4. Use tape on wires.
    5. Use bellows on tube, use (2 more times) until dial reads in red of gauge on gauge's right.
    6. Use wheel (3 times) to dial gauge back to green (pointer straight up).
    7. Pull lever.
  25. Leave and be bustled out to Larry again.
  26. Talk about getting the sub's location and get back in the suit.
  27. Talk to Noodle, agree to be in debt to the mob and get a KGP ID.
  28. Go to the office on the right (east) as you enter the base.
  29. Avoid other penguins to get to the southeastern room. 
  30. Search the sorting table and receive a telegram.
  31. Escape the room without being seen. If you are seen, make your way back to the room to get a new one and try escaping again.
  32. Get to Larry outside.
  33. Discuss that you have everything you need.
  34. Meet Larry by the shore east of Yanille and get penguin-sized.
  35. Put on the fish hat that the interrogated penguin was wearing. Blow the conch shell and perform the emotes from the penguin.
  36. After entering the sub, climb the ladder and move through doors to the captain's cabin.
  37. Talk to Captain Marlin. You can lie or tell the truth, the outcome is the same ... the brig.
  38. Search the Hatstand there to get the items on it.
  39. Use the swordfish on the door to pick the lock on the door.
  40. Approach the engine panel and use what you have to disable the sub:
    1. Use claw on wire box.
    2. Use shark tooth on wires.
    3. Use eel on wires.
    4. Use seaweed on wires.
    5. Use puffer fish on tube, set gauge in right hand red.
    6. Use octopus on wheel, dial back to get gauge pointer in green, straight up.
    7. Use swordfish on the lever slot. Pull the fish-lever.
  41. Listen to Pax explain how you were tricked into helping the penguins.
  42. Talk to Chuck the polar bear about his relationship to Larry and get a ride with him to Adougne.
  43. Talk to Chuck in his cage and finish the quest!

1.0 Released: 2010 January 31

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