Hunt for Red Raktuber

Locating the Giant Penguin
1: Talk to Larry (find him south of the penguin enclosure) to begin the quest and you will see that he has been put in a straight-jacket because the Chief Zookeeper thinks Larry is insane.

2: After scratching Larry's nose, head to the south coast of Witchaven and inspect the giant footprint. It's hard to miss.

3: Go back to Larry. You, the zookeeper and Larry will talk about the giant penguin, and there is a cut scene where the Chief Zookeeper goes to the footprint and Larry is released from his straight-jacket.

Investigating the Submarine
4: Bring a penguin suit and 8 pieces of silk, 4 planks, a needle, and thread to the boat north-east of Rellekka and travel on it to the Iceberg.

5: Speak with Larry there. He will instruct you to find out how to find the submarine, how to get on the submarine, and how to disable the submarine. Allow him to transform you into a penguin.

6: Head north-west and investigate the avalanche to enter the Penguin lair.

7: Enter the interrogation room to the west. Speak to the KGP Interrogator. You have to break the will of the captured penguin. You will be presented with 5 statements, each one needs specific piece of dialogue to be said to the penguin to break his confidence.


 * For the first statement, "My Captain trusted me to deliver the message", say "Your captain must trust you a great deal"
 * The second statement, "My captain found a greater leader", say "What leader could possibly be greater than the Pescaling?", then "The sea may control your Captain, but he controls your life."
 * The third statement, "He will bring unity by destroying the humans", say "Why not unite all penguins to The Sea, first?", then "He's only demonstrating his impatience"
 * The fourth statement, "Nothing can stop him", all you need to say is "If he comes to rescue you, he'll be captured".
 * The last statement, "Our sacrifice will be remembered.", say "'Our sacrifice'? Only you appear to be making the sacrifice"

You will find out that the way to enter the submarine, is to call it with the horn of the sea and then do the dance of the sea. The dance consists of three penguin emotes that are different for each player. Take note of them.

8: Search the crate behind you after interrogating the penguin and you will receive a Conch shell, puffer, octopus, monkfish, and a ray. Also notice which headgear the captured penguin is wearing. You will have to wear the same item at a later point in the quest. The needed headgear is different for each person; either the puffer, octopus, monkfish, or the ray.

Note that you may fail to steal the items, if that happens just keep trying.

The plot thickens
9: Talk to Ping & Pong in the music room, they will tell you about "Sandwiches" (which turn out to be submarines) and "short uncool people". You need to investigate, but there is a guard, guarding the door. They will suggest you put him to sleep with a lullaby, but you need to find out what makes him sleepy.

10: Talk to the guard to find out what makes him sleepy and what does not. He is in the Control Panel NW from the room with Ping & Pong.

11: Go back to Ping & Pong and help him finish the lullaby. Fill in the words as he asks for them. the lullaby may go like this:

Rockhopper peeenguin, on the ice crop, when the ice breaks, your body will drop. "Chicklings" will come circling, watching your fall, and down will come penguins, "Squirrels" and all. Rockhopper peeenguin, in the "Blue" sea. "Bears" are approaching, they want you for tea, you can defeat these terrible foes, with your secret weapon a "kiss" on the nose. Rockhopper penguin, king of the sea, you are way cooler than "sharks" could be.

'''Note: This is one of the many possible lullabies. This is not the only one that works'''

12: Sing the lullaby to the guard and operate the control panel to open the door. head to the war room to the east. Speak with any of the dwarves, Glosur, Medwin, Baden or Obert. They will want proof that you are a human.

13: Leave the penguin suit and speak with the dwarf. He will tell you that he will help you disable the submarine in exchange for penguin suits.

14: Exit the war room and you will be kicked out of the base and placed next to Larry. Speak with him.

Learning to sabotage the Submarine
15: Head back to the dwarf and exit the penguin suit once again. Give him the supplies and he will give you a toolbox and instructions for its use that will disable the submarine:


 * Use the wrench to open the wire box cover first.
 * Cut the green wire with the wire cutters, which will also cut the red wire. (This will cut off the command room from the engine.)
 * Use the spare wire to rewire the green wire to the red wire. (to re-route control to the engine room.)
 * Wrap the tape around the raw ends.
 * Pump air into the pipes until it's getting near red. This may take two or three pumps.  If you pump too much air, you will have to start over from the beginning.
 * Turn the wheel while watching the gauge to let air out until the arrow points straight up to the green. If you don't stop and let too much air out, you will have to pump the bellows again.
 * Pull the lever, and the submarine will start on its new course.

You'll need to do a practice run on the engine panel behind the dwarves to be allowed to talk to Larry again and proceed.



16: Now go back to Larry. He will tell you to find Noodle, who is standing just south of the avalanche, and speak to him. Once you have the Kgp id card from Noodle go past the Trainee KGP agent and into the eastern (maze-like) filing room. 17: Players have to navigate the room without any penguins seeing them. With the compass facing north:


 * Head north all the way
 * Head east all the way
 * Head south one cubicle
 * Head west one cubicle
 * Head south two cubicles
 * Head east a bit and enter the room

18: Search the sorting table to obtain a telegram. You cannot take off the penguin suit for a quick exit as you will lose the telegram and have to go through the maze again. Instead, reverse the path you took through the maze in the telegram room to exit it and then return to Larry. Be sure to take one step out of the door and close the door behind you before you reverse your route, or your character will go south and be seen.

19: Larry will tell you to meet him at the coast east of Yanille and to bring all the necessary supplies. You must find your own way to Yanille. Larry can be found at the South-east corner by the coast in roughly a straight line from the south wall of Yanille.

Disabling the submarine
Items needed: clockwork suit, Conch shell, toolbox and fish hat.

20: Meet Larry, transform into a penguin, and put on the fish hat that the captured penguin agent was wearing.

21: Blow the Conch shell, and a periscope will emerge from the water. A menu will appear with the penguin suit emotes. Do the 3 penguin emotes revealed by the captured penguin and after a cutscene the player will find themselves on the western side of the lower level of the submarine. Entering the submarine will exhaust the player's run energy, and the screen angle cannot be changed once in it.

22: The submarine is a long rectangle with two levels. The various penguins on the submarine will instruct you to report to Captain Marlin. Climb up the ladder next to the flashing lights, and go east on the top level until you see a door leading to a cabin decorated with a couple of bookcases. This is the captain's cabin.

23: Enter the cabin, and Captain Marlin will call you out as a spy. Choosing honest or lie makes no difference, as both produce a lecture to the player about how penguins will never achieve world domination over humans and polar bears and must become one with the sea. Eventually, Captain Marlin comes out from behind the curtain with a slug on his head. (His men wear fish hats rather than being controlled by the slugs, but it is a 'start'.) After growing tired of the player, he sends them to the brig and confiscates your toolbox.



24: Go to the western end of the brig and search the hat rack to get the various supplies off of it. These are essentially replacements for the toolbox. Open the door with the swordfish. Use the crab claw to open the box cover, the shark tooth to cut the wires, the eel to connect the wires, seaweed to wrap the raw ends, the pufferfish as the bellows, the octopus with the valve control knob and the swordfish as the lever. The submarine will reroute itself.



25: The player will end up on a deserted island south-east of Ape Atoll as another cutscene plays. It turns out the player was being used by Penguin King Pescaling Pax to save him the effort of capturing the submarine himself, and the access to the penguin lair was part of the plot. The dwarves were not in fact captured slaves at all, but part of a splinter group from the Red Axe faction that seek domination over humans - and thank the player for providing them with clockwork suits. Larry is bundled off to the Motherland, and the player is left to die a slow death on the deserted island. The player cannot access their inventory or spellbook after this and is thus unable to teleport off the island. Whether being poisoned prior to landing on the island and dying as a result will allow you to escape remains unconfirmed.

Chuck? Who's Chuck?
26: Look for a yellow dot on the minimap, which is a "tree." Talk to it, and it turns out it is a polar bear named Chuck in disguise! After being disturbed that the player has seen through his disguise, he will inform them that he is a PBJ agent who has been working with Larry and monitoring the player for a breakthrough, and offer to take you off the island back to the zoo. A cutscene with the player riding Chuck follows, and the player will find himself back outside the polar bear cage there. Talk to Chuck in the cage to receive a warning that the player should not attempt to rescue Larry yet, that a colleague has replaced Larry on the Iceberg, and that he himself will be the new contact for the player for Penguin Hide and Seek. Congratulations on completing the quest!



Rewards

 * 1 Quest Point
 * 3,000 XP
 * 2,000 XP
 * 1,500 XP
 * Access to Penguin Hunting Area
 * Penguin Hide and Seek bonus. A polar bear can be spotted once each week. Its location is the same on every world (For June 3rd, it is in the Falador south well) It hides inside a well and pops up every few seconds. Inspect the well to spy on the polar bear for 1 penguin point.
 * Puffer, Ray, Octopus, and Monkfish hats
 * Chuck the Polar Bear, located in a cage just south-east of the Penguin enclosure, replaces Larry in the Penguin Hide and Seek minigame. At this time, Larry cannot be accessed.

Music
Music tracks unlocked:
 * Penguin Possible
 * Pengmersible
 * Desert Island Bear
 * Ice Day for Penguins (unlocked in the Penguin Hunting Area after the quest)

Trivia

 * On the day of release, the spoilers read: "The spoilers have been classified by both the KGP and the PBJ. By tomorrow we might have managed to steal an uncensored set."
 * The title of this quest is a reference to The Hunt for Red October, a novel by Tom Clancy.
 * When the dwarf tells you about the bellows, you say that you already know about bellows if you have done Big Chompy Bird Hunting.
 * Chuck the Polar Bear and Larry the Zoo Keeper's names may be an allusion to the film, "I now pronounce you Chuck and Larry".
 * The KGP is a reference to the KGB which provided national security to the Soviet Union.
 * The Soviet Union is also sometimes referred to as the Russian Bear.
 * The music title Penguin Possible is a pun on the title of a spy-related TV and movie series Mission Impossible. It also has a very similar sound to its theme song.
 * Through some of the dialogue Witchaven is spelled Witchhaven.
 * The examine info on the trumpet in Ping and Pong's room is a reference to the American jazz musician Miles Davis.
 * The Red Raktuber was hinted towards by the Chaos Elemental, and is believed to be the name of the submarine – red possibly after the Red Axe, Raktuber being a month in the RuneScape calendar. (possibly a parody off the book, "The Hunt for Red October").
 * Moving through the Eastern Maze room seems to be taken semi-directly from the popular game Metal Gear Solid 1. In MGS1, the main character, Snake, must move about a maze filled with guards and not be seen (the maze that Revolver Ocelot is found in after blowing a hole in the wall).
 * If a player continued to jump between the stepping stones to the new hunter area and back, they could repeatedly "unlock" the new music track "Ice Day for Penguins". Icey_day_bug.png
 * The Kgp id card from the previous quest Cold War disappeared from the players banks/inventories the day of quest release (applies only to players who had previously completed the Cold War quest).
 * If you are wearing one of the fish hats when you complete the quest, it will be duplicated. This hasn't been fixed.
 * The dialogue for the Witchaven villagers changed when the quest was started.
 * The conversation with the captain of the submarine is similar to the conversation between Colonel Kurtz and Captain Willard from "Apocalypse Now".
 * After the quest, you can no longer see the periscope off the dock in Catherby.
 * This is the first and currently only quest to feature a fixed camera, when aboard the submarine.
 * The dwarves allying with the penguins may be a reference to the Warsaw Pact, while the polar bears allying with the humans may be a reference to NATO (North Atlantic Treaty Organisation).
 * The lullaby that you sing to the guard is probably a parody of Rock-a-bye-baby, a classic lullaby.
 * The polar bear in the jungle might be a referral to the pilot episode of Lost (Season 1 Episode 2).
 * Larry was invisible to some players the day the quest released. They had to relogon to see Larry. This was a glitch.
 * Peanut Butter and Jelly (jam) sandwiches are called PBJ sandwiches for short, which is the organisation that the Polar Bears works for. Considering that the penguin "KGP" are a play on the Soviet KGB, it sis also possible that the PBJ are a refence to the CIA with the J rhyming with A.
 * The giant tracks may be a reference to the movie Godzilla.