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Start pointQuest map icon Speak to Larry at Ardougne zoo
Member requirementP2P icon Members only
Official difficultyUnknown edit
Official lengthMedium
RequirementsSkill requirements are not boostable unless marked with a [B] for boostable.
Items requiredItems from the tool belt are not listed unless they do not work or are not automatically added.

Recommended:

Enemies to defeat
  • None

Walkthrough

Locating the Giant Penguin

Penguin prints

The foot prints in Witchaven

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.

3. Then go back to Larry, and 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

File:KGP base info.png

A map of the KGP base.

4. Bring your penguin suit. Head 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. Go to the interrogation room directly west after entering the penguin base from the cold war quest. Speak to the KGP Interrogator. You have to break the will of the captured penguin. An easy way to do this is to flick through the dialogue and pay attention to what the interrogator says, if he says you are pushing the captured penguin too hard then try another option.

You will find the way to enter the submarine is to call him with the horn of the sea, dance the dance of the sea. You will have to dance with a wave/bow/spin, then groove with a flap/clap/bow, and finish with a preen/shiver/bow. The specifics are different from player to player.

8. Search the crate after interrogating and you will receive a Conch shell, puffer, octopus, monkfish (quest item), and a ray.

9. Talk to the penguins in the hall to ask about how to enter the war room. Speak to the guard at the end of the hall in the booth. Talk to Ping & Pong and 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.

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.

Sleeping KBP

A KGP Agent falls asleep after you sing him a lullaby.

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.

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

Sabotaging the Submarine

15. You will need 8 pieces of silk, 4 wooden planks, 1 needle, and 1 thread. No clockwork mechanisms are required. Take the supplies back to the dwarves after entering your penguin suit again.

16. 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.
  • 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.

File:KBD office map.png

A map of the office showing you the route to the sorting table.

17. Now go back to Larry. He will tell you to find Noodle, 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.

Kgp

18. 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

19. 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.

20. Larry will tell you to meet him at the coast east of Yanille and to bring all the necessary supplies.

21. Meet Larry, shrink and wear your penguin suit.

22. Now you have to blow the Conch shell. Before blowing it, you should put the one of the hats on (must be the hat that the captured agent was wearing). Blow it, and a periscope will emerge from the water. You will have to do the emotes that you were told before in order to board the sub. Different For Everyone.

23. Make your way to the front of the sub. Talk to the Captain Marlin. When given the choice to either lie or tell the truth, choose either one. After a lengthy conversation you will be thrown in the brig. Search the hat rack and get a myriad of supplies. These supplies are essentially your toolbox.

File:Submarine.PNG

Penguin submarine!

24. 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.

Penguin Capture

Larry captured by Pescaling Pax, KGP Agents and the Dwarves!

25. You will end up on a deserted island. It is revealed that the dwarves were double agents and had you find and bring the submarine to the penguin king. They will take Larry to the Motherland and leave you to your fate.

Warning: You will not be able to teleport off the island at this time!

26. Talk to the "tree" (a polar bear in disguise), Chuck. He will inform you that the polar bears have been working with Larry. He will take you off the island back to the zoo. Congratulations on completing the quest!

Riding Chuck

Go Chuck, Go!

Rewards

Quest complete!

  • 1 Quest Point
  • 3,000 Construction XP
  • 2,000 Thieving XP
  • 1,500 Hunter 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 (as of June 2nd it is in the Relleka 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 hunter 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 a parody on 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 music title Penguin Possible is a pun on the title of a spy-related TV and movie series Mission Impossible.
  • After the end of the quest, if you destroy the clockwork book Larry gives you, it states the you can obtain another by talking to Larry, even though you can no longer access Larry.
  • 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. (possably a parody off the movie '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."
    File:Icey day bug.png

    A player unlocks the music track "Ice Day for Penguins" multiple times.

  • This quest successfully combines the Sea Slug questline and the penguin questline. (Though the Red Axe is mentioned by a dwarf in the quest, The Red Axe series is not involved on the penguin questline as the dwarves in HfRR fractured from the Red Axe Consortium.)
  • When talking to Chuck he calls the penguins "Plebeians", possibly referring to the lower social class in Ancient Roman society.
  • The Kgp id card from the previous quest Cold War dissapeared from the players banks/inventories the day of quest release. (This only applies to people who were already done with the Cold War quest)
  • If you are wearing one of the fish hats when you complete the quest, it will be duplicated.
  • The Dialogue for the Witchaven villagers changed when the quest was started.
  • PBJ(Polar bears)is also an acronym for Peanut butter and Jelly
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