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Details

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. NOTE: Boosts (such as Hunter Potion) cannot be used.
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

Giant penguin footprints

File:Footprint!.PNG

A player inspecting a footprint in Witchhaven.

  1. Talk to Larry (find him south of the penguin enclosure in the Ardougne Zoo) to begin the quest. You see that he has been put in a straightjacket because the other Zoo keepers think Larry is insane.
  2. After scratching Larry's nose, head to the south coast of Witchaven and choose Inspect on one of the giant footprints. They are just a little south-west of the quest icon there. If you follow the south wall of Ardougne to the east, then pass the dock, it'll bring you right to it. Upon serching, you gain 250 hunting exp.
  3. Go back and talk with Larry. You, the Chief Zookeeper, and Larry talk about the giant penguin, and you watch a cut scene where the three of you inspect the footprints and Larry is released from his straightjacket.

Penguin espionage

File:KGP base info.png

A map of the KGP base.

  1. Bring a penguin suit, eight pieces of silk, four planks (regular planks), a needle (regular needle recommended instead of Sacred clay needle), and thread to the boat north-east of Rellekka (fairy-ring code DKS) by the rock crabs and travel on it to the Iceberg. (If you do not have a penguin suit, you can make one one in a player-owned house.)
  2. Speak with Larry there. He instructs 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.
  3. Head north-west, and choose Investigate Avalanche to enter the penguin lair.
  4. Enter the interrogation room to the west. (It's the second door on the west side. See the map to the right.)
  5. Speak to the KGP Interrogator. He tells you to interrogate the captured penguin.
  6. The captured penguin makes five statements. After he makes all five, you need to respond to each one with a specific piece of dialogue 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."
    • To the second statement, "My captain found a greater leader," first say "What leader could possibly be greater than the Pescaling?" and then respond "The sea may control your Captain, but he controls your life."
    • For the third statement, "He will bring unity by destroying the humans," first say "Why not unite all penguins to The Sea, first?" and then choose "He's only demonstrating his impatience."
    • For the fourth statement, "Nothing can stop him," respond "If he comes to rescue you, he'll be captured."
    • To the last statement, "Our sacrifice will be remembered," say "'Our sacrifice'? Only you appear to be making the sacrifice."
  7. The captured penguin, now broken, tells you the way to call the submarine: Call the captain 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 receive a Conch shell, puffer, octopus, monkfish, and a ray. Also note which headgear the captured penguin is wearing: You will have to wear the same item as the penguin later in the quest, and the headgear is different for each player.

Note: You may fail to steal the items. If that happens just keep trying.

Lullaby of birdland

  1. Go across the hallway, and talk to Ping & Pong in the music room. You say you need to get into the war room, and they tell you they will write you a lullaby to make the guard sleepy so you can get past him and into the room.
  2. Talk to the KGP Agent by the control panel to the left of the double doors to find out what makes him sleepy and what does not.
  3. Go back to Ping & Pong, and help them finish the lullaby. Fill in the words as the two penguin bards ask for them. Here's one possible lullaby:
    Sleeping KBP

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

    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 penguin, 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 ever could be.
  4. For the words in italics, select your own words based on your conversation with the KGP agent.
  5. Return to the agent, and sing him the lullaby. You see him fall asleep in a cutscene.
  6. Once he's dozing, operate the control panel to open the doors.
  7. Head east to the war room, and speak with any of the dwarves: Baden, Glosur, Medwin, or Obert. You tell him you are a spy, but he wants proof.
  8. Leave the penguin suit, and speak with the dwarf again. He tells you the dwarves are being forced to create a submarine for the penguins. He says in exchange for penguin suits, he will train you on how to operate the submarine.
  9. Exit the war room, and you will be kicked out of the base and find yourself next to Larry. Tell him what you learned.

Learning to be a saboteur

  1. Put back on your penguin suit, and return to the dwarves.
  2. Back in the war room, talk to a dwarf and get out of your penguin suit once again.
  3. Talk again to a dwarf, give him the supplies, and instruct him in how to construct penguin disguises.
  4. In return, the dwarf gives you a toolbox and show you how to use it to disable the submarine:
    • Use the wrench to open the wire box cover first.
    • 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. (This re-routes 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.
  5. You need to do a practice run on the engine panel near the dwarves and across from the submarine prototype to be allowed to talk to Larry again and proceed. Inspect the engine panel to start.
  6. Talk to a dwarf again if you forget how to do something. You can also practice again on the engine panel, if you want.
  7. Now return to Larry and talk with him. He says you need to learn the submarine's location and suggest you find Noodle.
    File:KBD office map.png

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

  8. Put on your penguin suit, and head over to Noodle, who is walking around just south-west of the avalanche.
  9. Talk to Noodle, who gives you a Kgp id card, which will get you past the Trainee KGP agent and into the eastern (maze-like) filing room.
  10. Enter the penguin headquarters, and go in the second door to the east.
  11. You must navigate the room without any penguins seeing you. (See the map to the right for your route.) With your compass set to 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.
  12. Search the sorting table to obtain a telegram.
  13. 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 office maze to exit. Be sure to take one step out of the door and close the door behind you before you retrace your route, or you will go south and be seen.
  14. Return to Larry, and show him of the telegram. He tells you to meet him on the coast east of Yanille, with all your necessary supplies, including your clockwork suit, Conch shell, toolbox, and fish hats.
  15. Make your way to Yanille. Fairy Ring Code C-L-S will teleport you to the islands east of Yanille, very close to where Larry is located.  Larry is waiting for you just outside the south-east corner of Yanille's walls, by the coast.

Disabling the Red Raktuber

  1. Talk to Larry, transform into a penguin, and put on the fish hat that the captured penguin was wearing.
    Blowing Conch Shell

    A player blowing a conch shell.

  2. Blow the Conch shell, and in a short cutscene a periscope emerges out of the water.
  3. You now see a menu with the penguin suit emotes. Do the three penguin emotes revealed by the captured penguin, and after a cutscene, you find yourself on the western side of the lower level of the submarine, named the Red Raktuber. The submarine is a long rectangle with two levels. Entering the submarine exhausts your run energy, and you can't change the screen angle once you are aboard.
  4. Talk with various penguins on the submarine, and they instruct you to report to Captain Marlin.
  5. Climb up the ladder, open the door (find the door by clicking the wall with the spinning lights), and go east on the top level until you see a door leading to a cabin decorated with a telescope and bookcase. This is the captain's cabin.
  6. Enter the cabin, and Captain Marlin, acting oddly, says you have returned to destroy him. Choosing the Honest or Lie option makes no difference, as both produce a rambling lecture from the captain 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. After growing tired of you, he sends you to the brig and confiscates your toolbox.
    File:Penguinsubmarine.PNG

    Inside the submarine.

  7. In the brig, walk to the western end and search the hatstand to get an Electric eel, Shark tooth, Crab claw, seaweed, and a Swordfish off of it. These are essentially replacements for the toolbox.
  8. Open the door to the east with the swordfish.
  9. Now, Inspect the Engine panel.
  10. Use the crab claw to open the wirebox cover, the shark tooth to cut the wires, the eel to connect the wires, the seaweed to wrap the raw ends, the pufferfish on the pipe as the bellows, the octopus with the control valve wheel, and the swordfish as the lever. The submarine will reroute itself.
  11. You see another cutscene, where you end up on a deserted island south-east of Ape Atoll. It turns out, you were 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 were but part of a splinter group from the Red Axe faction that seek domination over humans—and thank you for providing them with clockwork suits. Larry is bundled off to the Motherland, and you are left to die a slow death on the deserted island. You cannot access your inventory or spellbook, and are thus unable to teleport off the island.

Chuck? Who's Chuck?

Riding Chuck

Go, Chuck, go!

  1. Look for a yellow dot on the minimap, which is a polar bear disguised as a palm tree.
  2. Talk to the polar bear, named Chuck. After being disturbed that you have seen through his disguise, he informs you that he is a PBJ agent working with Larry and monitoring you for a breakthrough. He takes you off the island and back to the zoo. You see a cutscene with you floating on Chuck and then outside the polar bear cage in the zoo.
  3. Talk to Chuck in the cage to receive a warning that you should not attempt to rescue Larry yet and that he himself will be your new contact for Penguin Hide and Seek.

Congratulations! Quest complete!

Rewards

Quest complete!

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 Kgp id card from the previous quest Cold War disappeared from the players banks/inventories the day of quest release (this applies only to players who had previously completed the Cold War quest).
  • The submarine was spotted before the quest's existence in places such Catherby, which may have fueled speculation that sailing was coming out as a new skill and was mistaken for a "sea monster" in the 40th Postbag from the Hedge. After the quest, you could no longer see the periscope off the dock in Catherby. See: Submarine.
  • When the dwarf tells you about the bellows, you say that you already know about bellows if you have done Big Chompy Bird Hunting.
  • The song you unlock after this quest in the penguin hunter area, called "Ice Day for Penguins," sounds like, "I stay for penguins," given that you can stay there, hunting penguins.
  • In the cutscene where you sing the KGP Agent guarding the Control Panel to sleep, he falls facing the panel, but upon returning to game mode, he is sprawled lying half out of the booth.
  • After the quest, a polar bear can be seen on the penguin island lying down and covering his nose. This mimics how polar bears  are falsely believed to hunt in real life: There is a rumour that they would cover their black noses with their paws to better blend in with the snow, but this is untrue.

Cultural references

  • The title of this quest is a reference to The Hunt for Red October, a novel by Tom Clancy later adapted as a film. Raktuber is a month in the RuneScape calendar. In the novel, Red October was the name of a rogue submarine.
  • The KGP is a reference to the KGB, which provided national security to the Soviet Union and was infamous for its spying and assassination missions.
  • The PBJ that Chuck works for is an extremely obvious reference to a peanut butter and jelly sandwich.
  • Larry says, "We have them now!" This may be a reference to what Darth Vader says in Star Wars: Episode IV—A New Hope.
  • The name of the penguin submarine captain, Marlin, is the name of Nemo's father in the Pixar movie Finding Nemo. Nemo, in turn, is the name of the submarine captain in the Jules Verne classic 20,000 Leagues under the Sea, a tale of a rogue submarine pillaging the seas during the late 19th century.
  • The captain's name being "Marlin" is also most likely a reference to Marlon Brando, whose character in the movie Apocalypse Now, Colonel Kurtz, had a scene very similar to the captain's dialogue before he comes out from behind the curtain.
  • The song title "Penguin Possible" is a pun on the title of a spy-related TV and movie series Mission: Impossible. It also has a similar sound to its theme song.
  • Chuck refers to the penguins as Plebeians, one of two social classes in ancient Rome. It referred to middle-class, non-elite citizens, compared to the rich Patricians.
  • The names of the two NPCs that help you find penguins and obtain points from are Chuck and Larry, a possible reference to the film I Now Pronounce You Chuck and Larry.

Glitches

  • 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.

  • If you are wearing one of the fish hats when you complete the quest, it will be duplicated. This glitch has been fixed.
  • Larry was invisible to some players the day the quest released. They had to log off then on again to see Larry. This was a glitch.[source needed]
  • It is possible to teleport off the island if you log out right after Pescaling Pax tells you about how he had tricked you. Once you log back in, the spellbook will be accessible at this point. You can get back to the island by trying to talk to Chuck at the Ardougne zoo. A KGP agent will send you back. This glitch is still not fixed.
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