Cold War

Difficulty: Intermediate Requirements: Medium Length: Medium

Start location: Speak to Larry in the Ardougne Zoo.

Requirements:

Skills: Level 30 Agility, Level 34 Construction, Level 30 Crafting, Level 10 Hunter

Items: 10 Oak planks, 10 Steel nails, Hammer, Spade, Clockwork, Normal plank, Silk, Raw cod [if you don't have a Ring of charos (a)], Swamp tar, 5 Feathers, Mahogany plank, Soft leather, Cowbells. You can take all these items with you at the beginning to avoid banking.

Other: You will need to have access to a Player Owned House with a Workshop room that has a Crafting Table 3.

Suggested:

Quests: Garden of Tranquility, Started Fairy Tale Part II, A - Cure a Queen (for the fairy rings)

Items: Ring of charos (a), teleports to Lumbridge and Ardougne, Dramen or Lunar Staff, Surefooted Aura, weapons or food for those with lower combat and agility skills

Skills: Level 15 Thieving to steal cowbells from any dairy cow. If you do not meet this requirement, try stealing from the dairy cow in Zanaris who will simply give you her cowbells.

Monsters: Icelord (Level 60)

NPCs: Fred the Farmer, Larry, Penguin -Cold War-

Walkthrough hide »

1: Suspicions
Items Required: None

Speak to Larry, who is standing near the Penguin cage in Ardougne Zoo. He seems rather suspicious and keeps talking about... penguins. He will ask if you want to observe penguins with him. After you agree, he will tell you to get materials to construct a shelter out of 10 steel nails and 10 oak planks. Bring these to Larry. You can speak to Larry either at the zoo or where he is waiting on the north cost of Rellekka, quickly accessed by fairy ring DKS.

2: Observations
Items Required: 10 Oak planks, 10 Steel nails, Hammer, Spade

Slightly north-east of where you arrive will be a firm snow patch. Use the planks on this patch to construct a Bird Hide. Cover it in snow - to hide it - by digging near it with the spade. Tell Larry that you've finished building it and he will invite you in to observe. A short cutscene will show two penguins meeting, apparently communicating with emotes. Pay attention to the three emotes they use and write it down for later! Should you miss it the first time, you can use the hide again in order to see the same cutscene. (The emote series differs for each player. Possible emotes are shiver, twirl, clap, bow, cheer, wave, preen and flap.)

Huntforredraktuber Emotes

Talk to Larry again to find that he is as suspicious as ever of the penguins, convinced they were patrolling. Now that he believes his paranoia has evidence, he wishes to infiltrate the penguins, but won't tell you how until you leave the iceberg by using the boat.

3: Equipment
Items Required: Clockwork, Normal plank, Silk

Talk to Larry once you get off the iceberg to discover he has developed a clockwork penguin. Rather than letting it just walk around randomly, he will use a spell to shrink you so that you can control it! Sadly, Larry no longer has a house so you'll have to be the one to construct the penguin. Conveniently, the design is very similar to that of any clockwork toy - you simply need to add a piece of silk. Go to your house and make the clockwork penguin on your crafting table (level 3 or higher) with one clockwork, one plank and one piece of silk. Return to Larry in either location and ask to return to the Iceberg.

4: Preparing to Go In
Items Required: Clockwork suit

You will see the Bird Hide has been completely destroyed. Speak to Larry to find that, while it may be safe to put on the penguin suit, there are no penguins around to infiltrate. You will suggest that you try to infiltrate the penguins at the Zoo, which Larry enthusiastically agrees to and offers to teleport you back to the Zoo. Speak to him again to be shrunk into the penguin suit - you cannot wield anything in the weapons, shield, or cape slots, so take any items you have there off.

5: Secret Handshake
Items Required: Clockwork suit

Enter the Penguin Cage and speak to the only penguin with a 'talk-to' option. He will refuse to carry on a conversation until you give the appropriate greeting. The greeting is a series of three penguin emotes - it was performed by the penguins you watched in the Bird Hide, and is performed by the penguins in the cage as well. The emotes used and the order in which they are performed is different for each player. Every time you get one wrong, the penguin will tell you that you have not greeted him correctly and you will have to start over. You will speak to him about learning how to fly. The penguin will wish to send you to the 'outpost' with a mission report. At this point, another penguin will suggest you speak to the operatives in Lumbridge before heading to the outpost.

6: Secret Phrase
Items Required: Clockwork suit, Raw cod or Ring of charos (a)

Head to Lumbridge to speak to the operatives - Larry will be waiting near the sheep pen gate to shrink you. (You can right-click him and select "tuxedo-time".) The penguins are wandering around under a sheep costume. In order to speak to them, you will have to perform the secret handshake again. However, even after doing this, they will not speak unless you say a secret phrase, which you need to get from the Zoo penguins. Speak to Larry again, and he will offer to teleport you back to the Zoo.

Get back into the penguin suit and speak to the penguin again. After talking about Palingrad, the penguin city, you will bring up the fact that you don't know the phrase. If you are wielding a Ring of Charos(a), the penguin will immediately reveal the phrase to you. If you already have a raw cod, the penguin will offer to take that in return for information. If not, speak to Larry again and he will suggest either cod or an object of magical power. Return to the cage with a raw cod and use it on the penguin. The penguin will tell you the phrase is "Do not trust the walrus."

7: Secret Password
Items Required: Clockwork suit

Head to Lumbridge and speak to the penguins under the sheep again. Now that you have told them the secret phrase, they will tell you that they cannot do much because people are always trying to shear them. They will send you to investigate the farmer, as they believe he is trying to have them assassinated. In return for this investigation, they will tell you how to get to the outpost. Turn back into a human and speak to Fred in his house just outside the sheep enclosure. He will appear to know absolutely nothing about the penguins (no matter which option you choose), so go back into the penguin suit and talk to the penguin operatives again. After telling them about Fred - either option works - they will tell you to go to the outpost. They will tell you it is on the iceberg you were originally on, simply hidden behind what appears to be an avalanche. The operatives give you the password "cabbage".

8: Missing Identification
Items Required: Clockwork suit, Swamp tar, 5 Feathers

Get out of the penguin suit and speak to Larry again. After telling him what happened, he will offer to teleport you to the iceberg again; accept the offer. Speak to Larry to be sent, finally, to infiltrate the penguins. Head north and speak to the KGP Agent south of the Avalanche. After you use the secret handshake and give the password, he will ask for your ID. Since you don't have one, you'll have to get one, but how? Speak to the only penguin nearby, Noodle (a member of the Fettuccine Mafia), who will offer you his wares: a new ID card and a report you appear to be missing. He will provide these in exchange for five feathers and a swamp tar. Give these to him and he will present you with a KGP ID Card and a rather poorly written Mission Report.

9: Infiltration
Items Required: Clockwork suit, Mission report 1, 2, and 3
Items Suggested: For those with a lower Agility level: Food and a Surefooted Aura

Now that you're completely ready to get inside the outpost, speak to the KGP Agent. Happy to see you have an ID, he will tell you to enter the avalanche and go into the room on the left for debriefing.

\'Penguin

Enter the first western room and speak to the KGP Agent, who will relieve you of your mission reports. Having served well, you will need to complete a physical to prove you are still fit enough to continue working for the KGP.

Head through the door at the west end of the room and go north to the other door to enter the agility course you must go through. Pass the penguins training for their invasion - some will even be testing your supposed methods of flight - and head to the agility course. If you brought the Surefooted aura, you should equip and activate it now. Failing any obstacles in this course will cause you to take damage. Go into the water and avoid the moving boulders, then climb onto the stepping stones and jump to shore. Tread softly under all of the icicle obstacles and cross the ice - every failure will drive you back a step. Finally, you will reach the end, where you must speak to the Agility Instructor. He will tell you that you are done, simply exit through the gate.

10: A Small Diversion
Items Required: Clockwork suit, Mahogany plank, Soft leather

Return to Larry and tell him about the army you saw. He will send you back to gather the war plans the penguins are making. He believes they will be in the best guarded room in the entire outpost - and you get to go there! Head back into the outpost and attempt to go past the large doors. Sadly, you are not permitted to pass. Head back to the room on the east where Ping and Pong are surrounded by musical instruments. Speak to them to find that they need instruments they can play without thumbs - bongos and cowbells. Leave and speak to Larry again to find out where to get these instruments. He will suggest you steal cowbells from a dairy cow, then make bongos from soft leather and mahogany. Head to any dairy cow (there's one in Lumbridge) and steal its cowbells. Should you find thieving cowbells difficult or if you do not have level 15 thieving, the cow in Zanaris will give you hers if you attempt to steal them from her. Use your soft leather on your mahogany plank to make penguin bongos.

11: Captured
Items Required: None
Items Suggested: Weapons or food for those with lower combat skills

Return to the outpost with the instruments. Now it's finally time to hear the song of the bards! A cutscene will show the two bards singing their song. Upon finishing it, a KGP Guard will enter to shut them up. Coincidentally, this is the Guard who stopped you from opening the doors earlier, so take advantage of his absence to go in!

Head into the room on the east to check out the plot, but you'll be caught! A cutscene will show you, caught as a human by the anti-magic defences. Pascaling Pax will have the scientists take your disguise and order the guards to take you to the Ice Lords.

You will be put in a cage with the Ice Lords (Level 60). You must kill one Ice Lord before you are able to escape. They are pretty easy to defeat - even easier if you have your Dramen or Lunar staff with you. Once you have defeated one, open the door at the west end of the cage to escape. Head to the east end of the room and go into the chasm to appear back out on the iceberg. Go to Larry and tell him about what you saw in the War Room. He will tell you that there is no reason to panic just yet, but that we need to prepare. The quest ends with an ominous cutscene showing a gigantic penguin, similar to your clockwork penguin.

Reward

  • 2,000 Crafting Experience
  • 5,000 Agility Experience
  • 1,500 Construction Experience
  • Ability to build a Penguin Suit
  • 2 Treasure Hunter keys

Quest points: 1

This quest is a requirement for:

Tips, Tricks & Notes

  • After the quest, the agility arena is available for use. You must make a new clockwork penguin to disguise yourself.
  • Fairy ring code D-K-S, the hill above the Keldagrim entrance, is a short distance from the penguin outpost boat dock.
  • If you wind up your penguin toy and release it like any clockwork toy, other players can pick it up and keep it.
  • Having a house in Rellekka is very convenient for returning there quickly (such as when you get the instruments).
  • The Enchanted Lyre is a convenient teleport to the south wall of Rellekka.
  • Summoning Familiars cannot be taken into the outpost. You can still feed and stroke your cat when it is hungry while in your penguin suit, however.

Credits

Written by: SaidinWoT

Thanks to: Aurhora, Baffler, Cemtey, chenw2, Cowman_133, dracomanm, Evilhoooboo7, FederalXTC, fire man 661, FuBai, Headnazgul, Hokap, Howlin1, inferno_char, Jaffy1, KyoIchigaki, Lady_Shahdie, mchainmail, Metallica56, oddfaery2, saskiasnow, Speedyshel, steiner, Teemupets, vlad_the_old, whitestrike, woodychick, ymprat


Last updated: 13-Oct-2013

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