On the quests:
A. The volcano quest is mind-numbingly easy for a tamer or mystic.
There's areas where the eruption doesn't go. If a Tamer, park a pet there and run to it if an ele pops.
Mystics can cast RCs, and unlike other pets the RC doesn't cause a karma hit when the eruption kills it, and, if not in combat (and sometimes even when in combat), will usually survive an eruption.
There are several different cycles going on in the the Volcano.
One, you need to do it solo, because the Volcano Spirit apparently gets angry and speeds up the timer between eruptions based on the number of people.
Two, there are times when the unstable condition spawns volcano eles for each person every time, while at other times no elementals spawn except from digging. The former is the more dangerous condition, but survivable (run toward the safe areas, either way, when the unstable alert comes - and always mine at the fringe of the caldera). If you are already in the safe area, an elemental won't spawn on you even if they spawn on people at the caldera, but the safe area is a good 2 screens south of the mining area.
Be sure to loot the volcano elementals - they have the ML mining gems that are used in a number of imbuing processes, including the amber and pearl, as well as, strangely, some of the plant resources from GM Llumberjacking.
B. As for the Tiger cubs, it's my most difficult one because of the red NPCs. My strategy is
Use a caster - a Mystic/Mage works best, but I've done it with a bard/tamer with magery. As you can take the 5 items to the Brit Camp with ANY character, you can use a different character for each of the 5 sub-quests if you wish.
2. Cast an RC (or 2 EVs) before messing with the lock. Invis when the stuff spawns. You may have to recast the RC after 1-2 reds die. Tamers can do similar, invising and letting their pet take on all three, and only emerging if the pet needs healing (and best to heal from range). Mages will have to recast EV a LOT.
3. Pull the cub's bar while it is still yellow. Then, go back to working the lock after the reds die.
4. Mages: Cast 2 controllable summons (earth eles, air eles or water eles are good 1 air and 1 water takes up 5 slots and gives you 2 more casters) - and heal up, before entering the last combination to drop the cage.
5. When the cub is freed, be prepared to invis when necessary. You will need to get the bad guys attacking you and your pets/summons before the cub reappears. Better yet, if you have provo, have them fight each other. Usually, the only time a cub moves away from the bridge (instead of toward) is when it attacks something, is about to die, or has blocking terrain you can't see because of circle of transparency. Heal cub when necessary.
C. Turtle Eggs
Similar to the tiger cub, but ramped up.
One, pets or RCs, combined with invisibility, for the initial spawn.
Two, casters need to switch to controllable summons for the hatching, as RCs, EVs, BSs, and nature's Fury will go after the turtle
Three, don't use area effect spells when the turtle is out. You can't heal the turtle, or invis it. However, a Mass Curse affects it and the reds at the same time, so don't.
Lastly, the turtle just has to outlive the red spawn - it's not going anywhere. Barding skills for this area are disco and provo more than peace, as the turtle is much better at fighting back, and can dispatch all 3 if you disco them all, and have two of the reds beating on each other while the turtle eats the 3rd for its first meal. But, it works better if you have pets, elementals or pixies/imps beating on the reds as well.
Oh, in all cases, watch out for Myrmidex spawn when things die. For T-Rex and the Ape, the spawn can be deadly even for a group, and at the other areas, even a lowly trapper, poacher or volcano ele can spawn myrmidex warriors that can catch a solo quest worker unaware (especially if they are still fighting the other spawn).