This is intended to be a brief discourse on my experiences to-date with bots, and my knowledge as an actual games developer for a different company/product.
Q) How are bots present in high-level zones that normally require you to pass (solo) grueling quests to unlock?
A) They don't have to do the quests. They teleport.
I have witnessed bots in public dungeons kill mobs (sorcerer bots), teleport to the corpse one at a time to loot, then teleport back stacked like kindling waiting on the spawn. They don't walk, they teleport.
Q) How is this possible?
A) I can't say for certain but I can make a logical guess. Player Movement is a fundamental concept in online games that also requires very careful coding and design to a) prevent exploits and b) recover from lag spikes.
Normally, you do NOT let the client (player) tell the server where the avatar (toon) is located. This allows hack clients to use teleport/speed hacks. What you should do instead is have the SERVER always tell the client where their avatar is located. The CLIENT only transmits movement speed and vector (direction) to the server. As the client transmits speed/vector, the server performs validation (is the speed correct/possible and the vector valid?) and transmits back LOCATION.
This way the client cannot teleport/speed hack. Also, in the event of lag, where the client is transmitting movement that the server is not receiving, when the lag subsides and they re-sync, the server updates the client on the avatar location and the client will think they got teleported. This is simply because the client displays movement locally based on its own calculations, but always accepts whatever the server tells it at any time as to actual location of the avatar.
Based on the blatant botting (and I've NEVER in my fourteen years of online gaming seen bots so blatantly obvious), it seems this fundamental concept was missed allowing the bots the ability to instantly teleport around the game world.