Salt in the Wound

Salt in the Wound is an intermediate members quest that was released on the 5th of July 2011. It is the last quest in the Sea Slug quest series. The quest involves defeating Mother Mallum, the Queen of the Sea Slugs, and will involve several characters from the previous quests in the series such as Sir Tiffy Cashien, Ezekial Lovecraft, Kennith and Eva, a relation of Sir Tiffy.

This quest is only the second to involve Dungeoneering as a requirement and as a feature, the first one being A Clockwork Syringe. Its involvement in the quest has to do with a serum which can disrupt the Sea Slugs' mind control being contained within Daemonheim.

Walkthrough
It occurs that you don't get teleported to the cave / citadel.
 * Begin by talking to Kennith east of the Daemonheim peninsula.
 * Kennith will go a few steps to the west, go over and talk to him.
 * Talk to the team and go through all the chat options. When you are done, talk to Eva.
 * Enter the dungeon after watching a cutscene.
 * Take the blue key by going two rooms to the east and killing the monsters in the room.
 * Do the puzzle.
 * After completing the puzzle Kennith will ask if you are ready to be teleported to the Fishing Platform. Say I'm ready and teleport to the fishing platform.
 * Once you reach the platform talk with Kennith and he will tell you that you need some ingredients for an anti-mind control potion.
 * He says you will need some blood, given freely. To get the blood you simply punch Bailey and then respond No Pain? Prove it. Bailey will then take a shard of glass and cut his arm to prove that he no longer feels pain.
 * Kennith also tells you that you need a live specimen for the potion. To get a sea slug head east to the fish spot.
 * Lure the fishing spot (don't try to take the slug) and go back to Kennith, the slug will follow you.
 * Talk to him and he will say that you have all of the ingredients and give you the seeker gland.
 * Pick up the pestle and mortar in the room and use any piece of the potion to make the anti-mind control serum.
 * Enter the cave (talk to the guards and say:im not a stranger, "I wish to be enlightened...." then "I wish to (it is different for every player...").
 * When you enter the cave, attack the Risen Knight. Then, send one of the heroes back to knock out the Whitchaven villager. Take the two other heroes, and have one knock out the Whitchaven villager going in circles. Send the last hero to the lever, and pull it. Have the first hero knock out the villager again, and go to the door near where the Risen Knight was.


 * When in the Cave, if at any time you log-out you will have to start again from the cave entrance. However, previously completed puzzle doors will be kept open.

First Room


 * Leave one party member by the Witchaven villager just north of the entrance and move the remaining 3 to the metal gate to the northeast
 * Knock out the Witchaven village and proceed south with your character into a room with a level and pull it.
 * The metal door to the north will now be open, send a character through and pull the lever
 * Now knock out the villager again and bring your character north to the again closed metal gate
 * Pull the north lever and bring your party through
 * Kill the risen warriors and continue through the dungeon

Second Room

Third Room


 * Heal your party before continuing


 * Use your character to search the strange device, your character will become unplayable and about 10 Risen Knights will appear that you must kill. There will be rangers, meleers and mages.

Fourth Room


 * Once the scene is complete, use Kennith to speak to the monk (this takes some time to work)
 * Once he gate is open, knock down the wall with Ezekial and move Kennith north
 * Take control of Ezekial and knock down the wall to the east and proceed north
 * Take control of Kennith again and attack Mother Mallum once Ezekial is in place
 * You will now have control of Eva, move north of the pillar and knock it down

Rewards

 * 2 Quest points
 * 45,000 Defence experience
 * 17,500 Constitution experience
 * 15,000 Herblore experience
 * 12,500 Summoning experience
 * 5,000 Dungeoneering experience
 * 100 more bound ammunition/runes in Daemonheim (raising the total to 225)

Development and release
Salt in the Wound was first announced in Behind the Scenes - July update, and released on 5 July 2011. The quest was developed by Patrick N, and the audio was done by Adam B.

Trivia

 * On the day of the release, the spoilers read "The spoilers are currently oozing with slug goo. Come back tomorrow once we've laid out the slug pellets."
 * A glitch on the Adventurer's Log made completing the quest appear as "Quest Complete: Sea Slug"
 * Before you enter the Slug Citadel the two thralls ask what Kennith is doing. He then tells them that he is not there and that he is not important, and they ignore him. Also, when facing the queen, he tells Brother Maledict to open the door and he does so. these are references to Jedi mind tricks from Star Wars.
 * When convincing the two thralls to allow you to access the Citadel, there is an option to say "I AM YOUR FATHER!" This is a reference from Star Wars.
 * In the quest cutscene where you enter the dungeon, you see the famousPlayer spoofs Elfinocks, Quitiedoll, and 1337sp3ak3r