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 involves several characters from the previous quests in the series such as Sir Tiffy Cashien, Ezekial Lovecraft, Kennith and Eva, Sir Tiffy's niece.

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 an ingredient for a serum, which can disrupt the Sea Slugs' mind control, being contained within Daemonheim.

Walkthrough
'''Daemonheim '''
 * Begin by talking to Kennith. He is standing on the far east side of Daemonheim Peninsula near the Fremenik shipmaster.
 * Kennith teleport a little ways to the west. Go over and talk to him and the rest of the team will teleport in.
 * 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 triangle key by going two rooms to the east and killing the monsters in the room.

'''The Puzzle ''' 1. Jump south across the first gap 2. Jump west twice 3. Jump south 4. Jump north 5. Walk north and then east 6. Jump east twice 7. Jump south three times and the puzzle is completed.
 * You will enter the room with a Caustic Gazer standing in front of a familiar dungeoneering puzzle.
 * Choose a hero (preferably the one with the most health).
 * Your character will distract the Caustic Gazer while the chosen hero must cross the gaps to the other side without coming within one square of the Guardian Sphere.
 * One way to solve the puzzle is:
 * Inspect the Seeker of Truth and return across the gap (regroup does not work).
 * One way to get back across is: to simple have the Guardian Sphere capture the character chosen.


 * 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.

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, as this will dammage you) and go back to Kennith, the slug will follow you.
 * Kennith will daze and telegrab the slug for 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 in the Cave, if at any time you log-out, or leave, 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 (party members will automaticaly heal upon continueing to the next part of 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 archers, warriors and mages. First one to attack will tank, if attacking via 'select all', Eva will tank. If there's 2units, use Kennith or Ezekial to lure one away from the other, else they will attack you both.


 * If a party member dies, you will have to restart the room.

Fourth Room


 * Once the scene is complete, use Kennith to speak to Brother Maledict (this may take some time to work).
 * Once the 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 (make sure that Ezekial is in-front of Kennith or it won't work).
 * You will now have control of Eva, attack mother and she will throw you over herself, then move north of the pillar and knock it down.
 * Talk to Lucy, the choice will not have any effect on the outcome.
 * Leave the Citadel and speak to your party to complete the quest.

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"
 * There is currently a glitch when browsing the quests a player has completed. Clicking on Salt in the Wound links to the Knowledge Base article for Within the Light.
 * 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 famous Player spoofs Elfinlocks, Qutiedoll, and 1337sp34kr
 * If you talk to Kennith after the queen is dead about teaching others his magic, he will ask you to imagine a box, and then think outside of it by getting past the fourth wall. This is a reference to breaking the fourth wall.
 * There is currently a glitch with the puzzle involving the guardian sphere wherein if you get caught after obtaining the item, you may get teleported back to the original block and thus 'complete' the puzzle.
 * When talking to Juna from Tears of Guthix after the quest, your character will say, "...and, when I awoke, the Queen was dead and the villagers of Witchaven were free." Juna would reply, "This just goes to show the power of teamwork."