Salt in the Wound

Salt in the Wound is an experienced 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 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
Note: This whole quest can be completed without your character fighting anything but this makes the quest much more difficult. It may be helpful to have all types of combat armour with you just in case.

Starting off
Begin by talking to Kennith. Kennith can be found on the far east side of the Daemonheim Peninsula standing near Sonje and the Fremenik shipmaster. He will be an adult now, having grown up with Bailey on the Fishing Platform and also having learned powerful spells, up to Fire surge. He will say that he is glad to have found you, after having had contact with Sir Tiffy Cashien. He will want to talk in private and teleport a small distance away. Go west, up the stairs and Kennith will be waiting there. Talk to him and he will teleport two other helpers in, the fisherman partner from Kennith's Concerns Ezekial (who is completely unaware of the mission), and Sir Tiffy's niece, Eva. Introduce yourself and talk to Kennith again, agree to start the mission. Ezekial will throw one of his rubium bombs at the wall, which will open up. The party will enter the dungeon. A humorous cutscene takes place, in which Elfinlocks slays a Soulgazer and gets a hexhunter bow as a drop. Then, the wall near her is blown open and the four of you step inside, resulting in Ezekial becoming skulled. Qutiedoll and 1337sp34kr will approach, surprised. They run through the hole, planning to sell their gatestone on the Grand Exchange.

Daemonheim Dungeon
Once in the dungeon you need to find a blue key. The blue key will unlock the puzzle room. You will be required to fight some NPCs to get to the key room.

The Puzzle Room
Another way is to follow this picture:
 * 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:
 * Jump south across the first gap
 * Jump west twice
 * Jump south
 * Jump north
 * Walk north and then east
 * Jump east twice
 * Jump south three times and the puzzle is completed.
 * Inspect the Seeker of Truth and return across the gap (regroup does not work).
 * One way to get back across is to simply have the Guardian Sphere capture the character chosen. If the character dies, just reenter the dungeon and talk to Kennith to teleport.
 * 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
The Fishing Platform is located due east of Witchaven. To reach the Fishing Platform if you didn't take the offer of being teleported to the fishing platform in the previous part of the quest talk to Jeb who can be found in the northern part of Witchaven. Jeb will row you out 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 "So you don't feel pain?". Then say "No pain? Prove it." Bailey will then take a shard of glass and cut his arm to prove that he no longer feels pain. He will give you the Blood-stained glass as proof of this.
 * Kennith also tells you that you need a live specimen for the potion. To get a sea slug head east to the fishing spot.
 * Lure the fishing spot (don't try to take the slug, as this will damage you for 30 life points) and go back to Kennith, the slug will follow you.
 * Kennith will daze and telegrab the slug for you. A Dazed sea slug will appear in your inventory.
 * 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 by talking to the Slug thralls and say "Why can't I come in?". Then say "I'm not a stranger." Say "I seek enlightenment in the joining" and finally " I wish to hear..." and the guards will let you enter.

Slug Citadel
The Slug Citadel consists of a series of rooms. You will need to make your way, with your party of adventurers, though the rooms by solving puzzles. The rooms have a varying number of Risen Knights, some of which will need to be killed and some of which can be avoided. The members of your party will be healed to full health automatically when you move on to the next room. Unfortunately your character is not healed so you will need to bring some food. If you log off you would have to start all over again, but all completed rooms will remain completed, and killed Risen Knights will stay dead.

First Room
This room has a number of gates blocking your way to the exit. There are levers which can be pulled to open the gates. The levers need to be opened in a particular order so you can progress. If you are spotted by Witchaven villager, Risen Knights are summoned and attack you.


 * 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 villager and proceed south with your character into a room with a lever 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 Knights and continue through the dungeon.
 * Exit through the cave to go to the second room

Second Room

 * Note: It doesn't matter which character you send but they are named in the guide to help keep track of them.
 * Send everyone to the north as far as they can go while avoiding the villager. Pull the lever and send Kennith and your character in the room to the east. Send Ezekiel to the western room and leave Eva in the central chamber.
 * Leave Kennith in the eastern room and send your character south to pull the lever.
 * After the lever is pulled send Kennith in to the easternmost room to pull the lever.
 * Have your character pull the southern lever again.
 * Send Ezekiel in to the western room and then send him all the way south to pull the lever.
 * Make Kennith pull the lever and then send him into the southern room on his side to pull the lever.
 * Send your character back to the central chamber with Eva. Make Ezekiel pull his lever and then send Kennith back to the central chamber.
 * Make Ezekiel pull the lever again and send him back to the central chamber. Now that your party is regrouped, go to the next room.

Third Room

 * Kill all the Risen Knights first to make the room a little easier.
 * Now send a character to each corner and pull the levers. Pull the southeast, southwest, and northeast levers first. Characters will be trapped in their rooms.
 * Pulling the northwest lever (the one past the Witchhaven villager) last will open the last big door and the three small doors so all characters can make it to the exit.

Fourth Room
In this room your character releases various waves of Risen Knights while trying to open the exit. The Risen Knights have to be killed in order to proceed. Unfortunately, your character is stuck and cannot fight. You have to use the members of your adventurers party to kill the knights.


 * Use your character to search the strange device, your character will become unplayable and Risen Knights will begin to appear one at a time. Note: The knights are not usually aggressive so take time to plan.
 * Once the first wave of three knights are dead your character will investigate the second hole. Two knights will appear at a time for a total of six knights in the second wave.
 * Once the second wave is dead a third wave will appear and two to three knights will appear at a time for a total of 9 knights in the third wave. Make sure you take advantage of the combat triangle or this battle will be difficult.
 * Go to the last room.
 * If a party member dies, you will have to restart the room.

Fifth 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.
 * (Using Ezekial and Kennith to safespot and kill the Knight here is optional)
 * Take control of Kennith again and attack Mother Mallum once Ezekial is in place (make sure that Ezekial is on the opposite side of the chasm of Kennith or it won't work).Throwing_serum.png
 * You will now have control of Eva, talk to Mayor Hobbs and knock him out, and then 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.Queen_aftermath.png

Rewards
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 * 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)

Music Unlocked

 * Slug Poison

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 Ezekial destroys the rock wall into Daemonheim, he says "Foxtrot, Tango... uh, Whiskey!" This is the NATO phonetic spelling of FTW, the acronym of "for the win."
 * 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.
 * 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, which is, traditionally, the "wall" between the performers and the audience.
 * 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."
 * There is currently a glitch where your quest journal will read “We are now ready to take on the Slug Queen, who no doubt awaits our arrival” even after the quest has been completed and the Queen has been killed.
 * If any of your teammates are not within a short distance of you when you try to enter a new level of the Slug Queen's lair, there will be a short message saying "You must gather your party before venturing forth." This is an allusion to the cult-classic D&D game Baldur's Gate.