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.

Starting off
Begin by talking to Kennith. He is standing near Sonje, on the far east side of Daemonheim Peninsula near 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. Kennith teleport a little ways to the west. Go over and talk to him and the rest of the team will teleport in. 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. Go to the room and fight some monsters and run to get a blue key and open the blue key door

The Puzzle
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


 * 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.
 * 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.
 * 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.
 * 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 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 (party members will automaticaly heal upon continueing to the next part of the dungeon).

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.
 * 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.

Fourth Room


 * 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).
 * 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
http://img535.imageshack.us/img535/3295/110706032145.png
 * 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 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.
 * Throughout the quest, when you talk to Kennith, Ezekial, and Eva, there is a third option which asks the characters something a bit personal about their lives. Clicking on this third option will start a conversation with them, but you will not be able to finish the conversation until after the Slug Queen is dead.