Salt in the Wound
Difficulty: Intermediate Requirements: Medium Length: Medium
Start location: Talk to Kennith on the Daemonheim peninsula, near the boat.
Quests: Kennith's Concerns
Skills: Level 50 Constitution, Level 60 Defence, Level 35 Dungeoneering, Level 47 Herblore, Level 45 Summoning
Skills: 43 Prayer (access to magic, ranged and melee protection prayers), survive in a multi-way combat area with foes around level 100.
Items: Combat gear and food.
Walkthrough hide »
1. Starting the quest
Head to the Daemonheim peninsula, just west of where the Fremennik boat from Al-Kharid drops you off. Talk to the young man in a yellow overcoat - it's Kennith! He's grown up since the last time you saw him. After a short chat Kennith teleports away to your west for a private conversation. Run over and talk to him again; he will bring Ezekial and Eva to join the conversation. Once they are there, talk to Kennith, Eva and Ezekial. Once you are finished, speak with Kennith again. He will tell you to talk to Eva once more now that you know what the plans are. Once you are ready talk to Eva and tell her you are prepared to head into the quest dungeon. Ezekial will bomb a section of the mountain to the west, creating an opening. Click to go through the opening and you will be presented with a short cutscene.
NOTE: It is safe to die within a quest dungeon – you won't lose any of your items. If you die you will just reappear outside of the entrance.
2. Into the Dungeon
After the cutscene you will find yourself inside the quest dungeon. In the quest dungeon you have the ability to control Eva, Ezekial, and Kennith through a control panel on the left hand side of the screen. To control any of them click once on their picture or on their character. From that moment on any click you make will be an order to that hero. To return to your own character, click on that hero's picture or character again. To command all of them at once, use the 'Select-All' button. Click it again to unselect all the the heroes. The “Regroup” button will call all three heroes to you where they will await further orders. Their health is visible on the control bar as well.
NOTE: You will not be able to pray or move at all while controlling a hero.
Run east two rooms and pick up the blue triangle key. You don't have to kill the monsters in the room but beware - they are aggressive. Run back west two rooms and use the blue triangle key to open the southern door. After opening the blue triangle door there will be a cutscene after which you will have to solve a puzzle.
One solution is shown below; for more information consult the Jumping Lodestone section of our Dungeoneering Puzzles guide.
You will have to choose which hero to send across the chasm. Pick the hero who is highest in health to send across – if you make a wrong move the guardian sphere hits for 500 lifepoints of damage. You cannot change characters in the middle of the puzzle.
Once across, have the hero inspect the Seeker of Truth to obtain a seeker gland. Then return the hero back across the gap. A quicker way to have the hero return is to allow them to be captured by the guardian sphere. They will reappear on your side of the chasm. If the hero dies, simply re-enter the dungeon and return to the puzzle room. If you successfully obtained the seeker gland you will not have to repeat the puzzle. When the hero is back, talk to Kennith and he will teleport your group to the Fishing Platform.
3. Making the Serum
Once you are at the Fishing Platform talk to Kennith. He informs you that you need two more ingredients for an effective anti-mind control serum: a live sea slug and the freely given blood of someone under the Queen's control. Ezekiel suggests you talk to Bailey for the blood, who is in the hut beside you. Chat with Bailey and you'll find he has fallen under the Queen's mind control. Ask him for his blood and he will refuse. Punch him next and he will insist he feels no pain. Ask him to prove it. He will demonstrate for you and hand you a bit of broken glass with his blood on it.
To get a live sea slug run to one of the fishing spots on the platform and click Lure. A sea slug will jump out on the deck. Run back to the hut and it will follow. Once inside the hut Kennith will stun the sea slug and a dazed sea slug will appear in your inventory.
Once you have the dazed sea slug and the blood-stained glass, talk to Kennith and he will hand you the seeker gland. Pick up the pestle and mortar on the table in the hut and use it on the items to produce the anti-mind control serum. Once you are done talk to Kennith. It's time to head into the slug citadel. Kennith will teleport the group to the entrance of the citadel which is just north-west of the hut. Run over to join them.
4. Infiltrating the Citadel
Two slug thralls will block your progress. To enter the citadel select the following chat options in order.
At the end of the conversation they will allow you to enter the citadel.
5. Navigating the Citadel: Room 1
The citadel is composed of five different rooms, the last of which is where Mother Mallum resides. To get to her you must successfully complete the four rooms ahead of her, the first three of which are puzzles. To complete the puzzles successfully you will have to split up your party. It does not matter which hero you send where, but specific names will be used to help keep track of your heroes. Your progress is saved each time you complete a room, but if you fail to complete a room or if you or one of the heroes die you will have to start that room all over again. Also keep in mind that if you or one of heroes is spotted by a villager, the villager will call a hostile Risen knight to fight the intruder.
Refer to this image to solve Puzzle Room #1.
To solve the puzzle:
6. Navigating the Citadel: Room 2
Refer to this image to solve Puzzle Room #2.
7. Navigating the Citadel: Room 3
Refer to this image to solve Puzzle Room #3.
8. Navigating the Citadel: Room 4
The fourth room consists of a series of combat waves. You will be unable to attack in the waves; you will have to command the heroes and rely on them to fight. Investigate the structure in the middle of the room and you will become stuck. You cannot get one of the heroes to investigate it for you. The waves consist of Risen knights from all three corners of the combat triangle. Make sure to follow the combat triangle (magic > melee > range > magic) otherwise you will have a very difficult time winning. Luckily the Risen knights are not immediately hostile, giving you some time to identify their combat type. All three heroes can fight together against the same Risen knight however it is recommended to keep the hero who is weak to that Risen knight's attack style to stay away. For example, have Ezekial and Kennith fight the mage Risen knight but keep Eva away (select Eva and move her behind the pillar). The first wave has 3 knights, the second has 6 knights and the third has 9 knights. Once everything is dead gather your party and move forward.
9. Confronting the Slug Queen
Upon entering the fifth room of the citadel you will have a cutscene after which you are immobilised. To defeat Mother Mallum once and for all, do the following:
After Mother Mallum is dead you will see an old woman named Lucy on the ground, who served as the speaking figurehead for Mother Mallum. You can choose either to lie to her or tell her the truth about what happened to her, it won't affect the outcome of the quest. After you've spoken to Lucy, leave the cavern by the exit to the south. You'll end up on the Fishing Platform and have one final cutscene. Congratulations, quest complete!
Quest points: 2
Tips, Tricks & Notes
Written by: Aurhora
Last updated: 20-Aug-2015
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