QUEST 111 · MEMBERS

The Slug Menace

The small village of Witchaven was all but deserted when the Fishing Platform was built a short ways off the coast. Now, some of the inhabitants of the village have been acting somewhat strangely....

The Slug Menace — OSRS Wiki quest image
OSRS Wiki image for The Slug Menace. OSRS WikiGame image © Jagex Ltd
Difficulty
Intermediate
Length
Medium
Quest points
1
Released
20 September 2006
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Before you start

Where to start

Talk to Sir Tiffy Cashien in Falador Park.

Items required

Recommended

STEP BY STEP

Walkthrough

Follow the chapters below. Click any screenshot or diagram to view it at full size.

The mission

Items needed: Commorb
Items recommended: Ardougne teleport
  1. 1 <a href="/w/Jeb" title="Jeb">Jeb</a> and <a href="/w/Holgart" title="Holgart">Holgart</a>
  2. 2 <a href="/w/Col._O%27Niall" title="Col. O&#39;Niall">Col. O'Niall</a>
  3. 3 <a href="/w/Ezekial_Lovecraft" title="Ezekial Lovecraft">Ezekial Lovecraft</a>
  4. 4 <a href="/w/Mayor_Hobb" title="Mayor Hobb">Mayor Hobb</a>
  5. 5 <a href="/w/Brother_Maledict" title="Brother Maledict">Brother Maledict</a>
  6. 6 Temple entrance
All NPC locations. Open interactive map ↗Map data and tiles: OSRS Wiki · Game imagery © Jagex Ltd

Talk with Sir Tiffy Cashien in Falador Park, who will give you a mission to investigate the city of Witchaven, which has had some rather strange things going on recently. He'll tell you to check in with their local agent in Witchaven, Col. Jake O'Niall. Sir Tiffy Cashien will then upgrade your Commorb to Commorb v2, which will start the quest. Use the contact option on Commorb v2 and head to Witchaven.

Investigating Witchaven

O'Niall sits on a rocking chair on the pier at the north-east corner of town. Talk to him, and he'll tell you that some of the people have been acting strangely recently, especially Mayor Eustace Hobb. Recently, he started looking rather sickly and working feverishly to restore the ancient, ruined shrine just west of town (between Witchaven and Ardougne). Before leaving, ask O'Niall about who the important people in town are, which are Mayor Hobb, Brother Maledict, and Holgart. Speak to each of them in any order.

Mayor Hobb's house is the one at the north-west side of Witchaven. Talk to him, and ask him about Witchaven or the shrine. When you are done speaking to him, don't go anywhere as Savant will stop you. She'll ask you to scan the mayor, so scan with the Commorb v2.

Note: You need to finish the dialogue with Mayor Hobb with "Nothing at the moment, thanks" after asking the questions to make Savant ask you to scan him. It takes 3–4 seconds before she contacts you after ending the conversation.

Brother Maledict will mention that he's a bit worried about some of his congregation, who have begun to act a little bit strangely lately. You can finish the dialogue without asking more questions. Walk a little bit north and talk to Holgart, who'll tell you that the mayor recently took his boat and gave it to another man named Jeb, standing near by.

The shrine

Savant chathead
Savant chathead Image source ↗
The false wall.
The false wall. Image source ↗

Report back to O'Niall to tell him what you have found out so far. He'll suggest you go look into the shrine that the mayor is so interested in.

The dungeon.
The dungeon. Image source ↗

Walk a little ways west of town, and climb down the stairs to get into the shrine. Once you're inside, look at the minimap. You can see a red portion of wall on the east side of the room indicating where there's a false wall that can be pushed open, and you'll find a new area. Inside are some aggressive level 45 giant lobsters in a winding tunnel. Walk through it, or take the Agility shortcut to get to where there's an imposing door blocking your way. Don't try to open it or you will take 5 damage. Walk next to it, and Savant will contact the Commorb v2 to tell you about the strange markings on the door. Scan the Commorb for her. She can't read them and suggests you take them to Jorral to try to find out what they mean. Pick up the dead sea slug off the floor before leaving and head to Jorral's house, which is located at an outpost just north-west of West Ardougne.

Note: Check your quest log whether it has been updated and requires you to go to Jorral; otherwise, open the doors (taking 5 damage) and a replay of your communication with Savant will be played. You can now proceed to Jorral. Make sure you have an extra inventory spot available for the door transcription.

The pages

Items needed: Swamp paste, dead sea slug and five open inventory spaces
Jorral is found in the outpost due north of West Ardougne. Open interactive map ↗Map data and tiles: OSRS Wiki · Game imagery © Jagex Ltd

Make sure you have a free inventory slot, as you will not get the notes if your inventory is full. Now, go talk to Jorral, who is at his Outpost (you can use the necklace of passage to teleport here, use a spirit tree to get to the Gnome Stronghold and head south). After some coaching from Savant on what to say, Jorral will translate the message for you. When you leave the building, Savant will contact you again to let you know just what this new revelation entails.

Head back to Witchaven, and report in with O'Niall. He'll suggest you go talk to the priest and see if he knows anything about how to open the door. As you approach the church, you'll see a brief cutscene of the mayor leaving the church. When you go in, the priest will be looking rather ill and acting strangely. Ask him about the door, and he'll tell you that he has a book that might be of use, but the three most important pages are missing.

Welcome to the Family
The jingle that plays upon Brother Maledict being possessed by sea slugs.

For the first one, go to the mayor's house and look in his desk. The second one will be given to you by Ezekial Lovecraft, the owner of the Fishing store, when you talk to him. For the last one, talk to O'Niall again. He too has taken the same look as the rest of the villagers. He'll give you the last page, but unfortunately, it has been ripped into three pieces.

Try to use swamp paste on any of the fragments to glue the page back together, but Savant stops you. The oily tar would ruin the ancient parchment, she warns. Instead, she advises, to make sticky glue from a rendered slug, and she mentions that it can only be done by someone who is renowned in seafood cooking.

The solution of the puzzle.
The solution of the puzzle. Image source ↗

Travel to the Fishing Platform by talking to Jeb, who is next to Holgart. There, talk to Bailey in the small room on the south-west corner of the platform. Hand him the dead slug you picked up earlier from the shrine, and in a few seconds, he gives you the sea slug glue you need. Finally, use the glue on the fragments, and a puzzle will pop up.

You can move the three pieces around using the buttons on the side, turn them, and even flip them over. The easiest way to tell if you've got them all on the right side is that one side is lighter than the other. You can look at the solution on the right side of this page. After you put the pieces in their correct place, the puzzle will close automatically.

Crafting the runes

Items needed: Commorb, 3 pages from previous section, at least 5 rune or pure essence (it is recommended to bring more, using an essence pouch will help manage inventory space), chisel, tiaras/talismans for entering the air, water, fire, earth, and Mind Altars (not necessary if travelling through the Abyss or using Guardians of the Rift)
Items recommended: Fast travel methods to either the five altars, the Abyss, or Guardians of the Rift

For the next part, you'll need a chisel and at least five rune or pure essence, although it is advised to bring as many as you can hold. Craft the runes into the shapes of air, water, fire, earth, and mind by right-clicking the pages, selecting the options to make the runes. It is likely to fail a few times and break some runes. The odds of success are 43% at level 1 Runecrafting and 99% at level 99 Runecrafting, scaling linearly[1]. Do not use the chisel on the essence, or you'll get fragments. When finished, you need to use the shapes' on their respective altars (e.g. earth on the Earth Altar). It is possible to fail empowering the runes, in which case they will also break. Thus, keep your pages, chisel and spare essence handy as you make your way to the various altars. You can travel through the Abyss, Guardians of the Rift, or use a talisman or tiara on the following mysterious ruins;

The imposing door

Confronting the slug queen.
Confronting the slug queen. Image source ↗
The Slug Prince
The music track that only plays during the encounter with Mayor Hobb.
Mother Mallum
The music track that only plays during the encounter with Mother Mallum.

Now, head back to Witchaven to open the mysterious door, and prepare for a fight. Go down with the Commorb v2 into the shrine in Witchaven again, and use your newly created runes on the door in any order. It is revealed that Mayor Hobb tricked you into opening the door, sealed by the White Knights, so Mother Mallum could escape.

You'll have to fight a level 62 Slug Prince. Its attacks drain your Prayer by the amount of damage dealt. You can only use Melee to damage it.


Once you kill it, you'll be treated to another cinematic introducing you to Mother Mallum. The situation gets too hot to handle, and Savant will teleport you to Falador Park. Talk with Sir Tiffy Cashien again to finish the quest.

Congratulations, quest complete!

Quick checklist 37 instructions

Use this when you already know the route. The full walkthrough above includes explanations and diagrams.

Starting out

  1. Talk to Sir Tiffy Cashien in Falador Park to get a Commorb v2.

    Say: Do you have any jobs for me yet?

    • Note: Savant will contact you through the Commorb v2 multiple times throughout the quest to scan your surroundings and/or provide hints.

  2. Talk to Col. O'Niall on the north-east dock in Witchaven.

    Say: What's the mission? → Who are the important people in Witchaven?

  3. Talk to the following people in Witchaven in any order:

    • Talk to Brother Maledict (church)

    • Talk to Mayor Hobb (most north-west building)

      Say: I'm here to relax.. After Savant prompts you, scan with your Commorb v2.

    • Talk to Holgart (green shirt, north-east of quest icon, by the boat to the Fishing Platform)

  4. Talk to Col. O'Niall again.

The shrine

  1. Climb down the Old Ruin Entrance (Dungeon sign) west of Witchaven.

  2. Push the false wall on the east wall by the entrance (red on minimap).

  3. Follow the path to the imposing door, using the shortcut if able, try to open it.

  4. Scan with the Commorb v2 to acquire the door transcription (make sure you have one free inventory space).

  5. Pick up a dead sea slug just west of the imposing door. (If you do not pick up the dead sea slug, you will not be able to talk to Jorral).

  6. Talk to Jorral in the outpost (necklace of passage) north-west of Ardougne.

    Say: Translations if Making History has not been started.

The pages

  1. Talk to Col. O'Niall.

  2. Talk to Brother Maledict.

  3. Go to the mayor's house and search the study desk until you get a page.

  4. Talk to Ezekial Lovecraft in the fishing store (make sure you have one free inventory space).

  5. Talk to Col. O'Niall (make sure you have 3 free inventory spaces)

  6. Use swamp paste on one of the fragments. Savant will stop you.

  7. Talk to Jeb (near Holgart) and travel to the Fishing Platform.

  8. Talk to Bailey on the south-west part Fishing Platform, give him the dead slug.

  9. Use the sea slug glue on a fragment, then solve the puzzle.

The imposing door

  1. Right click the pages and select shape-options on the pages to shape essence into air, water, fire, earth, and mind.

    • Note: It is possible and likely to fail and break the essence.

  2. Use the chiselled stones on their respective Runic altar. It is recommended to bring extra rune essence in case they are destroyed.

    • Air: the Air Altar is south of Falador

    • Mind: the Mind Altar is north of Falador (just below the Wilderness)

    • Water: the Water Altar is south of Lumbridge (next to the shack to Zanaris)

    • Earth: the Earth Altar is north-east of Varrock (you can use balloon transport system if unlocked)

    • Fire: the Fire Altar is west of the Emir's Arena in Al Kharid (you can use ring of dueling)

      • Note: It is possible and likely to fail this step as well.

  3. Use the handmade runes on the imposing door in the cave underneath Witchaven. Make sure to bring the Commorb with you.

  4. Kill the level 62 Slug Prince, only melee can damage it and it drains your Prayer points.

    • Note: It is possible to safespot with a halberd

  5. Talk to Sir Tiffy Cashien.

    Say: Slug Menance.

  6. Congratulations, quest complete!

QUEST COMPLETE

Rewards

  • 3,500 Crafting Crafting experience
  • 3,500 Runecraft Runecraft experience
  • 3,500 Thieving Thieving experience
  • Promotion to Proselyte among the Temple Knights. This means you can buy and wear Proselyte armour with a greater Prayer bonus than Initiate. You can buy each piece individually, or buy the armour pack which, when opened, gives you the plate, helm, and legs/tassets all at once. The pack costs 25,000 coins
  • Buying the upgraded armour in separate pieces costs more: the helm costs 8,000 coins, the platelegs and plateskirt cost 10,000 coins, and the platebody costs 12,000 coins for a total of 30,000 coins
  • Required for the hard Falador Diary

OSRS WIKI CONTRIBUTORS

Sources & credits

Walkthrough text and preparation lists are adapted from Old School RuneScape Wiki contributors under CC BY-NC-SA 3.0. Game imagery © Jagex Ltd; individual image sources are linked in their captions. This page is fan-made and not affiliated with Jagex.

Game icons © Jagex Ltd, via the OSRS Wiki. Interface icons by Lucide.