To even reach the smuggler's post you will discover a major subplot
of Half Truth: that of the struggle between the Knockers who inhabit the
abandoned mine at (22, 68) and the Selkies who live in the lake at
(24,84) and their enemy the lizard folk known as the Laerg who live in
a
mountain stronghold at (12,79) and the truly evil water spirit called
the Loireag or Flood Hag in her sand castle at (2,80). The completion of
this subplot is not essential to the main plot.
Knockers
The Knockers are small and friendly folk who are unable to oppose the
onslaught of the Laerg. They are led by the wise Byrm (5,15). They
need your help to save their enslaved hunters, one of whom (14,7) wrote
an important note for the Knocker leader to read (12,7). Welk is a
Knocker NPC who will join you at (14,3). When Byrm reads the note he
will ask the party to see the aid of the Selkies. Find the other
entrance to the Knockers abandonded mine (8,18) and head for the Selkies
with the Knocker Ruby which will allow you entrance to the
Selkie underlake caves. In the mine is hidden (1,6) a powerful sword
designed to dispatch reptiles. It will be very useful. Knockers are
common in Cornish myth, deriving their name from the eerie knocking
sounds they make as they tap on the walls of mines. Like gremlins
they tend to be blamed for every misfortune.
Selkies
The Selkies will give you a luke warm welcome however. They are unwilling
to enter battle against the Laerg until something is done about
the Flood Hag (Loireag) who hunts their pups in the underground rivers.
Naturally, it is up to you to destroy the Loireag. Avoid the Laerg
strongholder for now as their enormous numbers prevent you from attacking
on your own. The Selkies will give you a token which is
important to destroy the Lorieag. Find the secluded cove in which the
Loireag's sand castle is hidden (2,80) and you will have to fight your
away through the Reef Grimals who worship her and the giant crabs that
inhabit that area. There is a vicious sand dragon at (17,20 with some
useful tresure. The Reef Grimals lair is at (4,40) also with useful
treasure. The main event is her sandcastle however at (7,13). Both Grimals
and Selkies are common to Scottish and Irish myth.
Loireag's (Flood Hag) Sandcastle
Once you are in the sand castle you can go upstairs or downstairs. Upstairs
will lead you to the Loireag but you will be unable to reach her
until you sever her from her power source (the sea) with the Selkie
token. Go downstairs and pull the lever at (84,33) which will open a
secret door at (84,10). This leads to the strange skipping stone game
which symbolizes the struggle between the sea and the land. Watch what
the water sprites do. They skip the stones which hop from rock to rock
two spaces at a time. Throwing a rock to the northwest at (80,4) will
smash the statute and reveal another secret entrance behind you (85,4)
and beyond it a coffer containing a pendant matching the Selkie token
(88, 2). Touching the two together will destroy the protection of the
Loireag. Return to her upstairs and destroy her. When she dies,
Manannan, Lord of the Sea, will destroy the sandcastle and the cove,
but not before sending you to safety with a gift of a powerful shield.
Laerg Stronghold
With the destruction of the Loireag, the Selkies will rise against the
Laerg alongside the Knockers when you return to the Selkie Bull. You
will be asked to sneak into the stronghold and attempt to discover
and destroy whoever is commanding the Laerg. As the Knockers and
Selkies fight the Laerg horde, you enter the Laerg stronghold.
In the Laerg cave network are some prisoners (41,4), one of whom is
a smuggler who will tell you about a useful passage out of the
mountains (15,71) once you are finished. The Laerg leaders live in
a hall at (56,5). On the first level you will find the former High Shaman
of
the Laerg who will give you various information at (42,17). Take the
stairs at (46,10) to the second level. Through (51,5) you will find the
Laerg scientists who are experimenting on their own kind to produce
a powerful new breed for their master. The High Shaman's chambers
are beyond the door at (54,12). However to find the true leader of
the Learg you must take the stairs (58,10) and follow the tunnel to an
underground lake. Board the ship and head east until you hit land.
Head south through the tunnels until you find a mighty earth dragon. This
is the true leader and self-proclaimed god of the Laerg. Once he is
destroyed the Laerg will give up their dreams of conquest and return to
their
lairs. (87,22). Return to the Knockers and Selkies for your rewards
and then cross the mountains back to Karnak land. The Knockers and
Selkies may see you again in the Final Battle.
Horned Hunter - Ardon - subplot
Among the treasures of the Earth Dragon is Teague's Helm of Silence.
Once you have Teague's Helm of Silence you will be able to enter the
woods around (10,26) and fight the Horned Huntsman. His horn is prized
by, Ardon, a mysterious leper at (85,87). More info on Teague is
found in Godolphin Manorhouse's library in Carclew.