صعب أن تكون إلها - الجزء 4
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فهرس\[/b\]\]
الجزء الأول: http://www.gamer.ru/trudno-byt-bogom/trudno-byt-bogom-chast-1
الجزء الثاني: http://www.gamer.ru/trudno-byt-bogom/trudno-byt-bogom-chast-2
الجزء الثالث: http://www.gamer.ru/trudno-byt-bogom/trudno-byt-bogom-chast-3
خريطة الدولة
1 – الساحل. 2 – الضاحية أركانار. 3 – أركانار الشمالية. 4 – أركانار الجنوبية. 5 – ممتلكات بارون ريمون. 6 – الوكر المخمور. 7 – ممتلكات بارون بامبا دي باو. 8 – ممتلكات بارون موسين. 9 – غنولفراجي. 10 – ممتلكات دون أونشيلا. 11 – ممتلكات بارون فايزاري. 12 – ممتلكات بارون ديكي. 13 – فيغرو. 14 – ممتلكات دون بيكو ودون توركو. 15 – نرابان. 16 – ممتلكات بارون تورانو. 17 – ممتلكات بارون نوكس. 18 – منطقة سيوف ثقيلة.
1 – الطريق إلى الساحل. 2 – وكر اللصوص. 3 – الحانة على الطريق. 4 – الغابة الغربية. 5 – معسكر تاميو. 6 – قرية سابيو. 7 – مسكن المحارب المخضرم. 8 – طريق مسدود. 9 – الحاجز الشمالي. 10 – الحاجز الغربي. 11 – ممر تحت الأرض. 12 – تاجر الملابس. 13 – تاجر الأعشاب. 14 – منزل ريباتا. 15 – الحانة "الرأس الميت".
4.1. البحث عن إير ريباتا (الجزء الثاني، القصة الرئيسية). ادخل إلى حانة "الرأس الميت" وأخبر النادل أن محاولة قتل إير ريباتا حدثت بالقرب من الحانة. سيخبرك النادل أنه كان على علم بالفخ، لكنه لم يستطع تحذير ريباتا لأنه تعرض للتهديد. لدى ريباتا صديق في حرس أركانار، وقد زار الحانة قبل فترة قصيرة. يعيش هذا الصديق في قرية قريبة من بوابات المدينة، ويجب عليك أن تسأله (انظر أدناه 4.5. من خان إير ريباتا؟).
الآن تحتاج إلى الوصول إلى الممر تحت الأرض للانتقال إلى أركانار الجنوبية. يجب أن تضع في اعتبارك أنه من الآن فصاعدًا سيتعرض ريباتا لهجمات الجنود الأركاناريين الذين ستلتقي بهم في الطريق. ريباتا هو عضو في فرقة الرمادي، ولديهم حسابات قديمة مع جنود أركانار. سيتبعك ويقدم المساعدة أثناء المعارك. وبالطبع، سيتعرض للأذى. لتقييم صحة ريباتا، تحقق منه (يجب أن تكون صورته مضاءة). ستظهر في الزاوية السفلى اليمنى من الشاشة لفيفة تحتوي على معلومات عمن تراه. لمعالجة ريباتا، تحدث معه واسأله إذا كان بحاجة إلى مساعدة، ثم شارك معه جرعة التحمل. بالضبط، جرعة التحمل، وليس جرعة الصحة، هي التي تعالج ريباتا.
1 – الانتقال إلى أركانار الشمالية. 2 – البرج المرح. 3 – الأرستقراطي الشاب. 4 – الورشة. 5 – تاجر الدرع. 6 – الإسطبل. 7 – كشك التجارة. 8 – متجر التجارة. 9 – وكر هادوا درانغو. 10 – منزل الأرملة. 11 – منزل الأرستقراطي. 12 – إقامة أرانتا. 13 – ممر تحت الأرض. 14 – الانتقال إلى أركانار الجنوبية. 15 – منزل الفات.
بعد الخروج من الممر تحت الأرض في أركانار الجنوبية، يجب عليك الوصول إلى الانتقال المؤدي إلى أركانار الشمالية. على الرغم من أن هذا الانتقال يقع بالقرب من الممر تحت الأرض، لا تتوقع أن يكون الأمر سهلاً – فهناك من ينتظرك هنا، لذا تم إغلاق الممرات بين المنازل بالبوابات الحادة وحرس الجنود الأركاناريين. سيتعين عليك الذهاب في طريق التفافي: يمكنك الاقتراب من الانتقال من الجانب الشمالي.
1 – الطريق إلى الحاجز الشمالي. 2 – المستوطنة القراصنة. 3 – البوابات الشمالية للمدينة. 4 – معسكر المهربين. 5 – منزل روماتا إستورسك. 6 – جار دون روماتا. 7 – الحداد. 8 – تاجر الملابس. 9 – منزل موغي. 10 – حانة "حصن السلطة". 11 – تاجر المؤن. 12 – تاجر الملابس الفاخرة. 13 – القصر الملكي. 14 – مبنى الرئاسة. 15 – غيما ذو الثلاث أصابع. 16 – البوابات الغربية للمدينة. 17 – الميناء. 18 – الانتقال إلى خريطة العالم.
عند الانتقال إلى أركانار الشمالية، ستجد نفسك على الطريق المؤدي إلى الحاجز الشمالي. بعد ذلك، عليك أن تصل إلى معسكر المهربين. في الطريق، ستواجه عدة مناوشات مع جنود أركانار. أخيرًا، عندما تصل إلى وجهتك، سيخبرك ريباتا أنه يخطط للاختباء في غنولفراجي. أما بالنسبة لكيفية الوصول إلى أرانتا، فإن الطرق الرسمية لن تجدي نفعًا: القنصل حذر جدًا، ولا يستقبل سوى أقرب الناس إليه، ويكون طريق الآخرين إلى مكتبه مغلقًا تمامًا. ولكن لا يزال من الممكن الاقتراب منه. لدى ريباتا شخص في دائرة القنصل يُدعى فات. في عهد الملك الراحل، كان فات يخدم تحت قيادة ريباتا، ولكن مع السلطة الجديدة، انضم إلى الحرس، لكنه لم يتخلى عن "العمل الرمادي". فات يقود الحرس في مكتب القنصل وشققه الشخصية. مقابل مكافأة معينة، سيوفر لك اللقاء الشخصي مع القنصل. ولكن على الأرجح، بعد هذا اللقاء، سيتم دفن جثتك في مكان ما في مكب النفايات، وقبل ذلك، ستمضي بضعة أسابيع معلقة على الحافة الخاصّة بالبرج المرح. يجب البحث عن فات في ثكنات الحرس، في أركانار الجنوبية، بالقرب من البوابات الخارجية. يجب أن تخبر فات أن النجار السكير قد نفدت لديه المسامير. سيفهم على الفور أنك جئت من ريباتا (+500 خبرة).
4.2. اللقاء في الميناء (القصة الرئيسية). بعد الحديث مع ريباتا، سيقترب منك صبي ليخبرك بأنك مطلوب في الرصيف البعيد للميناء. عند وصولك إلى الميناء، قبل الاقتراب من الشخص الذي ينتظرك، تحدث مع دون قادم قبل أن تفوت فرصة إتمام مهمته (انظر أدناه 4.3. المسافر الأركاناري).
الشخص الذي ينتظرك في الميناء سيقدم نفسه كقاضي عام ووكيل الأختام الحكومية الكبيرة لجمهورية سوأن، وأيضًا كنائب رئيس مؤتمر اثني عشر تاجرًا وفارس وسام الإمبراطورية ليد الرفيق دون كوندور. سيخبرك أن كلاكما في خدمة رب عمل واحد، وأن له صلة بالاستخبارات الإمبراطورية. ومع ذلك، فإن مهامه مختلفة قليلاً عن مهامك. ومع ذلك، كان عليه التخلي عن كل شيء والقدوم إلى أركانار. لقد أهدر الكثير من الوقت على البحر ويتوقع منك أن تشرح له لماذا لم تنفذ مهمتك حتى الآن، ولماذا لا يزال أرانتا حيًا.
بعد سماع أعذارك، يأمرك دون كوندور بحزم بوقف البحث عن روماتا، ويجب قتل أرانتا. ستعرف منه أن أرانتا قد قاد تمردًا للسفن سوأن في وقت ما. أخرج ثلاثة آلاف من العبيد الحرفيين إلى الشوارع، وسرعان ما امتلأ المدينة بالجثث وتركها على رماح الحرس الإمبراطوري. تحت قيادته، دمر جيش الفلاحين الضخم المتروبوليا، حتى تم هزيمته مرة أخرى بواسطة الحرس الإمبراطوري. كما قاد الثورة في دوقية أوبانسكي. وفي أركانار، كانت وحداته تدمر الفلاحين الأيروكانين لمدة دورتين متواليتين. ثم جاء الفلاحون أنفسهم إلى وحدته. إن هذا الرجل يتبعه سلسلة من المقابر المليئة، وما أمامه هو ذاته. ربما يتغير الناس حقًا، لكن قد أخطأت الإمبراطورية مرة واحدة. أدى هذا إلى إنزال النظام في أركانار، لذا يجب عليك ببساطة قتل أرانتا.
خلال هذا الحوار، ستتعرض لهجوم من ثلاثة قاتلين مستأجرين. سيساعدك في المعركة معهم القراصنة ودورية الأركانار. بعد التعامل مع القتلة، يتعين عليك التحدث مرة أخرى مع دون كوندور. يعتقد أن أرانتا لم يتغير بتاتًا، ولا حتى على شبر، وبالتأكيد لم يغير من أساليبه. وعليك إنهاء أمورك في أركانار والخروج إلى الإمبراطورية، وإلا فستكون المرة القادمة أكثر حظًا للناس من أرانتا. يجب تصفية أرانتا وبسرعة.
ستعود مرة أخرى إلى الغريب، الذي سيشير إلى أنه جعل دون كوندور يأمرك بنسيان روماتا، وأنه يبدو غير مبالٍ بأرانتا. يعتقد الغريب أنه يجب عليك مغادرة المدينة والاستمرار في البحث عن روماتا، ومن الأفضل عدم الاقتراب من أرانتا. لا يأتي فعل أرانتا بجلب المصائب لأركانار، بل إنقاذًا – فالبشر في المنطقة محررون. لقد عانوا، لكنهم لا يزالوا ممتلئين، وليس هناك من يجلدهم. وكوندور يكذب، فهو ليس إنسانًا للإمبراطور. يعطي أوامرٍ تتعارض مع أوامر جلالته: الإمبراطور يطلب شيئًا، وكوندور شيئًا آخر. يريد أن يثير غضب الإمبراطور عليك، وأن يثأر أركانار بكل إمبراطورية. القرادون هنا قرروا السيطرة على السلطة، لذلك هم يخبئون، ويدفعونك نحو الجريمة ضد الملك (+2500 خبرة).
4.3. المسافر الأركاناري. في ميناء أركانار، ستقابل دونًا قادمًا. سيتضح أنه بحاجة إلى مغادرة أركانار، لكن السفن لن تغادر هنا في الأسبوعين المقبلين. عندما تخبره أنك وصلت إلى ساحل أركانار بالسفينة، سيطلب منك المسافر المساعدة في الصعود إلى إحدى تلك السفن. اقبل واذهب إلى منطقة الساحل.
1 – مكان النزول من السفينة. 2 – معسكر النظام المقدس. 3 – أنقاض المنارة. 4 – معسكر اللصوص. 5 – مطحنة مهجورة. 7 – الانتقال إلى خريطة العالم.
السفينة التي أوصلتك إلى هذا المكان لا تزال راسية على الشاطئ. من البحار، ستعرف أن القراصنة قد اختطفوا القبطان، فقد شوهدوا في منطقة المعسكر، حيث كانت تعيش الرهبان سابقًا. بعد الوصول إلى المعسكر، اقتل اللصوص الذين أقاموا هناك. على جثة أحدهم ستجد مفتاح السقيفة، حيث يتم احتجاز القبطان. عندما تخبره عن صديقك الذي لا يمكنه الخروج من أركانار، سيوافق القبطان بلا تردد على أخذه معه، خاصة أنه بحاجة إلى رجال، since the bandits have killed some of his sailors (+250 XP). Returning to the city, tell the arriving don about what you managed to do. The arriving don will pay you 1200 coins for the service (+1000 XP).
4.4. Residence of Arata (main plot). Let’s go look for Fat, especially since Don Kondor said that he had sailed with him on the same ship. You should search for this person in southern Arkanar (see the map above). After finding Fat’s house, enter and tell the owner that you came for the nails that ran out at the drunken carpenter. Fat will understand that you came from Ripata, and upon learning that you need a meeting with Arata, will ask for 5000 coins for this service. He will inform you that he is on duty at the consul's residence every day from ten in the evening until ten in the morning. If you decide to see Arata, come at that time and bring the money there.
After preparing the sum Fat requires, head to the residence, where you will meet a republican guard near the main entrance. Fat will tell you to follow him, lead you to a side entrance, open it, take the money, and tell you to go to the consul through the guard room.
Having followed his instructions, you will meet the consul. It will turn out that Arata has long known about your appearance in Arkanar, and Fat acted on his orders. He even had to make a long journey to Soan to ensure that you are indeed the one you are supposed to be: an Imperial Intelligence agent. So all your actions are known to Arata. And he wants to talk to you about your assignment to kill him. He has many trusted people, and after the establishment of the Republic, they have become even more in number, even in the Imperial office. He was reported that another murderer is being sent to Arkanar. Before you, there were three. And Arata was very surprised to learn that such a task was entrusted to a completely inexperienced young man. And he especially does not understand why you needed to gather information about Rumat Estorsky. You were not immediately discovered and surveillance was established. After your status as an imperial mercenary was confirmed, Arata wanted to ask you for a favor: be his diplomat or representative, if that sounds better.
Arata wants you to return to the Empire and convey to your commanders that he is ready for negotiations. He knows that the Empire has long been eyeing Arkanar, but it lacks the strength. His power does not extend beyond the city walls, and it is highly likely that sooner or later some baronial or monastic brigade will take Arkanar by storm. Therefore, he is ready to conclude an alliance with the emperor to ensure the protection of Arkanar: Arata will remain the governor, his guard will not be disbanded, and none of the city's residents will be punished. In return, the Republic will pledge allegiance to the emperor, Arkanar will become a base for imperial troops, and the soldiers of the Republic will help in the war against the monks, the Gray ones, and those noble bastards who do not agree with the power of the empire. You should also immediately warn those who decide to take advantage of such a situation and destroy the Republic: they have learned a lot in this year, and this is no longer the royal Arkanar. There will be an uprising, and one that has never been seen in the history of the Empire, and it will not be limited to just Arkanar.
The consul will add that he actually has no great choice. He has lost many friends over the years. The people who followed him sooner or later would die on the racks, gallows, under the hooves of imperial troops, or on the oars of galleys. The consul had long hoped that Rumat would join him, but he disappeared. Now Arata only wants the people of Arkanar to live freely, rather than die free. Therefore, he will go with the empire. At this point, Arata will suggest ending the audience but will agree to answer your questions.
Inquire about what displeased him about Ire Ripat. Arata has long been interested in watching his tosses. Ripat was trapped in Arkanar like in a mousetrap until you helped him escape: he was engaged in petty mischiefs, even led the underground Gray, but Fat controlled him, and Arata did not intend to kill Ripat. The city guard had an order for his capture, but it was supposed to only injure him in case of resistance; no one intended to take his life. And in the Garbage Row, Ripat was not attacked by Arata's people. If they would have ventured there, they would have been slashed before sunset.
Ask where Rumat Estorsky disappeared. Arata will answer that Rumat helped him with money and sound advice several times, even saving his life once, but Arata betrayed him. On the night of the massacre, Arata's people, disguised as monks, were supposed to abduct a girl who lived with Don Rumat. This was supposed to force him to side with the republicans. But those fools opened fire with crossbows. The girl was killed, and Rumat did what was needed, and after the death of the Order's upper echelon, republican troops took the city without hindrance. Only this does not bring Arata relief, and he has a feeling that he sold part of himself into slavery. After all, Kira was doomed anyway. One of the assassins revealed that he had an order to kill Kira and Rumat from Donya Okana. She generously rewarded him just before she was sent to the Merry Tower. And those bastards have their own share, and even if the employer is dead, they will do their job. Arata would not worry about Rumat, but Kira would have been killed one way or another. The thought of having betrayed Rumat does not let Arata sleep at night, it always makes him nauseated when his head is not busy with work. This is why Arata agrees to form an alliance with the emperor. He must atone for his sin against Don Rumat – the god who descended to this earth by doing something for others. Yes, the consul considers Rumat a god. Or a demigod, a precursor, an executor of the law of god. Arata did not believe the tales that the priests tell until he encountered Rumat. He saved his life, flying for Arata in a heavenly chariot that moved through the air like on land. Arata asked him for lightning. Rumat refused, saying that they could fall into the wrong hands. He did not say that he did not have them; he just did not give them. Who is Rumat after that? Arata believes he is a god.
Ask Arata if he is familiar with Count Rimon. It turns out that Arata knows him and has even visited the count's castle a couple of times. The count is a recognized misanthrope, a patron of the sciences, and a hermit even more so than Satarino. After the Arkanar massacre, he took in Kabani at his castle. Arata approached the count, hoping that he would support the Republic, but this is not Rumat. The count has a peculiar view of everything going on; they were unable to agree.
As for the sect “Three Swords” and some Prophet, the latter is in no way related to “Three Swords.” Arata has wasted five of his best men and spent a lot of silver to gather information about him, but without results. He knows quite a bit about “Three Swords,” but it will not interest you. As a farewell, Arata will return you the 5000 coins you gave to Fat (+5000 XP).
4.5. Who betrayed Ire Ripat (beginning)? Upon reaching the Suburbs of Arkanar, go to the residence of the veteran warrior. He will mistake you for an imperial mercenary and attack. You will have to defend yourself and kill the old soldier. After this, a note will appear in your diary that perhaps you were not wearing the right clothes.
From the Editor. I approached the veteran twice: in Arkanar uniform and in thief clothing, but this did not help avoid the fight. Apparently, you should go to meet the veteran in the attire of a don. Nevertheless, a message will appear in the diary that you will have to explain to Ripat about the death of his comrade.
This quest will conclude later when you find yourself in Gnillovrazhie.
1 – main tower. 2 – merchant. 3 – father of Kabani. 4 – northern gate. 5 – western gate. 6 – bandit camp. 7 – transition to Drunken Den. 8 – prosperous peasant village. 9 – tavern. 10 – mansion. 11 – trade shop. 12 – village. 13 – hermit's hut. 14 – hamlet. 15 – field camp. 16 – transition to world map. Guards are marked with stars.
4.6. Escape from Count Rimon’s Castle (main plot). Exiting the consul's residence lost in thought, you won't even notice how someone creeps up behind you and bashes you on the head with a club. You will lose consciousness and wake up in an unfamiliar place. When you come to, Count Rimon’s assistant, Don Ordanos, will address you, informing you that you have been invited to visit in this unusual manner for several reasons. He will, of course, explain them, but first, he wants to ask a few questions.
Don Ordanos will say that you have made quite a journey from the metropolis, gathered information about Don Rumat, and obtained very dangerous documents, so Don Ordanos wants you to tell him everything you know about this noble don, his dealings with Count Rimon, and so on. If you comply, you will be rewarded, able to leave the borders of Arkanar, and go wherever you wish, because after failing the task, the metropolis will be closed to you.
After you refuse to answer, Don Ordanos will say that while the count is away, you will have to stay as his guest in his holdings. You may move about the castle, but you should not leave its walls. When Count Rimon arrives, this conversation will resume.
Don Ordanos will leave, but a servant of Count Rimon, ordered to keep an eye on you and ensure that you do not feel confined, will enter. As a guest, you are free to move around the castle anywhere except in closed rooms. The servant will ask you not to leave Rimon's walls or approach the gates: the guards have been given very specific instructions regarding you, so the sentries may misinterpret your actions. The servant will advise you to drink well, as wine takes away the bad mood you find yourself in and also alleviates the headache that plagues you. And if you need a drinking companion, you should head to Father Kabani. The father, it is true, has not sobered up for two or three days, but he is quite a good conversationalist.
Follow the servant's advice and visit Father Kabani. He will advise you to drink up before your demise. It turns out he overheard Ordanos and Count Rimon talking about you and Don Rumat. They have deduced much, which is why they decided to torture you when Rimon returns. No one has returned alive from the rack here. And Father Kabani cannot sleep or walk; he can only drink and think because Ordanos poisoned him. They poisoned him and forced him to make the devilish fire that flies from iron tubes and kills a man with a single shot from a hundred paces away. Rimon received this devil as a gift, and Kabani was forced to make it. Until he knew, Kabani made it, but when he saw what he was doing, he wanted to escape. It was then they poisoned him. The servant of Rimon is treacherous; he loves card games passionately and is in debt to the whole castle, and you can buy your freedom from him. And you should flee to Kabani's friends in the Drunken Den.
After relaying this, Kabani will drink and fall into a slumber. Returning to the main tower, offer Rimon’s servant to help you escape the castle, and in return, you will assist him with his financial problems. For his service, the servant will demand five thousand coins, but eventually, he'll agree to three and a half thousand. The servant will provide you with thief's clothing since guests from the Night Army often appear in the castle, and the guards are used to them. When you have gone far enough away, he will raise the alarm so that he does not arouse suspicion of betrayal.
Dressed in thief's clothing, head to the northern gates and talk to one of the guards, who will open the bolts. The road from Count Rimon’s castle to the transition to the Drunken Den is patrolled by Rimon's guards, so you will have to fight constantly. You can immediately cross into the Drunken Den, or you may revel in Count Rimon's holdings, cutting down his people to level up your experience.
1 – transition to Baron Pampa’s holdings. 2 – Drunken Den. 3 – shaman of the barbarians.
4.7. Visit to the Drunken Den (part 1). You will have to reach the Drunken Den through forest roads while fending off attacking spiders and other monsters. At the entrance to the house, you will encounter Don Kondor, who will be very surprised at your appearance. He will inform you that besides him, Don Prani and Don Gug have gathered here. It will turn out that they lead a secret order for the protection of the Empire, to which you are now also admitted. This organization is very ancient, deeply concealed, and even the emperor does not know of it.
As for Rumat, he is not a god but a man with great abilities, specially trained and prepared. He was on a very important mission in Arkanar until the coup happened. Rumat is one of the members of the organization, but he is not from the Empire and has a different name. Rumat and Don Gug are from a faraway land across the sea. He became known as Rumat Estorsky when he had to wear the mask of a noble descendant for concealment. Now he is very ill and has returned home. This is not a physical illness, but the disease of the soul, which occurred after his acquaintance in Arkanar. Hearing from you that Arata is involved in Kira's murder, Don Gug will be greatly surprised and inform you that Don Rumat did not just lose his temper but instituted a bloody massacre in Arkanar. He violated the oath not to kill without necessity, which every member of the secret order takes. He was slightly deranged; he was still found and taken away.
Don Prani will inform you that you are now at the disposal of Brother Rudi, who will be based in the smuggler's camp north of the Arkanar walls, a place also called the Upper Cove. He will be based there because he is still on his way from Soan. They will inform him about you. All orders, contacts, money, and everything else you will need will go through him. He will give you orders and plan your work. It would be wonderful if you could find Rudi within a week.
As a farewell, Don Kondor will express great interest in the figure of the Prophet, and it would be good if you could gather information about him. Keep communication through your new curator, Rudi. It is necessary to find out what potential threat this Prophet poses (+3500 XP).
4.8. Visit to the Drunken Den (part 2). Upon exiting the location, you will encounter Don Ordanos, who admits that he is tired of chasing you all over Arkanar. The conversation with him will end in a fight, where your opponent will strike you with a poisoned blade. You will die but will revive in a strange place called the Forest of Spirits, where a shaman of the barbarians will approach you. From him, you will learn that you have found yourself in the White Halls of Ardara, the prelude to the world of the dead. Every deceased person passes through this place so that Iyy-Riyn can check whether they are good or bad and determine where they will reside after death. However, your path to the world of the dead is currently barred. You were slain by the blood of Arr-Ratt, mixed with the poison of a hairy spider. The blood and poison have poisoned your body and killed your strength. The shaman has removed the spider's poison from your veins, but the blood of Arr-Ratt is still there, and the shaman cannot expel it; he does not have that power. Once you fulfill the will of the spirits, the shaman will tell you about your fate, but not now. Right now, you need to talk to the spirits. You must follow the path, but you should be careful. At this moment, you are a spirit, and nothing from the world of the living can harm you. But those who dwell in the White Halls can deprive you of your last. You need to be afraid of the guards: you will see them and understand for yourself what they are like. They cannot be pierced with an arrow or struck with a spear. Your weapon must be in your hand; otherwise, it will be of no use.
Next, we will need to ascend the spiral path to the top of the mountain, fending off forest spirits and conversing with characters dwelling in this place. Each of them will provide you with information that will be useful in the future.
King Tots. He created the Arkanar kingdom and was its first ruler. It pains him to see what Arkanar has become, and he will ask you to save his kingdom. To do this, you must stop the spirits that dwell in the Howling Forest. They have awakened, for something has disturbed them.
Don Reba. He has been wandering these paths for a year and a half. The sky refused to accept Don Reba for his sins, and hell expelled him because there was no fitting punishment. Now he waits for a Judge capable of condemning him so that he can endure punishment and atone for his transgressions. This forest is teeming with guards who devour his soul. For a year and a half, they have been chiseling away at his soul every day. And Don Reba is terrified to know that they could consume his entire soul; then he would have no place anywhere. Even the old man did not want to stop them. He sometimes walks along the path, and then Don Reba has hope. He spoke with the Old Man only once and said to Don Reba that he was destined to be there until the Judge arrives.
Saint Mica. You are not needed by him; he just wanted to look into your heart. It is worthy of a gift, so you have received his blessing. Saint Mica will mention the Stranger, whom he considers your advisor, with whom you will reach the end of your journey and fulfill the predestined fate prepared for you.
Baron Musin. He is obsessed with revenge, and you must find the one who killed the baron and avenge him. The baron was given no name of the murderer, but a meeting with you has been granted. Apparently, someone decided that it is you who must perform the retribution. The baron was poisoned in his castle during a late lunch, where he only ate boar meat. Meaning, it was someone from the servants or cooks. But they are just insignificant puppets in the hands of the one who stands behind all this. You must find and punish him; the baron will give you a reward worthy of your efforts: he will make you Baron Musin.
To do this, you need to go to Musin, look for the commander of the guard who manages the fief in the absence of an heir and declare your rights to it. You will become that heir. The baron's sister had a son. When she was killed, the father of the boy sent him to the metropolis, where his trail was lost. You will present yourself as such. The boy’s father disappeared immediately after the baron’s sister's death. This nobleman from Estor hoped that the rumors of her death were untrue, as her body was never found. And even if he appeared, he would have no rights to the fief, as he does not belong to the Musin line. The baron and his sister were both born Musins. And the boy will not hinder you; the baron knows this. The baron had no children; his sister had only one son. Thus, there will be no “sisters” or “brothers” that will resurface. Of course, one may claim their rights to Deka, but his kinship is questionable, although there are some metrics.
You will likely face scrutiny. But it is enough for you to know where the Musin family seal is hidden. To be precise, not the seal but rather a ring. They have been using it ever since the seal was lost. It lies in a niche arranged in the central bookshelf, which is located in the baron’s chambers. Only the baron and Arvar know about this. He is a very old servant who took care of the baron and his sister better than any nanny. He was also in charge of looking after the baron's nephew. You, of course, will meet him, but there’s no need to be afraid: outwardly you look just like Musin, and Arvar is already as blind as a mole. Therefore, lie that the baron wrote to you about the location of the ring in a letter.
As for your disappearance and sudden appearance from nowhere, tell them that Pampe wrote to you; they definitely will not check this. Just say that he was aware of the baron’s correspondence with you, knew where to write, and immediately informed the heir upon the baron’s death. Baron Pampe was the neighbor of Baron Musin and his best friend. In their youth, they had a lot of fun together. The baron remembers how they shot crossbows at the portrait of Don Casca. Apparently, they were quite drunk, and Pampe never hit once. But from that moment, he has a debt trailing behind him: three old rusty daggers with simple wooden handles. Pampe could not find even one in the entire castle: he used to keep his weapon in order and taught his household to do the same.
The baron will recollect that once during a hunt, a dog ran up to him from Pampe’s pack. The baron thought it had strayed from Pampe's pack. The Musins always disregarded dog hunting; they only chose falcons. The baron was surprised: Pampe always preferred an honest fight with the beast with either a spear or a sword. But that wasn't a dog, it was a wolf of strange color. This only became apparent when Pampe kicked it to keep it from underfoot. Since then, he has decent scars on his tender spots, and another head of that same “dog” appeared in the sitting room. The wolf died instantly; the baron couldn’t hold himself as he slipped and tore his trousers and hurt his leg.
You should beware of Pampe until you obtain the castle and lands. Pampe is hot-headed, but honest and noble like a king. He does not tolerate impostors at all; he might simply hang you.
Rumat Estorsky. He will say that his name is Anton, but you know him as Rumat Estorsky. He is alive, but very far from this place. Anton will explain that the world you were born in is called Tsorinaka, while the barbarians name it Elvender, and such worlds exist in abundance. They can be seen in the sky – those are the stars that shine there. They are separated by an abyss in which a person dies and cannot breathe. Anton's people invented huge ships capable of carrying people across this abyss, and Anton's world is called Earth.
He is not a god; Don Kondor is not a god; others are not gods either; they are just as human as you are, made of flesh and blood. Their country is just very old, so they know a lot and can do many things. They came here to help you traverse the path that they have traveled faster. But now Anton no longer knows whether it is worth doing. Everything they could and can do is simply watch. Watch as people are hanged, burned, their bellies sliced open, and they are crucified upside down. Your planet deprived Anton of faith; you took away his dearest possession. He hates you for it, and he feels pity for you, but Anton agrees to answer your questions.
They did not come here to take over your world. They are scholars, learned folk, as it is customary to express in Arkanar. They stumbled upon this world randomly among many others. And they are just studying it. They are not delighted by what occurs here, but they do not have the right to intervene until they understand the cause of your misfortunes. Not long before the massacre that Rumat Estorsky staged in Arkanar, he conversed with Doctor Budakh, a very intelligent man. But even he did not understand why the people were here. His last words were that it would be better for them to leave it all as it is and get out. Budakh and Arata were right – the earthlings should not have come here. And if they did come, they should have taken responsibility and changed your world. Perhaps you will be able to convince Anton's compatriots of this. If not with words, then at least with your own deeds.
As for the Prophet, it is definitely not him. Learning that Reba wanders in the Forest of Spirits looking for a Judge capable of determining his punishment, Anton will agree to undertake this mission and find Reba.
Count Rimon's name is known to Anton, but he did not have time to visit him. For some reason, this man seems to him very close, as if a relative, but Anton is sure that he is not familiar with him. You yourself will have to find out who he is, but this is associated with some danger.
It is unlikely you will be able to disappear from Don Kondor's sight; he knows how to find people, but nothing terrible threatens you. Anton's compatriots have never resorted to extreme measures, although they always had a habit of using people. However, if Kondor has explicitly ordered to remove Arata, then a lot has changed. Learning that you are to meet Rudi, Anton will remember that there was someone named Rudolf. Quite a tough but honest man. You should meet him, but you must be cautious. And it’s best to inform him right away that you know who they are. This will give you room for maneuver.
After conversing with Anton, your journey back will await, and you will have to battle the guards again. When you finally reach the shaman, he will inform you that the spirits have told him that you are free. The shaman will tell you about the blood of Arr-Ratt. Legends abound surrounding it, which you are not allowed to know, but you may know that it can both kill and heal. You received the one that kills. The blood coursing through your veins kills you every minute. You will die when the full moon is born and grows old as many times as the number of fingers the shaman has on his hand (60 days). To rid yourself of the blood of Arr-Ratt, you need to find the sons of the god. The spirits said that you know them, those who came into this world from beyond. Perhaps they will help you. The conversation with the shaman will conclude with him teleporting you to the Drunken Den (+4000 XP).
To be continued