It's Hard to Be a God - Part 4
Look for previous parts of the walkthrough here:
TABLE OF CONTENTS\[/b\]\]
Part I: http://www.gamer.ru/trudno-byt-bogom/trudno-byt-bogom-chast-1
Part II: http://www.gamer.ru/trudno-byt-bogom/trudno-byt-bogom-chast-2
Part III: http://www.gamer.ru/trudno-byt-bogom/trudno-byt-bogom-chast-3
MAP OF THE COUNTRY
1 - coast. 2 - suburban Arkanar. 3 - Northern Arkanar. 4 - Southern Arkanar. 5 - territory of Count Rimon. 6 - Drunken Den. 7 - territory of Baron Pampa de Bau. 8 - territory of Baron Musin. 9 - Rotted Mire. 10 - territory of Don Unchila. 11 - territory of Baron Vaysari. 12 - territory of Baron Deka. 13 - Wigro. 14 - territory of Dons Piku and Turts. 15 - Napran. 16 - territory of Baron Turano. 17 - territory of Baron Nox. 18 - the locality of Heavy Swords.
1 - road to the coast. 2 - bandits' lair. 3 - roadside tavern. 4 - western forest. 5 - Taméo's camp. 6 - village of Sapéo. 7 - dwelling of the veteran warrior. 8 - dead end. 9 - northern checkpoint. 10 - western checkpoint. 11 - underground passage. 12 - clothing merchant. 13 - herb merchant. 14 - Ripata's house. 15 - tavern "Dead Head".
4.1. Find Iré Ripata (part II, main plot). Go to the tavern "Dead Head" and tell the innkeeper that Iré Ripata was attacked near the tavern. The innkeeper will inform you that he was aware of the ambush but couldn't warn Ripata as he was threatened. Ripata has a friend who serves in the Arkanar guard, and he appeared at the tavern shortly before that. This friend lives in a little village near the city gates, and you should ask him (see below 4.5. Who betrayed Iré Ripata?).
Now you need to get to the underground passage to cross into Southern Arkanar. Be aware that from now on, Arkanarian soldiers will attack Ripata along the way. Ripata is a member of the Gray Company, with which Arkanar soldiers have their own score to settle. He will follow you and assist in battles, and, of course, sustain injuries. To check Ripata's health, look at him (his image should light up). A scroll will appear in the bottom right corner of the screen with information about whom you see. To heal Ripata, talk to him and ask if he needs help, then share with him a stamina potion. It is the stamina potion, not the health potion, that heals Ripata.
1 - transition to Northern Arkanar. 2 - Merry Tower. 3 - young aristocrat. 4 - smithy. 5 - armor merchant. 6 - stable. 7 - trading tent. 8 - shopkeeper. 9 - lair of Hadu Dran. 10 - widow's house. 11 - noble's house. 12 - residence of Arata. 13 - underground passage. 14 - transition to Southern Arkanar. 15 - Fata's house.
After exiting the underground passage into Southern Arkanar, you need to get to the passage leading to Northern Arkanar. Although this passage is located very close to the underground passage, do not be misled - you are already being awaited here, so the passages between buildings are blocked with barricades and guards of Arkanar soldiers. You will have to go around: the passage can be reached from the northern side.
1 - road to the northern checkpoint. 2 - pirate settlement. 3 - northern city gates. 4 - smuggler's camp. 5 - house of Rumata Estorian. 6 - neighbor of Don Rumata. 7 - blacksmith. 8 - clothing merchant. 9 - Mug's house. 10 - tavern "Stronghold of Power". 11 - provisions merchant. 12 - exquisite clothing merchant. 13 - royal palace. 14 - city hall. 15 - Gima Three-Toed. 16 - western city gates. 17 - port. 18 - transition to the world map.
Upon entering Northern Arkanar, you will find yourself on the road leading to the northern checkpoint. Next, you need to reach the smuggler's camp. On the way, you will face several more skirmishes with Arkanar soldiers. Finally, when you reach the desired location, Ripata will inform you that he plans to hide in Rotted Mire. As for how to get close to Arata, the official ways for that are useless: the consul is very cautious and only meets with the most trusted people, while others are simply denied access to his office. However, it is still possible to get close to him. Ripata has a contact in the consul's entourage named Fat. Under the late king, Fat served under Ripata, but under the new regime, he joined the guard, yet did not abandon the "gray business". Fat commands the guard in the consul's office and personal apartments. For a reward, he will arrange a personal meeting with the consul for you. But most likely, after that, your corpse will be buried somewhere in a dump, and before that, you will hang around the buttresses of Merry Tower for a couple of weeks. You should look for Fat in the guard barracks in Southern Arkanar, near the outer gates. You need to tell Fat that the drunken carpenter ran out of nails. He will immediately understand that you came from Ripata (+500 exp).
4.2. Meeting in the Port (main plot). After talking with Ripata, a boy will approach you and inform you that someone is waiting for you at the far pier of the port. When you arrive at the port, before approaching the person who is waiting for you, talk to the arriving don, while you have the opportunity to complete his quest (see below 4.3. Arkanarian Passenger).
The person waiting for you in the port will introduce himself as the General Judge and Keeper of the Great State Seals of the Trading Republic of Soan, as well as the Vice-President of the Conference of Twelve Merchants and Knight of the Imperial Order of the Hand of Mercy, Don Kondor. He will inform you that both of you serve the same employer, and he also has ties to Imperial Intelligence. However, his tasks are somewhat different from yours. Nevertheless, he had to drop everything and come to Arkanar. He wasted a lot of time at sea and expects that you can explain to him why you have not fulfilled your task yet and why Arata is still alive.
After hearing your excuses, Don Kondor will firmly order to stop looking for Rumata and that Arata must be killed at any cost. From him, you will learn that Arata once led a rebellion of Soanian shipwrights. He brought three thousand slave craftsmen out into the streets, littering the entire city with corpses and throwing them onto the spears of the imperial guard. It was under his leadership that the thousands-strong peasant army ravaged the metropolis until it was defeated again by the imperial guard. He also led the uprising in the Uban duchy. And in Arkanar, his troops ravaged the peasants of Irokanian landowners for almost two cycles. And then those same peasants came to join his ranks. This man left behind a trail of crammed cemeteries, and ahead of him is just as much. People may really change, but once the empire made a mistake. That led to the landing of the Order in Arkanar, so you simply need to kill Arata.
During this conversation, you will be ambushed by three hired assassins. Pirates and an Arkanar patrol will assist you in the fight against them. After dealing with the assassins, speak to Don Kondor again. He believes that Arata has not changed a bit and certainly has not changed his methods. And you should finish your business in Arkanar and get back to the Empire, otherwise, next time Arata's people may have better luck. Arata must be eliminated as soon as possible.
You will be transported back to the Stranger, who will point out that Don Kondor ordered you to forget about Rumata and is clearly not indifferent to Arata. The Stranger believes that you must leave the city and continue searching for Rumata, and it is better not to approach Arata. Arata's grief is not a calamity for Arkanar, but salvation - the common folk around are free. Poor, but still fed, and no one whips them with the lash. And Kondor lies, he is not a man of the emperor. He gives orders opposite to those of His Majesty: the emperor asks one thing, and Kondor another. He wants to invoke the emperor's wrath against you, and embroil the entire Empire with Arkanar. The Soanians decided to seize power for themselves, hence their intrigue, and they are pushing you to commit a crime against the king (+2500 exp).
4.3. Arkanarian Passenger. In the port of Arkanar, you will meet an arriving don. It will turn out that he needs to sail away from Arkanar, but in the next few weeks, no ships will depart from here. When you say that you arrived at the Coast of Arkanar by ship, the arriving don will ask you to help him get on one of those ships. Agree and head to the Coast area.
1 - landing site from the ship. 2 - camp of the Holy Order. 3 - ruins of a lighthouse. 4 - camp of bandits. 5 - abandoned mill. 7 - transition to the world map.
The ship that brought you to this place is still docked. From the sailor, you will learn that the captain has been kidnapped by some bandits seen in the area of the camp where the monks used to live. When you reach the camp, defeat the bandits that have settled there. On the body of one of them, you will find the key to the shed where the captain is locked up. When you tell him about your friend who cannot escape from Arkanar, the captain will agree without hesitation to take him with him, especially since he needs crew members, as the bandits killed several of his sailors (+250 exp). Upon returning to the city, inform the arriving don about what you managed to do. The arriving don will pay you 1200 coins for your service (+1000 exp).
4.4. Residence of Arata (main plot). Let's search for Fat, especially since Don Kondor said he supposedly sailed on the same ship with him. You should look for this person in Southern Arkanar (see the map above). After locating Fat's house, go inside and tell the owner that you came for the nails that the drunken carpenter ran out of. Fat will understand that you came from Ripata, and upon learning that you need a meeting with Arata, will demand 5 thousand coins for this service. He will inform you that he stands post at the consul's residence every day from ten in the evening until ten in the morning. If you decide to meet Arata, come during this time and bring the money.
After preparing the required amount for Fat, go to the residence, where you will encounter a republican guard near the main entrance. Fat will instruct you to follow him, lead you to the side entrance, take the money, and tell you to go to the consul through the security room.
Following his directions, you will meet the consul. It will turn out that Arata has known about your presence in Arkanar for a long time, and Fat acted on his orders. He even had to travel a considerable distance to Soan to confirm that you are indeed who you are: an agent of Imperial Intelligence. 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 Republic was formed, the number of them increased even in the Imperial Chancellery. He has been informed that another assassin is coming to Arkanar. There have been three before you. And Arata was very surprised to learn that such a task was entrusted to such an inexperienced young person. And he certainly does not understand why you needed to gather information about Rumata Estorian. You were not immediately discovered and placed under surveillance. After your status as an imperial mercenary was confirmed, Arata wanted to ask you for one favor: to be his diplomat or representative, if that sounds better.
Arata wants you to return to the Empire and inform your commanders that he is ready for negotiations. He knows that the Empire has long been watching Arkanar, but it lacks the strength. His authority does not extend beyond the city walls, and there is a high probability that sooner or later some baronial or monastic squad will take Arkanar by storm. Therefore, he is ready to conclude an alliance with the emperor to ensure Arkanar's protection: Arata will remain viceroy, his guard will not be disbanded, no residents of the city will be punished. In return, the Republic will swear allegiance to the emperor, Arkanar will become a base for imperial troops, Republic soldiers will assist in the war against the monks, the Grays, and those from the noble scoundrels who do not agree with imperial power. You should also immediately warn those who decide to take advantage of such a situation and simultaneously destroy the Republic: much has been learned here over the year, this is no longer royal Arkanar. There will be an uprising, yes, such as has not been seen in the history of the Empire, and it will not be limited to Arkanar alone.
The consul will add that, in fact, he has no real choice. Over the years, he has lost many friends. The people who followed him sooner or later died on the racks, gallows, under the hooves of imperial troops, or on the oars of galleys. The consul long hoped that Rumata would join him, but he disappeared. Now Arata just wants to ensure that the people of Arkanar do not die free but live free. Therefore, he will go for an alliance with the Empire. At this point, Arata will propose to end the audience, but he will agree to answer your questions.
Inquire as to why Iré Ripata is not to his liking. Arata has long been interested in observing his movements. Ripata was trapped in Arkanar, like in a mouse trap, until you helped him escape: engaged in petty mischief, even led the underground of the Grays, but Fat kept him under control, and Arata never intended to kill Ripata. The city guard had orders to capture him, but they should only inflict injuries when he resists; no one intended to take his life. And the attack on Ripata in the Garbage Row was not by Arata's people. Had they ventured there, they would have been cut down before sunset.
Ask where Rumata Estorian has gone. Arata will reply that Rumata has helped him with money and sound advice, even saved his life once, and yet Arata betrayed him. On the night of the massacre, Arata's men, disguised as monks, were supposed to kidnap the girl who lived with Don Rumata. This was supposed to force him to side with the republicans. But those fools opened fire with crossbows. The girl was killed, and Rumata did what was required, and after the fall of the Order's leadership, republican troops took the city without obstruction. But that did not ease Arata's feelings, and he has a sense that he sold a part of himself into slavery. After all, Kira was doomed regardless. One of the assassins revealed that he has an order to kill Kira and Rumata from Don Okan. She generously paid him just before she herself was sent to Merry Tower. And those rogues have their own share, and even if the client is dead, they will do their job. Arata would not be worried about Rumata, but Kira would have been killed one way or another. The thought that he betrayed Rumata does not let Arata sleep at night; it makes him nauseous whenever his mind is not occupied with work. That is why Arata is willing to conclude an alliance with the emperor. He must atone for his sin before Don Rumata - the god who came down to this earth by doing something for others. Yes, the consul considers Rumata a god. Or a demigod, a precursor, an executor of the law of God. Arata did not believe the tales told by the priests until he encountered Rumata. He saved his life, arriving for Arata in a heavenly chariot that moved through the air as if it were on the ground. Arata asked him for lightning. Rumata refused, citing the fact that they could fall into the hands of someone else. He did not say that he did not have them; he simply did not give them. Who is Rumata after that? Arata believes he is a god.
Ask Arata if he knows Count Rimon. It will turn out that Arata knows him and has even visited the Count's castle a couple of times. The Count is a notorious misanthrope, a patron of the sciences, and a recluse, and a recluse worse than Satarino. After the Arkanar massacre, he sheltered Kabani in his castle. Arata addressed the Count hoping that he would support the Republic, but that is not Rumata. The Count has a peculiar view of everything happening, and they could not come to an agreement.
As for the "Three Swords" sect and some Prophet, the latter is not connected to the "Three Swords". Arata wasted five of his best people and spent a lot of silver to gather information about him, but to no avail. He does know something about the "Three Swords", but that will not interest you. Finally, Arata will return the 5 thousand you handed to Fat (+5000 exp).
4.5. Who betrayed Iré Ripata (beginning)? Upon reaching the Suburb of Arkanar, go to the dwelling of the veteran warrior. He will mistake you for an imperial mercenary and attack. You will have to fend off and kill the old soldier. After this, a note will appear in your diary stating that perhaps you were not dressed appropriately.
From the compiler. I approached the veteran twice: in Arkanar's uniform and in thief's clothing, but it did not help avoid confrontation. Apparently, you should go to meet the veteran dressed as a don. Regardless, a notification will appear in the diary stating that you will have to explain to Ripata about the death of his comrade.
This quest will conclude later when you find yourself in Rotted Mire.
1 - main tower. 2 - merchant. 3 - father of Kabani. 4 - northern gates. 5 - western gates. 6 - bandit camp. 7 - transition to the Drunken Den. 8 - prosperous peasant's village. 9 - tavern. 10 - mansion. 11 - trading shop. 12 - village. 13 - hermit's hut. 14 - hamlet. 15 - field camp. 16 - transition to the world map. Stars indicate guard posts.
4.6. Escape from the Castle of Rimon (main plot). Leaving the consul's residence in contemplation, you will not notice how a person sneaks up behind you and strikes you with a club on the head. You will lose consciousness and wake up in an unfamiliar place. When you come to, you will be addressed by the assistant of Count Rimon, Don Ordanos, who will inform you that you have been invited in such an unusual way for several reasons. He will explain them, of course, but first wants to ask a few questions.
Don Ordanos will say that you made quite a journey from the metropolis, gathered information about Don Rumata, 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 agree, you will be rewarded, and you can leave Arkanar to go wherever you wish, as after the failure of your mission the metropolis will be closed to you.
After you refuse to speak, Don Ordanos will say that until the Count returns, you will have to be a guest in his possessions. You may move around the castle, but you should not leave its walls. Upon the arrival of Count Rimon, this conversation will resume.
Don Ordanos will leave, but a servant of Count Rimon will appear, who has been instructed to watch over you and ensure that you do not feel constrained. As a guest, you are free to move around the castle anywhere except closed rooms. The servant will ask you not to leave the walls of Rimon and not to 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 get drunk, as wine alleviates the foul mood you’re in and also relieves the headache you suffer from. And if you need a drinking buddy, you should head to Father Kabani. The father, however, hasn’t sobered up for two or three days, but he makes for a very good conversationalist.
Follow the servant's advice and visit Father Kabani. The father will advise you to get drunk before your demise. It turns out he overheard how Ordanos and Count Rimon spoke about you and Don Rumata. They have learned a lot about you, hence they decided that once Rimon returns, they will interrogate you. And no one has ever returned alive from the rack here. And Father Kabani can neither sleep nor walk; he is only capable of drinking and thinking because Ordanos poisoned him. He and Rimon poisoned him and forced him to create a devilish fire that comes out of iron tubes and kills a man from a hundred steps away. The devil was given to Rimon, and Kabani was forced to create it. Until he knew, Kabani made it, and as soon as he realized what he was doing, he wanted to escape. That's when they poisoned him. And Rimon's servant is a sellout but desperately loves card games; he is in debt throughout the castle, and you can buy your freedom from him. And you should run to Kabani's friends in the Drunken Den.
Having informated you of this, Kabani will drink and pass out. Returning to the main tower, offer the servant of Rimon assistance in escaping the castle, and in return, you will help him solve his financial problems. For his service, the servant will demand five thousand coins, but in the end, he will agree to three and a half thousand. The servant will provide you with thief's clothing, as guests from the Night Army often visit the castle, and the guards have become accustomed to them. And when you leave, he will raise the alarm so that he is not suspected of treason.
Dressed in thief's clothing, proceed to the northern gates and speak to one of the guards, who will open the locks. The road from Count Rimon's castle to the transition to the Drunken Den is patrolled by the Count's guards, and you will have to fight constantly. You can either go straight into the Drunken Den or have some fun in the Count's territories, slaughtering his men to increase your experience.
1 - transition to the territories of Baron Pampa. 2 - Drunken Den. 3 - shaman of the barbarians.
4.7. Visit to the Drunken Den (part 1). The journey to the Drunken Den will be through forest roads, 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 head a secret order for the protection of the Empire, which now includes you too. This organization is ancient, deeply clandestine, and even the emperor does not know about it.
Regarding Rumata, he is not a god, but a man with great abilities, specially trained and prepared. He was performing a very important mission in Arkanar until the coup occurred. Rumata is one of the members of the organization, but he is not from the Empire, and he has a different name. Rumata and Don Gug are from a very distant land across the sea. Rumata Estorian is the name he adopted for camouflage when he had to don the guise of a noble descendant of Estor. Now he is very ill and has gone home. This is not a physical illness but a disease of the soul, which occurred after his acquaintance in Arkanar. Upon hearing from you that Arata was involved in Kira's murder, Don Gug will be greatly surprised and inform you that Don Rumata did not simply lose control but arranged a bloody massacre in Arkanar. He broke the vow not to kill unnecessarily that every member of the secret order takes. He has slightly lost his sanity but was managed to be found and taken away.
Don Prani will inform you that you are to be under the command of Brother Rudi, who will be based at the smuggler's camp north of the Arkanar walls. This place is also called Upper Bay. 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 may need will be received through him. He will give you orders and plan your work. It would be great if you could find Rudi within a week.
In conclusion, Don Kondor will say that he is very interested in the figure of the Prophet and it would be nice if you could gather information about him. Maintain contact through your new supervisor Rudi. It is necessary to find out what potential threat this Prophet poses (+3500 exp).
4.8. Visit to the Drunken Den (part 2). As you exit the location, you will encounter Don Ordanos, who admits that he is weary from chasing you all over Arkanar. The conversation with him will end in a fight, during which your opponent will strike you with a poisoned blade. You will die but awaken in a strange place called the Forest of Spirits, where a barbarian shaman will address you. From him, you will learn that you have found yourself in the White Chambers of Ardar, the threshold to the world of the dead. This place is traversed by every departed, so that Ii-Riin may judge whether one is good or bad, and determine where that one will dwell after death. But your path to the world of the dead is still barred. You were killed by the blood of Arr-Ratt, mixed with the poison of a hairy spider. The blood and poison have tainted your body and extinguished your power. The shaman has extracted the spider's poison from your veins, but Arr-Ratt's blood still remains, and the shaman cannot expel it; he lacks such power. When you fulfill the will of the spirits, the shaman will tell you of your fate, but not now. For now, you should speak with the spirits. You need to follow the path, but be cautious. Right now, you are a spirit, and nothing from the world of the living can harm you. But those who dwell in the White Chambers may take your last away from you. You must fear the guards: you will see them, and you will understand what they are like. They cannot be struck with arrows or pierced with spears. You must have a weapon in hand; otherwise, it will be of no use.
Next, we must ascend the spiral path to the summit 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 later on.
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 dwelling in the Howling Forest. They have awakened; something disturbed them.
Don Reba. He has been wandering these paths for a year and a half. The sky refused to receive Don Reba for his sins, and the underworld expelled him because there was no worthy punishment found for him there. Now he waits for a Judge capable of condemning him so that he may bear punishment and atone for his transgressions. The local forest is filled with guards who are devouring his soul. For a year and a half, every day they devour a piece of his soul. And Don Reba is frightful to know that they could devour his entire soul altogether: then he will have no place anywhere. Even the old man has not wanted to stop them. He occasionally walks the path, and then Don Reba has hope. He spoke with the old man only once and said that Don Reba is destined to be in this place until the Judge comes.
Saint Mika. You are of no use to him; he merely wanted to look into your heart. It is worthy of a gift, therefore you received his blessing. Saint Mika will mention the Stranger, whom he considers your advisor, with whom you will reach the end of your path and fulfill the predestined destiny 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 does not know the name of the murderer, but has been granted an audience with you. Apparently, someone decided that it is you who should carry out the retribution. The baron was poisoned in his castle during a late lunch, where he only ate pork. So, it must have been someone from the servants or the cooks. But they are merely insignificant puppets in the hands of the one who stands behind all this. That person is whom you must find and punish, and the baron will reward you for your care: he will make you Baron Musin.
To do this, you need to go to Musin, find 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 traces were lost. You will present yourself as him. The father of the boy disappeared right after the sister of the baron died. This nobleman from Estor hoped that the rumors of her death were untrue since her body was never found. And this was a couple of cycles ago. If he appeared, he would have no claim to the fief as he does not belong to the Musin lineage. The baron and his sister were born Musins. The boy will not hinder you; the baron knows this. The baron had no children; his sister had just one son. So there will be no “sisters” and “brothers” popping up to you. You could possibly assert your claim through Deka, but his lineage is dubious, despite some records.
You will likely be checked. But it is enough to know where the Musin family seal is hidden. More specifically, not the seal but a ring. It has been used since the original seal was lost. It rests in a niche built into the central bookshelf that stands in the baron's chambers. Only the baron and Arvar know about this. He was a very old servant. He cared for the baron and his sister more than any nanny. It was he who took care of the baron's nephew. You will undoubtedly meet him, but there is no need to be afraid: you look just like Musin, and Arvar is already as blind as a mole. So you can lie that the baron wrote to you about the location of the ring in a letter.
As for the fact that you disappeared and suddenly appeared out of nowhere, just say that Pampa wrote to you; they surely will not check this. That he was aware of the correspondence between the baron and you, knew where to write, and immediately informed the heir after the baron's death. Baron Pampa was the neighbor of Baron Musin and his best friend. In their youth, they had a lot of wild adventures together. The baron remembers how they shot crossbows at a portrait of Don Casca. Typically, they were drunk, and Pampa did not hit it once. But since then, he has been carrying a debt: three old rusty daggers with plain wooden handles. Pampa could not find a single one in the entire castle: he always kept his weapon in order and taught his servants to do the same.
The baron will recall how during one hunt a wolf approached him with Pampa. The baron thought it had strayed from Pampa's pack. The Musins disregarded hunting dogs, as per tradition, they opted only for falcons. The baron was still surprised: Pampa always preferred a fair fight with beasts with a spear or sword. But it turned out that it was not a dog, but a wolf of unusual color. That became clear later when Pampa kicked it to keep it from getting underfoot. Since then, he has had notable scars in soft places, and in the living room, there is another head of that same