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Knock down the walls to let the horse come in: conflicting
imaginations, archaeology and reconstruction at Troy
Peter Jablonka
Fig. 1
An iconic text: Manuscript of the Iliad, ca. 2.-3 century AD, Papyrus Berlin P. 7502
(http://smb.museum/berlpap/index.php/02241/).
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the theoretically much more difficult ultimate goal of archaeology: reconstruction of ancient
societies as a whole.
For example, in pottery studies, fragments / sherds are frequently assigned to shapes of whole
vessels, which can be done by classification, involving reconstruction of the fragment just in the mind
of the expert, reconstructed drawing by hand or computer, or reconstruction by conservation and
restoration of the actual object. In studies of the environment, evidence like cores from drilling holes
or plant and animal remains is used to reconstruct palaeolandscapes and past land use. At the next
level, such reconstructions are in turn used for interpretations of the archaeological record and
reconstruct past society in terms of agricultural and economic system, carrying capacity of the land,
and demography. To test hypotheses, past behaviour or society can also be modelled or
reconstructed by means of a simulation, which is more likely a set of mathematical equations than
a visualisation. The most famous application of this methods is the expansion of the Neolithic into
Europe (cf. Bocquet-Appel, Naji, Vander Linden, & Kozlowski, 2012). Technically, computer
applications from Geographic Information Systems to Agent-based-modelling can be involved.
Only in a much more narrow sense, the term reconstruction is used for visualisations of the
restored appearance of a site, or part of it. This has always been part of archaeological methodology
with classical buildings where complete reconstructions from a few remaining stones are possible
because of standardized styles (Anastylosis). The reconstruction is often done by architects
working with archaeologists (an example from Troy: Riorden, 2007). Often the division of labour
remains unclear. There is a tendency to assign all tasks concerned with graphics, illustration, anything
visual, including reconstruction, or even museum exhibits to artists, designers, recently 3D-modelling
experts. If the artist gets it wrong, archaeologists cannot be blamed. A clear policy clarifying who is
responsible for which part of the work should be called for.
Architects usually go one step further and use the process of reconstruction as a research tool,
including properties like volume, area, amount of materials and labour needed,or static properties of
materials. The Early Bronze Age citadel and a palisade of Troy II have been analysed in this way
(Hueber, 2004; Schirmer, 1971). The aim is usually a definite solution; functionally possible
alternative reconstructions, for example gabled roofs for the Troy II Megaron buildings (Smith, 1942)
are rarely discussed. It is also established practice now to rebuild parts of a site in reality, on-site or
off-site, as a method of experimental archaeology. This has been done with a stretch of the city walls
at Hattusa, the Hittite capital (Seeher, 2007). The purpose was both to gain a deeper insight into
Hittite architecture, and to present the result to visitors.
Several reconstructions of the main periods of Troy have been done by artists: Lloyd K. Townsend
(Siebler, 1994, end-paper), Peter Conolly (Connolly, 1986), and Christoph Hauner (Archologisches
Landesmuseum Baden-Wrttemberg et al., 2001, Figs. 26, 66, 372, 377, 388, 464-465; Hauner &
Raidt, 2000). The artists sought advice from archaeologists to include the latest research, but
sometimes show scenes from the Iliad set against an archaeologically correct Late Bronze Age
background, thus placing the epic within a material reality. Compared to these lively artists
reconstructions, 3D-computer models (Brandau, Schickert, & Jablonka, 2004a, 2004b, 2004c;
Jablonka, 2002, 2004; Kirchner & Jablonka, 2001) done in a collaboration of archaeologists with an IT
company look rather sober, if not cold. Detail had to be omitted because the system designed for an
exhibition should facilitate real-time movement. For exhibitions, wooden reconstruction models have
also been built (Archologisches Landesmuseum Baden-Wrttemberg et al., 2001, figs. 77, 349).
Fig. 4 Architectural reconstructions of the citadel of Troy to and Megaron type buildings (top left: Drpfeld,
1902; right: Schirmer, 1971; bottom left: Smith, 1942).
Fig. 5 Artists' reconstructions of Troy VI (top left: Lloyd K. Townsend; bottom left: Christoph Hauner; right:
Peter Conolly). Note settlement outside citadel on Hauner's reconstruction; and Peter Conolly's archaeology
with and without added scene from the Ilias.
5
In all reconstructions, details of the citadel walls of Late Bronze Age Troy resemble the Hittite city
walls of Hattusa because both are based on the same Hittite terracotta model of a wall and tower
(Seeher, 2007). Reconstructed buildings inside the citadel sometimes invoke images of Arthur Evans
reconstructions of Knossos. Besides, new attempts at reconstructions also rely heavily on earlier
examples. New reconstructions of Troy VI leave the centre largely as it was, but add the newly
discovered settlement around the citadel. The main difference is not the technique or technology
used to do a reconstruction it is content.
It has been criticised that archaeological reconstructions are often, and to a large extent,
hypothetical. In the case of Troy this criticism targeted areas outside the Bronze Age citadel, of which
only a small fraction has been excavated. But, because the archaeological record will always be
fragmentary and incomplete, we can never be sure about any interpretation or reconstruction. On
the other hand, one can be perfectly sure that even an ill-preserved, partially excavated settlement
was definitely not a largely empty space dotted with a few ruined buildings. Therefore one can and
should boldly go on and present complete reconstructions, as long as the difference between extant
remains and hypotheses is made clear. We will never know for sure how the past looked like, but we
can always suggest how it possibly could have. By being overtly timid, and regretting that we still
dont know enough after decades or even centuries of research, archaeology runs the danger of
making itself redundant. Clearly, documentation should clarify where the work incorporates
arguments based on actual evidence, plausibility (static properties, function, ...), or analogy (better
preserved evidence elsewhere, pictorial or textual sources, ethnographic or historic examples, earlier
reconstructions ...), and hypothetical elements.
Fig. 6 Computer reconstructions of Troy VI. Top left: free reconstruction, complete; bottom left: only buildings
with complete ground plan known from excavations reconstructed; right: defensive ditch and gate, excavated
rock cuttings and schematic reconstruction; images provided by the author).
These considerations apply to all kinds of reconstructions, regardless if they are done as a drawing,
computer model, scaled-down or original size replica. However, 3-D computer representations are
certainly the most versatile method. They can be used for a large number of applications in research
6
and presentation. Products for different audiences, purposes and media can be derived using the
same data.
In any case, reconstructions are very powerful visual statements. In everyday life, we encounter
similar visualisations of things that might or might not actually exist in different contexts. Scientific
visualisations are expected to be true images of real, but hidden objects, based on actual data, for
example CT or MRI scans of the inner organs of the body (Hence the misleading title "how it really
looked like" given by the publisher to Brandau et al., 2004c). In architecture or product design,
objects are shown before they are built or produced, as they are supposed to look like in the future.
On the other hand, in films or computer games animations are meant to create the illusion that these
products of fantasy are real. The medium conveys conflicting messages: we know that visualisations
can be either representations of some aspect of reality, or delusions. 1 This may partly explain the
emotional and fierce criticism reconstructions can provoke, especially digital, or virtual
reconstruction. Computer images using photo-realistic lighting and texture are perceived as objects
with strong materiality, negatively, as deception, an illusion of a reality that never existed. No
wonder many archaeologists are reluctant to make such statements. However, in an age of visual
communication one should rather learn to master visualisation techniques than avoiding them.
Within archaeology, reconstructions assume a double role depending on the audience. For
archaeologists, they can serve as a tool or aid in research and interpretation. In presentations for the
wider public, reconstructions have much in common with a visit to the actual site but enhanced
with an element of virtual time-space travel. Still, a reconstruction on its own remains purely
descriptive and self-referential, like a journey to a foreign country without any experiences apart
from sightseeing. To create a lasting impression, a much richer narrative must be added. In the case
of Troy this is how the legends come back into the play. When visitors encounter the Trojan horse at
the entrance to the site, archaeology is reduced to a mere background for a much more interesting
story, inevitably presenting the Trojan War as real as the archaeology.
Aptly, a market-leading 3D-visualisation software is named Maya. In Indian philosophy Maya stands for
the concept that the outside world created by our sensory perception is mere illusion.
7
unlikely. A faint remembrance of such conflicts could have formed the core of the story of the Trojan
War. Narratives like this can be viewed as textual reconstructions of fragmentary sources.
Another type of narrative combining different lines of evidence may be termed
Geoarchaeomythology: Places and events from the epic are put on archaeological site plans
(Drpfeld, 1902, pp. 601-632), and on maps of the ancient or even modern topography. This line of
argument goes back to Hestiaia of Alexandria Troas, who rejected claims by the inhabitants of
Hellenistic Ilion that their city was also Homers Troy (Strabo, 13.1.36). Remarkably scientific, she
argued that the plain of the Scamander consisted of recent alluvium. During the time of the Trojan
War the area had still been flooded a bay of the Aegean leaving no room for a battlefield.
Nevertheless, since antiquity many locations from the epic, including the grave mounds of the
heroes, have been pinned down on the landscape (Luce, 1998). Contradicting Hestiaia, geologists
have placed the Greek camp and other places from the Iliad on palaeogeographic maps of the area
during the Late Bronze Age (Kraft, Rapp, Kayan, & Luce, 2003). Even more, both Platos Atlantis and
Homers Trojan War have been put on the same palaeographic map, and projects have been
suggested to find scientific proof for this daring hypothesis (Zangger, 1992). Troy has even been
located in regions anywhere from Cambridge (England) (Wilkens, 2012) to Cilicia (southeast Turkey)
(Schrott, 2008). By eclectic or selective use of evidence and sources it is possible to construct a
convincing-looking "scientific proof" for almost anything. It can therefore be very difficult to refute
too far-reaching claims.
On the other hand, the fact that there are roadside signposts giving directions does not provide
definite proof that any particular phase of the archaeological site of Hisarlk actually is Homeric
Troy. Heinrich Schliemann may well have found nothing underneath the ruins of Hellenistic and
Roman Ilion. But since his days, the remains of a large and strongly fortified settlement have been
unearthed. This means that the case remains open. We still have to consider if and how the events
told in the Iliad mirror history. The answer strongly depends on an interpretation of Greek epic
traditions. Unambiguous evidence of events that took place on the stage that archaeology can
provide is still lacking.
Archaeology and history of Troy are therefore facing the same dilemma. To tell the story without any
reference to the Iliad seems impossible. However, as soon as the legends are discussed, they assume
a status similar to other sources. In the design of an educational website, it has been attempted to
keep different threads archaeological evidence, reconstructions, historical background, legends
separate (http://www.cerhas.uc.edu/troy/ ; Riorden, 2005). Perhaps such distinctions will be blurred
once again in the experience of readers/users.
8
Trojan legends, for instance, we will see knights in their typical armour fighting in front of a walled
town of their own time. Only later this will change into an antiquarian past. For the Achilleion, the
Habsburg Empress Elisabeths mansion on the island of Korfu, Franz Matsch (1861-1942) painted
Achilles triumphant. In this painting, weapons are apparently taken from the Greek Archaic period,
whereas Achilles chariot is based on models from Pharaonic Egypt. The architecture of Troy in the
background seems to be influenced by Schliemanns excavations in Troy and Mycenae. The Minoan
column from the relief at the Lion Gate at Mycenae is used for palace entrances, but at the citadel
gate column and lions are replaced by a swastika. In the latest movie versions of the legends, Troy
still has Late Bronze Age, Minoan-Mycenaean architectural elements. For his graphic novel Age of
Troy (Shanower, 2001-2009), the author even visited the excavations at Troy and did extensive
research to create a realistic setting.
Thus another strong, suggestive link has been established between Late Bronze Age archaeology and
modern versions of the Trojan legends spread by popular culture. Once again, it will be difficult, if not
impossible, to separate fact and fiction.
Fig. 7 Top: A view of Troy from the graphic novel Age of Bronze (Eric Shanower); bottom: Franz Matsch, Achilles
triumphant, mural in the Achilleion, Korfu
(http://commons.wikimedia.org/wiki/File:The_"Triumph_of_Achilles"_fresco,_in_Corfu_Achilleion.jpg).
9
wealth and see those dear to them bathed in tears, to ride their horses and clasp to your bosom their
wives and daughters." 2
Yet values like these had to be conveyed to elite young males (all others were oppressed rather
than educated) as long as their leaders would send them to war. Only recently what used to be
accepted behaviour has turned into a social problem when we are facing gangs of violent young men
in our streets. One way to act out such violent drives, not limited by any repressive constraints
society imposes, and still without harming others in real life, seem to be interactive computer games.
Of course opinions are divided if it is healthy to escape from reality to live the life of an aggressor in
cyberspace, but the fact that such games are popular shows that they supply a need: ... as Lacan put
it, the truth has the structure of a fiction: what appears in the guise of dreaming, or even
daydreaming, is sometimes the truth on whose repression social reality itself is founded (iek,
2006). Perhaps not surprisingly, Warriors Legends of Troy (http://www.troy-game.com/) is a
typical example. To make it look authentic, the game designers researched the archaeology of the
Late Bronze Age and included features from the Aegean landscape around Troy (IGN Staff, 2009).
Encouraging individual identification with heroic values is one way to exploit the epic tradition
politically. The other way is fostering group coherence by identification with one side in the war,
Greeks or Trojans. The epic tradition with its stories about a fight for a common cause, its
connection of gods, heroes and men, its maze of genealogies linking real with mythological places,
persons , and events, formed the core of ancient Greek ethnogenesis. One can have doubts whether
a common Greek identity would have developed without Homer, just as a Jewish identity could
hardly be maintained without the Old Testament (Assmann, 1999, pp. 272-280).
Identification with the other side, the Trojans, started with the first Roman Emperor Augustus, who
traced the mythical ancestry of his family, the gens Julia, back to Julus (Ascanius), who had fled to
Italy from Troy with his father Aeneas. Following the Roman example, many later gentes like the
Franks, and aristocratic families, assumed Trojan lineages.
Renaissance scholars noted that the Ottoman Empire had formed in Bithynia, in the vicinity of the
Troy. They also claimed that Teucri (Trojans) and Turci (Turks) were the same name. Maybe the Turks
had even conquered Constantinople and Greece to take revenge for the Trojan War (Meserve, 2008,
pp. 22-64). This identification is maintained by Turks to the present day as an integral part of
republican Turkish Anatolism (Kranz, 1998), but also imposed on them by others, especially in times
of war. During the battle of Gallipoli (1916) allied forces, well aware that they fought close to Troy,
styled themselves as Greeks: Stand in the trench, Achilles, / Flame-capped, and shout for me
(Patrick H. Shaw-Stewart; quoted after Wood, 2005, pp. 44-45). It was especially important to create
at least an illusion of a heroic past for the many ANZAC soldiers from Australia and New Zealand,
countries devoid of any history of their own to be proud of (Midford, 2010). 3 And towards the end of
the Turkish War of Independence, Mustafa Kemal Atatrk supposedly said after the decisive victory
at Dumlupnar (1922): Hector, I have avenged you (according to Sabahattin Eybolu: Aslan &
Atabay, 2012, p. 159).
Today, more peaceful ways of re-enacting the epic prevail in Turkey. Mustafa Erdoans dance show
musical Troy an Anatolian Legend / Fire of Anatolia does not hesitate to make Homers epic part
of Anatolian folklore (cf. http://www.hurriyetdailynews.com/troy-opens-season-with-fire-ofanatolia.aspx?pageID=238&nID=46481&NewsCatID=384). On the slope of Mount Ida (Kaz Da), the
judgement of Paris takes place every year as a beauty contest (cf. http://www.canakkaleili.com/idaguzellik-yarismasi.html). And after a history of wars, the city of Canakkale at the Dardanelles has
become a self-proclaimed city of peace (cf. http://www.canakkale.bel.tr/bp.asp?caid=273).
2
Arnold Schwarzenegger says something similar in the movie Conan the Barbarian (1982). However, the
famous quote, often cited without source, ultimately goes back to Abraham dOhssons translation of a passage
from Rashid-al-Din Hamadanis (12471318) Jami' al-tawarikh (d'Ohsson 1852, p. 104).
3
It might have been a coincidence that one British battleship at Gallipoli was named Hector, for, from the
17th century to World War II, at least 11 ships of the Royal navy bore this name (internet search).
10
When it comes to educational and political uses of the legends of Troy, it is no longer the question if
epic tales are based on actual historical events. Fact and fiction seem reversed. Real life is
reconstructed according to a moral code of conduct, identities, even re-enactment of events taken
from the Iliad. And if epic wars and cruelty form a threat to society, they can be acted out in role-play
or virtual life.
Fig. 8 Reconstruction of the epic in real life: Re-enactment of the Judgement of Paris at Ayazma, on the slopes of
Kaz Da (Mount Ida), 2003 (http://www.canakkaleili.com/ida-guzellik-yarismasi.html).
11
If this is neglected and archaeological reconstructions are created out of any narrative context, as
real or virtual objects or visualisations, the models will end up collecting dust in a dark corner, or they
will be used by others to support their own narratives. It will only be possible to keep them alive and
convey a message through them by embedding them in a story, using techniques like unique
characters and a storyline ("digital storytelling"). This can be as simple as an archaeologist telling
about his work and interpreting the site. It can also be based on events or characters taken from
history, or even fantasy.
By far the strongest narrative attached to Troy is the Iliad not archaeology. Any attempts to
reconstruct the story of the site without it will fail, no matter if the Trojan War ever was an event of
actual history or not. The horse and the woman will always come back. This is because the story is
both archetypical and unique. While there are perhaps no more than three basic plots (Foster-Harris,
1960), it is the quality of a particular realisation that counts, and an established link of characters
with well-known names to a specific location in space and time.
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